Hi Gunslngr,
I don’t think it matters if the Germans have 4000 or 400 points for arty, as long as the Soviets get the same. If the Germans buy a lot of SP-guns the Soviets should be able to purchase artillery just as powerful and with more ammo. I suspect the problem is tactics not equipment.
The Germans definitely have the better SP-guns, but the Soviets should lean on their equipment and units which are cheap and abundant, and use tactics that favour the Soviet force composition.
I think the Weasel and Walrus arty system had the right idea, but personally I think it’s too complicated. I prefer the KISS approach.
I agree that one FOO/CO per gun battery or mortar platoon is realistic, but to only allow each battery or platoon to plot on one hex is unrealistic. IRL a FOO would have the battery guns fire in lines or other patterns. Each gun would often be aimed at a point up to 150yds (3 hexes) away from the next gun in the troop.
A more realistic solution may be to allow each gun/mortar in a battery/platoon to have different plots, but each gun/mortar must be plotted within 150yds of any other gun/mortar in the battery/platoon. This would allow batteries to plot their guns in a line, which was more common than a stonk (attacking one spot with every gun); or you could plot guns in a circle for a less concentrated barrage, which was another realistic practice.
Heavy arty may have been regimental, but if you bought heavy (regimental/divisional) artillery - and have the FOO in your battalion – ‘regimental’ arty is on call.
I think historically, a battalion would typically have one battery in support, but this could obviously be less or more depending on the circumstances. I find that 10% does allow a battalion to purchase about one battery plus a few mortars.
The two most common ways I use arty is to plot a rough line just in front of my advancing troops, and/or plot a line on top of the enemy advance. The third use would be targeting enemy artillery.
One final thought: I wonder if SP-guns (and all artillery) should have an additional 'wait time' penalty after moving?
They already get about 3 turns, which is a lot in a 20 turn battle. But it's a bit odd that the penalty is the same for switching targets, as it is for setting up after moving. It seems like there should be additional penalty for moving, over and above the penalty of re-plotting to another sector of the map.