Enemy submarines, morse code and monoplanes – Canadian Girl Guide adventures in WW2

An almost unbelievable Swallows and Amazons or Famous Five Enid Blyton type adventure setting, Nancy Drew or Tintin but this is a true story from Canada in WW2.

Here’s where their Guide camp in New Brunswick suddenly becomes more interesting …

Read the rest of the tale with its mysterious or enigmatic ending at this interesting Canadian Guide History website blog:

https://guidehistory.wordpress.com/2020/06/30/alert-prepared/

A real Wide Game or gaming scenario!

There are several websites that show the general area and maps, including YouTube aerial and film footage of Cocagne Island, where this took place:

https://youtu.be/NL8LJeo76qk

Not forgetting the flaming ghost ship of Northumberland Strait folklore.

Submarines, signalling, spies – This is the sort of thing that the early SeaScouts and Coast-watcher Boy Scouts (and Guides?) were deployed to watch out for in Britain in WW1.

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The author ‘canguide’ of this Canadian Guiding History blog also has an interesting blog post on Salvation Army Guards or Guides in Canada:

https://guidehistory.wordpress.com/2022/06/21/salvation-army-guiding-in-canada/

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Guide Captain Mrs Sims (back) and her Canadian Guides, 1910s-20s, unknown location in Canada – original photo postcard in my collection.

My previous Canadian Girl Guiding blogpost

https://tabletopscoutingwidegames.wordpress.com/2022/07/27/canadian-girl-scouts-1910s-1920s/

written whilst I work on gaming figure conversions for a new Canadian Guide patrol and Salvation Army Scouts and Guards (Guides) patrol for my Scouting Wide Games for the Tabletop Project.

Blog posted by Mark Man Of TIN, 1970s British Boy Scout ( Bronze Arrow, retired) 12 /13 August 2022

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3 thoughts on “Enemy submarines, morse code and monoplanes – Canadian Girl Guide adventures in WW2”

  1. Fascinating adventure and definite scenario potentially. German paras ww2 etc comes to mind. Mechanics in rules could involve scout/ guide throwing a d6 every time they moved ( adjustments for skill or lack of) and on a 6 they stood on a twig or made a noise. Spy/ paratrooper then throw a dice to see if they heard.
    Also spotting rules to reflect the scout/ guide woodcraft ability. They need to throw under a certain number not to be spotted, same for spy etc. If discovered a chase could ensue with randomised movement throw to see if they get away to alert the authorities. Random encounters table could be utilised too..
    Lots of fun to be had.
    P.s morse code ability to send and receive could be another rpg skil

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    1. It does seem a good one for pulp gaming – Tidders 1940 Somewhere in England 1940 style – with enemy agents etc. Pure Tintin.
      It is like a Wide game without the “Cloak Of Romance” but for real (and no doubt shiny new shooters)
      I liked the stealth ideas – i remember your Boy Scout scenario http://tradgardland.blogspot.com/2019/10/scouting-in-village-more-play-testing.html

      re. mechanism for stealth, sight, etc these are interesting ideas esp for patrol siszed personalised gaming. Re other stealth mechanisms, there is a new (no doubt highly complicated) Nightgame Raids RPG system that i have had glimpses on Facebook called something like O Two Hundred Hours. https://www.facebook.com/groups/525943848803187/about/
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      Post Ukraine crisis When I resume modern gaming with “khaki grunge and guns”, I already have a number of 42mm Irregular WW2 British painted British Canadian forces job lot … plastic Pound Store figs would cheaply furnish 40mm Germans or metal Irregular 42mm Germans Paras or u boat crew.
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      Meanwhile the railway civilians or 1/43 S and D railway figures etc. could do for enemy agents, including women. 42mm scale is an odd one to be working in for my Boy Scouts and Guides, but HO OO Railway 20mm is easy (or 28mm a scale I don’t Game in) as another option.
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      Scenario could be used for Scouts or Guides or both.
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      It could be used in any continent for either world war – Britain, America (with its German immigrant population issue and industrial unrest in WW1 ) etc – or Cold War Era. Ooh. Stranger Things …
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      It reminds me a little of the famous five mixed up in Went The Day Well / The Eagle Has Landed, the end of Robert Harris’ Enigma film adaptation (oooh! Railways. Seaplane, submarines) or the remake of Dad’s Army film. Female agents. U Boat landing crews. Submarines.
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      I wonder where some of the more extreme Quebecois French anti Imperial elements in Canada stood on the Occupied France / Vichy question? I wonder if we could throw in some RCMP Mounted Police as well?
      the Canadian War Gaming Podcast Padre Michael Peterson’s Setting The North Ablaze pulp scenarios and blog posts come to mind.
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      Finally at last a use for all that Girl Scout signalling training and morse practice.

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    2. It does seem a good one for pulp gaming – Tidders 1940 style – with enemy agents etc. Pure Tintin.
      I liked the stealth ideas – there is a new no doubt highly complicated Nightgame Raids RPG system I have glimpses on Facebook called something like O Two Hundred Hours.
      I have a number of 42mm Irregular WW2 British painted British job lot … the railway civilians or 1/43 S and D railway figures etc. could do for enemy agents, including women.
      It could be used in any continent for either world war – Britain, America (with its German immigrant population) etc – or Cold War
      I wonder where the Quebecois French stood on the Occupied France / Vichy question?

      Like

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