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Re: Chain of Command rules question
IIRC, without the rules in front of me, if they are still in the building when it collapses at turn end, they have to escape any way they can. You dice to see which way they go in their haste, and out the front door is one option. Cheers, Jim On Mon, 8 Feb 2021 09:35 Penguin Koen, <kgpm.desmedt@...> wrote:
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Re: Chain of Command rules question
I may miss something here that is scenario specific, but why are they forced to leave the building through the front door, and not other ways where they are covered? /K Op ma 8 feb. 2021 om 09:50 schreef bill <bill@...>:
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Re: Chain of Command rules question
开云体育Hi John,
Thanks for the clarification.?
I agree with points 1 and 2 but on point 3 could it not be argued that the paras have run out of the building because they thought it was about to collapse but on seeing that it hasn't they run back through it again taking the risk that it could
still collapse on them?
Sent from my Galaxy
-------- Original message --------
From: John Gephart <jdginaz@...>
Date: 08/02/2021 03:30 (GMT+00:00)
Subject: Re: [TooFatLardies] Chain of Command rules question
1. Since there were 3 casualties you would roll a d6, on a 1-3 the leader takes one of the hits and you roll to see what happens to him.
2. He can move up to 18 inches but must at least 2 inches form the enemy
3.There isn't any rule I can find against it but playing by the spirit of the rules I wouldn't?do it. Having just run out of an unstable building it seems to me unlikely?
that they run right back into it.
John a TFL grognard.
On Sun, Feb 7, 2021 at 2:56 PM bill <bill@...> wrote:
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Re: Chain of Command rules question
John Gephart
1. Since there were 3 casualties you would roll a d6, on a 1-3 the leader takes one of the hits and you roll to see what happens to him. 2. He can move up to 18 inches but must at least 2 inches form the enemy 3.There isn't any rule I can find against it but playing by the spirit of the rules I wouldn't?do it. Having just run out of an unstable building it seems to me unlikely? that they run right back into it. John a TFL grognard. On Sun, Feb 7, 2021 at 2:56 PM bill <bill@...> wrote:
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Chain of Command rules question
开云体育Hi all,
I am currently playing Scenario 4 "Delaying Action at the Chateau" fro Kampfgruppe von Luck as the Paras defending the Chateau.
My dastardly German opponent has brought on a Lorraine Schelper which has fired at the Chateau causing it to be unstable and then played a coc dice to end the turn and force my paras to leave the building out of the front door with 2 killed
by falling rubble.
I now have 3 questions:
1. Are leaders treated in the normal way when there are casualties from rubble or do you dice for them individually?
2. There is a sniper on the roof - what happens to him?
3. As the paras are now outside in the open can they run back and through the unstable building or do they have to run around it to try and find some cover?
Thanks in advance
Sent from my Galaxy
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Re: How do I get published in the Specials?
开云体育Write it. playtest it, take good pictures of it, write it up. Wait for Rich to ask for contributions :DThat’s pretty much it, normally, assuming you can rite gud Inglish. :D I’l happily proof-read for you, but probably don’t have time to playtest yet (although, to be fair, the next Lard mag will be end of the year, so that may change!)
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How do I get published in the Specials?
So I am still probably at least a year away from trying to create a Battle of the Bulge scenario for IABSM and see if I can get it published in a TFL Special.
What is the process for doing so? Is there someone who can mentor me through the process? Anybody willing to be a play tester for me? Thanks! -Dan Albrecht (Dischord: Dan in Vermont) |
Re: Platoon 5
开云体育Yes I learnt the hard way about sitting in buildings and watching them come crashing down around my ears!
I am currently dug in in trenches in the grounds of the Chateau in the last scenario whilst attempting a flanking manover using the high walls as cover - All really exciting stuff!
As a side note we are playing remotely with the table set up in my garage and using WhatsApp for the pictures and Rolz.com for the dice throws - Alk seems to work pretty well?
Sent from my Galaxy
-------- Original message --------
From: "Allan Doran via groups.io" <ajd_1204@...>
Date: 18/01/2021 13:45 (GMT+00:00)
Subject: Re: [TooFatLardies] Platoon 5
Bill,
The other matter to take into account is that the British paras are 'aggressive'. This can be rather an aid in hand to hand. If you can keep out of/or withdraw from the buildings until the Germans conveniently knock them down using their 150 mm SPGs and then occupy the rubble – well you could be on a winner. ?Allan. On Monday, 18 January 2021, 12:06:26 GMT, bill <bill@...> wrote:
Hi Alan,
Really useful - many thanks - I had completely missed the special rule on page 89 - which in itself is annoying as I am currently playing Kamphgruppe Von Luck? as the paras - we have got all the way through to the last scenario and this little rule would
have made my life so much easier- oh well wait until I break the news to my opponent!
