Given that the Scots would be inspired by the sound of the
peeps, should not the morale effect of the piper being a casualty also be
considered.....?? To hear only the first few bars of "Cock of the North"
before the piper is killed would no doubt send many a Scottish soldier into a
gloomy introspection, muttering "We're Doooomed" to any who'll
listen....
?
I can't remember how you deal with morale in IABSM - but in
the event of the piper being shot, perhaps an instant morale test would be
appropriate, with an appropriate reduction for the loss of the
piper?
?
Sid
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----- Original Message -----
Sent: Tuesday, April 08, 2003 11:42
AM
Subject: [Toofatlardies] 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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