Jim von Krieg Wrote:I actually like what I consider the much more realistic ability for artillery to kill armor in the current generation arty routine... until the adjustment, armor was pretty much immune to artillery... VERY unrealistic... If you drive into a village under bombardment bad things can happen.... even to unspotted armor... but we won't even think twice about running those Panzers into a village getting flattened by 203mm HE...
Agreed. My complaint had always been the inability of CS artillery to break up or "disrupt" an armored attack. I think we all at some point have read of situations where artillery was called in and busted up or delayed an armored attack. Old CS artillery routines made these real life situations impossible to recreate. Please note I was not specifically looking for kills vs armor just disrupts.... some effect to show that my opponents tanks weren't just advancing against heavy headwinds. And there should be effects units button, crews get shaken up, tracks get busted from near misses... things should at the least be slowed down a bit.
I think someone suggested at one point that armored targets should at least be made more vulnerable to disruption results from artillery. I agree, as disrupted units inability to advance towards enemy units would nicely simulate an armored attack losing some cohesion and maybe even being broken up by artillery. Be nice if those artillery results could be restricted to only certain calibers and higher but I think that may be a bit much for this old girl of a system so situations like the 81mm I tend to write off with a shrug.
With the current artillery rules I finally have been able to actually hurt some armored attacks with prolonged artillery barrages, nicely simulating situations I've read about in the past.
Perhaps the 5% effect should remain but with 2 or 3% kill and the other 2 or 3% an auto disruption.