开云体育

ctrl + shift + ? for shortcuts
© 2025 开云体育
Date

Re: La Lard Sacre

 

Dazza

I think I misunderstood your initial mailing. I agree one point in
the first turn of EACH rout. So the Frogs on Tuesday would have lost
two point each for their two routs(?). Had that been the case then
the not only would not have won, but COULD not. which would be
rather more historically correct than what happened, i.e. the cherry
picking of which units to save at the expense of the rest.

Cardmaster document sent. I use text box for the text and pictures,
hoth with no wrapping, therefore the box stays the right size. Sid
didn't bother with that initally and got a load of variably sized
cards. However he is a twat.

Ricardo

--- In Toofatlardies@..., "therugdoctor2003"
<greens@o...> wrote:
Hi Rich,
I thought that losing 1 hit per move in rout would be a
little excessive, but it would certainly give you an incentive to
stop them! We just need to try it out and see.

Yes, I guess the cards work well enough for me to invest in some
pretty ones, so thanks, that would be appreciated!

Cheers,
Daz


Re: La Lard Sacre

therugdoctor2003
 

Hi Rich,
I thought that losing 1 hit per move in rout would be a
little excessive, but it would certainly give you an incentive to
stop them! We just need to try it out and see.

Yes, I guess the cards work well enough for me to invest in some
pretty ones, so thanks, that would be appreciated!

Cheers,
Daz


Re: La Lard Sacre

 

Dazza

1. Why only the first time they rout? Surely if a unit routs twice
they should loose more, or perhaps never come back?

2. Probably be right. Certainly it would give them a "Big Man"
factor, which would suit the Neys of this world.

3. The cards worked excellently, as mentioned. Do you want my card
master document so you can do some pretty cards rather than those
moth eaten bits of crap you wheel out? I vote for Marshal Aubergine!

Rich

--- In Toofatlardies@..., "therugdoctor2003"
<greens@o...> wrote:
We had a Napoleonic game last night, and the issue of units, who
have
routed as part of a combat lost by a friendly unit, being able to
rally and return to the offensive without problem played a
detrimental part in the game.

So, how about these mechanisms:

1. Units, in the first turn they rout, lose 1 hit (deserters,
general
morale loss).
2. Introduce a Brigade morale rule: if >50% of the units in a
brigade
are in rout, or at half strength, no unit in the brigade may
initiate
attacks, unless personally led by a Divisional officer/CinC. (This
would also force people to try and stop routing units, which was
general practice!).

Daz


Re: WWii rules

 

Ken

Dazza is correct, and his example of Colonel H is a classic
illsutration of both the behaviour of a "Big Man" and the reaction of
troops, even elite ones, to a firefight. Reading accounts of Goose
Green (which I did specifically with a view to these rules) an elite
unit had become bogged down on the battlefield. Attempts by junior
officers and NCOs had failed to get things moving. Enter the "Big
Man". He immediately animates his force and inertia ends. There are
many such examples throughout warfare of larger than life individuals
shaping the battlefield aroud them, Rommel's personal intervention at
Arras being another classic example.

The rules are designed to reflect the natural instinct of men towards
survival. Your troops WILL move without a Big Man with them,
sometimes doing exactly what you want, other times not. However they
will move more efficiently with a Big Man. In a static defensive
position this is not an issue, if an enenmy comes close enough all of
your troops will shoot at them (as in real life). However when
attacking you need to consider how you allocate your resources (as in
real life).

When devising his battle plan a commander should decide where his
main point of attack will be. One has to presueme here that we are
conducting our game in a sensible fashion, where part of your force
will be allocated to pin, while another part concentrates on what the
Germans call the "Schwerpunkt", the main point of attack.
Considering this "critical point" the commander will (as in real
life) allocate sufficient resources to hopefully ensure the success
of the venture. This will, of course, include the raw material of
war, i.e. artillery support, armour, heavy weapons, in fact anything
that is available in that field, but will also include "management
resources". In other words he will give this important job to his
best officers and NCOs (as in real life).

It is, as Darren says, very much the case that wargames rules
generally (and actually with very few exceptions) give the commander
too much flexibility when controlling the actions of his troops.
Even systems such as DBM which use pips to limit the number of action
that a commander may make, still give him the choice of which units
he does move. In "IABSM" the cards are used to represent what
Clausewitz calls "friction" on the battlefield. Whilst you may plan
for a unit to do something you cannot guarantee that it will.
HOWEVER.....by allocating Big Men to a unit the commander increases
his chances of having the job done properly.

