Artillery

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Razz1
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Artillery

Post by Razz1 »

Artillery is over powered.
What is your opinion on the following:

1) Make all towed artillery non move-able.

2) Make heavy towed Artillery, Anti-tank and Anti Aircraft non move-able

By making all towed art non move-able helps to balance the automatic suppression when reinforcing.

Auto suppression for new replacements is a huge advantage for the human and a great disadvantage for the AI.

It also hurts multi-player games as one can not setup a line for defense. It forces a player to rotate units. If a player has that many units then there is too much prestige in the scenario and/or it's like WWI with rows of units.

So to help units stay in a hex longer we have to fix the suppression, but that is hard coated.
Making artillery so they have to use their transport to move is one to reduce their effectiveness.

With non-moving artillery, we can implement the Corps artillery units. The Corps artillery units would be the big guns. We can give them a range of 4.

The items below are subject to weight restrictions, therefore, can not move one hex. The must use a transport.

Artillery

17 cm K 18
21 cm Mrs 18
155mm M17
155 C mle 1917
155 GPF
155mm Long Tom
152mm M1938
203mm M1931
280mm M1939

Anti Air
8.8 cm FlaK 36
12.8 cm FlaK 40
QF 3.7 inch
90mm M1A1
85mm M1939
8.8 cm FlaK 36
12.8 Reinmetall FlaK

Anti Tank

8.8 cm Pak 43/41
100mm M1944
80 mm Bofors AT
rezaf
Colonel - Fallschirmjäger
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Re: Artillery

Post by rezaf »

In a mod? You can do what you want.
In the official game? Are you insane, artillery is about the only fire-brigade units left in a players arsenal, moreso when it's raining.

Don't get me wrong I think the game has a great deal of balance problems between units, including artillery, but solving them would require fundamental gameplay changes. As it stands, all published game content was created with the fundamental unit balance as it stands in mind, so a change like the one you suggest will render many a scenario unplayable or at least unwinnable to an ordinary player.
$0.02.
_____
rezaf
Razz1
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Re: Artillery

Post by Razz1 »

Not really. It is very seldom that you have to move your artillery once you place it behind your units.

You have at least 6 shots to fire with your artillery. Once in awhile you may want to move it one hex for an advantage.

It does not effect fire power at all, even in the rain.

You always have your mobile artillery to use.
LuftWFJ44
Corporal - 5 cm Pak 38
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Re: Artillery

Post by LuftWFJ44 »

I use 0 movement for my deployed 88 flak which is switchable for AT or Arty on carriage, and these can move by one hex. I am quite ok with this solution, especially that these heavy AA can not "chase" airplanes now. Yet there is one disadvantage, which is perhaps ok for the AA artillery, but might be quite annoying in case of the field or anti-tank artillery - with 0 movement your unit will easily surrender, especially when suppressed.

In Panzer General the artillery could not fire after it moved, but it was also much more powerful I think.
rezaf
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Re: Artillery

Post by rezaf »

Razz1 wrote:Not really. It is very seldom that you have to move your artillery once you place it behind your units.

You have at least 6 shots to fire with your artillery. Once in awhile you may want to move it one hex for an advantage.

It does not effect fire power at all, even in the rain.

You always have your mobile artillery to use.
Heh, well, if it never affects gameplay anyhow, why change anything to begin with?
In my current play through the DLCs, I have no mobile artillery, so grounding my towed ART would have a huge effect.
Maybe if the range was increased to realistical levels ... then again, the game constantly switches scale, so what IS realistic.
Like I wrote, in a mod you can do whatever you please, but in the vanilla game, I'd always vote for maintaining the status quo.
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rezaf
bebro
Slitherine
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Re: Artillery

Post by bebro »

I have no idea however how serious that would change something regarding balance/gameplay, but purely from looking how those units work I think non-moving heavy arty and AA would be a nice idea. Not sure about AT.

However, I don't understand this point:
By making all towed art non move-able helps to balance the automatic suppression when reinforcing.

Auto suppression for new replacements is a huge advantage for the human and a great disadvantage for the AI.
What would be the difference here if arty etc is non-moveable?
Razz1
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Re: Artillery

Post by Razz1 »

A player can not chase the unit by moving one hex.

A very minor help in certain situations.

LuftWFJ44 is right. It does make the unit surrender easier. That makes a player think before he deploys a unit.

So I suppose the heavy AT should be able to move one hex.
Uhu
Colonel - Fallschirmjäger
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Re: Artillery

Post by Uhu »

It's a good idea in the way of "reality".
But it touches so much the game balance - because arty has such a big role in PC - that I would not use it in my mods or in the GC.
In the case if somebody use it Arty, 88 Flak/Pak could get this "trait", AT guns not.
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