Wednesday, 13 November 2024

Irish War of Independence - first game

In my previous post I explained the reasons why we were using a fantasy set of rules to refight the War of Independence, and the scenario we were trying out. So what actually happened?

The early morning peace was broken by the sound of a Crossley Tender approaching the farm gate. The IRA had five Volunteers awake, two sentries in the farm yard, and the Commandant and two Volunteers in the barn. The remainder were all sleeping. The Tender pulled up and the passengers, British Regulars guided by a local RIC Constable, quickly debussed and moved towards the farm gate and wall. They were here to check out a tip off, and it was a good one.

Table set up

Farmhouse and sentry
The Crown arrives

First shot came from an IRA Volunteer in the yard near the milk cart. He saw the khaki clad troops approaching, levelled his shotgun and fired. His aim (or dice roll) was good, and one of the soldiers dropped. This managed to alert the rest of the Column to the danger.


First shots

The Crown forces were now also aware there was opposition, and they lined the wall and returned fire. In the yard, the sentry was hit and fell. In the barn the Commandant started rousing his men, and put the other two who were already awake to provide some covering fire from the shelter of the barn door. 

The Army returns fire

Hold the doors!

A fire fight developed. Initially the two volunteers at the barn door were pinned down, but some very good shooting from them and the other sentry caused casualties to the Regulars. The RIC man tried to move up but was hit by a Mauser bullet and fell near the road. 

Meanwhile the Commandant had roused his men and they started to squeeze out of the barn through a narrow window and exit towards their pre arranged rally point. Just before he exited the table one Volunteer was hit from behind and was wounded.  

Making away

The Commandant covers the retreat

The Commandant joined the pair at the door and then stayed behind to cover their retreat. He could see the first sentry was down near the milk cart, but there was no way to reach the fallen man. Reluctantly he took a last shot and then ran to the back of the barn, then out through the window, expecting a bullet or bayonet to the back that never came. 

Volunteer down!
The reason the Crown forces made no attempt to pursue was obvious. They had several casualties and were much more concerned with getting their men back on the Tender and back to safety than chasing the fugitives. The would return with reinforcements later to find the farm empty. 

So how did it go? Actually the Quar Rhyfler's Pocket Book rules worked pretty much perfectly. The Republicans certainly had better dice, but we both thought we were on the right track and with a few tweaks will be our rules of choice for the War of Independence going forward.

Cheers














 

  

Friday, 8 November 2024

O'Malleys Farm - Irish Rebellion (with added Quar and "Grimsey") Part 1 - the scenario

Out for a pleasant drive. Rob's Crossley Tender and some of the passengers

I may have mentioned we have been playing Quar "Clash of Rhyflers" . Me and Rob H have also been looking for a set of rules to use for our Irish Rebellion project. The problem has been that our usual "go to" for 20th Century rules, Chain of Command, is set at a slightly higher tactical level than our games will be - ie CoC is a Platoon+ level where most of the engagements in the Rebellion are 10-20 guys a side.  As it turns out, a Grimsical set of fantasy rules about anteaters with guns is just the ticket. I've done a quick translation into our setting and we were keen to try them out, so on Thursday we went to Middlesbrough Games Club, and had a go.

Here is our first try at a scenario

O’Malley’s Farm June 1920 

It’s early morning on O’Malleys Farm. Part of the local IRA Flying Column is resting up in the barn. Unbeknownst to them, acting on a tip off from the local RIC, a squad of British Regulars is approaching the farm. 

Terrain The playing area is 2ftx2ft. The farm consists of a farmhouse and barn in the centre of the table surrounded by a stone wall with a road and hedges leading up to the farm gate. Both buildings are stone built and count as hard cover, as does the wall. Up to two figures or one LMG can fire from a window or door. There should be scattered trees and some wagons etc that will provide light cover scattered around the farm area. 

IRA - The “column” consists of 1 Commandant and nine volunteers.  One “card” worth of IRA are awake, with no more than 2 outside the barn on sentry duty. The remainder are asleep – count them as “Gobsmacked” and will take the usual expenditure of Actions to wake and grab their weapons. The IRA are armed with a mix of shotguns and rifles. One rifleman counts as a Marksman. The objective of the IRA is to exit the area with as many men as possible. No grenades are available.  

 

Sk 

Mt 

Ma 

Toughness 

Equipment 

Special 

Commandant 

13 

1d6+2 

5 

4 

Rifle 

Leader 2\5 

Volunteer 

12 

1d6+1 

5 

4 

Rifle or Shotgun 

 

Marksman 

13 

1d6+1 

5 

4 

Rifle 

Dead Eye 

The British - The British consists of a squad of nine infantry, including one Sergeant and one Corporal. All carry Lee Enfield Rifles. They are accompanied by an officer of the RIC armed with a pistol. No grenades are available. The British start mounted in their Crossley Tender at the table edge on the road. Because we dont really have any rules for vehicles yet this is acting as a start \ jump off point.

 

Sk 

Mt 

Ma 

Toughness 

Equipment 

Special 

Sergeant 

13 

1d6+2 

5 

4 

Rifle 

Leader 3/4

Corporal 

13 

1d6+2 

5 

4 

Rifle  

Leader 2/3 

Private 

12 

1d6+2 

5 

4 

Rifle 

Support 

RIC  Constable 

11, 

1d6+1 

5 

4 

Pistol 

 

Weapons

Weapon 

Range band 

Snap Shop 

Notes 

Rifle 

8 

-3 

 

Shotgun 

4 

-1 

Shotgun 

Pistol 

4 

-1 

 

Objectives 

IRA – Get Away! The IRA gains 5 Victory Points if more Volunteers leave the battlefield than are claimed as casualties. Otherwise the British gain 5 Victory Points. Alternatively, if the British suffer 5 casualties they will withdraw and the IRA will gain 5 Victory Points. 

Secondary Objectives.  

The IRA player may secretly designate one Volunteer as particularly important. If he leaves the battlefield the IRA gain 2 Victory Points, if he is killed the British gain 2 Victory Points, if he is captured the British gain 3 Victory Points.  

or  

The IRA player has a crate of weapons cashed at the farm.  He may choose to remove the crate by carrying it off the table, classing it as a heavy object, or hide it. If he successfully carries it off the table the IRA gain 2 VPs. If they hide it the British player makes a single skill check and finds it on a 6\- result or better. If the crate is found or recovered by the British they gain 2 VPs 

The British take the first turn. 

The Irish have local Knowledge – when the first card is drawn and discarded they may look at it. 


So that's the scenario, how did it go? Tune in next time :-)