Post by Jangles on Feb 20, 2019 11:10:49 GMT
A Very British Civil War (with Bolt Action Rules)
Here is my next campaign idea, probably aimed at April. Following on from the ACW Campaign, it will be designed over four weeks with a rules and game setting that doesn’t require anyone to be there every week. Keeping things simple and flexible is ideal to make sure we can get it finished.
I will post here a quick summary of the game, my rules for force selection, and a quick summary of the Bolt Action rules that I will suggest using for the games.
Faux-History
The year is 1938 and in our time period King Edward reigns supreme. Not abdicating in 1936 (what a cheeky fellow), King Edward has consolidated his rule and plunged Britain into a civil war. Not at all pleased with the King’s marriage the Anglican Church took the dangerous step to distance themselves from their King. The current Prime Minister Oswald Mosley (a fascist and wannabe dictator) has convinced the King that action is required. Forces loyal to the King and those forces loyal to Mosley and his ideas have joined together to pressure the now named Anglican League into submission.
Safe to say this hasn’t gone down rather well.
The Anglican League pushed to defend itself has raised armies in the name of Christ and throwing their lot in with Prince Albert, look to dethrone the King and bring peace back to Britain. All this anarchy and rebellion has stirred the socialists of Britain as well. Seeing their chance, communists and social progressives have taken arms. Some have thrown their lot with Albert hoping he will stop the rise in fascism while others look to remove the Monarchy entire.
Lastly, not wishing to be left out of the fight, the Woman’s Institute has placed their bets on Prince Albert. Hoping for better rights and the right to be better, the ladies and lassies fresh from winning the vote are armed and bring their own desires for Britain.
Who will win? Who knows but the whole thing sounds rather Very British.
Force Selection
As mentioned, we will be using the Bolt Action rule set as I think it will work perfectly with this scale. For those looking to build a force and join the game I will layout the standard template here so you can get thinking about what you want to do. I know we have a bazillion figures suitable but please feel free to use this as a chance to make one of those comedy forces you’ve always wanted. Fighting Gardeners and Cricket teams are all welcome here.
I am happy to make special rules for teams that require them due to flavour/theme.
Each player will begin the game with One Leader, Two Squads of Infantry, One Light Mortar or Heavy Machine Gun.
Each of your infantry squads will belong to one of the six factions in the war with each faction giving a special rule to the squad. While each squad can be from a different faction, both squads must support Edward, Albert, or No Monarch.
As an example, you could have two squads of Royalists, or two squads of Fascists, or you could have one of each as they both support Edward. You could also have one Royalist or Fascist squad and have the second from the Common People's Front.
The Factions
Our game will be set in Scotland.
The Royalists (King Edward)
Royalist forces have the advantage of a large proportion of the British standing army joining it’s ranks. Any Royalist squad is considered Experienced but only contains four figures rather than five.
The Fascists (King Edward)
Fascists are well known for their violent tendencies and as a result any fascist squad can re-roll one die in close combat per turn.
The Presbyterian League (Prince Albert)
Any squad from the Presbyterian League can attach a Chaplain figure to their squad. This figure cannot fight or leave the squad but can be targeted by enemy fire as normal. As long as the Chaplain is alive, their squad automatically removes one pin marker at the beginning of the turn.
Woman’s Institute (Prince Albert)
Not new to holding their nerve, any squad from the Woman’s Institute has the Fanatic tag. This rule means the unit will never break from morale tests and must be removed through figure loss. Any Woman’s Institute squad only has four figures and is Inexperienced.
Socialists (No Monarch)
Socialists gain protester sympathisers anywhere they go. As long as you have one socialist squads you gain one extra 10-figure protester squad. This squad armed only with bottles and stones has range 12", only hits on 6’s and wounds on 6’s regardless of modifier. Must take a break test after every casualty with a morale of 7.
Can capture objectives.
The Common People's Front (Edward, Albert, No Monarch)
Many fighters are nothing but common folk, ready to talk up arms for the cause of their choosing. Any team can have one of their squads coming from The Common People's Front. These squads have seven figures but are considered Inexperienced being made up of the common folk.
Quick Bolt Action Rules Summary
Each player has dice in a bag similar to Cruel Seas. When your dice is pulled, pick a unit and choose to Fire, Move and Fire, Move Twice, Rally, Hide.
Basic Rifle is 24”. 4+ to hit, 4+ to wound. No saves in the game.
Morale is 8. Test morale with 2d6 rolling under.
If an enemy squad successfully causes at least 1 figure loss, squad gains 1 pin marker. Each pin marker is -1 to morale. Test Morale when under half strength. Unit is automatically broken if pin markers = starting morale.
