Artillery - Pointless?

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castor troy
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RE: Artillery - Pointless?

Post by castor troy »

ORIGINAL: jwilkerson

ORIGINAL: PresterJohn
succesive patches seem to have taken Artillery from very overpowered to slightly overpowered to about right and now to no use.

Patch 01 - no change to artillery

Patch 02 - no change to artillery

Patch 03 - (via one and only one of the hotfixes for patch 02 - made "official" in patch 03) changed artillery by adding in terrain effects, increased supply consuption for offensive (not defensive) bombardments and slightly reducing the number of "shots" that could be fired before a unit was done shooting. But this was not a three step process - it was a one step process.

The fundamental problem is that the underlying system has an extreme amount of linearity to it - and by doing things like adding in terrain effects we are trying to shift things into more of a non-linear representation. While purists will always be right, that in circumstance XYZ, artillery might be able to accomplish pqr (and my experience in the US Army was in the Artillery Branch - so I would count myself amoung these people) we definitely think the current representation is better than the original. It is not perfect, but it removes the "death star" effect that some were seeing. I myself finally saw this happening in my game - and hence I decided we should do something about it. But as with almost any change to this system, if you remove an edge, you shift the center - so those who try to use artillery in a rational fashion will suffer a bit as we bow to those who push the extremes. But without a complete re-write, we cannot satisfy both ends of the continuum.


thanks for the clarification. IMO, artillery is by far better than what it was before the hotfix of patch2 as I don´t think it would be reasonable to take out the continent with massed artillery alone.
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RE: Artillery - Pointless?

Post by bklooste »

Well IMHO we need more data but i suspect the late war US advantage will be greatly reduced though in return you dont get minced in China.
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RE: Artillery - Pointless?

Post by Shark7 »

ORIGINAL: treespider

ORIGINAL: Shark7


I don't know about the defender, but I can tell you my bombarding units suffer fatigue and disruption at a rate that makes any type of siege warfare unattainable. If you bombard for 3 days, you will need to rest 7. And all that for doing what seems to be little of nothing, or worse taking more casualties than you cause.


Not sure what game you are playing - here is one of my Artillery units that has been bombarding Singapore every day for 3 or 4 weeks...

Image

It's actually not the artillery units, rather the infantry units set to bombard. Where I was seeing the fatigue gains was in an AI game with it bombarding also, so it may be the fact that it is the AI advantage hitting me there. The artillery units in my testing so far gain a little fatigue, but it all seems manageable at this point.
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RE: Artillery - Pointless?

Post by PresterJohn001 »

ORIGINAL: FatR

Under the latest patch, arty produces results like this (only ART units bombarded in this combat, infantry rested after initial deliberate attacks):

Ground combat at Hong Kong (77,61)
Japanese Bombardment attack
Attacking force 2085 troops, 153 guns, 133 vehicles, Assault Value = 613
Defending force 5946 troops, 130 guns, 74 vehicles, Assault Value = 199

Japanese ground losses:
Guns lost 1 (1 destroyed, 0 disabled)
Vehicles lost 1 (0 destroyed, 1 disabled)

Allied ground losses:
26 casualties reported
Squads: 0 destroyed, 2 disabled
Non Combat: 0 destroyed, 4 disabled
Engineers: 0 destroyed, 0 disabled
Guns lost 1 (1 destroyed, 0 disabled)
Vehicles lost 1 (0 destroyed, 1 disabled)

Assaulting units:
19th Ind. Engineer Regiment
38th Division
66th Infantry Regiment
20th Ind. Engineer Regiment
2nd Mortar Battalion
2nd Ind.Hvy.Art. Battalion
10th Ind. Mountain Gun Regiment
5th RF Gun Battalion
3rd Ind.Hvy.Art. Battalion
1st Hvy.Artillery Regiment
2nd RF Gun Battalion
20th Ind. Mtn Gun Battalion

Defending units:
Hong Kong Fortress
1st Middlesex Battalion
Rifles of Canada Battalion
Winnipeg Grenadiers Battalion
Kowloon Brigade
102nd RN Base Force

Hong Kong had level 3 forts. On the plus side, bombarding units accumulate next to none disruption and fatigue. On the minus side, I don't see why I should bother hauling arty around to get results like this. Note, that there are three heavy artillery units participating. Assuming that everything still fires at everything, massing 10+ artillery units against enemy mega-stacks now might be the only way to make your artillery worth its support. (Yes, you can maybe inflict noticeable casualties on Chinese units in the open with it, but who cares? Certainly not me.)

