Re: Huge armor battle playtest
Hi Mike, I've played quite a few WW2 rules and IABSM has yet to falter as we come across new table situations where we all look up and say, "we'll be posting Richard on that one! I'm envious of your upcomung trip to 'Gamesday', when we first started playtesting we realised that alot of the questions we had could easily be answered by watching Richard and his lads playing a game. So take notes for the rest of us! :P Also I'm interested in what scale and time period/theatre are your WW2 games? Just curious to see what others are playing. I have a painting service and the Afrika Korps has been the rage in all scales this year. Happy gaming- Steve - In Toofatlardies@..., "mikenorton1ny" <mikenorton1ny@y...> wrote: Hi
It is good to hear the views of other people who are using the rules. We also found that the rules were very easy to pick up, which surprised me, as when I read them I thought they would be complicated. I think that because some of the mechanics were new to me that I presumed they would be more difficult than they actually were.
We played with only one gamer per side, and me as umpire, so keeping people interested was not a problem, but Steves comments are encouraging for future larger games.
Mike
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sections firing panzerfausts
Another question that was brought up during the game was when sections fired their panzerfausts. In the big armor game each German section was given 2 panzerfausts each. At one point Mike's Panzer Grenadiers were being charged by Shermans, the panzer grenadier card was pulled and Mike decided to unleash his Panzerfausts. There were 3 sections firing, and plenty of misses befor one struck home. The question Mike brought up was whether firing the Panzerfaust just took one initiative and whether the section could fire their infantry weapons with any dice left over? I ruled that the sections were deciding to fire their "ranged AT ' weapons,[instead of their infantry weapons ],which would use up their dice in much the way a panzerschrecke team would using the 'to hit' table.Any extra dice fom the sections that fired I would allow to go for movement,spotting. Does that seem reasonable? -Steve
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The tale of the Panther and the squad that thought it could!
Hi Lardies! Well as mentioned in the previous post we had the US Squad with 2d6, [AT], face off against the Panther with 10d6 armour dice. To Recap: In "I Ain't Been Shot Mum' the squad needed a '5-6' to Hit and the Panther needed '5-6' to nullify any hits.
I had left the gameroom and returned to see Lance grinning and proudly pointing out that the Panther was under close assault! Now even though this tactic may seem extreme to others, our gaming group has always played rules that allow Infantry to close assault tanks, especially one's lacking Infantry support, or as Lance put it," I wanted to see what would happen."
Another explaination to be made is that Lance is Keen on "The Japs", and one of his favorite units to run are the "guys with the bamboo pole-charges and bombs strapped to their chests." If you think German Tank Killer teams are nasty wait till you sail into the Pacific!
So this US squad was run up to the Panther. The dice were rolled, No joy for the Squad, but[!],no joy for the Panther, and as the rules say "if the scores are equal [including no hits, no saves] roll a d6." Mike, the Panther commander rolled a '6', "act as desired". It could have been 'retire' on his next initiative or stay in fight. The Panther card came up before the next US Infantry Plt. card,so Mike, noticing the lack of Infantry support, used his 3 initiative dice to pull back beyond their ability to close assault and waited for his next card to blast them. But fate favors the foolish and the US Inf. Plt. card was pulled and the Squad rolled well and pulled back behind a nice sturdy 'Boccage' hedge, away from those nasty guns on that nasty Panther!
So both sides had tales to tell their Grandkids about the day they faced the tank!
-Steve
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Hi again
By the way, I forgot to mention that I would be interested in the game day in St Albans. I'm in north London so could do that quite easily.
