To continue on some remarks pointed out in these two subjects :
Artillery use question (https://forums.lnlpublishing.com/threads/artillery-use-question.6030/)
Reconnaissance Capability (https://forums.lnlpublishing.com/threads/reconnaissance-capability.6067/)
We have in some scenarios medium and heavy artillery battalions who, historically, had amongst others a mission of counter-battery. After a little research on the web, I found out there were various means of artillery detection and target acquisition including air reconnaissance (for instance, every US field artillery battalions had L4 Pipe Cub aircrafts organically attached), flash spotting, sound ranging, and even radar particularly efficient against mortar fire (though if I understood well, it was in service rather at the end of the war).
Some of the pages I found interesting:
Now, I presume that having reco flights or even some kind of intel from airplanes used during airstrikes might be difficult to implement at this stage of development. However, I was wondering if being able to see the origin of a bombardment could be a way of rendering the intel available through artillery dectection.
To develop on this point, it happens during the game to see the human side units being fired (direct fire) without any enemy unit detected and displayed on the map. When it occurs, I try to determine an approximate origin of fire to order a bombardment. In my mind, making bombardment "shots" (?) visible would play the role of artillery detection in the game and allow to order counter-battery, however rough and approximate.
Going further, it could be a way to gain more balance in the game, making the AI a more challenging opponent (on the artillery side). Basically, I imagine a system of artillery detection where the longer and the more an artillery unit carries out bombardment missions from the same location, the more intel it gradually gives away: approximate origin of fire -> approximate position of the unit -> more and more precise location -> number of guns/mortars, caliber. After, there is the matter to enable the AI to exploit this intel and to give high priority to these targets.
Artillery use question (https://forums.lnlpublishing.com/threads/artillery-use-question.6030/)
Reconnaissance Capability (https://forums.lnlpublishing.com/threads/reconnaissance-capability.6067/)
We have in some scenarios medium and heavy artillery battalions who, historically, had amongst others a mission of counter-battery. After a little research on the web, I found out there were various means of artillery detection and target acquisition including air reconnaissance (for instance, every US field artillery battalions had L4 Pipe Cub aircrafts organically attached), flash spotting, sound ranging, and even radar particularly efficient against mortar fire (though if I understood well, it was in service rather at the end of the war).
Some of the pages I found interesting:
- http://ww2f.com/threads/counterbattery-fire-in-ww2.20142/
- https://armyhistory.org/u-s-and-german-field-artillery-in-world-war-ii-a-comparison/
- https://apps.dtic.mil/dtic/tr/fulltext/u2/a242118.pdf (master thesis about US Field artillery doctrine between WW1 and WW2)
- https://en.wikipedia.org/wiki/Artillery_sound_ranging#World_War_II
Now, I presume that having reco flights or even some kind of intel from airplanes used during airstrikes might be difficult to implement at this stage of development. However, I was wondering if being able to see the origin of a bombardment could be a way of rendering the intel available through artillery dectection.
To develop on this point, it happens during the game to see the human side units being fired (direct fire) without any enemy unit detected and displayed on the map. When it occurs, I try to determine an approximate origin of fire to order a bombardment. In my mind, making bombardment "shots" (?) visible would play the role of artillery detection in the game and allow to order counter-battery, however rough and approximate.
Going further, it could be a way to gain more balance in the game, making the AI a more challenging opponent (on the artillery side). Basically, I imagine a system of artillery detection where the longer and the more an artillery unit carries out bombardment missions from the same location, the more intel it gradually gives away: approximate origin of fire -> approximate position of the unit -> more and more precise location -> number of guns/mortars, caliber. After, there is the matter to enable the AI to exploit this intel and to give high priority to these targets.