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Compared to W:RD, the way WARNO addresses it is the ability to call in fewer tubes/launchers.
Counterbattery matters a lot. If you do a good job and kill the enemy's shooters, you can reduce your problems a lot.
The issue is that any competent player will not allow you a chance to counter battery them. It is very easy to keep your artillery on the move. Just set a waypoint so it moves automatically after it finishes shooting. Even better, set the target, put them on return fire until all guns are aligned and aimed, salvo fire them so they all finish at the same time, then they move via waypoint. Its not hard or complicated.
I mean this is true, but its not effective. Im not going to establish a pattern with my artillery. Yeah if you manage to get a force attack on my stuff as soon as it shoots and manage to guess which direction im going to send it, you might damage some, but all of that is highly unlikely. I cant tell you the last time i lost any artillery to counter battery. Its just not effective man.
1989 was a different era in warfare. Even today no nation is equipping a "shield" against indirect fire in large scale combat. Low intensity combat is a different beast.
So, yes, I wouldn't expect or recommend Eugen model such a capability in this game.