From: Paul O'Grady <paulog@o...>
Date: Sat, 7 Mar 1998 20:29:26 +1000
Subject: Some Thoughts on Artillery
A couple of thoughts and suggestions on artillery since my last game watching my "priority on call" heavy artillery battery ignore calls for fire from my 'specialist' Forward Observer for 3 turns. I havent tried out these yet (next week hopefully) and would appreciate some feedback. 1) Registered Targets and Final Protective Fire (FPF) All operations are covered with fire plan overlays and registered targets. Obviously more when you are in defence or assaulting a position than when advancing to contact, but obvious defensive positions are registered for rapid engagement. This isnt really reflected with the current "call for fire" rules in DSII. Calling Fire onto Registered Targets gains a +2 bonus on the call, with die types as detailed in DSII rules. Forces receive d4 registered targets in meeting engagements, d6 when attacking and d6+2 when in a defensive position. In attack/defence scenarios, the defending player also gets a FPF target. This is the "enemy on the wire, save us PLEASE" fire mission. In real life (as I remember it), this is the absolute priority mission for the Battery and guns are loaded and layed on the FPF firing solution at all times when not engaged in another mission. Call for a FPF mission overrides all other calls for fire (except the guns firing over open sights in the defence of their own position). The defender may plot a single FPF target within 6" of one of his main position (be reasonable about this). Calling for fire on the FPF gains a +4 die mod. 2) Deceptive Rounds Isn't it annoying that you finally get you call for fire in and then the unit under the markers simply buggers off? I know that this is adjusting rounds etc...but I have a cunning plan.... Some guns/tubes/whatever can also send a few errant rounds to try and deceive the Enemy's combat data systems. A Battery may utilise one or more of its guns to fire these errant rounds. Each gun so employed may not be used in resolving the fire mission, but can place 2 (maybe one?) artillery markers as per a normal mission. When revealed, these markers do not cause any damage or a "under fire" marker (not enough rounds). They are used to simply spoof your Enemy as to where your fire is going to land- he may still work it out though - Hopefully, these suggestions may make your artillery support more effective. If not, well the guns might be firing on someone else's FPF after all! Happy Fire-planning and thanks in advance for any comments,