What kind of artillery to bring?
Posted: Mon Mar 30, 2020 3:35 am
With most units (esp. tanks and fighters), I find it best usually to pick the latest model to field. But with artillery, the different range and calibre of guns is not so much a matter of improvements in technology but differences in function, so picking the right ones to field is not so clear. What works for people? I haven't got very far into the campaign - about to go to Russia - but wonder if my budget arsenal of 105s and 75 will be fit for purpose. I notice the default starting army for Barbarossa Central is four: a 105, 150, Sturmpanzer and a StuG.
What is artillery good for:
(a) suppression, especially long range (e.g. the units supporting the front line, especially AD).
(b) reducing entrenchment
(c) defensive fire
For suppression, my 75 and 105 artillery feel a little underwhelming. I haven't tried heavier stuff - the Nerbelwerfer were rather good in PzC1. And on many older game maps, having range 4 where it was possible (e.g. via a hero) could be a massive advantage - e.g. neutralising 3 range AD guns behind a city. Counter-battery fire in PzC2 makes using artillery to suppressing enemy artillery less attractive than in PzC but might give an extra edge to armoured (hard target) artillery.
For reducing entrenchment, gun calibre doesn't seem to matter much (although StuGs reduce more). Generally, entrenchment reduction seems less important in PzC2 than PzC1 as entrenchments never get below their base level, which can be quite high - e.g. 4. And so far, I am finding I am more deliberate in my assaults than I was in PzC1. Infantry losses are so high, even when everything is done right, it takes time to set up the assault. (The difference from PzC1 may be the base entrenchment, but also complete suppression is harder to achieve and a target can't be attacked twice in a turn from the air).
I haven't found defensive fire so important yet, but I gather it is valuable in Moscow. (In PzC GC later war battles, you had to always back up infantry with defensive fire). The 150mm sounds attractive for defensive fire, as it can fire against tanks.
So far what I've tried:
1. Sturmpanzer - hated this. Got it in Poland and put it in reserves forever. The AI airforce just bombed it repeatedly, killing half the stack which cost a lot to replace. Towed AT seems much more robust to air assault - they seemed mainly to suffer suppression so long as they were dismounted.
2. 75mm field gun - love this. 2 core slots! Also can move two and still shoot. Move and deploy to be ready to defend is nice too. More deliberate pace of city assaults means that I didn't find the short range a problem.
3. 105mm howitzer - 3 range makes it easier to use in congested assaults of choke points. Plus it is better able to hit supporting units behind the frontline. Typically I'd use both a 75 and a 105 against a town. Never seems to suppress that much though - a few strength points.
4. StuGIIIb - I like this. 2 core slots! Seems survivable, unlike Sturmpanzer. Mobility is very good - especially off road. Not sure the bunker buster thing helps much: forts etc. seem so strong - only isolating them and engineers do much damage. But 4x entrenchment reduction means this is good for quickly taking down garrisons in small towns at the end of a scenario map, that are heavily entrenched but have no support. Seems potentially very good for defensive fire.
At the moment (Barbarossa), core slots feel very limited so I am making hard choices. I'm wondering whether to upgrade the 75mm to 150mm, to be "historical" (Panzer artillery regiments seemed to have 105 and 150mm guns in a 2:1 ratio). But that would cost me four core slots (2x2 => 2x4), doubling the cost of those artillery units. A related question is how many core slots to devote to artillery. In PzC, I think artillery (and airforce) was the queen of the battle - in PzC2, it feels more supporting than dominating.
Other things I want to try at some point are a nerbelwerfer to see if it helps suppress more and a 4 range gun if I need that extra range to solve very tough defensive puzzles.
I'm also wondering about half tracks - in older games, half tracks were required to get to Moscow etc. fast enough in the snow and mud.
I'd be interested in how others are finding their artillery performing.
What is artillery good for:
(a) suppression, especially long range (e.g. the units supporting the front line, especially AD).
(b) reducing entrenchment
(c) defensive fire
For suppression, my 75 and 105 artillery feel a little underwhelming. I haven't tried heavier stuff - the Nerbelwerfer were rather good in PzC1. And on many older game maps, having range 4 where it was possible (e.g. via a hero) could be a massive advantage - e.g. neutralising 3 range AD guns behind a city. Counter-battery fire in PzC2 makes using artillery to suppressing enemy artillery less attractive than in PzC but might give an extra edge to armoured (hard target) artillery.
For reducing entrenchment, gun calibre doesn't seem to matter much (although StuGs reduce more). Generally, entrenchment reduction seems less important in PzC2 than PzC1 as entrenchments never get below their base level, which can be quite high - e.g. 4. And so far, I am finding I am more deliberate in my assaults than I was in PzC1. Infantry losses are so high, even when everything is done right, it takes time to set up the assault. (The difference from PzC1 may be the base entrenchment, but also complete suppression is harder to achieve and a target can't be attacked twice in a turn from the air).
I haven't found defensive fire so important yet, but I gather it is valuable in Moscow. (In PzC GC later war battles, you had to always back up infantry with defensive fire). The 150mm sounds attractive for defensive fire, as it can fire against tanks.
So far what I've tried:
1. Sturmpanzer - hated this. Got it in Poland and put it in reserves forever. The AI airforce just bombed it repeatedly, killing half the stack which cost a lot to replace. Towed AT seems much more robust to air assault - they seemed mainly to suffer suppression so long as they were dismounted.
2. 75mm field gun - love this. 2 core slots! Also can move two and still shoot. Move and deploy to be ready to defend is nice too. More deliberate pace of city assaults means that I didn't find the short range a problem.
3. 105mm howitzer - 3 range makes it easier to use in congested assaults of choke points. Plus it is better able to hit supporting units behind the frontline. Typically I'd use both a 75 and a 105 against a town. Never seems to suppress that much though - a few strength points.
4. StuGIIIb - I like this. 2 core slots! Seems survivable, unlike Sturmpanzer. Mobility is very good - especially off road. Not sure the bunker buster thing helps much: forts etc. seem so strong - only isolating them and engineers do much damage. But 4x entrenchment reduction means this is good for quickly taking down garrisons in small towns at the end of a scenario map, that are heavily entrenched but have no support. Seems potentially very good for defensive fire.
At the moment (Barbarossa), core slots feel very limited so I am making hard choices. I'm wondering whether to upgrade the 75mm to 150mm, to be "historical" (Panzer artillery regiments seemed to have 105 and 150mm guns in a 2:1 ratio). But that would cost me four core slots (2x2 => 2x4), doubling the cost of those artillery units. A related question is how many core slots to devote to artillery. In PzC, I think artillery (and airforce) was the queen of the battle - in PzC2, it feels more supporting than dominating.
Other things I want to try at some point are a nerbelwerfer to see if it helps suppress more and a 4 range gun if I need that extra range to solve very tough defensive puzzles.
I'm also wondering about half tracks - in older games, half tracks were required to get to Moscow etc. fast enough in the snow and mud.
I'd be interested in how others are finding their artillery performing.