I Ain’t Been Shot Mum World War Two Wargames Rules

A few months ago I picked up a copy of the I Ain’t Been Shot Mum rules from Too Fat Lardies as I think I am addicted to reading wargames rules. I have read other people say the same thing. I just love reading rules even I don’t end up playing them. Actually I have copies of Rapid Fire and Nuts that I am yet to have a look at. Its a like a wargames equivalent of heroin. Always keep a supply stashed away somewhere.

Anyway I did play a couple of games with IABSM recently and thought I would blog my opinions on the system.

While some of the ideas and concepts in the rules are good I found that the total random nature of the card activation left me feeling helpless and my decisions on the battlefield became irrelevant. You cannot plan a strategy and the side that ends up pulling out his cards first or more often is going to win. I think there is enough luck and random chance in any rule set that uses dice to calculate results for most actions. You don’t need another totally random procedure in the mix as it just becomes a game of chance. As much as I tried to enjoy the Big Man concept of IABSM it also did not really have much impact on the proceedings as half the time your big men never got activated at the right time. I think having more leaders should give your force more chance of being activated when you want them. I guess I am after more control over my game than the IABSM rules allow.

In one game my squadron of tanks activation card came up just before one tea break card and then came up again almost immediately in the new turn. This leads to some units being able to move and attack unrealistically against enemy units in great defensive positions. Movement distances are resolved by a dice roll so I would say that covers the random nature of war enough. Move those troops over there, but if they are not that keen they may not move as quickly or as far as you want them too. In other instances you can try and coordinate artillery fire one turn but then the next turn your support card or Forward Observer card does not get activated. Its just frustrating and not very real. Especially when a dice throw is already factored into the process. Same with smoke, do you reduce smoke every time a tea break card is drawn? Why cant artillery keep firing smoke once they start even if their card doesn’t come up. Anyway I really don’t like the card activation system its like playing chess with your opponent getting to move three pieces in a row……….

On the positive side of things I did like the way in which the rules handle shock, which in turn also ends up being morale. The more shock you take the less useful you are and a side can quickly fold. The close combat and firing rules are also good and felt realistic in their outcomes. I also liked the very thorough extra bits you can buy from Too Fat Lardies that detail all the different forces and their organisation.

So I guess overall that IABSM is not for me. I do like most of the rules except for the card drawing activation. I think if I just changed it to an alternative IGO UGO format the rules would play out a whole lot better. Those Big Men would have a much better influence on how the game played out and strategies and plans could actually have a chance of success. I like the way Squad Leader uses its leaders and I think the Big Man idea has a chance of working like that.

So I will return to the Combat HQ rules for my next game. This has an excellent activation system that finds a balance between luck and leadership and gives you enough scope to make a plan and hope your men do their best! Next blog will be a bit of a battle report from Normandy somewhere.

 

 

5 thoughts on “I Ain’t Been Shot Mum World War Two Wargames Rules

  1. Hi Dave here,

    I have just ordered the Command HQ rules from Book Depository because of your blog. I am after a rules system that can cater for larger sized battles so hopefully they will work for me.

    I really like the Too Fat Lardies “Chain of Command” system which works extremely well for small unit action with limited support. The rules provide the most realistic I have come across in decades of gaming.

    I have to say that as I have become older and grumpier I prefer simple sets of rules and really love the FUBAR set (free download just google) for small unit WW2 and modern gaming.

    I have some sympathy for your random movement viewpoint, but I also dislike rules that allow you to move whatever you want when you want. This never happened at the scale of battle that we are looking at. If you have to hand over the reins to Marshal Ney because your ulcer is playing up then so be it. By the way artillery, mortars, and modern grenade launchers did not and still do not carry many smoke rounds – troops preferring to carry things that go boom.

    At the strategic and grand tactical level I agree with you that plans can be put in place and can be relied on, but at the tactical level, which is the size of most wargames, things go wrong on the battlefield all the time. After all didn’t Napoleon say “give me a lucky general rather than a good one”!

    Sam Mustafa’s new set of rules “Rommel” works more at the strategic and grand tactical level using a grid system and seems impressive. The ability to combine arms and coordinate points of attack seems to work well. The size also does away with the need to worry about the minutia of smoke rounds but it is just not the size of games I want to play. At this scale I would prefer to play the old Jedko game, North Africa, instead.

    Thanks for the blog and I cannot wait for Command HQ to arrive.

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    1. Hey David – thanks for your comments! You did buy Combat HQ by Jim Bambra? Those are the rules I am using right now. I enjoy bigger games than skirmish but like the squad level/platoon level game, so I tend to adjust whatever rules I play to suit me. My next blog I will do a brief AAR using Combat HQ and what I have changed. Ultimately I would like to write my own rules and use al the best bits I like from various rule sets.

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  2. Interesting read, I’ve not played these before as I mainly play Rapid Fire and Battlegroup. Although, Ido dabble in FoW, Bolt Action and more recently Chain of Command for my platoon actions.

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  3. I find the cards a little intrusive but it depends on the system etc. I can deal with it for ground games as the overall effect kind of works out most of the time, but still can’t get my head around card activation for planes/ship games. When everything is moving anyway the cards and random order of move/activation feel odd. So my advice is if IABSM is not for you don’t try the air/ship games from the ladies.

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