radboy223
Posts: 41
Joined: 2/18/2001 From: Camden, AR Status: offline
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From the Artillery Management - T.O.T. thread in the Training Center forum: Delay time affects both reload timing and Offboard ammo consumption. I'll use the terms Primary, Secondary and Teriary to indicate the barrages coming at the end of My turn, the end of the opponents turn, and again at the end of My turn. The number of shells that will arrive during a given barrage is affected by the Artillery Barrage Delay Time (0.0, 0.1, 0.5, etc). Delay times of 0.0, 0.1, 0.2 will insure some of your barrage will arrive in the Primary barrage. Delays of 0.3, 0.4, 0.5 won't arrive until the Secondary barrage. Delays of 1.0 and up arrive in the Tertiary barrage or later. The barraging artillery unit will try to consume it's Rate of Fire over two barrages. As the number increase, more of the total number of shells is 'pushed' to the following barrage. * A Delay of 0.0 results in ALL the shells arriving in the Primary barrage. * A Delay of 0.1 results in a high proportion (~80%) of shells arriving in the Primary barrage and the remainder arriving in the Secondary barrage. With low rate of fire units, there may not be any shells in the secondary barrage. * A delay of 0.2 reverses those percentages and about 20% of the shells will arrive in the Primary barrage and the remainder (80%) in the Secondary barrage. * At a delay of 0.3, the pattern is repeated with all shells arriving beginning the Secondary barrage. 0.4 delay is similar to 0.1 and 0.5 is similar to 0.2 with the first shells arriving in the Secondary barrage. With 0.4 or 0.5 delays, some shells may arrive during the Teritiary barrage (the end of Your next turn). Ammunition is reloaded after the Primary barrage. So whatever was actually fired can be reloaded at that point. Assuming you've provided the capability. Ammunition fired on the Secondary barrage will NOT be reloaded until the end of your following turn. This is why you see variable amounts in various units over time. Hardly anyone would plot all their artillery to the same delays every turn. Offboard artillery plotted with a 0.0-0.2 delay will paste an area for up to two barrage phases. It will also consume it's entire turn's rate of fire. If you delay the artillery to 0.4 or 0.5, fewer shells will be fired in the Secondary barrage thereby conserving your ammunition. This give you an opportunity during your next turn to assess the situation and decide if you want to continue expending ammunition on that target. With a 1.0+ delay, you can preplot a suspected enemy approach avenue. You then get the opportunity to abort, reset, or adjust the barrage on your following turn, before you use up the ammo. This is particularly useful with air strikes. On your following turn, you have a barrage is now ready to go at 0.0 or 0.1. If you guessed correctly, or were just lucky, you can then open up some or all those tubes and shell the target mercilessly. If you are consistently firing with a 0.3+ delay, you'll find that your ammunition will deplete, even with otherwise adequate reload capability. It's because that ammunition isn't replaced until the following turn. You end up being a turn or two behind in reloads. A single ammo truck will generally extend an artillery units firing duration by 50%-75%. Two ammo trucks or a dump can keep most artillery units loaded indefinitely. Rockets reload at a rate of one per truck per turn (2/T for an ammo dump). There are several small Rockets (BM-8,4.2in) that reload at faster rates.
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"I am tired of talk that comes to nothing." Chief Joseph
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