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Re: [GZG] Artillery considerations

From: Ryan Gill <rmgill@m...>
Date: Tue, 8 Jul 2008 19:41:04 -0400
Subject: Re: [GZG] Artillery considerations

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.
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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