RE: Effectiveness of Artillery
Well, is normal in PzB dont be casualty recover BUT i dont see bad add the system of "reserves" from PzC... you can create in OOB a "reserve" slot where add soldiers that can move to combat units and reinforce them... maybe every hour they could be send to units that palyer "flag" as needing reinforcements, this could help a defender player try save units over use them as last stand block obstacles and attacker can have the option to strenght burned units that are recovering.
Arty... maybe the problem is that outside "big battery" use 2 guns units are useless and in mortars of 50-60-81mm situation is worst, even have 6-8 mortars together is not a great help... i find battalion mortars a little like free xp points for enemy... and well the smoke guys (curious because the heavy mortars that are suposed be more in smoke job are the only ones i dont use to do this).
I prefer see this small arty units be fatigue dealers and leave heavy arty the casualties role, arty can disrupt to or even broken units, mortars fatigue enemy step by step and in good situation over a target in open deal some casualties and be smoke guys (unless you made arty can deploy smoke in 2-3 hexes to create a barrier... something like 2 arties one smoke hex, 4 2 smoke hexes and over 4 smoke hexes),
I am curious about arty in PzB3, covering desert arty power is going to be increased because cover is going to be less powerfull and common... apart the value of smoke because terrain is more open... test deploy 2 smoke hexes with arty could be a good idea and see how impact this leaving mortars more close fire support in the tactical combats of their units... to do this made mortars even with same kill values have a bonus in fatigue.
Well, if is under discussion at least is the option to see some changes in future.
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