MarcA -> RE: Artillery and ships (10/25/2006 10:16:20 AM)
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quote:
ORIGINAL: SMK-at-work Shore batteries WERE insanely effective vs ships - they had all hte advantages - they had fixed positions which they knew, they had massive rangefinders, they had no other structure that could be damaged and cause them to become useless without actually getting hit (eg engines, bridge, hull) - unless you actually hit the gun then you weren't going to do anything. Time after time, throughout the ages, ships have always been at a disadvantage vs shore batteries - Gallipoli is perhaps hte most famous - antiquated Turkish guns vs dozens of pre-dreadnoughts and even the 15" guns of hte Queen Elizabeth over several days culminating on 18 March 1915. Only a handfull of Turkish guns were actually destroyed - had it gone on another day the Turks would have run out of ammo!! Maybe so, but the point here is that BB's in particular are too easily damaged in this game, which they are. You are discussing the damage to the shore guns during a bombardment, which is different topic. And if we go to the particular operation the OP was discussing, the D-Day landings, the type of guns the Germans had available to them in reality, did very little damage, if any, to the heavy ships bombardment and suirface combat fleet. Note, I said bombardment fleet and not amphibeous landing fleet, which primarily consisted of light craft. BB's are put out of action too easily in TOAW. Somebody else, in a different thread suggested multiplying the defensive values of BB's by 5, which sounds like a start, but would require an equipment editor. As another suggestion here, wanting to be positive rather than negative on this subject, you could model ammo loss through the proportion of supplies used during combat. Is there anyway to alter supplies used during combat through an editor?
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