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Counter Battery - 11/2/2013 6:20:11 AM   
baldbrother

 

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Is there any way to tell if your counter battery operations are having any success?
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RE: Counter Battery - 11/2/2013 8:46:54 AM   
loki100


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quote:

ORIGINAL: baldbrother

Is there any way to tell if your counter battery operations are having any success?


You'll see a message in the log that they are firing on a hex that appears to be empty so you can look for crosses appear. Alternatively their kills etc should appear in the F2 screen.

More intuitively, you should see yourself taking less artillery fire over time.

edit - worth also remembering that if CB actually kills something that is a bonus. The basic goal is to keep them moving and looking for a safe spot - when they are doing this, they are not firing at you

< Message edited by loki100 -- 11/2/2013 9:20:11 AM >


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RE: Counter Battery - 11/2/2013 2:00:24 PM   
kipanderson

 

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Hi,

Yes... I was wondering the same... I was hoping that if set to CB they would by themselves respond immediately to spotted enemy HQs and artillery.

Will have watch more carefully to see what they get up to...

All the best,
Kip.



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RE: Counter Battery - 11/2/2013 3:03:19 PM   
CapnDarwin


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We have counter battery on the list to review to see why it is failing to process or show CB missions as it should. We will keep you posted on what we find.


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RE: Counter Battery - 11/2/2013 5:26:03 PM   
mikeCK

 

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Make sure that after you start the game, you click on the drop down for "game" and make sure "staff call for fire" or whatever it is is clicked on. Sometimes it reverts to "off" on its own so your staff won't call on arty

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RE: Counter Battery - 11/14/2013 6:42:04 PM   
JohnO


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How are you to know, what damage are caused by the CB if you don’t have any Battle Damage Assessment Report (BDA)? For example a drone flying over that area to see what damages was caused? Unless the little crosses that pops up in the area where CB was conducted is to indicate the BDA Report? So if you don’t see any little crosses, then there isn’t any damages to report.

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RE: Counter Battery - 11/15/2013 1:47:13 AM   
Rob322

 

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As loki100 said, the real value of counter battery is to keep their arty on the road and not able to fire at you. A gun that can't stop to fire has been suppressed. Otherwise, you're not likely to know in reality unless you get some eyes on the target.

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RE: Counter Battery - 11/15/2013 2:23:18 PM   
trebcourie

 

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quote:

ORIGINAL: JohnO

 
How are you to know, what damage are caused by the CB if you don’t have any Battle Damage Assessment Report (BDA)? For example a drone flying over that area to see what damages was caused? Unless the little crosses that pops up in the area where CB was conducted is to indicate the BDA Report? So if you don’t see any little crosses, then there isn’t any damages to report.


This FoW issue (crosses for unobserved fires) has been raised in other threads. I think the developers plan to address it in 2.03 or 2.04.

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RE: Counter Battery - 11/16/2013 3:08:34 AM   
Mad Russian


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It's actually very easy to tell if counterbattery is working.

When your artillery tries to shoot and scoot, tell it to hold instead. If you take artillery fire losses it's because of counter battery fire.

Good Hunting.

MR

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RE: Counter Battery - 11/16/2013 11:03:50 AM   
Mad Russian


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Seems to me that Soviet counterbattery fire is working too well...

My unit is taking fire while trying to deliver his own counterblow.

Good Hunting.

MR






Attachment (1)

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Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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RE: Counter Battery - 11/16/2013 2:29:45 PM   
Lowlaner2012

 

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Good to see its working :)

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RE: Counter Battery - 11/16/2013 7:10:50 PM   
Mad Russian


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Like I said, it seems to be working too well.

Good Hunting.

MR




Attachment (1)

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Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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RE: Counter Battery - 11/19/2013 1:27:08 PM   
Lowlaner2012

 

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Is it a potential bug?

Thanks

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RE: Counter Battery - 11/19/2013 1:32:30 PM   
Mad Russian


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Is what a potential bug?

Good Hunting.

MR

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Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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Post #: 14
RE: Counter Battery - 11/19/2013 1:37:03 PM   
Lowlaner2012

 

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The counter battery fire being to effective?

Thanks

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RE: Counter Battery - 11/19/2013 1:46:47 PM   
CapnDarwin


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I believe it is working fine. MR hates losing units to the AI.

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RE: Counter Battery - 11/19/2013 1:51:26 PM   
Mad Russian


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No, it's working at intended.

