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Re: WWii rules
therugdoctor2003
--- In Toofatlardies@..., "philips107s2003"
<philips107s2003@y...> wrote: I have used your wwii rules several times with the school wargameto co-ordinate troops on the table top. Some units stop for noreason, others run ahead, meaning that forces are essentially not doingwhat they are ordered! This seems silly to us. Have you consideredHi Ken, your observations are correct, and your desires are precisly what the rules intend to stop. Many wargames rules allow an incredible amount of coordination, which is completely unrealistic. They also allow units to carry on with an order when enduring all kinds of difficulties. In reality, private soldiers will "go to ground" as soon as they are fired on, unless there is an officer to spur them on. Think Col H Jones and the elite British paras at Goose Green- in these rules you have to get the officers to motivate the men once combat is joined, in many traditional wargames rules H Jones would not have had to lift a finger. Hope that explains some of the motivations. Cheers, Daz |
La Lard Sacre
therugdoctor2003
We had a Napoleonic game last night, and the issue of units, who have
routed as part of a combat lost by a friendly unit, being able to rally and return to the offensive without problem played a detrimental part in the game. So, how about these mechanisms: 1. Units, in the first turn they rout, lose 1 hit (deserters, general morale loss). 2. Introduce a Brigade morale rule: if >50% of the units in a brigade are in rout, or at half strength, no unit in the brigade may initiate attacks, unless personally led by a Divisional officer/CinC. (This would also force people to try and stop routing units, which was general practice!). Daz |
Re: WWii rules
Ken
Dazza is correct, and his example of Colonel H is a classic illsutration of both the behaviour of a "Big Man" and the reaction of troops, even elite ones, to a firefight. Reading accounts of Goose Green (which I did specifically with a view to these rules) an elite unit had become bogged down on the battlefield. Attempts by junior officers and NCOs had failed to get things moving. Enter the "Big Man". He immediately animates his force and inertia ends. There are many such examples throughout warfare of larger than life individuals shaping the battlefield aroud them, Rommel's personal intervention at Arras being another classic example. The rules are designed to reflect the natural instinct of men towards survival. Your troops WILL move without a Big Man with them, sometimes doing exactly what you want, other times not. However they will move more efficiently with a Big Man. In a static defensive position this is not an issue, if an enenmy comes close enough all of your troops will shoot at them (as in real life). However when attacking you need to consider how you allocate your resources (as in real life). When devising his battle plan a commander should decide where his main point of attack will be. One has to presueme here that we are conducting our game in a sensible fashion, where part of your force will be allocated to pin, while another part concentrates on what the Germans call the "Schwerpunkt", the main point of attack. Considering this "critical point" the commander will (as in real life) allocate sufficient resources to hopefully ensure the success of the venture. This will, of course, include the raw material of war, i.e. artillery support, armour, heavy weapons, in fact anything that is available in that field, but will also include "management resources". In other words he will give this important job to his best officers and NCOs (as in real life). It is, as Darren says, very much the case that wargames rules generally (and actually with very few exceptions) give the commander too much flexibility when controlling the actions of his troops. Even systems such as DBM which use pips to limit the number of action that a commander may make, still give him the choice of which units he does move. In "IABSM" the cards are used to represent what Clausewitz calls "friction" on the battlefield. Whilst you may plan for a unit to do something you cannot guarantee that it will. HOWEVER.....by allocating Big Men to a unit the commander increases his chances of having the job done properly. As such you may perceive that IABSM is designed very much with the purpose of simulating the realities of warfare rather than a "bang bang you're dead" game. However it attmpts to do this using what are very much traditional game mechanics so that as well as being a simulation it is fun to play. The answer to your question, therefore, is "No, I have not considered using alternate movement" nor would I, as it would cease to reflect the realities of conflict in the Second World War. I guess it's the old story, we all like different things. If you want to use alternate movement then feel free to do so, the rules are certainly not scribed in a tablet of stone! Cheers Richard --- In Toofatlardies@..., "philips107s2003" <philips107s2003@y...> wrote: I have used your wwii rules several times with the school wargameto co-ordinate troops on the table top. Some units stop for noreason, others run ahead, meaning that forces are essentially not doingwhat they are ordered! This seems silly to us. Have you considered |
Re: La Lard Sacre
Dazza
1. Why only the first time they rout? Surely if a unit routs twice they should loose more, or perhaps never come back? 2. Probably be right. Certainly it would give them a "Big Man" factor, which would suit the Neys of this world. 3. The cards worked excellently, as mentioned. Do you want my card master document so you can do some pretty cards rather than those moth eaten bits of crap you wheel out? I vote for Marshal Aubergine! Rich --- In Toofatlardies@..., "therugdoctor2003" <greens@o...> wrote: We had a Napoleonic game last night, and the issue of units, whohave routed as part of a combat lost by a friendly unit, being able togeneral morale loss).brigade are in rout, or at half strength, no unit in the brigade mayinitiate attacks, unless personally led by a Divisional officer/CinC. (This |
