Welcome to James Kemp's Wiki

This is a collaborative web platform that allows people to edit1) the web pages to provide additional content for some of the stories I have written and the roleplaying games that I am involved in, whether as a player or GM.

There are several namespaces operating slightly different wiki subjects. These are, in no particular order:

  • Skyss - Story Background - a fantasy novel I wrote for NaNoWriMo 2016.
  • Perfects - background for the near future story and some police roleplaying that I ran in that universe
  • Theocracy of Daprav - A D&D campaign that I ran with Glasgow University Games Society around 2002-3.
  • Jim Wallman's Universe - a roleplaying by e-mail campaign that I play in, this is an unofficial wiki and none of it is canon unless Jim says it is.
    • Interstellar Freelance Unlimited - subset of the Universe pages covering the activities of a mercenary company that we are currently roleplaying every Full Moon.
    • Earth Imperium pages. These cover the activities of the Government of the Solar republic (aka Earth Empire) in Jim's Humanity Will Prevail campaign, including the Earth Imperium News Items.
    • Free Worlds Alliance - covering the activities of another emerging polity in the Humanity Will Prevail campaign. Mostly contributed by Eric Moroney.
    • Universe Background - page collecting the various bits of background info that have come up in various e-mail discussions for the campaigns set in Jim Wallman's Universe.

Comments and complaints to me at webmaster@full-moon.info please.

James Kemp

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Recent Additions

WW2 Company Actions

This could do with a snappier title…

I also need to properly organise it, so far it is just an ideas dump of things I thought up over Christmas at my in-laws.

Overview/Introduction

I would like to do a wargame that works with a team of players in the key appointments in a WW2 infantry company. This would cover both the traditional officer roles (platoon and company commanders) and also some of the NCO roles that often get subsumed (i.e. the Company Sergeant Major (CSM) and the Platoon Sergeants).

Each of the units would then have two players, an officer and a sergeant, both with different roles and different rules that would share a common objective. The officers would move units, motivate them and fight the battle. The sergeants would help with the motivation, look after re-organisation after the battle, supplying ammo, food, dealing with casualties and POWs.

In short what I want is a game that captures some of the teamwork involved in battles and also shows the importance of looking after your troops.

Level of Resolution

As always I follow the maxim of 'two down' so for a game where players are the platoon commanders we want to see the rifle and weapons groups that make up the infantry sections/squads. I think it is probably also useful to show the NCOs as single figures as you migth well want to move them separately from their entire group (e.g. to receive orders, take over from a more senior NCO that has become a casualty etc).

This means that for a British Rifle Platoon you'd have a game organisation a bit like this:

  • Platoon HQ
    • Platoon Commander2) (single figure)
    • Platoon Sergeant3) (single figure)
    • Two inch mortar stand (two figure weapon stand)
    • Signaller/runner stand (single figure with radio)
  • 3 x Rifle Sections
    • Section Commander4) (single figure)
    • Section 2ic 5) (single figure)
    • Rifle group (two figure rifle stand - representing up to five men)
    • Bren Group (two figure weapon stand - representing up to three men)

Order of Play

For the basic game mechanisms I'm going to build on my WW1 trench raiding game as I know that those mechanisms do actually work. The bit that I want to get innovative with here is the two player command of the platoon and also the logs side added as an integral part of how the action is progressed.

The Turn Sequence
No. Commanders Sergeants Others
1. Activation Activation -
2. Morale
(Attacker morale)
Morale
(defender morale)
Morale
individual morale
3. Hand to hand combat Hand to hand combat Hand to hand combat
4. Throw grenades Throw grenades Throw grenades
5. Movement
- move infantry
- move vehicles
- opportunity fire by static groups
Resupply
- supply ammo
- food & drink
- casualties
- equipment
Other Actions
- call indirect fire
- cut wire
- place demolitions
- minesweeping
6. Shooting
- static groups
- moving groups
Grenade effects Indirect Fire Artillery/Mortars
7. Orders Resolve effect of hits -

Both sides move simultaneously. If the game is played without an umpire one side should write their orders down prior to the other side moving. See the detailed sections for more on how this ought to work.

18 Mar 2010 17:07

Logs

There is a famous6) quote that: “Amateurs talk tactics, professionals talk logistics”. Well in this game the Sergeants are the professionals that deal with logistics. Most of the contents of this section are only carried out by those players acting as sergeants7).

Logistics is the ball and chain of armoured warfare. (Heinz Guderian) 
You can always tell an old soldier by the inside of his holsters and cartridge box. 
The young ones carry pistols and cartridges; the old ones, grub. (George Bernard Shaw) 
Quantity has a quality all of its own. (Josef Stalin)

Main items

The following items could have some direct impact on how a unit operates.

