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Realistic Artillery Management - FOO Rule
11-21-2008, 08:10 AM, (This post was last modified: 11-21-2008, 08:13 AM by Imp.)
#14
RE: Realistic Artillery Management - FOO Rule
Cross Wrote:
If one were to agree to a rule that allowed a target area (one of my earlier suggestions) it may prove difficult to police, but how about allowing a player to plot artillery within a 100M of one another?

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If not at least allow to place all adjacent to each other. If you have a target in a tree line you hit the area not pound one spot.
Actualy having a LOS can be detrimental, might be more effective but probably don't need to be as little drift so the target hex & all adjacent got pounded while anything 100 metres away is untouched.
So if units where spaced in shouting distance I have got 2 tops.

Another example you see a company of infantry moving dispersed across open ground. Not worth firing espec if FOO has a LOS as you will miss most of them. Oh a line might work well. The idea in my view is to break it up by pinning some so easier to deal with.

Adjacent is reasonably easy to monitor & while not ideal means you can at least get some frontage. 100m is logical as all overlap assuming spread to adjacent hex.

As it stands the rule means buying small calibre arty to suppress as its what they are good at is a waste. May as well buy big stuff to kill as enough will fall to suppress if doesnt.
So now instead of buying a sensible arty mix I want to squeeze out as many big boys as I can & realism has just flown out the window.
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RE: Realistic Artillery Management - FOO Rule - by Imp - 11-21-2008, 08:10 AM

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