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"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."
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?
Efficiency is the value in the bottom right corner of a unit's stats (looks like a battery).
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.
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?
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
Usually mountain or para artillery. Quite useful.
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.