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RE: SG2/DS2 artillery

From: "Glover, Owen" <oglover@m...>
Date: Mon, 29 Nov 1999 19:35:28 +1000
Subject: RE: SG2/DS2 artillery

Ah, but CBR is near-worthless even today if you do not have artillery
assets
tasked with CB as a priority role. Guns rarely ever sit waiting for just
any
old target. 

So given our wonderous future; before the first enemy rounds hit the
ground
the CBR has vectored your CB guns and their first rounds are in the air
too!
So what if the enemy fires 1 salvo and scoots? 6 guns firing 1 round
each is
NOT a good arty support fire. So by making him scoot with such little
fire
is actually doing the CB job; neutralising the enemy artillery fire. 

Swings and round abouts. 

As someone else has pointed out SP arty doesn't just have to be Grav or
hover; wheeled is a good lo-tech approach too. And don't forget the
employment of your Main Battle Tanks in an Indirect Role too. Something
like
this is described in some of teh Hammer's Slammers stories. Of course
teh
issue there is limited ammo; if a tank carries 60 rounds and devotes 20
to
HE it is really a limited Fire Support platform and it means it carries
20
rounds less of some other tank killing ammo.....

Owen G

> -----Original Message-----
> From: David Tan [mailto:David.Tan@colesmyer.com.au]
> Subject: RE: SG2/DS2 artillery
> 
> 
> BTW, how does one nail artillery anyway what with the scoot n' shoot
> capability.  Is a CBR worth it seeing as the arty can move an inch,
> rendering CBR unworkable.  It appears that the only way is if 
> the arty were
> off-table where it has to move in a separate activation.  
> Does this make
> on-table arty the way to go over off-table, where it can 
> never be whacked?


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