Artillery SUs

Gary Grigsby’s War in the West 1943-45 is the most ambitious and detailed computer wargame on the Western Front of World War II ever made. Starting with the Summer 1943 invasions of Sicily and Italy and proceeding through the invasions of France and the drive into Germany, War in the West brings you all the Allied campaigns in Western Europe and the capability to re-fight the Western Front according to your plan.

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BK6583
Posts: 411
Joined: Tue Oct 08, 2002 2:48 pm

Artillery SUs

Post by BK6583 »

US HQs can provide up to 12 artillery SUs when attacking. If I've already loaded a US corps HQs with 12 artillery SUs, does it do me any good to also have artillery SUs assigned to its army HQ (assuming the army HQ is within 15 hexes of that corps HQ)?
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sandman2575
Posts: 315
Joined: Sat Sep 05, 2009 1:02 pm

RE: Artillery SUs

Post by sandman2575 »

Pretty sure the answer is no. HQs can only commit SUs to a battle if they are within *5* hexes of a combat unit *directly* attached to them. Doesn't matter if they are Corps, Army, Army Group (although I think there are added penalties / checks a 'higher' HQ has to pass?) All of which is to say, the best scenario for you is for the artillery SU to be attached to a Corps HQ.
EddyBear81
Posts: 157
Joined: Fri Feb 10, 2012 4:07 pm
Location: Lille, France

RE: Artillery SUs

Post by EddyBear81 »

Yes, it's useless to place Artillery units in HQs without direct attachment of Combat Units.


However, having more than 12 in US Corps helps a lot :

- In defence, you have a +3 bonus so the upper limit is 15

- With just 12 Art. in the Corps, you will rarely, if ever, have all 12 committed to combat : there is a decreasing chance (or something like that) for every single unit to be committed, so having 12 out of 12 is statistically very unlikely.
Having 15, 16 or more basically adds more chances to have a high number of Artillery committed.
Personally, I go with as high as 20 for spearheading Corps.
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