Sent from my Galaxy
-------- Original message --------
From: "Allan Doran via groups.io" <ajd_1204@...>
Date: 18/01/2021 11:19 (GMT+00:00)
Subject: Re: [TooFatLardies] Platoon 5
Bill,
Not sure how old this scenario might be. Over time there has been a degree of rethink on how elite units might work.
Assuming they are British paratroopers there force rating goes up to +9.
Elite Troops and the Sixth Command Dice addressed in 2017 FAQ
"This remains a contentious issue and needs to be addressed. It was always my intention that very
few, very elite units would get this benefit as it is a very powerful addition, not particularly due to an
extra activation but the fact that it increases the chances of multiple phases significantly.
If using a unit with six command dice (and not all elite troops should automatically get this benefit,
as we will show in forthcoming handbooks) one of the command dice should be a distinct and
different colour to the others rolled. So, for example, you might roll five white dice and one red one.
If the differently coloured dice, red in our example, rolls 1, 2, 3, 4 or 5 it is treated as normal. If the
red dice rolls 6 then this is converted to a 5 immediately and does not count towards multiple
phases.
This does not affect any of the points values for forces."
Some people prefer to use the 'red dice' rule from the 1940 hand book - where 1 to 4 works as normal but 5 & 6 have no effect.
The superior JL rule is covered at the bottom of page 89 of the main rules under the para platoon list. (but not called SJL) They activate on a 3 with two command initiatives and on a 4 with 3 command initiatives.
Hope this is of some help.
Allan.
On Monday, 18 January 2021, 09:55:08 GMT, bill <bill@...> wrote:
Hi, I am about to embark on playing the Platoon 5 campaign from wss 74 but I have a few questions around the details
How does the 6th dice work for the paras - I have read somewhere that it should be thrown separately?
What is a superior junior leader?
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Re: Platoon 5
Bill, The other matter to take into account is that the British paras are 'aggressive'. This can be rather an aid in hand to hand. If you can keep out of/or withdraw from the buildings until the Germans conveniently knock them down using their 150 mm SPGs and then occupy the rubble – well you could be on a winner. ?Allan.
On Monday, 18 January 2021, 12:06:26 GMT, bill <bill@...> wrote:
Hi Alan,
Really useful - many thanks - I had completely missed the special rule on page 89 - which in itself is annoying as I am currently playing Kamphgruppe Von Luck? as the paras - we have got all the way through to the last scenario and this little
rule would have made my life so much easier- oh well wait until I break the news to my opponent!
Sent from my Galaxy
-------- Original message --------
From: "Allan Doran via groups.io" <ajd_1204@...>
Date: 18/01/2021 11:19 (GMT+00:00)
Subject: Re: [TooFatLardies] Platoon 5
Bill,
Not sure how old this scenario might be. Over time there has been a degree of rethink on how elite units might work.
Assuming they are British paratroopers there force rating goes up to +9.
Elite Troops and the Sixth Command Dice addressed in 2017 FAQ
"This remains a contentious issue and needs to be addressed. It was always my intention that very
few, very elite units would get this benefit as it is a very powerful addition, not particularly due to an
extra activation but the fact that it increases the chances of multiple phases significantly.
If using a unit with six command dice (and not all elite troops should automatically get this benefit,
as we will show in forthcoming handbooks) one of the command dice should be a distinct and
different colour to the others rolled. So, for example, you might roll five white dice and one red one.
If the differently coloured dice, red in our example, rolls 1, 2, 3, 4 or 5 it is treated as normal. If the
red dice rolls 6 then this is converted to a 5 immediately and does not count towards multiple
phases.
This does not affect any of the points values for forces."
Some people prefer to use the 'red dice' rule from the 1940 hand book - where 1 to 4 works as normal but 5 & 6 have no effect.
The superior JL rule is covered at the bottom of page 89 of the main rules under the para platoon list. (but not called SJL) They activate on a 3 with two command initiatives and on a 4 with 3 command initiatives.
Hope this is of some help.
Allan.
On Monday, 18 January 2021, 09:55:08 GMT, bill <bill@...> wrote:
Hi, I am about to embark on playing the Platoon 5 campaign from wss 74 but I have a few questions around the details
How does the 6th dice work for the paras - I have read somewhere that it should be thrown separately?
