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Combat Commander: Europe» Forums » Rules

Subject: I thought I'd get more artillery! rss

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Tomas Lundin
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I've noticed that in the playbook scenarios, your forces rarely possess a radio (and thus off-board artillery). Is there no way to get your hands on radios (and artillery) in "scenarios without radios"? Artillery request cards would be pretty annoying in those scrambles, right?

 
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Mark Christopher
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In the wonderful game, Bonaparte at Marengo, this is how to get nasty Frenchies out of a village.
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A "Reinforcement" event offers the chance for a radio.
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Richard Pardoe
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E60. Reinforcements can result in radios.
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Edward Wehrenberg
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towncrier wrote:
Artillery request cards would be pretty annoying in those scrambles, right?



For the record, YES, they're pretty annoying without artillery.
 
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Tomas Lundin
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Thanks all!
 
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Borat Sagdiyev
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Chairman7w wrote:
towncrier wrote:
Artillery request cards would be pretty annoying in those scrambles, right?



For the record, YES, they're pretty annoying without artillery.


Not at all if you are on Defense posture.cool
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Jim Haltom
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I think this is the reason that the first scenario isn't quite as fun as the others. You have a shot at artillery, but it's a fairly slim chance. The other scenarios provide you with it, and it's a whole other dynamic added to the game. Fat Lipki is a good intro scenario, but once you play with the artillery, you most likely won't go back to playing it again.
 
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Borat Sagdiyev
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Only three of the twelve CC:E historical scenarios provide artillery at start.

Besides, artillery is kind of a double-edged sword: Difficult to be effective (especially if its base FP is 8 or 9) due to the targeting and scatter rolls, and a risky business for the attacker given all the cards that get burnt when using it.

In my experience the most useful way of using artillery in this game is for throwing smoke while advancing or retreating. Although it is also true that from time to time can be a pretty effective weapon if you get some decent die rolls.
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Chick Lewis
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Borat has it right.

Artillery for the defender is a great boon.

Non-smoke-Artillery for the attacker is very difficult to use effectively, and can dramatically shorten the game.

At the scale of CC, as an attacking commander I am always worried about 'short rounds' from any offboard artillery I call in.

Chick
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Borat Sagdiyev
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chicklewis wrote:
Borat has it right.

Artillery for the defender is a great boon.


In case it wasn't clear, what I meant with my first response is that the Artillery cards are of great help for the side on Defense posture as most powerful defensive actions (Hidden Mine/Wire/Pillbox/Unit) come with the artillery cards.

In fact, I rarely call artillery in when defending as the actions in the cards are usually much more helpful and safe to play than the artillery itself.
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