I am sorry if this has been discussed in some previous topic but I couldn't find any related to this.
Is there any possibility to catch the degrading effectiveness (accuracy) of artillery towards distance from the target?
Artillery effectiveness vs distance
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
I don't think artillery becomes very inacurrate by distance. But where I always felt a modifier should come in place was for air-attacks. The only problem is... air-units are already weak units and I never buy them.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
Re: Artillery effectiveness vs distance
Modern artillery is not degraded by distance. As long as you have spotters, it is very effective up to it's maximum range. Without spotters, it is very ineffective no matter what the range. So, how would spotters be modeled in PzrCorps?
pstamatis wrote:I am sorry if this has been discussed in some previous topic but I couldn't find any related to this.
Is there any possibility to catch the degrading effectiveness (accuracy) of artillery towards distance from the target?
Well it is obvious, that if you can SEE a unit in PG (It is out of FoW), then SOMETHING is spotting. Usually it's a recon. So no changes needed there at all.
I do remember recon leaders being able to activate an action which gave a BONUS to artillery hitting units within sight in PG-III.
I do remember recon leaders being able to activate an action which gave a BONUS to artillery hitting units within sight in PG-III.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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Actually, the Circular Error Probable (CEP) or area that should contain 50% of the round impacts, normalized to a circle (the areas were actually eliptical), expands in size as range increases. This error is insignificant when firing at area targets but is extremely significant when firing at point targets. Also, the forward observers error in guesstimating the targets position increased with range, which they corrected by adjusting spotting rounds onto the target. This is why WWII artillery was so ineffective against armored vehicles, relying on direct hits to kill them. However, ranging error IS absolutely critical in naval surface combat. A technique I used in a manual board game (remember those) was to give warships an attack value at their maximum range. For each hex closer than max, the value would be added again. For PC, the German BB (Bismarck) and UK (Nelson) would be 5A/R6, the UK (Royal Oak) 4A/R6; the German BC (Schornhorst) and UK (Renown) 3A/R6; CAs 2A/R4; CLs 2A/R3; and DDs 2A/R2.