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Artillery Unit Defense and Supply

 
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All Forums >> [New Releases from Matrix Games] >> Decisive Campaigns: Case Blue >> Artillery Unit Defense and Supply Page: [1]
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Artillery Unit Defense and Supply - 11/9/2012 2:29:03 PM   
klarson56

 

Posts: 6
Joined: 9/13/2012
Status: offline
I haven't upgraded to v1.02 yet, so maybe this has already been fixed, but......

It seems that in defense, even when defending alone, artillery units (especially the artillery units of the computer oponent) are the toughest to break and take longer to run out of supply than other units.

As a retired artillery officer, a small part of me kind of likes that, but most of me realizes that artillery caught alone tends to be ripe for the picking...isolated examples of extreme heroism combined with luck aside.

As much as I love gunners, they aren't infantry, so one fix would be to start all artillery units with the second or third rate infantry types provided in the game.

Other thoughts?
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RE: Artillery Unit Defense and Supply - 11/9/2012 4:44:39 PM   
The Red Baron


Posts: 165
Joined: 3/23/2007
From: Adirondack Mtns, NY
Status: offline
Other players had the same problem when attacking artillery units and HQ units populated with staff weenies. It was taking far too many combat troops making repeated attacks to bring them to their knees. Vic fixed this in a later version (not sure which), so just upgrade to the lastest patch and this problem should go away.

(in reply to klarson56)
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