RE: Realistic Artillery Management - FOO Rule
While it is realistic that company commanders would have control over organic assets, it's just as realistic that players will exploit loopholes in the game to create unrealistic sitatuations.
Loopholes:
1) Platoon and company commanders calling in battaltion and higher artillery. The US did it during WWII, but there was no guaranty they would get it and WinSPWW2 and SPWaW don't have the capacity to say, "No, you can't have it". Low level unit commanders didn't call higher level artillery assets with other nations. How do you police that? The game doesn't tell you who the spotting unit is, so how can you tell if it's the one company commander spotting for his mortar or a CO from another company is calling in his mortar? Or a platoon leader isn't calling in four batteries of artillery because he happens to have "eyes on"?
2) One observer calling in artillery on multiple targets. Does anyone know realistically how many fire missions someone can call in and keep straight? I really don't know, but it's probably not a high number. In the games (SPWaW, WinSPWW2), one observer can "handle" calling in artillery on as many positions as the player has firing units, even if it doesn't have LOS. It's not a stretch to say that's not realistic. It's a game thing.
Those are the two that come to mind, but the point is trying to keep P2P games realistic and honest. Reagan said, "Trust, but verify". A rule that can't be verified is a pointless rule. We aren't trying to kill the existing "rule" but expand it in a way that permits more realism, without compromising verification. Also, it is important that the "rules" not require a computer program to determine if they are being followed or not. Keeping it simple is also a requirement.
Again, everything is optional. Both players just have to agree.
|