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Re: The skirl of the pipes


 

Nick

The movement thing reflects the fact that while the piper pipes
people will keep moving, in the same way that troops did in previous
centuries. It does NOT make people shoot better, and, indeed, only
applies when the entire Platoon is moving its full distance. As
such, whilst it is a bonus in a certain context, it is no universal
panacea.

Three dice is half a hit (6's killing), so the pipes will average out
making a difference of 1 hit in a melee, not a lot, but enough to
make it worth undertaking, or at least being considered.

I think we get to melee about as often as it happened in real life.
It's really only close terrain that would see that sort of fisticuffs
anyway.

Rich


--- In Toofatlardies@..., nick.skinner@w... wrote:
Rich
Not "The Devils in Skirts"!! Where's Terry Scott!?

My initial feeling is that you've given too big a bonus for the
pipes.
Insted of enabling the CO to move every section, which does give him
excellent command and control - better than elite troops like german
paras etc, how about having a "peeps" card, which acts as a bonus
platoon card? Alternatively, issue the jocks with an extra dice for
firing and movement when under the effect of the wee dreaded windy
things.

As for the hun, perhaps the sound of the pipes would make them less
crafty, making them more edgy and more prone to opening fire at
longer
ranges (a la French 1940) rather than holding their fire. Perhaps
some
wehrmacht units will not advance when confronted with swirling pipes
UNLESS an officer tells them to grow up and get on with it?

+3 dice for attacker against -3 dice for defender is a big
difference
in melee, but I'd happily play it to see how it goes (on the basis
that
everybody buggers off before you ever get to melee anyway so who
cares
what the rule is!). It may need toning down.

Food for thought....





richardclarkerli wrote:

Before Nikkos gets overexcited with his lusty young lads (?), I
have
painted up some Jock officers and pipers this weekend, Camerons
and
Black Watch if you're interested, for my 1940 bash. Regulations
restricted the kilt to home service, but in reality a few men
tended
to be equipped with them in the field. Therefore, take your
average
British Company, add some red haired officer and a bloke playing
the
pipes, both in skirts of course, and we have a Scots Company.

But what effect should the "Peeps" have? On refelection their
main
impact seems to have been three fold. Firstly they acted as a
device
for co-ordinating an attack (lots of people could hear them).
Secondly they got the blood up of the blokes advancing with them.
Thirdly they scared the shit out of the Germans (Eyeties etc.).

So, I thought, how about the following.

An advance led by bagpipes means that the leading Big Man may, on
the
turn of his card, move the entire Platoon he is heading, and not
just
one or more sections. This only applies to the force if it is
advancing at full speed, and would not be applicable to firing,
spotting etc.

Scots troops led by the pipes will gain an additional three dice
in
any melee they are led into. Axis troops attacked by pipe led
Jocks
will lose three dice.

Rich




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