Arty Unit functionality?
Moderator: Joel Billings
Arty Unit functionality?
Can somebody please refresh me what the arty div and armies provide? Do they have to directly attack or can they be more than one hex away?
Any rules sections people can provide will help too.
Thanks
Any rules sections people can provide will help too.
Thanks
- Beethoven1
- Posts: 1439
- Joined: Wed Mar 24, 2021 9:23 pm
Re: Arty Unit functionality?
They are just another way to get more artillery into a battle. Yes, they can shoot from 2 hexes away rather than 1. (just shift + click to attack as you would with a normal unit, but from 1 hex further away).
For the most part, I think they are not worth it, because you can get plenty of artillery into battles anyway by attacking with multiple generals. So all they really do is take up scarce command capacity, whereas artillery Support Units take 0 command capacity.
For the most part, I think they are not worth it, because you can get plenty of artillery into battles anyway by attacking with multiple generals. So all they really do is take up scarce command capacity, whereas artillery Support Units take 0 command capacity.
Re: Arty Unit functionality?
I agree that the limited command capacity even late war for the Soviets makes for some challenging decisions.Beethoven1 wrote: Mon Nov 20, 2023 2:55 am For the most part, I think they are not worth it, because you can get plenty of artillery into battles anyway by attacking with multiple generals. So all they really do is take up scarce command capacity, whereas artillery Support Units take 0 command capacity.
- HardLuckYetAgain
- Posts: 9301
- Joined: Fri Feb 05, 2016 12:26 am
Re: Arty Unit functionality?
Ok, I inherited a 43 game and I currently have TWO full fronts empty. ZIP, zero, nada units in them. I have another front with 1/2 units in it. When will this "command capacity" hit?M60A3TTS wrote: Mon Nov 20, 2023 11:44 amI agree that the limited command capacity even late war for the Soviets makes for some challenging decisions.Beethoven1 wrote: Mon Nov 20, 2023 2:55 am For the most part, I think they are not worth it, because you can get plenty of artillery into battles anyway by attacking with multiple generals. So all they really do is take up scarce command capacity, whereas artillery Support Units take 0 command capacity.
I know in my other couple of Soviet games into 44 I did not have an issue with Command capacity. So I must be doing something wrong.
German Turn 1 opening moves. https://www.matrixgames.com/forums/view ... 1&t=390004
A nice post, thank you K62.
https://forums.matrixgames.com/viewtopi ... 4#p5114154
A nice post, thank you K62.
https://forums.matrixgames.com/viewtopi ... 4#p5114154
- Beethoven1
- Posts: 1439
- Joined: Wed Mar 24, 2021 9:23 pm
Re: Arty Unit functionality?
It is not just command capacity as such to be concerned with, but also command capacity of good generals and command capacity of assault fronts specifically.HardLuckYetAgain wrote: Mon Nov 20, 2023 4:04 pmOk, I inherited a 43 game and I currently have TWO full fronts empty. ZIP, zero, nada units in them. I have another front with 1/2 units in it. When will this "command capacity" hit?
I know in my other couple of Soviet games into 44 I did not have an issue with Command capacity. So I must be doing something wrong.
If you have artillery divisions at all, presumably you want to attack with them. If you want to to attack with them, ideally you would like them under an assault front for faster CPP gain (and you especially want an assault front prior to the artillery ammo penalty going away, since it is artillery you especially want it under an assault front). And you should also want a good general to command it in the attacks. If an attack is important enough that you would consider using an artillery division, it is presumably an important attack worth making with good generals.
But Rokossovsky can only command so many men.
And then who do you have left - Koroteev?

Clearly the lesser Konstantin to Rokossovsky.

