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En Avant Pour Le Lard!

 

Regards "Le Lard Sacre"

In view of the length of a bound, would it be appropriate rather than
stopping a shite commander acting at all if the magic card comes up,
how about letting him roll a dice for his initiative points and then
rolling another D6 and subtracting this from the first result. In
that way one would have degrees of hesitation rather than a carte
blanche nothing.

Definitely agree to the French strategic card, perhaps the same for
any independent cossack command?

Rich


Re: A few more IABSM ideas

 

Hmmmm, yes. I am quite unsure how, entirely sober, I
wrote "increase" insteas of "decrease". Clearly this is what I
meant.

As to Sid's comments, the reduction in initiative dice would reflect
a slowing down in rate of fire due to all the reasons you suggest and
more. At full strength, and as long as three chaps remain alive, the
AT gun can fire two aimed shots at the same target in a turn. With
two crew this drops to one aimed shot and a snap shot, with one dice
to only one aimed shot. What I do not want is a "fire every other
turn" situation where I have to remember which guns fired last turn
and which didn't.

I agree entirely about the women driver bit, but surely this would be
restricted to Russian forces. Equally I agree with Harpers about
stationary units waiting to jump off, the rule only applies to moving
vehicles.

Also agree with Sid on POWs, they were generally topped en masse in a
suitable barn after the punch up was concluded. However I have
documents relating to D-Day which state that certain Allied units had
a definite "No prisoners policy", presumably as on the beaches there
was no facility for dealing with them. In that situation they were
dispatched on an ad hoc basis. This would fit in with Harpers'
suggestion that it should be scenario driven.

As a generality, however, I do feel strongly that it is much easier
for a gamer to say "top the lot" when he is talking about small metal
figures than it was for a real commander with real people to deal
with. It is also very convenient for the gamer not to have to worry
about such issues. I did consider a carte blanche ruling that no
prisoners could be killed ever, but shyed away from that in the final
analysis. However it should be very rare indeed. What is more the
issue of dealing with prisoners on a "live" battlefield presents
commanders with another interesting challenge. Which to me is FAR
more important than any moral aspect. I leave that to Sid, our
communal bleeding heart conscious.

Rich



--- In Toofatlardies@..., "Adam Blakemore"
<adam.blakemore1@b...> wrote:
Gun Casualties: With Harpers' amendment ("decrease in ability")
this would work. I think that the decrease in ability rule would
represent, as you say, the stress of comrades killed and wounded and
the loss of key personnel - i.e. the gun-layer, team leader. As an
alternative suggestion, though, how about trying the following: for
each casualty, decrease the frequency of fir for the gun in
question. If the crew is initially three gunners, once one is
killed, the gun fires every other turn, and once two gunners are
killed, the gun fires every third turn. The actual effectiveness of
the fire would remain the same (subject to usual adjustments) - this
would represent the fact that the physical attributes of the gun are
not affected but that some of the gunners are doing tasks with which
they may not be familiar. This is the approach I take with my
Horse&Musket rules, but in that period very few of the "gunners" were
technically proficient - although if the Master Gunner for the
battery is killed the effectiveness is reduced. Translate "Master
Gunner" for artillery commander or spotter and you could reduce the
guns fire if the latter is killed

Driving in convoy: Sounds good. I especially like the idea of
crashing into the preceding vehicle. Extra chance if the following
vehicle is driven by a woman combatant.

Prisoners: a good rule. Apart from the moral aspects, it adds a
bit of realism. After all, how many times were significant numbers
of troops routinely massacred in the Low Countries and France in 1940
or 1944? I'm far from being an expert but from what I have read it
seems like the front rank combatants generally treated prisoners
reasonably ("For you the war is over Tommy/ Fritz/ Froggy. Have some
chocolate..."). But the problems really started once the prisoners
were taken to the rear with the Feldgendarmerie/ NKVD waiting in the
wings. So if there are massacres of prisoners, perhaps there
should be more chance of this once the figures are escorted off-table
(counting towards or against victory points - or should we
have "morality points" as well - OK, only joking), or at least until
the unlucky prisoners are escorted into somewhere shady and secluded
away from prying eyes and potential witnesses (barn/ church/ town
hall, etc).

