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The skirl of the pipes


 

Before Nikkos gets overexcited with his lusty young lads (?), I have
painted up some Jock officers and pipers this weekend, Camerons and
Black Watch if you're interested, for my 1940 bash. Regulations
restricted the kilt to home service, but in reality a few men tended
to be equipped with them in the field. Therefore, take your average
British Company, add some red haired officer and a bloke playing the
pipes, both in skirts of course, and we have a Scots Company.

But what effect should the "Peeps" have? On refelection their main
impact seems to have been three fold. Firstly they acted as a device
for co-ordinating an attack (lots of people could hear them).
Secondly they got the blood up of the blokes advancing with them.
Thirdly they scared the shit out of the Germans (Eyeties etc.).

So, I thought, how about the following.

An advance led by bagpipes means that the leading Big Man may, on the
turn of his card, move the entire Platoon he is heading, and not just
one or more sections. This only applies to the force if it is
advancing at full speed, and would not be applicable to firing,
spotting etc.

Scots troops led by the pipes will gain an additional three dice in
any melee they are led into. Axis troops attacked by pipe led Jocks
will lose three dice.

Rich


 

Rich
Not "The Devils in Skirts"!! Where's Terry Scott!?

My initial feeling is that you've given too big a bonus for the pipes. Insted of enabling the CO to move every section, which does give him excellent command and control - better than elite troops like german paras etc, how about having a "peeps" card, which acts as a bonus platoon card? Alternatively, issue the jocks with an extra dice for firing and movement when under the effect of the wee dreaded windy things.

As for the hun, perhaps the sound of the pipes would make them less crafty, making them more edgy and more prone to opening fire at longer ranges (a la French 1940) rather than holding their fire. Perhaps some wehrmacht units will not advance when confronted with swirling pipes UNLESS an officer tells them to grow up and get on with it?

+3 dice? for attacker against -3 dice for defender is a big difference in melee, but I'd happily play it to see how it goes (on the basis that everybody buggers off before you ever get to melee anyway so who cares what the rule is!). It may need toning down.

Food for thought....
?
?
?
?

richardclarkerli wrote:

?Before Nikkos gets overexcited with his lusty young lads (?), I have
painted up some Jock officers and pipers this weekend, Camerons and
Black Watch if you're interested, for my 1940 bash.? Regulations
restricted the kilt to home service, but in reality a few men tended
to be equipped with them in the field.? Therefore, take your average
British Company, add some red haired officer and a bloke playing the
pipes, both in skirts of course, and we have a Scots Company.

But what effect should the "Peeps" have?? On refelection their main
impact seems to have been three fold.? Firstly they acted as a device
for co-ordinating an attack (lots of people could hear them).
Secondly they got the blood up of the blokes advancing with them.
Thirdly they scared the shit out of the Germans (Eyeties etc.).

So, I thought, how about the following.

An advance led by bagpipes means that the leading Big Man may, on the
turn of his card, move the entire Platoon he is heading, and not just
one or more sections.? This only applies to the force if it is
advancing at full speed, and would not be applicable to firing,
spotting etc.

Scots troops led by the pipes will gain an additional three dice in
any melee they are led into.? Axis troops attacked by pipe led Jocks
will lose three dice.

Rich

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Nick

The movement thing reflects the fact that while the piper pipes
people will keep moving, in the same way that troops did in previous
centuries. It does NOT make people shoot better, and, indeed, only
applies when the entire Platoon is moving its full distance. As
such, whilst it is a bonus in a certain context, it is no universal
panacea.

Three dice is half a hit (6's killing), so the pipes will average out
making a difference of 1 hit in a melee, not a lot, but enough to
make it worth undertaking, or at least being considered.

I think we get to melee about as often as it happened in real life.
It's really only close terrain that would see that sort of fisticuffs
anyway.

Rich


--- In Toofatlardies@..., nick.skinner@w... wrote:
Rich
Not "The Devils in Skirts"!! Where's Terry Scott!?

My initial feeling is that you've given too big a bonus for the
pipes.
Insted of enabling the CO to move every section, which does give him
excellent command and control - better than elite troops like german
paras etc, how about having a "peeps" card, which acts as a bonus
platoon card? Alternatively, issue the jocks with an extra dice for
firing and movement when under the effect of the wee dreaded windy
things.

As for the hun, perhaps the sound of the pipes would make them less
crafty, making them more edgy and more prone to opening fire at
longer
ranges (a la French 1940) rather than holding their fire. Perhaps
some
wehrmacht units will not advance when confronted with swirling pipes
UNLESS an officer tells them to grow up and get on with it?

+3 dice for attacker against -3 dice for defender is a big
difference
in melee, but I'd happily play it to see how it goes (on the basis
that
everybody buggers off before you ever get to melee anyway so who
cares
what the rule is!). It may need toning down.

Food for thought....





richardclarkerli wrote:

Before Nikkos gets overexcited with his lusty young lads (?), I
have
painted up some Jock officers and pipers this weekend, Camerons
and
Black Watch if you're interested, for my 1940 bash. Regulations
restricted the kilt to home service, but in reality a few men
tended
to be equipped with them in the field. Therefore, take your
average
British Company, add some red haired officer and a bloke playing
the
pipes, both in skirts of course, and we have a Scots Company.

But what effect should the "Peeps" have? On refelection their
main
impact seems to have been three fold. Firstly they acted as a
device
for co-ordinating an attack (lots of people could hear them).
Secondly they got the blood up of the blokes advancing with them.
Thirdly they scared the shit out of the Germans (Eyeties etc.).

So, I thought, how about the following.

An advance led by bagpipes means that the leading Big Man may, on
the
turn of his card, move the entire Platoon he is heading, and not
just
one or more sections. This only applies to the force if it is
advancing at full speed, and would not be applicable to firing,
spotting etc.

Scots troops led by the pipes will gain an additional three dice
in
any melee they are led into. Axis troops attacked by pipe led
Jocks
will lose three dice.

