RO has a strange take on artillary compared with how artillary actualy acts.
Field artillery in WWII had three basic missions; destroy, neutralize or suppress the enemy.
requires a large amount of rounds to achieve this result. As an example, the US Army estimates it takes 72
rounds to kill one tank, and 40-50 rounds to destroy a platoon of infantry dug in. This can quickly use
up a battalions allotment of rounds for a battle.
most common use of artillery.
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Field artillery in Red Orchestra has two basic missions; destroy and block.
requires very few to achieve this result. It takes only one placement to kill a tank, and static infantary
will be killed 99% of the time. This is the case because the artillery is 100% accurate and highly
concentrated.
is totaly predictable and stable.
Suppression does not work in RO
Althow there are supressive effects, but you are far more likely to be killed then supressed.
You are not likely to "go to ground" because getting in a trench or lieing on the floor does not provide a
effective safegaurd against getting killed.
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In conclusion:
Red Orchestra's artillary is limited as to how realistic it can be.
In WWII artillary over 75mm would never be used in direct fire in front lines as small and fluid as the
game.This means that huge compromises must be made.However, I dont think the right balance has been
found. In fact it is hard to see where realism has been taken into account at all in striking the balance.
Ideas & Suggestions:
Prahaps a better balance could be met by:
Any Iders?
Field artillery in WWII had three basic missions; destroy, neutralize or suppress the enemy.
- Destroy
requires a large amount of rounds to achieve this result. As an example, the US Army estimates it takes 72
rounds to kill one tank, and 40-50 rounds to destroy a platoon of infantry dug in. This can quickly use
up a battalions allotment of rounds for a battle.
- Neutralize
- Suppress
most common use of artillery.
______________________________________________________________________________________________
-----------------------------------------------------------------------------------------------------------
Field artillery in Red Orchestra has two basic missions; destroy and block.
- Destroy
requires very few to achieve this result. It takes only one placement to kill a tank, and static infantary
will be killed 99% of the time. This is the case because the artillery is 100% accurate and highly
concentrated.
- Block
is totaly predictable and stable.
Suppression does not work in RO
Althow there are supressive effects, but you are far more likely to be killed then supressed.
You are not likely to "go to ground" because getting in a trench or lieing on the floor does not provide a
effective safegaurd against getting killed.
______________________________________________________________________________________________
-----------------------------------------------------------------------------------------------------------
In conclusion:
Red Orchestra's artillary is limited as to how realistic it can be.
In WWII artillary over 75mm would never be used in direct fire in front lines as small and fluid as the
game.This means that huge compromises must be made.However, I dont think the right balance has been
found. In fact it is hard to see where realism has been taken into account at all in striking the balance.
Ideas & Suggestions:
Prahaps a better balance could be met by:
- Makeing the artillary more sparse and unpredictable
- Incresceing the supression radius of each shell
- Haveing far less blast dammage for tanks
Any Iders?
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