Wargame Rules for London Firefighting

Similar documents
Engine Company Operations

Landships of Mogdonazia by John Bell

Zeppelin The German Airship For use in Axis & Allies 1914 Board Game Historical Board Gaming v1.0

RUles summary. The TURN TURN SEQUENCE ORDERS MOVEMENT FUBAR CHART. Appendix II TROOP QUALITY AND MORALE OFFICER MORALE MODIFERS


RESTRICTED AN 01 -SEC - 2 PILOT'S FLIGHT OPERATING INSTRUCTIONS FOR ARMY MODELS. B-24D and J

Placement on the fireground simply refers to how and where an apparatus is placed at the scene.

Excavation worker killed by flying rigging when hook fails

First Gulf War US vs Iraq

Troubleshooting of the LubeTech Grease System

Presenter s Notes SLIDE 1

POWER SQUAD Safety Heroes Tips on how to be safe around electricity.

OPERATION HANNIBAL THE SEIZURE OF CORINTH CANAL BRIDGE 27 TH APRIL 1941 (GREECE)

GOAL To examine the realities of trench warfare.

Train Derailment Slidell, LA.

Troubleshooting Guide for Limoss Systems

B&W Turnover Ball Installation

SCENARIO 8. Propane Fueled Delivery Truck Fire INCIDENT OVERVIEW

Presenter s Notes SLIDE 1. Before darkening the room, offer a welcome and overview. Begin by introducing the program and its topic:

Glendale Fire Department

Safe Braking on the School Bus Advanced BrakingTechniques and Practices. Reference Guide and Test by Video Communications

1/25/2017. Operation Sea Lion German Invasion of England & The Battle of Britain The Luftwaffe s Attempt to Gain Air Superiority & Beyond!

British Motor Company

Emergency Services Guidance for Competition Electric Vehicles

FIRE CONTAINMENT GUIDE

#6 IN A SERIES SHARING THE ROAD. How to stay safe.

Part C: World War I Trench Warfare

Presenter s Notes SLIDE 1

ELECTRICAL SAFET Y FOR CONTRACTORS

Additions,and Updates to Wargame Rules. T. Sheil and A. Sheil All Rights Reserved

SOME BASICS OF TROUBLESHOOTING

First Responder Beware

Commercial general knowledge

SAFETY BULLETIN ELECTRICITY THE RULES HOW TO STAY SAFE WHEN WORKING AROUND POWER LINES AMERICAN CONCRETE PUMPING ASSOCIATION

High-rise Firefighting

The man with the toughest job in F1

Troubleshooting Guide for Okin Systems

Electrical Safety Slide Show Presenter s Notes

Tempest Tech-Tip 0813

Apparatus Placement. Was this fire apparatus placed properly?

Course points and penalties:

Vehicle Functions Tires & Suspension Vehicle Systems ABS Brakes Vehicle Performance

Your web browser (Safari 7) is out of date. For more security, comfort and. the best experience on this site: Update your browser Ignore

Fire Engine Information

British Commando (1934/45)

MIFACE INVESTIGATION #06MI209

MODULE 6 Lower Anchors & Tethers for CHildren

The Daimler Fighting Vehicles Project Part Bm On Active Service 1947 to 1957 Suez and Egypt

LADDER SAFETY ISSUES IN ROOFING

Chapter 42. Objectives. Objectives 01/09/2013. Gaining Access and Patient Extrication

Fire on heritage tram at Gynn Square, Blackpool, 24 September 2016

The Apparatus Architect-Part 21. Designing Ladder Company Apparatus. In the last segment of the Apparatus Architect we discussed some of the

4 B High Do not allow anyone except the signal person in the working area

Routine Emergencies are defined as incidents that do not require the deployment of hoselines. Ex. Fire alarms, smell of smoke, etc..

4 fuel-efficient driving

GEORGIA DEPARTMENT OF CORRECTIONS Standard Operating Procedures IVN Authority: Effective Date: Page 1 of WETHERINGTON/HODGE 4/01/02 5

CRIMES AGAINST HUMANITY

Image 1. Wirbelwind based on Pz IV chassis.

