Defencive bombardment ?

The development team behind the award-winning games Decisive Campaigns: From Warsaw To Paris and Advanced Tactics is back with a new and improved game engine that focuses on the decisive year and theater of World War II! Decisive Campaigns: Case Blue simulates the German drive to Stalingrad and into the Caucasus of the summer of 1942, as well as its May preludes (2nd Kharkov offensive, Operation Trappenjagd) and also the Soviet winter counter-offensive (Operation Uranus) that ended with the encirclement of 6th Army in Stalingrad and the destruction of the axis minor armies. With many improvements including the PBEM++ system, this is a release to watch for wargamers!

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Repsol
Posts: 191
Joined: Tue Jan 19, 2010 10:48 pm

Defencive bombardment ?

Post by Repsol »

Hello...

Just bought the game and i like it [:)]
I'm currently playing the 2nd Kharkow battle as the germans and i'm not sure about how to use my artillery in defence...

- Should i use it to bombard enemy units in range ?

or

- Will my AI use it in self defence when enemy units attack my infantry and other units deployed infront of it ?

thanks !
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Keunert
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RE: Defencive bombardment ?

Post by Keunert »

Artillery units will counterfire when shelled. this will likely result in losses on the attacker side and i think it also reduces the effectiveness of the attackers shelling.
so if you have a hex with good cover on the front line, you may want to put an artillery unit there, set the losses low (25%-50%) to make sure it will retreat if attacked.

Bombarding ennemy units isn't bad either. it will slightly reduce AP of the attacking units. his panzer will maybe lose a hex of their range.

i usually put the arty in the front line of the crucial hexes, making it harder for the attacker. but if possible not in plain hexes: without cover they are easy targets for Stukas.
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Redmarkus5
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RE: Defencive bombardment ?

Post by Redmarkus5 »

ORIGINAL: Keunert

Artillery units will counterfire when shelled. this will likely result in losses on the attacker side and i think it also reduces the effectiveness of the attackers shelling.
so if you have a hex with good cover on the front line, you may want to put an artillery unit there, set the losses low (25%-50%) to make sure it will retreat if attacked.

Bombarding ennemy units isn't bad either. it will slightly reduce AP of the attacking units. his panzer will maybe lose a hex of their range.

i usually put the arty in the front line of the crucial hexes, making it harder for the attacker. but if possible not in plain hexes: without cover they are easy targets for Stukas.

That's great advice. I hadn't figured that out yet myself.

And welcome to Repsol - hope you find the forums useful.
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
Repsol
Posts: 191
Joined: Tue Jan 19, 2010 10:48 pm

RE: Defencive bombardment ?

Post by Repsol »

Hello, guys...

Yes...The forum will for sure be helpful...I have already got some good advice from looking at the different treads...
Good advice to keep in mind to put the artillery in 'good cover' terrain...Until now i have simply deployed them 1 hex behind my frontline infantry.
I will try to put them in the frontline with a low retreat value..

Some more questions:

- Will the artillery units AI only counterfire when the artillery-unit it self is being shelled and NOT when the other infantry, armour regiments of its division is being attcked. (if the enemy is in range) ?
- Some artillery regiments are assigned to ARMY...Army HQs does not provide any bonus for combat...Does this include artillery units when doing: bombardments ?, counterbattery fire ?
- Should i reassign thoose artillery units to CORPS HQ ? If so... will the loss of READINES affect the artillery-units when doing: bombardments ?, counterbattery fire?

Apprisiate the help, Thanks !
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