An article originally published in Wargames Illustrated Magazine, for using Foundrys Home Guard range of figures:-

 

Don’t Panic Captain Mainwaring!

 

Or Mordheim twins with Warmington-On-Sea.

 

With our brave lads barely back from Dunkirk, crooked-crossed Nazi bombers hurl their deadly payloads on the innocent English coastal village of Warmington-On-Sea.  Soon fanatical paratroops are pouring down to capture a bridgehead, ready for Seelowe – The Invasion Of England!  Only the local Home Guard units are available to stem the tide….

 

Very young Britons or our overseas chums may not recognise that these Home Guards are based on the classic 1970’s BBC comedy “Dads Army”, and any stereotypes come from this, and British attitudes prevalent in 1940 (and still prevalent in many bars today!)

 

The Rules.

 

Anyone who has used Games Workshop Warhammer style gaming will understand its basic principles.  “Mordheim” (available from Games Workshop) is a skirmish version of Warhammer Fantasy Battles (WFB), where small warbands (about 5-15 strong) fight in a ruined city.  The main extra rule, compared to WFB, is “hiding”, where a slowly moving figure cannot be attacked unless spotted at close range (usually initiative distance) or an enemy gets a clear line of sight to the figure.  Also,  “casualties “ are not necessarily removed but can become Knocked Down or Stunned instead, in each case falling to the ground.  So when shot, only one third of the time will a figure will be eliminated, and most of the time becoming pinned down in a World War Two like way!  The game also comes with some excellent plastic & card ruined buildings, obviously just visited by a gruppen of Heinkel III’s. Just right for our 28mm tall Wargames Foundry Home Guard and German Paratroopers. 

It is a game system geared towards characters, and includes a lot of hand-to-hand stuff.  We’ll keep the character parts but reduce the hand-to-hand (more suited to fantasy or Medieval games than WWII).


The People.

 

We will first meet our warriors, and their peculiar personal characteristics, then look at some modern weapons.

 

Troop Type

M

WS

BS

S

T

W

I

A

Ld

Weapons

Special

Home Guard.

 

 

 

 

 

 

 

 

 

 

 

Captain George Mainwaring (Arthur Lowe) Bank Manager

4

3

3

3

3

1

3

1

8

Revolver

Leader 6” circle

Stubborn

Sergeant Arthur Wilson (John Le Mesurier)Asst Bank Manager

4

3

3

3

3

1

3

1

7

Rifle + bayonet

Leader 3” Circle

Corporal Jack Jones (Clive Dunn) Butcher

4

3

3

2

3

1

3

1

6

Rifle + bayonet

Don’t like it up ‘em!

Private Frank Pike (Ian Lavender) Bank Clerk

4

2

3

3

2

1

2

1

4

Tommygun

Mummys boy; Stupid Boy; Whistler

Private James Frazer  (John Laurie) Undertaker

4

3

3

2

3

1

3

1

5

Rifle + bayonet

Dour Scot

Private Charles Godfrey (Arnold Ridley) Pensioner

3

1

1

1

1

1

1

0

4

Unarmed

Gallant; Weak bladder; First Aider

Private Joe Walker (James Beck) Scrappie

4

3

3

3

3

1

3

1

5

Rifle + bayonet

Spiv

Others

4

2

2

2

2

1

2

1

4

Rifle + bayonet

Walk On Parts

 

 

 

 

 

 

 

 

 

 

 

 

German Paratroopers

4

4

4

4

3

1

3

1

8

SMG or (Rifle + bayonet)

Nazi; Marching songs; Nuns habits

 

 

 

 

 

 

 

 

 

 

 

 

Civilians.

4

0

0

1

2

1

2

0

3

Unarmed

Innocent Bystanders

 

As you can tell from the Strength (S) characteristics, many of our Home Guard Heroes are over 65 or under 16 years of age, and not especially well led.  But they will all do their bit. 

The Paratroopers are fit young Hitler Youth fanatics ever eager to help an old lady across the road (but only after checking her racial purity papers of course).  Well trained and equipped, no dirty trick is too low for them.

