Here is another canoe to add to my growing flotilla.
will's toy soldier blog
Saturday, 30 May 2026
Tuesday, 26 May 2026
Characters and profiles for Battle of Ballantyne Pier (also draft)
Following on my previous post, here are some profiles for the Battle of Ballantyne Pier. I'm looking for ideas for FFoL traits for each of these characters and groups, so please make suggestions in the comments!
Great history of the battle on the BC Labour Heritage Centre Website: https://www.labourheritagecentre.ca/collection/the-march-to-ballantyne-pier/
VPD Chief Constable Colonel W W Foster, CMG, DSO, VD - WWI veteran of the Somme and Vimy Ridge, 5 times Mentioned in Dispatches, with a strong history of union busting in Vancouver. Traits: Veteran (d12), Leader, Fearless, Disperse the Crowd (aka Read the Riot Act). Revolver, billy club.
VPD Constables: d10. Deployed in pairs. Revolver and billy club.
BCPP Constables: d10. Deployed in pairs, initial deployment is hidden. Player may choose to place them in the any of the boxcars or in one of the buildings along Heatley Ave. Revolver and billy club.
Mounted Police (RCMP). d10. Deployed singly. Mounted. Running attack (after close combat attack, may use remaining movement to engage another target or move clear of current opponent). Thundering charge (+1 to close combat roll when charging).
International Longshore and Warehouse Union (ILWU), Local 500:
Union Leader Mickey O'Rourke, VC, MM. d10. Leader, Fearless (ignore penalties for multiple shock markers on recovery rolls), Rally/Increase Fervour. Improvised weapons.
Union Leader Oscar Salonen, Finnish Canadian labour leader. d10. Leader, Rally/Increase Fervour, Coolheaded (+1 to Shaken recovery rolls). Improvised weapons.
Union President Ivan Emery. d10. Leader, Rally/Increase Fervour, Strategist (draws an extra card). Improvised weapons. (Emery actually missed the march, as he'd been arrested just before the march began!)
Union Leader George Brown. d10. Leader, Rally/Increase Fervour, Sharp Tongued (in close combat make an easy (3+) test to force opponent to reroll attack). Improvised weapons.
8 Groups of 4 longshoremen. d8. Improvised weapons. 2 groups per union leader.
Sunday, 24 May 2026
1930s Union Actions - more ideas for rules and scenario (DRAFT)
I had a great discussion with Lisa this evening on how to improve on the strikers vs cops scenario. We talked about both the special rules as well as scenario design. For the scenario, we looked to the Battle of Ballantyne Pier, which occurred here in Vancouver back on 18 June, 1935, and is still remembered by the International Longshore and Warehouse Union. The event happened when around 1,000 striking longshoremen marched to confront replacement workers (aka scabs), but were turned back by a combined force of Vancouver Police, British Columbia Provincial Police and Royal Canadian Mounted Police.
We are looking at modifying Jaye Wiley's Fistful of Lead family of rules for this scenario.
The participants in the battle included around 1000 longshoremen on one side, against 70 VPD (50 on foot plus 20 mounted), 40 BCPP and 36 RCMP on horses. On the table this works out to:
Police:
- VPD Chief Constable W W Foster (Veteran, d12)
- Three pairs of VPD constables (d10)
- 4 mounted RCMP (d10, individual figures) - test for arrival starting turn 2.
- 2 pairs of RCMP on foot, representing the BCPP (d10) - hidden deployment
- All police have billy clubs and revolvers. Billy clubs roll -1 on the wound chart but always get +1 shock.
- 4 union leaders (d10)
- 8 groups of four striking longshoremen, two groups per union leader (d8).
The table setup for Ballantye Pier is a 4'x6' table. The northern 12" band is the warehouse. Next 6" are the railway tracks. Next 6" is open, where the VPD deploy. South of that is a 24" section of Heatley Street, where the union men deploy. Mounted RCMP may arrive from the south board edge after turn two. Roll a d6 at the end of the turn 1, if the player rolls a 1 the RCMP will arrive in turn 2. At the end of turn 2, roll again: on a 1 or 2, they will arrive in turn 3, and so forth. RCMP on foot represent the BCPP, who will be hidden with location written down by the controlling player. This could be in the boxcars, or in the buildings on Heatley Street. Other options are possible.
