Re: The skirl of the pipes
Blimus! At last. Someone who does not display any sign of being a cretin. Senility perhaps...... Cheers Rich --- Alan Reynolds <gfy07@...> wrote: > Colours, Pipes, Drums, Whistles and Bugles were all about command and control. The introduction of radio nets improved the battalion/company co-ordination but not the Platoon/section situation. The use of musical instruments by the British is symptomatic of their Regimental structure, platoons from different regiments would probably want to fight each other rather than co-ordinate an attack against the enemy. The German army was used to forming ad hoc fighting groups from all arms that fought as a co-coordinated unit without the need of the dreaded MkVI alpine horn or it's paratroop equivalent the airborne airhorn, incidentally the tactical symbol for this elite support platoon is often confused with the Army Post Office. As to the Gurkha's, the thing that scared the shit out of their opponents was that at night you couldn't hear them coming and when you could see them they all seemed intent on cutting your head off with a large knife. Assuming our rules reflect the various command and control characteristics of the different nationalities it seems appropriate to include the factors that contributed to them.
Alan -----Original Message----- From: Richard Clarke [mailto:richardclarkerli@...] Sent: 11 April 2003 11:01 To: Toofatlardies@... Subject: Re: [Toofatlardies] Re: The skirl of the pipes
However getting into national characteristics is what the rules are about. We use a number of factors to differentiate each nation, giving certain bonuses, using different numbers of Big Men to reflect the effectiveness of their command and control. Indeed certain cards are unique to specific nationalities, so why come to a sudden stop when we come to the pipes.
These Scots troops will already have better factors as they are good troops, but I still feel that the pipes should receive some benefit on the tabletop. Indeed if you show me another musical instrument that was used in a similar fashion then I'll apply it to that as well. In fact on D-Day there were plenty of officers who took hunting horns along, not just for some show of bravado, but because it was an effective way of communication. Major Howard at Pegasus bridge being a classic example.
I am less bothered about the pluses in melee than I am about the co-ordination effect, all that will do is in lessen the chance of the attack bogging down by allowing an officer who is leading an attack by his Platoon to use the pipes to move all of that unit. He could use this for no actions other than a general advance, and only if all of his Platoon was in a fairly tight radius. Equally I would say that this is not something he would be able to switch on and off. Rather like the old "It's a Knockout" Joker it should only be used once, i.e. for the main attack.
Again, with Ghurka's these would have the bonuses of being elite troops (a bit like the aggressive troop bonuses that the White Russian Officer Regiments get in TOW) but they would lack the co-ordinating benefit that musical accompaniment brings. As such they would only move en masse when their Platoon card was played, and not on any Big Man card.
I like the idea of Nick's comments being well researched. He probably got that quite from this week's copy of The Victor in which his latest fish supper was wrapped!
Rich
--- mikeqchromeuk@... wrote: > Lards > > I tend to agree with Dazza, getting into national > characteristics is a > minefield. We can find similar descriptions for > other troops eg Ghurka's who > didn't need pipes for the bad guys to be panicking! > Nick's well researched > descriptions are classic descriptions of aggressive > troops going into action, > so aggressive troops bonus would seem correct. > Mick > >
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Re: The skirl of the pipes
Colours, Pipes, Drums, Whistles?and Bugles were all about command
and control. The introduction of radio nets improved the battalion/company
co-ordination but not the Platoon/section situation.
The
use of musical instruments by the British is symptomatic of their Regimental
structure, platoons from different regiments would probably want to fight each
other rather than co-ordinate an attack against the enemy.
The
German army was used to forming ad hoc fighting groups from all arms that fought
as a co-coordinated unit without the need of the dreaded MkVI alpine horn or
it's paratroop equivalent the airborne airhorn, incidentally the tactical symbol
for this elite support platoon is often confused with the Army Post
Office.
As to
the Gurkha's, the thing that scared the shit out of their opponents was that at
night you couldn't hear them coming and when you could see them?they all
seemed intent on cutting your head off with a large knife.
