Monday 2 September 2019

The Third Battle for Beaconsfield Park AAR - The Great Antipodean Adventure

Saturday May 28 1932 the angry Marxist, Leftie, Pinko members of the Amalgamated Engineering Union with their recently arrived Bolshevik Advisers advance on of the Police guarding Beaconsfield Park...

Last Monday night we revisited The Great Antipodean Adventure! We are still using slightly updated The World Aflame rules, these require some book keeping but we find this acceptable as they suit the inter war period well (and so they should having been written specifically for it!). I played this scenario three times before game night and the Cricketers won twice and the Mob won the last game, the events had only a slight influence on the game but added a bit of flavour. Well enough of my waffling lets get into it!

The Forces...

Battle:                          The Third Battle of Beconsfield Park
Location:                      Sydney NSW
Date:                            Saturday 28th May 1932
Weather:                      Fine Still Late Morning Visibility 36”
Game length:                10 Turns

Marxists Commie Red Unionists

Orders, can’t be changed:
‘By Turn 10 (up to 12 at the umpire discretion) have unchallenged control of the cricket pitch
by having an unengaged Commissar or Banner man/woman on it’ If this is not achieved the 
Cricketers win the day!

Note     Banner/Commissar figures are only in play for Morale they can be a casualty instead of a Unit Leader when attached (select with a roll). These figures may redeploy up to 12” when the unit they are attached to is activated, this supersedes the rule where all figures in a unit must carry out the same order. They may detach from routing units automatically when the unit retreats.
Unit ID. Name
Figures
Officer Grade
Unit Initiative
Morale
Volleys
Notes
Record Failed Morale

Leaders


3

3

3
When unattached

4

N/A
Enter Turn 2
For Morale use only
May replace Unit Leaders
Can’t Fire/Melee
Mob 1
No Tab

9

2

2

2

8

Enter Turn 1
Mob 2
Blue Tab

9

2

2

2

5

Enter Turn 1
Mob 3
Pink Tab

9

2

2

2

5

Enter Turn 1
Mob 4
Purple Tab

9

2

2

2

8

Enter Turn 1
Mob 5
Green Tab

9

2

2

2

7

Enter Turn 1
Mob 6
Orange Tab

9

2

2

2

7

Enter Turn 1
Mob 7
Yellow Tab

9

2

2

2

5

Enter Turn 1
Mob 8
Yellow dot Tab

5

2

2

3

4
Enter Turn 4
LMG Armed

A/C I
Red Body

8

2

3

4

4
Enter Turn 3
Armour is 12
Bogs on a D6 roll of 1 in park
In park moves 7” + 1D6

A/C II
Yellow Body

8

2

3

4

4
Enter Turn 4
Armour is 12
Bogs on a D6 roll of 1 in park
In park moves 7” + 1D6































The Beaconsfield 1st Eleven & Attached State Government Units
                     
Orders, can’t be changed:
‘Defend the cricket pitch to the last over’

Notes   -All figures have rifles & revolvers.
-Two ATR’s are available. Any Unit may deploy them. Two figures are required to
 operate an ATR. An ATR may be ‘dropped’ at any time. Figures may use their
 rifles instead of the ATR any turn. Double 1s indicate the ATR is out of ammo, the ATR will automatically run out of ammo when the unit deploying it does.
-Optional Police Section 3 and may split to two
Unit ID. Name
Figures
Officer Grade
Unit Initiative
Morale
Volleys
Notes
record morale
Cricketers
Section 1
No Tab

6

3

4

6

9


Cricketers
Section 2
Yellow Tab

6

3

4

6

7


Police
Section 1
Yellow Tab

8

3

4

4

6


Police
Section 2
Orange Tab

8

3

4

4

6


Police
Section 3
No Tab

8

3

4

4

8

Optional



















Events

‘Randomly selection’ is done by both players rolling 1D6 and the side with the highest roll gets the card then applies its details (if an individual unit is affected randomly pick one by rolling unless it’s obvious from the card details what unit should be affected).

