Hello guys,
How do you see what the range is for a artillery piece? the reason I am asking is i was playing 1936 with Germany and made a tone of missile trucks then realized they could basically only hit what is in the next hex my towed artillery has better range but I am not sure how to tell what the range is.
artillery range
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Re: artillery range
If that is your unit - then it will not attack since it is only a missile carrier.
You need to build and load missiles to use it. (Which is at the start of 1936 pretty useless)
1. no attack values
2. just capacity for missiles.
You need to build and load missiles to use it. (Which is at the start of 1936 pretty useless)
1. no attack values
2. just capacity for missiles.
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Re: artillery range
Right i have those trucks and they do have missiles loaded and their range is good. The one I am talking about is like the panzerwarfer they use missile indirect fire but you cant load missile on them they are just like regular artillery its just their range is terrible and the 18 shots they come with goes very fast. I have discovered using the one you linked with v2 missiles is ok but that towed artillery is king. Do you know how to see the range of units like how far can they shoot. For instance the v2 has a range of 32o kilometres or something close to that. I just want to know what is the range of my towed artillery.
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Re: artillery range
i think i figured it out under their attack numbers is a number i bet that is what it is for instance the panzerwarvffer 42 has a soft attack of 30 and in that same box is a number under it 14 km so terrible rang. I just never noticed it.
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- Colonel
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Re: artillery range
Maybe from a gaming perspective its terrible, because of the hex system just copied to WW2. From a realistic viewpoint 14 km is great and i suspect you selected increase range option.
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Re: artillery range
The size of the units and ranges would make more sense if they were 12km hexes, but that would be a whole adventure to change. There should be a bit more differentiation in arty range and high troop density possible (in reality, with a logistics tail half a million men can be actively fighting on a 15km front, though that's not typical except for really heavy motorized engagements and trenches). Of course the map is already extremely high resolution as it is (for a GSG),and more detail means more things to complicate command, control and AI decision making.
The MLRS arty and SAM AA batteries available to some tech groups is generally superior even to higher damaging ARTY because the sheer range allows you to concentrate more dispersed batteries on target. So get some 80s era Chinese rocket trucks that can load missiles and you won't really need any other arty unit. Unless the strain on supply and production costs are too much for your region, then towed arty with M8 tractors to mobilize are a viable option.
The MLRS arty and SAM AA batteries available to some tech groups is generally superior even to higher damaging ARTY because the sheer range allows you to concentrate more dispersed batteries on target. So get some 80s era Chinese rocket trucks that can load missiles and you won't really need any other arty unit. Unless the strain on supply and production costs are too much for your region, then towed arty with M8 tractors to mobilize are a viable option.
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- General
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Re: artillery range
Yes, using trucks to tow units is a good idea. I used this in my 1936 save to invade Mexico with my infantry loaded into trucks to cover the distances with my few motorized units escorting them. It helped me to rapidly take them over using rangers that otherwise would have had to walk all the way. I think maybe next gen should have a land transport command especially if it starting at 1914 again.
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