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Re: More Bad Medicine
The lone ranger is a well documented historical figure, as indeed is
Pocahontas although somewhat out of period, this rubbish about Irish sergeants, however, is simply Hollywood. I reckon you need double the injuns, a mix size of units, from 8 to 12 men would give a more variable and more attractive "warband" feel. As in Triumph of the Will the unit sizes would reflect enthusiasm. Peter Pig do a nice range of Wild West people in 15mm, these could furnish you with some homesteaders/miners or whatever. They also do a Wild West train, but of course that would mean you doing some painting of the non-skirting board variety! Please apply in writing to your wife for permission first. Rich --- In Toofatlardies@..., "Lardy" <nick.skinner@w...> wrote: So, let me get this straight. In Bad Medicine, You think the Irishappearing may add to the game!! Whatever next, a 'Pocahontas' card perhaps!and Onebecomes more aggressive than he should be. A stationary sectionwould Theofficer has had so much whiskey that he has fallen over/off hishorseand will spend the next two turns getting up/remounting. Duringthattime his section cannot move, they may of course fire. whichLone Ranger appears high on a bluff with his trusty companionTonto.Any injuns within 24" will not advance for two turns. After thethe Lone Ranger buggers off.of outones who killed his Pa/Granny/little doggy etc. He willcan duringon patrol. They join the Yanks in their quest.The Anyway,the game. How that system worked we would have to decide. some ideas. |
Re: More Bad Medicine
Lardy
So, let me get this straight. In Bad Medicine, You think the Irish
sergeants brawling in the ranks to be a little ridiculous and then, almost in your next breath you suggest that the Lone Ranger appearing may add to the game!! Whatever next, a 'Pocahontas' card perhaps! Thank you for your comments. Stick to the booze. However, I would agree that the game showed potential and could be added to the repetoire with relatively little work, which suits me down to the ground. Lardy --- In Toofatlardies@..., "richardclarkerli" <richardclarkerli@y...> wrote: Thinking more about the cards, I have refered to an article I didon wargaming the Maximilian Adventure, where we had random eventswould decide to charge the nearest enemy etc.horse and will spend the next two turns getting up/remounting. Duringthat time his section cannot move, they may of course fire.Tonto. Any injuns within 24" will not advance for two turns. After whichof the section commanders recognises a certain group of injuns as thecan only be stopped by the US force commander.hill rides a section (or whatever) of soldiers from another Company, outThe nearest Injun "unit" will halt for a turn in shock, and then |
Back to flamethrowers
Okay. After a laborious search of just about every source I could
find, along with the internet, ans postings on several modern discussion groups, the answer on flamethrowers seems to be......no bugger knows. There is lots of opinion, but very little (nowt that I've turned up) primary source accounts of tanks being fried. However there is primary source stuff about petrol bombs in Spain and Finland, and also some primary source stuff on the state of WWII tanks. Aparently the engine compartment was the most attractive target for a tank killer. This compartment would routinely be full of "Gunk" that was flamable, and what's more any minor fuel leeks would see the engine catch fire automatically. Two schools of thought on crispy critters. One agrees with Mr T's prime source that the crews would literally cook inside the tank. The other suggests that all oxygen would be sucked out to feed the fire. Either way it was a case of "bail out or die". We do not need to worry about which is true. However I did find a site called something like "howdoesdoesthatwork.com" which did agree with T that the flamethrower could spray unlit fuel onto a target which could then be ignited. Equally all I could find stressed the effect on the morale of the tak crew as being a major factor. When looking at Calais it became clear that simply firing as much of anything as possible at tanks could make them withdraw. What most of the research also exposed was that as a rule knocking out tanks was not the job of a pioneer/engineer with a flamethrower, it was the job of an AT gun or PIAT/Panzerfaust/Bazoka/AT rifle armed soldier. Nothing new there, but certainly in the Finnish section I shall stress the importance of chucking a petrol bomb onto the rear decking. For flamthrowers perhaps we should stress that that is the target area on the tank, not the frontal armour? Rich |
