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Re: Counter-battery fire effectiveness

Posted: Tue Mar 22, 2011 6:25 am
by Willard
Artillery is more likely to getaway from approaching infantry making it harder to capture.
Not sure if this is WAD, but when cavalry approach guns, once they get to 200 yards, the arty starts to limber and withdraw. I will check this with infantry as this is problematic. The arty will continue to limber withdraw and never stand and fight or take a shot - especially at canister range.

There is a way to supercede this by TCing each individual gun and hitting the unlimber button. However if you do this, when you need to select the right ammo as it looks like the guns will get stuck on the last ammo type fired.

It would be nice to have the battery commander have a HOLD POSITION order to obviate the need TC each gun. This hold command would supercede the getaway function hardcoded into the battery.

EDIT - Confirmed that it is the same for infantry. That is really bad as basically the mere presence of infantry or cav at 200 yards will force the artillery to retreat without firing a shot. The only work around I can find is TCing each gun so they will hold the position.

Re: Counter-battery fire effectiveness

Posted: Tue Mar 22, 2011 5:43 pm
by SouthernSteel
Your last concern was brought up in the meeting we had with the dev team on TS last week, so they are definitely aware of it.

Re: Counter-battery fire effectiveness

Posted: Tue Mar 22, 2011 6:30 pm
by Marching Thru Georgia
Willard wrote:
That is really bad as basically the mere presence of infantry or cav at 200 yards will force the artillery to retreat without firing a shot.
This retreat was to be only for unsupported artillery, arty which has no friendly infantry or cavalry nearby. It was meant to get rid of the ahistoric situations where the arty stays on the field blasting away while the rest of the army has been destroyed. Are you saying that the arty falls back when they are supported? I have not seen that.