Scenario objectives:
- The longshoremen receive points for each leader and each group of workers that reach the warehouse.
- The cops receive points for each union leader or group that is dispersed.
- The cops receive negative points for each striker killed.
- Strikers receive negative points for each cop killed.
- 1: Made it worse! Group's Fervour reduced by one or shock increased by 1.
- 2-3: fervour increased +1 or shock reduced by 1.
- 4-5: fervour increased +2 or shock reduced by 2.
- 6: Fervour increased +2 and random group within 8" gets +1 fervour. This can be a group that 'belongs' to another union leader. Also, the group is fired up and moves 2d6" distance toward the nearest police, and makes a melee attack if it makes contact. Roll again (d6) - this is the new fervour for the group.
- 1-5: Strikers take one shock.
- 6-8: Strikers take two shock and fall back 4”.
- 9+: Strikers disperse and head home.
If the strikers roll higher than the chief, no roll for effect will be required.
Fire truck: There was no fire truck at Ballantyne Pier, but I copied this over for future reference. The Fire Department has parked their fire engine on Fourth Street. It may not move during the game. A police character may attempt to use the fire hose to spray the protesters. Use the flamethrower template. The policeman will need to pass a skill test (5+) to operate the hose. Then any model under the template rolls for effect.
1-5: one shock
6-8: two shock and pushed back 4”. Model falls down and must take one action to
stand up on its next activation.
9+: wounded and falls down.
Protesters may not use the fire hose but may attempt to disable it. The figure will need to attack the fire hose as if it breaking down a door. Roll close combat with the fire hose getting an automatic 6, needing 3 wounds or an out of action result to damage the hose so that it may no longer be used. Using an axe will give the protester a +2 on his roll to defeat the hose.
Tear Gas: Police may throw tear gas grenades. These are thrown as per the FFoL grenade rules. Use the standard grenade template. Any figures under the template take a wound roll:
- 1-2: no effect.
- 3-5: 1 shock.
- 6-8: 2 shock and fall back 4".
- 9+: disperse - move 10" to nearest board edge each turn unless rallied.
Thursday, 21 May 2026
BUF Men
Here are some more BUF soldiers to join the BUF women. I converted these from the Wargames Atlantic WWII Italians I posted on a while back. It's unlikely I'd do much with them as WWII Italians, so repurposing them for VBCW seemed appropriate. Especially as I feel it's better to make the BUF from recycled Italian fascisti, rather than spending new money on them. I replaced their M33 helmets with WWI Russian peaked caps. And of course as Mosley copied his BUF blackshirts from Mussolini's camicie nere, these blokes are all wearing black.
Friday, 15 May 2026
Blonde Women in the BUF
Some folks at the club have started talking about starting a campaign based on the Very British Civil War, aka the VBCW. The VBCW is an alternative history focused on a fictious civil war in Great Britain that broke out in the 1930s, and features a diverse set of factions, including the actual British Army and Territorials, Socialist militias from working class and factory towns, Scottish Republicans, Church of England (known as the Anglican League in VBCW terms), Local Defense Volunteers (LDV) and more. While I have plenty of miniatures representing mid-20th Century British soldiers from both World War I and World War II and many armed civilians that could form the basis of either a socialist workers' militia or LDV, I felt there is a need to represent the baddies, Oswald Mosley's British Union of Fascists, or BUF. Every campaign needs its villains!
These ladies are from Pulp Figures' Weird Menace line.
And a group shot to round out the post.
Sunday, 3 May 2026
Black Tuesday in Estevan - 29 September 1931
As I described in my post earlier in the week, the most recent Bonsor club night for the Trumpeters was May 1st, International Workers' Day. This allowed me to bring together multiple concepts: shining a light on an event in Canadian history, putting my brand new Pulp Figures construction workers and strikers onto the gaming table, more generally putting my diverse interwar civilian figures into a game. After initially looking at the 1919 Winnipeg General Strike, I determined that the Black Tuesday events of 29 September 1931 in Estevan, Saskatchewan would make the basis for the game. The Bienfait strikers came to town with the intention of holding a parade and a rally to inform the townsfolk of Estevan of their issues. They were met by a combined force of Town of Estevan police and RCMP intent on stopping the parade.