More Bad Medicine
Thinking more about the cards, I have refered to an article I did on
wargaming the Maximilian Adventure, where we had random events cards. Looking through that the following seem appropriate. 1. Muchos Tequila. Could be converted to "Where's that damn bottle?". One US or indian officer has swigged a bit too much and becomes more aggressive than he should be. A stationary section would advance that turn on the nearest enemy, a mounted section would decide to charge the nearest enemy etc. 2. Muchos Muchos Tequila. Converted to "Wes dat damboddle?" One officer has had so much whiskey that he has fallen over/off his horse and will spend the next two turns getting up/remounting. During that time his section cannot move, they may of course fire. 3. Viva Zorro! Converted to "Who was that masked stranger?". The Lone Ranger appears high on a bluff with his trusty companion Tonto. Any injuns within 24" will not advance for two turns. After which the Lone Ranger buggers off. 4. Murdering Basterados! Converted to "They killed ma Pa!" One of the section commanders recognises a certain group of injuns as the ones who killed his Pa/Granny/little doggy etc. He will automatically mount up his men and charge them, guns ablazin. He can only be stopped by the US force commander. 5. Is that a Bugle. Converted to "Is that a Bugle". Over the hill rides a section (or whatever) of soldiers from another Company, out on patrol. They join the Yanks in their quest. 6. Sharpshooter. One of your men picks off an inportant injun. The nearest Injun "unit" will halt for a turn in shock, and then automatically charge you in an attempt to initiate close combat. One of these could be randomly added to the pack for a game, but would, of course, need to come out at a single random moment during the game. How that system worked we would have to decide. Anyway, some ideas. Rich |
Bad Medicine
I thought that the initial playtest for Bad Medicine. The injuns
were encouraged to use historical tactics, ditto for the US. To go further I feel that the close combat should be taken to represent close range firing as well as fisticuffs. As such dismounted US should get +50% dice to reflect accurate close range fire. However the injuns should get +50% dice if their enemy is on horseback. How about rules for stagecoaches (which would look brilliant) along with injuns leaping onto them from a moving horse, flaming arrows, and civilians firing. Injuns seemed to loose initiative a bit quickly, however that was probably because we need to paint more. At playtest stage one idea for the injuns would be to base then in sixes but count them as 10 men, and cross off the strength as in POW, or even just use the small dice. This would allow them to be a bit more resilient and actually attack the US cavalry. However the better solution would probably be to paint more injuns! Also, would injuns suffer wounds. I rather like the idea that like the VC in Charlie Don't Surf they are either fighting fit or out of it, too tough to bother about any wound other than death. In CDS I seem to recall that 1-3 is a miss 4-6 is hors de combat. The fisticuffs with the sergeant should probably only happen once in a game (if at all?), possibly dice throw each time it comes out, on a 1 it happens, after that the card is discarded? Other cards....smoke signals, medicine man, Lone Ranger, Champion the Wonder Horse, Rebel the Dog, Uncle Sandy, Mr Ed. Also perhaps here is an ideal time to have a drunken doctor to remove wounds rather than the Big Men, as medics do in CDS. Anyhow, a good first outing. |
Re: More flamethrower fun
I take your point. For petrol bombs the issue would be how the tank
killer team got into position to deliver their attack, in Finland the Russian tanks suffered heavily when their tanks operated without infantry support, the Finns simply moved outside their areas of vision and chucked the petrol bomb onto the rear of the hull where the air intake was. So yes, very effective. However when the Russians began to operate their tanks with infantry support then the Finns were buggered. This fits in nicely with the rules, you have to work the two together. Flamethrowers are slightly different. If a car was parked twenty yards away from my house and I had a flamethrower (God forbid!) I reckon I could pretty well guarantee knocking it out in the fashion that Mr T told me about. A quick squirt and then KABOOOOOM. However the rules allow for the stresses of combat, and do take into account the fact that the flamethrower operative will