As such you may perceive that IABSM is designed very much with the
purpose of simulating the realities of warfare rather than a "bang
bang you're dead" game. However it attmpts to do this using what are
very much traditional game mechanics so that as well as being a
simulation it is fun to play. The answer to your question,
therefore, is "No, I have not considered using alternate movement"
nor would I, as it would cease to reflect the realities of conflict
in the Second World War. I guess it's the old story, we all like
different things. If you want to use alternate movement then feel
free to do so, the rules are certainly not scribed in a tablet of
stone!

Cheers

Richard




--- In Toofatlardies@..., "philips107s2003"
<philips107s2003@y...> wrote:
I have used your wwii rules several times with the school 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


La Lard Sacre

therugdoctor2003
 

We had a Napoleonic game last night, and the issue of units, who have
routed as part of a combat lost by a friendly unit, being able to
rally and return to the offensive without problem played a
detrimental part in the game.

So, how about these mechanisms:

1. Units, in the first turn they rout, lose 1 hit (deserters, general
morale loss).
2. Introduce a Brigade morale rule: if >50% of the units in a brigade
are in rout, or at half strength, no unit in the brigade may initiate
attacks, unless personally led by a Divisional officer/CinC. (This
would also force people to try and stop routing units, which was
general practice!).

Daz


Re: WWii rules

therugdoctor2003
 

--- 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
Hi Ken,
your observations are correct, and your desires are precisly
what the rules intend to stop. Many wargames rules allow an
incredible amount of coordination, which is completely unrealistic.
They also allow units to carry on with an order when enduring all
kinds of difficulties. In reality, private soldiers will "go to
ground" as soon as they are fired on, unless there is an officer to
spur them on. Think Col H Jones and the elite British paras at Goose
Green- in these rules you have to get the officers to motivate the
men once combat is joined, in many traditional wargames rules H Jones
would not have had to lift a finger. Hope that explains some of the
motivations.

Cheers,
Daz


WWii rules

 

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


Re: Medieval Lard

 

开云体育

Sounds excellent. Count me in.? The personality unit approach is a great idea.?
?
The retinue idea would not always need to be way out/ humorous?either - there's plenty of room for some sensible historical formations.?OK, so some of the retinues could be fairly typical (knights, sergeants, bills and bows).? But others could have more of a local "feel" - a Yorkshire contingent (Richard III) could comprise Border Horse/ Hobilars, Yorkshire foot and German mercenaries - a Welsh contingent (from the Wirral?) would have few knights but abundant longbowmen - you could also have a free company (Jack Cade from 1451) of disaffected mercenaries back from the French Wars which would be pretty vicious in action but small in size and prone to looting.? I'm not an expert by the way - I'm just getting this from the old WRG army lists for 6th\ edition and the WRG sourcebook which covers the WOR.?
?
For figures, I agree with Harpers about Front Rank being really fine, but Old Glory and Essex would be good alternatives.? When I've seen the Front Rank at shows they're always really clean cast with plenty of variations.? They've also added some excellent personality sets recently.? The old Essex 25mm ranges of medievals are beautifully modelled and cast, but I don't remember there being too many variants of each figure.? Irregular Minitiatures do all the bears, jesters, beggars etc we would need, plus some bishops and monks.
?
Linking everything into a Hertfordshire campaign would be excellent.? Yep, count me in.
?
Sid

----- Original Message -----
Sent: Thursday, March 13, 2003 7:20 AM
Subject: [Toofatlardies] Re: Medieval Lard

How about "Yorkshire Git" so Sid can play.

I'm up for that.? Indeed we could certainly do it as a club project,
each of us paint a 40 figure retinue (so Mr T would have his ready in
time for 2015) and we're ready to roll.? If we wished we could use
the basis of a medieval camapign system that I have already devised,
based upon the Hertfordshire area.? Each player could chose his name
and livery, humorous ideally, so Nick could continue his career as
Sir Melton Mowbray with a great big pie as his creat; Noddy would be
Sir Grytings Grapple-Fannes &c.

Lardification of the rules would be pretty easy, in fact would go
back more to the original Wild West Gunfight rules, with several
classes of Big men.? These would be restricted to probably four
characters per retinue, the rest being cannon fodder, maybe with
their class being based upon their armour.? Unlike the medieval
skirmish at Christmas it would be too big a game to mark off wounds
for each individual character, but perhaps the overall system could
be converted to a straight outright "Dead or Not" system rather than
wounds.? Thinking aloud, maybe the Big Men would have a wound system
but not the rabble.?

