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Re: WWii rules


 

Ken,

It'd be interesting to know what size are the actions you are fighting. I hate to say anything in their favour but both the illustrious doctor (Dazza) and my fellow lardy are right. I'd be interested to see how you get on turning it into an alternate move system - will you attempt to retain the 'tea break' philosophy that keeps the commander on edge. The USP of the reules is that you as commander say "First platoon will encircle the farm from the left whilst third platoon assaults from the right".Sounds great. In most rle sets you can even measure exactly how many turns you will have ceased the position and exactly how many casualties you will take and inflict in doing so. The confusion and frustration that follows in IABSM however when first platoon are nowhere near in position when third platoon is ready to? go in gives real command decisions to junior commanders 'on the ground' (just as it seems our boys are doing in Basra this weekend). As commander of third platoon what do you do? Do you wait for first platoon to come up? Why are they so slow? Should you attack now while surprise is still on your side? What if the enemy hold the area in strength? Will you still be able to get in if first platoon are not in position. Where the hell are they?

Sounds pretty realistic to me. Don't know how you could do that with an all units move alternate movement system. I think that what IABSM gives is an advanced scheme for variable bound command and control gaming. I can understand that young lusty lads with their minds on other things may struggle with it. As for great fire effect, that only ever seems to happen when my troops are being targeted too!

Enjoy the rules!

Nick

philips107s2003 wrote:

?Thank you for your comprehensive answer.? I appreciate what you are
saying, I think perhaps the youngsters at school are probably not
quite so keen on the simulation aspect as they are on the game.? They
alsoe have something of a problem with the firing table, always
wanting to use the Good column for their shooting, and poor for their
opponents.? Human nature I guess.

We shall persevere, maybe trying alternate movement with the rules.

Ken

--- In Toofatlardies@..., "richardclarkerli"
wrote:
> Ken
>
> Dazza is correct, and his example of Colonel H is a classic
> illsutration of both the behaviour of a "Big Man" and the reaction
of
> troops, even elite ones, to a firefight.? Reading accounts of Goose
> Green (which I did specifically with a view to these rules) an
elite
> unit had become bogged down on the battlefield.? Attempts by junior
> officers and NCOs had failed to get things moving.? Enter the "Big
> Man".? He immediately animates his force and inertia ends.? There
are
> many such examples throughout warfare of larger than life
individuals
> shaping the battlefield aroud them, Rommel's personal intervention
at
> Arras being another classic example.
>
> The rules are designed to reflect the natural instinct of men
towards
> survival.? Your troops WILL move without a Big Man with them,
> sometimes doing exactly what you want, other times not.? However
they
> will move more efficiently with a Big Man.? In a static defensive
> position this is not an issue, if an enenmy comes close enough all
of
> your troops will shoot at them (as in real life).? However when
> attacking you need to consider how you allocate your resources (as
in
> real life).
>
> When devising his battle plan a commander should decide where his
> main point of attack will be.? One has to presueme here that we are
> conducting our game in a sensible fashion, where part of your force
> will be allocated to pin, while another part concentrates on what
the
> Germans call the "Schwerpunkt", the main point of attack.
> Considering this "critical point" the commander will (as in real
> life) allocate sufficient resources to hopefully ensure the success
> of the venture.? This will, of course, include the raw material of
> war, i.e. artillery support, armour, heavy weapons, in fact
anything
> that is available in that field, but will also include "management
> resources".? In other words he will give this important job to his
> best officers and NCOs (as in real life).
>
> It is, as Darren says, very much the case that wargames rules
> generally (and actually with very few exceptions) give the
commander
> too much flexibility when controlling the actions of his troops.
> Even systems such as DBM which use pips to limit the number of
action
> that a commander may make, still give him the choice of which units
> he does move.? In "IABSM" the cards are used to represent what
> Clausewitz calls "friction" on the battlefield.? Whilst you may
plan
> for a unit to do something you cannot guarantee that it will.
> HOWEVER.....by allocating Big Men to a unit the commander increases
> his chances of having the job done properly.
>
> As such you may perceive that IABSM is designed very much with the
> purpose of simulating the realities of warfare rather than a "bang
> bang you're dead" game.? However it attmpts to do this using what
are
> very much traditional game mechanics so that as well as being a
> simulation it is fun to play.? The answer to your question,
> therefore, is "No, I have not considered using alternate movement"
> nor would I, as it would cease to reflect the realities of conflict
> in the Second World War.? I guess it's the old story, we all like
> different things.? If you want to use alternate movement then feel
> free to do so, the rules are certainly not scribed in a tablet of
> stone!
>
> Cheers
>
> Richard
>
>
>
>
> --- In Toofatlardies@..., "philips107s2003"
> wrote:
> > I have used your wwii rules several times with the school wargame
> > club.? I and the boys have a problem with them as it is difficult
> to
> > co-ordinate troops on the table top.? Some units stop for no
> reason,
> > others run ahead, meaning that forces are essentially not doing
> what
> > they are ordered!? This seems silly to us.? Have you considered
> > dropping the system of cards and using alternative movement?
This
> > would seem to me to be a better option, and allow the game to
flow
> > more readily.
> >
> > I'd be interested to hear what you think.
> >
> > Ken
?


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