Weird katyusha advance

The development team behind the award-winning games Decisive Campaigns: From Warsaw To Paris and Advanced Tactics is back with a new and improved game engine that focuses on the decisive year and theater of World War II! Decisive Campaigns: Case Blue simulates the German drive to Stalingrad and into the Caucasus of the summer of 1942, as well as its May preludes (2nd Kharkov offensive, Operation Trappenjagd) and also the Soviet winter counter-offensive (Operation Uranus) that ended with the encirclement of 6th Army in Stalingrad and the destruction of the axis minor armies. With many improvements including the PBEM++ system, this is a release to watch for wargamers!

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skuby
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Weird katyusha advance

Post by skuby »

Hi, I'm playing for the third time 2nd Kharkov scenario as german, I noticed that often the furthermost unit that advance after a combat (in the first turns) are the rocket launcher counters. Is it good? Sounds weird to me.

Unfortunatily i didn't make a printscreen.
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Redmarkus5
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RE: Weird katyusha advance

Post by Redmarkus5 »

The rocket launchers don't fire like artillery - they attack like an infantry unit. That's probably why the AI is using them that way, but I agree it doesn't make sense.
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Kronolog
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RE: Weird katyusha advance

Post by Kronolog »

To me it seems as if once the Katyushas have expended their rockets, the AI uses the unit as motorized infantry (which is what it is more or less, once it's out of rockets).
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Flaviusx
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RE: Weird katyusha advance

Post by Flaviusx »

I don't like the way rocket artillery is implemented in this game at all. It gets a lot of stuff right, but this business of one shot rocket artillery units used in direct fire at small arms range is not the most obvious way of representing them.

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sol_invictus
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RE: Weird katyusha advance

Post by sol_invictus »

I read this in the manual this morning and was a bit perplexed. Not sure why Vic went this route. It just seems that they should be handled like a regular Artillery unit that depletes it ammo quickly and takes longer to replenish. Why this strange routine and added mechanic?
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elmo3
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RE: Weird katyusha advance

Post by elmo3 »

IIRC they had a relatively short range and would not be able to fire from the 2 hex range of regular arty. Maybe that is why?
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sol_invictus
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RE: Weird katyusha advance

Post by sol_invictus »

ORIGINAL: elmo3

IIRC they had a relatively short range and would not be able to fire from the 2 hex range of regular arty. Maybe that is why?


That might have something to do with it by why not just require them to be adjacent to the target and treat them like a normal Artillery unit? I am sure Vic will explain soon.
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Flaviusx
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RE: Weird katyusha advance

Post by Flaviusx »

Katyushas had anywhere between 5-11 km range depending on the model, true, but I don't understand the long reload times (these are two day turns) nor the need to use them as if they were infantry units. Even if you have to park them adjacent to the enemy, they ought to fire just as the tube artillery and mortars do and not be participants in close combat. The game treats them as non artillery for all practical purposes.

Similar logic applies to nebelwerfers.
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Redmarkus5
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RE: Weird katyusha advance

Post by Redmarkus5 »

I agree. Two of the most feared artillery units of the war and they are gone after one shot...
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Keunert
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RE: Weird katyusha advance

Post by Keunert »

they sent the Nebelwerfer back to Von Braun. he personally took charge of the reload process.
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