Counter-bombardment from hell (Full Version)

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GetAssista -> Counter-bombardment from hell (3/5/2017 6:38:31 PM)

So, I was resisting Ironman Japan AI sieging my Soviets and this happens out of the blue. Granted, half of Soviet artillery is in the hex, but it is 2x terrain with siege lasting a month so Japanese have built some forts. Previous dozens of bombardments were not nearly as painful for Japan. I know that in a large bombardment a unit might be singled out and pounded, and I have seen artillery LCU evaporating when I sieged SF with 100+ Allied LCUs in another AI game. But this feels excessive. What gives?

Edit: my fort level is meager 1 by the way
Edit2: argh... can't see which Japanese units were hit because loading Allied save as Japan force-runs another turn and Soviets decide to attack themselves
Ground combat at Voroshilov (112,45)
Japanese Bombardment attack
Attacking force 59559 troops, 1762 guns, 464 vehicles, Assault Value = 4728
Defending force 130710 troops, 2376 guns, 3878 vehicles, Assault Value = 4124
Japanese ground losses:
      2243 casualties reported
         Squads: 148 destroyed, 18 disabled
         Non Combat: 14 destroyed, 47 disabled
         Engineers: 10 destroyed, 5 disabled
      Guns lost 63 (15 destroyed, 48 disabled)
      Vehicles lost 56 (27 destroyed, 29 disabled)
 
Allied ground losses:
      97 casualties reported
         Squads: 5 destroyed, 7 disabled
         Non Combat: 0 destroyed, 0 disabled
         Engineers: 1 destroyed, 1 disabled




Lokasenna -> RE: Counter-bombardment from hell (3/5/2017 7:07:33 PM)

Load up Tracker and look at the previous turn LCU status and then this turn LCU status. That will tell you which were hit, how many devices disabled, etc.




wdolson -> RE: Counter-bombardment from hell (3/5/2017 10:25:26 PM)

The caliber of the guns will affect the damage levels. If the Soviet artillery was heavy with 122 and 152mm guns and the Japanese had mostly mortars, the Soviets have more weight to their barrage.

Bill




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