Mike
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Re: Huge armor battle playtest
Hi It is good to hear the views of other people who are using the rules. We also found that the rules were very easy to pick up, which surprised me, as when I read them I thought they would be complicated. I think that because some of the mechanics were new to me that I presumed they would be more difficult than they actually were. We played with only one gamer per side, and me as umpire, so keeping people interested was not a problem, but Steves comments are encouraging for future larger games. Mike --- In Toofatlardies@..., "combatcolours" <combatcolours@h...> wrote: Hi, just this last Sunday we had a large armor battle to see how well the 'I Ain't Been Shot,Mum!'rules could be stretched with number of players/units;Americans love to stretch and twist rules to the breaking point!:P. We had six players and myself as umpire/ringmaster. This was our third playtest on a 6'x8' table with 3 US Sherman platoons,of 4 tanks each,[2 of the plt.'s had a '76mm each], and 1 US Infantry platoon with heavy MG and Bazooka support. The US also had 2 Big Men, a captain and a sargeant. The Germans had a understrength 'garrison' platoon in a farm village,2 sections and 2 HMG's, a Panzer GRenadier platoon in 251 halftracks and the elite [4 initiative dice]rating as a reserve spoiler, a panther, and sorted ad- hoc group of armor under 1 card,[ a Stug IV,2 Pz Iv's]. The Germans had 3 Big Men, a Captain who joined the Panzer Grenadiers, a Lt. who stayed with the garrison and the third, a Sgt., who commanded the Panther, shades of Barkmann? The terrain was a varied mixture of field,woods, hedges, Boccage, buildings, rock outcroppings etc., to get the players familiar with the different terrain/penalties in the rules, plus to give the Yanks some cover as they advanced! We used spotting rules but didn't use the 'blinds', just common sense to say when someone should be able to spot. My main concern was to get some of the players who were just at the first playtest up to speed with those who played both the first and second games. There were no special cards, just the big men, platoons, panther, german armor, Bazooka, US HMG's, German HMG's, and everyone's favorite- 'tea break'.Once again this was to keep everything simple. There were no problems with moving the larger forces and the game moved very smoothly. We started at 1pm and finished at 6pm with some wanting to continue, and everybody suprised that it was that late! One of the strengths I've noticed about IABSM is that with the card activation system a player can be moving figs at any moment at the draw of a card. So he remains interested in the game unlike other systems where you can literally not do anything for hours. We had 2 new players, Blake and Ryan, both teens and pushing WW2/historical troops for the first time. Both got the hang of it easily and Blake, who commanded the garrison,[usually the 'kiss of death' for a player wanting to 'play'in other rules..'No,just sit there, hold the town], really got into waiting for his card to 'spot' the enemy, and adjusting his forces as the battle developed towards him. The really cool bit about watching people play is that with the initiative dice system players can pick up the mechanics in a turn or two and then start thinking tactically about how to use their dice.It's very refreshing in a WW2 game to be able to move your troops,reconsider,redeploy and have fun doing it. Of course it's up to the cards as to whether you get to do stuff when you want to. As the cards were being pulled from the deck you could often hear chanting..'German Armor,German Armor!' and cries of "it's about time!' as the 2nd US ARmor Plt. card is pulled...sort of like wargaming in Vegas! The Tank shooting went well, everyone has pretty much mastered the 'to hit' procedure. In this game we finnally had several of the tanks with damage instead of massive destruction on the first hit,as in reality Shermans burn. Ryan had some problems with one of his Shermans that recieved immobilization hits, turret jam hits and yet he would make all his required rolls, the tankers refusing to abandon their tank![ No negative waves here :P]. My one favorite incident in the game was when Ryan's Shermans tried to do an end run at the village by using a field ,situated along the edge of the table. Ryan burned all his lead tank's initiative dice to get to the field's edge, the village in front of him. The Stug which was conveniently parked alongside a barn to support Blake's garrison, had been patiently waiting several turns for a Sherman to poke it's nose out of the field. The chant began..'German armor, German Armor!, the card was pulled and the German players smiled. The Stug fired it's first'aimed shot', bounce,then 2 snap fires,bounce-bounce, in American baseball parlance -3 strikes,your out! But then Blakes 'garrison' card was pulled, he looked up...'what can I do?' Well, your guys have Panzerfausts! 'But I'm out of range.'..'Well you can move out of the trench into range and fire.'...and so the 'duel began. Blake rolled his first 2 initiative dice : a '1' and a '2', 3 inches! 2 inches short from effective panzerfaust range! ..'So I guess I can't use my third dice to fire?''Can I use it to get them back', and with a roll of '4' they were safe back in the trench. I'm sure this was played out for real on many a battlefield...'Hey Karl, I bet I can knock out that tank!...Hans,Hans! get back here you fool! You'll be killed!..Yea, maybe your right Karl.But remember, years from now we're going to tell our grandkids that we blew it up!'