View Single Post
  #3  
Old February 1st, 2009, 01:51 PM

Weasel Weasel is offline
Sergeant
 
Join Date: Jun 2005
Posts: 246
Thanks: 14
Thanked 42 Times in 25 Posts
Weasel is on a distinguished road
Default Re: Getting AAA to fire

Quote:
Originally Posted by Mobhack View Post
Quote:
Originally Posted by Weasel View Post
Ok, the bofors were not moving at all, had never fired from game start, and had been deployed for turns. So since most a/c chance to hit are around 2-5% I am best to assume that my AAA will never fire? I know in one game the only time my a/c got shot at was when they actually flew through a box of guns, but other then that nothing.

As for LOS; if my AAA is in the field, and there is a row of trees at the end of the field and the a/c come in in the hex row behind the trees is the game playing that the a/c are behind and below the trees? I fear this is what is happening, and if so that means his attacking a/c are flying at about 30 feet.
I usually set my stationary flak up on hills, and dot them about in sections or platoons of 2-3 to form an interlocking (or near enough) matrix over the rear zone. That way, most planes that attack into the rear will fly near enough to a cell of guns (20 hexes or less) to get shot at. Individual guns about 4-6 hexes apart from platoon CO in case arty gets directed at them.

I dont set them up in a "grand battery" very often as the planes would need to be guaranteed to come to that spot of the map. Unless playing MBT of course where the guns will have much better FC and RF values than WW2, AA radar even and so will pop off at air targets way aways - even right across the map at helos. Post-war 57mm Soviet radar directed AAA is rather nice to have, and can cause a helo using enemy fits .

I try to set them up in a "U" shaped box around my gun/moratar lines since the AI tends to get interested in attacking those.

SP-AA and any towed guns that I move forwards I deploy in a similar manner in the forward zone.

Inf-AAMG are useful to plod along behind the infantry coy HQs for local protection (and occasional ground target biffing up).

Trees, hills and built up zones will screen low flying planes from flak sitting on the flat. Putting them up on a little pimple with a good all round FOV usually cures that.

Cheers
Andy
This is what I posted at THE BLITZ:

"Ok, after many emails to me, and frustration on my part too, I asked the designing powers at Shrapnel how exactly the AAA routine works in winspww2. The reply from Mobhack was educating, and instead of replying to each person whom asked individually I am posting here.

First off: IGNORE the max range on AAA for engaging a/c, it means basically nothing. AAA will normally only engage out to about a range of 20 hexes max; now you may get the odd long shot, but all in all the a/c must fly closer then 20 hexes to the AAA unit to be engaged and have a chance of being hit. Consider the 20 hexes the maximum range. What does this mean? AAA must be deployed close to the units you want to protect. The days of setting your guns on a hill top and hoping they might engage a/c attacking your artillery 22 hexes away is over. My suggestion and as mentioned by Mobhack: set your guns into a U shape near the vital target with about 4-6 hexes between tubes.

Second: SPAA - this AAA is basically only good for very close in a/c attacks, within 8-10 hexes of the target maximum. In my experience it only engages a/c within 5 hexes. So ensure one unit is always stationary near the target (best not to have moved the turn before also) while the other is moving up to the next position; think over watch.

Thanks to Mobhack (Andy) for providing detail on the AAA routines."
Reply With Quote