Coastal Battery in FitE 5.0
Posted: Sun Jun 11, 2006 5:37 am
In round one of Axis turn one in the scenario Fire in the East 5.0, there is a coastal battery with a range of 3 whose movement factor is zero. So theoretically, if it contributed it's firepower to a combat that should burn all the rounds of the turn. So I suggest putting it in mobile status so that it doesn't fire during combat.
Unfortunately, that would also mean it would be mobile for the entire game since it has no movement and cannot entrench again. But that's better than burning all your rounds during turn one, one of the most important turns in FitE.

Unfortunately, that would also mean it would be mobile for the entire game since it has no movement and cannot entrench again. But that's better than burning all your rounds during turn one, one of the most important turns in FitE.