- HardLuckYetAgain
- Posts: 9301
- Joined: Fri Feb 05, 2016 12:26 am
Re: Arty Unit functionality?
The General with the most forces in the battle will be the chosen one. But yeah, I have my Art Division in my Assault fronts already. I don't see the issue in the games that I have had and this current one, but maybe I am just dumb.Beethoven1 wrote: Mon Nov 20, 2023 4:23 pmIt is not just command capacity as such to be concerned with, but also command capacity of good generals and command capacity of assault fronts specifically.HardLuckYetAgain wrote: Mon Nov 20, 2023 4:04 pmOk, I inherited a 43 game and I currently have TWO full fronts empty. ZIP, zero, nada units in them. I have another front with 1/2 units in it. When will this "command capacity" hit?
I know in my other couple of Soviet games into 44 I did not have an issue with Command capacity. So I must be doing something wrong.
If you have artillery divisions at all, presumably you want to attack with them. If you want to to attack with them, ideally you would like them under an assault front for faster CPP gain (and you especially want an assault front prior to the artillery ammo penalty going away, since it is artillery you especially want it under an assault front). And you should also want a good general to command it in the attacks. If an attack is important enough that you would consider using an artillery division, it is presumably an important attack worth making with good generals.
But Rokossovsky can only command so many men.
And then who do you have left - Koroteev?![]()
Clearly the lesser Konstantin to Rokossovsky.![]()
German Turn 1 opening moves. https://www.matrixgames.com/forums/view ... 1&t=390004
A nice post, thank you K62.
https://forums.matrixgames.com/viewtopi ... 4#p5114154
A nice post, thank you K62.
https://forums.matrixgames.com/viewtopi ... 4#p5114154
- Beethoven1
- Posts: 1439
- Joined: Wed Mar 24, 2021 9:23 pm
Re: Arty Unit functionality?
They are the one that gets their picture taken by the highfalutin photographer, but are they the only one whose stats contribute to what happens in the battle? Certainly not, at minimum, with regard to certain things such as SU commitment. The other generals in the battle independently roll to commit SUs (which is also part of the reason you don't really need artillery divisions for the most part, just use an extra general in an attack if you want more artillery to get committed). But do their stats for infantry/mech/etc also get used for the divisions that are under their command, or does only the guy who gets his picture in the paper count for ALL the divisions, even the ones he does not command? It's been a while since I read the 1000 page manual, but I don't remember it specifying one way or the other. And it is not exactly the easiest thing to test. But given that some other rolls like for initiative are done general-by-general, I would suspect those other rolls may also general-by-general.HardLuckYetAgain wrote: Mon Nov 20, 2023 4:49 pmThe General with the most forces in the battle will be the chosen one.
Well, it is true that you will sooner or later win anyway because the game is snowbally and so the Axis will likely collapse faster than historical. There is something to be said for not letting the perfect be the enemy of the good, and if you like to use artillery divisions for whatever reason, by all means have at it. It's not like they have no benefits at all, it is more a question of whether the costs outweigh the benefits, given that you generally have a shortage of artillery (of the good heavy stuff, not as much so the regular artillery).But yeah, I have my Art Division in my Assault fronts already. I don't see the issue in the games that I have had and this current one, but maybe I am just dumb.
- HardLuckYetAgain
- Posts: 9301
- Joined: Fri Feb 05, 2016 12:26 am
Re: Arty Unit functionality?
Beethoven1 wrote: Mon Nov 20, 2023 5:13 pm
There is something to be said for not letting the perfect be the enemy of the good
80/20
German Turn 1 opening moves. https://www.matrixgames.com/forums/view ... 1&t=390004
A nice post, thank you K62.
https://forums.matrixgames.com/viewtopi ... 4#p5114154
A nice post, thank you K62.
https://forums.matrixgames.com/viewtopi ... 4#p5114154
Re: Arty Unit functionality?
It is not a hit per se. Previous game versions had a front command capacity of around 145. The current version is about 2/3 of that. It's good for about 4 full Soviet armies to a front. Historically it was common towards the end for the Soviets to have twice that in the Berlin-East Prussia direction.HardLuckYetAgain wrote: Mon Nov 20, 2023 4:04 pm Ok, I inherited a 43 game and I currently have TWO full fronts empty. ZIP, zero, nada units in them. I have another front with 1/2 units in it. When will this "command capacity" hit?
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- Posts: 31
- Joined: Sun Nov 06, 2022 12:48 am
Re: Arty Unit functionality?
Sorry HYLA, can't figure out how to directly quote you.Ok, I inherited a 43 game and I currently have TWO full fronts empty. ZIP, zero, nada units in them. I have another front with 1/2 units in it. When will this "command capacity" hit?

I've played StB twice, using your excellent 'how to close the trap at Stalingrad' once, and the other as my own brew.

Armies to Fronts is an interesting problem, with many Fronts oversubscribed. Adding to the problem are the frozen Fronts and Armies, plus Leningrad undermanned, and Konov's Front waaaaaaaay too big. I guess it gives me something to do while I'm slowly grinding the German Sixth Army down.
At some point, I do wind up with a spare Front, about the time Stalingrad is finally reduced. I move the HQ and a number of Army HQs back to depots, and start the slow process of rehabilitating the 'victors' of Stalingrad. Through much of the remainder of the war, I use a Front and poorly officered Armies to rebuild units.
As for the artillery divisions, I usually have an artillery army for each Front, and give it three RCs to punch holes in German lines.
Regards,
Rick
- HardLuckYetAgain
- Posts: 9301
- Joined: Fri Feb 05, 2016 12:26 am
Re: Arty Unit functionality?
rickwarintheeast wrote: Tue Nov 21, 2023 12:35 amSorry HYLA, can't figure out how to directly quote you.Ok, I inherited a 43 game and I currently have TWO full fronts empty. ZIP, zero, nada units in them. I have another front with 1/2 units in it. When will this "command capacity" hit?
I've played StB twice, using your excellent 'how to close the trap at Stalingrad' once, and the other as my own brew.
Armies to Fronts is an interesting problem, with many Fronts oversubscribed. Adding to the problem are the frozen Fronts and Armies, plus Leningrad undermanned, and Konov's Front waaaaaaaay too big. I guess it gives me something to do while I'm slowly grinding the German Sixth Army down.
At some point, I do wind up with a spare Front, about the time Stalingrad is finally reduced. I move the HQ and a number of Army HQs back to depots, and start the slow process of rehabilitating the 'victors' of Stalingrad. Through much of the remainder of the war, I use a Front and poorly officered Armies to rebuild units.
As for the artillery divisions, I usually have an artillery army for each Front, and give it three RCs to punch holes in German lines.
Regards,
Rick
Ya, the Stalingrad write-up is out of date for sure since some of those units are frozen now days. (I do believe Beethoven expanded on my write-up too after the update, I am sure that would be better)
Ya, I am doing the same with an Army of Artillery per front, at the moment Assault fronts

German Turn 1 opening moves. https://www.matrixgames.com/forums/view ... 1&t=390004
A nice post, thank you K62.
https://forums.matrixgames.com/viewtopi ... 4#p5114154
A nice post, thank you K62.
https://forums.matrixgames.com/viewtopi ... 4#p5114154