Assuming our rules reflect the various command and
control?characteristics of the different nationalities it seems appropriate
to include the factors that contributed to them.
?
Alan?
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Show quoted text
However
getting into national characteristics is what the rules are about.? We
use a number of factors to differentiate each nation, giving certain
bonuses, using different numbers of Big Men to reflect the effectiveness
of their command and control.? Indeed certain cards are unique to
specific nationalities, so why come to a sudden stop when we come to the
pipes.?
These Scots troops will already have better factors
as they are good troops, but I still feel that the pipes should receive
some benefit on the tabletop.? Indeed if you show me another musical
instrument that was used in a similar fashion then I'll apply it to
that as well.? In fact on D-Day there were plenty of officers who
took hunting horns along, not just for some show of bravado, but because it
was an effective way of communication.? Major Howard at Pegasus
bridge being a classic example.?
I am less bothered about the
pluses in melee than I am about the co-ordination effect, all that will do
is in lessen the chance of the attack bogging down by allowing an
officer who is leading an attack by his Platoon to use the pipes to move
all of that? unit. He could use this for no actions other than a
general advance, and only if all of his Platoon was in a fairly tight
radius.? Equally I would say that this is not something he would be
able to switch on and off. Rather like the old "It's a Knockout" Joker it
should only be used once, i.e. for the main attack.???
Again, with Ghurka's these would have the bonuses of being elite
troops (a bit like the aggressive troop bonuses that the White Russian
Officer Regiments get in TOW) but they would lack the co-ordinating
benefit that musical accompaniment brings. As such they would only move
en masse when their Platoon card was played, and not on any Big Man
card.??
I like the idea of Nick's comments being
well researched.? He probably got that quite from this week's copy
of The Victor in which his latest fish supper was wrapped!??
Rich
--- mikeqchromeuk@... wrote: > Lards >
> I tend to agree with Dazza, getting into national >
characteristics is a > minefield. We can find similar descriptions
for > other troops eg Ghurka's who > didn't need pipes for the
bad guys to be panicking! > Nick's well researched > descriptions
are classic descriptions of aggressive > troops going into action,
> so aggressive troops bonus would seem correct. > Mick >
>?
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Re: The skirl of the pipes
However getting into national characteristics is what the rules are about. We use a number of factors to differentiate each nation, giving certain bonuses, using different numbers of Big Men to reflect the effectiveness of their command and control. Indeed certain cards are unique to specific nationalities, so why come to a sudden stop when we come to the pipes. These Scots troops will already have better factors as they are good troops, but I still feel that the pipes should receive some benefit on the tabletop. Indeed if you show me another musical instrument that was used in a similar fashion then I'll apply it to that as well. In fact on D-Day there were plenty of officers who took hunting horns along, not just for some show of bravado, but because it was an effective way of communication. Major Howard at Pegasus bridge being a classic example. I am less bothered about the pluses in melee than I am about the co-ordination effect, all that will do is in lessen the chance of the attack bogging down by allowing an officer who is leading an attack by his Platoon to use the pipes to move all of that unit. He could use this for no actions other than a general advance, and only if all of his Platoon was in a fairly tight radius. Equally I would say that this is not something he would be able to switch on and off. Rather like the old "It's a Knockout" Joker it should only be used once, i.e. for the main attack. Again, with Ghurka's these would have the bonuses of being elite troops (a bit like the aggressive troop bonuses that the White Russian Officer Regiments get in TOW) but they would lack the co-ordinating benefit that musical accompaniment brings. As such they would only move en masse when their Platoon card was played, and not on any Big Man card. I like the idea of Nick's comments being well researched. He probably got that quite from this week's copy of The Victor in which his latest fish supper was wrapped! Rich --- mikeqchromeuk@... wrote: > Lards I tend to agree with Dazza, getting into national characteristics is a minefield. We can find similar descriptions for other troops eg Ghurka's who didn't need pipes for the bad guys to be panicking! Nick's well researched descriptions are classic descriptions of aggressive troops going into action, so aggressive troops bonus would seem correct. Mick
