
But from my observation infantry immediately mounts its APCs and immediately gets more vulnerable and visible? Which usually means if infantry tries to move (even from good cover), it is dead.WABAC wrote: ↑Mon Nov 28, 2022 1:20 pmThey remain as they were until they start to move. You can see this during turn resolution.1. What is the "stance" (protection, visibility, etc) of a unit that has a move order but has not yet started to move (receiving/processing orders or on intentional delay)? In other words: Is a unit exposed during order delay?
So it's just the number of shells, nothing else? In general, I find it very hard to evaluate the effect or artillery (other than causing actual losses to the enemy).Actually it is quite clear. Unless you have changed the option, you see a screen that allows you to fine tune your fire mission after you commit. The difference between suppression and neutralization is the number of shells poured into the area over a given period of time. At the very least, a generic suppression mission degrades morale and readiness which are major factors in the resolution of items on your list, except for calling in artillery.9. Suppressive fire missions by artillery: It is not clear whether this order works inherently differently from the neutralization missions? I suppose that suppressive missions are not guided by spotters onto individual, spotted subunits in the target hex? And suppressive fire missions last longer and thus trigger the "under fire" status to enemy units in the hex for a longer duration, which temporarily decreases their combat power (chance to fire? fire accuracy? spotting? duration/ability to call in artillery?)?
Not sure what you mean by "subunits" but one of the devs has commented that observation helps.
I know that units can have the "under fire" status, which I suppose reduces their hitchances somewhat (maybe those of some units more than others, also depending on cover and preparedness?). So a suppressive fire over a longer period of time would bestow that malus on the targeted unit for a longer period of time? But if you chose too few shells then the effect is smaller/not reliable? It's all guesswork. It would really be very helpfull if there was some rough official explanation for how suppression by artillery fire is supposed to work and what the most important factors are.
Also, does suppressive fire still benefit from spotters? I've read somewhere else in this forum that if a target is spotted in the target hex, then the spotter directs the artillery onto that target, which means that even small targets (e.g. a single tank) can be hit. Without a spotter, you'd be extremely lucky to hit the tank in the 500x500m hex. Does the same apply to suppressive fire, or are shells evenly spaced out, regardless of spotted enemy units?
And then there is the loss of readiness for units under artillery fire. But the loss of effectiveness seems extremely small to me.
Still I wonder where I have to put the smoke. IN BETWEEN units or ON units? I've just had a TOW ATGM annihilate a tank company of mine. Both the shooting unit and the target units had smoke directly on their hex.Never worried about the height. Have observed that it is only good for one level of terrain. Smoke on your own position will eventually attract AI artillery. A human will react quicker. Smoke also works between you and them. It's very nice when you have them stacked up at a minefield.10. Smoke: What's the height of smoke? Do I need to place smoke BETWEEN my positions and the enemy positions or does it also work if I put smoke directly ON the postions?
I also wonder if ATGMs benefit from thermal imaging if the vehicle (not the ATGM itself) is equipped with the thermal optics...?