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Re: [GZG] Artillery considerations

From: "Michael" <mwsaber6@m...>
Date: Wed, 9 Jul 2008 06:54:14 -0600
Subject: Re: [GZG] Artillery considerations

Truth is I usually just use "notional" or on paper Artillery.  But then
for 
WW-II I use Command Decision and try to get realistic ratios of
Artillery (I 
once figured out what was needed for Cobra in CD scale...)

Michael Brown
mwsaber6@msn

--------------------------------------------------
From: "Ground Zero Games" <jon@gzg.com>
Sent: Wednesday, July 09, 2008 1:44 AM
To: <gzg-l@vermouth.csua.berkeley.edu>
Subject: Re: [GZG] Artillery considerations

> Just a quick question to all, related to this subject:
>
> When you use off-table artillery (in any game system or period), do
> you represent it by actual minis kept behind the baseline, or does it
> just exist on paper?
> With my commercial hat on, obviously I'd rather that folks used
> models for it, so we can sell the arty pieces and stay in business...
> ;-)
> This is, I guess, the major reason why FoW (for example) uses it's
> odd logarithmic ground scale compression and insists on all artillery
> being on the table - so folks have to buy and deploy the models for
> it.
> Certainly for both aesthetics AND our sales, there is a good case for
> saying that off-table assets should be modelled on a little
> "sub-table" diorama behind the player's baseline. Doing this also
> means that things like counter-battery and airstrikes against enemy
> artillery can actually be gamed out using the normal rules rather
> than abstracted, if you so wish.
>
> Jon (GZG)
>
>
>
>>I've seen one of Ryan's CB fire missions before, they're brutal. :)
>>
>>However, much of this will depend on the type of battle you're having.
>>On a sparsely inhabited planet, you're probably not going to have a
>>huge army on the ground; the force represented by the DS army could
>>well be the entire thing. In that situation I might not have the
>>luxury of deploying my artillery far behind my lines, because I'd want
>>my main force to be able to cover them and the small force would be
>>easy to out maneuver. So there would be a valid rationale for having
>>the artillery deployed on-table.
>>
>>
>>Robert Mayberry
>>
>>
>>On Tue, Jul 8, 2008 at 7:41 PM, Ryan Gill <rmgill@mindspring.com>
wrote:
>>>  On Jul 8, 2008, at 7:02 PM, Ground Zero Games wrote:
>>>>  The simplest way is probably to say that off-table assets have to
>>>>  penetrate off-table defences (area defence and counterbattery
>>>>  systems), but on-table support has to be dealt with (or not) by
>>>>  on-table defences (close-in point defence).
>>>>
>>>
>>>  Except that flies in the face of the doctrine of putting your
counter
>>>  battery forwards and your main support fires to the rear. That way
>>>  the rear guns are further away from MOST of your enemy's counter
>>>  battery guns and your counter battery guns have more chances to be
in
>>>  range of the enemy counter battery guns. Personally, I think a size
>>>  class should denote range, but generally for simplicity, I'd
consider
>>>
>>>  1. man portable mortars to be tabletop only
>>>  2 towed and or SP tube artillery to be table top plus off table
>>>  3 off table to be Table/off Table for range.
>>>  PLUS
>>>  Depending on desires, MULTIPLE artillery units could be called on
for
>>>  a given mission if spotted by an artillery observer element. This
>>>  would parallel something that at least the British could do in
WWII.
>>>  Basically organize a stonk or fire mission using a battery, A
>>>  regiment, an AGRA, a whole Corps, or every tube that's in range.
>>>  Getting the upper orders called down on you was what kept a LOT of
>>>  germans from shooting at the British Observer aircraft. (You REALLY
>>>  didn't want to piss him off). Essentially, you activate as many
units
>>>  as you want and place those counters on the target as you want.
>>>  They're all activated and do what they're going to do (shoot and
>>>  scoot or fire and sit pat). Resolve multiple battery's barrage all
at
>>>  the same time as you would one. This allows you to more precisely
>>>  control the difference between a harassment mission, a
neutralization
>>>  mission or one in which you want it DEAD (a material mission).
>>>
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>>>
>>
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