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Date

Colours 2003

 

I received a flyer this morning asking me to contact gamers I know to
let them know that Colours 2003 will NOT be at the Hexagon in Reading
this year, but will instead be at Newbury racecourse. It seems to me
that most people know that already, but just in case......

Richard


Re: D-Day to Arnhem supplement just finished

 

My pleasure, supplement on its way.

Richard

--- jcshevlin <jcshevlin@...> wrote: > Hi
Richard

I would be pleased if you could email me a copy too.
By the way thanks for the clarification on direct
firing artillery
pieces.

Cheers

Jimbo


--- In Toofatlardies@...,
"philips107s2003"
<philips107s2003@y...> wrote:
Richard

I would be very interested in receiving a copy of
the D-Day
supplement. I'm just back at work now having
spent a couple of
weeks
in Normandy, so I'm raring to go on that score.
Could you email
them
to me?

Good to see the list growing in size, all I can
say was that after
the first shock of the novel systems we have found
the rules to be
excellent. I introduced them to a couple of chums
of mine at home
over the holidays and they went down well, the
advantage of gaming
with adults.

Ken

--- In Toofatlardies@..., "Richard
Clarke"
<richardclarkerli@y...> wrote:
I am unsure whether to say "hurrah" or just
"thank f*@%" at the
moment. If anyone (or everyone) would like a
look I am happy to
email current list members for no charge.
Actually this seems
like
a
fair system. Anyone who's already here will get
every new IABSM
supplement free on email as they are finished.
The only thing I
will
ask for is feedback. You can, naturally, but a
hardcopy if you
want,
they'll still be cheap as chips.

Rich

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Re: D-Day to Arnhem supplement just finished

 

Hi Richard

I would be pleased if you could email me a copy too.
By the way thanks for the clarification on direct firing artillery
pieces.

Cheers

Jimbo


--- In Toofatlardies@..., "philips107s2003"
<philips107s2003@y...> wrote:
Richard

I would be very interested in receiving a copy of the D-Day
supplement. I'm just back at work now having spent a couple of
weeks
in Normandy, so I'm raring to go on that score. Could you email
them
to me?

Good to see the list growing in size, all I can say was that after
the first shock of the novel systems we have found the rules to be
excellent. I introduced them to a couple of chums of mine at home
over the holidays and they went down well, the advantage of gaming
with adults.

Ken

--- In Toofatlardies@..., "Richard Clarke"
<richardclarkerli@y...> wrote:
I am unsure whether to say "hurrah" or just "thank f*@%" at the
moment. If anyone (or everyone) would like a look I am happy to
email current list members for no charge. Actually this seems
like
a
fair system. Anyone who's already here will get every new IABSM
supplement free on email as they are finished. The only thing I
will
ask for is feedback. You can, naturally, but a hardcopy if you
want,
they'll still be cheap as chips.

Rich


Re: Nebelwerfers and Shell calibres

 

More food for thought and general? blurb on nebelwerfers. A brief Google search comes up with two intersting individual experiences/views on nebelwerfers:

(at Monte Cassino) "...nebelwerfers would fire and immediately the crew would move the monster under cover. When that was realised the tactics were to keep a gun in various troops laid on a known nebelwerfer position full-time, to be fired immediately the monster sounded off. Jerry countered by firing from a new position each time".

The second is rather long but draws on the Red ARmy experience in 1942 and for uses of IABSM relays vividly what the real morale effect of this weapon was:? "suddenly as we moved forward away from the trees we heard a whining sound which grew and then we saw smoke trails in the sky. I thought at first that these were markers showing our position to the Nazi artillery observers but my righthand hand neighbour thought that these were aircraft which were crashing. The projectiles moved fast but were visible. Two of them exploded about twenty metres behind our line, two about the same distance in front and one each to left and right immediately in front of us. This number of explosions following immediately upon each other was like a six-gun battery firing salvo. The casualties were slight although the explosions were quite shattering. I noticed that the shell casing of one projectile peeled back like a banana as it flew through the air after detonating and as I watched it struck and nearly cut in half one of the men marching behind our wave.

