Quote:
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
|
From experience I think this is wrong perhaps another explanation
1) AA needs a LOS to fire & like other guns may well not fire if its hit chance is to low saving shots for a better target.
2) If the gun already has a better target i.e. fired at ground unit & has a "lock" it is even less likely to fire.
3) If it moves to hit chance goes down
4) Mobile & static guns both use same rules so if had identical stats both would react to a given situation the same.
So what should you look for in AA gun for it to engage.
To engage initaly experience helps plus a good range finder, range & gun accuracy.
To continue engaging good fire control & ROF help as additional shots at same target have a chance to climb to a higher to hit chance.
Range has an effect I think as the shorter the range the quicker the accuracy & damage fall off.
An AA gun would need a reasonably good RF (think post WW2) to fire at max range.
As far as I know it therefore follows exatly the same rules as any ground gun.
A WW2 tank with a range of 100 will never engage another unit at that range.
A modern era tank with improved FC RF will if its chance to hit is now high enough.
Probably other factors involved like still might not take because can't kill but I do not want to know the exact mechanics involved I prefer to just play & observe.
The one diffrence Betwwen AA & normal ground guns is they will not tend to op fire at troops as it is not their primary role.
Hope this helps & like I say it is just my observation of how the game works, might be wrong but seems to work okay in practice