GloriousRuse -> RE: Armored Vehicles and Artillery (7/21/2020 4:53:14 AM)
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I’ll email you sometime this weekend. For a reality comparison, you can shoot three continuous neutralizing missions anywhere on the map at precise five minute intervals in game, and may very well get multiple tank kills per shot. You can keep doing this for several turns before needing to reload, and even if completely unobserved and firing from a battery that just came out of road column, the rounds will land in the exact hex you want them in. In reality, that average tank kill should take about three straight minutes of just shooting - let alone the rest of the fire mission time, where the observer might take a long as three minutes before it ever gets to the FDC, who will take their own processing time, crews are assembling the right charges and fuses, etc. - after which a battery will have gone through 25-33% of its “on the track” ammo. Ammo haulers and support units extend that, but uploading ammo from hauler is a very different operation than a hip shoot. And even though early PNT is coming around by ‘89, registering those first rounds is going to be required any time the battery moves or even shifts its angle of fire substantially if you don’t want some serious inaccuracy for the first shots fired. If the brigade/division commander just points at a map on the backside of a hill and a battery slews there on the fly, you might be pounding the crap out of something a hex or two over and never know it. So our game missions might have right to fifteen minutes between them, run a battery nearly dry and force a local upload, have escalating inaccuracy in each major directional shift, may very well miss the hex they’re aimed at if unobserved, might break the guns, and unless the tanks in question actually sit in the open field waiting for the rounds to come in, may very well not achieve any disabling effects.
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