Re: Artillery overload
The artillery overload concept is described in release notes for the 6.0 batch in the game manual (and maybe also in some other section).
"Artillery overload has been added. Over-spending on artillery will now credit your opponent with extra Victory Points as a penalty for doing so. When the artillery value of a force exceeds a specified amount ( see below ) the arty percentage on the purchase screen is shown in yellow as a warning that you have entered artillery overload. If this happens an amount of the overload is allocated to your opponent as Victory points, specifically 50% of the excess amount of points spent on extra artillery. (Hover your mouse over the Artillery Mode change button to see what free VP you have granted to your opponent should the percentage value go yellow due to artillery overload.)
In an assault your artillery points spend is unlimited. The advancing side in an advance/delay can have 30% of his points as artillery before overload applies. In a meeting engagement, both sides are allowed 20% of total points as artillery. All others are limited to 15% of total points to be spent on artillery before overload penalty.
Campaign cores do not limit artillery bought, but if you overload on it then you may well be handing points to the enemy especially when defending. Air units or ADA do not count as artillery points, only mortars, howitzers etc. that can fire indirectly. Ammo resupply units do count as artillery points, as they are a human use only unit against the AI. Artillery overload points are reported at the end of the first turn, and also on the totals screen at end game."
So only things that can fire indirectly (including off-map artillery) and ammo resupply units count for the artillery overload. AA-weapons, anti-tank guns, forward observers, artillery prime movers etc. do not count.
|