Re: La Lard Sacre
therugdoctor2003
Hi Rich,
I thought that losing 1 hit per move in rout would be a little excessive, but it would certainly give you an incentive to stop them! We just need to try it out and see. Yes, I guess the cards work well enough for me to invest in some pretty ones, so thanks, that would be appreciated! Cheers, Daz |
Re: La Lard Sacre
Dazza
I think I misunderstood your initial mailing. I agree one point in the first turn of EACH rout. So the Frogs on Tuesday would have lost two point each for their two routs(?). Had that been the case then the not only would not have won, but COULD not. which would be rather more historically correct than what happened, i.e. the cherry picking of which units to save at the expense of the rest. Cardmaster document sent. I use text box for the text and pictures, hoth with no wrapping, therefore the box stays the right size. Sid didn't bother with that initally and got a load of variably sized cards. However he is a twat. Ricardo --- In Toofatlardies@..., "therugdoctor2003" <greens@o...> wrote: Hi Rich, |
Re: La Lard Sacre
开云体育Not being there on Tuesday I don't know what
happened and I think I've only used the rules and cards once - however I think
there should definitely be an incentive to require commanders to rally
routers.
?
?
|
Re: WWii rules
Thank you for your comprehensive answer. I appreciate what you are
saying, I think perhaps the youngsters at school are probably not quite so keen on the simulation aspect as they are on the game. They alsoe have something of a problem with the firing table, always wanting to use the Good column for their shooting, and poor for their opponents. Human nature I guess. We shall persevere, maybe trying alternate movement with the rules. Ken --- In Toofatlardies@..., "richardclarkerli" <richardclarkerli@y...> wrote: Kenof troops, even elite ones, to a firefight. Reading accounts of Gooseelite unit had become bogged down on the battlefield. Attempts by juniorare many such examples throughout warfare of larger than lifeindividuals shaping the battlefield aroud them, Rommel's personal interventionat Arras being another classic example.towards survival. Your troops WILL move without a Big Man with them,they will move more efficiently with a Big Man. In a static defensiveof your troops will shoot at them (as in real life). However whenin real life).the Germans call the "Schwerpunkt", the main point of attack.anything that is available in that field, but will also include "managementcommander too much flexibility when controlling the actions of his troops.action that a commander may make, still give him the choice of which unitsplan for a unit to do something you cannot guarantee that it will.are very much traditional game mechanics so that as well as being aThis flowwould seem to me to be a better option, and allow the game to more readily. |
Re: La Lard Sacre
I have a niece who works in general practice, but I didn't think she spent
her time stopping routing units. Maybe my sister should send her to Karbala!
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therugdoctor2003 wrote: ?We had a Napoleonic game last night, and the issue of units, who have? |
Re: WWii rules
Ken,
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It'd be interesting to know what size are the actions you are fighting. I hate to say anything in their favour but both the illustrious doctor (Dazza) and my fellow lardy are right. I'd be interested to see how you get on turning it into an alternate move system - will you attempt to retain the 'tea break' philosophy that keeps the commander on edge. The USP of the reules is that you as commander say "First platoon will encircle the farm from the left whilst third platoon assaults from the right".Sounds great. In most rle sets you can even measure exactly how many turns you will have ceased the position and exactly how many casualties you will take and inflict in doing so. The confusion and frustration that follows in IABSM however when first platoon are nowhere near in position when third platoon is ready to? go in gives real command decisions to junior commanders 'on the ground' (just as it seems our boys are doing in Basra this weekend). As commander of third platoon what do you do? Do you wait for first platoon to come up? Why are they so slow? Should you attack now while surprise is still on your side? What if the enemy hold the area in strength? Will you still be able to get in if first platoon are not in position. Where the hell are they? Sounds pretty realistic to me. Don't know how you could do that with an all units move alternate movement system. I think that what IABSM gives is an advanced scheme for variable bound command and control gaming. I can understand that young lusty lads with their minds on other things may struggle with it. As for great fire effect, that only ever seems to happen when my troops are being targeted too! Enjoy the rules! Nick philips107s2003 wrote: ?Thank you for your comprehensive answer.? I appreciate what you are? |
The skirl of the pipes
Before Nikkos gets overexcited with his lusty young lads (?), I have
painted up some Jock officers and pipers this weekend, Camerons and Black Watch if you're interested, for my 1940 bash. Regulations restricted the kilt to home service, but in reality a few men tended to be equipped with them in the field. Therefore, take your average British Company, add some red haired officer and a bloke playing the pipes, both in skirts of course, and we have a Scots Company. But what effect should the "Peeps" have? On refelection their main impact seems to have been three fold. Firstly they acted as a device for co-ordinating an attack (lots of people could hear them). Secondly they got the blood up of the blokes advancing with them. Thirdly they scared the shit out of the Germans (Eyeties etc.). So, I thought, how about the following. An advance led by bagpipes means that the leading Big Man may, on the turn of his card, move the entire Platoon he is heading, and not just one or more sections. This only applies to the force if it is advancing at full speed, and would not be applicable to firing, spotting etc. Scots troops led by the pipes will gain an additional three dice in any melee they are led into. Axis troops attacked by pipe led Jocks will lose three dice. Rich |
