Dogs Of War Vu

Network of Friends => Schwerpunkt => World War II Europe 1939-1945 => Topic started by: bipman on August 16, 2018, 11:28:38 AM

Title: Artillery
Post by: bipman on August 16, 2018, 11:28:38 AM
Hi

How is artillery modelled?  Basically I want to know how to use the on-board artillery units, do I just attack as usual with all the others?  There doesn't seem to be a way of firing from a distance.  Also, is there any long distance artillery modelled?

SPG
Title: Re: Artillery
Post by: bipman on November 01, 2018, 10:42:49 AM
*poke*   :P
Title: Re: Artillery
Post by: schwerpt on November 02, 2018, 03:43:40 AM
Artillery is modelled with an attack and defense factor. The units must be in the ZOC in order to perform combat (either defense or attack).  Very few artillery units could fire two hexes (about 15 miles in the game.

New for v1.0.11.  One of the comments received is that artillery in combat should be stronger.  I added an "Artillery Advantage", similar to air and mech advantage into the game.  Applies to both attack and defense.

Ron
Title: Re: Artillery
Post by: bipman on November 02, 2018, 07:32:51 AM
OK, thanks Ron.
Title: Re: Artillery
Post by: pzgndr on November 04, 2018, 02:56:13 PM
Artillery is modelled with an attack and defense factor. The units must be in the ZOC in order to perform combat (either defense or attack).  Very few artillery units could fire two hexes (about 15 miles in the game.

New for v1.0.11.  One of the comments received is that artillery in combat should be stronger.  I added an "Artillery Advantage", similar to air and mech advantage into the game.  Applies to both attack and defense.

This should be OK, adding an artillery advantage for large caliber indirect fire assets.  However, we should note that all units still have organic mortar and artillery so we're really talking about exceptional bombardments.  Looking at the US Army's 8-Inch Gun M1 during WWII as a benchmark, max effective range was 12.5 miles and max firing range was 20.24 miles.  So technically this would be restricted to the 15-mile hex, but an argument could be made that heavy artillery co-located in an adjacent hex could easily displace during a 1-week turn  to support an adjacent unit's attack.  Coding this to happen (ie, setting artillery unit firing range to 2 hexes) in the game should be possible, at least to allow players to use adjacent artillery but could be problematic for the AI.  Maybe something to think about for down the road, but certainly not a game-breaker.

Speaking of new for v1.0.11, might we get a glimpse of what other code enhancements are being considered by Santa this year?