Here is my next campaign idea, probably aimed at April. Following on from the ACW Campaign, it will be designed over four weeks with a rules and game setting that doesn’t require anyone to be there every week. Keeping things simple and flexible is ideal to make sure we can get it finished.
I will post here a quick summary of the game, my rules for force selection, and a quick summary of the Bolt Action rules that I will suggest using for the games.
Faux-History
The year is 1938 and in our time period King Edward reigns supreme. Not abdicating in 1936 (what a cheeky fellow), King Edward has consolidated his rule and plunged Britain into a civil war. Not at all pleased with the King’s marriage the Anglican Church took the dangerous step to distance themselves from their King. The current Prime Minister Oswald Mosley (a fascist and wannabe dictator) has convinced the King that action is required. Forces loyal to the King and those forces loyal to Mosley and his ideas have joined together to pressure the now named Anglican League into submission.
Safe to say this hasn’t gone down rather well.
The Anglican League pushed to defend itself has raised armies in the name of Christ and throwing their lot in with Prince Albert, look to dethrone the King and bring peace back to Britain. All this anarchy and rebellion has stirred the socialists of Britain as well. Seeing their chance, communists and social progressives have taken arms. Some have thrown their lot with Albert hoping he will stop the rise in fascism while others look to remove the Monarchy entire.
Lastly, not wishing to be left out of the fight, the Woman’s Institute has placed their bets on Prince Albert. Hoping for better rights and the right to be better, the ladies and lassies fresh from winning the vote are armed and bring their own desires for Britain.
Who will win? Who knows but the whole thing sounds rather Very British.
Force Selection
As mentioned, we will be using the Bolt Action rule set as I think it will work perfectly with this scale. For those looking to build a force and join the game I will layout the standard template here so you can get thinking about what you want to do. I know we have a bazillion figures suitable but please feel free to use this as a chance to make one of those comedy forces you’ve always wanted. Fighting Gardeners and Cricket teams are all welcome here.
I am happy to make special rules for teams that require them due to flavour/theme.
Each player will begin the game with One Leader, Two Squads of Infantry, One Light Mortar or Heavy Machine Gun.
Each of your infantry squads will belong to one of the six factions in the war with each faction giving a special rule to the squad. While each squad can be from a different faction, both squads must support Edward, Albert, or No Monarch.
As an example, you could have two squads of Royalists, or two squads of Fascists, or you could have one of each as they both support Edward. You could also have one Royalist or Fascist squad and have the second from the Common People's Front.
The Factions
Our game will be set in Scotland.
The Royalists (King Edward)
Royalist forces have the advantage of a large proportion of the British standing army joining it’s ranks. Any Royalist squad is considered Experienced but only contains four figures rather than five.
The Fascists (King Edward)
Fascists are well known for their violent tendencies and as a result any fascist squad can re-roll one die in close combat per turn.
The Presbyterian League (Prince Albert)
Any squad from the Presbyterian League can attach a Chaplain figure to their squad. This figure cannot fight or leave the squad but can be targeted by enemy fire as normal. As long as the Chaplain is alive, their squad automatically removes one pin marker at the beginning of the turn.
Woman’s Institute (Prince Albert)
Not new to holding their nerve, any squad from the Woman’s Institute has the Fanatic tag. This rule means the unit will never break from morale tests and must be removed through figure loss. Any Woman’s Institute squad only has four figures and is Inexperienced.
Socialists (No Monarch)
Socialists gain protester sympathisers anywhere they go. As long as you have one socialist squads you gain one extra 10-figure protester squad. This squad armed only with bottles and stones has range 12", only hits on 6’s and wounds on 6’s regardless of modifier. Must take a break test after every casualty with a morale of 7.
Can capture objectives.
The Common People's Front (Edward, Albert, No Monarch)
Many fighters are nothing but common folk, ready to talk up arms for the cause of their choosing. Any team can have one of their squads coming from The Common People's Front. These squads have seven figures but are considered Inexperienced being made up of the common folk.
Quick Bolt Action Rules Summary
Each player has dice in a bag similar to Cruel Seas. When your dice is pulled, pick a unit and choose to Fire, Move and Fire, Move Twice, Rally, Hide.
Basic Rifle is 24”. 4+ to hit, 4+ to wound. No saves in the game.
Morale is 8. Test morale with 2d6 rolling under.
If an enemy squad successfully causes at least 1 figure loss, squad gains 1 pin marker. Each pin marker is -1 to morale. Test Morale when under half strength. Unit is automatically broken if pin markers = starting morale.