What is a superior junior leader?
|
Re: Platoon 5
开云体育Hi Alan,
Really useful - many thanks - I had completely missed the special rule on page 89 - which in itself is annoying as I am currently playing Kamphgruppe Von Luck? as the paras - we have got all the way through to the last scenario and this little
rule would have made my life so much easier- oh well wait until I break the news to my opponent!
Sent from my Galaxy
-------- Original message --------
From: "Allan Doran via groups.io" <ajd_1204@...>
Date: 18/01/2021 11:19 (GMT+00:00)
Subject: Re: [TooFatLardies] Platoon 5
Bill,
Not sure how old this scenario might be. Over time there has been a degree of rethink on how elite units might work.
Assuming they are British paratroopers there force rating goes up to +9.
Elite Troops and the Sixth Command Dice addressed in 2017 FAQ
"This remains a contentious issue and needs to be addressed. It was always my intention that very
few, very elite units would get this benefit as it is a very powerful addition, not particularly due to an
extra activation but the fact that it increases the chances of multiple phases significantly.
If using a unit with six command dice (and not all elite troops should automatically get this benefit,
as we will show in forthcoming handbooks) one of the command dice should be a distinct and
different colour to the others rolled. So, for example, you might roll five white dice and one red one.
If the differently coloured dice, red in our example, rolls 1, 2, 3, 4 or 5 it is treated as normal. If the
red dice rolls 6 then this is converted to a 5 immediately and does not count towards multiple
phases.
This does not affect any of the points values for forces."
Some people prefer to use the 'red dice' rule from the 1940 hand book - where 1 to 4 works as normal but 5 & 6 have no effect.
The superior JL rule is covered at the bottom of page 89 of the main rules under the para platoon list. (but not called SJL) They activate on a 3 with two command initiatives and on a 4 with 3 command initiatives.
Hope this is of some help.
Allan.
On Monday, 18 January 2021, 09:55:08 GMT, bill <bill@...> wrote:
Hi, I am about to embark on playing the Platoon 5 campaign from wss 74 but I have a few questions around the details
How does the 6th dice work for the paras - I have read somewhere that it should be thrown separately?
What is a superior junior leader?
|
Re: Platoon 5
Bill, Not sure how old this scenario might be. Over time there has been a degree of rethink on how elite units might work. Assuming they are British paratroopers there force rating goes up to +9. Elite Troops and the Sixth Command Dice addressed in 2017 FAQ "This remains a contentious issue and needs to be addressed. It was always my intention that very few, very elite units would get this benefit as it is a very powerful addition, not particularly due to an extra activation but the fact that it increases the chances of multiple phases significantly. If using a unit with six command dice (and not all elite troops should automatically get this benefit, as we will show in forthcoming handbooks) one of the command dice should be a distinct and different colour to the others rolled. So, for example, you might roll five white dice and one red one. If the differently coloured dice, red in our example, rolls 1, 2, 3, 4 or 5 it is treated as normal. If the red dice rolls 6 then this is converted to a 5 immediately and does not count towards multiple phases. This does not affect any of the points values for forces." Some people prefer to use the 'red dice' rule from the 1940 hand book - where 1 to 4 works as normal but 5 & 6 have no effect. The superior JL rule is covered at the bottom of page 89 of the main rules under the para platoon list. (but not called SJL) They activate on a 3 with two command initiatives and on a 4 with 3 command initiatives. Hope this is of some help. Allan.
On Monday, 18 January 2021, 09:55:08 GMT, bill <bill@...> wrote:
Hi, I am about to embark on playing the Platoon 5 campaign from wss 74 but I have a few questions around the details
How does the 6th dice work for the paras - I have read somewhere that it should be thrown separately?
What is a superior junior leader?
|
Platoon 5
开云体育Hi, I am about to embark on playing the Platoon 5 campaign from wss 74 but I have a few questions around the detailsHow does the 6th dice work for the paras - I have read somewhere that it should be thrown separately?
