i personally would like to see video on rocket launch artillery and how each compare to each other. I think rockets are very underrated and almost never mentioned
I think you did a great job rigorously testing the field pieces to benchmark them against each other for speed of fire, accuracy, and distance. I obviously watch a lot of your videos these days. As an idea, maybe rate the fire from each piece by the two major categories of artillery fire. A barrage would fire from a battery which is closer to the front, and one that should be set up to fire very accurately, with short reload times, and can be broken down and relocated quickly so as to avoid counterbattery fire. I believe this is where the 105mm was doing well. Counterbattery fire would be fired from a battery with larger HE shells and longer distances, reload time and breakdown time not being as much of an issue since you are not expecting return fire at the greater distance. I believe this is where the 122mm was doing well. Looked at it this way, then each faction needs a best barrage weapon and a best counterbattery weapon. This would also drive counters like if the Russians have the best counterbattery weapons then investing in the Luftwaffe air attack might be important to win the counterbattery fight, or fast attack weapons (armored cars) or stealth infantry to fight the deep battle to counter the counterbattery artillery. As a side note, the barrage batteries which are set up closer to the front, as part of their table of organization and equipment typically have more machineguns than an infantry company (surprising right) and at least some AT for local security in case they are attacked by an infantry patrol or reconnaissance unit. Also to be more specific, a battery fire unit would typically relocate after firing a certain number of fire missions because it would be assumed that the location would be compromised at that point. That is why the need for a speedy breakdown and setup, and why the self-propelled artillery is valuable in both the defense and offense. If you get in the habit of relocating then the fog of war will make counterbattery efforts largely ineffective. Finally, by keep your supply truck for artillery at the future firing position they can both secure it to a limited extent and be safe from counterbattery fire. The battery will then resupply in the new location when it arrives and the trucks can then move forward to the next firing position and again secure it. The one game mechanic that is a little off for this is that the tripod mounted MGs can not be loaded into a truck (at least that I am aware of) but perhaps this is on the long list for the developers.
Wow, you made an entertaining video on such a dry subject. You're a pro. I love how we all just sat there watching it miss the tanks. Hahaha. All arty are a bit more accurate if you right click the enemy (compared to manual aim). But nothing beats german engineering. Shooting tanks with HE arty is pointless unless you use 15cm or bigger shells. Best use of arty is to plant them in the middle of the map and right click every enemy gun that reveals itself. Oh, and finland 122mm is the correct arty to compare with since it's the best in slot for them.
The Finnish 105 K/13 and 107 K/10 are easily my favorites, the Soviet 107 is also nice. Now I dont quite remember which ive used when, but I think they all were very similar. About 420m range, great RoF and the accuracy within like 200m (maybe further) are basically "dead on" (in artillery term) and still good beyond that, so sure it may not land the biggest explosions, but if I see a squad or lighter vehicle pushing I can fairly confidently get a great hit within 1 or 2 rounds, which come quickly!
@@PuggoRebornChannel I just had to test the two FInnish ones to remind myself, the 105 K/13 has 370 range, the 107 K10 has 385 range, according to my count both has a 15 second reload (going by the ingame timer), both have 20 He shells and even though one is a 107mm the explosion damage seem the same, I did however notice that the shells of the 107 weigh considerably more! Oh and both are highly accurate, even at max range, altough at that range they do benefit from one or two "test shots". Not great against tanks though unless you hit right on the top of it, even then damage is a bit meh.
They're good enough to leave on auto pilot to attack anything in range. Both of mine in my current Fin campaign are vet 8 and their kill counts are nuts.
@@PuggoRebornChannel I also gotta add, the soviet 107mm is for sure superior to the finnish guns, 420mm range, a bit more accurate and the APHE shell will knock out most tanks it faces (I think its penetration was like 180-190mm or so but just going by memory) so can act as a anti tank gun if needed, it will shoot as straight as ant AT gun with the APHE round and the post penetration damage is more than plenty to usually knock out anything with the first shot. RoF is a bit slow for anti tank usage, but it will complement AT guns nicely.
Great progression so far. Biggest issue is that he seems to start slow. The Chargers game was my fear when it comes to his game. I always was a fan of him and am happy we got him for years to come. Ultimately, Bo just needs time
Maybe the American 4.5 inch M1 is bugged? The accuracy of it is wayyy off. I’ve tried it before in my own single player conquest and I’ve noticed before how horrifically inaccurate and unreliable it is. I felt stupid sinking research points into it after the poor showing it gave me and I never bothered to use it again.
Best artillery unit in mine opinion is the Soviet MRLS Andryusha, mobile truck that carries 12 300mm high explosive rockets with range of 275m, its amazing when attacking, basicly aim at the enemy point, click, point and everything arround it deleted, and then escape to the back to reload and do it again, someone will say that german Karl Gerat 60cm can do the same, yes but its just not mobile and its a big target for counter battery fire..
I don't really understand the comparison outside of the cone of fire. The only relevant things are the reload speed, round count, AT options, and cone of fire size. Everything discussed outside of the cone of fire is just RNG.
i personally would like to see video on rocket launch artillery and how each compare to each other. I think rockets are very underrated and almost never mentioned
9 more likes cmon
20 likes! lets see it!
The sounds of incoming artillery is insane
It even got me during the making haha. You know it's good at that point
As a faction with such strong direct fire guns, the saturation & firepower of the 10.5 cm is such a good compliment!
ah nice, I like this format but I still want to explore it myself :D keep up your good work!
