Time consuming effort to fire artillery in large game

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Lobster
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RE: Time consuming effort to fire artillery in large game

Post by Lobster »

ORIGINAL: larryfulkerson

I wish we didn't have to comb through all the separate threads for
little nuggets of info like that.

You don't. It's in the manual. [;)]

13.11. Long-Range
Supporting Fire

All cooperative Air units with Combat Support
orders, Artillery, and Naval units may automatically
add one-half of their Bombardment Strengths to
each Attack within range. Artillery units will not
support combats if they have Mobile, Retreated,
or Routed deployments.
Units must pass a
Communication Check (8.5.1) in order to provide
Combat Support. Air units may fail to react if the
range is long compared to their combat radius.
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rtropp
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RE: Time consuming effort to fire artillery in large game

Post by rtropp »

just a thought....
I like to handle artillery one at a time. Guess I'm a control freak. It is time consuming but then, if I was in a rush I would play candy crush. :-).
What I thought would help was a button, like the HQ button, so I could take anything with ranged artillery to the top if its stack so it was easily visible.
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RE: Time consuming effort to fire artillery in large game

Post by JapLance »

ORIGINAL: rtropp

What I thought would help was a button, like the HQ button, so I could take anything with ranged artillery to the top if its stack so it was easily visible.

Have you tried clicking twice on the HQ button? I think it does exactly what you want.
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RE: Time consuming effort to fire artillery in large game

Post by Oberst_Klink »

Another option - List the OOB, sort the artillery.

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rtropp
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RE: Time consuming effort to fire artillery in large game

Post by rtropp »

Thanks for the tips. The HQ double click gives me all the fixed artillery positions. Sorting the OOB is very helpful. It will help with this and other searches. I am not much for reading manuals online... old fashion I guess. Its OK for searches on specifics, but that doesn't give you a rounded understanding. You miss a lot. Yesterday I received the manual so will be able to start reading it. I was pleased with the quality of print, was worth the extra expense. Between the print manual and you tube tutorials I should be able to move ahead.
Now, if I can continue to cut down on the crashes I will be set. I was going to go through the ini files now that I have found them but I have a feeling that at this point I would only screw up something else. :-).
Thanks to all for your help.
Richard
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Lobster
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RE: Time consuming effort to fire artillery in large game

Post by Lobster »

ORIGINAL: rtropp
Yesterday I received the manual so will be able to start reading it. I was pleased with the quality of print, was worth the extra expense.

I am very jealous. [;)]
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

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gbaby
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RE: Time consuming effort to fire artillery in large game

Post by gbaby »

ORIGINAL: JapLance

ORIGINAL: rtropp

What I thought would help was a button, like the HQ button, so I could take anything with ranged artillery to the top if its stack so it was easily visible.

Have you tried clicking twice on the HQ button? I think it does exactly what you want.

Wow, hitting the "H" key does help a lot. I didn't realize it would cycle up the Artillery to top of stack regardless if stack had HQ unit or not. Works great.

Have played a long time and never knew this. Forum browsing continues uncovering helpful hints on improving play.
rileydavidsmith
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RE: Time consuming effort to fire artillery in large game

Post by rileydavidsmith »

JapLance is correct. Click the HQ button once and it cycles all HQ to top of stack. Click a second time and it cycles all artillery units to the top of stack. Keep in mind that if a stack contains both an HQ and an arty only one will show on TOS.
BDukes
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RE: Time consuming effort to fire artillery in large game

Post by BDukes »

Very helpful. Thanks!
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Silvanski
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RE: Time consuming effort to fire artillery in large game

Post by Silvanski »

Maybe introduction of an Artillery Assistant, like the Air Staff Assistant (which I never use btw) can provide a solution if you don't like to micro-manage arty stuff
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bde4soldier223
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RE: Time consuming effort to fire artillery in large game

Post by bde4soldier223 »

is there an option in the game settings to have air assistant off?
Meyer1
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RE: Time consuming effort to fire artillery in large game

Post by Meyer1 »

ORIGINAL: bde4soldier223

is there an option in the game settings to have air assistant off?
Yes: play-player options
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Silvanski
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RE: Time consuming effort to fire artillery in large game

Post by Silvanski »

ORIGINAL: Meyer1

ORIGINAL: bde4soldier223

is there an option in the game settings to have air assistant off?
Yes: play-player options
Also when you open ;View Air Units;
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Shadrach
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RE: Time consuming effort to fire artillery in large game

Post by Shadrach »

ORIGINAL: Silvanski
Maybe introduction of an Artillery Assistant, like the Air Staff Assistant (which I never use btw) can provide a solution if you don't like to micro-manage arty stuff

Basically, yes [:)]

Of course the Air Assistant makes mistakes, sometimes stupid ones, but that's the price of delegation. And with an Artillery Assistant it could be less scope for it, as it would only call in strikes on units within a limited range and with good intel, like units/stacks bordering your own.
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