 

The new skills / characteristics are:

 

Stubborn – may re-roll any failed leadership tests.  Will never voluntarily rout.

Mother’s Boy -dice at the start of the game: 1 or 2 and he only arrives on turn two, kept back by mum.

Stupid Boy -may never become hidden.

Whistler – Pike whistles “Hitler is a Jerk” so annoyingly that all hidden paratroopers within 10” are revealed as they rise to the insult to their testicularly challenged Fuhrer.

Don’t like it up ‘em – need not test leadership to enter melee.

Dour Scot – constantly calls out “we’re doomed!”, thus lowering all Leadership (Ld) of friends within 6” by one.

Gallant – although a pacifist, Godfrey is extremely brave (MC holder) and will always pass leadership (Ld) tests.  He will never use a weapon or command the platoon..

Weak bladder – dice at the start of the game: 1 or 2 and he only arrives on turn three due to having to “be excused”.

First aider – makes any stunned Home Guards within 1” of the first aider count as knocked down instead (max of 1 per turn).

Spiv – you may add one extra figure to your forces, due to extra gear being scrounged.

Walk On Parts – these are the platoon members who hang about in the background and make up numbers. These are not classed as Hero’s and apparently rarely speak.

Nazi – having had all their individuality ground out of them by the brutal Nazi system, no paratroopers may be referred to as Hero’s. They all count as Henchmen instead.

Marching songs – with their superior marching songs, the Germans always get the first turn in any scenario.

Nun’s habits – fifth columnists were believed to operate disguised in Nuns habits. Nun like figures may not be shot at or charged by the Home Guard until the turn following a positive identification.  This is achieved by moving to within Initiative distance and line of sight of the “Nun”.   An actual habit wearing Paratrooper must discard the habit at the same time as shooting or charging himself.  You must have figures to represent each state of dress.  Allow the Germans to move one or two real nun figures to add to the confusion.  Foundry has a Nazi looking “nun”, while Ground Zero Games produce a couple of real looking nuns.

Innocent Bystanders: Civilian figures do not move by themselves but must be led by a figure in base contact.  Home Guard will be trying to rescue these treasures by leading them off table. Nazis may use Civilians as shields (any shooting against the German which misses due to this cover bonus is assumed to hit the civilian).

 

Prisoners (optional): Normally figures Stunned then engaged in close combat are automatically Taken Out.  You may choose to make them prisoners instead.  The figure will follow the captor around for the rest of the game or until led off table.  If the captor is Knocked Down or worse, the prisoner is removed (still counting as Taken Out).  If still a prisoner at the end of the game the prisoner does not throw on the Serious Injury Chart but counts as “captured and removed from the campaign”.


The Weapons:

 

The firepower is much greater than in Mordheim!  A pistol can also be used in melee as in Mordheim.

 

Weapon

Range

Strength

Shots per turn

Special Rules

Pistol

12”

3

2

(Pistol)

Rifle

30”

4

1

With bayonet counts as a “spear”

German SMG

20”

3

3

 

Tommygun

20”

4

3

Ammo limit

Grenade

Users S x 2”

4

-

Prepare; Burst circle; 2 carried by each paratrooper

Petrol bomb

Users S x 2”

3

-

Prepare; Burst circle;  two carried by each HG figure so prepared

Vickers Gun

48”

4

2

No moving and firing ; Ammo limit; crew weapon

Lewis Gun

36”

4

2

Double penalties for moving and firing ; Ammo limit; crew weapon

German MG-34

36”

4

2

Double penalties for moving and firing; crew weapon

 

Note that Warhammer games use six sided dice, so the differences in weapon Strengths (S) between “full power” long cartridges and reduced power pistol or assault rifle ammo is exaggerated a bit.  Shame. You could make all guns S 3 or S 4 for simplicity.

 

Prepare – Pass an initiative (I) test to use.  (You are putting aside other weapons to get this ready.)