See you all tomorrow

Sid

--- Original Message -----
From: richardclarkerli <richardclarkerli@y...>
To: Toofatlardies@...
Sent: Monday, February 10, 2003 7:40 AM
Subject: [Toofatlardies] A few more IABSM ideas


AT GUN CREW CASUALTIES

AT Crew loses are currently reflected in an increase in ability
to
hit thier target. This was meant to reflect the stress caused by
losing comrades, and the fact that aimed fire when under foire
themselves was less likely.

HOWEVER. I have been thinking of revising that. What I now
propse
is that AT gun crews will still suffer as above, but only on
wounds.
Killed crew members will reduce the initiative of the unit. AT
guns
have crews of either 4 or 5 men, depending on nationality. They
have
three initiative dice as standard. What I propose is that when
reduced to two cremen alive this will fall to two initiative
dice,
when one crew man to one initiative dice. This will reflect the
extra time needed to laod and lay the gun, and will result in
more
snap shots, which again reflects pressure as above.

BRAKING DISTANCE

Essentially designed to stop us cramming vehicles bumper to
bumper
along a road.

While in convoy along a roiad slow and average speed vehicles
will
always keep a gap between themselves and the vehicle in front
equal
to or greater than their own length. Fast and wheeled vehicles
will
keep double their length distance .

This would be ignored once in combat, i.e. being fire on or
firing
themselves. Perhaps we need to consider the likelyhood of trucks
that come under fire crashing itno each other? However I think
a
quick dice throw may be better used there.

PRISONERS

After much wailing and nashing of teeth from Sid, who apparently
has
spent many a long evening soul searching consolated only by a
bottle
of cheap cooking sherry, a prisoners rule. That is, everyone
must
take prisoners, and guard them at a ratio of 1 guard to 5 POWs.
The
exception here is known nasty troops, such as SS, Japs, Russians
etc. and then the player may request to do so, but will have to
roll
against a target on a D6.

Rich


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Re: A few more IABSM ideas

 

开云体育

Gun Casualties:? With Harpers' amendment ("decrease in ability") this would work.?I think that the decrease in ability rule would represent, as you say, the stress of comrades killed and wounded and the loss of key personnel - i.e. the gun-layer, team leader.?As an alternative suggestion, though, how about trying the following:? for each casualty, decrease the frequency of fir for the gun in question.? If the crew is initially three gunners, once one is killed, the gun fires every other turn, and once two gunners are killed, the gun fires every third turn.? The actual effectiveness of the fire would remain the same (subject to usual adjustments)?- this would represent the fact that the physical attributes of the gun are not affected?but that some of the gunners are doing tasks with which they may not be familiar.? This is the approach I take with my Horse&Musket rules, but in that period very few of the "gunners" were technically proficient - although if the Master Gunner for the battery is killed the effectiveness is reduced.? Translate "Master Gunner" for artillery commander or spotter and you could reduce the guns fire if the latter is killed
?
Driving in convoy:? Sounds good.? I especially like the idea of crashing into the preceding vehicle.? Extra chance if the following vehicle is driven by a woman combatant.
?
Prisoners:? a good rule.? Apart from the moral aspects, it adds a bit of realism.? After all, how many times were significant numbers of troops routinely massacred in the Low Countries and France in 1940 or 1944?? I'm far from being an expert but from what I have read it seems like the front rank combatants generally treated prisoners reasonably ("For you the war is over Tommy/ Fritz/ Froggy.? Have some chocolate...").? But the problems really started once the prisoners were taken to the rear with the Feldgendarmerie/ NKVD waiting in the wings.? ? So if there are massacres of prisoners, perhaps there should be more chance of this once the figures are escorted off-table (counting towards or against victory points - or should we have "morality points" as well - OK, only joking), or at least until the unlucky prisoners are escorted into somewhere shady and secluded away from prying eyes and potential witnesses (barn/ church/ town hall, etc).?
?
See you all tomorrow

Sid
?

--- Original Message -----
Sent: Monday, February 10, 2003 7:40 AM
Subject: [Toofatlardies] A few more IABSM ideas

AT GUN CREW CASUALTIES

AT Crew loses are currently reflected in an increase in ability to
hit thier target.? This was meant to reflect the stress caused by
losing comrades, and the fact that aimed fire when under foire
themselves was less likely.?

