I've started a Rules and Description thread under the Fire & Rubble Tournament sticky.
Redwolf had a question about pre-planned artillery.
I believe it is OK for attackers to have 1st turn or pre-planned artillery but not the defender and put it in the Rules.
Do you have any opinions on that?
My *opinion* :I've started a Rules and Description thread under the Fire & Rubble Tournament sticky.
Redwolf had a question about pre-planned artillery.
I believe it is OK for attackers to have 1st turn or pre-planned artillery but not the defender and put it in the Rules.
Do you have any opinions on that?
My *opinion* :
[...]
Defenders should not have pre-planned arty. They don't know exactly when the enemy is coming.
[...]
My go-to rule has always been pre-planned for attacker, TRP for the defender. No shooting into deployment zone (maybe until a certain time? 10 mins? Not sure it matters by then). Neither for MEs.
I think TRPs are overpowered for the attacker as he can set them up along his attack route, bringing down massive firepower at will without warning on the defender. Conversely, the defender has to guess what route the attacker will use and set up TRPs accordingly, if he's wrong, they're useless. Allowing the attacker to use pre-planned means he can set barrages on delay from the game start, but has to be able to keep up his attack in order to take advantage of them, so I feel this is a decent compromise.
I get the idea behind this, but I feel TRPs are part of the game and reality as well. You are attacking and registering fires on key area's is important part of attack preparation (unless you are simulating a surprise attack). The preplanned options are rather limited (not past 20min) and not flexible, so imo this will disadvantage the attacker artificially.
Although I do agree that it's more easy for attacker to identify key terrain to place TRPs, as a defender you can also choose to not deploy on the most obvious places (or take precautions).
Perhaps limit the number TRPs allowed?
Here's the thing. In an 'attack' battle, I feel that the points allocation already favours the attacker. Probe is more in line with a fair amount (around 70%).
You're right in that you can choose not to deploy in obvious defensive areas, and is often wise not to at the outset, but sooner or later you will have to commit to battle in a location where the terrain works to your favour, but unless it's a very large map, there are only so many of those areas. If the attacker has TRPed them, he forces you to make a stand.... and then drops a train on you without warning.
You may counter that the defender can do likewise, and so he should, but he has less points to blow on luxuries such as TRPs - and if he gets it wrong, those are points he doesn't have for other defensive measures.
Either way whatever @Gunner decides I will play along with.
This is pretty much my opinion as well.My go-to rule has always been pre-planned for attacker, TRP for the defender. No shooting into deployment zone