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Old December 4th, 2011, 03:07 AM
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FASTBOAT TOUGH FASTBOAT TOUGH is offline
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Air strike capability simply won't work because I maintain a constant CAP over my off map Arty (At least a squadron of fast movers for every two platoons of Arty.), plus I maintain a STINGER platoon with helo support like equipped protecting each Arty platoon and I have an Area SAM section off map as well with all the previous units thus far mentioned for each arty platoon. Well that's crap and I'd say review your history of battlefield doctrine, expand the size of the arty units and that's about what you had during the Cold War minus the helos. Most studies showed, for what they're worth, that air power during that "projected" conflict except in the initial stage of attack and retaliation would be nullified. So anyway, now that I've spent my off map money in protecting my arty, I guess I can CB yours if I choose to now, after of course I buy my on map equipment, because that would require a software change to have two separate "accounts". I'm sure Andy and Don will get right on that. As has been mentioned you don't want it, don't use it! Limit the spending amount-great! Change your game settings for arty even better. Days like these make me thankful the AI understands the use of combined arms in a tactical situation to achieve a strategic victory if possible at the end of a generated long campaign. Since everyone else is asking for stuff and Christmas is around the corner, could you make the AI a little more intuitive? And please don't forget my off map CAP as I feel I'll be getting into my foxhole soon to prepare for any incoming (Can you slip in a DEEP underground off map bunker as well and I'll keep a CAP over it to.).

Aren't you glad there's not too many "bubbleheads" around we can tend to be so...rambunctious well annoying (Or worse would be better.) at times.

Regards,
Pat

Last edited by FASTBOAT TOUGH; December 4th, 2011 at 03:36 AM..
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Old December 4th, 2011, 01:26 PM
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Default Re: Counter-Battery Process?

Quote:
Originally Posted by EOT View Post
That is what the Allies(U.S.) did during the Gulf War(1990). Once they had air superiority they went hunting for Iraqi Arty and CB'd with MLRS & Air strikes. The Allies were afraid of the Iraqi arty because they had base bleed ammunition and smooth bore arty with longer range capability. One of the reason's Gerald Bull was assassinated in 1990 for his work on an Iraqi Supergun.
Actually from what I know of Gulf I (I was working at the 2nd MarDiv HQ at the time) due to the USAF overall control of air assets it generally took longer to get an airstrike authorized then the window of opportunity for a strike (at least once the Iraqis learned to relocate their artillery 3 or 4 times a day) Air generally hunted targets of opportunity in their assigned "kill box". They did occasionally happen to spot artillery and bomb it. Close air support in the USMC sense was not permitted by USAF doctrine.

For the most part the MLRS (at least the ones assigned to 2nd MarDiv) worked hand-in-hand with the counter-battery radar to get targeting information. Frequently the radar fed the info to the MLRS and it fired a counter-battery barrage while the first Iraqi salvo was still in the air. I spoke to a survivor of one Iraqi 152mm battery and he said they'd keep a running vehicle nearby and yank the lanyard to fire a shell and run to the vehicle then drive like hell to get out of the impact area of the MLRS.

Quote:
Originally Posted by FASTBOAT TOUGH View Post
Aren't you glad there's not too many "bubbleheads" around we can tend to be so...rambunctious well annoying (Or worse would be better.) at times.
I think Andy & Don may prefer bubbleheads to jarheads at times
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Last edited by Suhiir; December 4th, 2011 at 01:43 PM..
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Old December 4th, 2011, 01:42 PM
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Default Re: Counter-Battery Process?

I guess that's one of the reasons they were surrendering to closest Allied units. You pull lanyard! No you pull lanyard!!
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Old December 4th, 2011, 06:26 PM

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Default Re: Counter-Battery Process?

It'd be nice if off map batteries had some random variable in determining how far "off map" they are located. A battery won't always be located at the absolute furthest possible distance from the battle area after all.

Alternatively maybe abstract it by having some sort of penalty to the "experience check" for the unit wishing to perform counter battery, based on difference in range?
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