Disappearing Siege Guns

VR designs has been reinforced with designer Cameron Harris and the result is a revolutionary new operational war game 'Barbarossa' that plays like none other. It blends an advanced counter pushing engine with deep narrative, people management and in-depth semi-randomized decision systems.

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baloo7777
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Joined: Sun May 17, 2009 11:49 pm
Location: eastern CT

Disappearing Siege Guns

Post by baloo7777 »

Aug 1 move - Siege Guns ordered from Riga to Odessa (scheduled to arrive in 16 days)

Aug 29 move - still no sign of the Siege Guns (I have a terrible relationship with Jerk...oops, I mean Gerke)

I don't care if the Train General hates his Commanding Officer or not...he would have been fired by now...especially with the Mad Corporal having changed objectives to Rostov last turn...

Maybe this should be tweaked a little to a more normal delay. Especially if you are tweaking the atomic siege guns abilities anyways.
JRR
ChuckBerger
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RE: Disappearing Siege Guns

Post by ChuckBerger »

From Wikipedia entry on Gustav heavy artillery:

"In February 1942, Heavy Artillery Unit (E) 672 reorganised and went on the march, and Schwerer Gustav began its long ride to the Crimea. The train carrying the gun was of 25 cars, a total length of 1.5 kilometres. The gun reached the Perekop Isthmus in early March 1942, where it was held until early April. The Germans built a special railway spur line to the Simferopol-Sevastopol railway 16 kilometres (9.9 mi) north of the target. At the end of the spur, they built four semi-circular tracks especially for the Gustav to traverse. Outer tracks were required for the cranes that assembled Gustav
The siege of Sevastopol was the gun's first combat test. Installation began in early May, and by 5 June the gun was ready to fire."

So from departure in February to ready to fire on 5 June... that's more than 3 months.

Another source notes that setup time for Gustav and Dora - even once they reached their firing destination - was between 3 and 6 weeks. http://landcruiser.greyfalcon.us/landk3.html

You want a "more normal delay"? Then quadruple the existing travel time in DC3 for siege artillery!
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Michael T
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RE: Disappearing Siege Guns

Post by Michael T »

I think Siege Artillery represents everything from from 305mm Art pieces and upwards. Not just these two guns that are always cited here.

Maybe two counters are needed. One for the 'smaller' pieces that obviously would be much easier to move and a counter for 2 or 3 really big guns that take months to setup.

@Cameron maybe you could tell us what exactly the Siege Guns represent?


I have always assumed it represented every gun that falls in to the Super Heavy Artillery classification. But maybe I am wrong and it only represents these 2 big guns as depicted on the card?

Amicofritz
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RE: Disappearing Siege Guns

Post by Amicofritz »

The siege artillery unit have to represent more than one of these two behemoths. Schwerer Gustav was not pivotal in the fall of Sevastopol, although helpful.
Amicofritz
lancer
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RE: Disappearing Siege Guns

Post by lancer »

Hi baloo,

There are a number of changes to siege artillery in the coming Beta update (today CET probably) but unfortunately that's not one of them.

I'm happy with the delay as it is (it's tweaked a touch upwards in the update) as the rail system was heavily congested for the duration of '41 and your ability to shunt special trains around is at the whim of the man in charge of the scheduling.

If you've got good relations with him he'll ensure that everything runs smoothly (it's possible to have no delay chance at all).

Cheers,
Cameron
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RCHarmon
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RE: Disappearing Siege Guns

Post by RCHarmon »

I once made the train guy so mad that my 4 day from minsk to orsha took over two months at which point I just gave up on them and I never saw them the rest of the game(or did't care after 2+ months). So 2 months from minsk to orsha is a bit much.
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