I_Aint_Been_Shot_Mum_33_Core_rukes_V2.pdf

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Contents
Turn Sequence, Cards and Dice ................................................................. 6
1.1.
The Cards....................................................................................... 6
1.1.1.
Compulsory Cards ....................................................................... 6
1.1.2.
National Characteristic Cards ......................................................... 8
1.1.3.
Making the Cards .......................................................................10
1.2.
A word on Dice ...............................................................................10
2. Blinds ............................................................................................... 11
2.1.
What Can Blinds Do? .........................................................................11
2.2.
The Fog of War ...............................................................................11
2.3.
Hidden Units ..................................................................................12
2.4.
Orders ..........................................................................................12
3. Initiative Dice and Big Men ..................................................................... 13
3.1.
Unit Initiative Dice ...........................................................................13
3.1.1.
Effects of Combat ......................................................................13
3.1.2.
The ‘+’ Designation ....................................................................14
3.1.3.
Using Reserved Dice ...................................................................14
3.2.
Big Men ........................................................................................15
3.2.1.
What Can a Big Man Do?...............................................................15
3.2.2.
How Many Men Can My Big Man Influence? .........................................15
3.2.3.
How Does He Influence Them? .......................................................15
3.2.4.
Can He Influence a Blind that He is Operating On? ...............................16
3.2.5.
Can He Move on a Platoon Card?.....................................................16
3.2.6.
What's His Command Radius? .........................................................16
4. Spotting ............................................................................................ 17
4.1.
Automatic Spotting ..........................................................................18
4.2.
Unspotted Troops Wishing to Fire .........................................................18
5. Movement.......................................................................................... 19
5.1.
Blinds Movement .............................................................................19
5.2.
Infantry movement...........................................................................19
5.2.1.
On Table Movement....................................................................19
5.2.2.
Effects of Wounds on Movement.....................................................19
5.2.3.
Terrain Effects on Infantry Movement ..............................................19
5.2.4.
River Crossings..........................................................................20
5.2.5.
Sewer Movement .......................................................................20
5.2.6.
Enhanced Movement...................................................................21
5.2.7.
Units With No Initiative (The Guts Test) ...........................................21
5.2.8.
Digging In ................................................................................22
5.3.
Support Weapons Movement ...............................................................22
5.4.
Vehicle Movement............................................................................22
5.4.1.
Boggy Terrain ...........................................................................23
5.4.2.
Vehicle Spacing.........................................................................23
5.4.3.
Debussing, Limbering & Unlimbering ...............................................23
5.4.4.
Prolonging Artillery ....................................................................23
5.5.
Group Moves ..................................................................................23
5.6.
Aircraft.........................................................................................24
6. Fire Against Infantry............................................................................. 25
6.1.
Small Arms ....................................................................................25
6.1.1.
Section Armament .....................................................................25
6.2.
Machine Guns .................................................................................25
6.2.1.
Tripod Mounted MMGs, HMGs and Auto-Cannon...................................25
6.2.2.
Bipod Mounted LMGs...................................................................25
6.2.3.
Closed Armour MGs ....................................................................26
6.2.4.
Multiple Barrelled MGs & AutoCannon ..............................................26
6.3.
Flamethrowers................................................................................26
6.4.
Snipers .........................................................................................26
1.
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7.
8.
Fire Effect ......................................................................................... 27
Hits and Casualties ............................................................................... 28
8.1.
Casualty table ................................................................................28
8.1.1.
Near Miss ................................................................................28
8.1.2.
Wounds ..................................................................................28
8.1.3.
Dead......................................................................................28
8.1.4.
Hits on Big Men .........................................................................28
8.2.
Multiple Unit Targets ........................................................................29
8.3.
Removal of Wounds, Recovery of Cohesion ..............................................29
9. Indirect Support Fire ............................................................................ 30
9.1.
Indirect Fire Support ........................................................................30
9.1.1.
Ranging In ...............................................................................30
9.1.2.
Firing Blind ..............................................................................31
9.2.
Weapon Kill Zones ...........................................................................31
9.3.
Artillery, Mortars, and Aircraft Fire Effect...............................................32
9.4.
Light Mortars ..................................................................................33
9.5.
FOs..............................................................................................34
9.6.
Barrages & Adjusting Fire...................................................................34
9.7.
Preliminary Bombardments (“Stonks”) ...................................................35
9.7.1.
Calculating the effect of a stonk ....................................................35
10. Direct Fire Artillery Support and AFV’s firing HE.......................................... 36
10.1.
Area Fire (HE)..............................................................................36
10.2.
Firing on Separate Initiative Dice.......................................................36
10.3.
Direct Fire Against Buildings ............................................................37
11. Firing Against Vehicles .......................................................................... 38
11.1.
Initiating fire and calculating hits ......................................................38
11.1.1.
Target Acquisition...................................................................38
11.1.2.
Ranges ................................................................................38
11.1.3.
Hitting the Target...................................................................38
11.2.
Calculating Damage.......................................................................39
11.2.1.
Penetration ..........................................................................39
11.2.2.
Damage to AFVs .....................................................................40
11.2.3.
Damage to Transport Vehicles ....................................................41
11.2.4.
Damage to Anti-Tank guns .........................................................41
11.3.
Infantry Anti Tank.........................................................................41
11.3.1.
Man Portable Anti Tank Weapons.................................................42
11.3.2.
Desperate Straights .................................................................42
11.3.3.
Tank Killer teams ...................................................................42
11.3.4.
Infantry Against Dug in Tanks .....................................................43
11.3.5.
Infantry Against Transport Vehicles ..............................................43
11.4.
