mwest Wrote:Gents:
There has been a lot of discussion that the current artillery spotting rules must be changed from a "realism" standpoint. However; I have read little to nothing on how any of these proposed changes would impact game play. :chin:
My view on artillery is that the current rules are adequate and work well within the JTCS game mechanics. Artillery; when one side is blessed with it, works as intended. Combat units can spot and call in artillery fire that will land in the turn following the request. Some artillery; like the Russian BM-13 Katyusha rocket launcher, takes an additional turn to reload its rocket tubes. Pretty straight forward.
IMO; as a JTCS player - not scenario designer, I like this abstracted artillery treatment. I don't want to micro manage my artillery forces. I want to focus on how artillery will support my troop advances - not that my FO is out of position and whoops, that combat unit can't call in fire from a particular artillery battery because it is not in the same chain of command.
Sorry; but for me, it is enough that I need to try to keep my combat units within support range of their assigned battalion HQs for supply purposes.
I am against adding an additional level of complexity (yes, all artillery change support postings advocate an increased level of complexity - adding additional units like FOs. Changing the chain of command to call in artillery strikes, etc.), in the name of "realism". Also any purposed artillery changes that I have read would fundamentally change how artillery spotting works and would have a major and unknown impact on game play. I don't see any of these proposed changes as incremental ones.
Finally; as a JTCS player, I have never played a PBeM game in which myself or any of my opponents have cited the current artillery spotting rules as being so flawed as to negatively impact on game play or flow. This has been my experience and to be frank, I have never considered "revamping" the artillery spotting rules. IMO, it should not have a higher priority versus other JTCS rule issues such as extreme assault, variable visibility, and existence of weird units like the "magical" bombers and "bathtub" navy. (not to open that discussion in this thread!)
Again, I believe the impact of these proposed artillery spotting rules to game play and balance need further discussion.
The main problem about artillery is that it is way too effective, both from a "realism" point view, as well as a "game play" point of view.
Why it is too effective atm is plain to see. Any unit can call in any gun on the map that has sufficient range.
So currently as a designer what you do is reduce the number of tubes and deviate from historical numbers to get acceptable and playable results, something you never do with other units.
I would like to see a game where historical numbers of artillery, and artillery types can be placed in the scenarios.
How it can be improved can be discussed, I just would like to be able to place the correct numbers and types in the scenario and get roughly realistic/ playable results. A simple wish.
A primitive but effective first step would be a separate ammo level, that's my idea. But if the developers can come up with something better I'm all for it. Frankly I don't really care how it is done, but that something is done to improve it is certainly desirable.