About Optimum Artillery Delay (Full Version)

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Vathailos -> About Optimum Artillery Delay (7/28/2003 11:07:10 PM)

When playing against strong artillery nations (US, Russia) as I am now, I wanted some information about optimizing my artillery response. Viking02 is playing the US against my Germans, and his artillery plot time allows him to counter-battery my hapless pieces/crews.

I think that a 0.4 to 0.5 delay will get my shells falling in the end of his turn. Is this correct? Is there a way to time my artillery so that it fires late enough so that strong (fast response) artillery countries can’t adequately spot and plot counter-battery against me?

I can’t get any delay between 0.5 and 1.0, it’s 0.1-0.5, then goes to 1.0 (even if I shift repeatedly). I’ve read Capt. Pixel’s report on Arty Management and I think I understand that there may not be anything between 0.5 and 1.0. Is that correct?

He states that a 0.3-0.4 delay will consume ammo rapidly (because it fires twice), but I think it’s possible to cancel after the first “volley”. Again, would that be accurate?

Thanks again in advance.

~Vath




rbrunsman -> (7/28/2003 11:27:44 PM)

You need to read Capt Pixel's artillery training thread.

[URL=http://www.matrixgames.com/forums/showthread.php?s=&threadid=22905]Arty management class[/URL]




Vathailos -> Mea culpa (7/28/2003 11:48:20 PM)

Sorry RB, should have indicated that I'd read it before. I just re-read it and edited my post somewhat.

I just needed a bit more clarification.

Let me be specific with my questions:

There is no delay between 0.5 and 1.0?

0.4 or 0.5 will have rounds START falling at the end of your opponent’s turn (and therefore no counter-battery)?

And delays of 1.0 or greater are only useful for “pre-plotting” and adjusting?

Thanks, sorry unclear in the original question.




rbrunsman -> (7/29/2003 2:02:52 AM)

Vat:

0.0 to 0.2 arty falls right [U]after[/U] your turn. Thus, if you have a target you want to hit for sure you need arty with this delay. If you have arty that shoots fast enough (the US) then you can always hit your targets. The problem is that your opponent gets his whole turn to try to rally his men. Arty is a great suppresser and not a great killer, so arty falling this quickly isn't as much help to you as you would expect (unless you're shooting at Russians or Italians which have a hard time rallying).

For delays of 0.3 to 0.5, your arty falls right [U]before[/U] your turn. Thus, if you can guess where your opponent will be at the end of his turn, you can target that hex and be almost guaranteed of a severely suppressed unit in that hex. The trick is to know exactly where your opponent will be. Mastering the use of 0.3 delay barrages will take you a long way.

As for how much arty is fired: 0.0 gets you all the rounds that tube can fire, 0.1 gets you a little less and so on. You should always check to make sure your delayed barrages are not scheduled to land on the heads of the men you just used to route an enemy squad from a targeted hex. If it is still targeted, you can just cancel the rest of the barrage.

The 1.x and 2.x delays indicated how many turns from now the rounds will start landing.

To avoid on board counter battery fire you need to fire 0.3 to 0.5 so you have time to move your tubes. If you fire 0.1 or 0.2 then your opponent can pinpoint your location and pound it with his own 0.1 or 0.2 delayed rounds.




Vathailos -> Purrrrrrrrrrrrrrr... fect! (7/29/2003 2:08:44 AM)

That's exactly what I was trying to confirm.

Many thanks RB! :D

In my current battle against Viking02, he has counter-batteried me pretty well.

The "delay" is what I was looking for, that'll let me shoot-n-scoot much more effectively.

Muwahahaha! ;)




VikingNo2 -> (7/29/2003 7:22:47 AM)

:rolleyes:




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