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.