HEARTS ACE No Effect.
HEARTS TWO Resolve - Player who rolls highest on 1D6 retains this card and can play it to automatically pass a morale test.
HEARTS THREE No Effect.
HEARTS FOUR Rascally Rabbits! - One randomly selected Union unit expends a volley of ammunition obtaining dinner! They can still activate and fire this turn but that expends yet another volley of ammunition.
HEARTS FIVE No Effect.
HEARTS SIX Brew up! One randomly selected Union unit can’t perform an action this turn as its members enjoy a cuppa...
HEARTS SEVEN No Effect.
HEARTS EIGHT Get a wriggle on! The Player who rolls highest on 1D6 can select any one of his units this turn and it can add 3AD to their 6” move when they run. If no unit wants to run this turn it can be retained for later turns.
HEARTS NINE No Effect.
HEARTS TEN Ooo Bruce brought beers! One randomly selected Union unit pauses to imbibe ‘supplies’ it can’t perform an action this turn.
HEARTS JACK No Effect.
HEARTS QUEEN Who forgot the compass? Affects Union units ONLY. A unit gets lost, one randomly selected unit RUNS directly to its right (figure facing) it will stop if it reaches terrain, enemy units (melee results) or the edge of the table top.
HEARTS KING No Effect.
CLUBS ACE Resupply! Affects Cricketers units ONLY. A civilian contractor on a bike enters the south edge this turn with five volleys of ammunition. When/if he delivers his supplies, he is removed from the board he is a non-combatant.
CLUBS TWO No Effect.
CLUBS THREE The Pub's open!, a random Union unit is select every figure rolls a 1D6 and on a 5 or 6 it is removed and placed in the nearest pub!
CLUBS FOUR No Effect.
CLUBS FIVE Smoko! One randomly selected unit from either side can’t perform an action this turn as its members enjoy a Woodbine or ten...
CLUBS SIX No Effect.
CLUBS SEVEN We’re flanked! Some young rascals throw several cricket balls at the Unionists who take them for grenades and flee. A randomly selected Union unit runs at full speed to their rear this turn.
CLUBS EIGHT No Effect.
CLUBS NINE Resolve - Player who rolls highest on 1D6 retains this card and can play it to automatically pass a morale test.
CLUBS TEN No Effect.
CLUBS JACK Get a wriggle on! The Player who rolls highest on 1D6 can select any one of his units this turn and it can add 3AD to their 6” move when they run. If no unit wants to run this turn it can be retained for later turns.
CLUBS QUEEN No Effect.
CLUBS KING A telegram from the Australian Cricket Board arrives! Affects Cricketer units ONLY. This missive creates confusion a randomly selected unit can’t perform an action this turn

The scenario background was posted previously...

Scenario Background The Third Battle of Beaconsfield Park

The AAR

The Cricketers (behind a barricade at the far end of the table) and Police (behind the parks wall in the foreground) prepared and ready to receive the mob.

During the first two turns of the game the Police held at the wall and fired as they withdrew,  they managed to get only two hits!

The end of Turn 2 and the Police had successfully disengaged from the howling Mob who started to pour into Beaconsfield Park after opening the official boom gate without permission!

Turn 3 the Unionists on the right contacted the Police and a brief melee ensued which the Coppers got the better of and they were able to withdraw successfully again due to their better initiative...

Overview of the 'battlefield' just after Turn 5 started...

Turn 5 and the Unionist left flank caught up with the police there and they slaughtered them!
(we made a slight blue here as we stacked the Mob figures so they got 2 to 1 attacks along the line where it should have only been 1 to 1 in most cases DOH!) The Cricketers position was starting to unravel as the Unionists numbers were starting to tell!

Turn 7 and Senior Sergeant Bill Perks found himself facing the Mob alone!
He roared, "Righty'O you lot, if you disperse right now and egress of the Park in an orderly manner there'll be no need for me to take you down to the Station!"...

...the crowd ignored him and was swept aside on Turn 8!

Turns 6 and 7 the Cricketers right continued to slow the Union Mob but due to the ATR's inability to knock out the second of the Unionists Improvised Armoured Car things were beginning to look precarious! We didn't get a picture of the other armoured car running 'into trouble'!

Turns 8 and 9 and the Union Mob's numbers allowed them to flank the Cricketers and defeat them with overwhelming firepower. They captured the pitch, the ammo supply stashed there and more importantly stopped the game of cricket from starting, their manifesto was upheld...for now... 

A big win to the Marxist Mob against Conservative Government forces! But the Cricketers will return!

We made a couple of small blues during play as we hadn't used these rules for a while but we already have a couple of scenario ideas so hopefully will return to TGAA soon; the Fight for Fair Education, the university faculty goes militant and the Rise of the Tong, Chinatown becomes the centre of the action!

No comments:

Post a Comment