probably be crapping himself to a greater or lesser degree. Equally the "roll to hit" equation does allow for the umpire to say "That bloke with the flamethrower is a complete novice, as such he will have a worse chance of hitting his target than that other bloke who has been torching chaps from Poland to Stalingrad". In fairness I should have stated that I would use a 6 to hit as a basic factor only if the firer is an experienced Pioneer who is entirely familar with his weapon. Man carried flamethrowers should be restricted to three rounds of firing anyway, which will reduce their effectiveness, especially as once he has opened up with the first one he is a marked man! What is the percentage chance of rolling 6 or more on two dice? (I could normally work that out but the head's not functioning too well this morning). Let's say for argument it's 60% success, if not you can ammend the figures accordingly. Using the figures in the rules an experienced pioneer would do the following. 40% of the time he'd "Miss" (i.e. fail to do significant damage with his attack). A further 15% of the time he'd fail to do any damage but would be considered to have missed narrowly, affecting the ability of the tank crew to aim effectively et al. A further 15% he'd fail to damage the tank, but the crew would think they were on fire and would bail out. 30% of the time the crew would fry and die. The tank would be totally knackered, with all of its wiring melted, its engine damaged etc. So, effectively he would end the tank's game in 45% of incidents, but again this is with the tank being statiooary. If it's moving then it would be reduced further, and yes, if the firer was himself under fire his chances of hitting would be reduced further. Anything less and the weapon would just be too bloody dangerous to consider using! Even so I consider the flamethrower to be a "last chance" option against tanks, the AT gun being the weapon of choice, but really an offensive assault weapon rather than a defensive one. Rich --- In Toofatlardies@..., mikeqchromeuk@a... wrote: Aynsley,(and I've plenty of that) feeling is that you are greatly overestimating thekilling power of flamethrowers/petrol bombs against armoured targets.topped vehicles which were very vulnerable to Mr Molotov in built up areas) arevery rare. If they were that effective I am sure that such a simple anti-tankdevice would have been in much greater use.squirt from a flamethrower could knock out a tank, but the tank isunlikely to be stationary and not firing back at the assailants.a GUTS test before even being able to attack the vehicle. |
Re: Flamethrowers....
Richard,
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The other side of this also needs to be considered. If it takes guts to face a flamethrower in a tank it takes significantly more guts to stand around infront of a tank with a blinking great tank of oil on your back. Especially if you miss first time and become a marked man. Be careful not to make it too easy for poorly motivated troops to get into great firing positions against armour. I for one would be "gapping it". But then again, I generally do. ------ richardclarkerli wrote: ?A conversation with a list member who is clearly too lazy to post his? |
Re: More flamethrower fun
Aynsley,
Haven't got any hard facts or figures to back it up, but my gut (and I've plenty of that) feeling is that you are greatly overestimating the killing power of flamethrowers/petrol bombs against armoured targets. Accounts of such weapons taking out tanks (as opposed to open topped vehicles which were very vulnerable to Mr Molotov in built up areas) are very rare. If they were that effective I am sure that such a simple anti-tank device would have been in much greater use. I have no doubt that a number of well aimed petrol bombs or a good squirt from a flamethrower could knock out a tank, but the tank is unlikely to be stationary and not firing back at the assailants. I would suggest that the flamethrower operator should have to pass a GUTS test before even being able to attack the vehicle. Mick |
More flamethrower fun
Okay, so under the rules a flamethrower firing at a tank would need 6
or more to hit on 2D6. So, its likely it will succeed. Then it has a 50% chance of knocking it out. This reflects the fact that the firer gets it right, or buggers it up by spraying the running gear or some other non critical part of the tank. If it fails the crew have a 50% chance of bottling it anyway and abandoning ship. Seems about right to me. Petrol bombs I am still working on, but it shouldn't be too stressful. |
Flamethrowers....