EDIT: I didn't measure supply use. If, as said here, artillery can drain more supply from the attackers than it consumes in the process of bombarding, it still might be useful.


this is the type of effect i am seeing, minimal. Now if bombardment forces the defender to use 5x supplies then there is a use in certain seige situations, and they can be manufactured in game.

Also i thought artillery fire into forests could be lethal wih all those splinters flying around?

Regarding nerf backlash, while i empathise the point, i as an owner and player of the game have as much right as anyone to raise my observations. I make no claim to exceptional historical expertise, but i have played lots of wargames and i think that artillery has been toned down a little too much. I'm not entrenched in this view and know my observations are going to be biased (i'm a scientist of sorts by trade) so i ask the question.
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RE: Artillery - Pointless?

Post by Who Cares »

I noticed that no one mentioned the "minor" fact that artillery caused 80% of combat casualties in WWII. Minor little detail.
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RE: Artillery - Pointless?

Post by treespider »

ORIGINAL: Who Cares

I noticed that no one mentioned the "minor" fact that artillery caused 80% of combat casualties in WWII. Minor little detail.


Have to look at the design outside of a straight Black and White context...

In the abstract ... if artillery attacks cause the defenders to expend supply at a greater rate...then artillery is causing greater casualties...because the supply expended not only represents beans and bullets...it also represents replacements...that are now no longer available because the supply that builds them is gone...so in essence they have been destroyed.

Here's a link to:
Treespider's Grand Campaign of DBB

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RE: Artillery - Pointless?

Post by Canoerebel »

ORIGINAL: Who Cares
I noticed that no one mentioned the "minor" fact that artillery caused 80% of combat casualties in WWII. Minor little detail.

What's the source for that statistic?

I seriously doubt it was anything close to that in the campaigns in the Pacific Theater (not counting China, but I have no idea what it would have been in China).
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RE: Artillery - Pointless?

Post by castor troy »

ORIGINAL: Who Cares

I noticed that no one mentioned the "minor" fact that artillery caused 80% of combat casualties in WWII. Minor little detail.


You should not forget that artillery (mentioned as guns - which is everything from a mortar up to a heavy artillery tube) in AE is also used during your deliberate and shock attacks and is the cause of a lot of losses. Try a test with squads only to see the difference. I guess artillery wouldn´t be the reason for 80% of the losses in AE but not that far from it.

The "nuclear" artillery we saw after release was too much for most people (also in this like in all other cases, there were people that thought it would be ok) and for me it was too much too. If it has been toned down to see perhaps 25% of the losses compared to the losses just after release I would think that´s ok too. If it´s only 5% it would be too few. But with everything else also, the pendulum swings back and forth. Not that easy I guess.
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RE: Artillery - Pointless?

Post by treespider »

ORIGINAL: Canoerebel
ORIGINAL: Who Cares
I noticed that no one mentioned the "minor" fact that artillery caused 80% of combat casualties in WWII. Minor little detail.

What's the source for that statistic?

I seriously doubt it was anything close to that in the campaigns in the Pacific Theater (not counting China, but I have no idea what it would have been in China).

See this link:
Wound statistics

Scroll down to page 77

77

South Pacific


Agent
Percent


Shell fragments
50

Bullets:
33

Rifle
25
Machinegun
8

Grenade
12

Other
3



Here's a link to:
Treespider's Grand Campaign of DBB

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RE: Artillery - Pointless?

Post by Canoerebel »

Thanks, Treespider.  So, at least in the South Pacific, artillery (shell fragments) caused 50% of wounds and other causes (gunfire, grenade, etc.) caused about 48%.
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RE: Artillery - Pointless?

Post by treespider »

ORIGINAL: Canoerebel

Thanks, Treespider.  So, at least in the South Pacific, artillery (shell fragments) caused 50% of wounds and other causes (gunfire, grenade, etc.) caused about 48%.


In North Africa Shell fragments caused 75%
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RE: Artillery - Pointless?

Post by DeriKuk »

Artillery, in my experience, is worse than useless.

It does no damage to enemy forces, chews up mounds of supplies, and becomes utterly exhausted after a few rounds in the malaria zone.

Lesson: Leave artillery out of your attacks until some developer owns up and patches some teeth into big guns again.
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RE: Artillery - Pointless?

Post by Shark7 »

Well I just had to find out for myself.

Results in this thread: tm.asp?m=2396978
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RE: Artillery - Pointless?

Post by Kull »

ORIGINAL: Canoerebel

Thanks, Treespider.  So, at least in the South Pacific, artillery (shell fragments) caused 50% of wounds and other causes (gunfire, grenade, etc.) caused about 48%.

