Showing posts with label The Great Antipodean Adventure. Show all posts
Showing posts with label The Great Antipodean Adventure. Show all posts

Tuesday, 17 September 2024

TGAA - ‘Battle of Hyde Park’ Scenario & AAR

This post we return to The Great Antipodean Adventure and more Australian Civil War action! We are using Trench Hammer rules this time in our continual quest for a rules set that can accommodate our Monday Evening gaming format, we don't want to be playing until 2am in the morning!

The Peasants are Revolting...Angry Unionists prowling Hyde Park, Sydney NSW!

The 'Historical' Background...

Action: Battle of Hyde Park

Date: Monday June 6 1932

Location: Hyde Park, Sydney NSW

Factions: NSW State Government vs Unionists

As New South Wales’ Constitutional Crisis entered into its Second week the situation within the inner Sydney was becoming more heated on a daily basis. After the May 28 riots Hyde Park and its environs drew every manner of revolutionary group to it. Brawls and fire fights were common occurrences as these factions crossed into each other’s patch of the Park. The area around the proposed ANZAC Memorial was a sort of neutral zone as many of the revolutionaries had served in the Great War so it remained relatively quiet, well it was until June 2nd when Unionist made their camp just north of Emden Memorial.

The Unionists under the direction of their elected leaders, Benjamin Hill and Richard Emery barricaded their selected area and their entrenchments were nicknamed the Eureka Stockade. The location of the Unionists fortifications alarmed the nearby residents and rumours spread quickly that they were going to take control of the old Emden Gun and start shelling the city with it! Panic amongst the locals spread quickly even though Government Officials issued notices trying to calm them explaining that the old gun was deactivated and that there was actually to fear from it. Despite the State Government’s statements growing trepidation took hold and the powers to be were under increased pressure to dislodge the Unionists from their encampment.

On Monday June 6 Police and Fire Department Detachments under the command of Detective Super Intendant Morecambe Wise were ordered to the area and to clear out the Unionists. Wise collected his forces at the corner of College and Liverpool Streets and planned to strike at the Unionists from there. Wise cunningly organised a diversion, members of Sydney’s Chinese community supported by a Lewis Gun Team under the command Inspector David Allen were to assail the Stockade area from the North and distract the defenders!

As twilight grew on June 6 the Government forces moved out, unbeknownst to them the Unionist were on the move too and they heading toward the Emden Memorial themselves…

The Forces...

NSW
Detective Super Intendant Wise
Inspector David Allen
6 x Sections Rifle Armed Police/Fire Department
1 x Lewis Gun Tean
3 x Sections of Chinese Militia AKA the Tong! Armed with side arms and big pointy things!

The Unionists
Comrade Hill
Comrade Emery
6 x Sections Rifle Armed Unionists
3 x Sections of Side Arms armed Unionists
1 x BAR Gun Team

Special Rules...

- 7 Turns, optional Turn 8 on a 3,4,5 or 6 on a D6 optional Turn 9 on a 5 or 6 on a D6
- All Units activate Turn 1 for entry to the Table
- No firing for Turns 1 and 2 due to the Light Conditions
- All non assault Attacks have a -1 to hit dice roll modifier due to the the Light Conditions
- Units listed as being armed with side arms have a selection of revolvers. pistols, shotguns, antique firearms etc these can only fire a maximum of 12" and inflict D3 damage, they still  Assault with D4 Damage

Victory Conditions...

At the end of every turn any Unit that has at least 1 figure within 12" of the fence of the Emden Memorial earns that side 6 VPs less any damage the Unit has. Highest VP total at the end of the Game wins unless one side loses 6 of its Units in which case that side automatically loses!

The Game...

Both sides entered the fray as night approached. The Government force advanced in a wide firing line anchored on their right by a Lewis Gun Team and on the right by Riflemen. The Unionists advance was confused and all of their riflemen moved down a path toward the Memorial creating a bottleneck while their BAR Team was masked by its own men and unable to fire early on.