Any ideas on figure manufacturers?? With the shows coming up we
should think about it if that's what we want to do.? In fact if we
don't do this we should do some kind of club project anyway.?

Any other ideas out there?

Lard One???


--- In Toofatlardies@..., "therugdoctor2003"
wrote:
> So for some reason I started thinking about Wars of the Roses or
the
> 100 years war, and how brilliant looking the figures are. Just a
shame
> there are no good rules that make it an enjoyable and realistic
game
> (that's DBM gone then). Could we Lard them?
>
> Initial thoughts on character types and organisation:
>
> You'd have a retinue as the basic "unit", but with some grouping
into
> lines or troop types. You could have more than one big man per
> retinue- Knight, brother of knight, young son of knight, sergeants
etc
> Each are able to motivate to a certain degree, as in IABSM. Each
then
> have some character, which is where we can really start to get into
> the period:
>
> Coward- never makes offensive moves, tries to avoid close quarters
> Psycho- always attacks, usually has hatred of one or more enemy big
> men who he targets (or, for example, might hate the colour red and
> people that play football, sorry, fight battles, dressed in it)
> Headcase- a stupid Psycho, just attacks the nearest thing
> Bastard- attacks easier targets, aiming to wind up the enemy. For
> example, picks on young son of old Knight, and will always attempt
> "cheap" shots like rear attacks.
> French- keeps to alliances if it suits them, will change sides for
oil
> rights or temporary political gain.
>
> Other cards could be multiple "English long bows" fire cards to
allow
> them more flexibility, "French men at arms" (WRG-style "A class
> uncontrolled advance"), "Larry" (fantastic speach to boost English
> morale), "Yorkshire grit" (stop a unit from retreating), "Yorkshire
> tight" (Mercenaries won't fight until you pay them), "Welsh" (test
if
> sheep are within 12"), "Aristocrat" (test if young boy within 12")
>
> What do you think?
>
> Dr Daz



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



Your use of Yahoo! Groups is subject to the .


Re: Medieval Lard

 

开云体育

Sounds good to me -
?
Figure wise I reckon Front Rank are best but this firm ?do a few very nice looking W o R figures. I am trying to find out if thet are still going as the website has not changed since October I think.
?
I?agree we should have clerics and perhaps fools/jokers and heralds/musicians as well (Am I suffering from deja vue or have we discusssed this before?)
?
Harpers

----- Original Message -----
Sent: Thursday, March 13, 2003 10:23 AM
Subject: Re: [Toofatlardies] Re: Medieval Lard

"De Bellies Lardicus" perhaps or toofatlardies own WRG (We're Really Gross). I prefer the former.

I have little experience of Wars of the Roses but did once nearly come to blows with the wife over the last green triangle in the Quality Street tin. The nice thing about the wild west rules is the fact that Legends and Gunfighters can picked unclaimed 'action' cards and perform a double move.

Given the pell mell state of medieval actions l'm sure lardification would work well for this period. The rules need not depart too greatly from those we used at Christmas, but perhaps with some of the (dare I say it) more ridiculous characters toned down a little. Some additional cards for like "Random peasant bottles it" or Stuck in mud, miss a go". Also, as in KMH playres may be issued points to upgrade troop types or get extra armour for their big men, that type of thing. 'units' of peasants would do nothing and maybe even disperse rapidly if a big man were absent and almost certainly would fuck off if he got wasted or if they started taking heavy casualties from missile fire. Young nights might be more likely to do something heroic or advance their troops recklessly if papa or some senior Baron is watching. Lower troop types should also be on the look out for plundering baggage, looting corpses etc.

Dr Daz's characters look pretty good.

To keep the flavour of the period we should use Olde Worlde terminology, so coward becomes "ye olde bottler" psycho becomes "begotton of the devil", headcase becomes "Olde ballspizzle", bastard becomes "ye bastarde", French becomes "breath of ye hound" etc.

Bishops and clerics would also need including: Anyone in melee with a bishop should get a bonus chance to "Bash the Bishop" perhaps? (not Douche of course, he wouldn't need to)

I'm up for it. We should certainly do a club project and this looks reasonable. Are there any other periods worth considering that we do not do?