Re: WWii rules
Nick
A very quick reply as I am doing assembly in quarter of an hour! I have given consideration to Richard's comments the other day, and you confirm these with your remarks. Actually the news of fighting in Iraq, and its apparently confused nature, is helpful in that it allows me to put together a presentation for our next club meeting that will explain the concepts within the rules. Equally I have got Clausewitz on order at the library in the hope that I can get some of his comments in there as well. I have looked at the card system again, and the Tea Break card (which caused the biggest stir "I didn't get a go")and realise that with ten boys we were probably being over enthusiastic. It may well be that a smaller demonstration game would work better, and then split into two or three groups, getting the boys to run their own games while I oversee. Thanks for your help Ken --- In Toofatlardies@..., nick.skinner@w... wrote: Ken,fighting. I hate to say anything in their favour but both the illustriousdoctor (Dazza) and my fellow lardy are right. I'd be interested to see howyou get on turning it into an alternate move system - will you attemptto retain the 'tea break' philosophy that keeps the commander on edge.The USP of the reules is that you as commander say "First platoon willthe right".Sounds great. In most rle sets you can even measure exactlyhow many turns you will have ceased the position and exactly how manynowhere near in position when third platoon is ready to go in gives realseems our boys are doing in Basra this weekend). As commander of thirdplatoon what do you do? Do you wait for first platoon to come up? Why arethey so slow? Should you attack now while surprise is still on your side?to get in if first platoon are not in position. Where the hell arethey? with an all units move alternate movement system. I think that what IABSMgives is an advanced scheme for variable bound command and controlgaming. I can understand that young lusty lads with their minds on otherthings may struggle with it. As for great fire effect, that only everseems to happen when my troops are being targeted too!are Theysaying, I think perhaps the youngsters at school are probably not theiralsoe have something of a problem with the firing table, always rules.opponents. Human nature I guess. reaction Gooseoftroops, even elite ones, to a firefight. Reading accounts of juniorGreen (which I did specifically with a view to these rules) aneliteunit had become bogged down on the battlefield. Attempts by the "Bigofficers and NCOs had failed to get things moving. Enter ThereMan". He immediately animates his force and inertia ends. interventionaremany such examples throughout warfare of larger than lifeindividualsshaping the battlefield aroud them, Rommel's personal defensiveatArras being another classic example.towards allposition this is not an issue, if an enenmy comes close enough (asofyour troops will shoot at them (as in real life). However when hisinreal life). aremain point of attack will be. One has to presueme here that we forceconducting our game in a sensible fashion, where part of your whatwill be allocated to pin, while another part concentrates on successtheGermans call the "Schwerpunkt", the main point of attack. ofof the venture. This will, of course, include the raw material include "managementwar, i.e. artillery support, armour, heavy weapons, in factanythingthat is available in that field, but will also hisresources". In other words he will give this important job to unitsbest officers and NCOs (as in real life).commander increaseshe does move. In "IABSM" the cards are used to represent whatplan thehis chances of having the job done properly. a "bangpurpose of simulating the realities of warfare rather than whatbang you're dead" game. However it attmpts to do this using movement"arevery much traditional game mechanics so that as well as being a conflictnor would I, as it would cease to reflect the realities of likein the Second World War. I guess it's the old story, we all feeldifferent things. If you want to use alternate movement then offree to do so, the rules are certainly not scribed in a tablet wargamestone! difficultclub. I and the boys have a problem with them as it is doingtoco-ordinate troops on the table top. Some units stop for noreason,others run ahead, meaning that forces are essentially not consideredwhatthey are ordered! This seems silly to us. Have you Service.ADVERTISEMENTThisdropping the system of cards and using alternative movement?flowwould seem to me to be a better option, and allow the game tomore readily. |
Re: The skirl of the pipes
Rich
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Not "The Devils in Skirts"!! Where's Terry Scott!? My initial feeling is that you've given too big a bonus for the pipes. Insted of enabling the CO to move every section, which does give him excellent command and control - better than elite troops like german paras etc, how about having a "peeps" card, which acts as a bonus platoon card? Alternatively, issue the jocks with an extra dice for firing and movement when under the effect of the wee dreaded windy things. As for the hun, perhaps the sound of the pipes would make them less crafty, making them more edgy and more prone to opening fire at longer ranges (a la French 1940) rather than holding their fire. Perhaps some wehrmacht units will not advance when confronted with swirling pipes UNLESS an officer tells them to grow up and get on with it? +3 dice? for attacker against -3 dice for defender is a big difference in melee, but I'd happily play it to see how it goes (on the basis that everybody buggers off before you ever get to melee anyway so who cares what the rule is!). It may need toning down. Food for thought....
