I'm glad somebody finally made this post, because I was about ready to start it myself. I totally agree with the concept that the player needs to have more control over the use of artillery. After all, we are given control over all other SU's and air units, so why not the artillery? We are able to shift-right click during air attacks to manually assign air units, why can't we do the same with artillery and other SU's? I can actually assign non-artillery/non-construction SU's directly to divisions. Why not the artillery?
15.4.1 SUPPORT UNIT COMMITMENT
For each support unit attempting to be committed, the leader of that headquarters must pass an initiative check. The support unit must then pass several checks, with the checks becoming more difficult based both on the number of support units already committed and the total number of non-construction support units attached to the headquarters unit. This means that Headquarters units with large numbers of non-construction support units will have more opportunities to commit support units; however the overall probability of each support unit being committed will be less than if the headquarters units had fewer non-construction support units. Support units directly attached to eligible combat units will be automatically committed to a battle involving that combat unit and do not count against the HQ unit maximums discussed above. Note that the only combat units that artillery support units can be directly attached to are fortified region and zone units (7.5.2).
What is the purpose for artillery SU's & non-CU assigned SU's being forced to random chance based on a corps commander & SU initiative check? I would imagine there is a modifier applied to the SU initiative check that makes it easy for the more mobile smaller caliber artillery units (105mm/150mm/210mm) to commit as opposed to some of the larger, less mobile artillery like the Karl-Gerat 600mm mortars, which is why I hardly ever see the Karl-Gerat committed but other SU's seem to make multiple appearances.
...I know its not historical that ARTY was not permanently attached to DIV but can't this be overlooked and help out the Germans some???
I believe that according to German doctrine, most of the heavy artillery was actually corps reserve, so maybe that's the reason why it can't be attached to divisions.
Operationally speaking, the Germans had organic artillery at the divisional level, which is reflected in the game TO&E's and is always available to the division because it is part of the TO&E of the division. Then we have the independent artillery units, which are reflected in the game as SU's, and historically these were for the most part under the control of the corps commander or the army commander, and for the more exotic hardware (such as the Karl-Gerat mortars), the army group or even OKH would assign as the operational/strategic situation required. So far so good, the game allows us to do all of this.
We all know how adept and flexible the Germans were at warfare at the operational level (corps and army) and below, but how sometimes they didn't always see things the same way at the army group or strategic level, mainly due to ineptitudes at the high command level, but that is a topic for another thread or forum. The Russians also became quite adept at operational warfare in their own way, which is also reflected in the game with the ability to form corps out of divisions for the Russians. We also have the ability to designate hasty attacks and deliberate attacks, both with their own cost in MP for the participating CU's to reflect the planning & preparation time necessary for each. Again, so far so good as far as the game allowing us to simulate this.
Where the game loses me is my lack of ability to use artillery units in a deliberate attack if I want to use them as a corps commander. In the blitzkrieg phase of Barbarossa, when the Germans were constantly moving forward on the offensive, the corps commander most likely assigned his corps-level artillery units in the "general support" role, or that is on an "as needed/as available" basis, and there was probably a bit of leap-frogging of some artillery units emplaced and ready to fire while some are moving forward and unable to fire. Obviously, the more mobile artillery units could spend more time set up and ready to pull lanyards when the call came in, while the less mobile units most likely spend most of their time moving and getting into position to be used. This is the current way the game operates with the initiative check & other formulas for committing artillery to an attack, which in my opinion works well for the hasty attack, although I think the chances of committal for some units is way to low and could be adjusted.
If I am a corps commander (or an army commander for that matter), and I am planning a deliberate attack involving several divisions and corps-level supporting units (artillery, StuG, pioneer, etc), then I am going to take my corps/army-level assets and assign them where I want them, and I am going to have more time to get the less mobile artillery units in place, and then I am going to assign them as "direct support", which means that the combat division on the attack has access to them just like they were organic to them.
There are a number of ways to skin this cat. We could simulate this in the game with the "shift-right click" for the deliberate attack, the same way we do with air attacks, and allow me to pick SU's for the battle (to include artillery). We could have a limit to the number of times certain SU's could be used in this situation, simulating their mobility/availability of ammo. Again referring to the Karl-Gerat mortars, which had a very limited range, a more limited supply of ammunition and took a month of Sundays to get set up into firing position, so maybe they are only able to be used when attacking fortified locations or urban areas during a deliberate attack. We could limit committal of some SU's to a deliberate attack used as the very first attack of a turn, or some other way of limiting their committal while at the same time giving me control over them through the shift-click. Or, let me pick the artillery units and then have a possibility that they fail to commit, which would reflect that maybe that artillery unit was unable to get into position or find enough ammo.