Rich




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Given that the Scots would be inspired by the sound of the peeps, should not the morale effect of the piper being a casualty also be considered.....?? To hear only the first few bars of "Cock of the North" before the piper is killed would no doubt send many a Scottish soldier into a gloomy introspection, muttering "We're Doooomed" to any who'll listen....
?
I can't remember how you deal with morale in IABSM - but in the event of the piper being shot, perhaps an instant morale test would be appropriate, with an appropriate reduction for the loss of the piper?
?
Sid

----- Original Message -----
Sent: Tuesday, April 08, 2003 11:42 AM
Subject: [Toofatlardies] Re: The skirl of the pipes

Nick

The movement thing reflects the fact that while the piper pipes
people will keep moving, in the same way that troops did in previous
centuries.? It does NOT make people shoot better, and, indeed, only
applies when the entire Platoon is moving its full distance.? As
such, whilst it is a bonus in a certain context, it is no universal
panacea.?

Three dice is half a hit (6's killing), so the pipes will average out
making a difference of 1 hit in a melee, not a lot, but enough to
make it worth undertaking, or at least being considered.?????

I think we get to melee about as often as it happened in real life.?
It's really only close terrain that would see that sort of fisticuffs
anyway.?

Rich


--- In Toofatlardies@..., nick.skinner@w... wrote:
> Rich
> Not "The Devils in Skirts"!! Where's Terry Scott!?
>
> My initial feeling is that you've given too big a bonus for the
pipes.
> Insted of enabling the CO to move every section, which does give him
> excellent command and control - better than elite troops like german
> paras etc, how about having a "peeps" card, which acts as a bonus
> platoon card? Alternatively, issue the jocks with an extra dice for
> firing and movement when under the effect of the wee dreaded windy
> things.
>
> As for the hun, perhaps the sound of the pipes would make them less
> crafty, making them more edgy and more prone to opening fire at
longer
> ranges (a la French 1940) rather than holding their fire. Perhaps
some
> wehrmacht units will not advance when confronted with swirling pipes
> UNLESS an officer tells them to grow up and get on with it?
>
> +3 dice? for attacker against -3 dice for defender is a big
difference
> in melee, but I'd happily play it to see how it goes (on the basis
that
> everybody buggers off before you ever get to melee anyway so who
cares
> what the rule is!). It may need toning down.
>
> Food for thought....
>
>
>
>
>
> richardclarkerli wrote:
>
> >? Before Nikkos gets overexcited with his lusty young lads (?), I
have
> > painted up some Jock officers and pipers this weekend, Camerons
and
> > Black Watch if you're interested, for my 1940 bash.? Regulations
> > restricted the kilt to home service, but in reality a few men
tended
> > to be equipped with them in the field.? Therefore, take your
average
> > British Company, add some red haired officer and a bloke playing
the
> > pipes, both in skirts of course, and we have a Scots Company.
> >
> > But what effect should the "Peeps" have?? On refelection their
main
> > impact seems to have been three fold.? Firstly they acted as a
device
> > for co-ordinating an attack (lots of people could hear them).
> > Secondly they got the blood up of the blokes advancing with them.
> > Thirdly they scared the shit out of the Germans (Eyeties etc.).
> >
> > So, I thought, how about the following.
> >
> > An advance led by bagpipes means that the leading Big Man may, on
the
> > turn of his card, move the entire Platoon he is heading, and not
just
> > one or more sections.? This only applies to the force if it is
> > advancing at full speed, and would not be applicable to firing,
> > spotting etc.
> >
> > Scots troops led by the pipes will gain an additional three dice
in
> > any melee they are led into.? Axis troops attacked by pipe led
Jocks
> > will lose three dice.
> >
> > Rich
> >
> >
> >
> >
> >??????????????????? Yahoo! Groups Sponsor
>
>
> >
> > To unsubscribe from this group, send an email to:
> > Toofatlardies-unsubscribe@...
> >
> >
> >
> > Your use of Yahoo! Groups is subject to the Yahoo! Terms of
Service.



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



Your use of Yahoo! Groups is subject to the .


 

Sidney

That is an issue. I would be keen not to overlegislate in the rules
for every occurence. Losing the aforementioned advantages would seem
sufficient for me. For a start the co-ordination of the attack,
previously well shaped due to the pipes, would start to fall off.
The Big Man would only be able to move one section if they were under
fire so only the Platoon card would be useful in keeping things
rolling, i.e. half the chance than when the pipes were in use. What
originally looked like a good bet has now had its odds halved, and,
to extend the analogy, may well be a non-runner.

Anyway, surely all Scotsmen can play the pipes, another would emerge
from the ranks to fill his skirt and boots;-)

How are things near Sonmou?

Cheers

Rich

--- In Toofatlardies@..., "Adam Blakemore"
<adam.blakemore1@b...> wrote:
Given that the Scots would be inspired by the sound of the peeps,
should not the morale effect of the piper being a casualty also be
considered.....? To hear only the first few bars of "Cock of the
North" before the piper is killed would no doubt send many a Scottish
soldier into a gloomy introspection, muttering "We're Doooomed" to
any who'll listen....

I can't remember how you deal with morale in IABSM - but in the
event of the piper being shot, perhaps an instant morale test would
be appropriate, with an appropriate reduction for the loss of the
piper?

Sid
----- Original Message -----
From: richardclarkerli
To: Toofatlardies@...
Sent: Tuesday, April 08, 2003 11:42 AM
Subject: [Toofatlardies] Re: The skirl of the pipes


Nick

The movement thing reflects the fact that while the piper pipes
people will keep moving, in the same way that troops did in
previous
centuries. It does NOT make people shoot better, and, indeed,
only
applies when the entire Platoon is moving its full distance. As
such, whilst it is a bonus in a certain context, it is no
universal
panacea.

Three dice is half a hit (6's killing), so the pipes will average
out
making a difference of 1 hit in a melee, not a lot, but enough to
make it worth undertaking, or at least being considered.

I think we get to melee about as often as it happened in real
life.
It's really only close terrain that would see that sort of
fisticuffs
anyway.