HOWEVER.? I have been thinking of revising that.? What I now propse
is that AT gun crews will still suffer as above, but only on wounds.?
Killed crew members will reduce the initiative of the unit.? AT guns
have crews of either 4 or 5 men, depending on nationality.? They have
three initiative dice as standard.? What I propose is that when
reduced to two cremen alive this will fall to two initiative dice,
when one crew man to one initiative dice.? This will reflect the
extra time needed to laod and lay the gun, and will result in more
snap shots, which again reflects pressure as above.

BRAKING DISTANCE

Essentially designed to stop us cramming vehicles bumper to bumper
along a road.?

While in convoy along a roiad slow and average speed vehicles will
always keep a gap between themselves and the vehicle in front equal
to or greater than their own length.? Fast and wheeled vehicles will
keep double their length distance .?

This would be ignored once in combat, i.e. being fire on or firing
themselves.? Perhaps we need to consider the likelyhood of trucks
that come under fire crashing itno each other??? However I think a
quick dice throw may be better used there.?

PRISONERS

After much wailing and nashing of teeth from Sid, who apparently has
spent many a long evening soul searching consolated only by a bottle
of cheap cooking sherry, a prisoners rule.? That is, everyone must
take prisoners, and guard them at a ratio of 1 guard to 5 POWs.? The
exception here is known nasty troops, such as SS, Japs, Russians
etc.? and then the player may request to do so, but will have to roll
against a target on a D6.?

Rich


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Re: A few more IABSM ideas

 

开云体育

AT Gun Crew Casualties
?
Presumably casualties decrease the gunners ability.
?
I think this is a good change.
?
Braking Distance
?
Probably a good idea on the basis that we are using one to one in these rules and spacing would certainly be more realistic in the close proximity to the front line that we are dealing with. In certain scenarios it could be a requirement for the vehicles to be bunched - I'm thinking of those pictures of allied vehicles waiting to move up/out after the Normandy landings. Might depend on the air superiority position.
?
Prisoners
?
Do we need to legislate for this? At different times troops of all nations have been reluctant to take or?mistreat prisoners - victors justice and all that. This should be scenario driven and rely on the commander "role-playing" the situation.
?
You could put in the ratio of guards required.
?
Harpers
?
?

----- Original Message -----
Sent: Monday, February 10, 2003 7:40 AM
Subject: [Toofatlardies] A few more IABSM ideas

AT GUN CREW CASUALTIES

AT Crew loses are currently reflected in an increase in ability to
hit thier target.? This was meant to reflect the stress caused by
losing comrades, and the fact that aimed fire when under foire
themselves was less likely.?

HOWEVER.? I have been thinking of revising that.? What I now propse
is that AT gun crews will still suffer as above, but only on wounds.?
Killed crew members will reduce the initiative of the unit.? AT guns
have crews of either 4 or 5 men, depending on nationality.? They have
three initiative dice as standard.? What I propose is that when
reduced to two cremen alive this will fall to two initiative dice,
when one crew man to one initiative dice.? This will reflect the
extra time needed to laod and lay the gun, and will result in more
snap shots, which again reflects pressure as above.

BRAKING DISTANCE

Essentially designed to stop us cramming vehicles bumper to bumper
along a road.?

While in convoy along a roiad slow and average speed vehicles will
always keep a gap between themselves and the vehicle in front equal
to or greater than their own length.? Fast and wheeled vehicles will
keep double their length distance .?

This would be ignored once in combat, i.e. being fire on or firing
themselves.? Perhaps we need to consider the likelyhood of trucks
that come under fire crashing itno each other??? However I think a
quick dice throw may be better used there.?

PRISONERS

After much wailing and nashing of teeth from Sid, who apparently has
spent many a long evening soul searching consolated only by a bottle
of cheap cooking sherry, a prisoners rule.? That is, everyone must
take prisoners, and guard them at a ratio of 1 guard to 5 POWs.? The
exception here is known nasty troops, such as SS, Japs, Russians
etc.? and then the player may request to do so, but will have to roll
against a target on a D6.?

Rich


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Re: How do I get hold of them?

 

Ken

The rules are not yet available on general release, although the WWII
rules will be mentioned in a Wargames Illustrated article in months
to come. I must say that they are probably not particularly a novice
set, although you are welcome to a copy on a "play test" basis.