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Re: The skirl of the pipes
Lards I think that to us Anglo-Saxons (although on my mother's side I am quite Norman) the pipes would probably mean less than to a Scot (or even a celt, as the Irish had them as well). It would seem from Nick's "reseach" that it obviously meant a lot to them in terms of ensuring a coherent advance and getting their blood up for the fight. Equally the recognition effect is interesting in a night attack. Added to that it would seem to confirm my thoughts that the piper was an appendage of the officer he was with. As such I think that allowing the officer to move (and not fire or spot or anything else) his whole Platoon would seem right. Indeed it is similar to the Blitzkrieg card, and Darren is correct in that it should be limited by having all of the sections close together and doing the same thing. The loss of dice for Germans in melee is based on lots of historical evidence that the Germans did not like facing Scots troops, indeed I don't think anyone has ever "liked " that, and frankly 3 dice is a pretty limited reduction or addition. Rich --- In Toofatlardies@..., nick.skinner@w... wrote: Forgive this long piece, but as the wife is out tonight, I've been looking online at bagpipes in combat (and will move on to the more interesting websites that Noddy told me about later). Most of what I found was complete rubbish - and so is this - but it shows that choice of tune should have an important effect....
(I love the bit about the guy who "died but was still playing"...reminds me of Mad Mick, the salesman with the boob-job wife whose friend died twice playing American football - remember him?)
"Each company was to be played into action by its piper. At El Alamein the pipers were given specific tunes to play, usually the company marches. These varied according to the battalion, from "The Nut Brown Maiden" and "The Black Bear" through tunes like "The Atholl Highlanders" and "Scotland the Brave" to "Lord Alexander Kennedy," a formidably difficult tune to play at regulation marching speed, and difficult for a novice to play at all. The battle began at twenty to ten - 2140 in army terms - on October 23, 1942. It opened with an intense artillery bombardment from more than 800 guns. Twenty minutes later the assaulting infantry crossed the Start Line. The enemy reacted swiftly, initially with intense artillery defensive fire and as the Infantry approaced their objectives, with heavy and accurate machine gun fire. All accounts describe how the pipers strode forward, apparently unconcerned, through the dust raised by the bursting enemy shells. An officer of the 1st Black Watch recalled, "The few pipers we had were playing their companies forward all the time. I had the greatest difficulty in preventing the Pipe Corporal from walking into the anti-personnel trip wires which you could generally see in the moonlight." A 5th Black Watch officer wrote, "The bit I left out was about the company pipers who played us across No Man's Land. They were very good, quite oblivious of the hell going on around them." The 5th Seaforth was one of the two battalions securing the Start Line. One officer wrote, "Then we saw a sight that will live forever in our memories. Line upon line of steel helmeted figures with rifles at the 'High Port', bayonets catching the moonlight and over all the wailing of the pipes." Another 5th Seaforth account relates how the pipers played "Highland Laddie" as the battalion attacked later in the night and how "we were gripped with an indefinable pride in our division." The 5th Camerons' task was to secure Inverness so that 7th Black Watch could pass through. The Camerons advanced with the pipers playing in the lead. One company commander recalls how his company piper, Donald Macpherson from Broadford, Isle of Skye, had been ordered to play "The Inverness Gathering" during the advance. A good tune, maybe, but not particularly inspiring, so Donald soon broke into "The Cameron Men," which saw the company on to their objective. The 7th Black Watch then appeared through the dusty moonlight. It was clear that, in the regimental tradition, the Black Watch blood was up from their battle cries and shouted slogans. To ensure that the Camerons were not mistaken for Germans, Donald was ordered to play "Pibroch o' Donald Dubh" which luckily the Black Watch recognized. The 7th Argylls' history, written by Capt. Iain C. Cameron of Islay, tells how "Paisley" was mopped up with the piper playing the regimental charge "Monymusk", while "A" company piper played "Blue Bonnets" during the advance. Inevitably there were casualties among the pipers. The 5th Black Watch history tells how "A" company approached their objective, "Montrose", their piper, Duncan MacIntyre, playing in their centre. Suddenly he was hit, but carried on playing, breaking into the regimental march, "Highland Laddie" as the assault went in. He was hit again and died, still playing. The next morning Duncan was found with his pipes still under his arm, his fingers on the chanter".
