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Re: SA-6 movement rate
Yes, I know. Don't worry. We'll get it all sorted out.I've already given them the higher movement rate for all those same reasons
Don |
Re: SA-6 movement rate
Quote:
In game turns, moving artillery can't receive a call for artillery. That would constitute the first turn since the unit has to unlimber. On the second turn, the call for artillery is actually plotted. Finally, at the earliest, the artillery hits on third turn. Game time, that should be 6-9 minutes. Unless ADA units have a similar concept, I'm not sure it can be accurately be compared to artillery procedures. |
Re: SA-6 movement rate
Quote:
Surveying the exact positions (for accurate fire to take place) could be an issue (at least if you do not have a GPS locator for your position). However, if the movement has been previously planned, then there should have been an advance party sent ahead to reconnoitre and survey the positions for the guns so that they can be just driven in. And a unit might have a couple of such alternative locations previously mapped out. Of course, if you go for the full set-up (fine-tuning surveying and gun set-up, camouflaging positions, filling in sand-bags, digging in telephone lines, unloading a lot of ammo, digging in positions for close-in defense with small arms etc.) then that would take much more time. In-game, the advantages of a properly sited in artillery are represented by it having the "Dug in" status, making it less vulnerable to enemy fire. Probably an argument could be made that artillery units not in such status should be less accurate, but whether that would be feasible/worthwhile to model in-game is another issue. Then again, the same argument could go for most infantry weapon types - shooting from well-prepared positions tends to be more effective than from hastily taken positions or on the move. Griefbringer |
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