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Re: Artillery response times
@ Plasma:
I think the game does arty just fine. JaM said it, a little experience overcomes some simple difficulties. I was just curious about response times IRL. |
Re: Artillery response times
Quote:
--- In SPWW2@yahoogroups.com, "chuck151151" <chuck151151@y...> wrote: > Hello > Im currently trying to push in the dunkirk perimeter and I have a > company propped in preperation to occupy a little wooded copse. I > think maybe I should drop a few rounds in first from my handy little > 5cm mortar. But then I decided not to, because even with my artillery > OP in attendance I need to wait a minimum of two turns before the > rounds will land! There's a simple solution which you can use in most instances. Fire a single round using area fire into a hex as close as possible to the out-of-sight hex you actually want to target. Now go to the artillery screen, select the mortar in question and it'll show the hex where the round landed as it's last target. Now click the 'bombard' button. It'll zero in on the hex with a delay of 0.0 or 0.1 (not sure right now which one). Now shift the target hex once or twice (at 2 hexes each time)towards the out-of-sight hex you want to target. This will add from 0.1 to 0.4 (depending on whether you use a FO or not) to the delay. Since it's a light mortar with limited range (10 hexes) two shifts at 2 hexes should be able to make the desired hex the target hex with a delay of less than 1.0 The problem is that you can't use this 'trick' if your mortar is in 'full cover' ie has only a LOS of 1. So don't hide it behind buildings or dense woods. Keep it out of LOS but keep hexes close to the enemy (preferably right next to them) in LOS. Narwan |
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