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Thursday, 18 September 2014

New Aircraft Rules for Went the Day Well?

Hi there chaps, I have been toying with some aircraft rules for Went the Day Well? and these are the produces of my labour a rather simple and quick set of rules. Now what do you think about them.

Aircraft Rules

An aircraft is classified as a special unit and is the same as any other unit in that it is activated when its Unit Card is drawn. However there are some differences between aircraft and other units, that being the aircrafts movement and firing. The aircraft must be activated to be able to shoot but its movement is detailed below.

Aircraft Types:
There are three different types of aircraft that are used in the game and these types are Fighters, Fighter-Bombers and Bombers.

Fighter:
A fighter is classed as fast aircraft with two or more forward firing machine guns and uses the HMG template. These aircraft carried enough ammunition for four bursts with the machine guns and carry no bombs.

Fighter-Bombers:
A fighter-bomber is classed as a fast aircraft with forward firing machine guns but uses the LMG template and carries one or two bombs, using the 2 inch round, grenade template. An aircraft that carries one bomb carried enough ammunition for three bursts with the machine guns and an aircraft that carries two bombs carried enough ammunition for two bursts with the machine guns.

Bombers:
A bomber as classed as a slow aircraft with no machine guns that can be used for ground attack but carried four bombs, using the 2 inch round, grenade template.

Aircraft Movement:
An aircraft must move between 2 and 4 inches every time an even number Unit Card is drawn from the Unit Card Deck if a fast aircraft or between 2 and 3 inches for a slow aircraft. An aircraft turns by measuring from the outside of the plane base a maximum of 45’ each time it moves.

Aircraft Shooting:
For an aircraft to be able to shoot at a unit it follows the same procedure as shooting normally. Declare you target and then measure the range to a maximum of 20 inches in front of the aircraft then put down the appropriate template, HMG template for fighters and a LMG template for fighter-bombers. Roll to hit and damage as normal for the template weapon.

An aircraft also counts as moving and thus receives a minus one penalty but is always counted as firing from a higher position so ignores cover.

Bombs
An aircraft can carry a maximum number of bombs depending on the type pf aircraft being used, a fighter-bomber has one or two bombs and a bomber can carry four bombs. You can choose to either shoot with the aircraft’s machine guns or drop a bomb or bombs. The aircraft simply place a marker or two markers if both bombs are dropped, down on either side of the planes base. Then use a scatter dice to see direction the bomb falls and a D6 inches to for the distance from the base of the aircraft. The bombs use the 2 inch round, grenade template. Roll for hits and wounds as normal for template attacks.

Shooting at an Aircraft:

When shooting at aircrafts is calculated by using the following:

Firstly measure range to base of aircraft to work at the “to hit” roll as normal shooting.
The number of dice used for the “to hit” roll are as follows:
1 D10 per 5 riflemen
1 D10 per LMG
3 D10 per LMG or HMG on AA mount

To score a hit on an aircraft depends on whether it is a slow aircraft or a fast aircraft. The required score to hit a slow aircraft is 9 or 10 and to hit a fast aircraft is 10s. If the shooter scored a hit on the aircraft then roll on the Vehicle Damage Table as normal for each hit scored. The Pilot’s nerve level is 4 and test as normal for LMG/HMG fire.
-1 per hit on the aircraft.
Jumpy= +1 to pilot’s to hit score.
Suppressed= Flies too high to attack ground targets or be fired at.
Running Away= Returns to base.

Tuesday, 16 September 2014

Alternative or Revised Initiative and Game Turn for Went the Day Well?

At the last couple of Big Games we have been trying out this new way for Initiative and the Game Turn. The reasons for this as to make a quicker and more tactical game and to get the cards off the battlefield. So here is the new initiative and Game turn and feel free to comment on it.



Game Turn


The Turn Sequence


The Recovery Phase
Initiative Phase
Activation Phase


The Recovery Phase

Two separate things take place during this phase, and both must be observed.

All Units that have a Nerve Status Marker, must take an immediate Nerve Test, and change their Nerve Status accordingly. If any action is required as a result of this change in Nerve Status, it is done immediately.

All Units that are out of Unit Coherency, must reform in order that they are. This is not a free move, and reduces the unit’s movement allowance by 1”.

Initiative Phase


There are two decks involved in the game, a “Unit Card Deck”, which is numbered from one to the maximum units involved in the game and a “Random Event Deck”, which has random events that can affect the game, players, etc.

Unit Card Deck

There of two decks of the Unit Card Deck, which is a deck of cards numbered from one to the maximum number of units in the game. The reason for the two decks is one deck is given out to the players, one card for each unit the player has and the other is for the order in which the units are played during the game.

So at the beginning of the game the players will receive a number of cards equal to the number of units that they have in play. So if a player has three units in play at the start of the game then three cards are dealt to the player, and if five then fives cards are received etc.

Also in the deck are two other cards, a Random Event Card and a Turn Over Card.

What is a Unit?

A unit is the following:
A Headquarters(HQ) section
An Infantry or Cavalry Section
A Support Unit
A Specialist Unit
For further details see the Platoon Generator.

Random Event Card

When the Random Event Card is drawn, the last player to activate a unit draws a Random Event Card from the Random Event Deck and plays that card. The effects of this card happen to that unit that was last activated.

Turn Over Card

The Turn Over Card means that the turn end and the Unit Card Deck is shuffled and a new turn begins. This is to represent the commander not being able to get messages through, sections trying to understand the orders given, simply not wanting to advance and come under fire, etc. This card acts as a randomiser and can mean that the players might not get to perform all the forces actions and the player as the command has to think about which units will have the most effect.

