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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.
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