Item Combat Morale Features
Ammo High Some quantity, type, frequency of supply
Medical none high speed of treatment, quality of care, dead/wounded
Food & drink none medium quantity, hot/cold, readiness to eat
POWs low low need removed from battlefield when taken
Stores medium low e.g. mines, sandbags, replacement kit; availability when required
Mail/news none low8) good/bad news, frequency of mail delivery

Ammunition

One of the main supply items at company level matched only by food & drink in its consumption and necessity. For the purposes of the game this will be abstracted a little into some general natures. Also the precise number of rounds will not be tallied, each stand will be allocated an ammunition state on its record card.

Ammunition Natures
18 Mar 2010 17:07
18 Mar 2010 17:07

Democratic Army For Truth

Player briefing

You are all members of an international pressure group that investigates strange phenomenon and tries to persuade governments to come clean about their secret research projects, especially the ones into alien technology and UFOs.

Your part of the group is currently working on several projects, which although separate are linked by the fact that they all involve some work in international waters off the coast of Scotland. In particular you are on the trail of a German born scientist who has retired to the North of Scotland who was employed by the US Government in the 1950s & 60s.

There are three main projects:

Project Poseidon

this is the investigation of a joint British/US research project based on a research establishment in the Outer Hebrides. The official story is that the researchers were working on submarine acoustic coatings, however you believe that they were in fact working on a project to graft gills into humans to allow them to work underwater without the need for scuba gear.

Project Prometheus

This is a wholly British project from start to finish. It was initiated in 1940 and finally terminated in 1962 as far as you can tell from the paperwork you have found on it. You found out about it from the GRU records as one of the wartime scientists was in the employ of the soviets and reported back to them. British records show it to be an investigation of how to improve the survival of people in the sea. The Soviet records show something entirely different. They make it out to be the investigation of a Nazi wonder weapon which allowed contact with alien civilisations.

Project Wolf

This was originally a Nazi project and was taken over by the US Government at the end of the war. Most of the early work was done at Peenemunde and in Sachsenhausen. Later it moved to Jacksonville, Florida with some field research carried out in the North Atlantic. This sometimes involved the support vessels calling at a research station off the coast of Scotland. Details of the exact nature are very sketchy at best, the security was sufficiently tight that the GRU never managed to get anyone involved on the project, probably due to it originating with the nazis. You have however found that one of the major players in the project was one Dr Johan Krauss (known as Joe Cross). He was taken to the US after the war and naturalised as a US citizen in the mid-1960s. He worked for the US government for his entire career on a variety of defence research projects and when he retired in 1985 he moved to the UK.

Home

18 Mar 2010 17:07

Herman Wolfe

Herman Wolfe was captured by the staff of the The Golden Gate on the night of 4 June 1953 in a cellar a couple of streets away from the club. Following his capture he was brought back to the The Golden Gate and questioned by Marian, Jeb, John and Gustav. George was also present but didn't play a large part in the interrogation. The information below was gleaned in part from the documents and evidence found in the cellar he was living in and also from some of the paperwork in the crates. Mainly however it comes from the interrogation which involved showing Wolfe the photos from the documentation and telling him that they already knew what he had been up to.

Wolfe's background

Early life

Wolfe was born in 1910 in Berlin. His father was a relatively prosperous cabinet maker who ended up owning his own factory. Wolfe completed school and was accepted for a place at University in Nuremberg which he started in October 1928.

Political activism

Wolfe was rapidly drawn in to political life and joined the nazi party (74320) in late October 1928. He dropped out of university at the end of his first year.

The next few years were spent as a political activist in the racial purity office. When the nazi party finally came to power in 1933 Wolfe moved back to Berlin where he continued his work as well as studying anthropology part time at the university. He was finally granted his degree in 1938.

Ahnenerbe

Shortly after his graduation Wolfe joined the Ahnenerbe and started work on some projects involving inmates in several concentration camps. He was collecting folk tales in an effort to determine whether or not there were any aryan or german roots in any of the gypsy clans given one of the thoughts that they may migrated from the same place as the aryans. This collection of work brought him to the attention of another SS group whom he joined in 1940.

Sonderkommando K

In late 1940 Wolfe joined Sonderkommando K, Gruppe Hecht which was commanded by Standartenfuhrer9) Hecht. The group was a mixture of anthropologists, sociologists, medical doctors, historians, archaeologists and occultists. In total there were about forty 'scientists' based in a research institute in the Brandenburg countryside just East of Berlin.

Initially the work involved sorting through lots of artefacts and documentation that other groups had salvaged from various museums, universities and other archives from the parts of Europe now under nazi control. The primary thing that the group was looking for were references to magic and other folklore.

18 Mar 2010 17:07
1)
but only if they are logged in, registration is temporarily disabled due to excessive spam. Contact the webmaster if you would like to edit these pages explaining your interest.
2) , 3)
player
4)
Corporal - unplayed NCO
5)
Lance Corporal - unplayed NCO
6)
obviously so famed that I've forgotten the source
7)
in the widest sense of the term, also including warrant officers
8)
for a campaign this could be high
9)
SS Colonel
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