Once the two forces came within effective firing range the Unionist's left with many riflemen was able to hold its own against the Lewis Gunners and Tong facing them but it was in their centre and right that the battle was decided. It was in these two areas the Government troops in an extended firing line inflicted many casualties and set up a win for their side.

In desperation as losses mounted the Unionist Leaders threw their right wing forward in a wild charge in the hope of changing their fortunes! The charge failed to break the Police line it faced and drew intense fire that caused heavy casualties amongst the groups that charged and ended up dispersing them.

At this point with darkness gathering with their morale in tatters the Unionists withdrew to their encampment where they prepared to receive further attacks from Government forces and sourced reinforcements!

A resounding Victory for the NSW State Government Forces!

Some Pictures...

The Unionists advance banners waving!

Detective Super Intendant Morecambe Wise leads his Police and Firemen forward in an extended firing line, their shooting was uncannily accurate and they inflicted multiple hits on the distant Unionists...

Inspector David Allen leads the Lewis Gun Team into action!

The 'Tong' as they were known under instructions from Inspector Allen enter Hyde Park from College Street...

Unionist armed only with side arms seek cover in one of Hyde Parks garden beds!

The Unionists BAR Team under the direct leadership of Comrade Hill who took control once their Leader was hit by a sniper!

One of Wise's Rifle Teams was left behind, curse those poor activation roles!

The Government Lewis gunners duke it out with Unionists, they took multiple hits but Inspector Allen was on hand to Rally them!

The height of the action! The Unionists with side arms try to close range with the Government 'troops'!

Unionists taunt the Government forces from behind the safety of a fence, note the fences in Hyde Park at the time were hooped wire so the picket fences are just a stand in!

Despite being taunted the Coppers and Firemen advanced continuing to keep up effective fire as they did so!

Unionists take hits from the Lewis Gunners, the Park was steamy with hot lead filling the air!

Both sides face off as Unionists surge forward around the 'big gun'...

The Unionists BAR Team took ages to locate to a position where they had a Line of Sight during which time a Sniper killed their Leader, their fire even though accurate caused little damage!

The Unionist approach the Emden Memorial...

Police and Unionist get into Assault range and some close combat biffo ensues, the Police were successful!

Battered the Unionist retire from the Emden Memorial!

Positions at the end of Turn 8 and the game, the Government Forces are to the right and have lost no units, the Unionists are to the left and have lost half of their ten Units three others were teetering on breaking with four Damage hits on each of them!

Detective Super Intendant Morecambe Wise lead his men to success!

FYI a look at our version of the Emden Memorial...

...and the real thing.

Summary...

NSW Government 125VPs & Unionists Broken Due to Casualties
Unionists 83 VPs

Well we have used the Trench Hammer rule set before with WW I related games and it translated to The Great Antipodean Adventure situation well, now to try another game with some vehicles! This evening the Unionists made the mistake of deploying their side armed units in their vanguard, having a range of only 12" their were (trench) hammered by the Government troops and unable to reply at longer range, meanwhile their more effective rifle armed forces were bottlenecked advancing down the road! The extended Government firing line was important to their win. everyone thought the rules worked well!

Now to try and catch up on a lot of games not posted on the Blog yet that we've played!

Tuesday, 25 April 2023

First AIF Two-Up Game Eureka Miniatures Figures

What better day than ANZAC Day to show off the Eureka Miniatures Two-Up Set!

I’ve had this for some time and painted and based them up ages ago, here are the players on last night’s tabletop…

The set comes with four figures; three Aussies involved in playing two-up and a dour looking Officer observing them. I think the officer is British from the uniform but could be wrong, the castings are crisp and the players look to be 'in action' all very nice! I don't think my painting does this set justice but it works for me! 


They are well worth the money!

Being ANZAC Day my partner and I attended the local Dawn Service, a bit of a tradition for us both having family that served our great country in both World Wars, it is a small token for to show our appreciation for what they did!

'Lest we Forget!'

Sunday, 23 January 2022

The Great Antipodean Adventure (Very Australian Civil War) Rules Update!

Botanic Gardens Sydney 1932, A Crossley Truck Armed with a Lewis Gun prowls the park!