We had not taken cover but continued marching and then suddenly we saw sheets of flames coming from behind the German lines, then smoke and then the howling again. This time the mass of smoke and flames roaring towards us seemed to cover the whole battalion front. The whole area in front of us and behind us as well as at intervals along the line was suddenly blotted out and what seemed to be hundreds of explosions occurred simultaneously. Snow and earth clods were flung up obscuring visibility and then came the cry for medical personnel to help the wounded. Under this first mass bombardment we had gone to ground and thus we were a stationary target. Within seconds, it seemed, of the first flight of missiles exploding the second wave had come down and then a third. After that I lost count - it just seemed as if the whole sky was raining noise and explosive on us. We lay there immobile with our senses numbed for what seemed a long time and then my right-hand man touched me on the shoulder and pointed to the groups of men who were streaming back towards the woods. We thought that the regiment had been ordered to withdraw and were rather pleased that we were going to be away from the shelling, but then as we ran I noticed that quite a lot of the men had flung their guns away and were screaming at the tops of their voices, throwing off their equipment so that they could run faster. Others had collapsed trembling and crying or were having spasms like epilepsy"

So, fire these things on target and it's game over. Don't bother dicing for casualties - just see if they are on target then pack up and get down the kebab van!

Lardy
?
?

Richard Clarke wrote:

?Greetings Lard Pickers

Couple of issues that may need you to scribble in your otherwise
pristine rules.

Nebelwerfers.? The main rules will now have the following detail for
these nasty toys.

Deviation of 4D6 x 2, i.e. not 8 dice, but double the score of four
dice.

Two of these have a blast radius of 9", for have one of 12".

Any troops in that zone are suppressed and will remain so until their
card is drawn.? After that they will be pinned until their card comes
up again.? This is designed to give variable recovery from this nasty
weapon.? Troops in a further 12" radius will become pinned until
their card is drawn.

The strike on any units in the blast radius will be as any shell over
85mm. HOWEVER.....

Here comes the second issue that any early war boys out there need to
note.? Shells over 85mm in calibre now add to their strike dice the
bigger they are.? This is done at a rate of +1 per whole increments
of 10mm above 85mm.? 105mm shells will therefore have two strike dice
as ususal, but will add two to the result of this roll reflecting the
20mm its calibre is above 85mm.? Similarly 150m shells will have +6.

Nebelwerfers are difficult here, as they calibre belives the fact
that they are crammed with 75lb of explosives,? However their rate of
delivery is much slower, so we use the same mechanism.? The 150mm
will threrfore strike with 2D6 +6, the 210mm with +12.? You'd better
hope you never meet the 300mm version!

When writing the rules it was my intention that the game would
represent the infantry attack post barrage, and that's how most games
should be played.? Really the artillery support that can be called on
during the game should be more of what would be available to support
at Battalion level rather than Divisional or even Corps. So consider
this when designing your scenarios.

Richard
?
?

?
?
?

?
?


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?


Artillery Calibre

 

The comments I made yesterday about adjustment for calibre are, I
should stress, only for indirect fire. Direct fire, which we presume
to be more accurate, is already covered with different dice for
different calibres.

Rich


Re: D-Day to Arnhem supplement just finished

 

Ken

I shall mail it to you this very day. I am sure that your charges
would probably be much happier playing with King Tigers and Sherman
Jumbos!

Agreed on the list. I hope to get some more feedback on here as
people wheel out their forces.

Richard

--- In Toofatlardies@..., "philips107s2003"
<philips107s2003@y...> wrote:
Richard

I would be very interested in receiving a copy of the D-Day
supplement. I'm just back at work now having spent a couple of
weeks
in Normandy, so I'm raring to go on that score. Could you email
them
to me?

Good to see the list growing in size, all I can say was that after
the first shock of the novel systems we have found the rules to be
excellent. I introduced them to a couple of chums of mine at home
over the holidays and they went down well, the advantage of gaming
with adults.

Ken

--- In Toofatlardies@..., "Richard Clarke"
<richardclarkerli@y...> wrote:
I am unsure whether to say "hurrah" or just "thank f*@%" at the
moment. If anyone (or everyone) would like a look I am happy to
email current list members for no charge. Actually this seems
like
a
fair system. Anyone who's already here will get every new IABSM
supplement free on email as they are finished. The only thing I
will
ask for is feedback. You can, naturally, but a hardcopy if you
want,
they'll still be cheap as chips.

