Strange (to me) artillery mechanism
I'm in the early stages (two battles completed) of a Russian LC, and I noticed what I consider a somewhat odd artillery behavior.
I have some 120mm mortars in my core. In my first battle, after firing for a couple of turns, I trucked the mortars to a new spot about 200m away, set up, parked an ammo Komsomolets next to them, and plotted new bombardment locations. Send out a couple more turns of fire, then rinse and repeat. Worked well, since the mortars were usually reloaded by the time the plotting delay expired.
During the second battle, I repeated the process. But, during one of my plotting phases after a mortar move, I accidently clicked on the mortar unit name. To my surprise, the previous bombardment point came up with a .1 delay! Kinda confused me; since the mortars had moved a decent chunk of a kilometer from the original firing point, I expected to have to start the ranging process from scratch.
I was wondering if there was some logic behind this artillery behavior? I'm not complaining, mind you, merely curious. I would have thought that packing up the mortars and moving them to a new position would destroy any plotting solutions.
As it turned out in the second battle, it made quite a difference. I had guessed right about the main line of advance of the Finns, and my original mortar targets were right in the vicinity. Being able to restart bombardment so quickly after moving the mortars really did a number on the Finnish jaeger and rifle squads. The carnage wrought by those 120s on the massed troops was immense.
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