IABSM version 2 or 3?
Posted: Sun May 24, 2020 12:29 pm
Does anyone feel like me that version 3 of IABSM has morphed into a being that, for several reasons, is a poorer imitation of version 2?
Let me expand:
1. The initiative system seems to have produced a hierarchical distribution of initiative points. NCOs are at level 2 and the officers above them are level 3 etc. But surely the idea of having ‘Big Men’ was to identify people who had a major influence on the outcome of an engagement with the enemy that may have not necessarily be in order of rank.
2. The ‘Big Man’ initiative has become too limiting. What I mean by that is the range is now 1-4 only. There was a much greater range in version 2 e.g. d4, Avd, d6 and everything in between from the clueless d4−2, to the d6+2 megalomaniac who was constantly pushing his men to the limit. As it was a die roll, it was therefore something that was partly random, something that you could not always rely on. Would you get enough points to carry out everything that you felt you needed to do? A bad roll could result in a delay and difficulty in co-ordination. Now you know beforehand what you can and cannot do.
3. Every weapons team now seems to have a ‘Big Man’ when surely the original idea was to limit the ‘Big Men’ to those individuals who had the most impact, positive or negative on the battlefield. With the upper limit of initiative being 4, I think requires to a certain extent there having to be more ‘Big Men’ on the table.
4. Raising the Strike Values means that tank and anti-tank combat has become more lethal so the possibility of the battlefield becoming a parking lot for burnt out tanks is raised. But this seems to go against the written evidence that the chances of being hit were relatively low and the accounts of tanks ducking and weaving to gain advantage in combat. To move and to keep moving was the best defence in tank versus tank or anti-tank gun engagements. This change seems to pamper to those wanting a quick and easy result of any AFV engagement and means you can very quickly lose your AFVs in a similar fashion to the ‘Rapid Fire’ ruleset. A major reason why I chose IABSM over others as you can build scenarios where highly experienced tank crews can take on an enemy even though they may be severely out-numbered as they are not a hostage to fortune over the one-shot wonder!
5. Morale – sadly it has been reduced in version 3 yet it surely is a fundamental part of any WW2 ruleset. I know people will say hang on there is morale:
1. The shock system - able to recover
2. Casualties resulting in loss of dice – irrecoverable
3. Pinning and Suppression systems
4. Tank crew bailing out system and the AFV withdrawal system
5. Card based changes in ‘morale’ e.g. hesitant and rally cards etc.
Version 2 had all of these plus the ’Guts test’ which I think was abandoned because the average number of men in a squad increased in version 3 from 8 to 10. This means they would be unlikely to pass the test. Here you were seeing if your troops would actually do something rather than have something done to them. A system giving a 1 in 6 or 2 in 10 chance would have been an easy replacement with additions for troop type, experience etc. Units reduced to zero initiative basically now just sit and wait.
6. The loss of the ‘+’ designation. A unit that may be of very limited experience but armed to the teeth. e.g. Volksgrenadiers carrying assault rifles. So, they obtain a ‘+’ modifier to their firepower. You may say that nothing in the rules that prevents you from doing this but its exclusion from the ruleset seems again a move away from variations and a narrowing of options.
I may be completely wrong, but I wonder how others feel and look forward to your responses!
Let me expand:
1. The initiative system seems to have produced a hierarchical distribution of initiative points. NCOs are at level 2 and the officers above them are level 3 etc. But surely the idea of having ‘Big Men’ was to identify people who had a major influence on the outcome of an engagement with the enemy that may have not necessarily be in order of rank.
2. The ‘Big Man’ initiative has become too limiting. What I mean by that is the range is now 1-4 only. There was a much greater range in version 2 e.g. d4, Avd, d6 and everything in between from the clueless d4−2, to the d6+2 megalomaniac who was constantly pushing his men to the limit. As it was a die roll, it was therefore something that was partly random, something that you could not always rely on. Would you get enough points to carry out everything that you felt you needed to do? A bad roll could result in a delay and difficulty in co-ordination. Now you know beforehand what you can and cannot do.
3. Every weapons team now seems to have a ‘Big Man’ when surely the original idea was to limit the ‘Big Men’ to those individuals who had the most impact, positive or negative on the battlefield. With the upper limit of initiative being 4, I think requires to a certain extent there having to be more ‘Big Men’ on the table.
4. Raising the Strike Values means that tank and anti-tank combat has become more lethal so the possibility of the battlefield becoming a parking lot for burnt out tanks is raised. But this seems to go against the written evidence that the chances of being hit were relatively low and the accounts of tanks ducking and weaving to gain advantage in combat. To move and to keep moving was the best defence in tank versus tank or anti-tank gun engagements. This change seems to pamper to those wanting a quick and easy result of any AFV engagement and means you can very quickly lose your AFVs in a similar fashion to the ‘Rapid Fire’ ruleset. A major reason why I chose IABSM over others as you can build scenarios where highly experienced tank crews can take on an enemy even though they may be severely out-numbered as they are not a hostage to fortune over the one-shot wonder!
5. Morale – sadly it has been reduced in version 3 yet it surely is a fundamental part of any WW2 ruleset. I know people will say hang on there is morale:
1. The shock system - able to recover
2. Casualties resulting in loss of dice – irrecoverable
3. Pinning and Suppression systems
4. Tank crew bailing out system and the AFV withdrawal system
5. Card based changes in ‘morale’ e.g. hesitant and rally cards etc.
Version 2 had all of these plus the ’Guts test’ which I think was abandoned because the average number of men in a squad increased in version 3 from 8 to 10. This means they would be unlikely to pass the test. Here you were seeing if your troops would actually do something rather than have something done to them. A system giving a 1 in 6 or 2 in 10 chance would have been an easy replacement with additions for troop type, experience etc. Units reduced to zero initiative basically now just sit and wait.
6. The loss of the ‘+’ designation. A unit that may be of very limited experience but armed to the teeth. e.g. Volksgrenadiers carrying assault rifles. So, they obtain a ‘+’ modifier to their firepower. You may say that nothing in the rules that prevents you from doing this but its exclusion from the ruleset seems again a move away from variations and a narrowing of options.
I may be completely wrong, but I wonder how others feel and look forward to your responses!