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Old April 28th, 2012, 03:57 PM

IronHat IronHat is offline
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Default Re: 60 mm mortar

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Originally Posted by Mobhack View Post
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Cure: get the HQ element back in vocal command radius of the mortar team (3-5 hexes at the extreme, but 2-3 hexes is best), or wait till radio comms is re-established.

Cheers
Andy
wouldn't putting your HQ that close to your mortar put your colonel at risk of getting wiped by Counter barrage?
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Old April 28th, 2012, 07:58 PM
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Mobhack Mobhack is offline
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Default Re: 60 mm mortar

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Originally Posted by IronHat View Post
Quote:
Originally Posted by Mobhack View Post
1)
Cure: get the HQ element back in vocal command radius of the mortar team (3-5 hexes at the extreme, but 2-3 hexes is best), or wait till radio comms is re-established.

Cheers
Andy
wouldn't putting your HQ that close to your mortar put your colonel at risk of getting wiped by Counter barrage?
You put the formation's HQ back into voice comms range with its subordinate indirect fire element(s), obviously.

Platoons and companies have HQs, too. And some company HQs have a mixed bag of say infantry command element and some mortars, MGs, scouts etc etc as a coy HQ platoon.

It's inadvisable then for the CHQ to go out of voice range of the 60mm mortars as even if both have radios, comms with those are uncertain. One reason I prefer a separate mortar section sub-formation, if a coy has mortars, over the type integrated in the HQ platoon. Mortar platoons can also have this problem with the subordinate elements if the player has shot-gunned them all over the map as well. Elements of a platoon are best kept within ~3 hexes of their bossman.

Andy
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