Grumbler Wrote:Or you could save the e-mail and after the game is finished, look at the roster and see. BTW, Having a .5 request means that the next turn will be a 0.0 (FFE-fire for effect) So it would be posssible for 1 FO to request fire at an off the dime target with a 2.1 delay, then the next turn request fire from a dime with an off set for a 1.4 delay (request A is now at 1.1, then the next turn request fire on a dime with a 1.0 delay (requests A & B are now at .1 and .4).
You can do it whatever way you and your opponent agree too. However, this is not the way I envisioned it. Basically if your FOO is calling in a shoot, that is what he is doing until either the shoot is cancelled, or all rounds land and he doesn't continue the shoot.
Using the above it is very easy to buy one FOO and have him shoot 20 different targets each with one tube of a battery. Just keep adding a +1 delay or plot into a priority target and shift the fire one hex to add a .1 delay. Pretty unrealistic in the world of artillery I know.
As stated, simplicity is the objective. If it is simple, it cannot be mixed up or cheated. So if you have three FOOs and you plot four shoots then you are doing wrong the way I use it. The play testing is being done as I have stated it.
If you don't like the FOO rule, and want to be able to buy one FOO and target one tube into each hex on the map then by all means go ahead, it is your game.
Some of us are busy doing things; some of us are busy complaining - Debasish Mridha