Just finished playing Operation Goodwood,
was a fun game, I played as the british and won at the start of round 8 with my first 3 actions. I saw were my friend made a few mistakes that did make my advance a little easier (he decided to move the KingTiger from it position blocking the road i had to exit on and get it into battle, he rolled a 6 so it was abanded as per the kingtiger operations card ..good news for me) although he did slow me down during the middle of the game with fire and movement, retreating back and blocking my path forcing me to fight and eliminate all of his units (he had 2 squads left with one fig each)
Anyway during the game alot of artillery and air support cards were played (2 - 3 every round) but the most they ever did was one eliminated 2 figures and another 1 figure. It just seems to me that these cards are underpowered as you have had to make contact with your target and then make sure your round dosnt drift, and then you get to make the attack 4 or 5 dice which cover and armour seem to cancel out just about every time . (the examples i gave of the losses were in open terrain). To me armour shouldnt roll their full amout of armour as the rounds are hitting from above. Or (i think this may be better to keeps things simple) arty and air support cards should hit on 4,5,6. As they stand at the moment they just seem to wast an action, I have gone from (when first playing ToI) ohh no arty coming in ahhh... to hmm arty no problem, just hope i can survie that enemy squad with the 2 elites in it. These cards should make us worried but they just don't. A double mortor squads 50mm rounds are more potent than the artys 105 - 155mm rounds !