On page 76 they state the table was taken from a study on Bougainville (so it's not the Pacific as a whole), but they do discuss the complete theatre-level comparisons (while also noting how difficult it is to be exact with these kinds of statistics):

2. Artillery and mortar fire together accounted for 65 percent of the total casualties in the European and Mediterranean theaters, 64.0 and 69.1, respectively. In the Pacific, they accounted for 47.0 percent.

Pretty clear that artillery effectiveness was significantly less in the Pacific than everywhere else. Which isn't that surprising. Most artillery casualties don't come from bombarding enemy troops in fixed postions, but happen when you catch units maneuvering in the field. Which tends not to be the kinds of occurrences one sees in AE.
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RE: Artillery - Pointless?

Post by bklooste »

ORIGINAL: Kull
ORIGINAL: Canoerebel

Thanks, Treespider.  So, at least in the South Pacific, artillery (shell fragments) caused 50% of wounds and other causes (gunfire, grenade, etc.) caused about 48%.

On page 76 they state the table was taken from a study on Bougainville (so it's not the Pacific as a whole), but they do discuss the complete theatre-level comparisons (while also noting how difficult it is to be exact with these kinds of statistics):

2. Artillery and mortar fire together accounted for 65 percent of the total casualties in the European and Mediterranean theaters, 64.0 and 69.1, respectively. In the Pacific, they accounted for 47.0 percent.

Pretty clear that artillery effectiveness was significantly less in the Pacific than everywhere else. Which isn't that surprising. Most artillery casualties don't come from bombarding enemy troops in fixed postions, but happen when you catch units maneuvering in the field. Which tends not to be the kinds of occurrences one sees in AE.

I dont think the SOuth Pacific is a good indicator as the battles allowed little chance for the Japanese to use Arty ( lack of sea control , lack of supplies) still that number is significant and higher than i though....Also US casualties would be lower due to US aircraft targetting Japanese arty and the nature of getting heavy pieces onto islands ,in PI and China it would be different. Also are your losses to art 47% ?.
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RE: Artillery - Pointless?

Post by SqzMyLemon »

Don't forget, when we are talking about the effectiveness of artillery in game terms, it's not just the lack of casualties that is the issue. What about the lack of disruption and fatigue after sustained bombardment over weeks and possibly months? Morale does not seem to be affected much either. I want know that shelling an enemy over weeks will have some effect on these modifiers, not just how many may or may not be destoyed.
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RE: Artillery - Pointless?

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RE: Artillery - Pointless?

Post by Kull »

ORIGINAL: bklooste

Also are your losses to art 47% ?

None of us can really say. There's a perception issue in that some folks are looking at the "Bombardment" attack as the major use of artillery, when in fact it was the exception. WW2 didn't involve set piece battles ala WW1 with weeks of preparatory artillery bombardment. In the vast majority of cases, artillery assaults were intended as support - and followup - to infantry assaults. And this is represented in game, insofar as even during a deliberate or shock attack there's an artillery bombardment phase.

Historically artillery was more effective in conjunction with an infantry assault as the enemy knew there were infantry to deal with and had to come out of their fortified positions to deal with them. Assume even the simplest of defensive positions - the 2-man foxhole. If all the enemy is doing is sending in artillery rounds, where are you? Hunkered down at the bottom trying to dig in even deeper. Only a direct hit into the foxhole will cause casualties. But if there's an infantry assault coming at you too, well then, you have to stand up and face it, and insofar as any portion of your body is now above the rim, suddenly you are at risk of shrapnel injuries that would have been impossible otherwise. And if the position is being overrun or panic ensues and your unit leaves their positions and runs to the rear? Well now you are in the REAL artillery killing zone. And neither of those happens absent the infantry assault.
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RE: Artillery - Pointless?

Post by bklooste »

Agree with you there eg Somme 70% of the losses were from art but almost none from the bombardment. Though im not sure art plays such a roll in shock attacks or even deliberate ( going by the fact my regiments without the arty seem to do very well alone) .

A simple test can check this run the HK test with the arty , then remove all the arty from the units and rerun i bet that the results are not that different % ....
Which would mean arty would be little used durring attack

Would be interesting to test this with normal attack and shock attack and whether the defenders arty plays a roll ( i suspect it is usefull here)

A defender bomardment while an attack started like Kursk would be very nasty and especially disruptive before teh attack begins.
ORIGINAL: Kull
ORIGINAL: bklooste

Also are your losses to art 47% ?