Rich


Re: D-Day to Arnhem supplement just finished

 

Richard

I would be very interested in receiving a copy of the D-Day
supplement. I'm just back at work now having spent a couple of weeks
in Normandy, so I'm raring to go on that score. Could you email them
to me?

Good to see the list growing in size, all I can say was that after
the first shock of the novel systems we have found the rules to be
excellent. I introduced them to a couple of chums of mine at home
over the holidays and they went down well, the advantage of gaming
with adults.

Ken

--- In Toofatlardies@..., "Richard Clarke"
<richardclarkerli@y...> wrote:
I am unsure whether to say "hurrah" or just "thank f*@%" at the
moment. If anyone (or everyone) would like a look I am happy to
email current list members for no charge. Actually this seems like
a
fair system. Anyone who's already here will get every new IABSM
supplement free on email as they are finished. The only thing I
will
ask for is feedback. You can, naturally, but a hardcopy if you
want,
they'll still be cheap as chips.

Rich


Nebelwerfers and Shell calibres

 

Greetings Lard Pickers

Couple of issues that may need you to scribble in your otherwise
pristine rules.

Nebelwerfers. The main rules will now have the following detail for
these nasty toys.

Deviation of 4D6 x 2, i.e. not 8 dice, but double the score of four
dice.

Two of these have a blast radius of 9", for have one of 12".

Any troops in that zone are suppressed and will remain so until their
card is drawn. After that they will be pinned until their card comes
up again. This is designed to give variable recovery from this nasty
weapon. Troops in a further 12" radius will become pinned until
their card is drawn.

The strike on any units in the blast radius will be as any shell over
85mm. HOWEVER.....

Here comes the second issue that any early war boys out there need to
note. Shells over 85mm in calibre now add to their strike dice the
bigger they are. This is done at a rate of +1 per whole increments
of 10mm above 85mm. 105mm shells will therefore have two strike dice
as ususal, but will add two to the result of this roll reflecting the
20mm its calibre is above 85mm. Similarly 150m shells will have +6.

Nebelwerfers are difficult here, as they calibre belives the fact
that they are crammed with 75lb of explosives, However their rate of
delivery is much slower, so we use the same mechanism. The 150mm
will threrfore strike with 2D6 +6, the 210mm with +12. You'd better
hope you never meet the 300mm version!

When writing the rules it was my intention that the game would
represent the infantry attack post barrage, and that's how most games
should be played. Really the artillery support that can be called on
during the game should be more of what would be available to support
at Battalion level rather than Divisional or even Corps. So consider
this when designing your scenarios.

Richard


Re: Nebelwerfers

Alan Reynolds
 

¿ªÔÆÌåÓý

Richard
?
Some thoughts on "Nebelwerfer".
?
There were three main variants in design:
?
Nebelwerfer 41 - 6 barrelled 2 wheeled carriage - fired all 6 projectiles during 90 seconds range up to 8000 metres
?
Panzerwrefer 42 - 10 barrelled mounting on Maultier / Somua chassis, range as above fire time slightly longer?
?
Both of these were more accurate than the various attachments that allowed the projectile to be fired from the its storage crates, for example when mounted on the Sd Kfz 251, the range was also reduced to about 2500 metres.
?
Should we recognise the difference between these?
?
I think that the "Nebelwerfer" should be unable to fire in consecutive turns, in order to reflect the time taken to reload, that may mean that you would increase its effect when it does fire.
?
How do the various morters compare in our rules, would the nebelwerfer be twice as effective as a barrage from 81mm morters?
?
Alan
?

-----Original Message-----
From: Richard Clarke [mailto:richardclarkerli@...]
Sent: 26 August 2003 09:40
To: Toofatlardies@...
Subject: [Toofatlardies] Nebelwerfers

Am attempting to finalise the rules on these beggars.? Inaccurate but
deadly seems to be the general analysis, but more importantly a nasty
morale impact.? As such I was inclined to say the following.?