Rich


--- In Toofatlardies@..., nick.skinner@w... wrote:
> Rich
> Not "The Devils in Skirts"!! Where's Terry Scott!?
>
> My initial feeling is that you've given too big a bonus for the
pipes.
> Insted of enabling the CO to move every section, which does
give him
> excellent command and control - better than elite troops like
german
> paras etc, how about having a "peeps" card, which acts as a
bonus
> platoon card? Alternatively, issue the jocks with an extra dice
for
> firing and movement when under the effect of the wee dreaded
windy
> things.
>
> As for the hun, perhaps the sound of the pipes would make them
less
> crafty, making them more edgy and more prone to opening fire at
longer
> ranges (a la French 1940) rather than holding their fire.
Perhaps
some
> wehrmacht units will not advance when confronted with swirling
pipes
> UNLESS an officer tells them to grow up and get on with it?
>
> +3 dice for attacker against -3 dice for defender is a big
difference
> in melee, but I'd happily play it to see how it goes (on the
basis
that
> everybody buggers off before you ever get to melee anyway so
who
cares
> what the rule is!). It may need toning down.
>
> Food for thought....
>
>
>
>
>
> richardclarkerli wrote:
>
> > Before Nikkos gets overexcited with his lusty young lads
(?), I
have
> > painted up some Jock officers and pipers this weekend,
Camerons
and
> > Black Watch if you're interested, for my 1940 bash.
Regulations
> > restricted the kilt to home service, but in reality a few men
tended
> > to be equipped with them in the field. Therefore, take your
average
> > British Company, add some red haired officer and a bloke
playing
the
> > pipes, both in skirts of course, and we have a Scots Company.
> >
> > But what effect should the "Peeps" have? On refelection
their
main
> > impact seems to have been three fold. Firstly they acted as
a
device
> > for co-ordinating an attack (lots of people could hear them).
> > Secondly they got the blood up of the blokes advancing with
them.
> > Thirdly they scared the shit out of the Germans (Eyeties
etc.).
> >
> > So, I thought, how about the following.
> >
> > An advance led by bagpipes means that the leading Big Man
may, on
the
> > turn of his card, move the entire Platoon he is heading, and
not
just
> > one or more sections. This only applies to the force if it is
> > advancing at full speed, and would not be applicable to
firing,
> > spotting etc.
> >
> > Scots troops led by the pipes will gain an additional three
dice
in
> > any melee they are led into. Axis troops attacked by pipe
led
Jocks
> > will lose three dice.
> >
> > Rich
> >
> >
> >
> >
> > Yahoo! Groups Sponsor
>
>
> >
> > To unsubscribe from this group, send an email to:
> > Toofatlardies-unsubscribe@...
> >
> >
> >
> > Your use of Yahoo! Groups is subject to the Yahoo! Terms of
Service.


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Service.


 

"How are things near Sonmou?"

He's nowhere near Sonmou! Probably could ne pas get to Sonmou if nous
came out avec un axi for him. Il est too busy blubbing dans his
bratwurst and regardez les nice 'oles notre brave char Francais avais
made in his big fat boche tanks. Blitzkreig mon pied.

Sid in Sonmou - PAS!! il est un fag!

By the way - dare you to look in the cellar!

With love

The Brave French Army (Pllllllllrrrrpppp!)

richardclarkerli wrote:

Sidney

That is an issue. I would be keen not to overlegislate in the rules
for every occurence. Losing the aforementioned advantages would seem
sufficient for me. For a start the co-ordination of the attack,
previously well shaped due to the pipes, would start to fall off.
The Big Man would only be able to move one section if they were under
fire so only the Platoon card would be useful in keeping things
rolling, i.e. half the chance than when the pipes were in use. What
originally looked like a good bet has now had its odds halved, and,
to extend the analogy, may well be a non-runner.

Anyway, surely all Scotsmen can play the pipes, another would emerge
from the ranks to fill his skirt and boots;-)

How are things near Sonmou?

Cheers

Rich

--- In Toofatlardies@..., "Adam Blakemore"
<adam.blakemore1@b...> wrote:
Given that the Scots would be inspired by the sound of the peeps,
should not the morale effect of the piper being a casualty also be
considered.....? To hear only the first few bars of "Cock of the
North" before the piper is killed would no doubt send many a Scottish
soldier into a gloomy introspection, muttering "We're Doooomed" to
any who'll listen....

I can't remember how you deal with morale in IABSM - but in the
event of the piper being shot, perhaps an instant morale test would
be appropriate, with an appropriate reduction for the loss of the
piper?

Sid
----- Original Message -----
From: richardclarkerli
To: Toofatlardies@...
Sent: Tuesday, April 08, 2003 11:42 AM
Subject: [Toofatlardies] Re: The skirl of the pipes


Nick

The movement thing reflects the fact that while the piper pipes
people will keep moving, in the same way that troops did in
previous
centuries. It does NOT make people shoot better, and, indeed,
only
applies when the entire Platoon is moving its full distance. As
such, whilst it is a bonus in a certain context, it is no
universal
panacea.

Three dice is half a hit (6's killing), so the pipes will average
out
making a difference of 1 hit in a melee, not a lot, but enough to
make it worth undertaking, or at least being considered.

I think we get to melee about as often as it happened in real
life.
It's really only close terrain that would see that sort of
fisticuffs
anyway.

