Crossroads -> RE: Attenuation of HE fire (8/14/2013 2:00:55 PM)
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ORIGINAL: mwest quote:
ORIGINAL: resinslinger Here is another example of another common German artillery unit, the leFH 18 105mm howitzer (unit number P01117). I am only listing the unit's HE values. 18 18 18 17 17 17 16 16 16 15 15 15 14 14 14 14 13 13 13 13 12 12 12 12 12 11 11 11 11 11 10 10 10 10 10 9 9 9 9 9 8 8 At its maximum range of 42 hexes (10.5 Km) its HE value has lost more than half of its effectiveness. I could see it loosing maybe a quarter of its effectiveness, but half? Hey Chris: [8D] I'm not an artillery or ballistics expert. However, there had to be some kind of reasoning and factoring of different variables behind the CS artillery tables decreasing HE values by range? [&:] Some variables that come to mind: Nation's artillery doctrines. Use of forward observers. Quality of optical and range view finding equipment. Weather conditions (especially wind, but also rain, snow, haze and other factors like humidity, etc). Use of rolling barrages. Maximum sustained fire versus a more measured barrage. Rifled barrels versus smooth bore. Shell types and quality. Artillery crew experience. Other variables? [&:] I am an artillery guy, albeit it's been a while since I've practiced my skills... like 25 years... I served in Navy artillery unit, so as an added bonus we practised against both land targets and moving targets ie. ships with regular artillery pieces. We also practised all these without modern aids, like radars and computers, with methods not much altered since WW II. I have no idea what was the thinking behind the TS team's arty design. Since I've always treated JTCS as a game of the PB / PL fame and not a simulation I have not spent much time thinking what is realistic and what is not. Overall, I think they got it pretty much spot on. My pet peeves? Two rounds per six minutes, possibly to different targets, always with the same effect. Now, throwing shells into one target without adjusting the bearings must be more effective right. Secondly, I don't much like the idea for '3 minute barrages' either. A rolling barrage is a different entity of course. Two hex variation for unspotted indirect fire feels like a lot too. Suggesting missing a target by 500 meters is an insult to any artillery man right? Still, it feels like a proper punishment for not planning or securing the LOS to target hex, so I am not really complaining. The loss of effectiveness at long range? I don't really get it either. With regards of wind, humidity etc weather effects, they woulf effect the whole barrage, as still all the shells would be similarly effected. Yet, with a long range there would be a bit more scatter. Is it modeled too heavily? Probably, but again for game purposes I am not complaining as it forces the player to move his artillery park together with his infantry assets. Different supply source for arty is more of a scenario design aid, as artillery tends to be too effective in the game. I would like that. So, if I would get my three wishes, here they are, in no particular order: - Different supply for artillery, for scenario design purposes. - One artillery round per turn instead of two. - Firing sectors for heavier pieces, say from 90mm upwards. Changing the sector would exhaust the APs. Exceptions for 25 pdrs etc. All these changes would qualify under a new Extreme Artillery optional rule :)
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