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Realistic Artillery Management - FOO Rule
11-26-2008, 04:08 AM, (This post was last modified: 11-26-2008, 04:23 AM by Narwan.)
#81
RE: Realistic Artillery Management - FOO Rule
I'm wondering how you'd handle fire-plans with the FO rule (expanded or not). It seems the FO rules is focused on quick response calls and not prepared arty missions.
This has some serious practical consequences too I'm afraid. Let's say you want to attack on a 500m wide front with infantry and need to cross some open terrain to reach the woods. You want to have a smoke screen between you and the woods and an additional one parallel to your advance to block your left flank for possible enfilade fire. And you want some support in the form of arty rounds falling into the woods to suppress the defenders there.
Even though this would a company sized attack you'd need at least 5, possibly 6 FO's to pull this off and is assuming you use the expanded FO rule. While in reality this would all be worked out in advance (perhaps with a few test rounds not represented in the game) by the responsible arty officer and maybe a single dedicated spotter.
(In 'reality' this would take more time to set up than you'll need in the game but once again, for playability, this has been condensed).

Another example would be a creeping barrage; under the FO rule you'd need an observer for every few hundred yards of barrage while this too could be planned in advance (again with maybe a few ranging shots) and then carried out on a time table without a spotter adjusting.

Wouldn't you agree that all in all it's rather a lot of instances (interdiction, counterbattery, preplanned fires, company attachments) where the FO rule actually decreases reality? And if you'd try to put those all into a new rule it would quickly become unplayable (just look at the debate on how to interpret the dumbed down version early on in the thread)?

Narwan
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RE: Realistic Artillery Management - FOO Rule - by Narwan - 11-26-2008, 04:08 AM

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