hogg -> RE: 8.0 Corrections/Suggestions (2/15/2004 3:41:55 AM)
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Thanks for the info, Goblin, I appreciate it! [&o] Turning to the topic in general - I suspect the fear of those on high is really that artillery will become so powerful, and influential, that it overshadows everything else - a sentiment I would support. How to do it? Ammo loads. I am sorry. I really, really am. But I just can't see artillery units running out of shells, especially either side in advance or assault games. See my comments earlier about on board mortars, but, basically, off-board artillery is behind the lines, in prepared positions, with a whole tail-load of logistics driving shells up to the prepared positions. Imagine the scene - Montgomery talking to staff officer, prior to an assault in the desert - "Tanks - check - infantry - check - salt tablets - check - large air filters for the engines - check - artillery ammo - oops, bugger, we forgot to bring enough!". Hmmmmm. I can see, after periods of prolonged firing (and I mean prolonged!), units starting to get short, but if that where the case, surely the batteries would reduce the number of shells fired per fire mission, to conserve ammo and keep going? Please could someone who knows what they are talking about clarify this? Artillery Availability Now this, to me, is the real argument! Tommy Atkins, advancing on the battlefield, sees target of opportunity. Works out co-ordinates, finds a radio that works, passes fire mission request up the line to the artillery co-ordinator, message passed to battery, battery works out which direction and distance to fire in, guns laid, ammo loaded, lanyards pulled, shells leave barrel, fly some distance, and land in rough area of intended target. All of this takes time. And, depending on the nationality and era, the time will vary considerably from one army to the next. But, what do we in spwaw do? Artillery flung about the map at a moments notice, hitting moving targets with ease. And the introduction of forward observers has made it worse! Now, with there access time reduced to less than a turn, hide a forward observer somewhere safe, and you can drop (admittedly unobserved) artillery roughly where you want it, supressing the enemy, at the end of your curren turn! To me, the answer to all this is simple - allow off board artillery virtually unlimited ammo, but considerably extend the amount of time it takes to call it in - again dependant on nationality. Get the call in time up to two turns, and you start to have to think about where you want it, and plan ahead. No more sniping at fleeting targets with 150mm howitzers! Sorry to ramble on! [>:] Cheers, Hogg.
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