Rolling to hit target.? These use the deviation dice as normal, but
any miss is doubled for variation.? This would mean that a strike by
a nebelwerfer would hit one time in six.? Would miss the table
completely one time in six.? On the other four times it would roll
three dice for deviation, meaning that it would land anywhere between
6" and 36" away from its intended strike point.? This would, except
in desperate circumstances preclude its use in a close support role.?

Nebelwerfer batteries will never use a ranging shot, as such fire
will be undertaken by two or more pieces at a time.? Kill radius will
be as per artillery or heavy mortars, i.e 6" radius for two pieces,
12" for four.? WHilst the Nebelwerfer was very effective when it's
strike was delivered, it did not have a high rate of fire, so the
casualty rate in the kill zone wouldn't be that different to a more
regular type of stonk.? Therefore any sections caught in that zone
will roll two dice against the 9"-18" table to check their
casualties.? Here, we should remember that the gradations of cover
considered when calculating effect on the fire effect chart are
variable.? What is a poor shot to a rifle is certainly not to a
nebelwerfer shell with 75lb of explosives on board.??

The difference here as against standard artillery would be in
suppression. The sound of the "Moaning minnie" had a significant
impact on allied troops.? I was thinking that the unit that was the
target, hit or not, would become pinned for the turn in which the
attack was made, this would reflect them getting their heads down.?
If hit (intentionally or not) a unit would become suppressed
automatically for that turn, and then pinned for the next.?

The nebelwerfers would always have an FO, and he would reduce the
deviation each time his card appeared.? It would be worth my pointing
out, however, that nebelwerfer batteries were generally short on
ammunition due to their need to move about to avoid counter battery
fire.? The halftrack mounted variants would only carry enough
ammunition for two rounds of fire!?

As for smoke laying, which was their original role at development
stage, they would saturate their kill zone with smoke which would
disperse as normal.?

Any thoughts?

Richard??

Any force that is caught by????



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Re: Nebelwerfers

Trevor Harwood
 

Rich,
my thoughts are that Nebelwerfers fired 6 or more shells in a
pattern so the way to handle them would be, for each launcher firing, to
determine the centre using the deviation dice as normal but double (or maybe
3x) the kill radius for an equivalent artillery shell - so the size of the
kill radius makes up for the inaccuracy of the weapon.

The accounts that I've read that mention them seem to indicate that they
were a one-off shot - a salvo would land without warning and that would be
it - this could be due to the limited ammunition or a nuisance tactic. Also
the reload time is such that, for IABSM games, they would be a one-shot
weapon as there would be insufficient time to reload in our timescale but
there would be a number of launchers in a battery - so the Germans would
have a limited number of shots - allocated or diced for at the start of the
game. The FO could correct the fire of subsequent launchers from the same
battery.

Trevor

-----Original Message-----
From: Richard Clarke [mailto:richardclarkerli@...]
Sent: 26 August 2003 09:40
To: Toofatlardies@...
Subject: [Toofatlardies] Nebelwerfers


Am attempting to finalise the rules on these beggars. Inaccurate but
deadly seems to be the general analysis, but more importantly a nasty
morale impact. As such I was inclined to say the following.

Rolling to hit target. These use the deviation dice as normal, but
any miss is doubled for variation. This would mean that a strike by
a nebelwerfer would hit one time in six. Would miss the table
completely one time in six. On the other four times it would roll
three dice for deviation, meaning that it would land anywhere between
6" and 36" away from its intended strike point. This would, except
in desperate circumstances preclude its use in a close support role.

Nebelwerfer batteries will never use a ranging shot, as such fire
will be undertaken by two or more pieces at a time. Kill radius will
be as per artillery or heavy mortars, i.e 6" radius for two pieces,
12" for four. WHilst the Nebelwerfer was very effective when it's
strike was delivered, it did not have a high rate of fire, so the
casualty rate in the kill zone wouldn't be that different to a more
regular type of stonk. Therefore any sections caught in that zone
will roll two dice against the 9"-18" table to check their
casualties. Here, we should remember that the gradations of cover
considered when calculating effect on the fire effect chart are
variable. What is a poor shot to a rifle is certainly not to a
nebelwerfer shell with 75lb of explosives on board.

