Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Why did my artillery fail to fire? [video]

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Decisive Campaigns: Ardennes Offensive >> Why did my artillery fail to fire? [video] Page: [1]
Login
Message << Older Topic   Newer Topic >>
Why did my artillery fail to fire? [video] - 12/19/2021 9:30:25 PM   
JacquesDeLalaing

 

Posts: 88
Joined: 10/7/2016
Status: offline
In my PBEM, I was at a loss to explain why my artillery was unable to fire. See the video ( https://youtu.be/6SPYVZ03iiU )
As I later figured out the 122mm guns were out of range, but even the 152mm pieces that were in range never fired a shot.
I had recon 19 vs. hide 4 in the hex, but from my understanding, this doesn't make any difference as long as you can see enemy elements you can target.

So I wonder why did my 152mm guns fail to fire?
Post #: 1
RE: Why did my artillery fail to fire? [video] - 12/20/2021 12:23:43 AM   
FelixCulpa


Posts: 110
Joined: 8/17/2015
Status: offline
Hi Jacques,

There is an artillery over-stack (attack) calculation. Hex Stats - Prev Art provides data.

Otherwise, it could be a supply issue.

(in reply to JacquesDeLalaing)
Post #: 2
RE: Why did my artillery fail to fire? [video] - 12/20/2021 7:44:59 AM   
JacquesDeLalaing

 

Posts: 88
Joined: 10/7/2016
Status: offline
Thanks for your answer but this can't have been the reason.

My artillery unit was fully supplied this turn and had almost full stocks (see the green dot and green supply stock symbol on the counter).
And it was the first unit to fire at that particular hex this turn.



(Sidenote: In this particular case, I was also wondering about target selection - I went from targeting the hex with mixed sp. arty and non-sp. arty to the hex containing just non-sp. arty. Reason: The sp. arty/Priests are armored and thus have better defense against indirect fire - so I thought my fire would be less effective. I'm not sure how target selection works - I didn't trust the game to fire at the more vulnerable foot howitzers in the hex...)

< Message edited by JacquesDeLalaing -- 12/20/2021 7:58:53 AM >

(in reply to FelixCulpa)
Post #: 3
RE: Why did my artillery fail to fire? [video] - 12/20/2021 8:09:30 AM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
Will make some reporting improvements in the combat log as firing into the blind is not reported. But all is working as it should. You are firing on a unit you have minimal info on (though you have the impression to see more because its identified), hence the artillery has no way of knowing if they are hitting or missing enemy, hence you have no info.

That being said I am fixing some minor details around this whole process for v1.00.08

best wishes,
Vic

_____________________________

Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics


(in reply to JacquesDeLalaing)
Post #: 4
RE: Why did my artillery fail to fire? [video] - 12/20/2021 10:49:33 PM   
JacquesDeLalaing

 

Posts: 88
Joined: 10/7/2016
Status: offline
Thanks. I think I understand it better now.

Indeed it occured once more. The situation was similar: I was targeting an enemy unit I had gained partial information on during the day (so it had its status changed to "identified"). At night, I still saw the elements in the unit (because it was identified and hasnt' moved) even though my recon points did not exceed the enemy hide points by 20. So, effectively, I only had minimal information on the unit, while the game still showed me partial information because I had identified the unit during the day. (If the game didn't do so, players would need to take notes to track enemy units...) When I fired at the unit, I got no fire action reports in the detailed combat report.

So does it make any sense to fire at units you only have minimal effective information on? Is this where "cover points" come into play?
And even if my barrage fails to hit anything, can I keep the unit from recovering its vigor? This seems pretty important during night turns (+50% vigor recovery) where this situation occurs on a regular basis...? I will do a bit of testing hotseat with Fog of War turned off.

EDIT (Here is a theory what happens during a ranged fire Attack, based on playing hotseat with Fog of War turned off)

If you let a unit fire on another hex, the elements in your unit will pick a targets from the enemy elements they can see. If they can't see any enemy elements (which happens if you have none or only minimal info on the opponent in the hex), the element first needs to pass a lucky hit roll (1d400 vs. the current stacking value in the targeted hex - the more crowded the hex is with troops, the higher the chance that you hit something if you fire blindly into it). I'm not sure if it is just one test or wheather the element gets a selection of three targets and checks for each one (see manual p. 93). If the element fails its lucky hit check(s), it will fail to hit anything in this combat round.

If your element gets a target (either sees one or passes the lucky hit test), it will fire. Apply modifiers as normal. If the target was a "lucky hit", it will get an additional hitpoint bonus of +100% (displayed as "Defender is Hidden").

I suppose that the actions of elements that fire at hidden elements (lucky hit roll, attack roll) are not displayed in the combat report if fog of war is turned on.

From combat round 2 on, enemy elements in the targeted hex may fire back (unless it is interception fire). I suppose, however, that there is some sort of threshold in place so that elements don't fire back if the hitchance is too low. E.g. I often saw indirect elements fire back (100% fire power, regardless of range), whereas guns (loss of fire power over range) stayed silent. I suppose that elements don't fire back if they can't see their opponents (no lucky hit attempts?). They only fire back if they can see you.

I find these things very important to know. One-sided spotting and interception fire plays such a huge role. Remember that a unit instantly loses 10 AP for every 5 readiness it loses due to interception fire (I'm pretty sure that this refers to absolute points, not to the average readiness that is displayed in the unit's stats. So, e.g. if a single element in the unit suffers a pinned hit, it loses 25% of its current readiness. If that element was at 100 readiness, this means a loss of 25 readiness - so the element's unit loses 50AP (!).
-----------------------
It seems as if vigor can be recovered if a unit has been bombarded. The passage in the manual is unclear - p.50 reads "It can go up by not having moved or offensively attacked/bombarded/fired for a full turn". It should read: "offensively attacked or carried out an offensive fire action".

PS: I also noticed that ATGs seem to use their defensive attack rating in offensive fire actions? And in defensive fire actions they use the offensive landscape modifier (e.g. in heavy woods -70% instead of -40%). This has me quite confused.

PS: I also noticed that the first hex you attack from allows 200 stacking points without penalties, not 100 as the manual (p. 105) suggests. If you attack from a second hex, you're still allowed 200 stacking points.

< Message edited by JacquesDeLalaing -- 12/21/2021 7:15:56 AM >

(in reply to Vic)
Post #: 5
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Decisive Campaigns: Ardennes Offensive >> Why did my artillery fail to fire? [video] Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.344