. :P All in all a great game, the rules are a treat to play! and now for the questions: 1. Lance moved up a US Infantry squad into 'close assault' with the Panther,base to base contact. Since there's no mention of Tanks in the close assault section I opted for the Infantry AT option: Infantry section AT [2d6] vs the Panther's armour dice. Correct? 2. Panzer Grenadiers and Halftracks: Mike skillfully used his dice to move his formation into a good position, his troops dismounted. The question came up as to what to do with the 251 halftracks. Some rulesets just leave them behind, which historically was often the case since they were quite rare and would not be wasted needlessly. Other rules are more aggressive allowing the halftracks to continue to fight after the troops have dismounted. I opted for this: since Mike wanted to use their forward mounted MG's as a base of fire as the panzer Grenadiers deployed that would be ok. But I would not allow them to assault empty,[a bogus gaming tactic], and if they wanted to move: to either fall back or adjust the position, they would have to burn initiative dice from their 'parent' section. Sound reasonable? Thanks again to Richard and all the Too Fat Lardies Rules boys! -Steve
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Re: Skirl of the Pipes /Epsom scenario
...So the card 'acted' as a extra movement card? Allowing the unit to move on their card and then on the pipers in the same turn? The size of the unit dictated by the rank of the Big Man, very effective. - In Toofatlardies@..., "Richard Clarke" <richardclarkerli@y...> wrote: Steve
We are still working on "Skirl of the Pipes" - I allowed the pipes to be used to move up to a Company sized force, as long as it was in a continuous formation and doing the same thing. When the "Skirl.." card comes out that force may move en masse. In practice, only one Platoon had the pipes with them, and this lost its Big Man early on in the attack to German mortar fire. However that Platoon then had, effectively, two cards in the pack, their own and the pipes. As such they advanced the furthest during the game, and succeeded in turning the German left flank. We never got to push of pike, but had we then I'd have given the Scots a +something (quite what I don't know, maybe four extra dice). We may find out this evening, if so I'll let you know!
Rich
--- In Toofatlardies@..., "combatcolours" <combatcolours@h...> wrote:
Hi gang, In the latest scenario one of the British cards was 'Skirl of the
Pipes'. I've searched the past posts and noticed alot of give and take over the pipers use. Does the last post by Richard stand for what the Pipers do? -Big Man can move entire platoon led by a piper,
pluses in melee and negatives to the axis? -Steve
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Re: Huge armor battle playtest
Steve Sounds like a fun days gaming, I have an alarming image of you chaps rolling the dice in true Las Vegas style! I am glad that the new boys grasped the rules, we wanted to make them simple to use without loosing accuracy. Took several years of system design and tweaking, but I am hopeful that we've got it as right as we can. Certainly the Panzerfaust action illustrates what I like about the variable movement aspect, you know what you want that bloke to do, but can never be sure he'll live up to your expectations! Interestingly, in view of your new chap's name, Sid suggested we called the Western Front supplement "Saving Ryan's Privates", it was fortunate that we checked before doing that, as there is a gay porn film of that name. Which probably says more about Sid than the rules. As to your questions. Close assaulting a panther! Blimey, was Audie Murphy on the scene. If someone was insane enough to do that then you would indeed use the infantry AT strike of 2D6. This would represent them trying to blow the track of with grenades, or other such lunatic activity. What happened to the squad? Halftracks. I have to say I have no fixed views on some of this but here goes. I'd let them be used in a fire-support role, and would probably let them have their own dice to act with. However I'd probably make you leave a couple of men behind from the section to operate the MG. As to assaulting with the half track, I would say no way. The closest I'd get to that is have the halftrack drive up (one dice) the men jump out immediately next to the half track(second dice) and then move into assault with their third dice. Of course if a unit had four dice it could move further in the halftrack or in their assault move. Thanks for your feedback Steve, it is good for everyone on the list to be able to see how others are getting on. I get quite a few people giving me feedback, or asking questions, off list. This is fine, but if that could be done on the list it would benefit others who had that same question. One of the chief reasons for having this discussion group is to provide support for players around the world, so the more postings on here the merrier! Cheers Richard --- In Toofatlardies@..., "combatcolours" <combatcolours@h...