Understanding Flares and Arty effect

Campaign Series: Vietnam is a new turn-based, tactical/operational war game that focuses on the Indochina War, Vietnam Civil War and the first years of US involvement in Vietnam with over 100 historical scenarios.

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carll11
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Understanding Flares and Arty effect

Post by carll11 »

Us vs NVA, so when the US sends up flares in its fire phase and, then plots arty in those illuminated hexes, when the NVA's movement and fire phase ends, the flares extinguish...

The arty landing in those now darkened hexes get the benefit of full strength, correct? Not reduced strength because the hexe(s) have gone dark?
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Jason Petho
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Re: Understanding Flares and Arty effect

Post by Jason Petho »

The artillery will land at a reduced strength as the flare was only available the previous turn.
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carll11
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Re: Understanding Flares and Arty effect

Post by carll11 »

Ergo; the arty never lands with full effect on any night turn...I dont quite get that...
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Jason Petho
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Re: Understanding Flares and Arty effect

Post by Jason Petho »

Alas, no, unfortunately it does not.

That's how the flares work, they only last for the turn and through the VC turn (which is the same turn, usually).
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Re: Understanding Flares and Arty effect

Post by Jason Petho »

Keep in mind, this has been the case since the creation of the night fighting in the series, from what I recall.
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carll11
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Re: Understanding Flares and Arty effect

Post by carll11 »

Yea,though in EF or WF I dont recall flares for use, I am sure there were just never played a night game I can remember using them.

I guess, for example, since we have Ac-47's to use it might be prudent to consider that, they drop flares, big ones, and lasted 2-3 minutes, now, I understand the mechanics of the 15 minute turn etc., flares last as I said 2-3 minutes ( air dropped) arty flares can last 2 minutes max from what I can recall.

Using abstract considerations, maybe we can figure a way to make this more 'realistic, at least re; casualties.
When you set up, especially at night, you preregister your arty. You create measles on your map overlay ( little grease pencil dots) numbered and replicated via registration rounds for the FDC map ( fired direction center) at the battery etc., you tell them fire no. 4, they fire the coordinate for measle no.4, meaning spotting is largely taken out of the equation, since night time doesn't lessen the effect of a 105 rd. you should get pretty much full effect......

Now, for the game purposes, I would suggest a higher splash value, if they land now with 50%, then boost it to 75%, or keep it at 50% BUT force a retreat AWAY from enemy lines...that may not be as realistic as we like and it was, as the NVA ( VC not so much) almost always ran toward our lines to get out from under the arty, and since we have the 15 minute game turn and phases that must take place in order, this is the best way to reintroduce that realistic arty barrage effectiveness..........
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