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Artillery effectiveness vs distance
Posted: Mon Jun 20, 2011 11:25 am
by pstamatis
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?
Posted: Mon Jun 20, 2011 7:20 pm
by Obsolete
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.
Re: Artillery effectiveness vs distance
Posted: Wed Jun 22, 2011 4:25 am
by bretg80
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?
Posted: Wed Jun 22, 2011 4:28 am
by Obsolete
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.
Posted: Wed Jun 22, 2011 5:52 am
by pstamatis
I do remember recon leaders being able to activate an action which gave a BONUS to artillery hitting units within sight in PG-III
hmm, a new motive to buy a recon? I 'd like that!
Posted: Wed Jun 22, 2011 11:35 am
by VPaulus
But is there any degrading at all?
Posted: Wed Jun 22, 2011 7:00 pm
by Kerensky
Weather has a degrading effect on combat.
Posted: Thu Oct 27, 2011 9:16 pm
by AceDuceTrey
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.