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Re: Artillery Plotting Without Actually Firing Guns
Sounds like a tactic I could use. Going to keep it in mind, could come in handy. It would be quicker and less tedious than shifting, though you would have to remember turning them back on.
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Re: Artillery Plotting Without Actually Firing Guns
Once-upon-a-time I trained as a Forward Observer (long before counter battery radars were a common thing, and before MLRS etc.) Timing your mortar/artillery strike is something we learned. WinSPMBT doesn't really support that outside scenario creation, and even then it's limited. Keep in mind each turn in WinSPMBT is minutes not seconds long, so when you fool with adjusting your strikes around to get them to land when you want it's still a window of a couple minutes not a few seconds.
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Re: Artillery Plotting Without Actually Firing Guns
Excellent point!! It's sometimes in the "heat of battle" to forget the "game clock" (I can't remember, but, I think it is 3 min for each player (2) for a 6 minute full turn cycle(?).) thus finding yourself asking why am I waiting whatever turns for your fire mission when you're being"pressed" on the battlefield.
It's just one of those things that makes it interesting out here. It'll force to think about possible enemy lines of advance and plotting some of your fire missions along that line of advance. Regards, Pat :capt: |
Re: Artillery Plotting Without Actually Firing Guns
Sometimes I just use one tube out of 3 or 4 for the initial barrage and after correcting for fall of shot I cork them all. When my prey comes along I then uncork all the tubes and they get the whole enchilada. This I think gives a more accurate initial barrage. Am I seeing this correctly?
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Re: Artillery Plotting Without Actually Firing Guns
If your FOO has eyes on the target then certainly using one tube as a kind of spotter round if you are conserving rounds is perfectly acceptable and then when you have the enemy units in your field of fire you can use all tube as a "fire for effect" mission
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