ORIGINAL: dazkaz15
1, It dramatically increases the command load, and response time of the Bn HQ. So that adding just a few artillery assets will grossly over load it.
That might a matter of tweaking attachment influences to command load. Personally, I only attach arty units when I'm expecting a set piece battle to happen. When moving forward detachments, I usually move the artillery component (if any) separatedly, and attaching it if I decide (or I find myself needing) to launch an assault.
I rarely let the AI to develop attacks under the "Attacks allowed" feature: I'd rather cancel the move task and issue myself an assault, assigning any long range fire support I deem necessary. I find "Attacks Allowed" to be fine when "mopping up" or pursuing retreating/routed enemy forces.
ORIGINAL: dazkaz15
2, The artillery units are added to the line units formation foot print, so you can no longer attack with a close Bn formation.
When you specify a frontage, the AI acknowledges it to be an "upper bound" on the actual frontage. You'll see in the saved game above that the frontage the AI decides to pursue the assault is usually way narrower than whatever you specify. Constricting too much the frontage can conflict with the attack formation, causing the assault to stall.
The AI will determine a firebase location for these assets, and that's factored into the determination of the actual assault frontage.
ORIGINAL: dazkaz15
3, There is no preliminary bombardment of the attack objective, as the attacking units close on it, and trying to do so manually with the artillery units will remove them from the attacking formation, and cause it re plan, or abort.
That's a feature which is missing in the AI attack doctrines and I think would be valuable thing to add.
In the meantime, when I want to do a preparatory barrage I don't attach the artillery at all. It's also true that bombarding for extended periods of time will significantly reduce ammo stocks, and that reduces their ability to provide on-call support.
So in practice, I end up splitting my artillery assets into two elements. One to do the barrage and another, usually smaller one, to provide on-call support.
This technique is showcased in the video tutorial, and works as well (or bettern) now as back when the videos were released.





