K K Rossokolski Wrote:Umbro also states the assumption that for a 155mm weapon, a hit within 10 m of target is a kill...IMO a very dodgy assumption for a well armoured tank such as a T-34. And the arithmetic appears to assume that a hit within range but anywhere within the clock will have an an identical result. I doubt this.
My apologies, I was trying to show what gross assumptions one would have to make to get even close to the number the game is using right now. I agree with all your points.
Huib Wrote:Does anyone how the artillery actually works? Suppose I have a artillery gun that has ammo and can fire. However I decide not to fire it during this turn because I think I need it more the next turn. Is it sure that this gun will have ammo the next turn, or can the supply check routine cause that the next turn this gun has no ammo even if I haven't fired it? I always wondered about that.
The answer is that it WILL have ammo. The OOS check is performed only if the unit fired.
Huib Wrote:I guess my other point is, when we have other sysems to control the artillery, like needing special observers to direct fire, or a separate ammo level, players will be more inclined to conserve their ammo, or choose to fire their shells on infantry instead of gambling on a 5% kill chance on enemy armour and randomly firing all over the map.
Right now most scenarios have constant artillery barrages for the duration of the entire battle, historically this was not always the case.
All this is true, furthermore, most scenarios have relatively high ammo levels so conservation is not required.
Also bear in mind that a historic loss rate of 5% to indirect fire does not translate into a 5% chance of a disable per strike. Purely anecdotally - in my current test game of 104 options against Jason I have lost 5 armoured SPs (all half-tracks some combat) every one of them to unsighted indirect arty.
Rather than more systems to deal with these issues:
1) Add a separate ammo level for artillery.
2) Differentiate between mortars and field artillery for the purposes of AFV disable. i.e. Mortars have no chance to disable. (Note: mortar will still attack HTs at 1:2 with a 5% chance of a regular loss)
3) Reduce the disable percentage from 5% to (say) 3%.
umbro