richardclarkerli wrote: ?Before Nikkos gets overexcited with his lusty young lads (?), I have? |
Re: The skirl of the pipes
Nick
The movement thing reflects the fact that while the piper pipes people will keep moving, in the same way that troops did in previous centuries. It does NOT make people shoot better, and, indeed, only applies when the entire Platoon is moving its full distance. As such, whilst it is a bonus in a certain context, it is no universal panacea. Three dice is half a hit (6's killing), so the pipes will average out making a difference of 1 hit in a melee, not a lot, but enough to make it worth undertaking, or at least being considered. I think we get to melee about as often as it happened in real life. It's really only close terrain that would see that sort of fisticuffs anyway. Rich --- In Toofatlardies@..., nick.skinner@w... wrote: Richpipes. Insted of enabling the CO to move every section, which does give himlonger ranges (a la French 1940) rather than holding their fire. Perhapssome wehrmacht units will not advance when confronted with swirling pipesdifference in melee, but I'd happily play it to see how it goes (on the basisthat everybody buggers off before you ever get to melee anyway so whocares what the rule is!). It may need toning down.have andpainted up some Jock officers and pipers this weekend, Camerons tendedBlack Watch if you're interested, for my 1940 bash. Regulations averageto be equipped with them in the field. Therefore, take your theBritish Company, add some red haired officer and a bloke playing mainpipes, both in skirts of course, and we have a Scots Company. deviceimpact seems to have been three fold. Firstly they acted as a thefor co-ordinating an attack (lots of people could hear them). justturn of his card, move the entire Platoon he is heading, and not inone or more sections. This only applies to the force if it is Jocksany melee they are led into. Axis troops attacked by pipe led Service.will lose three dice. |
Re: The skirl of the pipes
开云体育Given that the Scots would be inspired by the sound of the
peeps, should not the morale effect of the piper being a casualty also be
considered.....?? To hear only the first few bars of "Cock of the North"
before the piper is killed would no doubt send many a Scottish soldier into a
gloomy introspection, muttering "We're Doooomed" to any who'll
listen....
?
I can't remember how you deal with morale in IABSM - but in
the event of the piper being shot, perhaps an instant morale test would be
appropriate, with an appropriate reduction for the loss of the
piper?
?
