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Good Scenario For Practice With Artillery?
First of all, thanks for all the effort keeping this game alive. I've been playing since I was a teenager when the first one came out. I've enjoyed it ever since, and love all the realistic changes/additions that SPWW2 and SPMBT have brought to the game.
I think I generally have a good grasp of tactics when it comes to infantry and armor (at least playing the CPU) but I feel like I am lacking when it comes to artillery tactics. I've tried to practice with it in quick battles and such, and I can see the obvious benefit of artillery, but I often require excessive amounts to achieve the desired effect (to make up for poor planning, as my artillery typically arrives with too little too late), while the CPU is more than capable of trouncing me with a few well placed mortars. I generally enjoy playing scenarios a lot more than I do quick battles or even long campaigns, but I've noticed that a lot of the scenarios feature little/no artillery support. While I still enjoy them, I think I need to practice more with a realistic amount/type of artillery support. So with that being said, does anyone have some good scenarios featuring artillery that they could recommend? Also, any training recommendations for someone who has a good grasp of how the artillery routine works, but still sucks at it? Thanks in advance. |
Re: Good Scenario For Practice With Artillery?
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Cheers Andy |
Re: Good Scenario For Practice With Artillery?
Thank you! Now I just need to decide which of those large scenarios I want to dive into! They all look really fun.
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Re: Good Scenario For Practice With Artillery?
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One point some players forget, is quick adjustment of falling arty for barrages, or searching fire around an area. Once the arty has stopped firing: 1) Press the units name on the bombardment list to select it. - This selects the unit's last target hex (even if not shown immediately) - The map will centre roughly on the spot, if not there already 1.5) The neophyte would now hit the HE button.. You will skip straight to 2 2) Hit the adjust button to shift - the circle comes up based on last target hex 3) adjust away You have saved 1 delay step - can make the difference between an 0.5 call, and a 1.0 (skip a turn). The neophyte would press the HE button for an 0,1 delay "repeat" mission as step 1.5 - this step is not not needed if shifting HE. (is if you change ammo e.g to smoke, or you are happy with a repeat with minimal delay, hence more shells). The real newbie might not realise that the unit keeps its last target hex, and so press the map where he wants new HE and then the unit name, rather than selecting the unit name and then either pressing an ammo button (for an 0,1 delay on last tgt hex) or the shift button (for an 0,3 delay based on the last tgt hex). That way starts a brand new call for fire with full delay. Also: This post was copied over from the MBT forum to the "Game Play Notes" section of the MBT Game Guide, but not the WW2 one. It may be useful to you, so here it is: Quote:
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Re: Good Scenario For Practice With Artillery?
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Re: Good Scenario For Practice With Artillery?
Bump for this important information.
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Re: Good Scenario For Practice With Artillery?
I've make the post sticky as I agree it does contain important info
Don |
Re: Good Scenario For Practice With Artillery?
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Been noticing for several months now, in scenarios and campaigns, that when a single mortar tube in a battery section runs out of HE, then the quick-shift method for HE results in a smoke mission instead, and for ALL mortar sections of that caliber. Not sure if it affects batteries with single tubes, or regular field artillery. Anyone else seen this, or is this normal?
Here are a couple saves for illustration: |
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If you are talking a lone mortar tube unit then obviously if its out of HE it cant fire it so the only selection option is smoke if still available. Multi tube units with 2 or in rare cases 3 tubes can still plot & fire HE if at least one has it available. Of course you only get the rounds for that tube, unsure as normaly play with fast arty on but think you will still get the animation for the other tubes firing despite the fact they have no ammo. |
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The code looks at the line 0 weapon in a multiple weapon element, and since that has no HE then smoke is chosen as the default ammo type in that case. If you want HE then press the HE button and then shift. |
Re: Good Scenario For Practice With Artillery?
Thanks for the info guys. Glad to hear this is normal. Also I was wrong about it affecting all sections of that caliber; it only affected sections of that particular battery, and apparently only those sections which had no HE left in the first slot (maybe should've turned off that tube instead?). Thanks again and sorry for the bum steer. Cheers.
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