"Kiss Me Hardy", the Napoleonic Naval rules are logged with my chum
Nick, Darth Larder, who, if we all call his name loud enough may come
out and let you have a set. It may cost you several buns. C'est la
vie!

Richard

--- In Toofatlardies@..., "philips107s2003
<philips107s2003@y...>" <philips107s2003@y...> wrote:
Where can I purchase these rules? I would be interested in WWII
and
Napoleonic Naval for starters.

Ken


How do I get hold of them?

 

Where can I purchase these rules? I would be interested in WWII and
Napoleonic Naval for starters.

Ken


A few more IABSM ideas

 

AT GUN CREW CASUALTIES

AT Crew loses are currently reflected in an increase in ability to
hit thier target. This was meant to reflect the stress caused by
losing comrades, and the fact that aimed fire when under foire
themselves was less likely.

HOWEVER. I have been thinking of revising that. What I now propse
is that AT gun crews will still suffer as above, but only on wounds.
Killed crew members will reduce the initiative of the unit. AT guns
have crews of either 4 or 5 men, depending on nationality. They have
three initiative dice as standard. What I propose is that when
reduced to two cremen alive this will fall to two initiative dice,
when one crew man to one initiative dice. This will reflect the
extra time needed to laod and lay the gun, and will result in more
snap shots, which again reflects pressure as above.

BRAKING DISTANCE

Essentially designed to stop us cramming vehicles bumper to bumper
along a road.

While in convoy along a roiad slow and average speed vehicles will
always keep a gap between themselves and the vehicle in front equal
to or greater than their own length. Fast and wheeled vehicles will
keep double their length distance .

This would be ignored once in combat, i.e. being fire on or firing
themselves. Perhaps we need to consider the likelyhood of trucks
that come under fire crashing itno each other? However I think a
quick dice throw may be better used there.

PRISONERS

After much wailing and nashing of teeth from Sid, who apparently has
spent many a long evening soul searching consolated only by a bottle
of cheap cooking sherry, a prisoners rule. That is, everyone must
take prisoners, and guard them at a ratio of 1 guard to 5 POWs. The
exception here is known nasty troops, such as SS, Japs, Russians
etc. and then the player may request to do so, but will have to roll
against a target on a D6.

Rich


Re: Sumo Rules

 

Ken

Several sets each covering WWII at Company level; Vietnam again at
Company level; Russian/Spanish Civil War (or any early 20thC
political conflict) at Division/Corps level; Napoleonic naval are all
finished.

WWII aerial warfare is at play test stage, simplistic Medieval
skirmish is finished in escence, but is not very polished. All rules
are developed and tested at St Albans Draft Dodgers club. Too Fat
Lardies is because me and the other chap who do most of the hard work
on rules development (while the other parasites bask in our reflected
glory) are both overweight, me ever so slightly, him hugely.

Richard

--- In Toofatlardies@..., "philips107s2003
<philips107s2003@y...>" <philips107s2003@y...> wrote:
Shame, I played the Sumo game recently at a show in York, it was
really good fun. I was keen to get a set to play with the boys at
the school where I teach, anything to get them away from space
orcs!

What rules do you guys do, and why the fat lardie name?

Ken


Sumo Rules

 

Shame, I played the Sumo game recently at a show in York, it was
really good fun. I was keen to get a set to play with the boys at
the school where I teach, anything to get them away from space orcs!

What rules do you guys do, and why the fat lardie name?

Ken


Sumo Rules

 

Shame, I played the Sumo game recently at a show in York, it was
really good fun. I was keen to get a set to play with the boys at
the school where I teach, anything to get them away from space orcs!

What rules do you guys do, and why the fat lardie name?

Ken


Sumo Rules

 

Shame, I played the Sumo game recently at a show in York, it was
really good fun. I was keen to get a set to play with the boys at
the school where I teach, anything to get them away from space orcs!

What rules do you guys do, and why the fat lardie name?

Ken


Sumo Rules

 

Are you the guys who do the Super-Duper Sumo Rules for sumo skirmish
gaming?

Ken Philips


KMH Issues

 

Greetings Grapple Fans!

Nikkos, what bonuses would a British 74 currently get when firing at
close range?

As an aside the fleets we used last night would make for an
interesting fight if the British were having to tack up the table to
get to the French, entering from the opposite corner to the one where
they actually arrived, namely the corner to Alan's right and your fat
left.

