Lobster -> RE: The magic of separate artillery (2/15/2021 10:30:42 PM)
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ORIGINAL: ericdauriac I want to create a division wide scenario. The Corps artillery will be well in the form of an "artillery" unit and treated as a unit with indirect fire. IF I understood your discussion correctly, the artillery integrated into the divisional unit will be treated as artillery with direct fire. I thought of increasing the strength of the divisional artillery to take into account its loss of effectiveness compared to artillery treated as indirect fire. This bonus would be related to the range of the divisional artillery. What do you think about this? Regards No, artillery does not have direct fire capability in the game. If you look at the manual you'll see that artillery is not an active defender. As such it is behind the lines, out of harms way. The manual fairly states it that way. §§ Active Defender Equipment: The equipment actively contributes to a location’s defense and is directly exposed to enemy action during any combat. 13.13. Flanks and Rear Areas Most units are assigned a mix of actively defending equipment (such as Infantry or Tanks) and passively-defending equipment (such as Artillery). Usually, passively-defending equipment is significantly shielded from losses in combat. The theory is that units like Artillery are deployed in rear areas and generally are out of harm’s way. Unfortunately, this isn’t always the case. A unit can be exposed to flanking fire. In units attacked from any two, or more, non-adjacent hexes in the same Turn, passivelydefending equipment (such as Artillery) will be forced to participate directly in combat. The attacks need not be combined. One unit can “pin” from one direction, while another executes the “Flanking” Attack. If a unit that attacked earlier in the Turn is itself later attacked, the original Attack is considered a “defense” for this purpose. This means that if a unit attacks to the south, but is itself later attacked from the north, it will suffer the Flank Attack penalty. Likewise, a unit that attacks into two, or more, non-adjacent hexes will suffer a Flank Attack from the defensive fire of the defending units. Units that split into sub-units and attack into two or more non-adjacent hexes will cause the parent unit (and any subsequently re-split sub-units) to be subject to Flank Attacks if the sub-units recombine afterwards on the same Turn that the sub-unit Attacks are made. Once a unit has its flank “turned,” all further attacks in that Turn against it, or by it (in the case of Defensive Fire against Attacking units), will be a Flank Attack until it retreats (defenders) or advances (attackers). Units are not subject to the Flank Attack penalty immediately after any movement out of the hex from which they were attacked, or attacked out of. The facing of the 3D unit icon graphics on the map is not significant for this purpose. Note that, if optioned, “New Flanking Rules” revises this somewhat. See 3.3.1. Only artillery units have a non zero artillery strength. §§ Artillery – This is the unit’s Bombardment Strength. It includes that portion of the Anti-Personnel Strength that the unit can use in Bombardment Missions or in Combat Support. Typically, only Headquarters, Naval, Air, and Artillery units will have a non-zero Artillery Strength, regardless of equipment assigned. But...if you look at the TOAW.log with uberdude on you will see that regardless of what type of unit the artillery is in ALL of the artillery is added together giving a mass shell weight for all of the artillery involved. In this instance artillery is any unit with a long range flag. This massed artillery suppresses any entrenchment by a percentage as well as causing casualties if there is enough shell weight. During the artillery bombardment phase the game program separates out those artillery pieces that are in units with artillery symbols and that are over a certain size. These separated out artillery pieces are then used to calculate whether or not a unit is unentrenched and to what degree. So the program does indeed already have a method to determine weapon size, shell size and what type of unit it is in. So practically speaking, artillery does not direct fire. Hopefully this helps you decide what to do with your artillery.
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