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Arty bombardment - 2/2/2003 11:33:28 AM   
Wolfleader

 

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Whenever using massed artillery in an assault, it tends to get pretty tedious constantly having to reclick every arty icon in my artillery control screen in order to bombard the same spot repeatedly. Is there any way of having my artillery shell the same location for a number of turns or maybe a time saving hotkey that would automatically reassign the same hexes for artillery bombardment?
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That'd be cool - 2/3/2003 1:18:56 AM   
Capt. Pixel

 

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But I've never seen any kind option like that. Maybe in CL? :)

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- 2/3/2003 10:13:59 AM   
Wolfleader

 

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CL?

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- 2/4/2003 2:47:23 AM   
rbrunsman


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CL = Combat Leader: Cross of Iron. It's the next evolution of SPWAW. Matrix is nearing completion of this game and there is a forum dedicated to it. You should post your question here as a request for that feature in that game.

As to your original question: I've never read anything about such an option and I highly doubt it is a feature.

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- 2/4/2003 4:47:24 AM   
Irinami

 

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The odd thing is that it seems sometimes your artillery will keep shelling a spot throughout several turns. EG, J1 bombards hex 33,24 this turn. Next turn, it bombards that one too... and I'd even forgot to tell it to! ?_?;

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- 2/4/2003 8:09:31 AM   
Wolfleader

 

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IRT rbrunsman

Danke. I'll post a request for this feature there then. :)


IRT Irinami

I've noticed that with my Wurfrahmen rocket launchers. I blame the senility of my arty operator and forward ops. :D

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- 2/5/2003 1:21:50 AM   
rbrunsman


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You can always get shells landing over at least 2 turns. I think it goes like this:

If delay = .1 then 90% of the shells land at the end of your turn and the rest land next turn. (if .2 then 80%).

So, if you have a .5 delay, you get half of the rounds falling at the end of your opponent's turn and the rest falling the next round. You have to be sure to remember to call off the bombardment if you move into the target area to take out the suppressed units on your turn.

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- 2/5/2003 1:52:16 AM   
Jim1954

 

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[QUOTE]I've noticed that with my Wurfrahmen rocket launchers. I blame the senility of my arty operator and forward ops.[/QUOTE]

Those things are not known for their accuracy so maybe they will drift a little?

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- 2/25/2003 3:07:03 AM   
o4r

 

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[QUOTE]Originally posted by rbrunsman
[B]You can always get shells landing over at least 2 turns. I think it goes like this:

If delay = .1 then 90% of the shells land at the end of your turn and the rest land next turn. (if .2 then 80%).

So, if you have a .5 delay, you get half of the rounds falling at the end of your opponent's turn and the rest falling the next round. You have to be sure to remember to call off the bombardment if you move into the target area to take out the suppressed units on your turn. [/B][/QUOTE]

Sorry it dont meant that. Dont any how say lah......:P Tell ppl the truth... dont bully them.... :)

Ok, example. a 150 mm SP German with a rate of 4 round.

0.0, it will fire full rate of fire plus 1 round. It only happen on the turn immediately after deployment phase.

01, it meant, immediately after your turn, it fire 4 round in the first salvoes and 1 more round immediately after the enemy turn.

0.2, it meant that 2 round will be fire immdiately after your turn and and 2 will be fire at the same spot immdiately after the enemy turn.

0.3 meant that 5 rounds will be fired upon the completion of enemy turn.

0.4 meant that 4 round will be fire upon completion of enemy turn.

0.5 meant that this turn, nothing fire and the next round, you will get 0.1.

0.6 meant - 0.2 the next round.

0.7 meant - 0.3 the next round.

0.8 meant - 0.4 the next round.

Every round you minus 0.4

ok after your artillery complete their firing. On your movement turn. If you click on the left of the artillery, it will show you your last location of hit and give you again 0.1 status.

Now that is the easy part, now the confusing part, if you understand, you will know how to use artillery and shifting fire. That is how we used commonly against human player and not against the AI or "All Idiot" computer.

If you use a FO and goes to click on any square, the status is 0.1, than you are American only and dont shift fire and click where you want to fire.

But if you click any square and get 0.3, then you are veteran unit.

