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Thread: Pre-plotting Fire Missions

  1. #1
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    Pre-plotting Fire Missions

    Since I mentioned this in a different thread, I offer up a rule I have been playing around with for the past year.

     13. PRE-PLOTTED FIRE MISSIONS
    [This is a variant rule to increase the playability of OBA and to reduce the randomness of the OBA process. The rule requires a small amount of pre-game planning and note taking.]

    13.1 AVAILABILITY: A player has the option to use pre-plotting for OBA Modules he receives unless prohibited by SSR. Pre-plotting Fire Missions bypasses many of the normal OBA rules. Pre-plotting may not be used with NOBA (G14.6).
    13.2 SETUP: Prior to either side setting up its forces in a scenario at the Record all Pre-Registered hexes step of the Pre-game sequence, the player choosing this option can pre-plot any Fire Missions for any of his OBA modules.
    13.21 For each Fire Mission that is pre-plotted the following information must be recorded: The turn and phase (PFPh or DFPh) the Fire Mission will be used; the target hex the Fire Mission will be placed; and the type of Fire Mission (Concentrated, Harassing, Smoke, or WP). [EXC: IR Fire Missions may not use pre-plotting.] For each Fire Mission pre-plotted the player must remove two black chits from his draw pile. The remaining black (if any) and red chits are formed into a draw pile for use during play. Pre-Registration (C1.73), Plentiful, and Scarce Ammunition (C1.211) have their normal effect upon the draw pile.

    EX: The German player normally creates a draw pile of 8 black and 3 red chits. The German player may pre-plot up to 4 Fire Missions. If the German player were to only pre-plot two Fire Missions, his draw pile would be made up of 4 black and 3 red chits for use during the game.

    13.3 PLOTTED USE: On the turn recorded for that Fire Mission, it takes place without the need for either Radio Contact or Batter Access. A pre-plotted Fire Mission does not require an AR to be placed. Instead the FFE:1 is immediately placed in the recorded target hex and is accurate on an Original dr ≤ 4. If it is not accurate, the Extent of Error dr is halved (FRU) and the subsequent FFE:2 must be corrected toward the target hex in the next phase (PFPh or DFPh). In either case the effect is determined by the pre-recorded mission type.
    13.31 CANCELLATION: A pre-plotted Fire Mission may be canceled by the Observer (on- or off-board) for that module if he has Radio Contact and LOS to a non-Aerial Location in the potential or actual Blast Area of that Fire Mission.

    13.4 NON-PLOTTED USE: During the game, the OBA Module may be used under the normal OBA rules using the depleted draw pile. However, while a pre-plotted Fire Mission is in effect, the Observer for that Module is limited to Gaining/Maintaining Radio Contact and cancellation of the current Fire Mission. He may not place an AR, SR, or correct the current FFE counter.
    13.41 Because pre-plotted Fire Missions follow a predetermined plan, the Observer for that Module does not need to have an LOS to the target hex or to even have Radio Contact with that particular module [EXC: Cancellation 13.31]. Once an FFE:C is placed, an Observer may use that as a starting point (C1.34) for a non-plotted Fire Mission.
    13.42 MODULE LOSS: In the event that the Observer looses Access to the Module, either by drawing two red chits or through the Radio/Field Phone attached to that Module being eliminated, any remaining pre-plotted Fire Mission are unaffected. They will still trigger on their pre-plotted turn and target hex.
    13.5 PRE-REGISTERED FIRE: Pre-plotted fire may be used with Pre-Registered Fire (C1.73). For each assigned or purchased H1.53 pre-registered hex, a player may pre-plot a Fire Mission without the sacrifice of an additional black chit. All other pre-plotted rules apply normally.

    34. 13 PRE-PLOTTED OBA: Many scenarios using OBA suffer from the boom or bust availability of Fire Missions. This optional rule seeks to normalize OBA to some extent. It represents the dedication of artillery assets to a particular part of the battle in accordance to a particular plan. By pre-plotting Fire Missions the actual use of OBA becomes more streamlined. In effect the player is trading number of Fire Missions for predictability. The Fog of War is still present with this option. The opponent of the OBA can never be sure when and where the pre-plotted Fire Missions will occur. The player using this option might have his OBA become ineffectual due to poorly placed target hexes, turn estimates, and unexpected strategies from his opponent. The provision to cancel a Fire Mission is there so the player doesn’t completely hurt himself. However, the price is high due to the loss of the Fire Mission.
    This option is an extension of the Pre-Registered Fire rules. It is my feeling that if a player has paid for one or more Pre-Registered hexes he need not sacrifice any further in chit loss. Pre-Registration is quite expensive to begin with, so there is no need to weaken it further.
    The maximum number of pre-plotted Fire Missions is between 3 and 5, depending upon Nationality. The maximum number of Fire Missions normally available is between 5 and 11. Because many scenario designers are ‘gifting’ the first Fire Mission in many scenarios, it is unlikely adoption of this rule would cause any existing scenario to become unbalanced.