We have played several games covering the 'Very Australian Civil War' in our Great Antipodean Adventure Campaign using modified A World Aflame Rules. These games have gone well as essentially AWA gives you a good sandbox for Inter-War gaming but our they have shown the system still requires a bit too much record keeping (even with my changes) so time for a change! BUT AWA has some really good stuff we don't want to lose (see my earlier review of them)! Right enter a set of rules based on ones we've played and enjoyed, the Men Who Would Be Kings, well the WW I version called Foch! Lets take the good parts from both and Frankenstein them together into something very loosely called 'The Men Who Would be Premiers of A World Aflame'...the final title is yet to be determined!

The playtests have been really good we just need to include a final test game with armoured vehicles (we have included soft skins already)!

So from TMWWBKs;
Units are similar but using points you can make them larger or small the normal being 10 figures.
The options to upgrade and downgrade Units have been updated gain to suit the period.
The basic Actions have changed a bit to reflect the period.
The Arms Table has been updated with period weapons (yes the ranges may look short but I believe in effective ranges rather than weapon ranges!). Importantly to keep it simple there's no Pistols, Carbines, SMGs, bolt action rifle, single shot rifles etc Just 2 basic types of arms, rifle based units and mixed arms nice and easy!
Close Combat is used as written.
Pin and rally Tests are as per our modifications we already use in TMWWBK normally already
A Basic Force Morale Rule has been added.
From the A World Aflame;
Vehicle Obstacle Check
Anti Tank Firing minor class change the system is as is.
Small Arms fire against Armoured and Un-Armoured vehicles with very minor changes.
Close Combat versus Armoured and Un-Armoured vehicles with again minor changes.

This is what the Rules look like at two pages in length and in a good sized font (unlike my FUBAR VSF set now moving into three pages!), I just have to figure out how to include the section on the Vehicle Obstacle Check (which I think needs to be in all rules including armed vehicles to stop them running rampant!);


And here's the basic Unit Templates, the Vehicle ones are in red as testing with those continues!

Here are some pics of Government Forces versus some unruly Unionists during testing!






Thursday, 27 May 2021

The Great Antipodean Adventure New Armed Civilian Figures & An Interesting Book

With a Great Antipodean Adventure scenario coming up in our schedule of games I have decided to boost my force of armed civilians so I picked up a box of Wargames Atlantic WW II French Partisans/Resistance Fighters!

Members of the 5th Amalgamated Unionist Company bearing the new flag of the Soviet Republic of New South Wales rallying outside their dedicated rallying point their local pub!

I have assembled my first dozen and must say these figures are (IMO) excellent! I had never heard of Wargames Atlantic until I did a search for '28mm WW II armed civilians' looking for some different to what I already have for variety. I picked up a box from my local bricks and mortar Hobby Shop they area bargain! I have since seen this release hammered on the net with comments like; not much variety with only 4 torso types, no female figures, no kneeling or prone figures and not enough rifles being the main issues, well I am not going to argue these as everyone has their own opinions and thoughts the main thing for me is i am happy with the set!

Here's my first twelve ready for action!

The Wargames Atlantic box with some my figures...

One of the eight (identical) sprues...

Also in topic with this Post I picked up at the local Rotary Second hand Book Shop 1932 A Hell of a Year by Gerald Stone. With my 'historical' Oz Civil War set in this year and my main reason for the outbreak, the sacking of the NSW Premier being a central theme of the book I couldn't believe my luck! I have not finished reading the tome yet so I am not reviewing it right now but the $2 I spent was worth it for the photographs alone! I find the two photographs taken in my home city of Adelaide of bloody riots being resolved between 'ordinary hungry' civilians and mounted Police on one of our main streets most evocative!


Keep well!

Monday, 20 July 2020

TGAA - ‘Strangers in the Night’ Scenario and AAR

Back to The Great Antipodean Adventure for our last gaming session. This time with a difference! We have been playing with A World Aflame rules for these games but this time we are going with an updated version of A World Aflame, we have replaced the activation and morale rules with those from Went the Day Well! there'll be more on that later!