> wrote: Hi, just this last Sunday we had a large armor battle to see how well the 'I Ain't Been Shot,Mum!'rules could be stretched with number of players/units;Americans love to stretch and twist rules to the breaking point!:P. We had six players and myself as umpire/ringmaster. This was our third playtest on a 6'x8' table with 3 US Sherman platoons,of 4 tanks each,[2 of the plt.'s had a '76mm each], and 1 US Infantry platoon with heavy MG and Bazooka support. The US also had 2 Big Men, a captain and a sargeant. The Germans had a understrength 'garrison' platoon in a farm village,2 sections and 2 HMG's, a Panzer GRenadier platoon in 251 halftracks and the elite [4 initiative dice]rating as a reserve spoiler, a panther, and sorted ad- hoc group of armor under 1 card,[ a Stug IV,2 Pz Iv's]. The Germans had 3 Big Men, a Captain who joined the Panzer Grenadiers, a Lt. who stayed with the garrison and the third, a Sgt., who commanded the Panther, shades of Barkmann? The terrain was a varied mixture of field,woods, hedges, Boccage, buildings, rock outcroppings etc., to get the players familiar with the different terrain/penalties in the rules, plus to give the Yanks some cover as they advanced! We used spotting rules but didn't use the 'blinds', just common sense to say when someone should be able to spot. My main concern was to get some of the players who were just at the first playtest up to speed with those who played both the first and second games. There were no special cards, just the big men, platoons, panther, german armor, Bazooka, US HMG's, German HMG's, and everyone's favorite- 'tea break'.Once again this was to keep everything simple. There were no problems with moving the larger forces and the game moved very smoothly. We started at 1pm and finished at 6pm with some wanting to continue, and everybody suprised that it was that late! One of the strengths I've noticed about IABSM is that with the card activation system a player can be moving figs at any moment at the draw of a card. So he remains interested in the game unlike other systems where you can literally not do anything for hours. We had 2 new players, Blake and Ryan, both teens and pushing WW2/historical troops for the first time. Both got the hang of it easily and Blake, who commanded the garrison,[usually the 'kiss of death' for a player wanting to 'play'in other rules..'No,just sit there, hold the town], really got into waiting for his card to 'spot' the enemy, and adjusting his forces as the battle developed towards him. The really cool bit about watching people play is that with the initiative dice system players can pick up the mechanics in a turn or two and then start thinking tactically about how to use their dice.It's very refreshing in a WW2 game to be able to move your troops,reconsider,redeploy and have fun doing it. Of course it's up to the cards as to whether you get to do stuff when you want to. As the cards were being pulled from the deck you could often hear chanting..'German Armor,German Armor!' and cries of "it's about time!' as the 2nd US ARmor Plt. card is pulled...sort of like wargaming in Vegas! The Tank shooting went well, everyone has pretty much mastered the 'to hit' procedure. In this game we finnally had several of the tanks with damage instead of massive destruction on the first hit,as in reality Shermans burn. Ryan had some problems with one of his Shermans that recieved immobilization hits, turret jam hits and yet he would make all his required rolls, the tankers refusing to abandon their tank![ No negative waves here :P]. My one favorite incident in the game was when Ryan's Shermans tried to do an end run at the village by using a field ,situated along the edge of the table. Ryan burned all his lead tank's initiative dice to get to the field's edge, the village in front of him. The Stug which was conveniently parked alongside a barn to support Blake's garrison, had been patiently waiting several turns for a Sherman to poke it's nose out of the field. The chant began..'German armor, German Armor!, the card was pulled and the German players smiled. The Stug fired it's first'aimed shot', bounce,then 2 snap fires,bounce-bounce, in American baseball parlance -3 strikes,your out! But then Blakes 'garrison' card was pulled, he looked up...'what can I do?' Well, your guys have Panzerfausts! 'But I'm out of range.'..'Well you can move out of the trench into range and fire.'...and so the 'duel began. Blake rolled his first 2 initiative dice : a '1' and a '2', 3 inches! 2 inches short from effective panzerfaust range! ..'So I guess I can't use my third dice to fire?''Can I use it to get them back', and with a roll of '4' they were safe back in the trench. I'm sure this was played out for real on many a battlefield...'Hey Karl, I bet I can knock out that tank!...Hans,Hans! get back here you fool! You'll be killed!..Yea, maybe your right Karl.But remember, years from now we're going to tell our grandkids that we blew it up!'. :P All in all a great game, the rules are a treat to play! and now for the questions: 1. Lance moved up a US Infantry squad into 'close assault' with the Panther,base to base contact. Since there's no mention of Tanks in the close assault section I opted for the Infantry AT option: Infantry section AT [2d6] vs the Panther's armour dice. Correct? 2. Panzer Grenadiers and Halftracks: Mike skillfully used his dice to move his formation into a good position, his troops dismounted. The question came up as to what to do with the 251 halftracks. Some rulesets just leave them behind, which historically was often the case since they were quite rare and would not be wasted needlessly. Other rules are more aggressive allowing the halftracks to continue to fight after the troops have dismounted. I opted for this: since Mike wanted to use their forward mounted MG's as a base of fire as the panzer Grenadiers deployed that would be ok. But I would not allow them to assault empty,[a bogus gaming tactic], and if they wanted to move: to either fall back or adjust the position, they would have to burn initiative dice from their 'parent' section. Sound reasonable? Thanks again to Richard and all the Too Fat Lardies Rules boys! -Steve
