Author Topic: theoretical discussion on artillery in the game  (Read 3458 times)

Offline Tank-Ace

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theoretical discussion on artillery in the game
« on: August 14, 2011, 03:54:24 PM »
With realistic ranges, what effect do you think it will have on the game? Should it be in the 105mm range or the 155mm range? Should they get some form of land gunner mode? How about they just get a range and a bearing to a target and have to aim the gun themselves (with the inherent inaccuracy due to the size of a degree of fire at extended ranges)?

Thoughts, ideas, suggestions for implementation?
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Offline lyric1

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Re: theoretical discussion on artillery in the game
« Reply #1 on: August 14, 2011, 04:44:03 PM »
Artillery was a man in the field type of warfare. Since no land battles with troops in AHII don't see much use for it.

Offline Skyguns MKII

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Re: theoretical discussion on artillery in the game
« Reply #2 on: August 14, 2011, 05:26:59 PM »
Artillery was a man in the field type of warfare. Since no land battles with troops in AHII don't see much use for it.

tank suppression?

Offline Tank-Ace

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Re: theoretical discussion on artillery in the game
« Reply #3 on: August 14, 2011, 06:15:19 PM »
I was thinking more along the lines of the 8"er or the Calliope. You could use it to hit towns, hangers, and even ships.

Imagine a CV sitting off shore, shelling the base rather than upping planes to stay undetected. Unbeknownst to the carrier group, a battery of K18 150mm heavy cannons was recently stationed there for costal defense. At the commander's orders, the guns fire, shells impacting the side of the cruiser.
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Offline EagleDNY

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Re: theoretical discussion on artillery in the game
« Reply #4 on: August 14, 2011, 06:16:07 PM »
Without realistic rangefinding and correction capabilities, I don't think it would be much use.

Offline lyric1

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Re: theoretical discussion on artillery in the game
« Reply #5 on: August 14, 2011, 06:50:26 PM »
tank suppression?
Again it was a man in the field that was near by giving locations for tanks to be ranged.

Offline Tank-Ace

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Re: theoretical discussion on artillery in the game
« Reply #6 on: August 14, 2011, 06:54:47 PM »
Again it was a man in the field that was near by giving locations for tanks to be ranged.


So, what? C-47?
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Offline lyric1

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Re: theoretical discussion on artillery in the game
« Reply #7 on: August 14, 2011, 07:51:31 PM »

So, what? C-47?
Possible as a choice.

All you need now is a guy to up & fly over to an area covered in tanks with no fighter cap & work in conjunction with the field artillery units & hope no one shoots your spotter down as he is trying to give grid locations.

Good luck with that mission.

Offline Raphael

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Re: theoretical discussion on artillery in the game
« Reply #8 on: August 14, 2011, 07:53:06 PM »
sounds fun
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Offline SmokinLoon

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Re: theoretical discussion on artillery in the game
« Reply #9 on: August 14, 2011, 08:03:24 PM »
If the big boys can be brought in to AH, such as the US 155mm, Soviet 152mm, British 140mm, etc, where the ranges are further than 6000 yards AND destructive enough to level houses like the 8in naval guns we currently have in game, then I say it would be a good thing. 

Otherwise, I think it is best to stick with more of a "indirect fire support/infantry cannon" type weapon similar to the LVT-4 75mm "pack howitzer".  The SdKfz 251/9 has the 75 mm L/24 low velocity gun, nicknamed "Stummel" ("stump").  We already have the platform so adding another variant would be as easy as it gets. 

Or... study and learn the 45 degree launch on the current SdKfz 251 28cm rockets.   ;)   
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Offline Reaper90

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Re: theoretical discussion on artillery in the game
« Reply #10 on: August 15, 2011, 06:43:43 AM »
Possible as a choice.

All you need now is a guy to up & fly over to an area covered in tanks with no fighter cap & work in conjunction with the field artillery units & hope no one shoots your spotter down as he is trying to give grid locations.

Good luck with that mission.

That's why I propose they add these:



and have them enabled from V bases, out of the large hanger......

I think you'd find they would be used far more than you'd expect, even without arty, but just for general GV spotting....

I'd fly that!  :aok
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Offline dirtdart

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Re: theoretical discussion on artillery in the game
« Reply #11 on: August 15, 2011, 07:31:56 AM »
To begin, wrong section. 

That said, I was thinking about guns this weekend.  Take the fight at V90 on Compello.  The spawn sat higher than the base.  If you had a SP, you could have ranged the base from the spawn, like we used to with the old sight model.  The bursting radius would be much greater, and if you were interested in dropping the guns, VT fusing would be awesome.  To pull this off you would have to embrace combined arms, have airplanes and tanks to cover the SPs.  Fire can easily be adjusted, we do have icons after all. 

The question is:  Would other players be willing to protect SPs while they went to work, or would they just end up as hanger queens? 
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Offline Tank-Ace

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Re: theoretical discussion on artillery in the game
« Reply #12 on: August 15, 2011, 10:57:22 AM »
Seeing as protecting the guns would involve placing wirblewinds near high-value targets that would attract aircraft, or going out and killing enemy tanks, I think you could get people to do it.


And remember, some of the guns we're talking about had a range of 10-15 miles, or about 23k. IMO, we should have a land gunner-style system for these. You can get a bearing and a range to a target, but its just going to be a general range. Say, to where you shell will hit somewhere within 1000 yds of the given range and bearing, even if you're not aiming exactly at it?
You started this thread and it was obviously about your want and desire in spite of your use of 'we' and Google.

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Offline pallero

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Re: theoretical discussion on artillery in the game
« Reply #13 on: August 15, 2011, 12:05:28 PM »
We need something like this: http://en.wikipedia.org/wiki/Katyusha_rocket_launcher

"The weapon is less accurate than conventional artillery guns, but is extremely effective in saturation bombardment, and was particularly feared by German soldiers. A battery of four BM-13 launchers could fire a salvo in 7–10 seconds that delivered 4.35 tons of high explosives over a four-hectare (10 acre) impact zone. With an efficient crew, the launchers could redeploy to a new location immediately after firing, denying the enemy the opportunity for counterbattery fire. Katyusha batteries were often massed in very large numbers to create a shock effect on enemy forces. The weapon's disadvantage was the long time it took to reload a launcher, in contrast to conventional guns which could sustain a continuous low rate of fire."

Offline JUGgler

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Re: theoretical discussion on artillery in the game
« Reply #14 on: August 15, 2011, 12:39:19 PM »
Well to have all this stuff you must get rid of vehicle icons 1st!




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