A conversation with a list member who is clearly too lazy to post his
findings for the benefit of all would suggest that in conversation with a WWII veteran he discovered that flamthrowers would be used thus when dealing with a tank or bunker. Step 1: Neat fuel would be sprayed from the flamethrower, withour being ingnited, onto the tank/into the bunker. Step 2: (admit it, you already know what's coming next) A second squirt of fuel, this time ignited, would then set off the first lot. Step 3: Tank crew/bunker occupants = crispy critters. Also, I woud presume, the tank would cease to function as wiring would melt, engine would be damaged et al. Nasty but effective. Therefore a flame based weapon should have no AP strike under the rules, but an arbitrary test will say that, whatever the target it has succeeded or failed. I guess range and accuracy are the biggest factors we need to consider. Any suggestions for a simple yet elegant system? A large cream bun to the winner. For petrol bombs (by the way) the Finns found that the biggest problem was if the damned things didn't break properly, but just rolled off. Rich |
Re: Flame weapons and petrol bombs
开云体育Richard
?
I agree with Alan morale first and the threat of
permanent (in game terms) damage as a?secondary consideration.
?
I am pretty sure that even well trained and
disciplined soldiers will have a very healthy fear of the possibility of being
burned alive and would tend to bail out if they thought it was a possibility.
The same is true of those under attack from flame throwers - I read somewhere
recently that in WW1 the threat of a flame thrower being used usually speeded up
the surrender of troops in bunkers etc.
?
Harpers
|
Re: Flame weapons and petrol bombs
Alan Reynolds
开云体育Richard
?
First
a site that you probably know - this
explains that the Russian tanks had a 50 gallon fuel tank on the rear deck, not
something that you would wait around for to see if it exploded! Secondly
flamethrowers used a "sticky" fuel so any tank would be covered in burning
liquid for a period of time and any vision ports or hatches would stay closed,
as for damage, rubber tyres on the road wheels, electrical wiring, grease and
oil would all add to the flames and as you mentioned the air intake would be
vulnerable. The conclusion, if the tank was battened down when engaged, not much
material damage would occur but you would be blind, hot and nervous, if the
hatches had been open when engaged you might also be crispy fried and about to
explode with the ammunition, so morale on the first place and a risk of
destruction in the second.
?
Alan?
|
An extra bonus card option
A quick idea...
We played an interesting game the other evening, with the Rifle Brigade attempting a fighting withdrawal through a built up area of Calais. To reflect the abilities of these regular servicemen, and the emphasis on marksmanship in the pre-war British Army, we allowed the Sniper card to be used by any one rifle section of the player's choice each time it came out. I would reccomend this only for regular units, not territorials (indeed the QVR troops on the table were not allowed to benefit from this). |
Flame weapons and petrol bombs
I am putting together the supplement covering the Russo Finnish War
of 1939/40 and the 1940 campaign in Norway. As such I am looking at petrol bombs and their effects. In Finland the Finns attacked tanks from the rear, chucking their weapon onto the engine housing. I know jack about the internal combsution engine, but apparently this would starve the engine of oxygen and it would break down. More importantly the crew would be scared of frying, and would jump out and attempt to bugger off. Apparently the Norwegians did the same (use petrol bombs, not jump out of tanks - they didn't have any!). In the Spanish Civil War a similar technique was used, but the bottle of petrol was accompanied by a grenade. To the crew of the tank a bloody great bang followed by flames gave them the impression that their tank had been hit by a shell and was on fire, they too buggered off double quick to avoid crispy critter syndrome, and the tank woulf often be captured by its attacker (the Moors were especially good at this, and were offered bounties, especially for the Russian T26 tanks which were better than any of the old crap that Hitler or Musso sent. To my mind this latter illustrates the effect was moral rather than physical. The same should be true of the flamethrower itself against tanks. Rather than have a strike factor for armour piercing it should probably have a moral impact on the crew, whatever size tank it was. Any comments from anyone? |
Oh, and another point.