Rich


--- In Toofatlardies@..., nick.skinner@w... wrote:
> Rich
> Not "The Devils in Skirts"!! Where's Terry Scott!?
>
> My initial feeling is that you've given too big a bonus for the
pipes.
> Insted of enabling the CO to move every section, which does
give him
> excellent command and control - better than elite troops like
german
> paras etc, how about having a "peeps" card, which acts as a
bonus
> platoon card? Alternatively, issue the jocks with an extra dice
for
> firing and movement when under the effect of the wee dreaded
windy
> things.
>
> As for the hun, perhaps the sound of the pipes would make them
less
> crafty, making them more edgy and more prone to opening fire at
longer
> ranges (a la French 1940) rather than holding their fire.
Perhaps
some
> wehrmacht units will not advance when confronted with swirling
pipes
> UNLESS an officer tells them to grow up and get on with it?
>
> +3 dice for attacker against -3 dice for defender is a big
difference
> in melee, but I'd happily play it to see how it goes (on the
basis
that
> everybody buggers off before you ever get to melee anyway so
who
cares
> what the rule is!). It may need toning down.
>
> Food for thought....
>
>
>
>
>
> richardclarkerli wrote:
>
> > Before Nikkos gets overexcited with his lusty young lads
(?), I
have
> > painted up some Jock officers and pipers this weekend,
Camerons
and
> > Black Watch if you're interested, for my 1940 bash.
Regulations
> > restricted the kilt to home service, but in reality a few men
tended
> > to be equipped with them in the field. Therefore, take your
average
> > British Company, add some red haired officer and a bloke
playing
the
> > pipes, both in skirts of course, and we have a Scots Company.
> >
> > But what effect should the "Peeps" have? On refelection
their
main
> > impact seems to have been three fold. Firstly they acted as
a
device
> > for co-ordinating an attack (lots of people could hear them).
> > Secondly they got the blood up of the blokes advancing with
them.
> > Thirdly they scared the shit out of the Germans (Eyeties
etc.).
> >
> > So, I thought, how about the following.
> >
> > An advance led by bagpipes means that the leading Big Man
may, on
the
> > turn of his card, move the entire Platoon he is heading, and
not
just
> > one or more sections. This only applies to the force if it is
> > advancing at full speed, and would not be applicable to
firing,
> > spotting etc.
> >
> > Scots troops led by the pipes will gain an additional three
dice
in
> > any melee they are led into. Axis troops attacked by pipe
led
Jocks
> > will lose three dice.
> >
> > Rich
> >
> >
> >
> >
> > Yahoo! Groups Sponsor
>
>
> >
> > To unsubscribe from this group, send an email to:
> > Toofatlardies-unsubscribe@...
> >
> >
> >
> > Your use of Yahoo! Groups is subject to the Yahoo! Terms of
Service.


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To unsubscribe from this group, send an email to:
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therugdoctor2003
 

Being a rabid Anglo-Saxon, I think you're overdoing the effect here.
With only a musket in hand, I can perceive the morale impact. With
automatic weapons, I'm not so sure.

And imagine how hard it is to hear "flower of Scotland" in the middle
of an artillery barrage.. The English fans manage to drown out every
visiting team's national anthem by simple whistles.

So, what about a pipes bonus card, whereby all sections within a
radius of the piper can move. Same as a German blitzkreig card, i.e.
they can't fire or spot, just go forward.

In terms of melee bonus, I would say that the Scots should be classed
as "agressive", as would other shock troops, as once in hand to hand
I'm not sure how much effect the pipes themselves would have. Perhaps
Germans of average and below fighting ability should have a
supression point inflicted if within a certain radius of the pipes?

Daz


 

Forgive this long piece, but as the wife is out tonight, I've been looking online at bagpipes in combat (and will move on to the more interesting websites that Noddy told me about later). Most of what I found was complete rubbish - and so is this - but it shows that choice of tune should have an important effect....

(I love the bit about the guy who "died but was still playing"...reminds me of Mad Mick, the salesman with the boob-job wife whose friend died twice playing American football - remember him?)
?

"Each company was to be played into action by its piper. At El Alamein the pipers were given specific tunes to play, usually the company marches. These varied according to the battalion, from "The Nut Brown Maiden" and "The Black Bear" through tunes like "The Atholl Highlanders" and "Scotland the Brave" to "Lord Alexander Kennedy," a formidably difficult tune to play at regulation marching speed, and difficult for a novice to play at all.
The battle began at twenty to ten - 2140 in army terms - on October 23, 1942. It opened with an intense artillery bombardment from more than 800 guns. Twenty minutes later the assaulting infantry crossed the Start Line.
The enemy reacted swiftly, initially with intense artillery defensive fire and as the Infantry approaced their objectives, with heavy and accurate machine gun fire. All accounts describe how the pipers strode forward, apparently unconcerned, through the dust raised by the bursting enemy shells. An officer of the 1st Black Watch recalled, "The few pipers we had were playing their companies forward all the time. I had the greatest difficulty in preventing the Pipe Corporal from walking into the anti-personnel trip wires which you could generally see in the moonlight." A 5th Black Watch officer wrote, "The bit I left out was about the company pipers who played us across No Man's Land. They were very good, quite oblivious of the hell going on around them." The 5th Seaforth was one of the two battalions securing the Start Line. One officer wrote, "Then we saw a sight that will live forever in our memories. Line upon line of steel helmeted figures with rifles at the 'High Port', bayonets catching the moonlight and over all the wailing of the pipes." Another 5th Seaforth account relates how the pipers played "Highland Laddie" as the battalion attacked later in the night and how "we were gripped with an indefinable pride in our division."
The 5th Camerons' task was to secure Inverness so that 7th Black Watch could pass through. The Camerons advanced with the pipers playing in the lead. One company commander recalls how his company piper, Donald Macpherson from Broadford, Isle of Skye, had been ordered to play "The Inverness Gathering" during the advance. A good tune, maybe, but not particularly inspiring, so Donald soon broke into "The Cameron Men," which saw the company on to their objective. The 7th Black Watch then appeared through the dusty moonlight. It was clear that, in the regimental tradition, the Black Watch blood was up from their battle cries and shouted slogans. To ensure that the Camerons were not mistaken for Germans, Donald was ordered to play "Pibroch o' Donald Dubh" which luckily the Black Watch recognized. The 7th Argylls' history, written by Capt. Iain C. Cameron of Islay, tells how "Paisley" was mopped up with the piper playing the regimental charge "Monymusk", while "A" company piper played "Blue Bonnets" during the advance.
Inevitably there were casualties among the pipers. The 5th Black Watch history tells how "A" company approached their objective, "Montrose", their piper, Duncan MacIntyre, playing in their centre. Suddenly he was hit, but carried on playing, breaking into the regimental march, "Highland Laddie" as the assault went in. He was hit again and died, still playing. The next morning Duncan was found with his pipes still under his arm, his fingers on the chanter".

Nicked from:
?

therugdoctor2003 wrote:

?Being a rabid Anglo-Saxon, I think you're overdoing the effect here.
With only a musket in hand, I can perceive the morale impact. With
automatic weapons, I'm not so sure.

And imagine how hard it is to hear "flower of Scotland" in the middle
of an artillery barrage..? The English fans manage to drown out every
visiting team's national anthem by simple whistles.

So, what about a pipes bonus card, whereby all sections within a
radius of the piper can move. Same as a German blitzkreig card, i.e.
they can't fire or spot, just go forward.