The toolbox of ideas from Fistful of Lead once again formed the basis for the scenario. One of the key concepts was how to present the conflict between the strikers and the police without leading straight to violence. I decided to use Shock as a measure of the strikers' enthusiasm for sticking around. Each individual miner or group of miners or their families will need to roll higher than the number of shock points they have at the start of each turn or else disperse. So the next step was to give the police player some options to inflict shock.
Firstly, the police player can speak to the crowd. I based this on a cause fear effect from FFoL's Tales of Horror. This is a contested roll, similar to close combat. If the police character rolls higher, they end up adding a number of shock points based on their degree of success.
In the actual event, the Estevan police co-opted the use of the Estevan Fire Department's fire engine. I didn't have a fire engine in my collection, so I quickly acquired a 1:48 scale WWII-era deuce and a half USAAF fuel truck and painted it red! (check the link for what the real fire engine looks like!)
A police officer may attempt to hose down strikers. He'll need to pass a skill test, then he'll have a chance to impose shock on any strikers under the template. I also included an option for police to fire their weapons over the heads of the strikers to add a bit more shock. To offset the shock imposed on the strikers, I assigned union organiser Annie Buller the Encouraging trait, which allows her to rally shock off of her allies.
Enough background, on to the game! Kevin declared that as a former shop steward, he wanted to play the strikers, and Colin joined him. Arthur took the police, and I took the role of a moderately biased GM. The objective of the miners was to reach the cenotaph, and the goal of the police was to stop them. Arthur and I made a very quick and easy representation of the cenotaph from a paper obelisk model.
The police got the fire department to park the fire engine at the intersection of 4th Street and Souris Avenue, and formed a line to confront the marchers. Chief McCutcheon and Constable McKay of the Town of Estevan Police Department in blue, and the RCMP in their khaki service tunics. The shopkeeper can be seen keeping a wary eye on the coming events. I had some ideas for bystanders getting drawn into the events, but as the game played, the townsfolk stayed out of the action.
After the game, Arthur checked the campaign rules to see how many of the downed cops would be available for a future game. The results were:
- Alex McCutcheon - Town of Estevan police chief: lightly injured.
- Constable McKay - Town of Estevan police: prisoner
- RCMP Constable Sutherland: medium injury
- RCMP Constable Palmer: medium injury
- RCMP Sgt Molyneux: serious injury
- RCMP Constable King: medium injury
- RCMP Detective Sergeant Mortimer: Got away!
- Mayor Bannetyne: killed.
For the miners, we had:
- Miner Peter Markunas (WSAYO): insignificant injury (just winged me!)
- Raging granny: minor injury
- Mustard shirt and shovel: insignificant/just winged me
- Hands up: minor injury.
This game was just a one-off to commemorate May Day, so I don't know if I will host it again, but it was fun to play around with some new game mechanics. As an improvised setting, I was just guessing about how to balance the numbers on each side. To be honest, the size of the strikers' parade was largely driven by my desire to get as many models on the table as I could!
I'd like to play a bit further with the idea of people in authority (e.g, the cops) using their presence to dominate a crowd and encourage them to disperse. This game took some ideas I'd tried for crowd control in Jamjhar last summer and developed them further. It will likely take a bit of playtesting and analysis to fine tune the results to get something playable.
Tuesday, 28 April 2026
Construction Workers and Striking Workers
Brand new from Pulp Figures, I just got these figures last week, and I've already planned a scenario for them!
First up are the striking workers. The slogans are fairly generic, taken from a list of popular labour-related terms. The signs are cardboard glued to the laths that the figures are holding. The chap throwing the Molotov cocktail comes with an open hand and a selection of items. I could have given him a brick or a sign, but the bottle with the burning fuse was too tempting for me!
But they aren't always on strike! I also painted the construction workers set.
While I was at it, I finished up a couple of figures from the old lead pile, a mechanic from Pulp Figures and a boss man of some sort from Artizan Designs.
All ready for some action on International Workers' Day!