I have commented on suppression rules many times. Suppression lasting all turn would become OP. Unlike direct attacks, you can cause suppression from many hexes away with many many units, and without any risk whatsoever, so it is very easy to accumulate 100% suppression even on a Maus tank. If that remains for a whole turn, killing even the most powerful unit would become trivial. This is not realistic either, and this destroys game balance. It was ok in PG where only level bombers caused lasting suppression, and very limited amount of it too. PzC has different rules, and so this will not work here.
As for realism, this is a very evasive topic. PzC is a high level game with rather abstract rules. So we should judge game rules by their results, not by how similar they seem to be to reality. In real life artillery could not paralyze entire unit for a whole day, the results of bombardment were more temporary, you had to exploit them fast. This is represented in the game. You can argue that in reality all ground assaults would happen simultaneously, but then again, a single artillery unit could only bombard a limited sector, not a whole hex 20x20 km large, and so would only support one of the attacks. In game rules it is all averaged out, but the end result works the way it should.
In most cases you don't need to use all artillery units before the first attack. It is better to use bombardment-assault-bombardmet-assault approach. So each artillery unit will support a different assault, just like it would likely happen in real life. And you won't get situations when "the formerly depressed unit often fairs better in second attack than it did in the first".
< Message edited by Rudankort -- 12/3/2011 12:02:14 AM >