Order of Battle: World War II

Order of Battle: World War II

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syzygy2323 Dec 29, 2017 @ 5:52pm
OOB Artillery Runs Dry
Greetings/Salutations:

Let's talk about artillery:

My artillery keeps running out of munitions even though it's within my supply zone. What's the deal with that and how do I prevent it?

Signed,

sthanno
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Showing 1-14 of 14 comments
cool Dec 30, 2017 @ 4:01am 
Do you mean the efficiency goes down and artillery causes no damage to the enemy at all? That would be because of the new rule:

"The efficiency of artillery class units drops gradually when firing several turns in a row, to represent ammunition depletion and barrels overheating. Like any other ground unit involved in combat, they must now take a short break every couple of turns to recover."
syzygy2323 Dec 30, 2017 @ 11:10am 
Yep, that explains it! The strength plate numbers turn orange and the piece can move but won't target or fire.

Man, what a sweet piece of realism to put in a game!

I wonder if a single turn of rest brings the piece back to full efficiency. Is current efficiency displayed anywhere on the HUD?
cool Dec 31, 2017 @ 1:37am 
Usually a single turn should be enough, but if the efficiency is very low more may be needed. I usually let my artillery rest a turn when its efficiency is 6 or 7.

Efficiency is the value in the bottom right corner of a unit's stats (looks like a battery).
syzygy2323 Dec 31, 2017 @ 4:01am 
Awesome. I didn't know that number changed during gameplay. Awesome.

I had a piece of towed artillery take three turns for the color of its strength plate number to return to white. Guess I worked it too hard. But, now I know about the efficiency value. Cool, cool.
The Rabid Otter Jul 2, 2018 @ 12:52pm 
While I'm late to the game, thanks for posting this. I wondered why my arty were redded out and unable to fire.

I think I would prefer a supply mechanic like in Panzer Corps, but still keeping the line of supply rules from this game.

With that said, is it safe to say that EFFICENCY in this game functions as an analog for the ammunition and fuel indicators in Panzer Corps?
cool Jul 3, 2018 @ 3:45am 
Well, if you add PzC's long-term suppression to that, it should be close enough. Note however that efficiency can also be lost when moving through difficult terrain or making an amphibious landing. A unit with low efficiency (=disorganized) can move normally, but is useless in battle.
DiceWrangler Jul 3, 2018 @ 10:15am 
This is also the difference between bombing a unit with a Strategic Bomber versus a Tactical Bomber. Strategic Bombers can inflict serious efficiency loss but do little damage. Tactical Bombers are the reverse. I have also noticed that different artillery units make trade-offs between efficiency loss, fortification reduction and damage.
the evil one Jul 3, 2018 @ 1:17pm 
I like the rule
but the fact is arty got better not worse by zeroing in after multiple shots. then much later the barrels overheated etc
so to even things out a bit maybe arty that fires without moving or at least fires then moves gets a bonus?
or 2nd and 3rd shot at same target get a bonus?

didnt a general title have something like that . maybe scorched earth
The Rabid Otter Jul 3, 2018 @ 3:10pm 
On a related note, can all arty move a short distance and shoot? It seems as if my range 3 arillery can move at least one hex and still fire, but the larger artillery cannot. Am I missing something?
erik.nygaard Jul 4, 2018 @ 2:45am 
Some of the lighter manhandled artillery, usually 70-75mm guns, may move and fire in the same turn.
Usually mountain or para artillery. Quite useful.
The Rabid Otter Jul 5, 2018 @ 5:10pm 
@erik.nygaard thank you for the clarification.
Rocket Witch Sep 17, 2018 @ 11:00am 
Originally posted by DiceWrangler:
This is also the difference between bombing a unit with a Strategic Bomber versus a Tactical Bomber. Strategic Bombers can inflict serious efficiency loss but do little damage. Tactical Bombers are the reverse.
And the difference between ships attacking ground targets. Smaller ships do more direct damage and bigger ones drop efficiency.
Last edited by Rocket Witch; Sep 17, 2018 @ 11:01am
oddball Sep 20, 2018 @ 6:07am 
Originally posted by the evil one:
I like the rule
but the fact is arty got better not worse by zeroing in after multiple shots. then much later the barrels overheated etc
so to even things out a bit maybe arty that fires without moving or at least fires then moves gets a bonus?
or 2nd and 3rd shot at same target get a bonus?

Artillery in a tactical sense gets more accurate after ranging shots. Artillery in the operational sense becomes depleted after sustained combat.

Same with formations moving through dense terrain. Tactically, dense terrain is generally only a minor impediment, with only the worst terrain causing serious issues even to armor. Operationally, dense terrain is a major headache and reduces the combat capability of formations passing through it.
Last edited by oddball; Sep 20, 2018 @ 6:09am
WahooSS238 Oct 1, 2018 @ 8:56am 
My two cents on the subject of artillery "overheating" or requiring "rest" is that artillery has been rendered useless in this game. I can't get more than three turns of fire support out of a Priest. Moving then firing puts them "in the red" even faster. I've had artillery sit for six turns before I could use it again. By then the front lines were well beyond its range and once it moved a few turns to catch up (no firing) it was "in the red" all over again. I don't waste my points buying artillery anymore because its useless and that spoils the whole balance of the game.
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Date Posted: Dec 29, 2017 @ 5:52pm
Posts: 14