Yours, lardily

Lord Lard

richardclarkerli wrote:

?How about "Yorkshire Git" so Sid can play.

I'm up for that.? Indeed we could certainly do it as a club project,
each of us paint a 40 figure retinue (so Mr T would have his ready in
time for 2015) and we're ready to roll.? If we wished we could use
the basis of a medieval camapign system that I have already devised,
based upon the Hertfordshire area.? Each player could chose his name
and livery, humorous ideally, so Nick could continue his career as
Sir Melton Mowbray with a great big pie as his creat; Noddy would be
Sir Grytings Grapple-Fannes &c.

Lardification of the rules would be pretty easy, in fact would go
back more to the original Wild West Gunfight rules, with several
classes of Big men.? These would be restricted to probably four
characters per retinue, the rest being cannon fodder, maybe with
their class being based upon their armour.? Unlike the medieval
skirmish at Christmas it would be too big a game to mark off wounds
for each individual character, but perhaps the overall system could
be converted to a straight outright "Dead or Not" system rather than
wounds.? Thinking aloud, maybe the Big Men would have a wound system
but not the rabble.

Any ideas on figure manufacturers?? With the shows coming up we
should think about it if that's what we want to do.? In fact if we
don't do this we should do some kind of club project anyway.

Any other ideas out there?

Lard One
?

--- In Toofatlardies@..., "therugdoctor2003"
wrote:
> So for some reason I started thinking about Wars of the Roses or
the
> 100 years war, and how brilliant looking the figures are. Just a
shame
> there are no good rules that make it an enjoyable and realistic
game
> (that's DBM gone then). Could we Lard them?
>
> Initial thoughts on character types and organisation:
>
> You'd have a retinue as the basic "unit", but with some grouping
into
> lines or troop types. You could have more than one big man per
> retinue- Knight, brother of knight, young son of knight, sergeants
etc
> Each are able to motivate to a certain degree, as in IABSM. Each
then
> have some character, which is where we can really start to get into
> the period:
>
> Coward- never makes offensive moves, tries to avoid close quarters
> Psycho- always attacks, usually has hatred of one or more enemy big
> men who he targets (or, for example, might hate the colour red and
> people that play football, sorry, fight battles, dressed in it)
> Headcase- a stupid Psycho, just attacks the nearest thing
> Bastard- attacks easier targets, aiming to wind up the enemy. For
> example, picks on young son of old Knight, and will always attempt
> "cheap" shots like rear attacks.
> French- keeps to alliances if it suits them, will change sides for
oil
> rights or temporary political gain.
>
> Other cards could be multiple "English long bows" fire cards to
allow
> them more flexibility, "French men at arms" (WRG-style "A class
> uncontrolled advance"), "Larry" (fantastic speach to boost English
> morale), "Yorkshire grit" (stop a unit from retreating), "Yorkshire
> tight" (Mercenaries won't fight until you pay them), "Welsh" (test
if
> sheep are within 12"), "Aristocrat" (test if young boy within 12")
>
> What do you think?
>
> Dr Daz
?


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

Your use of Yahoo! Groups is subject to the .

?


Re: Medieval Lard

 

"De Bellies Lardicus" perhaps or toofatlardies own WRG (We're Really Gross). I prefer the former.

I have little experience of Wars of the Roses but did once nearly come to blows with the wife over the last green triangle in the Quality Street tin. The nice thing about the wild west rules is the fact that Legends and Gunfighters can picked unclaimed 'action' cards and perform a double move.

Given the pell mell state of medieval actions l'm sure lardification would work well for this period. The rules need not depart too greatly from those we used at Christmas, but perhaps with some of the (dare I say it) more ridiculous characters toned down a little. Some additional cards for like "Random peasant bottles it" or Stuck in mud, miss a go". Also, as in KMH playres may be issued points to upgrade troop types or get extra armour for their big men, that type of thing. 'units' of peasants would do nothing and maybe even disperse rapidly if a big man were absent and almost certainly would fuck off if he got wasted or if they started taking heavy casualties from missile fire. Young nights might be more likely to do something heroic or advance their troops recklessly if papa or some senior Baron is watching. Lower troop types should also be on the look out for plundering baggage, looting corpses etc.

Dr Daz's characters look pretty good.

To keep the flavour of the period we should use Olde Worlde terminology, so coward becomes "ye olde bottler" psycho becomes "begotton of the devil", headcase becomes "Olde ballspizzle", bastard becomes "ye bastarde", French becomes "breath of ye hound" etc.