Odyssey of the Mind Problem No. 1:

0 Does this topic relate to the work the crew is doing? lf not, choose another topic.

DESERT RATS. Command & Control. Sand & Steel in the Western Desert 1941/42

Internet Activity. Grammar. Week 8. Reflexive pronouns. ESCO English. When we use a reflexive pronoun. We use a reflexive pronoun:

Kobo/XCSoar Large Battery Notes -

Autonomously Controlled Front Loader Senior Project Proposal

Balancing the Wheels on a Bench Grinder, version 2

Firefighter is Electrocuted After Contacting Overhead Power Line Incident Number: 14KY049

British equipment losses at Dunkirk and the post Dunkirk situation

Developed by Engineer Bobby Bartlett February 2012

The BUGATTI 100P Replica Propeller(s) By Jan Carlsson January 2012

System Background and Operation

Roehrig Engineering, Inc.

The equipment manufacturing division of one of the

Green Monster Fire Engine Super-heavy Tactical Engine (Tatra) BLM Elko, NV Non-Serious Accident Review September 2008

Hya$sville Volunteer Fire Department Training. Elevator Rescue Module

See Yourself in the Driver s Seat: Learning Activity for Grades 2-3. Board Game Instructions and Cards

WARGAME RULES 20mm Scale Russo-German War c. 1943

The Shocking Truth About Electrical Safety Teacher s Guide

PART TWO. 4. Transporting Passengers Safely. 5. Air Brakes. 6. Combination Vehicles. 7. Doubles and Triples. 8. Tank Vehicles. 9. Hazardous Materials

Stirling Engine. What to Learn: A Stirling engine shows us how energy is converted and used to do work for us. Materials

Brake master cylinder replacement

For your SAFETY. Click Before You Dig, Drill or Excavate. Plan ahead. Dangers of hitting underground lines. May/June 2018

Test of. Boeing MH-47G Chinook. Produced by Area-51 Simulations

Physics 2048 Test 2 Dr. Jeff Saul Fall 2001

67-25,000 gallon fuel tanks

Sidney Sizes his Solar Power System

Building German Tank Companies for Your Battles

Begin Program: Welcome everyone and introduce yourself, speaker(s) and/or interpreter if one is present/necessary. Feel free to include your name/prog

LESSON ASSIGNMENT. After completing this lesson, you should be able to: be able to:

S1 Sequential. T56 Magnum. Sequential shifter. Contents and assembly instructions

Automated Garbage Collection ANSWERS TO FREQUENTLY ASKED QUESTIONS:

EMERGENCY RESPONSE AND RADIO PROCEDURES

1st Armoured Regiment

The Cauldron / Gazala, 1942 A Flames of War Mega-Game Scenario

ESCONDIDO FIRE DEPT TRAINING MANUAL Section DRIVER OPERATOR Page 1 of Sutphen Aerial Operations Revised

Two bolts at. Two each side where studs pass through. rear. Two bolts at. front. Front-most bolt for diagonal brace. Rear jacking point

Photovoltaic Installation in Ecuador and The Amazon

Presented By: Tymothy Smith Early Care and Education Training and Consulting (214)

/ YOUR TOW VEHICLE AND EQUIPMENT

Operation Sea Lion German Invasion of England & The Battle of Britain The Luftwaffe s Attempt to Gain Air Superiority & Beyond!

Chapter 2 Mobility. Hasty Defense The main obstacle employed is the Threat standard hasty minefield budding block (Figure 2-1).

Transcription:

Wargame Rules for London Firefighting 1940 41 Version 1.02 December 2006 Jim Wallman 2006

Introduction This is a low level operational game about firefighting during the London Blitz in 1940/41. The basic premise is that the player(s) represent fire officers trying to combat fires and deal with emergencies in the critical period of the first London Blitz of September 1940 to May1941. It is a tactical skirmish game with individual models representing individual vehicles, and stands of figures representing small groups of fire-fighters and emergency workers. It also requires a model (or at least a detailed ground plan) of the appropriate scale or the buildings involved. To keep the game manageable I have defined buildings as covering a number of zones both vertically and in area and these might cover more than one floor of a building, and ignore much the detail of the internal layout. I have done this to make the game reasonably fastmoving and to keep it simple there is a wealth of detail; that could be represented, but in my view this would slow the game down considerably. This game is unusual in that there is no enemy played as such. Player cooperate to solve a difficult (or even insoluble) problem with limited resources I guess this could be called a multi-player solo game. The opposition comes in the form of randomly generated bombs and fires and damage that occur according to the games simple fire propagation model. In a typical game a player will control one or two appliances and maybe 4-6 stands of firefighters. As a club project more buildings and more players make the game more dramatic. Good luck, and I hope you find the game as interesting and challenging as we have. Jim Wallman London November 2006 2

