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Re: [GZG] Artillery considerations

From: "Robert Mayberry" <robert.mayberry@g...>
Date: Tue, 8 Jul 2008 22:41:36 -0400
Subject: Re: [GZG] Artillery considerations

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 <> 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.
> 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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