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Re: D-Day to Arnhem supplement just finished
My pleasure, supplement on its way.
Richard --- jcshevlin <jcshevlin@...> wrote: > Hi Richard ________________________________________________________________________ Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger |
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: Richardweeks in Normandy, so I'm raring to go on that score. Could you emailthem to me?like afair system. Anyone who's already here will get every new IABSMwill |
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:
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(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? |
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: Richardweeks in Normandy, so I'm raring to go on that score. Could you emailthem to me?like afair system. Anyone who's already here will get every new IABSMwill |
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 thea fair system. Anyone who's already here will get every new IABSMwill ask for is feedback. You can, naturally, but a hardcopy if youwant, they'll still be cheap as chips. |
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
¿ªÔÆÌåÓýRichard
?
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
?
|
Re: Nebelwerfers
Trevor Harwood
Rich,
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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----- |
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 __________________________________________________ Yahoo! Plus - For a better Internet experience |
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 |
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 __________________________________________________ Yahoo! Plus - For a better Internet experience |
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: Hiarticles on wargaming Calais in one of the glossies. |
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 |