RE: Realistic Artillery Management - FOO Rule
Even I could manage with something like that set of rules, Simon. I like them quite a bit. If I may offer some revisions:
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BASIC FOO RULES
FOO: Forward observer.
CC/A: Company command with artillery. (Some nations offer artillery companies, and many infantry or support companies have artillery assets in them. This is the company 0 unit for those units.)
A0: Duh.
Controller: The FOO, CC/A, or A0 unit that called a given sheaf.
Plot: Noun only in these rules, the gold spots created for artillery fire missions. (Elsewhere, used as a verb for call or adjust, below.)
Sheaf: The combined plots of all artillery units under a given controller. A sheaf may have a single plot (especially if a CC/A is the controller). Ie, a fire mission.
Call: To bring a new sheaf into play.
Adjust: To shift an existing plot to a new location.
1. FOOs may call fire for any artillery. CC/As may call fire only from units under their command. If no FOO is available in a given turn, the A0 may act as an FOO.
2. One sheaf per controller.
3. All plots in a sheaf must be within 2 hexes of another plot in the sheaf when assigned. (Of course, some may scatter after the mission is fired.) Sheafs with only 1 plot disregard this rule and rule 4.
4. On each subsequent turn, the controller must adjust fire so that all plots are again within 2 hexes of another in the sheaf. The controller may move every plot---thus shifting or reshaping the sheaf---as long as they all end up within 2 hexes of another. (This usually will cause different delays in the sheaf. You may ignore this.)
5. Plots may be dropped from a sheaf at any time. Plots may not be added after the sheaf is called.
6. A controller may not begin a new sheaf until all plots have been removed from the board from the old sheaf.
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