  2. #2
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    Er, if I ever get to play you with a 6 or more black chit draw pile, I will gladly take that chance to put a guaranteed 3 FFE's where and when I want them. I know there are players who can look at the whole 8 turn scenario, and know intuitively where and when the OBA needs to be there. These players will gain more benefit from this rule than others. I may not be one of them, but I know a GOOD thing when I see it. I would probably take this as the Russians anytime I had OBA, more so if I had to use a radio.

    My recommendation would be to put radio contact and LOS requirements back into the mix. But then, you are basically spending black chits to get uber-pre-registered effects, when the loss of black chits just means you don't have the on-demand OBA.

    To bring a reality/logic argument back into it, (and I know what that gets me, nothing) the existing pre-registered hex rules seem to take care of this sort of thing. An observer calls to the fire direction center, and verifies that the target area is not occupied by friendly forces or civilians, and lets the batteries go to town. Otherwise, you may very well be shelling a town recently abandoned by enemy soldiers and killing civilians in the streets. (I know it's an extreme example but you see where I'm coming from.)

    OTOH against a known defensive position, such as the fortifications around Tobruk, or Stalingrad, then pre-planned fire would make sense, and should be available by SSR if the designer thinks it's appropriate. [Ex. the creeping barrage in Riley's Road CG.]

    From a game mechanics point of view, I believe it would effect balance in scenarios. In a "balanced" scenario, sometimes OBA is the king of battle as it should be, other times it's the red-headed (carded) step child. Over the course of many playings, this should show in a balance of the win-loss record. Removing the randomness of the OBA sounds like a sure fire way to get the "balance" off kilter.

    Consider a German attack with 80+mm Bn MTR OBA (8B 3R). I think through a bit, and look at the setup areas for the defender, pre-plan for turn one the spots likely to contain HIPies on my advance routes, and then switch to the victory locations for turns 2 and 3. I plan to mop up and take the victory hexes on turns 5 and 6. For finesse, make the Turn 4 pre-plotted location the likely rally point for the broken defenders.

    Turn one (your rules), I'm off board, or probably not in LOS of a known enemy unit. I still drop harassing fire in my prep so I can clear the way, or at least discover the HIP screen. Units move on-board, or up to the FFE, waiting for my next player turn to have it resolved elsewhere and open the movement path. In the DFF I will let it resolve in place, or perhaps correct it a bit with the radio contact risk. (Unless a chit draw is required, NRBH, but I don't think so.)

    Turn one (normal rules), if I'm off board no OBA... If I don't have a LOS to a known unit, there are 3 chances to miss the FFE's arrival. Or SR's arrival, since I didn't have any pre-registered hexes in this example. Radio contact, better than half of the time I will make this, 8 IIRC. (72.2% success, 2.78% loss of OBA from radio x#). Chit draw for availability is 72.73% (8 of 11) drawing black. Chit draw for the no know enemy units is 70% (7 of 10). If my math is correct I have a total 71.93% (41 of 57) chance to get the OBA off first turn. Not to mention I can't convert to FFE1 until the DFF of the defenders turn 1.

    Turn 2 (your rules) let it shift to the victory locations, to either break the defenders there, or prevent units from moving in or skulking in the defneders turn etc. May also reveal HIP last chancers in the area of the victory locations. Let it hammer away in the DFF.

    Turn 2 (normal rules) assuming I have LOS to the victory locations, we are looking at similar results again, but with less black chits to draw. Since it's a FFE2 at the beginnign of this turn, I can try to correct, or cancel and restart. Maintenance is up to 9, for 83.3% success. Correction doesn't take a chit draw (IIRC NRBH), so lets assume cancelation and restarting in the victory locations to keep this as close to the planed fire as possible. 70% (7 of 10) chance on the black chit access to fire, then a 66.6% (6 of 9) chance to get the concealed targets chit. Er, I think the math is off, because this went up to 78.18% chance of getting the SR in place. Again correct/convert in the DFF.

    Rinse and repeat for the following turns.