Burst – if a hit is achieved, affects all targets within 2” radius.  Double Strength (S) and +1 to Injury rolls if target is in a confined space such as a room.  If it misses then assume it rolls away harmlessly amid the rubble.

Ammo limit - Any even doubles thrown during firing means there is no more ammo for the rest of game for that weapon.  (All Home Guard automatic weapons should have this limit due to scarcity of ammunition.  You could consider the Paratroopers to also have limited ammo but perhaps make it a double 6 only.)

Crew weapon- when halted with another figure as a loader, add one to shots per turn.

Armour saves- none, except those from helmets (and the 6+ from bare hands).

Fear:  All troops with guns cause fear except for those stunned or knocked down (this is to cut down the hand to hand combat).

 

Grenade Catching: This is a desperate attempt to throw away grenades (not petrol bombs!) landing within 1”.  One figure may try to grab the grenade.  He must pass a Leadership test to try this.  If passed, take an Initiative test.  If successful he has the bomb and can roll it to safety.  Optionally he can try to throw it back but this needs another Initiative test – in this case a failure means it blows up killing him outright!

 

Bicycles:  These allow the user to move at triple speed on clear ground (but cannot charge!) They will be abandoned when entering rough ground or after combat (would you carry a bike around in a firefight?). Being obvious, however, they cannot hide and are at +1 as a shooting target and always strike last in a melee if charged.  You need normal figures to represent them dismounted.


SCENARIOS-

Games Workshop rules are usually very strong on scenarios.  Use Mordheim scenarios, but change items such as “treasure” or “wyrdstone” to be Ammunition Containers or downed Luftwaffe pilots (for the Germans), or the likes of rescuing  ARP Warden Hodges, the Vicar, the Verger, Mrs Pike (Franks mum and Wilsons chum), Mrs Fox or cash from Mainwarings bank (for the Home Guard).  A rescued figure will follow the rescuer/captor around in base to base contact until taken by the opposition or led off table.

Count the lower “gang rating” as usual counting paratroops as 5, and HG as zero, experience.

 

Numbers:

This table shows the quantity of troops involved.  (You may only have one heavy weapon such as a machinegun.)

Skill Level Of Player

Home Guard

Paratroops

Expert

12

4

Normal

14

6

Novice

17

8

In 1939 and 1940, the Home guard was pitifully equipped.  Modellers may care to reduce a couple of the Home Guard figure to being armed with shotguns or clubs (pickaxes / cricket bats / etc) or spears (pitchforks).

 

Once you have set out the two sides, remove any unpainted Home Guards (they were not prepared in time for the invasion!) and any unpainted paratroopers (assumed killed in landing accidents so may not be used).  Remove any duplicated figures (unless you believe there were a lot of twins and triplets in the same platoon – there are a lot of figures in the Foundry and other figure ranges, so all figures should be different).

 

Campaign: 

Our forces are supplied by their military establishments.  As such we have no use for the Mordheim trading rules. The only campaign rules will be personal improvements and the casualty chart.

Home Guard Heroes start with zero experience and the Paratroops with 5. The only skills allowed are strike to injure, step aside, eagle eyes, battle tongue, mighty blow, resilient, unstoppable charge, and any of the speed skills.   You may also allow the new skill first aider. You can always invent other special skills. 

As mentioned, all the Paratroops are Henchmen so only “the lads got talent” improvement can give them a Hero!

Allow the winner to field an extra figure after a victory (or one per discovered “treasure” etc. if you want a lot more figures). On the serious injuries chart the “Sold to the pits” and “captured” results become “captured and removed from the campaign”.  It’s up to you if you allow “blinded in one eye” to continue…

Paratroops in 1940 actually landed separately from their long guns, thus until they get a weapons container, they should really only be allowed pistols and grenades…

­

“Historically”, our mythical Home Guard platoon never fought the Paratroopers, but did capture Luftwaffe airmen, blow up sea mines, shoot their entire allocation of five bullets per man at a Heinkel, and plan to poison Hitler (who was notorious for chewing carpets during his rages) by smuggling him an arsenic coated rug.

 

 

 

 

 

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