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A few more IABSM ideas


 

AT GUN CREW CASUALTIES

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

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

BRAKING DISTANCE

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

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

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

PRISONERS

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

Rich


 

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

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

AT GUN CREW CASUALTIES

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

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

BRAKING DISTANCE

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

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

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

PRISONERS

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

Rich


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

Sid
?

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

AT GUN CREW CASUALTIES

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

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

BRAKING DISTANCE

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

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

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

PRISONERS

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

Rich


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Toofatlardies-unsubscribe@...



Your use of Yahoo! Groups is subject to the .


 

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

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

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

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

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

Rich



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

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

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

See you all tomorrow

Sid

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


AT GUN CREW CASUALTIES

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

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

BRAKING DISTANCE

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

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

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

PRISONERS

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

Rich


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



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Service.