Quote:
Originally Posted by Cross
Quote:
Originally Posted by gila
One i like to have is no 1st turn bombardment as all the first player has to do is count hexes from edge to plot to a fixed deploy, second player is screwed as first player has already moved, big advantage.
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I use 'No plotting artillery until first move turn' which has the same effect as Gila's suggestion.
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Counting hexes is a goood idea at any point in the game, not just turn zero. My problem with turn zero arty (or even UAV, Air Strikes etc, is that there is no replay for turn zero. The VCR isn't turned on until AFTER player one starts. So player two never gets a chance to see any turn zero action.
I can and will count hexes and try to hit my opponent at the end of his turn 1 move. I see nothing wrong or gamey about that.
I had 1 opponent get bent out of shape about that but frankly, his bag of marbles wasn't close to full anyway. We just agreed not to play, which left us both relieved.
This gets me ( at last) to what exactly "plotting artillery" means.
At set up it is possible to plot arty for several turns into the future. As a matter of fact, this is EXTREMELY historical. A player using Soviet forces should be required to plot ALL his arty bfore the game starts, at least until the mid 60's.
Soviet doctrine was to order massive shoots ahead of the advance. It was the job of the recon units to find a way around those arty shoots for the exploiting formations.
As far as realism, the Soviets would have 20 to 30 percent of their 'point's in SP standards as arty.
This is including Meeting engagements ( called movement to ontact by the US Army)., which NO professional Army does beyond range of their artillery.
Soviet doctrine calls for exploitation formations to go thru a broken line and head for the enemy rear areas. Meeting engagements happen when the enemy moves formations up to restore the ruptured line and bump into the exploitation units ( Manuver group in USA terms). So both sides in a meeting engagement will have arty support. Neither side will allow their formations to move beyond arty support, although the USA has a little more flexibility on this, since they are more willing to replace arty with air power.
Soviet norms for a assault are 20 tubes per hex. A M/E would be about 1/4 to 1/2 that or 5 to 10 tubes per hex. Quite a bit more then 10%
The 10% rule tends to give NATO an advantage it doesn't need.
You should try playing with the Soviet player having twice the arty percentage of the NATO player. Of course, if the Soviet player knows how to work Soviet formations, you will get your head handed to you.
That is where the extremely artificial 10% rule comes from. Players that thought they were a re-incarnation of Rommel, Patton or Sharon would whine and cry after getting pounded and blame it all on something, anything except themselves. Arty was the normal culprit. I blame it all on the Leadeaters ladder, which was poisonously competitive. I have played games where my opponent had 75% of his points in arty. M110's to be exact. I beat him. He didn't have enough non-arty units to keep me from climbing down his throat, which made his arty useless. Once in the belly of the Beast anything that harms you, kills the Beast.