Artillery counter battery idea.

Battlefront features the power of battalion-level combat in some of this period's most bloody and intense conflicts: Saipan, Market Garden, Novorossisk, and Gazala. Players will have realistic control over their soldiers, with a tactical scale just large enough to make a telling difference in the strategic picture.

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Scona
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Artillery counter battery idea.

Post by Scona »

I am currently playing through the Gazala scenerio and am both giving and recieving some counter battery combat. First, thanks for including this feature in the system as it is one of the main fire missions for guns at this combat level.

However I feel it may be more accurate to "suppress" the targeted units instead of the current elimination result. If the game engine uses available movement points to enable a unit to fire, then obtaining some kind of extra movement cost result would prevent that unit from shooting; same idea if offensive OP's are needed from a controlling hq. We already have this sort of effect for heavy gun units in BiN and BiI.

Suppression or disruption of artillery is a more accurate result for counter battery fire, outright elimination should occure as a result of direct ground combat.

Still it is a good system, and I am enjoying a chance to learn some new lessons.
"Everything else being equal, the army with the best looking uniforms usually losses." Murphy's law of military history.
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iberian
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RE: Artillery counter battery idea.

Post by iberian »

Since the Battlefront system allows for units to be reintroduced in the game after being eliminated, it basically simulates what you are asking for. That is, if I own a gun battery that has been eliminated after a counter-battery action, I may be able to reinsert it in the map through an OMA. That simulates the disruption in command and control and unit organization that would have suffered. It all depends if the unit have been tagged through the editor with the capability of being reintroduced (once or more times)
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stevel40831
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RE: Artillery counter battery idea.

Post by stevel40831 »

ORIGINAL: iberian

Since the Battlefront system allows for units to be reintroduced in the game after being eliminated, it basically simulates what you are asking for. That is, if I own a gun battery that has been eliminated after a counter-battery action, I may be able to reinsert it in the map through an OMA. That simulates the disruption in command and control and unit organization that would have suffered. It all depends if the unit have been tagged through the editor with the capability of being reintroduced (once or more times)

This is true, although, I haven't seen any artillery units that have more than one "life". It can be modified in the editor as you say, but, before doing/modifying this, keep in mind that you get VPs for the unit everytime it dies... could be more costly than usual.

The idea expressed above is an interesting one. Although the game does not use OP points to fire, would be interesting to see attack "bullets" reduced in some manner to simulate the disruption result that you're looking for rather than an outright KIA.

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coralsaw
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RE: Artillery counter battery idea.

Post by coralsaw »

I'd like to second the 'attack bullets' disruption instead of the outright kill as well. Makes absolute sense to me.

/coralsaw
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Gregor_SSG
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RE: Artillery counter battery idea.

Post by Gregor_SSG »

This is an interesting idea, although as outlined it wouldn't have any great effect on artillery units that only need one attack bullet per turn to fire, as they would still receive a bullet at the start of their turn. However, the overall concept is worth thinking about.

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stevel40831
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RE: Artillery counter battery idea.

Post by stevel40831 »

ORIGINAL: Gregor_SSG

This is an interesting idea, although as outlined it wouldn't have any great effect on artillery units that only need one attack bullet per turn to fire, as they would still receive a bullet at the start of their turn. However, the overall concept is worth thinking about.

Gregor

Then you could have a successful counter-battery (or airstrike) reduce the bullets by two (or more) if need be.
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Scona
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RE: Artillery counter battery idea.

Post by Scona »

In addition to changing the counter battery mechanics, is it possible to get the same interdiction function for heavy artillery that we have in BiN?
"Everything else being equal, the army with the best looking uniforms usually losses." Murphy's law of military history.
JSS
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RE: Artillery counter battery idea.

Post by JSS »

ORIGINAL: Scona

In addition to changing the counter battery mechanics, is it possible to get the same interdiction function for heavy artillery that we have in BiN?


Artillery doesn't throw down interdiction as air power does. You can cause interdiction in the target hex (residual ground debris from firing on the hex).
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RE: Artillery counter battery idea.

Post by Wilhammer »

Perhaps, then, a succesful counter battery could take out supply and leave residual interdiction in that hex.

Whats kind of missing from this game is a kind of disruption, I wonder if you could make it so that a combat result takes away Action Points for a unit next turn.
JSS
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RE: Artillery counter battery idea.

Post by JSS »

ORIGINAL: Wilhammer

Perhaps, then, a succesful counter battery could take out supply and leave residual interdiction in that hex.

Whats kind of missing from this game is a kind of disruption, I wonder if you could make it so that a combat result takes away Action Points for a unit next turn.

Disruption is best covered in the game by a step loss. With lots of short recovery timed replacements, this works really well.
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