Gentlemen all,
I have posted a game request with a house rule about artillery overhead fire. Its something I've mentioned before but feel its good to raise it again if a new tourney is coming. I would like to see the simple and effective nod to reality included in MOE rules in the future. Therefore please comment on my house rule below. It is to improve the reality of the battles and remove some of the gamey aspects the engine allows and we at times overlook as its too hard to fix. I say this is easy to fix.
The artillery of the day was hugely inaccurate and especially when firing canister. When firing canister any troops in front of the guns
or close to the target zone were liable to be hit. Only when their was a 'safe zone' of empty ground (or ground with only enemy units, which did not matter)
in front of the firing battery AND in front of the target area would artillery fire over the head of their own troops. That fire would only have been ball, canister would likely hit ALL the troops in front!
If the units in front were in dead ground
to the battery, (dead ground is out of sight) then the battery could fire at close range as the dead ground protected the unit from the batteries fire.
Before the "I've found an example of an exception to that rule - therefore its ok" brigade howl! Yes there are examples of guns firing into the mass of enemy and own troops, but it was rare and unusual. Its not the norm or generally accepted in the period. When it happened usually only a higher ranking officer ordered/directed it to be done. I have no issue with rifle armed troops firing over head of friendly troops on troops adjacent to friendly troops. They had some form or accuracy at least. If I was being totally honest I'd say no to this rifle armed troops doing it but I think they have little influence in that way as their numbers and effect are minimal.
In these games, both skirmishers and formed units can be in front of the guns and/or in front of the unit and the guns can still fire if the battery or target unit is elevated above the troops in front (the battery has line of sight). This gives unbelievable firepower to a defensive line (unrealistic depth) and on occasion also to offensive lines. So a battery on a hill can have a formed unit adjacent and to its front, on an elevation lower and a skirmish unit (100+) in front of that again. The attacker has to do three attacks within 300m and receiving possibly six! shots from the battery (3 defensive fire and three in the defenders turn) in that time. Besides the time and space issue - way too much fire effect onto the attacker - there is the issue of calculated
canister effect firing over the heads of your own troops! The game calculates close in fire as canister and rightly so. This situation did not happen! Own troops would have received as much if not more casualties than the target in these situation!! Attackers can do similar with a deployed battery behind a friendly unit and have it fire up into an enemy unit two hexes away, same issues!!
So not only is it totally unrealistic its also completely gamey! Anyone who plays it should really take a look at what and how they are trying to play. I therefore propose that a simple house rule be included in future MOE rules:
"No over head artillery fire if friendly/own troops are visible to the firing battery and within two hexes of it or the target hex. Troops in dead ground to the firing battery (the friendly unit is not visible to the firing battery) can be fired overhead of as they are protected in the dead ground. This gives a two hex "safe zone" in front of both the firing battery and the target hex." If your for it please agree
and state why.
If your against it
also please state why.
Lets see arguments based on ballistics, physics and reality - not uninformed opinion - I want 10c worth of comment not 2c worth of indignant knee jerk opinion
