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Old October 24th, 2008, 10:05 AM
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Default Re: Bug with artillery.

Quote:
Originally Posted by Epoletov___SPR View Post
It is convenient, if it is necessary to destroy the opponent inaccessible for z-fire, but it somewhere beside.
Through 1 turn (we shall move a marker) we can already strew to it on a head shells, there where z-fire did not get, and it will occur very soon.
I know you are using a machine translator but I have to tell you this was virtually un-readable.

What I think you are trying to say is that after using Z fire to drop a shell in LOS it is possible then to use the bombardment menu to shift fire out of LOS with a very short delay.

Let's use a real life example.

A howitzer or mortar crew have a direct LOS to enemy units moving along a road and that road emerges from a forested area. The gun commander orders the gun / mortar to fire at the enemy troops that can be seen and having done so he suspects there is a larger concentration of troops along the road that is screened by the trees so he orders the gun to shift fire 200 yards to an area just out of line of sight and bombards the area with 20 rounds.

Why would there be a longer delay than the one there would be if this was strictly indirect fire ? A case could be made that the fire should not be as accurate and to a certain extent I agree. I think there could be a slightly greater scattering of fire when targets are shifted to areas not in direct LOS but not a longer delay. Once you have your gun hitting a specific target having it shift fire 200 yards north doesn't take a lot of time.

Further to the issue of accuracy when not having direct LOS to a target I ask you to set up a situation in the game where an artillery observer has direct LOS to one target hex and no LOS to a second target hex and fire mortars at one then the other and count how many rounds actually hit each target hex and how many land one hex away , two hexes away, three hexes away etc etc

Here's what I got in one test

Observed fire ( 0 = hit target hex, 1= shell landed 1 hex away etc etc )

1 0 1 0 2 2 0 1 1 1 3 0 1 0 1 0

6 shells landed on target
7 shells landed 50 yards from the target
2 shells landed 100 yards from the target
1 shell landed 150 yards from the target

UNobserved fire

2 1 1 1 2 2 2 3 2 2 2 2 3 2 3 2

0 shells landed on target
3 shells landed 50 yards from the target
10 shells landed 100 yards from the target
3 shells landed 150 yards from the target


So yes you can shift fire to an area out of LOS with only a slight delay but it's not going to be very accurate and that delay is no different than what you would get if you were firing strictly indirect


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Further to this. An observed target hex will normally, in the vast majority of cases, stay in the same place as long as that target hex is under observation.

An un-observed target hex on the other hand will shift around with each firing so not only are the rounds landing more dispersed they are being directed at a different target hex each time so there ARE penaties in the game for not having the target hex under observation.

Don

Last edited by DRG; October 24th, 2008 at 10:33 AM..
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