First off, I’m sorry if there’s already a topic about this (if so, please point me to it). I don’t know if it is like this for everyone, but the “google custom search” functionality places its results overlaid on the topic overview, making one unreadable mess of letters .
Anyway, with their multiple launchers and large payloads, rocket artillery, though less accurate, in general was able to saturate a target area much quicker than a comparable “regular” artillery battery, but then needed much more time to reload.
I was thinking of representing a rocket artillery unit with the same stats and rules as a regular artillery, but rolling 2 dice instead of 1 for each rocket artillery unit to represent the large number of launchers. However, rocket artillery would only be able to fire on uneven combat rounds (ie the first, third, fifth etc round of each combat), to represent the slow reload.
Even though over the course of a long battle the difference with regular artillery shouldn’t be that big, in short battles I guess it would have a bigger impact that the unit could basically make its round two attack even if it’s chosen as a casualty in the first round.
So my questions:
– Would this be feasible, or is it too OP?
– How many points do you think this unit should cost?
– Do you have specific rules for rocket artillery, and what are they?