Bishops and clerics would also need including: Anyone in melee with a bishop should get a bonus chance to "Bash the Bishop" perhaps? (not Douche of course, he wouldn't need to)

I'm up for it. We should certainly do a club project and this looks reasonable. Are there any other periods worth considering that we do not do?

Yours, lardily

Lord Lard

richardclarkerli wrote:

?How about "Yorkshire Git" so Sid can play.

I'm up for that.? Indeed we could certainly do it as a club project,
each of us paint a 40 figure retinue (so Mr T would have his ready in
time for 2015) and we're ready to roll.? If we wished we could use
the basis of a medieval camapign system that I have already devised,
based upon the Hertfordshire area.? Each player could chose his name
and livery, humorous ideally, so Nick could continue his career as
Sir Melton Mowbray with a great big pie as his creat; Noddy would be
Sir Grytings Grapple-Fannes &c.

Lardification of the rules would be pretty easy, in fact would go
back more to the original Wild West Gunfight rules, with several
classes of Big men.? These would be restricted to probably four
characters per retinue, the rest being cannon fodder, maybe with
their class being based upon their armour.? Unlike the medieval
skirmish at Christmas it would be too big a game to mark off wounds
for each individual character, but perhaps the overall system could
be converted to a straight outright "Dead or Not" system rather than
wounds.? Thinking aloud, maybe the Big Men would have a wound system
but not the rabble.

Any ideas on figure manufacturers?? With the shows coming up we
should think about it if that's what we want to do.? In fact if we
don't do this we should do some kind of club project anyway.

Any other ideas out there?

Lard One
?

--- In Toofatlardies@..., "therugdoctor2003"
wrote:
> So for some reason I started thinking about Wars of the Roses or
the
> 100 years war, and how brilliant looking the figures are. Just a
shame
> there are no good rules that make it an enjoyable and realistic
game
> (that's DBM gone then). Could we Lard them?
>
> Initial thoughts on character types and organisation:
>
> You'd have a retinue as the basic "unit", but with some grouping
into
> lines or troop types. You could have more than one big man per
> retinue- Knight, brother of knight, young son of knight, sergeants
etc
> Each are able to motivate to a certain degree, as in IABSM. Each
then
> have some character, which is where we can really start to get into
> the period:
>
> Coward- never makes offensive moves, tries to avoid close quarters
> Psycho- always attacks, usually has hatred of one or more enemy big
> men who he targets (or, for example, might hate the colour red and
> people that play football, sorry, fight battles, dressed in it)
> Headcase- a stupid Psycho, just attacks the nearest thing
> Bastard- attacks easier targets, aiming to wind up the enemy. For
> example, picks on young son of old Knight, and will always attempt
> "cheap" shots like rear attacks.
> French- keeps to alliances if it suits them, will change sides for
oil
> rights or temporary political gain.
>
> Other cards could be multiple "English long bows" fire cards to
allow
> them more flexibility, "French men at arms" (WRG-style "A class
> uncontrolled advance"), "Larry" (fantastic speach to boost English
> morale), "Yorkshire grit" (stop a unit from retreating), "Yorkshire
> tight" (Mercenaries won't fight until you pay them), "Welsh" (test
if
> sheep are within 12"), "Aristocrat" (test if young boy within 12")
>
> What do you think?
>
> Dr Daz
?


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

Your use of Yahoo! Groups is subject to the .

?


Re: Medieval Lard

 

How about "Yorkshire Git" so Sid can play.

I'm up for that. Indeed we could certainly do it as a club project,
each of us paint a 40 figure retinue (so Mr T would have his ready in
time for 2015) and we're ready to roll. If we wished we could use
the basis of a medieval camapign system that I have already devised,
based upon the Hertfordshire area. Each player could chose his name
and livery, humorous ideally, so Nick could continue his career as
Sir Melton Mowbray with a great big pie as his creat; Noddy would be
Sir Grytings Grapple-Fannes &c.

Lardification of the rules would be pretty easy, in fact would go
back more to the original Wild West Gunfight rules, with several
classes of Big men. These would be restricted to probably four
characters per retinue, the rest being cannon fodder, maybe with
their class being based upon their armour. Unlike the medieval
skirmish at Christmas it would be too big a game to mark off wounds
for each individual character, but perhaps the overall system could
be converted to a straight outright "Dead or Not" system rather than
wounds. Thinking aloud, maybe the Big Men would have a wound system
but not the rabble.

