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Old February 17th, 2015, 10:04 AM

Anton Anton is offline
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Default Re: Artillery rate of fire

Quote:
Originally Posted by Mobhack View Post
Repeat missions, as Don says take little delay.

a) once its finished a mission (ammo buttons all up):
a.1) - select the piece on the arty menu, and then either press the HE/Smoke/DPICM button to fire at exactly the last point or
a.2) Use the shift key and the circle comes up, situated on the last target hex, to allow shifting.
(don't do a and then b, as a and b each have a delay)

Both of the above are repeat missions - and so the call time is much reduced. However if you simply plot a brand new X,Y and press the ammo button then that is a completely new request for fire (as you describe doing in your post).

b) If the battery is in the process of firing, i.e. the ammo button is still down, then the shift key is available to adjust the current target point.
I was confused because the UI is somewhat counterintuitive. After a bombardment mission has been completed and the ammo button is up, the delay shown against the artillery unit represents the time required to plan a brand-new mission, but if I press the ammo button it drops back to the correct value of 0.1-0.2 turns for a repeat mission.

Is this behaviour or repeat missions themselves described anywhere in the manual, for I couldn't find it? If you won't mind my imperfect English I might volunteer to improve the manual, after I have obtained a full understanding of artillery in winSPWW2 of course, which will take time.

Wrting instructions from the learner's perspective has its advantages.
Quote:
There is absolutely nothing new in this - Artillery has been that way since Steel Panthers 1 came out in 1995ish.
Well, I have never played the original SP.
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