Artillery strike 2.0v for HoS

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Apos

FNG / Fresh Meat
Dec 3, 2007
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Hi,

I'd like to introduce another idea which might be really cool and works with advanced commander tactics. I also believe it won't be conflict with historical realies.

As commander you can select kind of artillery strike you want to use. Let me explain.

You have 5 artillery strikes, total for a whole map. Your 1st objective is huge area of trenches, enemy is digged in. So you need to cover large area with artillery suppresive fire.

2nd objective is medium sized area located in ruined factory building. Your call will be high density artillery barrage in the middle of flag.

3rd Objective are bunkers and trenchers in the wood. Your call might option nr 1, large area of suppresive fire or white phosphorus/incerdiary shells artillery strike.

Another example is: as Axis officer you have to destroy enemy bunker or heavy defended tank/etc. Your friend in luftwaffe has spare stukas and is ready to attack enemy positions... etc.

Ofcourse each strike should be balanced and counted as 1 artillery call. Not all artillery strikes should be available on each map (maybe if commander is a Hero, he can get more types).

Commander may choose type of strike from small menu when he's looking thru binoculars and accepted it right before radio call.

And here is a video from ArmA2 game which i found when i was looking for artillery strike types.

YouTube - Arma 2: Artillery Strike And Raid

I hope you're getting idea and want to discuss about it :)

cheers.
 
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Nezzer

FNG / Fresh Meat
Feb 3, 2010
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Good idea! I've seen something similar in Operation Flashpoint 2(which is a terrible game IMO), and it was well made and very useful with scattered or concentrated artillery, etc. I'd like to see this feature in RO2.
 

Kashash

FNG / Fresh Meat
Jan 27, 2008
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I think it's a good idea. However I would like to see different kinds of artillery, like on one map would be 105mm, other map 150mm or even mortars 81mm which had smaller blast radius but shells dropping more frequently.
 

Apos

FNG / Fresh Meat
Dec 3, 2007
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I think it's a good idea. However I would like to see different kinds of artillery, like on one map would be 105mm, other map 150mm or even mortars 81mm which had smaller blast radius but shells dropping more frequently.

Yes, ofcourse my idea includes diffrent "caliber" of artillery guns. Im just not a historical specialist so i can't tell you concrete names of guns but idea is clear I think.

I really like how it works in Company Of Heroes Blitzkrieg mod. Each doctrine have (or dont :p) diffrent artillery support. Wisely used can really blast entrenched infantry or kill single Tiger II tank :p

ed: yes i have seen it in OpFl2 and agree with you. Game was uberlow, but artillery system works well.
 
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LogisticEarth

FNG / Fresh Meat
Sep 24, 2007
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AFAIK the original RO:OST has different arty strikes also, they're just set by the mapper. There were 81mm mortars, 105 and 150mm arty, and maybe a few more. It would be interesting to be able to select what kind of arty and when.

From a realism standpoint, I'm not sure where this decision was actually made though. Did the forward observer requesting the arty strike request type, or did the Artillery officer back in the rear make the call?

For 81mm's and the equivilant, I'm pretty sure that could be made on a company level.
 

Apos

FNG / Fresh Meat
Dec 3, 2007
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AFAIK the original RO:OST has different arty strikes also, they're just set by the mapper. There were 81mm mortars, 105 and 150mm arty, and maybe a few more. It would be interesting to be able to select what kind of arty and when.

True, thats why i called it 2.0 v :)

From a realism standpoint, I'm not sure where this decision was actually made though. Did the forward observer requesting the arty strike request type, or did the Artillery officer back in the rear make the call?

For 81mm's and the equivilant, I'm pretty sure that could be made on a company level.

I guess it depends of:

- army (Axis and Allies had diffrent strategy of artillery use)
- rank of the officer
- time / situation the field
- quantity and caliber of available guns
- ammount of ammunition
- etc

If every artillery enable map will have diffrent available options of strikes/ammo it suppost to be fine for me.

Anyway i think if we let the player choose it wont be so huge sin. Player can choose his role in the battle so why he cannot request type of artillery strike?
 

SturmSS

FNG / Fresh Meat
Aug 31, 2007
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Sounds good, It'll make artillery use more effective. It'll take some use though as not all people who go squad leader are uber-pro but over time I'm sure everyone'll get used to all the different artillery and tactics of it. Also you wont have ALL the artillery options all the time either - like mentioned that'll vary on the map
Good sugg.
 

FlyXwire

FNG / Fresh Meat
Feb 1, 2006
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As mentioned, having artillery/air support should be dependent on the map/mission having already been designed to accommodate it.

Another consideration would be determining the form of the support being available, and whether it's dedicated or requested, which would determine the degree of delay time before the support would actually arrive on-target. Besides organic support, which would be the indirect support available at the company/battalion/regimental levels of command, most heavier support was controlled through a forward artillery or air control officer/team, which was equipped with the appropriate radio and optical devices to be able to call it in and adjust the fire. In WW2, NCOs or company-level field officers rarely had the means to communicate with air support assets, or non-organic artillery support.

The problem of delay time (the period involved to communicate, compute the targeting, relay the weapons, and the final arrival of the shells) within a game environment, often means that aggressive or unaware team members will often be running into their own fire support. This is also the reason why indirect fire was more easily used for preparatory fire missions in battle (before assaults went in), or during predetermined phases of an assault, or more often as defensive fire, rather than as opportunity/reactive fire during offensive actions.

If a map or scenario would allow for the gameplay to be divided into distinct phases, then offensive fire support would probably work (in addition to any initial preparatory fire missions which might be available). If not, then I would suggest that most artillery support would actually be available more often as defensive fire assets in these game missions, and not as readily available to the attacking team, because of the difficulties of calling it in and directing it on the move.
 

Oldih

Glorious IS-2 Comrade
Nov 22, 2005
3,414
412
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Finland
If they would have independent FO class in some maps responsible for artillery (and also directing the fire) it would become bit more interesting to use artillery in some maps rather than just have "ohai coordinates radio kthxbye" which is the thing in RO currently.

Obviously the problem with that would be that if people just try the class without having any clue how to use it might become a nightmare for your friendly team :D
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
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Falmouth UK
I think gameplay wise it could bring some nice additional depth to the game.

Although its not really realistic to be able to call for artillery as a squad leader or even platoon leader in general, and the ability to say decide what kind of artillery you want brings it even further away from actual happenings.
 

Ralfst3r

FNG / Fresh Meat
Nov 21, 2005
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The Netherlands
Good suggestion. Also, maybe creeping barrages would be an option. Not sure if they were used by either side that much though. Would also be very cool if they manage to make certain buildings/bunkers damagable/destructable by arty.

Edit:
Vid that shows pretty well how scary incoming arty can be:
http://www.youtube.com/watch?v=LlkziSSo0Bg

Edit 2: Ofcourse the forums refuse to take yt vids again for some reason
 
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GloGi

FNG / Fresh Meat
Mar 6, 2006
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I suggest that there wont be any "artillery strikes" available but leaders has some amount of shells at their disposal and leaders should also know how many field guns/mortars do they have at their command. Knowing the amount of field guns helps planning of strikes and makes artillery more realistic/effective.

Also leaders should have option how many shells they want to use to the barrage, what kind of barrage they want (quick fire or little bit slower etc.), do they want creeping barrage and which direction they have the barrage to creep.

I hope my text is somewhat understandable and and you get the point :)