Counter-Battery

The new Cold War turned hot wargame from On Target Simulations, now expanded with the Player's Edition! Choose the NATO or Soviet forces in one of many scenarios or two linked campaigns. No effort was spared to model modern warfare realistically, including armor, infantry, helicopters, air support, artillery, electronic warfare, chemical and nuclear weapons. An innovative new asynchronous turn order means that OODA loops and various effects on C3 are accurately modeled as never before.

Moderators: WildCatNL, cbelva, IronManBeta, CapnDarwin, IronMikeGolf, Mad Russian

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StuccoFresco
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Counter-Battery

Post by StuccoFresco »

Hi, i'm trying to understand how counter-battery mission works. In the (modified) Pied Piper scenario, i have 3 off-map artillery batteries, which for a few turns i set in counter-battery stance.

Despite this, they fired at the supposed enemy HQ location (hitting it, so they were on target), but completely ignored enemy SPA that were wrecking my troops and also occasionally scored hits and kills against those offmap batteries.

Did they do that because i've been unable to locate the enemy SPAs, so they concentrated on the enemy HQ? Enemy artillery seems to have located my offmap batteries since the first few turns.
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KungPao
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RE: Counter-Battery

Post by KungPao »

I think Soviets don't have any arty units in scenario Pied Piper ?
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CapnDarwin
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RE: Counter-Battery

Post by CapnDarwin »

The post notes a modified scenario. Not sure what that means. I will need some time to review the RS code on the on map CB fires and see if the FSCC will tag a high level HQ if there is no CB target in the fires queue.
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StuccoFresco
Posts: 712
Joined: Fri Sep 17, 2004 10:56 am
Location: Italy

RE: Counter-Battery

Post by StuccoFresco »

It means I added units for both parties. I thought it might have been standard procedure for artillery to target hqs when primary mission (counterbattery) can't be done because you don't spot aetilleries. [:)]
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