What is a superior junior leader?
|
Re: Infamy! Infamy! query
开云体育Hi Stephen, see my response below.? Hope this helps. ? Steve ? From: [email protected] <[email protected]> On Behalf Of Stephen Caddy
Sent: 09 January 2021 10:12 To: [email protected] Subject: [TooFatLardies] Infamy! Infamy! query ? Good morning, ? The only troops that reduce movement by a dice to shoot are skirmishers (P51 – top), others don’t.? Troops can shoot when they move to contact without any additional CIs or Signa cards (P38 / except with Pila – see below).? Troops can move, shoot and melee in the same phase.? This was clarified by Rich previously. You can only shoot during your own phase so not when defending. ? Pila are an exception and can always be used to shoot when spending a Signa card (attacking or defending). ?A Roman leader can also use CIs to throw Pila during his own activation and can be also be used to shoot during your opponent’s activation by spending Signa cards (and ONLY signa cards), no interrupt is necessary. Pila can be used as many times at once as you have ammunition and Signa cards to spend.? For example, you can shoot Pila twice at the same time as long as you spend 1 CI or Signa card per shot for each Group or Formation shooting. (P17 under Combat Drill).? ? Mounted Warrior cannot shoot when moving into contact with the enemy (6.5 1st Paragraph). ?
? See above:? Only Pila can be used to shoot during your enemy’s activation, no interrupt is necessary, the roman player just spends the cards during his opponent’s activation (P17). ? Interruption just means you take your chosen activation before your opponent does anything. ?You don’t wait for him to move and then interrupt. ?Obviously, you can’t do it with a unit/leader that’s already activated this turn. ? 3. A linked but separate topic. Roman drills etc. e.g. shields up. I can see that with a signa card to spare you can do this at the point of need. Can leaders "save" a command when they are activated OR use one if they have not yet been activated OR order one in advance though it might not be needed. ? The Roman player can use a CI or a Signa Card to ‘Brace Shields’ during his own activation or use a Signa Card during his opponent’s activation.? Point’s of Drill (like Brace Shields) can be performed anytime during the turn but can only be done using Signa Cards if it’s done during your opponent’s activation.? See top of P17 under Tactical Drill. ?For example the Roman player can play Signa card to Brace Shields when a Mob has decided to close to contact (just prey you have the Signa cards available). ? Of course if you’re ambushed you can’t play any Signa Cards so you just have to grin and bear it…. (P41) |
Infamy! Infamy! query
Good morning,
I need a little advice on the Infamy rules in connection to the use of missiles by both attackers and defenders in the movement before a melee [the charge phase if you like]. 1. The attacker: provided the attackers obey the rule to move on one die not two dice and the leader has a spare command or a signa card the attackers can 'fire' on the way in? 2. The defender: the defender can 'fire' if they have a signa card or they their leader has not yet activated and has an Infamy card that allows an interruption? Can they fire simply because their leader has not yet activated? 3. A linked but separate topic. Roman drills etc. e.g. shields up. I can see that with a signa card to spare you can do this at the point of need. Can leaders "save" a command when they are activated OR use one if they have not yet been activated OR order one in advance though it might not be needed. For example. A formation of legionaries faces a horde that are getting high on fervour. Their Centurion is activated, can he order 'brace' now so that if they are charged later in the turn they are ready; or can he save a command to order "brace" if it's needed; or does he depend on having a signa card to play at the moment before impact? Thanks for any help. I'm in the midst of my first real campaign and so far the Gauls are getting the best of it. Stephen |
Re: Review of 2020 Games
My gaming in 2020 was limited to one game of COC, half dozen play test games of a new naval system on zoom and an almost monthly game of Roll20 DND. Painting was very productive with me painting 250 more figures then I bought. Was a good year to reduce my lead mountain. Jon On Fri, Jan 1, 2021 at 1:47 AM Mark Bretherton <tacticalpainter01@...> wrote: Stephen, I’ve only played a single game but based on that I took an immediate liking to it. It has Lardy DNA that would make it familiar to anyone who’s played IABSM or Sharp Practice. It is a little bit looser and allows room for player interpretation which might not be to everyone’s liking, particularly if you prefer your rules a bit tighter. I think they work well as they are, but seeing that Rich has already been tempted to create a CoC variant that was published in one of the Specials I suspect it’s a rule set he may want to revisit at some stage in the future, but for now I’ll take them as they are. --
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Well that was short
My first Infamy Infamy campaign is already over. The Romans succeeded in preventing the Gauls leaving with the ladies they were escorting. It was a brutal fight and the Gallic Chieftain was badly wounded. On rolling for recovery he rolled a 6 plus 1 for the loss of 2 status levels and died though with his reputation intact.
I decided that a year of not much happening passed except the Centurion Sender Victorious lost the enhanced reputation and follower he had gained so I can start afresh. "Fortunately" the old chieftain named his son after himself so I don't need to make any changes there! I rerolled reputation for both sides and the results were the same as before too! So my second campaign! of the year and it's only the 2nd of January. The next scenario is Ubique. Stephen |