Any ideas on figure manufacturers? With the shows coming up we
should think about it if that's what we want to do. In fact if we
don't do this we should do some kind of club project anyway.

Any other ideas out there?

Lard One


--- In Toofatlardies@..., "therugdoctor2003"
<greens@o...> wrote:
So for some reason I started thinking about Wars of the Roses or
the
100 years war, and how brilliant looking the figures are. Just a
shame
there are no good rules that make it an enjoyable and realistic
game
(that's DBM gone then). Could we Lard them?

Initial thoughts on character types and organisation:

You'd have a retinue as the basic "unit", but with some grouping
into
lines or troop types. You could have more than one big man per
retinue- Knight, brother of knight, young son of knight, sergeants
etc
Each are able to motivate to a certain degree, as in IABSM. Each
then
have some character, which is where we can really start to get into
the period:

Coward- never makes offensive moves, tries to avoid close quarters
Psycho- always attacks, usually has hatred of one or more enemy big
men who he targets (or, for example, might hate the colour red and
people that play football, sorry, fight battles, dressed in it)
Headcase- a stupid Psycho, just attacks the nearest thing
Bastard- attacks easier targets, aiming to wind up the enemy. For
example, picks on young son of old Knight, and will always attempt
"cheap" shots like rear attacks.
French- keeps to alliances if it suits them, will change sides for
oil
rights or temporary political gain.

Other cards could be multiple "English long bows" fire cards to
allow
them more flexibility, "French men at arms" (WRG-style "A class
uncontrolled advance"), "Larry" (fantastic speach to boost English
morale), "Yorkshire grit" (stop a unit from retreating), "Yorkshire
tight" (Mercenaries won't fight until you pay them), "Welsh" (test
if
sheep are within 12"), "Aristocrat" (test if young boy within 12")

What do you think?

Dr Daz


Medieval Lard

therugdoctor2003
 

So for some reason I started thinking about Wars of the Roses or the
100 years war, and how brilliant looking the figures are. Just a shame
there are no good rules that make it an enjoyable and realistic game
(that's DBM gone then). Could we Lard them?

Initial thoughts on character types and organisation:

You'd have a retinue as the basic "unit", but with some grouping into
lines or troop types. You could have more than one big man per
retinue- Knight, brother of knight, young son of knight, sergeants etc
Each are able to motivate to a certain degree, as in IABSM. Each then
have some character, which is where we can really start to get into
the period:

Coward- never makes offensive moves, tries to avoid close quarters
Psycho- always attacks, usually has hatred of one or more enemy big
men who he targets (or, for example, might hate the colour red and
people that play football, sorry, fight battles, dressed in it)
Headcase- a stupid Psycho, just attacks the nearest thing
Bastard- attacks easier targets, aiming to wind up the enemy. For
example, picks on young son of old Knight, and will always attempt
"cheap" shots like rear attacks.
French- keeps to alliances if it suits them, will change sides for oil
rights or temporary political gain.

Other cards could be multiple "English long bows" fire cards to allow
them more flexibility, "French men at arms" (WRG-style "A class
uncontrolled advance"), "Larry" (fantastic speach to boost English
morale), "Yorkshire grit" (stop a unit from retreating), "Yorkshire
tight" (Mercenaries won't fight until you pay them), "Welsh" (test if
sheep are within 12"), "Aristocrat" (test if young boy within 12")

What do you think?

Dr Daz


Re: Fantastic Prizes in our latest Lardy competition!

 

Nod,

So far the best!

Send the Vodka now and you could win!

--- In Toofatlardies@..., mikeqchromeuk@a... wrote:
How about:

Nah Zdahrovyeh (my best translation) with a pic of a vodka bottle.

Mick

--------------------------------------------------------------------
----------

-----------------------------
Quantachrome UK Ltd
Unit 6-7 Pale Lane Farm, Hook, Hants RG27 8GB
Tel: 01252 819719. Fax: 01252 819901 E-mail: qchromeuk@a...
Registered in the UK No. 3827196,
Registered Office: 118a Oxford Road, Reading RG1 7NG

IMPORTANT NOTICE:
This email is confidential, may be legally privileged, and is for
the
intended recipient only. Access, disclosure, copying,
distribution, or
reliance on any of it by anyone else is prohibited and may be a
criminal
offence. Please delete if obtained in error and email confirmation
to the
sender.