Level and Resolution Individual vehicles represent individual vehicles. A stand of firefighters or rescue worker models represents a group of 2 or 3 individuals. Using 25mm scale models, we use two figures on a circular base around 25mm across. Model buildings / Factories divided up into areas approx 10cm across (see playing area below) Time each turn is about 5-10 minutes The Playing Area The game is played on a model building (or floor plans as an alternative). The building and surrounding streets are divided up into Areas. Typically, an alleyway or side street is 1 area wide main roads are 2-3 areas wide. An area on the model is about 10cm across for 25mm scale models, or adjusted depending on the model scale as appropriate. In height, buildings are divided up into vertical Levels. A level might be more than one or two floors. Typically the tallest buildings are 4 or 5 levels high not including the roof, most city buildings are 2 or 3 levels. Suburban buildings will be mostly 1 level. Sequence of Action 1. Roll for fire spread and jumping 2. Roll for fire growth 3. Check for ember reignition 4. Update damped down status 5. Roll for bomb run (unless all clear has sounded) and test for bomb impact points (if any). 6. Movement and pipe laying. Test for proximity to fires if close. 7. Assess damage and roll for building collapse etc. 8. Check water supply / pressure 9. Extinguishing fires, damping down and rescue 10. Update firefighter status (tiredness etc) 3

Movement and Actions Unit Vehicles Movement / Action Any distance on road provided there is a clear route Horizontal Hose deployment 1 length (= 2 areas) per turn. 1 length (= 2 levels) per turn using Vertical Hose deployment stairways ½ length (= level) per turn using ladders Recovering hoses Unencumbered foot movement 2 turns per length 6 areas per turn 6 levels per turn (using stairwells) 3 levels per turn using ladders Ladder deployment Hook ladders 1 level per turn Other ladders 1 ladder per turn Towed pumps 1 full turn to deploy / recover = needs a firefighter stand present. Vehicles may not cross areas of street blocked by rubble or cratered. No units can enter a fire area. Entering Locked Buildings All firefighter units can always enter buildings, whether locked or not because they carry tools to break in if necessary. This only takes a few seconds so does not delay them significantly in game terms. Crew Status Firefighters (and others) might have to operate for a long period and will become tired. After 30 turns of activity they become Tired After 60 turns of activity they become Exhausted A base can recover one level after resting for 1d6x2 turns. If the unit can visit a canteen truck, this time can be halved. (though canteens did run out of supplies on busy nights..) 4

Orders and Communications For much of the Blitz the fire service had no radios for its operational communications. Later in the war a few radios became available but these were mainly used by senior officers. A base should be marked as representing the player. In order to direct the fire crews under your control you must physically visit them being within one area to issue orders. Units will continue to do what they have been tasked to do until they receive fresh orders or until they have extinguished all fires within range whereupon they will move to deal with the next nearest fire as best they can. They will always act to preserve themselves (for example if a building nearby is about to collapse). The main way of issuing orders remotely is by messenger. There were always a number of boys on bicycles attached to a fire station and you might use these. Motorcycle messengers were used to send messages back to the Control Centre to report on the situation (or request reinforcements) and who might arrive from time to time with fresh orders from Control. To send a message, simply write it down and this will be the orders to the recipient unit or the report to HQ etc 5

Equipment Unit Escape Carrying Unit Capabilities / Equipment General Appliance 2 x Level 1 ladders 4 delivery pumps 10 water points on board. 3 Fire teams 10 lengths of hose Towing attachment Turntable Ladder Unit 1 x Level 4 turntable ladder 4 delivery pumps 6 water points on board 2 fire teams 10 lengths of hose Heavy Unit 1 x level 1 ladder 2 x level 1 hook ladders 1 delivery pump 2 fire teams 10 lengths of hose Rescue equipment 1 x Level 2 wheeled escape ladder 4 delivery pumps 10 water points on board. 2 Fire teams 10 lengths of hose 6

