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Old August 1st, 2015, 08:06 AM

Griefbringer Griefbringer is offline
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Default Re: confusing Artillery overload score

On practical note I would like to add that German 10.5 cm howitzer batteries are likely to be of limited utility in off-map counterbattery fire due to their modest range.
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Old August 1st, 2015, 11:57 AM

gdpsnake gdpsnake is offline
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Default Re: confusing Artillery overload score

Yes, the 10.5's are limited in counter fire since they don't have the range to conduct fire against the 4.5 inch guns for example. However, the bulk of the AI's artillery was 25 pounders and the counter battery fire was extremely (thank god) effective against them. At the end, all but 2 of them were badly damaged/out of action.

Yes, I was confusing the numbers of guns but the purchase points were correct. Thank you for the inputs.

Two reasons I put artillery in my core force:

1). I find that if you don't have artillery assets in your core force you will be overwhelmed. Remember, I am working in the 4000-5000 force size range so the additional purchase points even for an assault rarely allow the buying of more than 2 or 3 off board batteries which is inadequate for any assault. And you will want pioneers to clear mines, perhaps some paratroopers for harassment, etc. I usually see about 2000-2500 support points for an assault and a light battalion of batteries is 600 with a heavy around 800 points. Those batteries don't have unlimited ammo either and over a 40 turn assault you can't spread 1 or 2 battalions of batteries out that long.

2). Units in my core gain experience and when my batteries become veteran or elite they really perform magnificently in counter battery fire solving a lot of enemy artillery issues.

I know many will argue to buy on map artillery assets with a few munitions and I do that to make up for the lack of what I can't buy. The problem is, those on map assets do not counter battery fire and are often taken out by the AI's off board assets meaning one has to have off board assets or be at the mercy of the other side. Nothing works like clearing obstacles with artillery raining down on you - right?! LOL. You want to succeed in a assault? - you have to take out the enemies artillery both on and off board and you need plenty of smoke.

I did not know the AI gets a choice of direct control versus general control in purchase? And these provide discounts? Does a player have that option and how do I use it? Could you reference a place to read up on this in the manual?

Truthfully this seems very imbalanced in game terms since general/direct control for an AI is the about same thing. So the AI gets a much more massive artillery purchase, gets to use it just as effectively either way and pays no penalty because the purchase is 'pro-rated.' I would say that the artillery overload score should be adjusted/based on the actual purchase price of the weapons without any discount.

Anyway, a big thank you to everyone who has/is making inputs. Most appreciated.

Last edited by gdpsnake; August 1st, 2015 at 12:05 PM..
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Old August 1st, 2015, 01:10 PM

Griefbringer Griefbringer is offline
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Default Re: confusing Artillery overload score

Quote:
Originally Posted by gdpsnake View Post
However, the bulk of the AI's artillery was 25 pounders and the counter battery fire was extremely (thank god) effective against them. At the end, all but 2 of them were badly damaged/out of action.
You managed to succesfully fire counter-battery missions on 28 out of 30 British off-map 25 pounder troops? That is an impressive achievement, my off-map batteries never seem to perform that well - maybe because I never have the patience to keep them reserved to counter-battery fire for most of the game. I guess your batteries have managed to get quite some experience so far?

As for the range, 10.5 cm howitzers should be fine for countering 25 pounders or US 105 mm howitzers, but there is a lot of artillery that will outrange them.

As for on-map artillery, keep in mind that if you are assaulting or defending you get to dig in your leg artillery. This will make them a whole lot more difficult for enemy to destroy with indirect fire, especially if you place them in rough ground (and provide ammo resupply with fully enclosed armoured vehicles or ammo bunkers). Personally I prefer mortars for on-map indirect fire assets, especially when they come in units of 2 or 3 tubes, providing plenty of firepower and survivability (since there are 8-12 men that need to be all wiped out to destroy the unit for good, losing the experience).
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