Very interesting! Thank you for your time spending in experimenting with artillery.
I think you did a great job rigorously testing the field pieces to benchmark them against each other for speed of fire, accuracy, and distance. I obviously watch a lot of your videos these days. As an idea, maybe rate the fire from each piece by the two major categories of artillery fire.
A barrage would fire from a battery which is closer to the front, and one that should be set up to fire very accurately, with short reload times, and can be broken down and relocated quickly so as to avoid counterbattery fire. I believe this is where the 105mm was doing well.
Counterbattery fire would be fired from a battery with larger HE shells and longer distances, reload time and breakdown time not being as much of an issue since you are not expecting return fire at the greater distance. I believe this is where the 122mm was doing well.
Looked at it this way, then each faction needs a best barrage weapon and a best counterbattery weapon. This would also drive counters like if the Russians have the best counterbattery weapons then investing in the Luftwaffe air attack might be important to win the counterbattery fight, or fast attack weapons (armored cars) or stealth infantry to fight the deep battle to counter the counterbattery artillery.
As a side note, the barrage batteries which are set up closer to the front, as part of their table of organization and equipment typically have more machineguns than an infantry company (surprising right) and at least some AT for local security in case they are attacked by an infantry patrol or reconnaissance unit.
Also to be more specific, a battery fire unit would typically relocate after firing a certain number of fire missions because it would be assumed that the location would be compromised at that point. That is why the need for a speedy breakdown and setup, and why the self-propelled artillery is valuable in both the defense and offense. If you get in the habit of relocating then the fog of war will make counterbattery efforts largely ineffective.
Finally, by keep your supply truck for artillery at the future firing position they can both secure it to a limited extent and be safe from counterbattery fire. The battery will then resupply in the new location when it arrives and the trucks can then move forward to the next firing position and again secure it. The one game mechanic that is a little off for this is that the tripod mounted MGs can not be loaded into a truck (at least that I am aware of) but perhaps this is on the long list for the developers.
Wow, you made an entertaining video on such a dry subject. You're a pro.
I love how we all just sat there watching it miss the tanks. Hahaha.
All arty are a bit more accurate if you right click the enemy (compared to manual aim). But nothing beats german engineering.
Shooting tanks with HE arty is pointless unless you use 15cm or bigger shells.
Best use of arty is to plant them in the middle of the map and right click every enemy gun that reveals itself.
Oh, and finland 122mm is the correct arty to compare with since it's the best in slot for them.
I told you I'd keep it interesting haha
Good break down and trial! thanks
The Finnish 105 K/13 and 107 K/10 are easily my favorites, the Soviet 107 is also nice.
Now I dont quite remember which ive used when, but I think they all were very similar.
About 420m range, great RoF and the accuracy within like 200m (maybe further) are basically "dead on" (in artillery term) and still good beyond that, so sure it may not land the biggest explosions, but if I see a squad or lighter vehicle pushing I can fairly confidently get a great hit within 1 or 2 rounds, which come quickly!
So good, I'm with you
@@PuggoRebornChannel I just had to test the two FInnish ones to remind myself, the 105 K/13 has 370 range, the 107 K10 has 385 range, according to my count both has a 15 second reload (going by the ingame timer), both have 20 He shells and even though one is a 107mm the explosion damage seem the same, I did however notice that the shells of the 107 weigh considerably more!
Oh and both are highly accurate, even at max range, altough at that range they do benefit from one or two "test shots".
Not great against tanks though unless you hit right on the top of it, even then damage is a bit meh.
They're good enough to leave on auto pilot to attack anything in range. Both of mine in my current Fin campaign are vet 8 and their kill counts are nuts.
@@PuggoRebornChannel I also gotta add, the soviet 107mm is for sure superior to the finnish guns, 420mm range, a bit more accurate and the APHE shell will knock out most tanks it faces (I think its penetration was like 180-190mm or so but just going by memory) so can act as a anti tank gun if needed, it will shoot as straight as ant AT gun with the APHE round and the post penetration damage is more than plenty to usually knock out anything with the first shot.
RoF is a bit slow for anti tank usage, but it will complement AT guns nicely.
What's your take on Bo Nix this year?
Great progression so far. Biggest issue is that he seems to start slow. The Chargers game was my fear when it comes to his game. I always was a fan of him and am happy we got him for years to come. Ultimately, Bo just needs time
What about actual Tier Lists ;) S Tier and so on
Maybe the American 4.5 inch M1 is bugged? The accuracy of it is wayyy off. I’ve tried it before in my own single player conquest and I’ve noticed before how horrifically inaccurate and unreliable it is. I felt stupid sinking research points into it after the poor showing it gave me and I never bothered to use it again.
Best artillery unit in mine opinion is the Soviet MRLS Andryusha, mobile truck that carries 12 300mm high explosive rockets with range of 275m, its amazing when attacking, basicly aim at the enemy point, click, point and everything arround it deleted, and then escape to the back to reload and do it again, someone will say that german Karl Gerat 60cm can do the same, yes but its just not mobile and its a big target for counter battery fire..
Completely agree
What about mortar trench
I don't really understand the comparison outside of the cone of fire. The only relevant things are the reload speed, round count, AT options, and cone of fire size. Everything discussed outside of the cone of fire is just RNG.
Respectfully disagree. Over the years of playing, I would say this test is fairly accurate
69 likes, nice
Lol