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Jan 6 04 10:45 PM

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This is more of a continuation of the artillery thread at the end of the points cost item.

I persinally feel that the artillery rules need something of a tweak, as the randomisation of both numbers and types of missions doesn't fit in with the role of a FOO. If the FOO is used in game then it should be because the player has some dedicated artillery assigned to him. By all means roll for what type before the game, but limit the number of missions.
If the FOO is there to observe the fall of shot then should it not be a tad more accurate, especially if bombarding a fixed point over a period of time. The accuracy thing only really causes me an issue if you limit the number of bombardments the artillery can make. If you know you are only going to get one all game, you want to make sure it hits what you aim at. If it misses the target on the first turn, then allow the player the option to NOT call in the strike, but re-sight the point of aim the following turn (at an additional points cost). Perhaps a reduction in the deviation distance for subsequent shots at the same point could be factored in?
That or simply up the points cost for off-board artillery, include a FOO for free in this and keep the artillery rules as they stand. Thus the player can bombard the same target as many times as they want until they hit it.

Gaz

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DCRBrown

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Jan 7 04 12:31 PM

Gaz & ED,

As the game stands the off board arty element is not just limited to the FOO watching fall of shot and then calling in FFE if its ok. The time scale of the game turn means the whole process if devolved into one die roll, that of FOO target acquisition, readjustment of any spotting rounds and the calling in of the FFE. The arty template indicates where the majority of the shot lands and has its majority effect.

It was perfectly possible, and more likely than not, that off board arty missions would not land dead on target during WW2 battles. The main area of FFE may well be off target for a whole host of reasons. (Just a few prominant ones include map reading errors that abound in combat, failure or inability of the FOO to cleary pick out the spotting round/s from all the other mayhem thats going on on the battlefield, some senior officer screaming for immediate arty support regardless of proper spotting procedures and the usual array of sleep deprivation related errors.) Hence its not easy to get arty on target straight away under BG-PG.

However I am in favour of a bit of "tweaking" myself even though this will complicate the rules! Thus in the Scenarios Vol. 1 will be the Advanced Artillery Rules. Included in these are modifiers for pre-registered targets and defensive fire targets (a +2 accuracy modifier) and a prominant target modifer (+1), such as large built up areas, churches, factories, etc, etc.

This, nonetheless, will not allow players to have absolute control over their FOO's. Remember we are playing at a Battlegroup level command. You or your subordinates request arty support and then the FOO's and arty boys get on with it! You can only sit and wait and hope it lands somewhere near where you want it to! But the Advanced Rules will certainly assist accuracy in some areas, and so will hopefully reduce some of the frustration associated with your one off board arty mission going astray!

DB

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DCRBrown

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Jan 21 04 4:38 PM

Gaz,

A little more from the Advanced Artillery rules for you. Comments?

ARTILLERY MISS DEVIATION DISTANCES
Second and subsequent miss deviation distances are now reduced by 2” for each turn up to a maximum reduction of 4”.
E.g. If off board artillery missed its intended target on the first attempt it would use the standard deviation to ascertain the target area of 4” +1D6”. If the player tried again on the subsequent turn and missed again, the miss deviation would now be reduced to 2”+1D6. Should the unlucky player try again on the third turn and still miss, the miss deviation would now be reduced to the maximum possible reduction for off board artillery to just 1D6”. (Were this on board artillery the miss deviation would be now down to 1D4” – roll 1D6 but reroll on a score of 5 or 6.).


DB

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Jan 28 04 2:15 PM

Brown,

Sounds a reasonable response.
But I think that there are too many variables in terms of the arty type....
I would suggest that unless the scenario/situation dictates its use, (i.e. destroyer guns firing on the beachheads) then such heavy arty should be missed off the list....
So arty should be ..... which would incorporate the availability roll.
1-2) Unavailable
3) Heavy Mortars (e.g. 120mm, 3.5" etc, as others would be on the tabletop)
4) Light Artillery guns (e.g. Pack Howitzers, Infantry guns etc)
5) Medium Artillery guns (e.g. 25 pdrs, German 100mm's)
6) Heavy Artillery (e.g. 5.5", 88's, and Hummel type, as well as Nebelwerfers)
Then as the situation dictates you add in a special 'Uncle Target' mission (note singular) for the Heavier guns.......

Doing this you can then make the firing more accurate without seriously impacting upon gameplay......

Also you could have more than 1 type of arty, and its associated observers on 1 sector......if you are lucky that is

Evil Dick ;-)

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