Unit Small pump team Capabilities / Equipment Medium Pump Trailer mounted pump. 4 delivery pumps Trailer mounted pump. 2 delivery pumps Portable pump designed to be used in confined spaces and capable of being carried for short distances by a fire crew base. 1 delivery pump A light van capable of towing trailers. 1 x Level 1 Ladder 4 lengths of hose 3 fire teams If one end of the hose can be fixed, this vehicle can deploy hose in the open at a rate of 6 areas per turn. Light Pump Wheelbarrow Pump Auxiliary Towing Vehicle Hose laying lorry Taxi/Car towing trailer pump, 2 fire teams 6 lengths of hose 10 lengths of hose 1 fire team Canteen Truck Despatch Riders Helps fire crews keep going longer. Carried rations for 40 bases/turns Main means of communication as there are no radios on the vehicles. Mainly female riders. Messenger Boys Another key form of communication via 16-17 year old boys on bicycles. 7

Unit Mobile Dam Unit Capabilities / Equipment Carries canvas water reservoir with capacity of either 10 or 20 water points. This takes 3 turns to deploy. 1 fire team. Extra Heavy Pump Heavy Pump Skid mounted pump with self-contained engine. Takes 2 moves to unload. 6 Pumps Skid mounted pump with self-contained engine. Takes 2 moves to unload. 4 delivery pumps Water Unit THE FIRE Fires are given a level, from 1 to a maximum of 5. We represent fire level by a small red d6 placed on the model. GROWTH A fire usually starts at level 1 Each turn roll 1d6 - score 6 and it goes up a level - fires never get higher than level 5 +1 to die if any adjacent area is already on fire. SPREAD Roll for each adjacent not-burning flammable area. Once a fire has spread to an area no further rolling is necessary. Spread is not diagonal. Vertical spread will occur up or down a stairwell. Level 4 or 5 fires will have a chance of spreading to the level above. Roll the Fire level or less for a spread. A newly spread fire is always level 1 initially. +1 per level of dampness if the adjacent area is DAMPED DOWN. -1 if the adjacent area is embers +1 if the adjacent area contains a fire hose team actively firefighting Fires will not spread into empty road areas but they can spread to vehicles and piles of rubble. 8

An incendiary that lands on an empty road area can cause spread into adjacent areas if those areas are flammable. However, it cannot rise beyond level 1, and burns out after 5 turns. JUMP Fires will not set fire to roads (normally) but they can jump across gaps. Fires at level 5 can jump a 1 area gap (2 areas downwind) Roll 1 to jump. Use all the normal modifiers for fire spread above. STRONG WIND If a strong wind is blowing -1 to die roll on areas downwind. FLAMMABLE MATERIALS Some area contain materials that are particularly flammable. These might be wood or spirit stores, oil, petrol etc. These are marked on the model. Effects are: Oil Tank: +1 on any die for initial spread into the area. If the tank catches it immediately becomes a level 5 fire and automatically spreads to all adjacent areas. Petrol Tank: +1 on any die for initial spread into the area. If the tank catches it immediately becomes a level 5 fire and explodes. Use the HE Bomb rule for effect, Wood store or similar: Normal chance to spread into the area. Once burning, +1 to dice for fire growth Firefighting Roll for each water stream upon the area. The rolls are sequential, so a fire can be progressively extinguished within a turn. Roll 1d6 - score equal to or more than the fire level to reduce the fire by 1 level. -1 if the crew is tired -2 if the crew is exhausted +1 if two or more crews on the same hose -2 if an unmanned branch pipe Pressure hoses have a maximum water projection range of 3 areas (including verticals) their effect depends on range: 1 area +1 to die 2 areas normal 3 areas -1 from die Embers Fires that drop below 1 are marked as 'embers' - these are a potential source of reignition. 9

