Monday, October 13, 2025

VBCW Kill Team, Part 1

The mess on my table put me off running a game with my Wofuns, some of which are buried under the table with everything else. Also, I was still reading and watching Kill Team material. So next will be a try with VBCW figs. I gave serious thought to just using the black side of the Kill Team board and the MDF industrial terrain - if you squint it could represent a coal spoil from Wales or the Newcastle area. As I was about to start, I was also listening to the proceeds of the 2nd Warhammer Conference in Heidelberg, Germany.

Yes, they have an academic conference now. There are enough talks on playing in schools that I can get away with watching them at work and counting it as training.

The latest talk I listened to was about terrain kits, and it contained this comment from a source:

"Terrain pieces greatly reduce the ontological barrier between players and the fictional world and therefore contribute to the players' feeling of immersion and the realism of the simulation of wargames."

OK, so I'll try to make the table more immersive. On the minus side, I don't have much 28mm 20th century terrain. On the plus side, a Kill Team board is only just over two feet square. I managed to work it out.

A ruined farmstead on the edge of a wood.
Plus a couple abandoned farm vehicles and a Wendy house
(the Quar hut at top center).

Who to fight with? I have: 
  • 8th Army types (read: Mobile Division elements brought home from the Med), who could be either Royalist or "Joshua Force" (led by an evangelical general who thinks it's his mission to return Britain to godliness)
  • Mounties (from Prince Albert's invasion force)
  • Ordinary line infantry in flat caps
  • Civilian fighters, or LDV
  • Sailors, who could be Reds or Albertines
  • Police
I've chosen the Mounties, who are scouting their way from the beachhead into this green and pleasant land when they come upon a squad of Navy riflemen looting a burned farmstead...
It's a xerox of a xerox, so yeah, it didn't come out well.
Clearly they are some of those damned socialists and probably drunk on their grog ration. The Duke of York has famously declared that no one who advocates social upheaval is allowed in his coalition, thus shooting it in the foot to keep the setting going. The RCMP have experience dealing with punks like these... but the ones they left behind in Canada weren't this heavily armed.

For the figure stats, I am using the Kill Team Non-Player Operative rules. They are quite generic, but with three different levels (Trooper, Warrior, Heavy) and come in two types (Brawler and Marksman). It's allowed to modify them slightly. Heavies are the equivalent of Space Marines, so will be reserved for machine-gun teams to represent their extra wounds and better shooting. Almost everyone will be Marksmen, because the Brawlers don't get ranged weapons. Here are the sides:

Sergeant Reynolds, five Constables, (8 wounds apiece, 4+ saves) and the sergeant's faithful dog Busker. All with rifles except the Sergeant (whose weapon only ranges 8") and Busker, who counts as a Brawler with only 4 wounds and 5+ save).

Eight sailors (7 wounds apiece, 5+ saves) all with rifles, two with Molotovs (counting as one-use frag grenades) and one with a Lewis gun (counts as special weapon with Piercing 1).

Adding a couple modifications to the rules from the Lite Rules document - figures can be Injured at half wounds, reducing them to 4" movement and -1 to-hits. Each team gets one Command Reroll per turn. The forested oval counts as Concealed so long as figures are not at the edge, and as Cover otherwise. Also, I'm not bothering with an objective, mostly because I can't think of one, so this is a meeting engagement and points will be scored for kills. First side to lose half its men (Busker does not count) will bottle out.

Battle report to follow...

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