Is there any consensus on how artillery is played in OPs? SO arty being cheaper probably because of the longer delay
doesn't justify in my book as the delay time is nullified with reference points. It would take an extremely patient player to wait 17 turns for SO artillery
to come in so I'm going to say that type of play is not how it is normally used. In a PBEM game I've seen SO rocket batteries strike my GE front line troops at second 2 of turn 1 of a battle. Now how this super speed was exactly achieved is a mystery to me as I'm new to the game. I'm coming to the conclusion though a sure win strategy is to purchase several conscript SO 132mm rocket units and at 130ish a piece they will more then
pay for themselves every battle in an OP, especially at the near sub second response speed they can do at the start. To me this doesn't make for fun game play. But since I'm new to the game maybe I'm overlooking something like run for the hills and poke your head up at turn 3 when the iron storm cloud has passed!!! But then fleeing for the hills at the start of every battle keeps your units alive but then no ground could ever be held, let alone gained.
In operations why are artillery units points not adjusted? In a 4 part OP I see artillery purchased at turn 1 as being 1/4 the cost as they are reloaded every battle.
I guess I'm suffering from shell shock. Between the rockets from this PBEM OP game and 8 inch arty from a recent online game where 8 inch shells destroyed a city house by house with my infantry cellar shivering rats in it, artillery has become my most feared unit.