Colonel Gout, commander of the New Guards 13th Shock Company observes the fighting in Fig Lane Park as evening draws near...

The Historical Background


Battle:                          Strangers in the Night!
Location:                      Fig Lane Park, Sydney NSW
Date:                            Sunday 29th May 1932

Sunday May 29 saw the whole of the Sydney city centre engulfed in rioting and flames when all the rival factions vying for power clashed! For the first time since the Constitutional Crisis erupted in New South Wales all the groups contesting for control of the State organised rallies in the city centre simultaneously. It was not long before the peaceful protests turned into vicious street brawls and by Noon it was a brave bystander who ventured out as blood was being spilled in running street battles. The fighting raged all afternoon and as evening drew close the tired survivors began to withdraw to their base Suburbs. During this period clashes continued as these determined groups came across each other!

Fig Lane Park was the scene one of those clashes. Colonel Gout's New Guard Company stumbled into the Brown Jackets of the All for Australia's 101st Peoples Battalion, trapped between these two riotous mobs was Senior Sergeant Roy Turner's Constables standing guard at a checkpoint...

The Forces
The New Guard - 13th Shock Company
Commander: Colonel Gout
Orders, can’t be changed: ‘’Advance across the park to return to a safe Suburb!” 
Unit ID. Name
Figures
Morale
Volleys
Notes


Leaders


3

5/4/4

N/A
Enter Turn 1
Commander/Assistant Commander/Religious Officer

Section 1

10

3



Enter Turn 1

Section 2

10

3



Enter Turn 1

Section 3

10

3



Enter Turn 1

Section 4

10

3



Enter Turn 1

Section 5

10

3



Enter Turn 1

LMG Section

5

4



Enter Turn 1


















The All for Australia Faction - 101st Peoples Battalion
Commander: Citizen Captain Lightfoot
Orders, can’t be changed: ‘’Advance across the park to return to a safe Suburb!” 
Unit ID. Name
Figures
Morale
Volleys
Notes


Leaders


3

5/4/4

N/A
Enter Turn 1
Commander/Assistant Commander/Religious Officer

Section 1

10

3



Enter Turn 1

Section 2

10

3



Enter Turn 1

Section 3

10

3



Enter Turn 1

Section 4

10

3



Enter Turn 1

Section 5

10

3



Enter Turn 1

LMG Section

5

4



Enter Turn 1


















Special Rules
Turns: 10
Visibility: Turns 1-5 is 36" and Turns 6-10 is 24"

Victory Conditions
Both sides gain Victory points for exiting the opposite edge of the board to which they start, the side with the most Victory points at the end of the game wins
1st unit to exit the board gains the player 4 VPs
2nd unit to exit the board gains the player 3 VPs
3rd unit to exit the board gains the player 2 VPs
Any other units that exit the board gains the player 4 VPs

The Possible Special Events
These are the events that could occur during the game;
Resolve - Player who rolls highest on 1D6 retains this card and can play it to automatically pass a morale test. There are two chances this will occur.
Rascally Rabbits! - One randomly selected Unit expends a volley of ammunition obtaining dinner! They can still fire this turn but that expends yet another volley of ammunition.
Brew up! One randomly selected Unit can’t perform an action this turn as its members enjoy a cuppa...
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. There are two chances this will occur
Ooo Bruce brought beers! One randomly selected Unit pauses to imbibe ‘supplies’ it can’t perform an action this turn.
Smoko! One randomly selected Unit from either side can’t perform an action this turn as its members enjoy a Woodbine or two...
Pick a side randomly, the selected side picks its Unit closest to the Police Barricade. They choose to taunt the Police who may freely move their figures to face the Unit taunting them and they open fire (no movement penalty for their moves) and will continue to do so until the Unit leaves their line of sight or they are destroyed.

Note - this scenario was adapted from the Men Who Would be Kings rules book.

The AAR!

Both sides entered the fray advancing along board fronts, getting around any flanks was going to be difficult as both sides were required to exit units from the battlefield. the first three turns everyone efforts were directed at gaining as much ground on the opposition as possible.

