by Guy Wilde
Since its inception artillery has been a mainstay weapons system in military arsenals. Yet representation of artillery in operational level wargames will very often give players little to think about. Employing artillery in OCS will keep your brain percolating. But before talking about artillery and OCS mention should be made of several significant changes to the artillery rules in the 3.0 rules book. These changes have led to a more streamlined barrage sequence and a more realistic use of artillery units. They have actually been around well before the release of the new rules book, so most OCS players should be aware of them. One of the most significant evolutions in OCS artillery procedures is the way in which supply is paid for barrage attacks. This is no longer calculated using unit size. Instead the supply cost is determined by the barrage column being used with the cost conveniently listed at the top of the column. This does two things. First, it makes it easier to calculate the supply cost for a given barrage. More significantly, it makes artillery units much more flexible. They are more flexible because it is now cost effective to fire in move mode. This means that artillery can travel further distances, both for offensive action and in reaction, to deliver a barrage, albeit a smaller one. But at least now the cost in SPs to do so is less. This ties in with another change, and coupled with the above create a significant consideration for players to think about. This change concerns the density modifiers. Anyone playing an OCS game knows they are much less forgiving than before and greatly enhance the power and effectiveness of artillery. With heavier penalties for high-density stacks, move mode or otherwise weak artillery units can still often find fruitful targets. You'll still see some four strength German artillery battalions used as fortress fodder when playing Hube's Pocket, but they now can serve with distinction alongside the vaunted Werfer regiments as well. The last change introduces the concept of spotters. This rule addresses, among other things, the inherent difficulties of using artillery dedicated to support a certain formation to support another formation. It is a welcome change as it discourages players from using divisional artillery as if a Corps or Army HQ were controlling them. With these changes in mind we move on. A crucial weapon in attack and defense, it might be best to discuss the use of artillery for each separately. Attacking with Artillery If you're going to attack something, you want it to be disorganized (IDG). The primary means of IDGing enemy units is with artillery (Air units will do their share). Knowing what to barrage, what units to use and when to do it are not always easy to determine. The biggest limiting factor in using artillery is supply costs. Raining 72+ point barrages on enemy hexes each turn would surly cause a lot of disorganization but doing this would have the rest of your army grind to a halt for want of supply. There are several ways to try and maximize the effect of your arty fires. Some may be obvious, literally. Hit big stacks. The density modifiers go through the roof and will just about guarantee a IDG and maybe afford the opportunity to watch your opponent agonize over a step loss. If he has reserves close to the front in big stacks barrage even though you don't have a spotter, the density modifiers may very well offset the effect. Generally though make sure you have an appropriate spotter if you don't want to increase the risk wasting supply. In a crucial attack you'd do well to have more than one spotter next to the target. This way if one gets DGd, and thus ineligible to spot, you have another. Try whenever possible to barrage targets in clear terrain. Naturally this will be difficult as the enemy will take advantage of covering terrain whenever possible. If your target is in protective terrain, and you don't think you can count on density modifiers to increase your chances, you may need to up your barrage total if you're really counting on a DG. Sometimes it is better to pay more up front than to have to barrage a hex again. This has not been officially sanctioned, but I like the idea of letting players voluntarily barrage on a column that is less than what the firing units are actually capable of. This will allow them to save a few tokens if they feel the full weight of a given unit(s) is not needed. One should always be aware of the breakpoints for supply costs, you may be paying more than you have to. When moving artillery that requires fuel, make sure you know where you want it to go. You don't want to have to spring for fuel costs any more often than you have to. Try and anticipate where you'll need it and calculate the move so that it can advance as far as possible on a given fuel expenditure. Another thing to keep in mind when setting up offensive artillery fires is allocating units to fire in different phases. An echeloned attack will require artillery for use in the exploitation phase. If these guns are to have maximum effect they will need to be in reserve and in combat mode very close to the point of attack. They will find new targets as exploiting ground units make