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Re: Skirl of the Pipes /Epsom scenario
Steve We are still working on "Skirl of the Pipes" - I allowed the pipes to be used to move up to a Company sized force, as long as it was in a continuous formation and doing the same thing. When the "Skirl.." card comes out that force may move en masse. In practice, only one Platoon had the pipes with them, and this lost its Big Man early on in the attack to German mortar fire. However that Platoon then had, effectively, two cards in the pack, their own and the pipes. As such they advanced the furthest during the game, and succeeded in turning the German left flank. We never got to push of pike, but had we then I'd have given the Scots a +something (quite what I don't know, maybe four extra dice). We may find out this evening, if so I'll let you know! Rich --- In Toofatlardies@..., "combatcolours" <combatcolours@h...> wrote: Hi gang, In the latest scenario one of the British cards was 'Skirl of the Pipes'. I've searched the past posts and noticed alot of give and take over the pipers use. Does the last post by Richard stand for what the Pipers do? -Big Man can move entire platoon led by a piper, pluses in melee and negatives to the axis? -Steve
|
Huge armor battle playtest
Hi, just this last Sunday we had a large armor battle to see how well the 'I Ain't Been Shot,Mum!'rules could be stretched with number of players/units;Americans love to stretch and twist rules to the breaking point!:P. We had six players and myself as umpire/ringmaster. This was our third playtest on a 6'x8' table with 3 US Sherman platoons,of 4 tanks each,[2 of the plt.'s had a '76mm each], and 1 US Infantry platoon with heavy MG and Bazooka support. The US also had 2 Big Men, a captain and a sargeant. The Germans had a understrength 'garrison' platoon in a farm village,2 sections and 2 HMG's, a Panzer GRenadier platoon in 251 halftracks and the elite [4 initiative dice]rating as a reserve spoiler, a panther, and sorted ad- hoc group of armor under 1 card,[ a Stug IV,2 Pz Iv's]. The Germans had 3 Big Men, a Captain who joined the Panzer Grenadiers, a Lt. who stayed with the garrison and the third, a Sgt., who commanded the Panther, shades of Barkmann? The terrain was a varied mixture of field,woods, hedges, Boccage, buildings, rock outcroppings etc., to get the players familiar with the different terrain/penalties in the rules, plus to give the Yanks some cover as they advanced! We used spotting rules but didn't use the 'blinds', just common sense to say when someone should be able to spot. My main concern was to get some of the players who were just at the first playtest up to speed with those who played both the first and second games. There were no special cards, just the big men, platoons, panther, german armor, Bazooka, US HMG's, German HMG's, and everyone's favorite- 'tea break'.Once again this was to keep everything simple. There were no problems with moving the larger forces and the game moved very smoothly. We started at 1pm and finished at 6pm with some wanting to continue, and everybody suprised that it was that late! One of the strengths I've noticed about IABSM is that with the card activation system a player can be moving figs at any moment at the draw of a card. So he remains interested in the game unlike other systems where you can literally not do anything for hours. We had 2 new players, Blake and Ryan, both teens and pushing WW2/historical troops for the first time. Both got the hang of it easily and Blake, who commanded the garrison,[usually the 'kiss of death' for a player wanting to 'play'in other rules..'No,just sit there, hold the town], really got into waiting for his card to 'spot' the enemy, and adjusting his forces as the battle developed towards him. The really cool bit about watching people play is that with the initiative dice system players can pick up the mechanics in a turn or two and then start thinking tactically about how to use their dice.It's very refreshing in a WW2 game to be able to move your troops,reconsider,redeploy and have fun doing it. Of course it's up to the cards as to whether you get to do stuff when you want to. As the cards were being pulled from the deck you could often hear chanting..'German Armor,German Armor!' and cries of "it's about time!' as the 2nd US ARmor Plt. card is pulled...sort of like wargaming in Vegas! The Tank shooting went well, everyone has pretty much mastered the 'to hit' procedure. In this game we finnally had several of the tanks with damage instead of massive destruction on the first hit,as in reality Shermans burn. Ryan had some problems with one of his Shermans that recieved immobilization hits, turret jam hits and yet he would make all his required rolls, the tankers refusing to abandon their tank![ No negative waves here :P]. My one favorite incident in the game was when Ryan's Shermans tried to do an end run at the village by using a field ,situated along the edge of the table. Ryan burned all his lead tank's initiative dice to get to the field's edge, the village in front of him. The Stug which was conveniently parked alongside a barn to support Blake's garrison, had been patiently waiting several turns for a Sherman to poke it's nose out of the field. The chant began..'German armor, German Armor!, the card was pulled and the German players smiled. The Stug fired it's first'aimed shot', bounce,then 2 snap fires,bounce-bounce, in American baseball parlance -3 strikes,your out! But then Blakes 'garrison' card was pulled, he looked up...'what can I do?' Well, your guys have Panzerfausts! 