In terms of melee bonus, I would say that the Scots should be classed
as "agressive", as would other shock troops, as once in hand to hand
I'm not sure how much effect the pipes themselves would have. Perhaps
Germans of average and below fighting ability should have a
supression point inflicted if within a certain radius of the pipes?

Daz
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Lards

I tend to agree with Dazza, getting into national characteristics is a minefield. We can find similar descriptions for other troops eg Ghurka's who didn't need pipes for the bad guys to be panicking! Nick's well researched descriptions are classic descriptions of aggressive troops going into action, so aggressive troops bonus would seem correct.
Mick


 

Lards

I think that to us Anglo-Saxons (although on my mother's side I am
quite Norman) the pipes would probably mean less than to a Scot (or
even a celt, as the Irish had them as well). It would seem from
Nick's "reseach" that it obviously meant a lot to them in terms of
ensuring a coherent advance and getting their blood up for the
fight. Equally the recognition effect is interesting in a night
attack. Added to that it would seem to confirm my thoughts that the
piper was an appendage of the officer he was with. As such I think
that allowing the officer to move (and not fire or spot or anything
else) his whole Platoon would seem right. Indeed it is similar to
the Blitzkrieg card, and Darren is correct in that it should be
limited by having all of the sections close together and doing the
same thing.

The loss of dice for Germans in melee is based on lots of historical
evidence that the Germans did not like facing Scots troops, indeed I
don't think anyone has ever "liked " that, and frankly 3 dice is a
pretty limited reduction or addition.

Rich


--- In Toofatlardies@..., nick.skinner@w... wrote:
Forgive this long piece, but as the wife is out tonight, I've been
looking online at bagpipes in combat (and will move on to the more
interesting websites that Noddy told me about later). Most of what I
found was complete rubbish - and so is this - but it shows that
choice
of tune should have an important effect....

(I love the bit about the guy who "died but was still
playing"...reminds
me of Mad Mick, the salesman with the boob-job wife whose friend
died
twice playing American football - remember him?)


"Each company was to be played into action by its piper. At El
Alamein
the pipers were given specific tunes to play, usually the company
marches. These varied according to the battalion, from "The Nut
Brown
Maiden" and "The Black Bear" through tunes like "The Atholl
Highlanders"
and "Scotland the Brave" to "Lord Alexander Kennedy," a formidably
difficult tune to play at regulation marching speed, and difficult
for a
novice to play at all.
The battle began at twenty to ten - 2140 in army terms - on October
23,
1942. It opened with an intense artillery bombardment from more
than 800
guns. Twenty minutes later the assaulting infantry crossed the Start
Line.
The enemy reacted swiftly, initially with intense artillery
defensive
fire and as the Infantry approaced their objectives, with heavy and
accurate machine gun fire. All accounts describe how the pipers
strode
forward, apparently unconcerned, through the dust raised by the
bursting
enemy shells. An officer of the 1st Black Watch recalled, "The few
pipers we had were playing their companies forward all the time. I
had
the greatest difficulty in preventing the Pipe Corporal from walking
into the anti-personnel trip wires which you could generally see in
the
moonlight." A 5th Black Watch officer wrote, "The bit I left out was
about the company pipers who played us across No Man's Land. They
were
very good, quite oblivious of the hell going on around them." The
5th
Seaforth was one of the two battalions securing the Start Line. One
officer wrote, "Then we saw a sight that will live forever in our
memories. Line upon line of steel helmeted figures with rifles at
the
'High Port', bayonets catching the moonlight and over all the
wailing of
the pipes." Another 5th Seaforth account relates how the pipers
played
"Highland Laddie" as the battalion attacked later in the night and
how
"we were gripped with an indefinable pride in our division."
The 5th Camerons' task was to secure Inverness so that 7th Black
Watch
could pass through. The Camerons advanced with the pipers playing
in the
lead. One company commander recalls how his company piper, Donald
Macpherson from Broadford, Isle of Skye, had been ordered to
play "The
Inverness Gathering" during the advance. A good tune, maybe, but not
particularly inspiring, so Donald soon broke into "The Cameron Men,"
which saw the company on to their objective. The 7th Black Watch
then
appeared through the dusty moonlight. It was clear that, in the
regimental tradition, the Black Watch blood was up from their battle
cries and shouted slogans. To ensure that the Camerons were not
mistaken
for Germans, Donald was ordered to play "Pibroch o' Donald Dubh"
which
luckily the Black Watch recognized. The 7th Argylls' history,
written by
Capt. Iain C. Cameron of Islay, tells how "Paisley" was mopped up
with
the piper playing the regimental charge "Monymusk", while "A"
company
piper played "Blue Bonnets" during the advance.
Inevitably there were casualties among the pipers. The 5th Black
Watch
history tells how "A" company approached their
objective, "Montrose",
their piper, Duncan MacIntyre, playing in their centre. Suddenly he
was
hit, but carried on playing, breaking into the regimental march,
"Highland Laddie" as the assault went in. He was hit again and died,
still playing. The next morning Duncan was found with his pipes
still
under his arm, his fingers on the chanter".

Nicked from:


therugdoctor2003 wrote:

Being a rabid Anglo-Saxon, I think you're overdoing the effect
here.
With only a musket in hand, I can perceive the morale impact. With
automatic weapons, I'm not so sure.

And imagine how hard it is to hear "flower of Scotland" in the
middle
of an artillery barrage.. The English fans manage to drown out
every
visiting team's national anthem by simple whistles.

So, what about a pipes bonus card, whereby all sections within a
radius of the piper can move. Same as a German blitzkreig card,
i.e.
they can't fire or spot, just go forward.

In terms of melee bonus, I would say that the Scots should be
classed
as "agressive", as would other shock troops, as once in hand to
hand
I'm not sure how much effect the pipes themselves would have.
Perhaps
Germans of average and below fighting ability should have a
supression point inflicted if within a certain radius of the
pipes?

Daz


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However getting into national characteristics is what
the rules are about. We use a number of factors to
differentiate each nation, giving certain bonuses,
using different numbers of Big Men to reflect the
effectiveness of their command and control. Indeed
certain cards are unique to specific nationalities, so
why come to a sudden stop when we come to the pipes.

