The AAR by Iain F about Operation Martlet (https://toofatlardies.co.uk/forum/viewt ... 20&t=10116) and his house rule for barrages, gave me an idea for a couple of house rules of my own. I have also posted up Ian F's idea as well, though he is still playtesting it. I figured that some may not see the AAR or may not go to his site and find the house rule, so thought it would be useful to post it up here- hope he doesn't mind!
Ian F's work-in-progress barrage house rule is found here: (https://tracksandthreads.wordpress.com/ ... -fontenay/) :
I really like the sound of this rule and it may be enough on its own, but thought I would post up my other ideas as well.Each time you activate the mortars you roll a dice: 1/2 you get 2 tubes, 3/4 you get 4 tubes and 5/6 you get a full 6 tubes. 6 tubes gives you the standard 9″ radius as per the rules but you reduce it by 3″ for each 2 tubes less. So 4 tubes = 6″, and 2 tubes = 3″.
The rationale is that some of the tubes might be called to fire on other targets that are being called in from other platoons in the company.
My first proposed house rule is to add a new way of spending a CoC Dice - 'Stop Barrage' - simulating that the off-board mortars have got new priority targets or something along those lies on another part of the battlefield (somewhere off board), so end the barrage. A CoC dice used in this way wouldn't end the turn, just stops the barrage, and so the 'Keep a barrage firing at turn end' can't be used by the opponent to keep the barrage going in this case. The player who controlled the barrage could still use the rules to try and call it up again, but for the moment the barrage has stopped. A player would use 'Stop the Barrage' rather than 'End Turn' if he sees that his opponent has a CoC Die they could use to continue the barrage, making ending the turn pointless for barrage purposes, or just because the player doesn't actually want the turn to end for other reasons.
The second proposed house rule is to make moving the barrage not be automatic with an activation. The player determines the spot he wants to move the barrage center point to and then rolls 2d6. On a 7+ it moves there, otherwise it stays put.
Like I said above, the dominating aspect of barrages varies from game to game, as their ability to dominate proceedings is situational. But when it does happen it can suck the life blood out of the encounter, so having some way, or ways, of limiting it seem like a good idea.
Lastly, a couple of rule questions:
1. The rules say that an aiming point must be within LOS of the forward Observer. Would a building roof count? e.g. the FO cannot see the base of the building from where they are situated, but can see the upper floor and roof. Could they aim for the roof?
2. When moving a barrage it does not say that the new aiming point has to be within LOS of the FO. Does it need to be?