'But I'm out of range.'..'Well you can move out of the trench into range and fire.'...and so the 'duel began. Blake rolled his first 2 initiative dice : a '1' and a '2', 3 inches! 2 inches short from effective panzerfaust range! ..'So I guess I can't use my third dice to fire?''Can I use it to get them back', and with a roll of '4' they were safe back in the trench. I'm sure this was played out for real on many a battlefield...'Hey Karl, I bet I can knock out that tank!...Hans,Hans! get back here you fool! You'll be killed!..Yea, maybe your right Karl.But remember, years from now we're going to tell our grandkids that we blew it up!'. :P All in all a great game, the rules are a treat to play! and now for the questions: 1. Lance moved up a US Infantry squad into 'close assault' with the Panther,base to base contact. Since there's no mention of Tanks in the close assault section I opted for the Infantry AT option: Infantry section AT [2d6] vs the Panther's armour dice. Correct? 2. Panzer Grenadiers and Halftracks: Mike skillfully used his dice to move his formation into a good position, his troops dismounted. The question came up as to what to do with the 251 halftracks. Some rulesets just leave them behind, which historically was often the case since they were quite rare and would not be wasted needlessly. Other rules are more aggressive allowing the halftracks to continue to fight after the troops have dismounted. I opted for this: since Mike wanted to use their forward mounted MG's as a base of fire as the panzer Grenadiers deployed that would be ok. But I would not allow them to assault empty,[a bogus gaming tactic], and if they wanted to move: to either fall back or adjust the position, they would have to burn initiative dice from their 'parent' section. Sound reasonable? Thanks again to Richard and all the Too Fat Lardies Rules boys! -Steve
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Skirl of the Pipes /Epsom scenario
Hi gang, In the latest scenario one of the British cards was 'Skirl of the Pipes'. I've searched the past posts and noticed alot of give and take over the pipers use. Does the last post by Richard stand for what the Pipers do? -Big Man can move entire platoon led by a piper, pluses in melee and negatives to the axis? -Steve
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Scenario of the Month - extra
Those of you who have seen our scenario of the month this month, Epsom Day One, may be interested to know that we are about to do the second game in this mini-campaign series which will focus on the Royal Scots Fusiliers attempting to push home their attack on St Mauvieu against the Panzer Grenadiers of Hitler Jugend.
I shall not be posting that as the next scenario of the month, as I thought we'd do something a bit different. However, if anyone wants the briefings and map we are using then email me here (or off line, which still is the overwhelmingly most popular method, for some reason. Have no fear discression is our watchword in the TFL confessional)and I'll email you a copy.
The reason I was so keen on a set of Company level rules is because I firmly believe that in most cases battles REALLY happen at that level. A Battalion attack is ususally a Company or two going in, with the rest in reserve to exploit success. The Epsom Two scenario will show you how we deal with this. Hopefully I'll post some snaps on the web site, I've ordered the extra logs for my camera, so we should be able to get enough head of steam to click a few.
Rich
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A couple of people have asked me if we will be doing any demonstration days, and the answer is "yes, if you want it". We do plan to go to a show or three to run participation games, but I haven't done much about that yet, trying to get some more supplements complete.
If we did something on a smaller scale in St Albans at our club venue would anybody be interested in coming along. We'd tailor the games to what people wanted, maybe something for absolute beginners, and something for those more practised in the Lard Arts.
Let me know here or off list if you prefer.
Rich
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Gents
I've just answered a query off list which I thought I should post here. I was asked about firing at tanks and AT guns. I should stress that when the rules say
"It can always be assumed that that calculation starts with "not bad" for tanks, and "very hard" for AT guns" that is the starting point for firing at tanks or firing at AT guns, rather than with them. In other words an AT guns firing at a tank would start his calcs at "not bad". A tank firing at an AT gun would start at "very hard". This is because the AT gun is smaller than the tank, and we assume that it is able to better take advantage of the ground to provide some cover.
