Josh -> RE: What direction would you like to see ATG go? (6/11/2015 2:58:55 PM)
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quote:
ORIGINAL: Kaldadarnes quote:
ORIGINAL: Gary Childress Unless I'm mistaken (or maybe just haven't noticed), having an artillery unit adjacent to a regular combat unit confers no advantage in defense. Therefore I propose Artillery overwatch. If a friendly unit is in a hex, and you have a ranged artillery unit within range of that hex, you could set the artillery unit to "overwatch" on a prior turn in order to support the friendly unit if it is attacked. Setting the artillery unit to "overwatch" would of course cost APs so perhaps you could not both fire artillery in a turn and then set it on overwatch on the same turn as it fired. +1 to this - the lack of defensive artillery fire is a big gap. Agree at you should not be able to fire and "over watch" artillery though Yes well I used to think the same way. There were games I had that had this feature, AT didn't have this so I learned to live with it. And when you come to think of it, you don't really need it. What you are doing is instead of using the Arty action points during your turn, you're saving action points so you can deliver a bombardment during your opponents turn. You're switching your action from your turn to your opponents turn. So while I certainly don't object this feature, after all it's pretty cool, it's not a big game changer IMHO. Oh hang on..rereading Tinjaw's post... when you are talking about Artillery that is way back (1-2 hexes) things are different ofcourse. That unit normally wouldn't be able to participate in combat, so yeah in that case "artillery overwatch" wouldn't be such a bad idea at all. [:D] Probably lots of hard work to implement?
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