arethusa
Posts: 145
Joined: 5/12/2003 From: GTA, Canada Status: offline
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[QUOTE]Originally posted by Buzzard45 [B]When you play an experienced player, they look for the pattern that indicates that you have fired from around an ammo dump. I set the pattern with my on-board when playing GaryT and VikingNo2. They both hit the pattern as quick as they could target it. Me, being a sneaky bird of opportunity, moved my arty out of harms way and next to my ammo dump for re-supply. Only to move it back into the pattern again several turns later to temp them again. It is sooo satisfying to see a battery of heavy off board (limited ammo) land on empty hexes.:) I now buy only ammo trucks. What the heck. Two of them do the job of a dump and they can move. [/B][/QUOTE] Buzzard45, you've got it exactly right! When I was in the artillery, we never fired from next to an ammo dump. They were far too important to risk. What we did was have the dump well hidden and protected and ammo trucks shuttled back and forth to the guns. Most of the gunners never knew where the dumps were, need-to-know ya' know.;) Even the guns never sat still. The most # of fire missions I ever recall doing before moving was perhaps 5 if they were short ones. Then we'd up-anchor and move out. Maybe only 1/2 km or maybe 10 km, but never stayed in the same place long after firing. If it was a big fire mission, we'd only do the one before moving. Again, ammo dumps took a long time to set up and break down so they really couldn't move like the guns. We practiced hook-up, move and re-set until we could do the hook-up in less than 2 minutes (a long time if we'd been under fire, which we weren't) and set-up in a new location took perhaps 5-10 minutes because we had to run out the aiming posts and locate them on the transit-scope, position each gun in the battery on the map-grid so we knew exactly where we were, set out ready-use ammo on groundsheets, etc. This was before GPS so maybe it's easier now but I can't imagine they wouldn't still use aiming posts out at 100 or 200 yards. In SPWAW, if there's any chance of counterbattery fire, the closest way to do it to real-life is to have 2 or even 3 batteries. While Delta-battery is firing, Echo-battery is moving and Fox-battery is setting-up and re-supplying. You therefore keep continuous fire on the target, continuous supply to the guns and the enemy doesn't know where you are in time. In SPWAW, when I see the telltale smoke of a fire mission, just like Buzzard says, it looks like a nice juicy target! Depending on the situation at the moment and what's available, I either send in my own fire mission on the smoke, send over a CAS aircraft for a look-see, or divert a fast recce vehicle to see if I can find them. The reason for not always doing the same thing is so my opponent doesn't know what to expect. I've been known to set off some fake smoke canisters myself with single troops just to draw his fire away from where I really am attacking, so why expect him not to think of the same thing? If he always expects counter-battery, he'll always move.
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"Good military intelligence is worth at least as much as an extra regiment."
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