Sid
|
Re: The skirl of the pipes
Sidney
That is an issue. I would be keen not to overlegislate in the rules for every occurence. Losing the aforementioned advantages would seem sufficient for me. For a start the co-ordination of the attack, previously well shaped due to the pipes, would start to fall off. The Big Man would only be able to move one section if they were under fire so only the Platoon card would be useful in keeping things rolling, i.e. half the chance than when the pipes were in use. What originally looked like a good bet has now had its odds halved, and, to extend the analogy, may well be a non-runner. Anyway, surely all Scotsmen can play the pipes, another would emerge from the ranks to fill his skirt and boots;-) How are things near Sonmou? Cheers Rich --- In Toofatlardies@..., "Adam Blakemore" <adam.blakemore1@b...> wrote: Given that the Scots would be inspired by the sound of the peeps,should not the morale effect of the piper being a casualty also be considered.....? To hear only the first few bars of "Cock of the North" before the piper is killed would no doubt send many a Scottish soldier into a gloomy introspection, muttering "We're Doooomed" to any who'll listen.... event of the piper being shot, perhaps an instant morale test would be appropriate, with an appropriate reduction for the loss of the piper? previous centuries. It does NOT make people shoot better, and, indeed,only applies when the entire Platoon is moving its full distance. Asuniversal panacea.out making a difference of 1 hit in a melee, not a lot, but enough tolife. It's really only close terrain that would see that sort offisticuffs anyway.give him > excellent command and control - better than elite troops likegerman > paras etc, how about having a "peeps" card, which acts as abonus > platoon card? Alternatively, issue the jocks with an extra dicefor > firing and movement when under the effect of the wee dreadedwindy > things.less > crafty, making them more edgy and more prone to opening fire atPerhaps somepipes > UNLESS an officer tells them to grow up and get on with it?basis thatwho cares(?), I haveCamerons andRegulations > > restricted the kilt to home service, but in reality a few menplaying thetheir maina devicethem. > > Thirdly they scared the shit out of the Germans (Eyetiesetc.). > >may, on thenot justfiring, > > spotting etc.dice inled JocksService. |
Re: The skirl of the pipes
"How are things near Sonmou?"
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He's nowhere near Sonmou! Probably could ne pas get to Sonmou if nous came out avec un axi for him. Il est too busy blubbing dans his bratwurst and regardez les nice 'oles notre brave char Francais avais made in his big fat boche tanks. Blitzkreig mon pied. Sid in Sonmou - PAS!! il est un fag! By the way - dare you to look in the cellar! With love The Brave French Army (Pllllllllrrrrpppp!) richardclarkerli wrote: Sidney
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Game report
We tried the rules again at our school club yesterday evening. I
spoke to the boys first, as I mentioned, about how plans were one thing but reality another. I used a couple of examples from the current Iraq situation to illustrate this. More importantly I then split the group up into several work groups with a limited force on each table. In fact we used one Platoon of infantry per side, with the attacker also having three tanks plus artillery support. The defender had two anti-tank guns and some light mortar support. In additon we used several different cards in each pack to see how that affected the game. We were much more successful. There was still the issue of their natural inclination to overvalue their fire, but I acted as floating umpire and we spent some time talking through their decisons. I think I got the message through. Anyway a much more successful outcome. I think that we were attempting to run before we could walk. Two questions. I note from a previous posting, I think it was Richard, that the number of initiative dice that an anti-tank crew has depends on their strength. Should I ammend my rules accordingly? Also one of the boys has some 20mm Vietnam figures, I think that some rules for that period were mentioned. Are these available? Ken |
Re: Game report
Ken
Good news. When we started writing the rules (actually the Charlie Don't Surf set for Vietnam, more on that later) we used quite small forces with once card per section in 20mm scale. Indeed, both IABSM and CDS would work well doing that with 25/28mm figures. When learning the rules I would reccomend a smaller force, with only a conservative sprinkling of bonus cards. Indeed we have now got to the point, where we can handle quite large games relatively quickly, this was not always the case. Indeed I used to only roll them out when there was a small group to cater for. On the issue of the AT guns, I would say keep to the rules as wrote. In theory that was a good idea, but in practice it was unnecessary. The suppression effect of wounds does the job already. Regarding Charlie Don't Surf, they are not really ready yet. The level of technology we have written them for reflects our collections rather than what was actually available. I guess that should be our next project, however there are lots of "next projects" to choose from at the moment! Cheers Richard --- In Toofatlardies@..., "philips107s2003" <philips107s2003@y...> wrote: We tried the rules again at our school club yesterday evening. Iin each pack to see how that affected the game. We were much morespent some time talking through their decisons. I think I got themessage through. |
Re: The skirl of the pipes
therugdoctor2003
Being a rabid Anglo-Saxon, I think you're overdoing the effect here.
With only a musket in hand, I can perceive the morale impact. With automatic weapons, I'm not so sure. And imagine how hard it is to hear "flower of Scotland" in the middle of an artillery barrage.. The English fans manage to drown out every visiting team's national anthem by simple whistles. So, what about a pipes bonus card, whereby all sections within a radius of the piper can move. Same as a German blitzkreig card, i.e. they can't fire or spot, just go forward. In terms of melee bonus, I would say that the Scots should be classed as "agressive", as would other shock troops, as once in hand to hand I'm not sure how much effect the pipes themselves would have. Perhaps Germans of average and below fighting ability should have a supression point inflicted if within a certain radius of the pipes? Daz |