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Old August 22nd, 2008, 01:48 PM
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Exclamation Re: counter battery fire

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It can sometimes take more than just one or two turns for off map arty left idle to CB and experience and moral AND the conditions of the batteries themselves all affect CB.

You're the first one to mention this particular problem and I will run some tests in the next week or so to see but it's always a worthwhile in reporting things like this to include the time period and the opponents AND the type of battle / game you are playing ( for example is this and assault in a generated battle in 1965 or a defend in a campaign in 1992? )

Generated campaigns picked up a glitch from the PBEM campaign code and the first three battles will be meeters but after that I have run tests that show you will get a variety of battle types but exactly how many and what type are somewhat depended on what nations are involved and the time period. If one nation is flagged as more aggressive it will get more advances and assaults so sometimes players have noticed the string of meeters can go 5 or 6 games but the ones after the first three are not affected by the glitch


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Old August 22nd, 2008, 04:03 PM

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Default Re: counter battery fire

right thanks...its a generated campaign that starts in 1966, i usually take the marines or the usarmy. i usually will put both NVA and Viet Cong as the adversaries. i'll start a new campaign again, i never get too far into one before i change my mind about something but i will take some dedicated off map batteries and just leave them idle. also is it possible to turn off tubes in a battery and still fire other tubes out of the same battery...thus the tubes that are turned off can counter battery...or is that not possible?
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