Re: Fantastic Prizes in our latest Lardy competit ion!

Trevor Harwood
 

How about "Samovar!" or "Time for Political Instruction"

-----Original Message-----
From: richardclarkerli <richardclarkerli@...>
[mailto:richardclarkerli@...]
Sent: 26 February 2003 09:23
To: Toofatlardies@...
Subject: [Toofatlardies] Fantastic Prizes in our latest Lardy
competition!


Actually no bloody prizes, but muchos muchos kudos to the person who
thinks of the best name for the "Time Out" or "Tea Break" Card for
the Russian Civil War rules.

Lard Master


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



Your use of Yahoo! Groups is subject to



Fantastic Prizes in our latest Lardy competition!

 

Actually no bloody prizes, but muchos muchos kudos to the person who
thinks of the best name for the "Time Out" or "Tea Break" Card for
the Russian Civil War rules.

Lard Master


Re: Fantastic Prizes in our latest Lardy competition!

 

How about:

Nah Zdahrovyeh (my best translation) with a pic of a vodka bottle.

Mick

-----------------------------------------------------------------------------------------------------------
Quantachrome UK Ltd
Unit 6-7 Pale Lane Farm, Hook, Hants RG27 8GB
Tel: 01252 819719. Fax: 01252 819901? E-mail: qchromeuk@...
Registered? in the UK No. 3827196,
Registered Office:? 118a Oxford Road, Reading RG1 7NG

IMPORTANT NOTICE:
This email is confidential, may be legally privileged, and is for the
intended recipient only.? Access, disclosure, copying, distribution, or
reliance on any of it by anyone else is prohibited and may be a criminal
offence.? Please delete if obtained in error and email confirmation to the
sender.


Triumph of the Will

 

Gents

I am inclined to "Lardify" TOW, and shall have my first faltering
pitch at it tomorrow. Any thoughts on card driven systems for the
political arena? I feel that the Gunfight rules probably reflect
this period more than most, so I shall go with standard cards, and
then one Regular and Drilled "bonus cards" (id est none for miltia).
Any thoughts on Command cards, cheka &c. would be welcome. Having
said that it's so sodding long since we've pitted ideology against
ideology that perhaps we all need an aide memoire.

Lardus Superius

P.S. How does Sid get that gayboy typeface on his letters? Can
anyone advise him how to remove it and go for something more in
keeping with an entirely hetro-sexual group?


Re: Naval rules

 

Tis I,

I have awoken from sleep after a particularly enjoyable bun fest, and having waded through my inbox deleting all the trash you lot send me. Best way to send the Kiss Me Hardy rules is in Hard copy as datasheets and turning circles etc are not in standard Microsoft.

If Ken lets me have a postal address (he can send it direct to nick.skinner@... if he doesn't want the rest of you nosey buggers to send him valentines cards)? I will place a 'complimentary copy' in the post.

I only appear fatter than Richard in real life. On e-mail I think he sounds much fatter. Toofatlardies is indeed a partnership. I have all the ideas and Richard steals them shamelessly. I will sue him if he goes to print with IABSM.
?
?

philips107s2003?wrote:

?Richard

Thanks for the WWII rules, they look unusual and interesting.? Where
did you get the ideas from?? Also can you get your fat friend to let
me have the Naval rules?

Many thanks

Ken
?

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

Your use of Yahoo! Groups is subject to the .

?


Re: En Avant Pour Le Lard!

therugdoctor2003 <[email protected]>
 

--- In Toofatlardies@..., "richardclarkerli
<richardclarkerli@y...>" <richardclarkerli@y...> wrote:
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.
I certainly think we can refine this. What you have there could be
used for a Pants commander- perhaps even let him allocate PIPs, then
dice for which ones happen, so you simulate real incompetence.
For the cautious commander, I was thinking that perhaps we would say
"no forward movement", so he could spend time rallying his troops,
putting them in square and so on.
Definitely agree to the French strategic card, perhaps the same for
any independent cossack command?
Possibly, although Borodino is probably the only occasion they were
useful in that role... generally they hung around looking for easy
targets.

I'll send you a copy (without the pics, saves several Mb on the
email!)

Cheers Daz.

Rich


Naval rules

 

Richard

Thanks for the WWII rules, they look unusual and interesting. Where
did you get the ideas from? Also can you get your fat friend to let
me have the Naval rules?

Many thanks

Ken