pattern wrote:If someone spends 300 points on arty in the beginning of the game they are going to get rekt on the frontline in 5 minutes. If someone manages to buy 10 mortars or 4 MLRS and keep their sectors - it's your fault. But even if enemy manag to do that - on the 41 minutes supply run out and it's time for a comeback.
I will acknowledge that there are credible arguments for why artillery isn't the source of bad games, but I take exception to this paragraph.
If someone spends 300 points on arty in the beginning of the game they are going to get rekt on the frontline in 5 minutes.
Few competent players do that. Artillery usually is the sole province of a single support player supported by a few good pieces from other players, or get brought in after the initial contact.
If someone manages to buy 10 mortars or 4 MLRS and keep their sectors - it's your fault.
Except artillery can support and kill just as well as any direct fire unit. If the enemy is getting pushed back, artillery can be used to wipe out the survivors of an assault force or snatch targets of opportunity like ATGMs, AA, or infantry for an airstrike or counter attack; If the line has stabilized, artillery is used to erase strongpoints, support units, reconnaissance, or unicorns propping up the line. Artillery in Wargame doesn't just attrit or soften units, it tends to shatter them completely. And if the enemy is attacking, artillery is not only used to soften, but to obliterate even more targets of opportunity. Artillery kills response.
If an enemy attack starts bogging down due to a miscalculation, artillery gets used to panic button that away since you have to stand still
to shoot well in this game, infantry lose speed to morale, artillery stunning the crap out of platoons, and so on. Artillery kills mobility.
In each and every case, when artillery is used correctly, they destroy an active player's force so far that their momentum is compromised, requiring the player to sit back and constantly reorganize and replenish losses. But not only is artillery capable of this attrition, the 10 second aim time is so powerful, that tactical mobility is so underrepresented in this game, that artillery do not have any weaknesses besides poor play. In the face of compromised tactical tempo, the game stalls out while the non-artillery using player constantly tries to ensure he can cover his defensive gaps. Artillery kills initiative.
The only good response to a battle that artillery has brought to a standstill is to hide everything, and then get your own artillery to destroy the enemy's defenses, tempo as well. Otherwise you cede everything to the enemy. The game becomes a lame wash. Artillery kills maneuver.
But even if enemy manag to do that - on the 41 minutes supply run out and it's time for a comeback.
"Only 41 minutes out of a 60 minute game!"
Those are the worst matches. When I get those, I stop attacking entirely, grab my one card of mortars I have in every deck for this situation, dig in, and just give up hope of advancing, even against junk players. There's nothing else to do but grab helicopters for a QRF and probe every so often to see if there's something interesting to do. Against players of comparable skill, these contributions to the lack of maneuver ensures that nothing happens.