Damaged Vehicles.........................................................................43
11.5.
Air Attacks Against Vehicles .............................................................43
11.6.
Flamethrowers Against Armour and Vehicles .........................................44
11.7.
Artillery Against AFVs.....................................................................44
11.7.1.
Indirect Fire versus AFVs...........................................................44
11.7.2.
Direct Fire HE versus AFVs.........................................................45
12. Battlefield Features ............................................................................. 46
12.1.
Booby Traps ................................................................................46
12.2.
Bunkers & Pill Boxes ......................................................................46
12.2.1.
Pioneers Against Bunkers ..........................................................46
12.3.
Smoke .......................................................................................46
12.4.
Barbed Wire ................................................................................47
12.5.
Minefields ..................................................................................47
12.6.
Remote Control Explosive Tanks........................................................47
12.7.
Burning Buildings ..........................................................................48
12.8.
Searching ...................................................................................48
13. Anti Aircraft Fire ................................................................................. 49
13.1.
Firing on Aircraft ..........................................................................49
13.2.
Damage to Aircraft........................................................................49
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14. Close Combat...................................................................................... 50
14.1.
Procedure ..................................................................................50
14.2.
Result of close combat ...................................................................50
14.3.
Ramming Tanks ............................................................................50
14.4.
Tank Over-Runs............................................................................51
14.4.1.
Against infantry in the open.......................................................51
14.4.2.
Against Dug in Troops...............................................................51
14.4.3.
Crushing Foxholes ...................................................................51
15. Morale .............................................................................................. 52
15.1.
Procedure ..................................................................................52
15.2.
Result .......................................................................................52
15.3.
Prisoners ....................................................................................52
16. Optional Rules .................................................................................... 53
16.1.
Tank Quirks.................................................................................53
16.1.1.
Turret Types .........................................................................53
16.1.2.
Tank Guns ............................................................................53
16.1.3.
Heavy Armour........................................................................53
16.1.4.
Ronsons ...............................................................................54
16.1.5.
Schürzen ..............................................................................54
16.1.6.
Tank Crew Quality ..................................................................54
16.1.7.
The “88” Factor .....................................................................54
16.2.
Sustained Fire Role Machine Guns ......................................................54
16.2.1.
Fire Lanes ............................................................................54
16.3.
Voluntary Deployment on the Tea Break ..............................................55
16.3.1.
Reserved Dice on the Tea Break ..................................................55
16.4.
National Characteristics..................................................................55
16.4.1.
“Up From the Ranks” ...............................................................55
16.4.2.
Variable Rally Cards ................................................................55
17. Umpiring and Solo Wargames .................................................................. 56
17.1.
Umpiring I Ain’t Been Shot, Mum! ......................................................56
17.2.
Getting started ............................................................................58
17.3.
Going Solo ..................................................................................59
APPENDIX 1 : Template Blinds
APPENDIX 2 : Card Examples
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Introduction
I Ain’t Been Shot, Mum!
is designed primarily to allow the gamer to re-fight WWII actions
that can broadly be described as “Company Level”. At the heart of the game lies the
infantry company, the most important combat formation in any army, and the wide variety
of support that it can find itself operating with. The rules, along with the broad range of
theatre specific supplements, cover the use of a combined arms force on the battlefield,
and attempt to place the gamer in the role of the company commander as he struggles
against the enemy and the ever changing circumstances of the battlefield.
In creating these rules the authors have attempted to turn away from the emphasis put on
hardware and technology in so many wargames rules, and look more at the effect of battle
on the people involved. The WWII infantryman saw most of his fighting in small, seemingly
isolated bursts against an often invisible, well armed enemy. In those circumstances the
natural inclination of the individual to preserve his own existence can take over, it is only
the leadership of bigger men that animate the battlefield, and decide who wins and who
loses.
Indeed it is the uncertainty of the battlefield that we have tried to bring to the fore, the
card based turn sequence allows for infinite variability and unpredictability, making the job
of co-ordinating forces much more challenging and less predictable. You will find yourself
relying on your commanders on the ground to motivate and control your forces to get
results. Whilst you as overall commander know what you want your men to do, getting
them to do it when you want it done is the challenge in hand.
IABSM uses a system of ‘blinds’ to add confusion to the enemy and enables players to fight
against each other with or without an umpire. This is, however, a step away from
regimented rule systems, with the certainties of endless lists of factors and figures. The
gamer here is asked to move more towards a kriegsspiel approach, making decisions himself
in order to produce a realistic result. If you are a rule lawyer seeking to play the system
these rules are not for you.
These rules can be used for 10mm, 15mm and 20mm figures as they stand, or for smaller
models by converting to centimetres. Articles and scenarios will be found regularly in the
wargames hobby press, as well as on our own web site at
www.toofatlardies.co.uk
Thanks must go to the members of the St Albans Draft Dodgers who have worked tirelessly
to find fault and create the most absurd situations that would test any rules (and umpire's
patience) to the limit.
Richard Clarke & Nick Skinner
Second Edition
Since these rules were first published we have had several years during which we have
noted feedback from literally hundreds of gamers around the world. The result of this has
been some changes in format that will hopefully make the rules easier to learn for the
newcomer to IABSM! along with a few tweaks and judicious thumps to iron out the creases
in the original version. In fact the gamer will find very little substantial difference
between this and the first edition in the way the game plays, but he will hopefully agree
that this update is a little more streamlined in its presentation. Our thanks now must go to
a far wider group of gamers than the original edition, as our Yahoo Discussion Group has
proved to be a particularly productive and vibrant arena for fresh ideas.
Richard Clarke & Nick Skinner
2005
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