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.
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.