The Fat Lad mentioned "skirmish", I would wish to point out that
IABSM is not a skirmish rule set. We are not interested in the actions of individual men, other than Big Men, or what they are armed with. Our smallest unit of interest is the Squad or section. As such we have a 1:1 ratio rule set, but it is very much about Platoon and Company actions. I am sure Nick had that in mind when he made his contributions to the rules. Rich |
Re: Pre-battle reconnaissance
therugdoctor2003
--- In Toofatlardies@..., nick.skinner@w... wrote:
The illustrious PhD bloke wrote "The other way of doing this is touse the "skirmish factor" ideas from Napoleonics- if there would berecce units in the organisation, don't represent them".and vehicles are important.Well, yes and no. We are not wanting to game the initial recon. of every engagement. So, we need someway of feeding the results of that recon. into the engagement we do want to game. So, to my logically trained scientific mind (:-)), the fact that we want to represent the results of the recon., but do not want to game it, leads us to a mechanism by which the figures we want to play with derive some benefit from the actions of the figures we don't want to represent. Otherwise, we are reliant on the umpire to do so, and we all know where that leads us! Daz |
Re: Pre-battle reconnaissance
The illustrious PhD bloke wrote "The other way of doing this is to use
the "skirmish factor" ideas from Napoleonics- if there would be recce units
in the organisation, don't represent them".
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Show quoted text
Sadly though Dr D we are doing a skirmish game where single figures
and vehicles are important.
Lardus therugdoctor2003 wrote: ?Well, you've stolen my thunder. I thought "I'll just read the latest? |
Re: Pre-battle reconnaissance
therugdoctor2003
Well, you've stolen my thunder. I thought "I'll just read the latest
reply from Rich" before bringing up those fond memories of WRG "lose a dice roll and lose the game"! I agree with the umpire bits, and the fact that players need to discover why those recce units existed in the first place. A worry I have is that but giving too much away to the attacker doesn't allow for a mobile defense around strong points, in that if one part of the mobile force was deemed spotted in the original recon, then it stays in place- not realistic. It would be realistic to allow the identification of static strong points, and then to declare "a strong/small detatchment of tanks/Pzr IVs/amoured vehicles" is known to be present. Or something like that. The other way of doing this is to use the "skirmish factor" ideas from Napoleonics- if there would be recce units in the organisation, don't represent them (saves Rich all that painting) but give the units that would directly benefit from the recce arm some extra spotting factors or dummy blinds. Thus, an amoured unit with recce, supporting some PBI, would get the benefit of the recce unit, but the infantry wouldn't. Daz |
Re: Pre-battle reconnaissance
Nick and Al
To reply to you both. I thought about spotting idea when contemplating the French and German motorcycle troops that I have to paint. I thought "Rather than paint these bloody figures, I'll just make up some daft rule". In fact recce troops do get benefits in the rules, extra spotting, extra fast, perhaps a slightly longer automatic spot range would be an easier idea. However as Nikkos says we could end up playing "where's the enemy" game every game. On reflection I think that the umpire should probably be a bit more decisive at the start of the game, letting the attackers have a bit more information if they have been able to recce the area effectively. I think that there is an issue that players are too keen to get all of their stuff on the table immediately, when perhaps they would be better off chucking a few light tanks or armoured cars around for a couple of turns to see what they pick up. In a recent game had the sherrif done just that with his Panzer Is, even just whipping up to the bridge, he would have picked up the 2 pounder in the pill box, as ell as the carrier platoon near the windmill - may be not knowing exactly was there, but at least knowing that that was where the enemy was. So we probably have a classic opportunity for over-engineering that I love so much. Perhaps an old chestnut like the "out scouted" rule in the old WRG ancients could be more effective. With the umpire getting the defender to put down his blin nearest the enemy. Cheers Rich Cheers --- nick.skinner@... wrote: > I would agree with Big Al. The spotting rules we have are pretty good.=== message truncated === __________________________________________________ Yahoo! Plus For a better Internet experience |