(This was the second part of the briefing for the same wargames weekend)
The SIAS officers, now reinforced by more volunteers, some of them armed, send out a patrol to establish just what has been going on in the countryside between them and the sea, while Judge Cooper and Mr Geach the Mayor put the town into a state of readiness. All set their hearts and minds to the task ahead and then grave news is announced – the Telegraph lines have been cut!
The two Police Constables finally make it back to town with their new ‘friend’. Hopefully, Old Jock Trubshaw is reasonably sober to have told of his midnight encounters “wiv some nasty ‘Uns..”
But now more information is needed – as to how many, and where they are, and what’s their intentions in coming here? Who leads them in this odd ‘invasion’ of East Anglia – surely this isn’t some scheme dreamed up by the Kaiser? Is the ‘Teutonic Twit’ really that hair-brained? Or can it really be the Arch-fiend himself?
The Light Railway has already proven to be a valuable link to Leiston and the coast, and the Station staff and signallers have worked hard with the Enginemen in getting the light engines and carriages made ready for another venture out. With the sun slowly rising over the North Sea, time is crucial and the enemy must be found and observed.
The SIAS party and their growing band of volunteer forces must now defend the centre of the town of Saxmundham from these raiders, prevent them from looting and carrying off any spoils, and capture any of them to interrogate and find out why they are here.
The Judge and the Mayor have done a fine job in preparing the town against these foreign agents, and lookouts have been posted, a dressing station has been set up for any wounded, and gallons of hot tea and piles of bacon sandwiches are available for the gallant defenders of East Suffolk.
Now it’s known the enemy are coming straight for the town, but many rumours abound as to why. Some are saying it’s a deliberate attempt on the capital, seize the railway and ride into London, others say that Colchester is the real target, again by using the railway. But most have now heard from Old Jock that the raiders are after some sort of Viking item that’s here in the town – and yet no-one knows what or where it is. The Mayor has ordered a few trusted seniors to investigate further, but a scour around the Bell Inn, and the small Museum by the Market Hall have found nothing and now the town elders are pouring through the town records.
So all the defenders can do now is await the assault and to see where the attackers aim for – and hope to stop them in their tracks before they can plunder the town and escape.
This part of the briefing led all the players to participate in the tabletop battle, with a lot more forces present. The actual game saw Deveraux’s forces push aside some of the hastily raised and poorly armed civilian bands, and some deliberate evil naughtiness occurred when some of Les Enfants Perdu shot down some nuns that had been taken hostage. A typical Deveraux Outrage!!
Amongst all that panic and indignation the forces of villainy broke into Saxmundham Church to raid the crypt for the Viking treasure, and hot-footed it back to the coast. The SIAS re-mustered what they could, including some Volunteer Riflemen of the Suffolk Regiment who had dashed into town from Sudbury, but alas they could not prevent the ‘Man of Blood’ from departing.
All-in-all, it proved the variant SG2 rules worked, and that it was also possible to mix gaming styles together too, to satisfy both wargamers and role-players attending the same games weekend. It’s something I should plan to repeat again sometime this year, now that we have IHMN and TMWWBK – two sets of rules that lend themselves perfectly to this concept.