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I basicly send my dudes over the top and when I see the enemy starts to fire drop a rolling barage right in front of their 1st front line.
Usually they make it there without getting shot and the smoke covers them from fire thats coming from other angles
Personally, I reckon they just need to fix rolling barrages, as their fiddly implementation far outweighs the practical use at the moment IMO. Can't sync them up properly, and they're a bit overpriced, supply wise.
Really, if they can just add a 'timer before impact' to the ability, or hell, to go even further, perhaps the ability to daisy-chain creeping barrages together (paying the appropriate supply costs), it would probably do wonders for the ability, and perhaps even the practicality or user friendliness of organising an offensive.
I understand that WWI battles were largely chaotic messes once the troops left the trenches (done the reading), but having the artillery start immediately after clicking is fine and dandy for, say, a suppressive barrage (albeit unrealistic, but functional for a game like this, and its intended purpose), but not quite functional when trying to synchronise an assault by more than one company under a creeping barrage, unless you blob. Also also, broadly speaking, a proper rolling barrage in the First World War would usually start at a time synchronised beforehand with the infantry anyway, so implementation of the latter suggestion probably wouldn't be far-fetched either.
Point to my rant being, if the rules of this game are fine to game the timing of the suppressive barrage for the sake of convenience and usability, then surely they can do the same for the creeping barrage. Vent over.