If you don't move, after you fire missions, you die. It's that simple. The artillery developed a tactic called 'shoot and scoot'. This was developed because if you kept firing fire missions from a single location they would kill you.

If I override my units order to move after a mission, and I sometimes do, then I may pay the price. The WP normally has a lot of artillery and they will fire priority missions to knock out your artillery. One reviewer described the artillery in the game as the Big Fly Swatter. You want something smashed you use your artillery. That's a pretty ample description. I use my NATO artillery to keep me in the game.

Not just tank and infantry science took large leaps forward with technology after WWII but artillery did as well. The lethality of it by 1989 had been multiplied greatly. Not only in better muntions and fire control but the speed and accuracy of the delivery, as well as the location of the enemy artillery units.

IMO, counterbattery battery fire, in FPC, is working just fine.

Good Hunting.

MR



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The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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RE: Counter Battery - 11/19/2013 1:51:59 PM   
Lowlaner2012

 

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Good stuff, I haven't tried it in my pbem's yet, maybe its time to :)

Thanks

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RE: Counter Battery - 11/19/2013 1:56:40 PM   
Mad Russian


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If you give the Fire Control Center control of your artillery it will fire on their artillery when it identifies them.

One of the things that is often brought out in discussions about the artillery in FPC is that the artillery fires into empty hexes. Sometimes more than once.

Well, consider some things:

- EW levels in all the scenarios are high. Communications are not perfect, and may not be getting through at all. The same fire mission maybe fired more than once because that's the last thing they heard.

- The location used to have enemy units in it that have now moved.

- There are enemy units in the location and you simply didn't kill any of them. A bit too much info here at times. You shouldn't know if you hit something out of LOS possibly in the first place. There are ongoing discussions about the detail of FOW and how much it is consistent with what we feel would happen.

Good Hunting.

MR

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The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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RE: Counter Battery - 11/19/2013 2:17:44 PM   
Lowlaner2012

 

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Thanks for the hints and tips M.R, I usually leave fire control center option on so I will be able to set 1 or 2 of my arty units to counter battery fire, what do you reckon is the best caliber of arty units to put on CB orders?

Thanks


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RE: Counter Battery - 11/19/2013 3:13:38 PM   
wodin


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I always give my Arty units orders..esp the main big guns..the only time I don't is if they are scooting. Unti stricter ammo counts come in it is waste really to use suppression or harassment..I always go for Neutralizing and never really run out of ammo.

If I have three or more big gun units I leave one on counter battery.

< Message edited by wodin -- 11/19/2013 4:16:26 PM >


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RE: Counter Battery - 11/19/2013 3:14:56 PM   
Mad Russian


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quote:

ORIGINAL: highlandcharge

Thanks for the hints and tips M.R, I usually leave fire control center option on so I will be able to set 1 or 2 of my arty units to counter battery fire, what do you reckon is the best caliber of arty units to put on CB orders?

Thanks





The bigger the better.



quote:

ORIGINAL: wodin

I always give my Arty units orders..esp the main big guns..the only time I don't is if they are scooting.


I usually do too. Just depends on how much their artillery is bothering me at the moment.

Good Hunting.

MR

< Message edited by Mad Russian -- 11/19/2013 4:15:55 PM >


_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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RE: Counter Battery - 11/19/2013 4:20:22 PM   
JohnO


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I’m just asking here, and I know that there wasn't a real battle with the Soviets, but how do we know how affected they are in real life? Where their radars better than ours or are we setting them up to match what NATO had? I'm curious on the data that is being used?

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RE: Counter Battery - 11/19/2013 5:47:56 PM   
Mad Russian


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There is comparative data. When you look at the ranging equipment, tactics, advances in artillery science you can make a pretty good correlation. We have how the US did in the Gulf War. We know how much artillery assets were used by the WP, ratio wise.

From there you take a trip down speculation road. The ending destination shouldn't be too far from the results we've seen in other conflicts of the time period.

In many respects, you do the best you can. Just like with ammunition expenditure. You could literally shoot all your ammunition in a turn and then spend hours getting resupplied. Instead Rob moderated ammunition usage to a level that the game plays for a few turns, normally, before you need resupply. There is a 'fudge factor', or a 'feels right' factor in how some of this is being portrayed to you.

Good Hunting.

MR

< Message edited by Mad Russian -- 11/19/2013 7:19:06 PM >


_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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Post #: 24
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