Reignition roll 2d6 every turn for each ember area. Score 12 for it to re-ignite. Permanently extinguishing embers require a fire team in the same area with water roll a 6 to put out all the embers. Damping Down An area can be doused in water to discourage re-ignition or fire spread. It takes one turn to damp down an area one level of dampness. The maximum dampness is level 5. Every time a fire attempts to spread to a damped down area and fails as a result of the dampness level, the area loses one level of dampness. If fire spreads to a damped area, all dampness is lost. We mark dampness levels on the model with a small blue die. Heat effects Firefighters can try to press close to a fire. However, fires tend to be quite hot. Combine the fire levels of all adjacent fires to the area you wish to move into and roll that number or more on 1d6 to be able to enter that area. If the fire state increases in adjacent area to your team, roll again (as above) to be able to stay in that area. Fire Parties Small groups, often of civilian volunteers or even schoolboys, operated in some areas forming firefighting parties. These would have a stirrup pump and buckets of sand and water. There were really only effective at dealing with small fires, and then only if they caught them early but their advantage was that they would be on the spot and able to act at that early stage. They were famously involved in protecting St Paul s Cathedral s roof from incendiaries during the heavy raid of 29 December 1940. A single fire party rolls 4,5 or 6 to extinguish a level 1 fire. It only has one attempt before it needs to replenish its water/sand (which can be done in one turn from any domestic water source or hydrant. Water Water supply is expressed in terms of WATER POINTS. A water point is enough water for one turn of firefighting for one hose. 10

Water delivery is expressed in terms of DELIVERY PUMPS which is the number of hoses that can be supplied by a given appliance. A PUMP will deliver one WATER POINT to one hose per turn. Some appliances will have more than one PUMP (see Vehicle Characteristics above) Sources of Water a. Onboard water Some vehicles carry a limited supply expressed in terms of a number of WATER POINTS of supply. This is consumable and needs to be recorded separately. b. Fire hydrants if the mains water is working a fire hydrant can supply water. Each hydrant has a pressure number indicating the number of WATER POINTS per turn it can supply to a given appliance. Only two appliances can connect to one hydrant hence the need for portable dams. Don t forget it requires a length of hose to connect the fire appliance to the hydrant. c. Other sources of water are the river, swimming pools and later on deliberately flooded basements of bombed out buildings. These will be given a number of WATER POINTS anything from 10 to 1,000. Each pump appliance carries a special filtered pipe for connecting sources of open water to the appliance. This is additional to the standard hose lengths carried. Hoses Hose is usually deployed in standard lengths that are 2 areas long (around 50 feet). These lengths are indivisible. There is a maximum effective length of a hose of 14 lengths (around 700 feet). After that pressure is too low for the hose to be effective. 11

12

Structural Damage An area has five levels of damage which it moves up from one level to the next until it reaches destroyed when collapse occurs. We represent the damage level by a small black 1d6 placed on the model. 1.Building is sound 2.Light Damage 3.Medium Damage 4.Heavy Damage all occupants become casualties. 5.Destroyed all occupants become casualties Every turn of level 5 fire in a given area, roll 1d6, score 6 to increase the structural damage by one level. Where a lower level is destroyed with intact level above it all the intact levels collapse onto it, causing rubble spread into all adjacent ground floor levels. Rubble spread into a ground floor building level increases the damage state in that area by one. Any firefighters or vehicles in rubble collapse areas roll to escape to an adjacent area. If no escape is possible they are automatically casualties (see below). Roll for each vehicle score 6 to escape. Roll for each emergency services team score 3, 4, 5 or 6 to escape Bombing The bombing rules can either be used to create the initial scenario, or can be used to make the players job more difficult. The Bomb Run Roll 2d6 each turn to see if a bomb run occurs: Score 2 or 3 = All Clear sounds no more bombing can occur in the game. Score 4 to 11 = Nothing this turn. Score 12 = Bombs are being dropped in the game area If bombing has occurred in the playing area, roll 1d6 for what is dropped: 1 = 2 x incendiaries 2 = 1 x HE 3 = 4 x incendiaries 4 = 2 x HE 5 = 6 x incendiaries 6 = 3 x HE and 6 x incendiaries 13

