Role of artillery in the game
Moderators: firepowerjohan, rkr1958, Happycat, Slitherine Core
Role of artillery in the game
While I realize that artillery is a tactical and operational arm, I could see it having an outcome if it were represented as a doctrine or unit improvement that is researched like any other technology. This could replicate the massed artillery used by some armies or the highly developed artillery coordination developed by others. What, if any, role does artillery play in this game? Or should it?
-
firepowerjohan
- Brigadier-General - 8.8 cm Pak 43/41

- Posts: 1878
- Joined: Mon May 22, 2006 7:58 pm
- Contact:
-
IainMcNeil
- Site Admin

- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
-
IainMcNeil
- Site Admin

- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
Actually, scale has noting to do with artillery's historic effect on the battlefield. The question is, is artillery as a combat arm of sufficient importance to be in some specific way represented in to a strategic game.
I would say, yes. Armies have used artillery in different ways and have had widely different outcomes from its use. It is called the King of Battles for a reason. This is not to say that we have to have artillery counters in a strategic game, but we do have to somehow represent its effect on the battlefield. Simply calling it "shock effect" is misleading, since other factors can induce shock effect, e.g. air power, chemical weapons, intensity of operations, etc.
All I'm pointing out is that, were I designing a similar game, I would have accounted for artillery as an area to research, which would give enhanced combat effectiveness to the other combat arms (infantry & armor).
Then again, I'm not designing this game...only giving my 2 bits worth...
I would say, yes. Armies have used artillery in different ways and have had widely different outcomes from its use. It is called the King of Battles for a reason. This is not to say that we have to have artillery counters in a strategic game, but we do have to somehow represent its effect on the battlefield. Simply calling it "shock effect" is misleading, since other factors can induce shock effect, e.g. air power, chemical weapons, intensity of operations, etc.
All I'm pointing out is that, were I designing a similar game, I would have accounted for artillery as an area to research, which would give enhanced combat effectiveness to the other combat arms (infantry & armor).
Then again, I'm not designing this game...only giving my 2 bits worth...
-
SMK-at-work
- Sergeant Major - Armoured Train

- Posts: 584
- Joined: Sun Apr 03, 2005 10:35 pm
-
James Taylor
- Corporal - 5 cm Pak 38

- Posts: 46
- Joined: Tue Aug 29, 2006 3:43 am
Just a short outline
1. Command & Control...ie coordination, ammunition supply.
2. Forward Observer orientation and the usage of map grids for more accuracy
3. Time on target reduction/ defensive "on call" and the usage of patterns, area denial, and different ammunition types, range finding.
4. Mobility doctrine...shoot and scoot, in/out battery efficiency.
5. Airburst proximity fuse and counter battery effectiveness, multi role capabilities.
Maybe not in the best order, perhaps a little redundant, but you get the idea.
1. Command & Control...ie coordination, ammunition supply.
2. Forward Observer orientation and the usage of map grids for more accuracy
3. Time on target reduction/ defensive "on call" and the usage of patterns, area denial, and different ammunition types, range finding.
4. Mobility doctrine...shoot and scoot, in/out battery efficiency.
5. Airburst proximity fuse and counter battery effectiveness, multi role capabilities.
Maybe not in the best order, perhaps a little redundant, but you get the idea.
-
firepowerjohan
- Brigadier-General - 8.8 cm Pak 43/41

- Posts: 1878
- Joined: Mon May 22, 2006 7:58 pm
- Contact:
One of the things that is very defining in a game like this is the scale and the abstraction. We have along the way had several crossroads where we had to choose which way to go, and this also taking into consideration user friendliness, feedback and how large stress, workload and game time required to play a game with certain rules and features.
Things as
* air combat model
* strategic combat
* convoy+raiding model
* unit types and roles
have had alot of different ways to do it. The main thing is the realism vs playability issue. Sometimes it is more fun to make a game less realistic in order to provide more complexity and options for the players. One such thing for instance, would be to have different armour types (light, medium and/or heavy) moving around the map separately and also separate artillery (self propelled also). But what pleases the casual gamers and more arcadish players upsets the hardcore players and history experts. Also, if doing it the other way around abstracting too many things then the history buffs would be pleased but from a players standpoint such game might get thin with too much stereotype or worse luck factors that decide a game. So it is also complexity vs luck. Another thing is the strain for players. Some ideas are very nice stand alone but when combining too many of them can make the game too overwhelming. I do not want to point finger at any game out there, but I played some RTS WW2 where it despite having great details and good realism just became too much, too overwhelming. That is also the difficulty, some players want to be able to finish a game in 3-8 hours while some players like to have a depth that (like in empire building games) means a game can have a total time of 20-100 hours i.e huge!
Things as
* air combat model
* strategic combat
* convoy+raiding model
* unit types and roles
have had alot of different ways to do it. The main thing is the realism vs playability issue. Sometimes it is more fun to make a game less realistic in order to provide more complexity and options for the players. One such thing for instance, would be to have different armour types (light, medium and/or heavy) moving around the map separately and also separate artillery (self propelled also). But what pleases the casual gamers and more arcadish players upsets the hardcore players and history experts. Also, if doing it the other way around abstracting too many things then the history buffs would be pleased but from a players standpoint such game might get thin with too much stereotype or worse luck factors that decide a game. So it is also complexity vs luck. Another thing is the strain for players. Some ideas are very nice stand alone but when combining too many of them can make the game too overwhelming. I do not want to point finger at any game out there, but I played some RTS WW2 where it despite having great details and good realism just became too much, too overwhelming. That is also the difficulty, some players want to be able to finish a game in 3-8 hours while some players like to have a depth that (like in empire building games) means a game can have a total time of 20-100 hours i.e huge!
-
SMK-at-work
- Sergeant Major - Armoured Train

- Posts: 584
- Joined: Sun Apr 03, 2005 10:35 pm
Personally I don't have a problem with artilery being included as a "shock" value for infantry units - I quite like the idea in fact, as long as the Sov's get to have something the equivalent of their artillery divisions that they can move between formations.
And I think it would be compatable with the research model Seamonkey would liek to include - eg a division with "x" amount of artillery might get higher shock values with increased artillery tech.
SP artillery is mainly confined to mechanised/armoured units anyway AFAIK, and so can "simply" be arty that has the same movement as the rest of the division - ie it can be factored in as part of the "shock" value of an armoured or mechanised division - and again the shock value could alter with increasing artillery tech to reflect it's contribution. Andy advantages of having SP arty with an infantry division, where it did occur, is IMO, not worth representign at this kind of scale.
And I think it would be compatable with the research model Seamonkey would liek to include - eg a division with "x" amount of artillery might get higher shock values with increased artillery tech.
SP artillery is mainly confined to mechanised/armoured units anyway AFAIK, and so can "simply" be arty that has the same movement as the rest of the division - ie it can be factored in as part of the "shock" value of an armoured or mechanised division - and again the shock value could alter with increasing artillery tech to reflect it's contribution. Andy advantages of having SP arty with an infantry division, where it did occur, is IMO, not worth representign at this kind of scale.


