Artillery, what's your strategy ? (Full Version)

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cpt flam -> Artillery, what's your strategy ? (12/24/2019 5:50:25 AM)

Actually playing FITE2.
As Germany, each Infantry division HQ get the support.
They begin activated with range of 3; range of the 12 150mm.
Manually, I change all of them to range 2, this way they get effect for 36 105mm.

That's for my preference, but each one has their own.
Can you tell me what you prefer?




tyronec -> RE: Artillery, what's your strategy ? (12/24/2019 10:19:10 AM)

I did a test on the Tobruk scenario where the British artillery have mixes of guns with different ranges.
The range they fired at didn't seem to make any difference, even though firing at longer range meant half the guns couldn't fire.
Maybe the engine just adds up the damage strength for all the guns and then uses the longest range of them all ?

There seem to be a few issues with artillery.
So you can have defensive artillery supporting 10 combats at half strength during a round. Should be maybe one or two maximum.
Also you can have an artillery unit being assaulted and it can still provide defensive fire to another 10 units.
All adds up to make long range artillery a bit over strength in defence.




carll11 -> RE: Artillery, what's your strategy ? (12/24/2019 2:51:39 PM)

setting up defensive fires means you set their orders as 'local reserve' or just 'defending'..? Sorry, still trying to learn the game mechanics...




Hellen_slith -> RE: Artillery, what's your strategy ? (12/26/2019 5:07:34 PM)


quote:

ORIGINAL: carll11

setting up defensive fires means you set their orders as 'local reserve' or just 'defending'..? Sorry, still trying to learn the game mechanics...


Or "tactical reserve", iirc, they will also fire defensively (but at 1/2 power on tactical? not sure)

There are terrain effects, also, most particularly, in desert scene (like CfNA), fire "down" from escarpment onto "lower" units has a more devastating effect on defending units (who are "down range" from the escarpment.)

Not sure if that is noted in the "TOAW Terrain Effects Chart" linked here:
It is a two-page PDF file that will open in a new window

https://drive.google.com/open?id=1wtkQAr5_mFKL6HScshPMpbDhvW8oo8ZJ




Hellen_slith -> RE: Artillery, what's your strategy ? (12/26/2019 5:15:09 PM)

quote:

ORIGINAL: cpt flam

Actually playing FITE2.
As Germany, each Infantry division HQ get the support.
They begin activated with range of 3; range of the 12 150mm.
Manually, I change all of them to range 2, this way they get effect for 36 105mm.

That's for my preference, but each one has their own.
Can you tell me what you prefer?


Also playing FitE / FitE2, did not know that setting range might pull in more guns ...
good to know.

For me, basic strategy is, keeping sole ARTY on "Tactical" while on offense (and firing in support or for effect), then digging in at end of move if possible, or leaving them on tactical reserve if need be, during opponent's move.

I am only just now delving into the artillery effects and uses of (e.g.) HQ arty or other "embedded" artillery, but learning how to use those types of "embedded" artillery units effectively is one of the goals I have to be able to make better use of artillery.




carll11 -> RE: Artillery, what's your strategy ? (12/29/2019 5:05:17 PM)


quote:

ORIGINAL: Hellen_slith


quote:

ORIGINAL: carll11

setting up defensive fires means you set their orders as 'local reserve' or just 'defending'..? Sorry, still trying to learn the game mechanics...


Or "tactical reserve", iirc, they will also fire defensively (but at 1/2 power on tactical? not sure)

There are terrain effects, also, most particularly, in desert scene (like CfNA), fire "down" from escarpment onto "lower" units has a more devastating effect on defending units (who are "down range" from the escarpment.)

Not sure if that is noted in the "TOAW Terrain Effects Chart" linked here:
It is a two-page PDF file that will open in a new window

https://drive.google.com/open?id=1wtkQAr5_mFKL6HScshPMpbDhvW8oo8ZJ

thx!




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