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![[Post New]](/s/i/i.gif) 2012/04/27 01:10:36
Subject: Artillary rules question....
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Dangerous Outrider
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Is it everything beneath the templete gets hit a number of times equal to the number of guns firing, or is it only once, no matter how many guns are firing.
If it's one round no matter how many guns are firing, doesn't that seem ineffective and pointless?
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![[Post New]](/s/i/i.gif) 2012/04/27 01:15:35
Subject: Artillary rules question....
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Longtime Dakkanaut
Maryland
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Everything only once. And no. Because the amount of guns firing can mean differences in rerolling to-hit or saves. Not to mention the pinning. Artillery in FoW will never win you a game. It's not 40k. It's a tool to use.
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This message was edited 1 time. Last update was at 2012/04/27 01:16:21
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![[Post New]](/s/i/i.gif) 2012/04/27 01:25:46
Subject: Artillary rules question....
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Dangerous Outrider
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Well I look at it this way.
A german battery of 10.5cm cannot benefit from re-rolls because you can only have a maximum of four, I am sure you need six, correct?
Now in early war you're paying about 360 for those, positioned infantry in the open get a 3+ save no matter what, and if they are holding an objective in a town, it is ever worse once again with bullet proof cover. Let me figure out the probability of that real quickly.
Probability of ranging in on trained (saying this is france) that is a 3/6 chance, say you hit them, that is again about a 3/6 chance, then they get their save, which is about 2/6, and then your firepower with a 105mm is 4+ so a 3/6 chance.
So the probability of killing an infantry in a town in one turn with four guns is,
54/1296....
Which means, you'd need roughly 26 turns to dig that one infantry out haha.
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This message was edited 1 time. Last update was at 2012/04/27 01:39:48
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![[Post New]](/s/i/i.gif) 2012/04/27 02:33:47
Subject: Artillary rules question....
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Fixture of Dakka
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You shouldn't be trying to dig out infantry with just artillery. That will never work.
One of the biggest strengths of artillery is that it only takes a single hit to pin a platoon. Keep in mind, that's just a hit. It doesn't have to actually kill anything. Also, if you catch infantry in the open, not dug in, artillery can really wreak havoc.
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![[Post New]](/s/i/i.gif) 2012/04/27 02:41:29
Subject: Artillary rules question....
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Dangerous Outrider
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Hordini wrote:You shouldn't be trying to dig out infantry with just artillery. That will never work.
One of the biggest strengths of artillery is that it only takes a single hit to pin a platoon. Keep in mind, that's just a hit. It doesn't have to actually kill anything. Also, if you catch infantry in the open, not dug in, artillery can really wreak havoc.
How many hits must be made with artillary to cause a pinning?
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![[Post New]](/s/i/i.gif) 2012/04/27 04:30:37
Subject: Artillary rules question....
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Fixture of Dakka
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Avrik_Shasla wrote:Hordini wrote:You shouldn't be trying to dig out infantry with just artillery. That will never work.
One of the biggest strengths of artillery is that it only takes a single hit to pin a platoon. Keep in mind, that's just a hit. It doesn't have to actually kill anything. Also, if you catch infantry in the open, not dug in, artillery can really wreak havoc.
How many hits must be made with artillary to cause a pinning?
Just one. If you score one hit on a platoon from an artillery template, the whole platoon is pinned.
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![[Post New]](/s/i/i.gif) 2012/04/27 09:29:59
Subject: Artillary rules question....
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Joined the Military for Authentic Experience
On an Express Elevator to Hell!!
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Hordini wrote:You shouldn't be trying to dig out infantry with just artillery. That will never work.
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Right.. pin the infantry with the artillery. To kill them, you would need much better FP value, or even assault them (obviously, the artillery is very useful in this case).
I find generally when playing my US, even with 'Time on Target' (which forces opponents to re-roll saves if you range in on the first try) it's rare that I get many kills with them.
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![[Post New]](/s/i/i.gif) 2012/04/27 19:40:42
Subject: Re:Artillary rules question....
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Regular Dakkanaut
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i think your math is incorrect,
assuming there is exactly 1 stand dug in gone to ground trained defender with trained artillery
you need 5+ to hit with 3 tries =
.16 hits + .16 hits + .08 hits = .4 hits per volley with a fire power test of 4+ = .2
3 hits required to kill a stand/.2 hits per volley = 15 volleys to kill that one stand roughly.
now if you have 6 guns, or veterns on either side that changes the results quite a bit.
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This message was edited 2 times. Last update was at 2012/04/27 19:42:29
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