Combat HQ Designer’s Notes – Part 10 – Artillery

Artillery is a key part of World War Two combat. The rules for it are simple and don’t require any templates. While potentially devastating, artillery causes more suppression results than direct fire. As it costs a Command Dice to remove a suppression marker, units hit by artillery can quickly drain away precious Command Dice and Staff Orders. As the battle progresses and suppressions mount up, you are forced to prioritise your use of Command Dice.

Unless you actively restock your Staff Orders, your ability to call artillery and smoke missions and issue additional orders – as well as keeping your troops moving rapidly – drops off. You need to find a balance between spending Command Dice and saving them as Staff Orders. As a Command Failure cancels your artillery missions, unless you use Staff Orders to keep them going, keeping a few Staff Orders is advisable, but not always possible.

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