Edit: Others beat me to this response while I was typing.
GraniteStater said,
If I read some comments above rightly, hey, Arty only works well in the opening rounds - do I have that right? So, we have an Arty Div doing its thing and then going to lunch? Also, does an Arty Div pick targets of opportunity?
No, you are not reading that right. Artillery works just fine in the later rounds as well. They have the highest hit chance of all element types, and for the most part they do the most damage, too, no matter the round. What we are saying is that artillery that does not fire in the first round (because of MTSG or the stack commitment mechanic, or really any reason) is missing out on the EXTRA chances to hit that it could have had. A setup in which the artillery can fire the first round is superior because, hey, otherwise missed round, but also because the first round has more hit rolls than later rounds. (This can be seen directly in the BR results. The first round usually results in 50-100% more hits than successive rounds in corps vs. corps battles. This doesn't all come from the extra artillery hit rolls, but they are a major factor in the disparity.)
GraniteStater said,
I put 10# and 20#, Rodmans, etc., loose in the stack. IIRC, the loose Arty will fire on targets of opportunity, particularly the strong ones; 'divisionalized' Arty picks the 99th Chicken Beaters and stays with them. I could be misremembering.
Well, there really isn't such a thing as a Target of Opportunity in the game per se. Just like loose stack artillery, dedicated artillery divisions tend to target the largest enemy unit. Target selection is random weighted by unit size measured in number of hits, but with the extra rule that if a unit has suffered a hit from an enemy combat unit it will likely choose the enemy unit that hit it as its target no matter the size. Elements in a unit (division) do not independently select targets, they fire on the same target as everyone else in their unit. This means that both stack artillery and dedicated artillery divisions tend to be free to fire on the largest and most dangerous enemy units, because they are not getting shot at by anyone (combat units draw fire, support units mostly do not, so they do not get sucked into the returning fire thing that leads divisions to face off against each other during battle.) Artillery that is distributed into combined arms divisions is pretty much forced to target the combat division that the rest of their division has engaged. Thus the total number of hits the artillery in the battle generate gets applied to many different units, whereas if they had been loose stack artillery or dedicated division artillery those hits would mostly be concentrated on just a few targets. This concentrated fire is the reason that stack artillery was advantageous in the first place. Artillery divisions give you the same concentration benefits as stack artillery but with other factors on top of that (see earlier post) that make them even better at taking advantage of the concentration.
An artillery division does not stay firing on the 99th Chicken Beaters for every round, their target can change to a different unit (division) the next round, but within one round all fifteen (or is it fourteen, I can never remember) guns are firing at the same unlucky enemy division, which is way more effective than the same number of guns splitting the same number of hits up between multiple divisions.
GraniteStater said,
At any rate, if I want to bring a slide rule to this game, I'll play War in the Pacific or its kin (WitP:AE is awesome, to be sure, but pushes the bounds of playability). Nothing like actuarial tables for a good time.
It's gamey, imho.
Some say pitching, defense, and three-run homers; others say small ball and the running game. Put your team together, I'll put mine together, we'll play 162 in a fifteen team league and see who gets into the playoffs and wins the Series.
The good news is that those of us who do like to break out the slide rule (I am in fact an actuary in my day job, and that kind of thing is up my alley) have already set up the sandboxes to play out the whole season so that you don't have to, and the results are in: the artillery divisions won the pennant. Gray Fox, minipol, tripax, myself and others have all done extensive testing on this subject and many of the results were posted (Gray Fox did the most cogent and informative analysis on this topic if you want to search out the posts). If you think artillery divisions are gamey and ahistorical, then that is perfectly reasonable, (and I don't necessarily disagree with that position) but that is a question of SHOULD rather than IS. When the idea for all-Arty divisions first popped up I thought it was an exploit that would eventually be patched out, but instead the developers adjusted the AI to use Arty divisions as well, making arty divisions an officially sanctioned configuration, and by definition NOT gamey.