These Scots troops will already have better factors as
they are good troops, but I still feel that the pipes
should receive some benefit on the tabletop. Indeed
if you show me another musical instrument that was
used in a similar fashion then I'll apply it to that
as well. In fact on D-Day there were plenty of
officers who took hunting horns along, not just for
some show of bravado, but because it was an effective
way of communication. Major Howard at Pegasus bridge
being a classic example.

I am less bothered about the pluses in melee than I am
about the co-ordination effect, all that will do is in
lessen the chance of the attack bogging down by
allowing an officer who is leading an attack by his
Platoon to use the pipes to move all of that unit.
He could use this for no actions other than a general
advance, and only if all of his Platoon was in a
fairly tight radius. Equally I would say that this is
not something he would be able to switch on and off.
Rather like the old "It's a Knockout" Joker it should
only be used once, i.e. for the main attack.

Again, with Ghurka's these would have the bonuses of
being elite troops (a bit like the aggressive troop
bonuses that the White Russian Officer Regiments get
in TOW) but they would lack the co-ordinating benefit
that musical accompaniment brings. As such they would
only move en masse when their Platoon card was played,
and not on any Big Man card.

I like the idea of Nick's comments being well
researched. He probably got that quite from this
week's copy of The Victor in which his latest fish
supper was wrapped!

Rich

--- mikeqchromeuk@... wrote: > Lards

I tend to agree with Dazza, getting into national
characteristics is a
minefield. We can find similar descriptions for
other troops eg Ghurka's who
didn't need pipes for the bad guys to be panicking!
Nick's well researched
descriptions are classic descriptions of aggressive
troops going into action,
so aggressive troops bonus would seem correct.
Mick

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Alan Reynolds
 

开云体育

Colours, Pipes, Drums, Whistles?and Bugles were all about command and control. The introduction of radio nets improved the battalion/company co-ordination but not the Platoon/section situation.
The use of musical instruments by the British is symptomatic of their Regimental structure, platoons from different regiments would probably want to fight each other rather than co-ordinate an attack against the enemy.
The German army was used to forming ad hoc fighting groups from all arms that fought as a co-coordinated unit without the need of the dreaded MkVI alpine horn or it's paratroop equivalent the airborne airhorn, incidentally the tactical symbol for this elite support platoon is often confused with the Army Post Office.
As to the Gurkha's, the thing that scared the shit out of their opponents was that at night you couldn't hear them coming and when you could see them?they all seemed intent on cutting your head off with a large knife.
Assuming our rules reflect the various command and control?characteristics of the different nationalities it seems appropriate to include the factors that contributed to them.
?
Alan?

-----Original Message-----
From: Richard Clarke [mailto:richardclarkerli@...]
Sent: 11 April 2003 11:01
To: Toofatlardies@...
Subject: Re: [Toofatlardies] Re: The skirl of the pipes

However getting into national characteristics is what
the rules are about.? We use a number of factors to
differentiate each nation, giving certain bonuses,
using different numbers of Big Men to reflect the
effectiveness of their command and control.? Indeed
certain cards are unique to specific nationalities, so
why come to a sudden stop when we come to the pipes.?

These Scots troops will already have better factors as
they are good troops, but I still feel that the pipes
should receive some benefit on the tabletop.? Indeed
if you show me another musical instrument that was
used in a similar fashion then I'll apply it to that
as well.? In fact on D-Day there were plenty of
officers who took hunting horns along, not just for
some show of bravado, but because it was an effective
way of communication.? Major Howard at Pegasus bridge
being a classic example.?

I am less bothered about the pluses in melee than I am
about the co-ordination effect, all that will do is in
lessen the chance of the attack bogging down by
allowing an officer who is leading an attack by his
Platoon to use the pipes to move all of that? unit.
He could use this for no actions other than a general
advance, and only if all of his Platoon was in a
fairly tight radius.? Equally I would say that this is
not something he would be able to switch on and off.
Rather like the old "It's a Knockout" Joker it should
only be used once, i.e. for the main attack.???

Again, with Ghurka's these would have the bonuses of
being elite troops (a bit like the aggressive troop
bonuses that the White Russian Officer Regiments get
in TOW) but they would lack the co-ordinating benefit
that musical accompaniment brings. As such they would
only move en masse when their Platoon card was played,
and not on any Big Man card.??

I like the idea of Nick's comments being well
researched.? He probably got that quite from this
week's copy of The Victor in which his latest fish
supper was wrapped!??

Rich

--- mikeqchromeuk@... wrote: > Lards
>
> I tend to agree with Dazza, getting into national
> characteristics is a
> minefield. We can find similar descriptions for
> other troops eg Ghurka's who
> didn't need pipes for the bad guys to be panicking!
> Nick's well researched
> descriptions are classic descriptions of aggressive
> troops going into action,
> so aggressive troops bonus would seem correct.
> Mick
>
>?

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Blimus!

At last. Someone who does not display any sign of
being a cretin. Senility perhaps......

Cheers

Rich

--- Alan Reynolds <gfy07@...> wrote: >
Colours, Pipes, Drums, Whistles and Bugles were all
about command and
control. The introduction of radio nets improved the
battalion/company
co-ordination but not the Platoon/section situation.
The use of musical instruments by the British is
symptomatic of their
Regimental structure, platoons from different
regiments would probably want
to fight each other rather than co-ordinate an
attack against the enemy.
The German army was used to forming ad hoc fighting
groups from all arms
that fought as a co-coordinated unit without the
need of the dreaded MkVI
alpine horn or it's paratroop equivalent the
airborne airhorn, incidentally
the tactical symbol for this elite support platoon
is often confused with
the Army Post Office.
As to the Gurkha's, the thing that scared the shit
out of their opponents
was that at night you couldn't hear them coming and
when you could see them
they all seemed intent on cutting your head off with
a large knife.
Assuming our rules reflect the various command and
control characteristics
of the different nationalities it seems appropriate
to include the factors
that contributed to them.

Alan
-----Original Message-----
From: Richard Clarke
[mailto:richardclarkerli@...]
Sent: 11 April 2003 11:01
To: Toofatlardies@...
Subject: Re: [Toofatlardies] Re: The skirl of the
pipes


However getting into national characteristics is
what
the rules are about. We use a number of factors
to
differentiate each nation, giving certain bonuses,
using different numbers of Big Men to reflect the
effectiveness of their command and control.
Indeed
certain cards are unique to specific
nationalities, so
why come to a sudden stop when we come to the
pipes.