If you want every unit to activate and everyone to have a full turn, simply take this card out of the deck.

To Make a Unit Card Deck

To make a Unit Card Deck is quite simple. You will need two sets of playing cards, one to give to the players for each of their units and the other as the drawn pack.

Firstly give each unit a card to represent the units in play and then take the same cards in the draw deck so both decks should be the same. Also is the drawn deck add in both the jokers as these will be used as the Turn Over Card and the Random Event Card. Use the black and white joker as the Turn Over Card and the coloured joker as the Random Event Card.

If you want the actually decks they are both the Unit Card Deck and the Random Card Deck been created and can be downloaded from Very British Civil Forum or from Artscow.com, for details on how to get them are on the Very British Civil Forum.

Activation Phase

At the start of each turn the Unit Card Deck is shuffled and the top card is drawn. The player with the number shown on the card can activate one of their units and perform all the actions for that unit, be it move and fire, fire, fire and move, move into melee, etc. Once the player has performed all the actions for that unit then the next card is drawn and the next unit is activated and performs their actions until all the units have activated or the Turn Over Card is drawn.

The Unit Cards do not have to be assigned to a specific unit, like HQ is Unit 1, first Infantry section is Unit 2, etc, but you can choose to do so if you like, but the player can activate a unit in any order they choose. So if a player has Unit Cards numbered 1 to 4 in their hand and Unit 3 is drawn then the player can activate any one of his units that has not been activated in this turn.

So the player as the commander can have the command decision on what unit to activate and perform its actions. This can be important, especially if the Turn Over Card is used as the player might not get to move all the units in a given turn so will have to think about what actions he can perform and the effects that action will have.

Optional Rule.
With this rule a player can choose to activate a unit that has already activated this turn but it does mean that another unit will not be able to activate and perform any actions. The maximum times a unit can be activated in this way is twice a turn. So if a player has four Unit Cards in his hand, they could choose to activate every unit in turn when the cards are drawn or choose to activate one unit twice and two units once, or even two units twice.

What Actions a Unit can Perform?

A unit can perform a number of different actions per turn and the list below only covers some of them.
Move
Move and Shoot
Shoot and Move
Run
Charge into Melee
Go to Ground
Shoot
Fight Melee (if already engaged)

Also a section can split its actions so part of the section can fire while the other part moves. Then the part of the section that has moved can fire while the part that has fired moves up to the rest of the section. The section has to be in Unit Coherency at the end of the activation. In this way a player can represent the fire and manoeuvre tactics employed at the time.

Ta

PK

Sunday, 14 September 2014

Partizan and the Battle for Manor Farm

I had a great weekend at Partizan meeting up with some good friends and fellow bloggers. The number of games and the quality of them was amazing and there was even two Very British Civil War games there too.



Here are some photos from the day and a bit of a report. But firstly thanks for everyone for turning up and it was a good day gaming and lots of interest too including one of the Perrys having a butchers.

Firstly we tried out a new initiative phase and unit activation for the game, which on the whole worked well, if at times it was a little frustrating. Basically every player had a number of cards equally to the number of units they had and these cards had numbers on them. When that number was drawn from the deck, that unit would activate and perform all they actions, move and shoot, move, shoot and move, rush into hand to hand, etc. Also in the deck with two other cards, a Random Event Card and a Turn Over Card.

The Random Event Card means a Random Event is drawn by the player who last activated their unit and is played.

The Turn Over Card is just that, the turn ends. This is to represent the commander not being able to get messages through, sections trying to understand the orders given, simply not wanting to advance and come under fire, etc. This card acts as a randomiser and can mean that the players might not get to perform all the forces actions and the player as the command has to think about wish units will have the most effect.

They will be more on this soon. Now back to the battle.




The AL was holding Manor Farm and the surrounding area and supplies with the Royalists forces charged with gathering those supplies and bringing them back to their base. The Initial assault from the Royalist forces started will will the AL platoon charged with the protection of the farm taking heavy casualties after cutting down a Royalist section coming up the road in formation. The AL forces protecting the farm them came on the end of a combined assault and rifle fire with one section being cut to pieces from Royalists HMG fire, (9 out of 12 hits), but these AL troops can made of stern stuff and despite the heavy casualties being inflicted on them, two sections at or under half strength, they held their ground and slowed down assault of the Royalists.




The second AL forces guarding the right flank of the farm and the English Longhorn cattle faired must better. They took up positions in the fields and hedges and rained fire down on the Royalist forces attack them and the centre. But I have to report that they mortar team did use the local Morris Team as a marker for ranging in and shelling the Royalist left flank. Combined with the rifle sections firing at the BUF, together with the mortar fire, these BUF chaps where pinned down, (I have to say it was down to mainly the Unit Cards not coming out before the Turn Over Card).



The AL section protecting the farm withdrew to the farm and had a commanding position of he centre the Royalist right flank involved in the bitter hedgerow battle to gain control there and the left flank pinned at the windmill the battle turned in the AL favour forcing the Royalist forces to retreat with a couple of herds of cattle, some supplies from the windmill but failed to get the English Longhorn cattle and the Dukes car. But the BUF did manage to set fire to the windmill and thus stopped the AL forces from having a valuable resource. But the victory lay with the AL for holding the farm and most of the supplies.



All in all it was a great day and it was good to meet up with Loki from Loki's Great Hall and Simon Miller from BigRedBatCave. I also learned that you need to charge your batteries for your camera and check the blooming thing works before trying to take pictures as I lost over half of the picture I took this way, but some did come out.

So have a great week ahead.

Ta

PK
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