Artillery

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MatthewP
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
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Joined: Fri Nov 02, 2007 8:00 pm

Artillery

Post by MatthewP »

Wondering how significant the effects of artillery are in FOG-R and how people see their battlefield roll. They seem to me to be more of a defensive unit (though I havent played yet) because of their slow movement, lackof manouverability etc. I am thinking of building a French TYW as aggressive as it can be, which makes me wonder if artillery is going to play any significant roll.

Any thought appreciated.

Matthew
footslogger
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
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Post by footslogger »

I haven't played a game with the published rules, only participated in playtesting. One effect of the artillery it seems is to force other people to move out of their way - it's difficult to just stand in front of them and get fired upon. If by aggressive you mean that you'll be charging across the board from turn one this isn't going to help. But if by aggressive you mean rapidly exploiting any weakness, the artillery could cause a weakness.

So, I don't really know, but I'm looking forward to seeing how they impact games.
david53
Major-General - Jagdtiger
Major-General - Jagdtiger
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Location: Manchester

Post by david53 »

I used two batteries of Artillery one medium and one heavy at Brticon this year.

I placed both batteries at 11mu in not the 15mu you can to get some extra shooting in.

I placed them both in front of the Infantry Division in the centre thinking that most enemy foot will match yours and that way you get a target.

I found that using artillery forces the enemy to do things to sit and get shot at is'nt fun.

I alos found out its better to aim both batteries if possible at one enemy BG 4 dice needing fives to force a test is better than 2 dice. The other good factor it dos'nt matter the unit coming towards you is elite or superior theres no saving throw on the death rolls.

They will not win the game for you but they certainly worth taking along if you have the points the heavies are good.

Other people will have there own way of using them this is just mine I might change it at Roll Call next month.
donkiesrus2003
Corporal - Strongpoint
Corporal - Strongpoint
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Post by donkiesrus2003 »

Aiming them at the other guys horse is also fun as you are on 4's to hit and usually they are small BG's so can easily cause cohesion checks as well as loses.

Just support them with infantry or have your own horse kicking about to deter them from charging.
If you are in a tunnel and you see the light remember it may be a train.
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