The difference here as against standard artillery would be in
suppression. The sound of the "Moaning minnie" had a significant
impact on allied troops. I was thinking that the unit that was the
target, hit or not, would become pinned for the turn in which the
attack was made, this would reflect them getting their heads down.
If hit (intentionally or not) a unit would become suppressed
automatically for that turn, and then pinned for the next.

The nebelwerfers would always have an FO, and he would reduce the
deviation each time his card appeared. It would be worth my pointing
out, however, that nebelwerfer batteries were generally short on
ammunition due to their need to move about to avoid counter battery
fire. The halftrack mounted variants would only carry enough
ammunition for two rounds of fire!

As for smoke laying, which was their original role at development
stage, they would saturate their kill zone with smoke which would
disperse as normal.

Any thoughts?

Richard

Any force that is caught by


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Nebelwerfers

 

Am attempting to finalise the rules on these beggars. Inaccurate but
deadly seems to be the general analysis, but more importantly a nasty
morale impact. As such I was inclined to say the following.

Rolling to hit target. These use the deviation dice as normal, but
any miss is doubled for variation. This would mean that a strike by
a nebelwerfer would hit one time in six. Would miss the table
completely one time in six. On the other four times it would roll
three dice for deviation, meaning that it would land anywhere between
6" and 36" away from its intended strike point. This would, except
in desperate circumstances preclude its use in a close support role.

Nebelwerfer batteries will never use a ranging shot, as such fire
will be undertaken by two or more pieces at a time. Kill radius will
be as per artillery or heavy mortars, i.e 6" radius for two pieces,
12" for four. WHilst the Nebelwerfer was very effective when it's
strike was delivered, it did not have a high rate of fire, so the
casualty rate in the kill zone wouldn't be that different to a more
regular type of stonk. Therefore any sections caught in that zone
will roll two dice against the 9"-18" table to check their
casualties. Here, we should remember that the gradations of cover
considered when calculating effect on the fire effect chart are
variable. What is a poor shot to a rifle is certainly not to a
nebelwerfer shell with 75lb of explosives on board.

The difference here as against standard artillery would be in
suppression. The sound of the "Moaning minnie" had a significant
impact on allied troops. I was thinking that the unit that was the
target, hit or not, would become pinned for the turn in which the
attack was made, this would reflect them getting their heads down.
If hit (intentionally or not) a unit would become suppressed
automatically for that turn, and then pinned for the next.

The nebelwerfers would always have an FO, and he would reduce the
deviation each time his card appeared. It would be worth my pointing
out, however, that nebelwerfer batteries were generally short on
ammunition due to their need to move about to avoid counter battery
fire. The halftrack mounted variants would only carry enough
ammunition for two rounds of fire!

As for smoke laying, which was their original role at development
stage, they would saturate their kill zone with smoke which would
disperse as normal.

Any thoughts?

Richard

Any force that is caught by


D-Day to Arnhem supplement just finished

 

I am unsure whether to say "hurrah" or just "thank f*@%" at the
moment. If anyone (or everyone) would like a look I am happy to
email current list members for no charge. Actually this seems like a
fair system. Anyone who's already here will get every new IABSM
supplement free on email as they are finished. The only thing I will
ask for is feedback. You can, naturally, but a hardcopy if you want,
they'll still be cheap as chips.

Rich


Re: Spotting

 

Dave

Okay, I've had a look at the spotting rules. You are
correct there is no base figure that one then ammends
as per lots of rules, the reason being that I think
that is unrealistic. There are so many factors that
can influence spotting that it would be almost
impossible to write a sensible rule for it. For
example is there smoke about, how much, what time of
day is it, what's the light like, is it raining, has
the spotter been using optrex, is the spotter under
fire, how much fire, is the target in cover, how much,
do any of these factors (or the 3,458,211 others not
mentioned) combine to create a cumulative effect? It
is, in my opinion impossible to legislate for by using
plus and minus factors on a constant scale.

So, the only other option is to do a von Reisswitz and
let the umpire judge the issue. As covered in the
rules some spotting happens automatically at the end
of a turn, other spotting is "done" by the units or
Big Men on the table. One of the big factors in the
rules is the use of blinds, or in the case of the
defender the lack of use of blinds as one hope he is
utilising the terrain features to present his opponent
with the classic "empty battlefield".

