rbrunsman
Posts: 1837
Joined: 1/31/2002 From: Phoenix, AZ Status: offline
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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.
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Everyone is a potential [PBEM] enemy, every place a potential [PBEM] battlefield. --Zensunni Wisdom
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