Rich


Re: Blinds in IABSM and CDS

 

The issue of ambushes is dependent on card sequence. If Panzerfaust
armed Hans is hiding in a bush covering the road he must hope that
his card comes out early so that he can reserve it. If that is the
case he would be able to stop any armoured force coming up the road
at the point at which he choses to open fire. HOWEVER....If the
armour is still on a blind then he will not be able to open fire, but
the vehicles will be put on the table once the Tea Break card is
turned, as they have come within what has to be considered automatic
spotting range. In this situation it is assumed that poor old Hans
has been caught on the hop and is unable to spring his trap.

What the above also does is ensure that the ambush is not always
second perfect. For example if at the end of a turn some allied
tanks are 7" away from Hans he may well decide to start shooting
then, earlier that he would ideally have liked, rather than have the
enemy whiz past him next turn if their card comes out first.

If the allied card comes out first and they do whiz past then in that
situation it is assumed that Hans does not shoot because, possibly
a) he is scared
b) he suffers a misfire
c) he is a tosser

Once again this mechanism allows the commander, id est the player, to
place his troops in the hope that they will do the right thing, but
unsure whether they actually will or not. Ici la coeur de IABSM!

Ricardo



















--- In Toofatlardies@..., "Alan Reynolds" <gfy07@d...>
wrote:
Richard

We might want to link speed of blinds move with proximity to enemy
units/positions, some sort of modification to automatic spotting
that
increases the likelyhood of an engagement. I am thinking of the
classic
defensive ambush, we might find that with 4xD6 that the blind has
diappeared
around the corner without being spotted and engaged. Perhaps when
closing
with a suspected enemy position the movement would slow down? Maybe
we limit
the faster movement to a limited number of turns at the start of
the game,
before the sounds of battle are heard?

Alan
-----Original Message-----
From: richardclarkerli <richardclarkerli@y...>
[mailto:richardclarkerli@y...]
Sent: 04 February 2003 09:31
To: Toofatlardies@...
Subject: [Toofatlardies] Blinds in IABSM and CDS


Gents

Currently all blinds move with three d6, or two if crossing
obstacles
or moving through difficult terrain of any sort. I was
considering
increasing this to four dice, three in terrain, to reflect the
faster
movement of an unspotted/unengaged unit. This would speed up any
early "strategic" movement at the start, and allow us to play on
slightly larger tables without dragging the game out. Any
thoughts?

Lardo One Actual


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Re: Blinds in IABSM and CDS

Alan Reynolds
 

开云体育

Richard
?
We might want to link speed of blinds move with proximity to enemy units/positions, some sort of modification to automatic spotting that increases the likelyhood of an engagement. I am thinking of the classic defensive ambush, we might find that with 4xD6 that the blind has diappeared around the corner without being spotted and engaged. Perhaps when closing with a suspected enemy position the movement would slow down? Maybe we limit the faster movement to a limited number of turns at the start of the game, before the sounds of battle are heard?
?
Alan

-----Original Message-----
From: richardclarkerli [mailto:richardclarkerli@...]
Sent: 04 February 2003 09:31
To: Toofatlardies@...
Subject: [Toofatlardies] Blinds in IABSM and CDS

Gents

Currently all blinds move with three d6, or two if crossing obstacles
or moving through difficult terrain of any sort.? I was considering
increasing this to four dice, three in terrain, to reflect the faster
movement of an unspotted/unengaged unit.? This would speed up any
early "strategic" movement at the start, and allow us to play on
slightly larger tables without dragging the game out.? Any thoughts?

Lardo One Actual



To unsubscribe from this group, send an email to:
Toofatlardies-unsubscribe@...



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Blinds in IABSM and CDS

 

Gents

Currently all blinds move with three d6, or two if crossing obstacles
or moving through difficult terrain of any sort. I was considering
increasing this to four dice, three in terrain, to reflect the faster
movement of an unspotted/unengaged unit. This would speed up any
early "strategic" movement at the start, and allow us to play on
slightly larger tables without dragging the game out. Any thoughts?

Lardo One Actual


Re: And another thing....