Nicked from:
therugdoctor2003 wrote:
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
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Re: The skirl of the pipes
Lards
I tend to agree with Dazza, getting into national characteristics is a minefield. We can find similar descriptions for other troops eg Ghurka's who didn't need pipes for the bad guys to be panicking! Nick's well researched descriptions are classic descriptions of aggressive troops going into action, so aggressive troops bonus would seem correct.
Mick
|
Re: The skirl of the pipes
Forgive this long piece, but as the wife is out tonight, I've been looking
online at bagpipes in combat (and will move on to the more interesting
websites that Noddy told me about later). Most of what I found was complete
rubbish - and so is this - but it shows that choice of tune should have
an important effect....
(I love the bit about the guy who "died but was still playing"...reminds
me of Mad Mick, the salesman with the boob-job wife whose friend died twice
playing American football - remember him?)
?
"Each company was to be played into action by its piper. At El Alamein
the pipers were given specific tunes to play, usually the company marches.
These varied according to the battalion, from "The Nut Brown Maiden" and
"The Black Bear" through tunes like "The Atholl Highlanders" and "Scotland
the Brave" to "Lord Alexander Kennedy," a formidably difficult tune to
play at regulation marching speed, and difficult for a novice to play at
all.
The battle began at twenty to ten - 2140 in army terms - on October
23, 1942. It opened with an intense artillery bombardment from more than
800 guns. Twenty minutes later the assaulting infantry crossed the Start
Line.
The enemy reacted swiftly, initially with intense artillery defensive
fire and as the Infantry approaced their objectives, with heavy and accurate
machine gun fire. All accounts describe how the pipers strode forward,
apparently unconcerned, through the dust raised by the bursting enemy shells.
An officer of the 1st Black Watch recalled, "The few pipers we had were
playing their companies forward all the time. I had the greatest difficulty
in preventing the Pipe Corporal from walking into the anti-personnel trip
wires which you could generally see in the moonlight." A 5th Black Watch
officer wrote, "The bit I left out was about the company pipers who played
us across No Man's Land. They were very good, quite oblivious of the hell
going on around them." The 5th Seaforth was one of the two battalions securing
the Start Line. One officer wrote, "Then we saw a sight that will live
forever in our memories. Line upon line of steel helmeted figures with
rifles at the 'High Port', bayonets catching the moonlight and over all
the wailing of the pipes." Another 5th Seaforth account relates how the
pipers played "Highland Laddie" as the battalion attacked later in the
night and how "we were gripped with an indefinable pride in our division."
The 5th Camerons' task was to secure Inverness so that 7th Black Watch
could pass through. The Camerons advanced with the pipers playing in the
lead. One company commander recalls how his company piper, Donald Macpherson
from Broadford, Isle of Skye, had been ordered to play "The Inverness Gathering"
during the advance. A good tune, maybe, but not particularly inspiring,
so Donald soon broke into "The Cameron Men," which saw the company on to
their objective. The 7th Black Watch then appeared through the dusty moonlight.
It was clear that, in the regimental tradition, the Black Watch blood was
up from their battle cries and shouted slogans. To ensure that the Camerons
were not mistaken for Germans, Donald was ordered to play "Pibroch o' Donald
Dubh" which luckily the Black Watch recognized. The 7th Argylls' history,
written by Capt. Iain C. Cameron of Islay, tells how "Paisley" was mopped
up with the piper playing the regimental charge "Monymusk", while "A" company
piper played "Blue Bonnets" during the advance.