    Also consider that in the pre-planned fire rules the guy carrying the radio was available to move around if the situation permitted, he didn't have to sacrifice movement in the owners turn because he didn't get "prep fired" to use the OBA. Knowing he doesn't need LOS or radio contact to keep with the pre-planned stuff frees this leader to rally in the back field, out of LOS of enemy troops. With your system, the radio is only needed if correction is desired. An accuracy of 4 is pretty good, and halved distance means correction is easy if the leader is in LOS. It also means that correction may not be required, because the FFE may have resolved on some juicy targets when it deviated. [EX: units on the flank or just to the rear of the victory locations.]

    Even a no-brainer example, hammer the victory locations for 8 resolutions of harassing fire to prevent reinforcing or skulking about. The initial location may have to be corrected once or twice (out of 4), but most should be on target. Don't forget about potential rout MC's in the FFE, if the defender whats to avoid being eternally DM.

    This took a while to write, so someone probably beat me to it. Interesting idea, perhaps as an SSR for an assault against a defended entrenched obstacle. As a regular rule, as it's written now, you would be a fool not to use it when given OBA.

  3. #3
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    I think the math should be this way:
    8 radio contact = 72.22% pass
    8 of 11 chit draw = 72.73% pass
    7 of 10 chit draw = 70.00% pass
    The percentages should be multiplied giving 36.77% chance of passing all 3 checks. (52.53% if you don't have the second chit draw.)

    Second turn goes to 58.33% without the second chit draw and 38.89% with. (Bn MTR bonus.)

    Accuracy should also be considered, but remember that without the pre-registered hex, the SR can't convert the first turn. Correction the next turn changes the equation to just correction risks, not the chit draws.

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    pward says the balance may be "off kilter", by which I guess he means that the established "balance" of an old scenario may change. On the other hand it would make any scenario (using this rule from the beginning) somewhat easier to balance. I agree that this rule would likely get a lot of use, especially since it requires no radio contact, no acquisition, and no LOS to receive that potentially devestating firepower. I too would likely set it up to rain on the victory area at whatever point I felt it would be most likely to catch the enemy there (turn 1, turn 3, turn 8, or whenever.) My gut feeling is that it would be too strong a tool and thus tend to generate even fewer scenarios with OBA. I personally like the fairly random effectiveness of OBA as it stands. OBA, along with snipers, add some very much needed Fog-of-War to this game system which, while excellent, really allows (IMHO) too much player control to be a great simulation.

  5. #5
    Shut up and play! SamB's Avatar
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    One thing I would definitely change is the statement that you can use this unless it it prohibited by SSR!!

    This gives NO opportunity for a scenario designer to say "no" to your optional rule.

    I'd put it the other way, it's only available if there is an SSR that permits it.
    Sam "OBA isn't that hard"

  6. #6
    Forum Guardian Corporal Kindel's Avatar
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    One way to have a more assured method of OBA, which I've seen used in at least a few scenarios, is to have a SSR that removes one or two (or more) black cards thus allowing these first few fire missions auto-success. A SSR allowing a 6,6 radio contact/maintenance DR to loose contact but not cause a malf of the radio might also help avoid serious unbalancing issues related to an untimely Radio malf.

  7. #7
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    Quote Originally Posted by SamB
    One thing I would definitely change is the statement that you can use this unless it it prohibited by SSR!!

    This gives NO opportunity for a scenario designer to say "no" to your optional rule.

    I'd put it the other way, it's only available if there is an SSR that permits it.
    Sam "OBA isn't that hard"
    Uh, since it is an optional rule the default condition would be to not have it in place unless both players agree to it. Your point seems to be lost on me.

  8. #8
    Average Player Fred Ingram's Avatar
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    Quote Originally Posted by WaterRabbit
    Uh, since it is an optional rule the default condition would be to not have it in place unless both players agree to it. Your point seems to be lost on me.

    Like most optional rules, the player who would be at the disadvantage would never allow it to be used.

    Interrogation suffers from this very syndrome

  9. #9
    Forum Sentinel Reepicheep's Avatar
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    Quote Originally Posted by Fred Ingram
    Interrogation suffers from this very syndrome
    As does the IIFT when playing nationalities that have significant numbers of odd-numbered FP factors.

  10. #10
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    Quote Originally Posted by pward
    Er, if I ever get to play you with a 6 or more black chit draw pile, I will gladly take that chance to put a guaranteed 3 FFE's where and when I want them. I know there are players who can look at the whole 8 turn scenario, and know intuitively where and when the OBA needs to be there. These players will gain more benefit from this rule than others. I may not be one of them, but I know a GOOD thing when I see it. I would probably take this as the Russians anytime I had OBA, more so if I had to use a radio.
    Skilled players get more out of any rule. However, I can see two concerns: small area and short scenarios. In a 5 turn scenario, getting three missions into play is difficult, so a limit of turn -2 might be appropriate. In small area scenarios such as a half board, OBA is strong but one has to wonder why the designer put it in to begin with as it will completely dominate the scenario unless it fizzles.

