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48 Hour VBCW Campaign

Do you fully perhaps excessively complicated wargame but one must feel worth the effort

What I intend a mix of kreigspiel, tabletop wargame and political crisis game. This could be potentially setting any background but the particular example I will set in the Very British civil War 1938 (VBCW) background.

Taking as the broader theatre the besieging of the free city of Liverpool by various flavour of royalist and fascist forces became would feature two sides. A government side and against them the various parties participating in the defence of the free city

Each side will be represented by four or five command elements. The highest level salad will be represented by a Command Council of 4 to 6 players each one with a particular responsibility ( intelligence, air support, artillery etc) and also representing a particular fraction fraction (Irish, Communist , Labour Party etc; for the Free City, Royalist, BUF, Tory etc; for the attackers) this staff is responsible for allocating units to particular field commander and the reserve. In the course of the battle it is also responsible for directing and giving orders to the field commanders. The order Commanders to take particular objectives but the actual marching order and mechanics of fighting any battles lie with the Force Commanders.One command structure


Reserves can either be treated as their own army with it’s own General that the Command Council directs (above) but arrives on mass or they can be treated as a pool that the Command Council allocates to Commanders as they see fit (below)

Alternative Structure

Alternative Structure

The other three or four command elements on a particular side are Force Commanders. These individual generals commanding forces on the tabletop. They will be physically represented on the tabletop . Maybe one fridge, the staff decided to allocate forces to. The idea will be to play an engagement over 48 hours with ‘real’ sleep deprivation (though night attacks and forced marches will have their own risks.)

Map Movement

The opposing forces will be only a few miles apart – this is handy as movement will be in real time. The distance should allow Commander’s cavalry and mechanised forces to start to spot each other within the first 30 minutes – 1 hour of the battle. Initial skirmishes by recon units will be resolved by a few GM dice rolls with low casualties until enough forces come into potential contact to move things to table top.


Battles will be thought with a system (like Command Decision) were 15 minutes playing time = 15 minutes time on table top.  This will enable battles to be fought in real time.

Support and Talking to Command

The Command Council (or particular members of it) will be able to dole out artillery, air support, ammunition and other goodies subject to requests from the Commanders. However if the Commanders radio the Command Council (or vice versa because they decide some or all of his forces are needed elsewhere) he cannot move or fire any forces as he is distracted as a commander. If he’s ‘on the phone’ (likely Skype) it effectively gives the initiate to his opponent for the duration of the conversation, IM Messanger or similar will be available as an alternative (like getting a staff officer to talk to an junior on the command but likely to get less priority.) If the Commander’s tabletop figure is under attack he may not be able to talk to Command.

Any Skype technical difficulties are of course game-world radio interference.

Routed Units

Routed forces can potentially be rallied either in the reserve or with her original force (if it retreated) on a leadership dice roll. Though their starting morale is one lower than at the start of the campaign.


Location A – 4-6 ‘Side A’ Command Council Players  Umpire, Maps and markers, dice. Skype Device

Location B – 4-6 ‘Side B’ Command Council Players  Umpire,  Maps and markers, Skype Device

Location C –

3-4 Field Commanders ‘Side A’

3-4 Field Commanders ‘Side B’

Figures, Terrain, dice and Tables

3-4 Umpires and maybe an overall Umpire

Skype/IM Devices for each Field Commander

All locations

Sources of catering, other amusements (side games, RPGs whatever for ‘dead time’) Cosplay bits (unless players provide their own.)

Total – 17-25 people, 3 locations, 8-10 Skype devices, gaming and logistical bits

This may be more feasible as a WW2 encounter but in that case one would have to work on suitably prima donna commanders and personal or allied rivalries to get the same roleplaying opportunities



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