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Old April 16th, 2009, 08:33 PM
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Default Re: Artillery Delay and Supression - One Post - Two Can's of Worms

Nice wording there, I can see what you are saying in that if your arty misses its original target hex adjusting it onto it means that you are back to dumping only half a shell load on the hex, if it drifts again same. The old system at least allowed the second mission to be a proper FFE delivering 9/10s of the load if adjusted.
To stop chasing units maybe the first adjustment should cost 0.1 or 0.2 if done by a FOO because he is adjusting. The second should then be larger so 2 adjustments still cost 1. Have a funny feeling this could allow the 3rd move to be at a reduced rate though. Confines of the game engine.
I actually think the suppresion levels are about right it can be agravating when a large portion of your force becomes pinned but thats war.
Also if you increase rally levels routed units may cause a problem.
As it stands I think due to actions by other units (i.e. they do well & kill someone) nearby units can lose a point or 2 of suppresion. This can give a unit an extra shot or in the case of a retreating unit tip it to pinned status. In my view this is fine as suddenly that unit you thought was out of shots surprises you. And with retreating units its fine if it happens on occasion but not regulary. It would probably only take one guy to go sod this we are going to die anyway for some of the others to follow his lead.
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