Rich
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Yet more from the House of Lard - our Napoleonic rules are now available, and jolly good they are too. I haven't got around to costing them yet, but rather than deny you any longer I've stuck them on the web site at ?6, which is damnably cheap for a set of rules!
Here's what their author, evil scientist Dr Darren "Dazza" Green had to say about them from his castle laboratory.
"At last, a set of Napoleonic rules that feel right, are playable, and don't cost a fortune! After years of trying to enjoy other commercial rules, we gave up and wrote our own. La Feu Sacre places command and control above musket calibre and march rates. The rules will delight people who are widely read, but will banish pedants and bean counters from the table. La Feu Sacre is aimed at gamers who wish to experience a large scale battle at the battalion level. Players command Corps and Divisions, and manoeuvre by brigade, regiment or battalion. Command and control are the essential elements, and whilst players do not have total control over the minutiae of battle, historically correct tactics and grand tactics are strongly encouraged by the system. Continuing with that theme, you will not find a points system or army lists to fiddle, just historical orders of battle for 8 example Corps d'Armee. The rules use the familiar TooFatLardies card driven system. The Lardies' emphasis on battlefield "friction" allows the better, bolder generals to take the initiative, and recover from unexpected reverses, whilst less competent, cautious commanders need to stick to predictable battle plans, or risk coming unstuck. We present to you a set of rules where Austrian troops can be the equal of the French, but the Empire can still repeat history! "Vive l'Empereur!""
Well, we're always up for a bit of pedant banishing here at Lard Land! I do have to say here that I always refused to play Napoleonic games (dull as ditch-water, and damnably complicated!) however having played with this set Daz can confirm that I even discussed with him buying a Napoleonic Army! Praise indeed from me.
Richard
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Gentlemen
Juts to inform you that I have updated the web site. Two new items, the photos of the Epsom game are on there, however they are ones that I knocked up at home with my trusty Box Brownie. Many (and I mean many) hours of frustration were spent trying to get Nod and Sid's digital pictures posted but with no success whatsoever. Shame as the detail they can get is FAR superior to my old rubbish - I shall continue to try to get them sorted but can make no promises.
On the subject of photos, the web site has details of the TooFatLardies Golden Kebab Award. Originally commissioned as the Nick Skinner Memorial Trophy, Nick surprised us all by not dropping down dead, so the legacy of six shillings and eleven pence had to be returned to his wife and family. However the net result is a beautiful trophy that we will be "awarding" (in an hologramic sense) each month for the best photos of a game in progress using any set of TooFatLardies rules. Extra prizes will be awarded for amusing captions, especially those that upset old gits with a nautical penchant.
Winners of the award will be able to display it proudly on their web sites in perpetuity.
Richard
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Re: second playtest and melee question
Steve I think the Big Man issue is a judgement call, as long as it seems realistic then fine, especially if he is "with" two units. My only caveat here is to say that a Big Man removing wounds will only EVER do that from one section/squad at a time. Regarding the melee, the answer is 12 dice. This would reflect the MG and the Big Man. Some people have said to me "Six dice for a Big Man, that's alot" (or words to that effect), but with a 6 needed it will on average equate to one kill on the attacker. H/MMGs are not, when all is considered that powerful in close combat, and should really avoid being isolated in that situation, but even then they can have a rather effective swan song! Good luck bext week. As an aside to everyone the photos of our Epsom game should be posted this morning, and the Fire & Ice supplement will be ready this week. Free email copies to everyone on the list that wants one, as promised. I shall let you all know when that arrives. Richard --- In Toofatlardies@..., "combatcolours" <combatcolours@h...> wrote: Hi Richard and the other Lardies! Just finished a second playtest of the game. Pretty much the same scenario as the first with the terrrain features rearranged so we could try out Richard's clarification's and suggestions. We had a new player again and he caught on pretty quickly. The Panther wasn't as potent this time with the cards definitely turning against it, yet it still managed to survive the game with a damaged gun and smoking engine; even against 7 Shermans the Germans have tough and nasty cats! The "de-uberization" of the Big Men worked well although at one point a Big Man moved a HMG team using 2 dice and the player really, really wanted to use the 3rd dice to do something else with the Big Man :P. Actually both sides kept using their Big Men to reposition the HMG's and to great effect. One US HMG took a 'pot shot' at the Panther, successfully rolled to hit, and with his 2d6 scored one '5' with the Panther's 10 d6 barely nullifying with two '5-6's. Our one big question was when a squad[8 figs] moved into close combat with a MMG team that had a Big Man attached. The mechanics for the Close Combat worked fine but there was confusion over what the MMG with the Big Man should be rolling? The rules say "Defenders MMG...+6 per weapon" does this mean plus 6 pips to the Big Man's roll[d6=6d6] or is it 6d6 per weapon? We decided on the latter since the rest of the factors were either # of d6 or a percentage of the total. Also we rationalized that a squad charging the front of a MMG got what it deserved with 12d6 being rolled at them. Once again a great game, we did some limited spotting which worked well. Next Sunday will be a pretty large game with quite a bit of armor, players and table room. Everyone is interested in seeing how 'tank heavy' games turn out; shades of North Africa? :P. Thanks, Steve