    Quote Originally Posted by pward
    My recommendation would be to put radio contact and LOS requirements back into the mix. But then, you are basically spending black chits to get uber-pre-registered effects, when the loss of black chits just means you don't have the on-demand OBA.
    So, then don't bother with this optional rule. I think you are missing the point. Too many designers don't properly implement OBA. The idea here is to actually limit the flexibility but improve the reliability of OBA. If OBA wasn't a factor in the 'real life' situation, why did the designer just throw it in?

    Quote Originally Posted by pward
    To bring a reality/logic argument back into it, (and I know what that gets me, nothing) the existing pre-registered hex rules seem to take care of this sort of thing. An observer calls to the fire direction center, and verifies that the target area is not occupied by friendly forces or civilians, and lets the batteries go to town. Otherwise, you may very well be shelling a town recently abandoned by enemy soldiers and killing civilians in the streets. (I know it's an extreme example but you see where I'm coming from.)
    Um, no. Pre-reg is rarely implemented and most scenarios with OBA don't balance well. You are also thinking about a larger scale than ASL. These considerations are on the order of days, not the few hours represented by an ASL scenario.

    Quote Originally Posted by pward
    From a game mechanics point of view, I believe it would effect balance in scenarios. In a "balanced" scenario, sometimes OBA is the king of battle as it should be, other times it's the red-headed (carded) step child. Over the course of many playings, this should show in a balance of the win-loss record. Removing the randomness of the OBA sounds like a sure fire way to get the "balance" off kilter.
    So in a scenario with OBA the first two chit draws are red. Balanced? How about the German player that gets 8 fire missions? Designers have always struggled with how to balance OBA in a scenario. A scenario balanced over 500 playings is small comfort to the player that gets the chit draw shaft (either way) or breaks his radio on the first contact roll. Balance is already off kilter. The goal here is to create balance and to simplify a system of rules that frustrates a lot of players. I have been playing with OBA since ASL was first released and am quite comfortable with the rules, but the balance leaves much to be desired.

    Quote Originally Posted by pward
    Turn one (your rules), I'm off board, or probably not in LOS of a known enemy unit. I still drop harassing fire in my prep so I can clear the way, or at least discover the HIP screen. Units move on-board, or up to the FFE, waiting for my next player turn to have it resolved elsewhere and open the movement path. In the DFF I will let it resolve in place, or perhaps correct it a bit with the radio contact risk. (Unless a chit draw is required, NRBH, but I don't think so.)
    By the option I have suggested, this is not allowed. A pre-plotted mission cannot be corrected -- if inaccurate it auto corrects to its pre-registered hex. This option does not supersede the normal OBA rules. If you have a pre-registered hex it does not matter if you are off-board with an off-board observer, you can place the fire mission on turn 1 with the normal rules.

    I think you need to go back and reread the regular OBA rules since the rest of your discussion is flawed.

    Quote Originally Posted by pward
    With your system, the radio is only needed if correction is desired. An accuracy of 4 is pretty good, and halved distance means correction is easy if the leader is in LOS.
    Um no, go back and reread. The radio allows you to cancel pre-plotted missions. If you want to correct, you must wait until the pre-plotted mission is complete or cancel it. Then you must create a new fire mission using the normal rules, but you have less black chits in your draw pile. If you don't get the mission fully off before your next pre-plotted mission, you loose the module.

    Also, you are only looking at this from the point of view of the attacker. I think that if you were to try this option you would find it to be much more difficult to implement than you suspect. OBA only affects 7 hexes with normal concentration (19 with harassing). Most scenarios only use 80+ and if you want to waste that dropping a 4 FP FFE knock yourself out. The OBA is going to be static for a full player turn, so if you do remove the defenders in the FFE:1, your FFE:2 is wasted or worse in your way since you are not allowed to correct a pre-plotted mission.

    However, if you want to play A68 Acts of Defiance, for example using this option to prove me wrong, I can set aside a Sunday to play some real-time VASL. The Russians have 120 MM OBA and could get three pre-plotted missions. I would take the Germans with little concern. I have played this scenario against a Russian that received 5 missions and they landed just were he needed them. Frankly, when facing OBA I assume my opponent with receive 2/3rds of his missions an plan accordingly.

    Again if you feel this is too powerful, just add in the SR step so that your opponent has a chance to move away before the OBA comes down. There are several ways to weaken this concept without throwing it out the window.

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