Probably - I did read a PhD paper on the difference between correlation and causation once that concluded there was none!
They should scratch one word from the dictionary then. On the other hand there is this town I know of where the stork population is correlating with number of newborns. So I need the word to be able to describe this fact without being declared an idiot.
The airfield abstraction is working pretty well I think and having understood the important mechanics (I hope) I will stop counting trucks on the eastern front.
Which brings me to my next issue. Arty TOE. This is a mess (for me). I understand that artillery are howitzers between 105 and 150mm, everything else is heavy or super heavy artillery. Units with similar names can have different TOEs and I expect that through replacements this will be further mixed up as the game progresses.
Is it worth looking into and keeping track of this things? Are there situations where range can be more important than ROF for instance?
I have not figured out ROF yet and the powers to be have not answered my question I posted ...where I see ROF as a major determiner is flak and using ammo. There are slight differences in ROF between devices that can at least be balanced in terms of the other factors.
That said in addition to ROF .. if you look at the art devices you have a mix of range, blast, ammo, .. and special ammo like HEAT vs tanks. Then there are the transportation costs .. "lorries" as our supreme commander might say ..
If one had infinite resources one would attach 305 mm siege guns as SU's but the ammo use per use and the cost of replacement is prohibitive . Plus why smack a fly with a hammer? So for example, I Corps headed to Leningrad has a 305mm siege gun because I have nearby supply and the current targets are well fortified. Some of my HQ's in 16th Army are carrying around 105mm Howitzer units that are not very big. Low costs on the trucks but are able to mix it up. I have L Corps with 210mm SU's because of the dug in Soviets.
So I posted in my AAR a complete sequence for the combat report derived from watching reports on message level 7. I can say for example, crossing a river, especially a major river, you want long ranged art to disrupt the enemy. I would also contend that facing a bunch of Soviet art SU's that you would want as many long ranged devices.
In short, the actual combat opens with air .. dive and level bombers doing their thing. That results in random devices getting disrupted, damaged and destroyed, Then the long ranged stuff starts exchanging blows. Key -> once a device is disrupted it no longer contributes. Now everything closes distance and exchanges again.
In this scheme of things the 305mm has a very slow rate of fire but hurls a huge shell that will cause disruption, damage, and destruction to whatever is hit no matter the fort level, nebelweffers for example cause a lot of disruption but medium in the fort department, the 210mm slower rate of fire but I see effective against stuff in a fort level 2 and heaver to drag around .... do you see the trade offs?
"What gets us into trouble is not what we don't know. It's what we know for sure that just ain't so"