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second playtest and melee question
Hi Richard and the other Lardies! Just finished a second playtest of the game. Pretty much the same scenario as the first with the terrrain features rearranged so we could try out Richard's clarification's and suggestions. We had a new player again and he caught on pretty quickly. The Panther wasn't as potent this time with the cards definitely turning against it, yet it still managed to survive the game with a damaged gun and smoking engine; even against 7 Shermans the Germans have tough and nasty cats! The "de-uberization" of the Big Men worked well although at one point a Big Man moved a HMG team using 2 dice and the player really, really wanted to use the 3rd dice to do something else with the Big Man :P. Actually both sides kept using their Big Men to reposition the HMG's and to great effect. One US HMG took a 'pot shot' at the Panther, successfully rolled to hit, and with his 2d6 scored one '5' with the Panther's 10 d6 barely nullifying with two '5-6's. Our one big question was when a squad[8 figs] moved into close combat with a MMG team that had a Big Man attached. The mechanics for the Close Combat worked fine but there was confusion over what the MMG with the Big Man should be rolling? The rules say "Defenders MMG...+6 per weapon" does this mean plus 6 pips to the Big Man's roll[d6=6d6] or is it 6d6 per weapon? We decided on the latter since the rest of the factors were either # of d6 or a percentage of the total. Also we rationalized that a squad charging the front of a MMG got what it deserved with 12d6 being rolled at them. Once again a great game, we did some limited spotting which worked well. Next Sunday will be a pretty large game with quite a bit of armor, players and table room. Everyone is interested in seeing how 'tank heavy' games turn out; shades of North Africa? :P. Thanks, Steve
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In the last week I contacted a few web meisters whose links pages looked good, and asked them to post a link to the TooFatLardies web page. A chap from one naval wargaming site has mailed me back and told me, in no uncertain terms, that they won't be listing our site because of my "disrespectful" comments about Fellatio Lawnmower and Hugh Jarce, who he believes are quite obviously Horatio Hornblower and Jack Aubrey (of Patrick O'Brien fame) respectively.
Nice to see people taking their gaming seriously?!
Rich
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Mike Glad you liked them. I've said it before, and I'll say it again, at the core of these rules is "friction", the fact that a plan lasts in its perfect state only until you try to implement it, then all sorts of things will get in your way. The very seed of these rules was the fact that a Vietnam set we used to play would allow two sections moving spereately along jungle trails to arrive exactly as planned and simultaneously launch their attacks in perfect choreography. Did we beleive this was realistic, no. However we as a club did loose one player because he couldn't understand why he couldn't be omnipresent with his troops and get them to do exactly what he wanted at all times. Remember what I said about these rules won't suit everyone! Glad you had fun. Richard --- In Toofatlardies@..., "mikenorton1ny" <mikenorton1ny@y...> wrote: Hi
We played two games today, the first a small infantry affair, which got us into understanding the basic initiative dice. We picked that up very fast, and liked it alot.
The second game we introduced some armour and artillery and really got stuck into the game rather than worrying about the mechanics, which is always a good sign. It came as a bit of a shock to one of the guys that he couldn't move every time, but I think we got past that initial shock as it was part of the learning curve.
Very pleased with the way the rules allow the game to flow well and yet deal with fairly complex detail.
Very pleased indeed, more painting to be done now to get my forces assembled properly.
Mike
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Hi
We played two games today, the first a small infantry affair, which got us into understanding the basic initiative dice. We picked that up very fast, and liked it alot.
The second game we introduced some armour and artillery and really got stuck into the game rather than worrying about the mechanics, which is always a good sign. It came as a bit of a shock to one of the guys that he couldn't move every time, but I think we got past that initial shock as it was part of the learning curve.
Very pleased with the way the rules allow the game to flow well and yet deal with fairly complex detail.
Very pleased indeed, more painting to be done now to get my forces assembled properly.
Mike
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