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Old April 18th, 2009, 12:44 AM
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Default Re: is aircraft worth it?

Quote:
Originally Posted by Suhiir View Post
*blinks*

Who needs a harder time taking them out?
Maybe half the time, probably closer to 35%, do I manage to actually destroy the AI's artillery. After 2,3, often 4 barrages of counterbattery (using an entire battery of my guns VS one single position/hex) by me the crew may .. . may . . . abandon the weapon.

I sometimes wonder if I'm playing the same game folks talk about here *chuckles*.
Several things to take into account before doing onboard CB fire.

1st I often do not bother unless I know or think its a heavy gun.
2nd how far through the game is it could be running out of ammo soon anyway

These are important because your guns will be away from the front lines for a while
Call time of 1.5 plus 2 turns to bombard means 6 turns minimum they are not suppresing the front line.

If you do CB using a Batt is a waste unless a tight group.
2 Mortars or guns if they wont reach on target should route & convince to run with the second go in most instances. If they are in rough I would not bother or assign a 3rd gun. If you think did not hit to well or side seems to rally well leaving one gun for an extra turn falling just back from in the position it routed to should stop it recovering.
This is an ideal use for your plane that just has its cannon left send it in on turn 2 so you see it & know its running.

Basically if you are going to CB you need to route it badly enough so it continues running. 2 or 3 guns will achieve this & one will remind it to keep running.

Truth is though I only do it if I am struggling for targets or know its something nasty as arty is much more useful giving my front line an easier ride. Especially if you are a mech force the best defence against arty is to move strike hard & relocate before it hits. If playing foot sloogers all you can do is diperse if you think its coming in trying to get platoon leaders clear as a priority.
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