The location of each hit is determined by dropping a separate 2cm square piece of paper for each bomb from a height of approx 1m above the centre of the table. Any pieces that miss the table should be re-dropped until they hit some part of the playing area.. The area it lands in is the impact area. Incendiary Bomb effect on buildings An incendiary will start to burn on impact, and automatically cause a level 1 fire in the area is hits. HE Bombs effect on property An HE bomb will automatically destroy the area it hits, and damage all adjacent areas / levels. Roll 1d6 for damage the score is the damage level (see Structural Damage above) the area is reduced to (5 or 6 = Destroyed) If the bomb hits a road, a DESTROYED result causes an impassable crater. Damage to People and Vehicles An HE bomb will automatically kill any personnel in the area it hits, and destroy all vehicles and equipment in the area. It will also sever all hoses running through the area Each adjacent area is affected too: Roll for each personnel base score 6 and they escape unharmed, otherwise they are casualties see casualty status below. Roll 1d6 for each vehicle, pump or hose line score 1, 2 or 3 and the vehicle is knocked out or the hose cut. Casualties and Rescue All personnel or civilians caught in a collapsing building are replaced with a buried casualty marker. Their status (killed or injured) cannot be determined until they are rescued/recovered. Rescue Teams cannot start rescue operations in an area until the fires are out. Initial Rescue Once one or more rescue teams are present, roll 1d6 per buried casualty only one roll per turn per rescue team is allowed. 1, 2 or 3 4 5 Cannot find casualty need to search further Possible location of casualty identified but need digging out by Heavy Rescue Casualty located and can probably be dug out immediately roll 6 to dig out. 14

6 Casualty located and doesn t need digging out Heavy Rescue These are teams of burly ex-builders with a truck full of lots of tools. They can dig quite deep to rescue people. This takes a lot of time, however, roll 1d6 x 5 turns for digging time. Casualty Status Once a casualty has definitely been found, roll for its status 1 to 4 Dead 5Badly injured must go to hospital and might still die. 6Lightly injured needs medical attention but will be ok. If a doctor is on hand +1 to the die roll. Medics and Ambulances An ambulance crew can move a casualty up to 2 areas per turn. An ambulance can carry 3 casualties at a time. Mortuary Crews It is important for morale to remove the dead as quickly as possible. Mortuary crews can move a recovered body up to 2 areas per turn. A mortuary lorry can carry up to 8 bodies at a time. Models and Figures If, like me, you are new to firefighting models, here are some ideas. Firefighters and rescue workers. Nearly everyone had a tin hat basically the British army style helmet. So for figures, any helmeted figure can be converted though WW1 British infantry (in helmets) would be best. Plastic figures are easiest to convert by carving off packs and weapons and replacing with bits of wire to represent hoses or other tools. Civilians. Many manufacturers make suitable civilian figures to represent bystanders or rescued and evacuated civilians. Very few make them with appropriate hats, though (pretty well every male wore a hat). You might find some of the role playing figures for 1920 s or 1930 s adventurers (with weaponry removed) could do (though it could get quite expensive to form a crowd of them). Vehicles: Lledo (now Corgi) make a good Dennis fire engine with ladder of the period and a number of rescue vehicles, and a London Taxi. They also make period trucks and buses which can help add some flavour to the street. Many of these are no longer made but they can often still be picked up on Ebay for a couple of pounds. Matador Models (matadormodels.co.uk) do a brilliant collection of period vehicles, including a Taxi with towed pump and the basic Dennis fire engine. 15

Of course, this is also an excellent opportunity for those who like to kit bash and make your own conversions to basic models. Buildings. In this game, because of the way we need to represent the fire and damage, model buildings from a manufacturer are not always much use. It is easy to make the buildings for the game out of card or foamboard, and that is recommended. Bibliography Firemen at War Neil Wallington 1981 The City Ablaze David Johnson 1980 Streatham s 41 Kenneth Bryant Fire Over London 1940-41 LCC Pamphlet 1945 The London Blitz A Firemans Tale Cyril Demarne OBE 1991 Blitz The Story of 29th December 1940 M J Gaskin 2005 The Longest Night 10-11 May 1941 Gavin Mortimer Fire and Water The London Firefighters Blitz 1940-42 Remembered (Ed) H S Ingham 1942 16