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Old April 5th, 2021, 07:08 AM
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Mobhack Mobhack is offline
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Default Re: Bombardment-delay mechanics

Its really very simple

If the delay is fractional (<1) then the rounds will be falling at the end of the enemy turn/start of your turn to come. The higher the fraction, the less shells will be fired per tube - roughly based on 6 shots max per turn (.5 being 1/6) but rounded up. (6 shots seems to have been the intended max by SSI in the original game - but then they added experienced units getting more shots..)

If it is an AOP adjusting fire, then the delay added is less than for a regular HQ.

if the observer has no LOS to the impact, then the adjustment costs more.

Also note - if you want to adjust fire, do not press the HE (or smoke) buttons, instead go straight to the adjust button and move it. pressing the HE or smoke button to fire a the current hex is .1 delay whic is not added if you adjust without pressing the fire type button.

You have much more information in our game guide than SSI ever published in thier instruction pamphlet.

A couple of test games would give you all you need to know about calling arty. It is not rocket science.

NB - The exact number of shots fired in indirect fire also depends on the artillery type - tube arty, mortars and MRL all have different amounts of fire based on the ROF but not necessarily the same as the shown direct fire ROF. If you ar really interested then try firing s few missions with slow artillery and counting each and every round.

We wont be giving anyone the exact algorithms, ever - that was part of our NDA with SSI. We do give far more hints than they ever did though.

(edit - got my fraction 180 degrees out, .5 would be i out of 6)

Last edited by Mobhack; April 5th, 2021 at 10:45 AM..
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Old April 5th, 2021, 08:32 AM
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Default Re: Bombardment-delay mechanics

This game is actually very good at explaining what things actually do unlike most modern games that are rubbish & give you no idea how the mechanics work.
It does not & should not give exact details you know the higher the rangefinder for example the better. Judging the difference between 6 & 22 is down to you, as are all the other factors that apply.

Same goes with this you know 0.4 is not going to drop many shells so your decision is fire this turn or adjust it so you get 1.0 or 1.1 & fire next turn.

If your targets dug in you might well go for the 0.4 as it allows you to adjust next turn & the target is unlikely to run.

If its mobile say SP Artillery in open ground delaying for a bigger fire mission in the hopes of a kill makes more sense as it will probably run if it survives the 0.4.

Cannot see any reason you need to know more about the delay procedure.

To help out in this decision smaller normally have a higher ROF than larger so firing something like a 60mm mortar at 0.4 is more worthwhile than firing 155mm at 0.4. Larger than that you will be lucky if it fires more than 1 shot at 0.4
The only other part of the decision making with artillery is your objective suppress (high ROF) or damage unit or terrain (high Kill or Pen depending on target type)

It does not take long to determine how the different mechanics combine no need to count the shells I never have.
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