Alan Reynolds
 

开云体育

Richard
?
I will bring the book, it contains some examples, size, position and colour information for vehicle symbols and a lot of examples of unit organisation etc using the tactical symbols. It also appears that the tactical symbols were re-issued in 1942?to accommodate the increase in equipment types etc. but it does have a few examples of pre-war symbols as well. I will let you decide on whether anyone else is such an expert that they could spot the differences.
?
Alan

-----Original Message-----
From: richardclarkerli [mailto:richardclarkerli@...]
Sent: 30 January 2003 10:04
To: Toofatlardies@...
Subject: [Toofatlardies] Re: And another thing....

Sir Alan

No I haven't got that, and would be glad of the opportunity to see
it.? The issue with the tactical symbols is that the Germans used a
set for map use, which I have, and a simplified version of this for
use on vehicles.? It is the latter that I cannot find, exvepting a
tiny bit about GrossDeutschland vehicles, this gives a few hints at
how the main set were varied, but nothing definite.?

Rich??

--- In Toofatlardies@..., "Alan Reynolds"
wrote:
> Richard
>
> I agree with your thoughts on both the MG 34 and the Bren (
especially if
> you include having to change the barrel when it got too hot!)
>
> With regard to tactical symbols, I have a copy of the "German Army
Handbook"
> by W.J.K. Davies, which includes a section on tactical symbols,
shall I
> bring it on Tuesday or do you already have It?
>
> Alan
>?? -----Original Message-----
>?? From: richardclarkerli
> [mailto:richardclarkerli@y...]
>?? Sent: 30 January 2003 07:49
>?? To: Toofatlardies@...
>?? Subject: [Toofatlardies] And another thing....
>
>
>?? Sorry, I forgot one more thing.
>
>?? I'm painting my German 1940 vehicles, anyone got any idea where I
can
>?? find the tactical symbols that they used on their vehicles,
>?? particularly softskins.
>
>?? Rich
>
>
>???????? Yahoo! Groups Sponsor
>?????????????? ADVERTISEMENT
>
>
>
>
>?? To unsubscribe from this group, send an email to:
>?? Toofatlardies-unsubscribe@...
>
>
>
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Service.



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Re: And another thing....

 

Sir Alan

No I haven't got that, and would be glad of the opportunity to see
it. The issue with the tactical symbols is that the Germans used a
set for map use, which I have, and a simplified version of this for
use on vehicles. It is the latter that I cannot find, exvepting a
tiny bit about GrossDeutschland vehicles, this gives a few hints at
how the main set were varied, but nothing definite.

Rich

--- In Toofatlardies@..., "Alan Reynolds" <gfy07@d...>
wrote:
Richard

I agree with your thoughts on both the MG 34 and the Bren (
especially if
you include having to change the barrel when it got too hot!)

With regard to tactical symbols, I have a copy of the "German Army
Handbook"
by W.J.K. Davies, which includes a section on tactical symbols,
shall I
bring it on Tuesday or do you already have It?

Alan
-----Original Message-----
From: richardclarkerli <richardclarkerli@y...>
[mailto:richardclarkerli@y...]
Sent: 30 January 2003 07:49
To: Toofatlardies@...
Subject: [Toofatlardies] And another thing....


Sorry, I forgot one more thing.

I'm painting my German 1940 vehicles, anyone got any idea where I
can
find the tactical symbols that they used on their vehicles,
particularly softskins.

Rich


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Re: And another thing....

Alan Reynolds
 

开云体育

Richard
?
I agree with your thoughts on both the MG 34 and the Bren ( especially if you include having to change the barrel when it got too hot!)
?
With regard to tactical symbols, I have a copy of the "German Army Handbook" by W.J.K. Davies, which includes a section on tactical symbols, shall I bring it on Tuesday or do you already have It?
?
Alan

-----Original Message-----
From: richardclarkerli <richardclarkerli@...> [mailto:richardclarkerli@...]
Sent: 30 January 2003 07:49
To: Toofatlardies@...
Subject: [Toofatlardies] And another thing....

Sorry, I forgot one more thing.?

I'm painting my German 1940 vehicles, anyone got any idea where I can
find the tactical symbols that they used on their vehicles,
particularly softskins.

Rich



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And another thing....

 

Sorry, I forgot one more thing.

I'm painting my German 1940 vehicles, anyone got any idea where I can
find the tactical symbols that they used on their vehicles,
particularly softskins.

Rich