None of us can really say. There's a perception issue in that some folks are looking at the "Bombardment" attack as the major use of artillery, when in fact it was the exception. WW2 didn't involve set piece battles ala WW1 with weeks of preparatory artillery bombardment. In the vast majority of cases, artillery assaults were intended as support - and followup - to infantry assaults. And this is represented in game, insofar as even during a deliberate or shock attack there's an artillery bombardment phase.

Historically artillery was more effective in conjunction with an infantry assault as the enemy knew there were infantry to deal with and had to come out of their fortified positions to deal with them. Assume even the simplest of defensive positions - the 2-man foxhole. If all the enemy is doing is sending in artillery rounds, where are you? Hunkered down at the bottom trying to dig in even deeper. Only a direct hit into the foxhole will cause casualties. But if there's an infantry assault coming at you too, well then, you have to stand up and face it, and insofar as any portion of your body is now above the rim, suddenly you are at risk of shrapnel injuries that would have been impossible otherwise. And if the position is being overrun or panic ensues and your unit leaves their positions and runs to the rear? Well now you are in the REAL artillery killing zone. And neither of those happens absent the infantry assault.
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RE: Artillery - Pointless?

Post by SqzMyLemon »

ORIGINAL: Kull
ORIGINAL: bklooste

Also are your losses to art 47% ?

None of us can really say. There's a perception issue in that some folks are looking at the "Bombardment" attack as the major use of artillery, when in fact it was the exception. WW2 didn't involve set piece battles ala WW1 with weeks of preparatory artillery bombardment. In the vast majority of cases, artillery assaults were intended as support - and followup - to infantry assaults. And this is represented in game, insofar as even during a deliberate or shock attack there's an artillery bombardment phase.

Historically artillery was more effective in conjunction with an infantry assault as the enemy knew there were infantry to deal with and had to come out of their fortified positions to deal with them. Assume even the simplest of defensive positions - the 2-man foxhole. If all the enemy is doing is sending in artillery rounds, where are you? Hunkered down at the bottom trying to dig in even deeper. Only a direct hit into the foxhole will cause casualties. But if there's an infantry assault coming at you too, well then, you have to stand up and face it, and insofar as any portion of your body is now above the rim, suddenly you are at risk of shrapnel injuries that would have been impossible otherwise. And if the position is being overrun or panic ensues and your unit leaves their positions and runs to the rear? Well now you are in the REAL artillery killing zone. And neither of those happens absent the infantry assault.

At the risk of hitting your own troops during the assault? I would think the attacker would feel the brunt of an artillery barrage from the defenders, not the other way around. You make a good point though about having to defend during an attack and risk exposure. But those same troops would be suffering from disruption, fatigue, and morale issues which could make them as ineffective as suffering actual casualties from being bombarded every day. Look at the cases when shelling would occur during meal times in areas under siege. Wasn't there a case during the Bulge campaign where a group of American soldiers lining up for breakfast where killed by an artillery barrage? Not every soldier in a fortified defence, is actually under cover every minute of every day. Rear areas are not all hunkered down in foxholes or bunkers, supplies have to be moved, units repositioned...etc. I just think artillery, whether causing actual battle casualties or not, has become too ineffective in other areas, namely in causing disruption.

I agree that during deliberate or shock attacks defensive artillery firing can be very effective. The huge losses suffered by forces undergoing a failed shock attack is still modelled in the game and reflects the killing capacity of defensive artillery, not to mention the attackers disruption level skyrockets. A successful attack also reflects the killing capacity of attacking artillery when the defender's position breaks and runs, again causing high losses and disruption. Where I get caught up is when you have been air and ground bombarding for weeks or a month in a siege situation, and you launch an attack and there is no sign of any negative disruption or fatigue modifier. If anyone is following the artillery testing thread happening right now, disruption appears to be recovered as quickly as it is gained, and defender's experience levels are actually going up during these bombardments. If all that is being accomplished is a greather use of supply by the defender, a player that prudently stocks up huge supply reserves in critical bases of fortification levels of 4 and larger, can last for months longer now. That has the potential to severely limit the early expansion phase of Japan. I won't even mention the effect if may have in the large cities in China where, if supply is not cut completely, some positions have the capacity to never be taken, also taking into consideration the numbers of troops available to defend.

bklooste mentioned about the defensive artillery barrage during Kursk on the start positions of the Germans prior to the assault. Casualties I believe were light, but the disruption to attacking units was substantial, affecting their combat effectiveness from the get go. Again, not actual casualties, but the disruption caused by artillery is a key factor.

Just my observations of potential pitfalls with artillery being scaled down in siege situations, right or wrong.
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