These Scots troops will already have better
factors as
they are good troops, but I still feel that the
pipes
should receive some benefit on the tabletop.
Indeed
if you show me another musical instrument that was
used in a similar fashion then I'll apply it to
that
as well. In fact on D-Day there were plenty of
officers who took hunting horns along, not just
for
some show of bravado, but because it was an
effective
way of communication. Major Howard at Pegasus
bridge
being a classic example.

I am less bothered about the pluses in melee than
I am
about the co-ordination effect, all that will do
is in
lessen the chance of the attack bogging down by
allowing an officer who is leading an attack by
his
Platoon to use the pipes to move all of that
unit.
He could use this for no actions other than a
general
advance, and only if all of his Platoon was in a
fairly tight radius. Equally I would say that
this is
not something he would be able to switch on and
off.
Rather like the old "It's a Knockout" Joker it
should
only be used once, i.e. for the main attack.

Again, with Ghurka's these would have the bonuses
of
being elite troops (a bit like the aggressive
troop
bonuses that the White Russian Officer Regiments
get
in TOW) but they would lack the co-ordinating
benefit
that musical accompaniment brings. As such they
would
only move en masse when their Platoon card was
played,
and not on any Big Man card.

I like the idea of Nick's comments being well
researched. He probably got that quite from this
week's copy of The Victor in which his latest fish
supper was wrapped!

Rich

--- mikeqchromeuk@... wrote: > Lards
>
> I tend to agree with Dazza, getting into
national
> characteristics is a
> minefield. We can find similar descriptions for
> other troops eg Ghurka's who
> didn't need pipes for the bad guys to be
panicking!
> Nick's well researched
> descriptions are classic descriptions of
aggressive
> troops going into action,
> so aggressive troops bonus would seem correct.
> Mick
>
>

__________________________________________________
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For a better Internet experience


Yahoo! Groups Sponsor



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



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Terms of Service.

__________________________________________________
Yahoo! Plus
For a better Internet experience


 

开云体育

"Donald was ordered to play "Pibroch o' Donald Dubh" which luckily the Black Watch recognized."
?
Who the hell else would have been playing the bagpipes? or were the Germans using bagpipers at this time!?
?
Of course it may be that?Donald such a piss poor piper that usually it just sounded like cats being strangled and this was the only "tune" he could manage to play that would be recognised as piping.
?
?
?

----- Original Message -----
Sent: Thursday, April 10, 2003 9:32 PM
Subject: Re: [Toofatlardies] Re: The skirl of the pipes

Forgive this long piece, but as the wife is out tonight, I've been looking online at bagpipes in combat (and will move on to the more interesting websites that Noddy told me about later). Most of what I found was complete rubbish - and so is this - but it shows that choice of tune should have an important effect....

(I love the bit about the guy who "died but was still playing"...reminds me of Mad Mick, the salesman with the boob-job wife whose friend died twice playing American football - remember him?)
?

"Each company was to be played into action by its piper. At El Alamein the pipers were given specific tunes to play, usually the company marches. These varied according to the battalion, from "The Nut Brown Maiden" and "The Black Bear" through tunes like "The Atholl Highlanders" and "Scotland the Brave" to "Lord Alexander Kennedy," a formidably difficult tune to play at regulation marching speed, and difficult for a novice to play at all.
The battle began at twenty to ten - 2140 in army terms - on October 23, 1942. It opened with an intense artillery bombardment from more than 800 guns. Twenty minutes later the assaulting infantry crossed the Start Line.
The enemy reacted swiftly, initially with intense artillery defensive fire and as the Infantry approaced their objectives, with heavy and accurate machine gun fire. All accounts describe how the pipers strode forward, apparently unconcerned, through the dust raised by the bursting enemy shells. An officer of the 1st Black Watch recalled, "The few pipers we had were playing their companies forward all the time. I had the greatest difficulty in preventing the Pipe Corporal from walking into the anti-personnel trip wires which you could generally see in the moonlight." A 5th Black Watch officer wrote, "The bit I left out was about the company pipers who played us across No Man's Land. They were very good, quite oblivious of the hell going on around them." The 5th Seaforth was one of the two battalions securing the Start Line. One officer wrote, "Then we saw a sight that will live forever in our memories. Line upon line of steel helmeted figures with rifles at the 'High Port', bayonets catching the moonlight and over all the wailing of the pipes." Another 5th Seaforth account relates how the pipers played "Highland Laddie" as the battalion attacked later in the night and how "we were gripped with an indefinable pride in our division."
The 5th Camerons' task was to secure Inverness so that 7th Black Watch could pass through. The Camerons advanced with the pipers playing in the lead. One company commander recalls how his company piper, Donald Macpherson from Broadford, Isle of Skye, had been ordered to play "The Inverness Gathering" during the advance. A good tune, maybe, but not particularly inspiring, so Donald soon broke into "The Cameron Men," which saw the company on to their objective. The 7th Black Watch then appeared through the dusty moonlight. It was clear that, in the regimental tradition, the Black Watch blood was up from their battle cries and shouted slogans. To ensure that the Camerons were not mistaken for Germans, Donald was ordered to play "Pibroch o' Donald Dubh" which luckily the Black Watch recognized. The 7th Argylls' history, written by Capt. Iain C. Cameron of Islay, tells how "Paisley" was mopped up with the piper playing the regimental charge "Monymusk", while "A" company piper played "Blue Bonnets" during the advance.
Inevitably there were casualties among the pipers. The 5th Black Watch history tells how "A" company approached their objective, "Montrose", their piper, Duncan MacIntyre, playing in their centre. Suddenly he was hit, but carried on playing, breaking into the regimental march, "Highland Laddie" as the assault went in. He was hit again and died, still playing. The next morning Duncan was found with his pipes still under his arm, his fingers on the chanter".

Nicked from:
?

therugdoctor2003 wrote:

?Being a rabid Anglo-Saxon, I think you're overdoing the effect here.
With only a musket in hand, I can perceive the morale impact. With
automatic weapons, I'm not so sure.