Turn 3 and the extent of the New Guard advance...

At the same time the All for Australia Force had gained much more ground!

First blood went to the New Guard on Turn 4 as one of their leading units let loose a viscous storm of fire taking down half of the leading All for Australia sides unit!

The first shots are fired! the New Guard are in the foreground, the exchange of fire saw 2 New Guard casualties to 5 for the All for Australia League!

Senior Sergeant Turners 'outpost' totally surrounded by mobs of revolutionaries with strict orders not to engage except in self defence. The results of the New Guard's first volley can be seen in this picture, the bodies of several members of the All for Australia League are clearly visible...

Turn 5 saw a few casualties on each side as they traded long shots. Also during this turn both sides drew men up to Senior Sergeant Turner's position effectively using them as a barrier!

All for Australia volunteers led by a hard core Brown Jacket advancing...

Turn 6 saw Fig Lane Park turn into a charnel house! To start the bloodletting several members of the New Guard taunted the Constabulary and once they became physically aggressive Turner and his men took action! Their defensive fore downed several members of the New Guard and they hesitate returning fire forgetting about their real opponents! Citizen Captain Lightfoot's boys took advantage of the New Guards setback and fired like mad inflicting heavy casualties!

Senior Sergeant Turner's men open fire on the New Guard in self defence the result is devastating for the new guard!

This view of the Constabulary defending themselves shows how close both factions were to Turner's checkpoint before tempers boiled over!

Distracted from their real enemy the New Guard kill all of Turners Constables!
Turner was saved as the All for Australia unit ran passed him to engage the disorganised New Guard in hand to hand the next turn!

Turn 7 and New Guard section leader Corporal Bruce Smith urge his unit forward and they sprinted for all their worth on the extreme right of the New Guard line. Suddenly they found themselves behind their enemy's lines and looking like reaching their objective!

The overall view of the battlefield at the end of Turn 7. The only intact New Guard unit not retiring out of view to the left is in the foreground between the two groups of trees. Top right of the picture Corporal Smith's New Guard unit can be seen only inches from their objective the edge of the table, All for Australia units can be seen in hot pursuit! Smith had benefited from a random event giving them an extra burst of speed...

Turns 8 though 9 saw the New Guard on the back foot with their rush to the table edge being defeated and the rest of their units withdrawing before the All for Australia storm! They still managed to inflict losses on the Lightfoots advancing force. Both sides men continued to pass morale checks despite taking appalling losses (mental note to me next game don't give these militia forces regular troops morale!)

The fight wasn't going entirely in favour for the All for Australia League, Turn 8 their end run along the table edge was halted by effective fire from the New Guard, the bodies can be seen piling up on the right of this picture!

The New Guards final stand, the last organised men formed up along Fig Lane Park's fence!

Turn 10 and the New Guard were holding a defensive line along the Park's fence line, in fact they did not have a right flank and Colonel Gout himself was moving his command to cover this spot! The All for Australia 101st battalion was at this point spent itself with several of Lightfoot's units completely dispersed. Only one relatively intact unit made a lung for the table edge but fell short and Lightfoot himself fell to the ground after being hit, he was dead instantly!

The six figures in the foreground of this picture are troops from the All for Australia side just falling short of exiting the table at the end of turn 10, the six figures behind them are from the New Guard trying to stop them!

 Overall view of the battlefield at the end of the game!

Citizen Captain Lightfoot is hit while crossing the fence to exit Fig Lane Park in one of the last actions of the 'battle'!

Okay a very bloody draw! The game ended with no winner, not a single Victory Point was scored. Despite both sides advancing aggressively early on and each losing over two thirds of their strength neither was able to exit a unit.

So how did the updated rules work? Very well! Activations ran smoothly creating  interesting actions and reactions and some tension! The new morale system tested well but still needed tweaking to suit. We discussed these further refinements to the morale and they will be in place for our next Great Antipodean Adventure game. I'll go through our new Frankenstein set of rules in a separate post and the reasoning behind the changes! Suffice to say now these revised rules are looking good for our future Great Antipodean Adventure games!