contact with enemy units behind his front. Some reserve artillery may also be in move mode if a deep penetration is expected. They can move with the exploiting units to find targets well behind the enemy front line. Rocket type artillery deserves some specific mention. They will stand out on the counter sheet because they often have whopping barrage factors. The trade off is lack of operational mobility. They are not able to move in combat mode and can't fire in move mode. When in move mode they require fuel to go anywhere. They are therefore difficult to get into firing position against targets commensurate to their power and supply costs. They may also give vital clues to your opponent as to where your next blow will fall. They should be hidden. Or you can flaunt them openly in an attempt to deceive the enemy and strike somewhere else. It's all part of the mind-game that is OCS. Defending with Artillery Without artillery maintaining a defensive position might be like letting a truck hit you at full speed. If you have artillery, you might get it to slow down at least a bit before hitting you. Artillery is absolutely vital, unless you also happen to have a preponderance of tactical air, to dampening the blows the enemy has in mind to deliver. Having reserve mode artillery on hand is thus critical to repelling an enemy attack. Unless in move mode, on hand translates to very near, say within one or two hexes, of the expected area of attack. Depending on the enemy's attack deployment this area may or may not be obvious. Your gut instinct, right or wrong, will figure out the rest. The number of reserve markers available places limits on the use of defensive artillery. Players will need to be careful in the allocation of reserve markers, but my guess is many of them will have artillery underneath them. Reserve artillery close to the front should be stacked with a combat capable unit that isn't in reserve if possible. This will help safe guard against overruns or other marauding hazards. A defensive line that is well covered by reserve artillery can pose a daunting problem for would-be attackers. A DG or two in the right place can take a lot of impetus out of an offensive thrust. If faced with a daunting array of defensive artillery the attackers can seek to mitigate its effect somewhat by lining up the main assault to be delivered during the exploitation phase. The movement/combat phases are used to open a hole or two but the big punch comes after the reserve phase allows the defensive guns their chance to speak. The detriment to this approach is that the attackers basically forfeit the traditional exploit phase, but if done right strong elements can gain favorable attack positions without fear of becoming DG. This might be a good approach for an attacker forced to make "crumbling" attacks before delivering his main blow. Not all defensive barrages need occur during the reaction phase. You can use them during your turn to help safeguard your lines during the enemy's turn. If he has units in the front line or one hex behind it that you think might be used for overruns you can try and hit them hoping to get a DG result. In this way you may seek to minimize the threat of overruns. A defensive DG caused during your turn will have a hampering affect on the movement allowance of enemy units during their turn. In this way you might break up an attack before it even starts. Other Functions Don't forget some of the other neat things artillery can do. Barrages against facilities such as air bases, ports, rail lines and supply dumps serve to round out the repertoire of threats artillery poses in OCS. Barrages on an enemy airbase can be particularly fruitful as they might hit two targets with one stone. However, given reasonably competent play barrages against enemy airbases laden with aircraft will be rare. Perhaps even more important facility targets are ports. If your opponent is counting on them for supply barrages can be a means of choking it off. At very least it can make things difficult for a besieged defender that is relying on a port for supply. Interdicting rail lines with artillery is another option, though opportunities to do this will be limited. Still it is a capability that may serve you well. For instance, you are the Soviet player in Hube's Pocket and you don't want the Germans to rail a bunch of units into some fortress city you plan to attack. Unlike interdiction from the air, which will only make such a move more costly for the Germans, artillery can prevent units or supply from moving by rail through a successfully interdicted hex for that turn. In some games, such as Enemy at the Gates, artillery has the chance to play the role of cannon fodder. In a siege or fortress city situation they can absorb step losses when barraged by hostile brethren and even provide a sustaining if unsavory meal. So with that many uses nothing short of a multi-function kitchen appliance is more versatile than artillery. 150mm Salad Shooter anyone? Back to Table of Contents -- Operations #47 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 2005 by MultiMan Publishing, LLC. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. 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