I'm not sure "more is better" in these games. I think you have to look at results over a period of turns, and in a sense a unit that stays disrupted for a number of turns was "at a higher level" then a unit that recovers after one -- my experience is that artillery, if not in the front line will recover quickly.
As for suffering the disruption in the first place. I think the game should increase a units chances of disruption/routing when it takes artillery fire. As it is, it basically treats the effect, although they can obviously result over longer distances, the same as any other type of fire. I think units that suffered the same number of casualties from artillery as rifle fire were more likely to incur bad effects.
With regard to your artillery disrupting from a single casualty, indeed a rare situation -- I think it has about a 4% chance. However if there was a nearby unit that disrupts/routs, the "odds" go up - in particular if that shot on the artilery was a flank shot. There are a number of what ifs, but let's say it was a flank shot and an adjacent unit disrupts/routs, and the artillery is B quality, then I think the chances of it disrupting could now be as high as 50% -- big difference.
Lt Gen Bob Breen
Commanding XIX Corps, AoS
"Defenders of the Right"
|