I fact I use a variation on a theme sometimes that if
the spotter is looking into cover and has rolled close
to what I state is the required target number, but
misses, I sometime jugdge that he has done enough to
realise that something is there, but not what. In
that case I will put a blind down to reflect that. So
one gets a two tiered system. However I couple that
with the use of blinds for other things, farm animals
for example. Movement in the next field may be a herd
of cows, or it could be the enemy. That blind moving
up the road could be ss Totenkopf, or it could be 30
Belgian refugees trying to get out of the way of war.


What is important to remember is that spotting is not
just about seeing a potential enemy, it is also about
accurately assessing the range, setting sights on
weapons and generally getting organised to engage it.


Thanks for the question.

Cheers

Richard
--- britcrusader83 <britcrusader83@...>
wrote: > Hello all

I am unsure exactly how spotting works, there dosn't
seem to be a
basic roll we have to achieve. It seems a bit
vague. Any help
gratefully received

Dave

"Head down an' diggin'"



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Spotting

 

Hello all

I am unsure exactly how spotting works, there dosn't seem to be a
basic roll we have to achieve. It seems a bit vague. Any help
gratefully received

Dave

"Head down an' diggin'"


Making Cards - Top Tips

 

I've had a couple of inquiries off list about making cards for your
games. As anyone who has coughed up for the rules knows there is one
page of examples in the back, but nowt else. The reason for this is
that we simply cannot anticipate what troops you are going to field,
so we leave it to you to knock up your own. HOWEVER, we are always
happy to give suggestions. I've clipped my reply to one of these
questions and stuck it below....

I have a template as a Word Document that divides an A4 page into six
cards. These come out at about 3" by 3". Square cards makes
shuffling easier as you don't have to get them all the same way up!
If anyone wants that template I can email it to them. On top of that
I then put an illustration that is appropriate for the card. For
example British Platoon 1 will have a picture of British infantry on
it. You can, of course, simplify things with Allied and Axis cards
which will do for several nations, I prefer something more specific
but it's up to you. There are loads of nice pics on the net, and as
long as you ain't selling your product no-one is likely to do you for
any copywrite offence. Equally I bought a job lot of old war comics
on ebay recently (for the princely sum of four quid!) and have
scanned some of their pictures in, which gives a jolly result.

A Text Box with the unit name finishes it off, but make sure that you
have "no wrapping" on both the picture and text boxes or your cards
will come out all different sizes, which not only looks crap, but
doesn't work.

Hope that helps anyone else out there struggling with that one.

Cheers

Richard


Well there you go....

 

Whoops,

Call, me Mr Sodding-Useless if you will, but there's the stuff that
should have gone to Jimbo in person rather than "on list". Any other
bugger interested can read it and make their mind up as well.

Richard


Re: New Member - Where do I get the rules?

 

Jimbo

Too Fat Lardies standard propaganda is below, which I
send to everyone before they consider making a
purchase. My guess is that they won't suit everyone!
They are card driven, producing variable order turns.
The emphasis is on command and control. Some simple
decison making a la kriegsspiel for whoever is "doing"
the rules (like is this a good shot, an OK shot or a
hard shot) (which I think is simple and liberating
from reams of tables and charts, but apparently
confuses some!). Essentially, quick, elegant "game"
systems to produce historically accurate combat at
Company level (with a more or less 1:1 figure to man
ratio). Both the core rule set and the supplements
are wire bound. For the basic rules and the Sieg im
Westen supplement, which covers the fall of France and
the Low Countries, we charge 7 (which is cost), there
is an internet discussion group to support, with any
questions answered. Currently only the Sieg im Westen
supplement is available, but the desert war and
Overlord to Arnhem supplements are nearly done, as is
another covering the Winter War in Finland and the
invasion of Norway. Any questions or queries just
email me and I'll be happy to answer them.

Propaganda follows...

"I Ain't Been Shot, Mum" Rules for World War II
Tabletop Warfare

In creating these rules the authors have attempted to
turn away from the emphasis put on hardware and
technology, and look more at the effect of battle on
the people involved. The WWII infantryman saw most of
his fighting in small, seemingly isolated bursts
against an often invisible, well armed enemy. In those
circumstances the natural inclination of the
individual to preserve his own existence can take
over, it is only the leadership of bigger men that
animate the battlefield, and decide who wins and who
loses.