Ok, When you click on the artillery, it will show you the last location you hit. The first **** without target the area allow a no penatly or 0.1. There 0.1 added , when you shift another 2 hexes, your next target hex becomes 0.2, next shift is 0.3 and is 0.4 . Veteran status you can basically shift a total of 8 hexes and fire after you enemy turn, or you can shift 4 hexes for half round to falls on the enemy on the end of your turn.

So with next shift is 0.5. However after this, the next shift is 1.0 then 1.1 onwards with every shift at 0.1 additional. This is not funny cause the computer are telling you how stupid you are since click on the target hex is only 0.3 but u kept shifting..... :P

So shifting is good with 0.3 status only to 0.2. that is to say it is only consider effective for verteran artillery to fire 4 hexes after that you simply click on the target.

Now that finish 0.3 status. What happen if I click any square and get 0.4 :)

Ok, it is similar to 0.3 status. Expect any click on target not target before or not on pre set target sqaure, your status on delay is 0.4. basically it is the same as above.

If 0.3 and 0.4 status, you click on pre-target hex, your first click is 0.1. It is effect for 0.3 status person to shift from pre target hex only up to 4 hexes away and only for 0.4 status ppl to shift 4 hexes for immediately after your round to fire and 6 hexes to away or 0.3 to fire a full round of 4 +1.

How about 0.5 or 0.6 status if I click on any hex.....?

The shift hex is now not more additional of 0.1 but 0.2 and when it reaches 0.6 then next delay is 1.

So you all understand now. A summary below, hope you all understand.


Every shift max is 2 hexes
This is true only for you have target the hex and going for 2nd salvoes.

Delay 1st 2nd 3rd 4th 5th 6th
Shift shift shift Shift Shift Shift
0.1 Since delay is 0.1, any hex
0.2 0.1 Since delay is 0.2, any hex
0.3 0.1 0.2 Since delay is 0.3, any hex
0.4 0.1 0.2 0.3 Since delay is 0.4, any hex
0.5 0.1 0.3 Since delay is 0.5, any hex
0.6 0.2 0.5 Since delay is 0.6, any hex

Hope you all understand now.

Ok for Pre target hex, each shift is 0.1 for delay status of 0.1 to 0.4 for 0.5, it is 0.2 per hex and 0.6 is 0.3.

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- 2/26/2003 12:29:13 AM   
rbrunsman


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My head hurts from trying to follow that, but thanks for "clarifying." :)

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Everyone is a potential [PBEM] enemy, every place a potential [PBEM] battlefield. --Zensunni Wisdom

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Post #: 10
- 2/26/2003 1:00:23 AM   
Belisarius


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I think that belongs to the "Artillery management - T.O.T" thread :cool:

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- 2/26/2003 7:37:11 PM   
o4r

 

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[QUOTE]Originally posted by Belisarius
[B]I think that belongs to the "Artillery management - T.O.T" thread :cool: [/B][/QUOTE]

Acutally it is in the manual. After playing this game since it started till to date, some of us has mastered artillery shifting.

There are also shortcut key in the game which is not in the manual.

Shortcut which allow us to off our main gun when using the tank MG but the down side of it is that you need to manually on back the gun.

I have stop coming to this forum for quite sometime. I have lost my login name and password as such I stuck with his stupid name. It is all IBM fault, they and their stupid hardisk which only last 2 years and it go 100 percent crash.

Well I have read the artillery managment, but there is some problem with it, it didnt tell you some secret.

What is so important about artillery shifting!

Artillery shifting is not important to on board artillery with any calling of artillery under 0.2 or less. But it is important to unit like rocket and off board unit.

That management also didnt tell you that shifting is also important when you wanted to target something or guessing
where the enemy goes. Sometime we shifted the gun until we get 0.5 status so that when the enemy move the next turn, we get 0.1 status and immediately fire at him. :)

It also didnt tell you about indirect SP gun. Do you know that when you use SP gun, you can actually stay one square just behind a cover, come out, fire one indirect shot which normally only when second round, the enemy react with return shot, go back and continue using indirect fire with the remaining round on the same square. :)

You have much to learn my friend, there are alot of trick in this game which is not explain in the manual. We have discussed this long ago and found way to use certain thing.

(in reply to Wolfleader)
Post #: 12
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