And imagine how hard it is to hear "flower of Scotland" in the middle
of an artillery barrage..? The English fans manage to drown out every
visiting team's national anthem by simple whistles.

So, what about a pipes bonus card, whereby all sections within a
radius of the piper can move. Same as a German blitzkreig card, i.e.
they can't fire or spot, just go forward.

In terms of melee bonus, I would say that the Scots should be classed
as "agressive", as would other shock troops, as once in hand to hand
I'm not sure how much effect the pipes themselves would have. Perhaps
Germans of average and below fighting ability should have a
supression point inflicted if within a certain radius of the pipes?

Daz
?


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

Your use of Yahoo! Groups is subject to the .

?


Trevor Harwood
 

开云体育

Haven't you heard "Deutschland Deutschland Uberalles" on the bagpipes? And hopefully you never will.
?
Were the peeps as effective later in the war as many replacements to Scottish units were not Scottish - my father-in-law for example, a Yorkshireman. I will ask his opinion next time I speak to him but as he has always been completely tone deaf it probably made no difference one way or the other. In fact the only time he gets excited in his reminisces is when recounting the number of bottles of Calvados that they managed to liberate in Normandy. So how about bonuses for troops attacking/defending distilleries.
?
T

-----Original Message-----
From: jeremy dorling [mailto:lynnandjem@...]
Sent: 13 April 2003 19:35
To: Toofatlardies@...
Subject: Re: [Toofatlardies] Re: The skirl of the pipes

"Donald was ordered to play "Pibroch o' Donald Dubh" which luckily the Black Watch recognized."
?
Who the hell else would have been playing the bagpipes? or were the Germans using bagpipers at this time!?
?
Of course it may be that?Donald such a piss poor piper that usually it just sounded like cats being strangled and this was the only "tune" he could manage to play that would be recognised as piping.
?
?
?
----- Original Message -----
Sent: Thursday, April 10, 2003 9:32 PM
Subject: Re: [Toofatlardies] Re: The skirl of the pipes

Forgive this long piece, but as the wife is out tonight, I've been looking online at bagpipes in combat (and will move on to the more interesting websites that Noddy told me about later). Most of what I found was complete rubbish - and so is this - but it shows that choice of tune should have an important effect....

(I love the bit about the guy who "died but was still playing"...reminds me of Mad Mick, the salesman with the boob-job wife whose friend died twice playing American football - remember him?)
?

"Each company was to be played into action by its piper. At El Alamein the pipers were given specific tunes to play, usually the company marches. These varied according to the battalion, from "The Nut Brown Maiden" and "The Black Bear" through tunes like "The Atholl Highlanders" and "Scotland the Brave" to "Lord Alexander Kennedy," a formidably difficult tune to play at regulation marching speed, and difficult for a novice to play at all.
The battle began at twenty to ten - 2140 in army terms - on October 23, 1942. It opened with an intense artillery bombardment from more than 800 guns. Twenty minutes later the assaulting infantry crossed the Start Line.
The enemy reacted swiftly, initially with intense artillery defensive fire and as the Infantry approaced their objectives, with heavy and accurate machine gun fire. All accounts describe how the pipers strode forward, apparently unconcerned, through the dust raised by the bursting enemy shells. An officer of the 1st Black Watch recalled, "The few pipers we had were playing their companies forward all the time. I had the greatest difficulty in preventing the Pipe Corporal from walking into the anti-personnel trip wires which you could generally see in the moonlight." A 5th Black Watch officer wrote, "The bit I left out was about the company pipers who played us across No Man's Land. They were very good, quite oblivious of the hell going on around them." The 5th Seaforth was one of the two battalions securing the Start Line. One officer wrote, "Then we saw a sight that will live forever in our memories. Line upon line of steel helmeted figures with rifles at the 'High Port', bayonets catching the moonlight and over all the wailing of the pipes." Another 5th Seaforth account relates how the pipers played "Highland Laddie" as the battalion attacked later in the night and how "we were gripped with an indefinable pride in our division."
The 5th Camerons' task was to secure Inverness so that 7th Black Watch could pass through. The Camerons advanced with the pipers playing in the lead. One company commander recalls how his company piper, Donald Macpherson from Broadford, Isle of Skye, had been ordered to play "The Inverness Gathering" during the advance. A good tune, maybe, but not particularly inspiring, so Donald soon broke into "The Cameron Men," which saw the company on to their objective. The 7th Black Watch then appeared through the dusty moonlight. It was clear that, in the regimental tradition, the Black Watch blood was up from their battle cries and shouted slogans. To ensure that the Camerons were not mistaken for Germans, Donald was ordered to play "Pibroch o' Donald Dubh" which luckily the Black Watch recognized. The 7th Argylls' history, written by Capt. Iain C. Cameron of Islay, tells how "Paisley" was mopped up with the piper playing the regimental charge "Monymusk", while "A" company piper played "Blue Bonnets" during the advance.
Inevitably there were casualties among the pipers. The 5th Black Watch history tells how "A" company approached their objective, "Montrose", their piper, Duncan MacIntyre, playing in their centre. Suddenly he was hit, but carried on playing, breaking into the regimental march, "Highland Laddie" as the assault went in. He was hit again and died, still playing. The next morning Duncan was found with his pipes still under his arm, his fingers on the chanter".

Nicked from:
?

therugdoctor2003 wrote:

?Being a rabid Anglo-Saxon, I think you're overdoing the effect here.
With only a musket in hand, I can perceive the morale impact. With
automatic weapons, I'm not so sure.

And imagine how hard it is to hear "flower of Scotland" in the middle
of an artillery barrage..? The English fans manage to drown out every
visiting team's national anthem by simple whistles.

So, what about a pipes bonus card, whereby all sections within a
radius of the piper can move. Same as a German blitzkreig card, i.e.
they can't fire or spot, just go forward.

In terms of melee bonus, I would say that the Scots should be classed
as "agressive", as would other shock troops, as once in hand to hand
I'm not sure how much effect the pipes themselves would have. Perhaps
Germans of average and below fighting ability should have a
supression point inflicted if within a certain radius of the pipes?

Daz
?


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

Your use of Yahoo! Groups is subject to the .

?


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