Inevitably there were casualties among the pipers. The 5th Black Watch
history tells how "A" company approached their objective, "Montrose", their
piper, Duncan MacIntyre, playing in their centre. Suddenly he was hit,
but carried on playing, breaking into the regimental march, "Highland Laddie"
as the assault went in. He was hit again and died, still playing. The next
morning Duncan was found with his pipes still under his arm, his fingers
on the chanter".
Nicked from:
?
therugdoctor2003 wrote:
toggle quoted message
Show quoted text
?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
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Re: The skirl of the pipes
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
|
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. 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
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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
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Re: The skirl of the pipes
"How are things near Sonmou?"
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:
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Show quoted text
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....
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 ----- Original Message ----- From: richardclarkerli To: Toofatlardies@... Sent: Tuesday, April 08, 2003 11:42 AM Subject: [Toofatlardies] 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: > Rich > 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 > > 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 > > > > > > > > > > Yahoo! Groups Sponsor > > > > > > To unsubscribe from this group, send an email to: > > Toofatlardies-unsubscribe@... > > > > > > > > Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
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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.... 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 ----- Original Message ----- From: richardclarkerli To: Toofatlardies@... Sent: Tuesday, April 08, 2003 11:42 AM Subject: [Toofatlardies] 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: > Rich > 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 > > 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 > > > > > > > > > > Yahoo! Groups Sponsor > > > > > > To unsubscribe from this group, send an email to: > > Toofatlardies-unsubscribe@... > > > > > > > > Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
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Re: The skirl of the pipes
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
toggle quoted message
Show quoted text
----- Original Message -----
Sent: Tuesday, April 08, 2003 11:42
AM
Subject: [Toofatlardies] 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: > Rich > 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 > > 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 > > > > >
> > > >
>???????????????????
Yahoo! Groups Sponsor > > > > > > To
unsubscribe from this group, send an email to: > >
Toofatlardies-unsubscribe@... > > > > >
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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: Rich 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 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
Yahoo! Groups Sponsor
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Re: The skirl of the pipes
Rich
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:
toggle quoted message
Show quoted text
?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
?
?
To unsubscribe from this group, send an email to:
Toofatlardies-unsubscribe@...
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?
Your use of Yahoo! Groups is subject to the .
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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,
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 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:
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
wargame club. I and the boys have a problem with them as it is
difficult to
co-ordinate troops on the table top. Some units stop for no reason,
others run ahead, meaning that forces are essentially not
doing what
they are ordered! This seems silly to us. Have you
considered dropping the system of cards and using alternative movement? This
would seem to me to be a better option, and allow the game to flow
more readily.
I'd be interested to hear what you think.
Ken
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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
|
Ken,
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:
toggle quoted message
Show quoted text
?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"
wrote:
> 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"
> wrote:
> > I have used your wwii rules several times with the school wargame
> > club.? I and the boys have a problem with them as it is
difficult
> to
> > co-ordinate troops on the table top.? Some units stop
for no
> reason,
> > others run ahead, meaning that forces are essentially not doing
> what
> > they are ordered!? This seems silly to us.? Have
you considered
> > dropping the system of cards and using alternative movement?
This
> > would seem to me to be a better option, and allow the game
to
flow
> > more readily.
> >
> > I'd be interested to hear what you think.
> >
> > Ken
?
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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!
therugdoctor2003 wrote:
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?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
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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: 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 wargame club. I and the boys have a problem with them as it is difficult to
co-ordinate troops on the table top. Some units stop for no reason,
others run ahead, meaning that forces are essentially not doing what
they are ordered! This seems silly to us. Have you considered dropping the system of cards and using alternative movement? This would seem to me to be a better option, and allow the game to
flow more readily.
I'd be interested to hear what you think.
Ken
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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.
?
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----- Original Message -----
Sent: Wednesday, April 02, 2003 1:07
PM
Subject: [Toofatlardies] La Lard
Sacre
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
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