Indeed it is the uncertainty of the battlefield that
we have tried to bring to the fore, the card based
turn sequence allows for infinite variability and
unpredictability, making the job of co-ordinating
forces much more challenging and less predictable. You
will find yourself relying on your commanders on the
ground to motivate and control your forces to get
results. Whilst you as overall commander know what you
want your men to do, getting them to do it when you
want it done is the challenge on the battlefield.


IABSM uses a system of blinds to add confusion to
the enemy and enables players to fight against each
other with or without an umpire. This is, however, a
step away from regimented rule systems, with the
certainties of endless lists of factors and figures.
The gamer here is asked to move more towards a
kriegsspiel approach, making decisions himself in
order to produce a realistic result. If you are a rule
lawyer, seeking to play the system these rules are not
for you.


These rules can be used for 15mm and 20mm figures as
they stand, or for smaller models by converting to
centimetres.


A number of theatre specific supplements will be
produced by the Too Fat Lardies team to allow each
phase of the war to be gamed effectively and
realistically. Articles and scenarios will be found
regularly in the wargames hobby press, especially in
our magazine of choice, "Wargames Illustrated".

At this moment in time, a pre-production copy is
available along with our first supplement, Sieg Im
West, which covers the Fall of France and the Low
Countries in 1940. This is at a cost of 7.00 for the
main rules and the supplement together. Purchasers of
the rules are invited to join a support discussion
group on Yahoo which will provide answers to any
questions the gamer has, and updates on rules and
supplements as they are produced.

Any prospective purchaser should be aware that Too Fat
Lardies is not a business, nor does it seek to make a
profit. All are rules are sold for what it costs us
to produce them and get them bound. They are not
professionally printed on glossy paper, but they are
hopefully well presented, and more importantly will
provide an exciting and realistic game.

If that sounds like something you're interested in
then email me and I'll provide you with my address for
sending a cheque.

Regards

Richard Clarke







--- jcshevlin <jcshevlin@...> wrote: > Hi

I have just joined the group inspired by Richard's
excellent articles
on wargaming Calais in one of the glossies.

Just need to know how do I go about getting a copy
of the rules and
the 1940 supplement.

In addition are there any articles that explain an
overview of the
rules objectives and mechanisms.

Cheers

Jimbo





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Re: New Member - Where do I get the rules?

 

Jimbo,

How kind your compliments are, if possibly understated! I shall send
you some stuff offline and you may decide if you want to dip your toe
into the world of Fat Lardies.

However, welcome to the group, I hope it is of help.

Cheers

Richard

--- In Toofatlardies@..., "jcshevlin" <jcshevlin@y...>
wrote:
Hi

I have just joined the group inspired by Richard's excellent
articles
on wargaming Calais in one of the glossies.

Just need to know how do I go about getting a copy of the rules and
the 1940 supplement.

In addition are there any articles that explain an overview of the
rules objectives and mechanisms.

Cheers

Jimbo


New Member - Where do I get the rules?

 

Hi

I have just joined the group inspired by Richard's excellent articles
on wargaming Calais in one of the glossies.

Just need to know how do I go about getting a copy of the rules and
the 1940 supplement.

In addition are there any articles that explain an overview of the
rules objectives and mechanisms.

Cheers

Jimbo


Re: Somou

 

Dave

It is and it isn't a list issue. The playtest group ran a mini
campaign recently as a means of testing some ideas. This was based
around a German attempt to seize a Belgain bridge at a fictional town
of Sonmou. The system we used was written up for Wargames
Illustrated in the June or July edition (I think) under the
heading "A Gloucestershire Blitzkrieg". Most of the references to it
that got posted here accidentally I culled, but one or two remained
as they were relating to the rules.

Cheers

Richard

--- In Toofatlardies@..., "britcrusader83"
<britcrusader83@y...> wrote:
Hi guys

I may have missed something here, but reading thru the list what is
Somou? Is this a campaign system that I should know about?

Dave

"Head down an' diggin'"