FenWulf29 wrote:I think you should be able to upgrade an artillery battery to have a two man
op team which has a vox caster and one spotter. Before firing the
OP team can try and issue an order to their artillery battery to fire on his target, and if they do so the shot has the ballistic skill of three subtracted if the
op team has line of sight to the target.
Haven't thought of a points cost but they will have the same profile as normal guardsmen but leave the board if the battery is destroyed
Im a tad bit confused on what this...is....so I pay extra for 2 guardsmen that can issue a single Fire On My Target order to the artillery battery (which, since their vehicles, can't even get orders issued to them). If the order passes, which is impossible because vehicles can't get orders without modifying the rule, then the shot has 3 inches (from the BS3 part...I think...) subtracted from the scatter if the "
OP" team (what does that even mean?) has
LoS.
So....2 guardsmen? That's it? We're talking about stuff that a single bolter can wipe off the board, and 1 wound will cause them to flee (basically a
HWT without the heavy weapon). I don't see this as having much use. The rule is a cool idea, I always thought it would make sense for artillery to have spotters which could make them more accurate, but the execution is poor here.
If you want to run the 2 guardsmen thing, don't make them normal guardsmen. I assure you they will be killed or routed before they be of any use (because in order for true spotters to be of any effect, they have to be close enough to the action to be able to accurately relay positions to arty. So these guys will be mid-field.). I would suggest giving them rules that increase their durability at least a tiny bit before I would consider them. Even then, all it takes is 1 wound. 1 wound, and the other guy takes a moral check that he is most likely gonna fail at LD7.