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May 28th, 2006, 07:55 AM
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Major
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Join Date: Jun 2005
Location: Kladno, Czech Republic
Posts: 1,176
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Re: Artillery
Quote:
Charles22 said:
If all you got was 3 AFV's then you either weren't bombarding where they were, or he basically didn't have very many.
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In that specific place he had circa 6 LT-35's and three vz.33's in one spot, in neighboring hexes. Got two 75mm and one 105mm battery on him for about 6 turns and got just that one tankette. The two armoured cars were on a different spot, both got by one 75mm battery salvo.
Oh damn me! Totally forgot to mention we got the Arm toughness set to 150% (my preferred setting). So maybe that was the cause.
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May 28th, 2006, 08:06 AM
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Sergeant
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Join Date: May 2006
Posts: 274
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Re: Artillery
It's good you caught that. Another primary difference also: you were bombarding with very little over a more extended period, at least compared to what happened to me. I had like 12-16 guns bearing down for three straight turns. The only thing that saved several of them was that they routed out of the bombardment zone.
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May 28th, 2006, 11:57 AM
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Private
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Join Date: May 2006
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Re: Artillery
Well, I caught about 20 French R35's and H39's moving in a clear space - slowed them with a few AT rifles and rained artillery (about 9 105's) on them for three turns. Nothing left but one immobilized and one running.
Very unrealistic IMHO but I believe the problem is that every tank in every blast radius gets checked for a top hit when a top hit check should only occur if the original round hits the tank (MUCH LESS LIKELY!) The blasts should cause disruption and a few immobilizations but instead you should hear the number of hits!
This needs to be fixed!
In every instance where I defend or delay, the AI buys 20-30 artillery units and my armor just gets slaughtered.
In one case, I lost 12 units to 4 75mm and 1 150mm blast area (one time) all from top hits when the rounds clearly did not 'hit' the tanks (the little smoke spots were never ON an AFV but near them).
Please fix this! A top hit check should only be made if the round actually hits the hex with the vehicle - not near it.
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May 28th, 2006, 12:13 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 6,007
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Re: Artillery
A new EXe is already in playtest.
Top hits are restricted now to the shell impact x,y hex (except cluster ammo of course). Any splash hits in hexes outside the impact x,y (bar cluster) cannot cause top hits, and the penetration outside the impact x,y is reduced for being splinters (not cluster). (Previously, top hits were allowed in splash hexes.)
Results are encouraging - less damages in splash hit hexes, and some more track hits.
If you want armoured targets to be damaged by arty, you really now need a) 105mm or better b) a batallion firing (12-18 guns) into the same target point.
Cheers
Andy
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May 28th, 2006, 01:39 PM
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Corporal
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Join Date: Jun 2005
Location: Indiana
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Re: Artillery
12-18 guns into the same hex to get any armor damage?
I would think 3-4 guns would be enough

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"The enemy has demanded surrender at discretion, otherwise, the garrison are to be put to the sword...if the fort is taken.
I have answered their demand with a cannon shot, and our flag still waves proudly over the wall.
I shall never surrender or retreat."
Lt. Col. William Barrett Travis- The Alamo-1836
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May 28th, 2006, 02:25 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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Re: Artillery
Quote:
Alby said:
12-18 guns into the same hex to get any armor damage?
I would think 3-4 guns would be enough
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The higher the caliber the great the chance of damage, the greater the number of guns the greater the chance of damage. Different combinations give different results but our testing is showing far less of the type of problem that people were complaining about yet tanks are not immune to gun fire by any means. The just aren't as fragile as they were
Don
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May 28th, 2006, 02:31 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
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Re: Artillery
3-4 guns (a platoon/troop) may well get some damage. But that really would be for harrasing fire only, the minimum unit of fire of Arty on any worthwhile target is usually an entire battery (6-8 guns). e.g - a platoon of enemy infantry in the defence would be such. A company sized infantry target needs a batallion (UK Regiment).
However, in order to really break up armoured formations you really need a battalion sized stonk, preferably more. Artillery is a club, so the more weight the better.
The chapter on artillery in Isbys "Weapons and Tactics of the Soviet Army" has this to say on weight of fire (in Soviet terms, Projectile Expenditure Rate or PER):
Quote:
The PERs recognise that mass creates effectiveness. To get the equivalent effect of one three-batallion volley (54 shells) against infantry in the open requires ten one-batallion volleys (180 shells) or 43 one-battery volleys (258 shells).
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If a British FOO called "Uncle target, Uncle target, Uncle target", All guns within range (unlike the e.g. Americans, for emergency fires the British would pull guns off any programmed missions etc) would fire 6-8 rounds FFE onto the coordinates within 5 minutes of the call, without registration. This was a standard response to a platoon sized tank target in 44. Apparently, it would turn the earh over a metre deep in a 500 metre circle. tanks would be flipped on thier backs.
As a school army cadet, I went on a weeks artillery course in the mid 70s at the School of Artillery at Larkhall. Fun with 25 pounders  . At the weekend it happened to be the annual Artillery Day public show. The grand finale was a divisional shoot by 72 guns. Most impressive. But that would be a "Victor" target an "Uncle" was the entire arty park of the AGRA (Army Group, Royal Artillery), barring the FLAK.
Cheers
Andy
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May 28th, 2006, 01:40 PM
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Private
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Join Date: May 2006
Location: Finland
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Re: Artillery
Sounds nice, indeed.
I like the new way artillery fire is resolved against vehicles, although there have been too many splash hits (horrendous for morale, especially with Russians), and one case where a KV-8 in a hex next to target was killed by a comrades flamethrower! 
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May 29th, 2006, 12:11 PM
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Private
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Join Date: May 2006
Posts: 31
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Re: Artillery
Thank you Mobhack! I'm ready to download that fix!
As a side note, will the loss of smoke in long campaigns be fixed too? I really miss laying smoke with my CS tanks.....
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May 29th, 2006, 03:37 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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Re: Artillery
Yes, the smoke issue has been fixed as well
Don
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