I’ve started with tanks and have gone through the infantry basics as well. Now it is time to worry about artillery and the communications involved in directing fire.
Mr. Grants game is based on a 1 minute game turn and assumes that the units in question will be able to move about with perfect efficiency should the player choose. I’ve chosen a 5 minute turn, not that it really matters, and assume there will be plenty of “hurry up and wait” involved with moving units. With that in mind, a forward observer (F/O) will need to raise the gun battery on the radio. Grant assumed a throw of a 5 or 6 was necessary on a single dice throw. Given that we would have 5 chances to get this number, I’ve distilled this down to a single dice throw as well. The chances work out to being roughly 86% which means you would need something like a 2 or better on a single dice throw. Now that may seem excessive but when you consider how artillery works in some of the other games out there, you would be left wondering how in the world guys got support in on target in a timely fashion! A friend of mine, who served many years in the army, would agree that games routinely get it wrong. You can usually get contact in a minute or two, a spotting round down range within the minute and if all goes well you will probably be able to fire for effect a couple of minutes after that. So, it should follow that you can have artillery raining down on the enemy within a turn or at most two.
So here is how it should work. The F/O makes contact (2+ on a D6). Now, he would place a marker and roll to range in. A 5 or 6 is required. A failure results in the target being ranged in on the NEXT turn at the point the player selected. Now, place a 1.5″ X 3″ rectangle down centered on the point of impact. Each corner will be numbered 1 through 4. A die roll of 5 or 6 will result in the rounds coming in on target. On a 1 through 4, the area is shifted to the numbered corner that resulted. Thus if the upper left corner was labeled 1 and a 1 was rolled, shift the point of impact to the upper left corner. Any vehicle or figure caught under the blast is subject to being destroyed. Infantry and gun crew need a 5 or 6 to survive in the open, a 4+ in cover except woods where splintered wood would effectively make the area as dangerous as in the open. infantry sheltered in slit trenches, fox holes or bunkers are saved on a 3+. Tanks are immobilized on a 4 or 5 and rendered inoperative on a 6. Soft skinned vehicles are destroyed on a 3+. Any passengers make saves as if in the open.