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Old March 4th, 2013, 03:33 PM

Pfor Pfor is offline
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Default Re: artillery delay for small mortars

The original light mortars of WW1 were designed to throw an explosive from one concealed position (your trench) into another position that could not be reached by the direct fire weapons of the time (their trench), spotted by a guy nearby quite possibly using a home-made cardboard periscope to peek over the parapet - no radios, no FDCs ....

The only current mechanism to portray this in WinSP seems to be the z-fire walk into out-of-LOS locations - which is fine for harrassing and interdiction firing by arty and mortar batteries "based on latest intel from HQ", but arguably iffy for danger-close or routine light mortar fire.

In addition, I have seen no indications that z-fire or indirect fire (observed or otherwise?) are programmed to become more effective, either as to hitting aim point or dispersion, with each successive 'adjustment'.

If intended, then perhaps:

(a) permit all mortars and on-map arty to z-fire anywhere within range, skipping the walk altogether;

(b) restrict (a) to light mortar class(es), but tighten up the z-fire and subsequent indirect fire dispersion, due to the closer ranges and quicker feed-back.

If not intended, then perhaps:

(c) disallow or limit adjustments into non-LOS hexes, in effect deeming it an unacceptable gamey tactic;

(d) explore other alternatives for this particular weapon / unit / intended effect;

(e) explore broader-based methodologies and features that produce, as a partial result, a new treatment for the light mortar.

In any event, an enjoyable discussion. My thanks to the original poster.
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Old March 4th, 2013, 04:41 PM

Mario_Fr Mario_Fr is offline
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Default Re: artillery delay for small mortars

I followed the discussion with great interest and have some remarks.
Of course integrated mortars (infantry carrying it in weapon slot 2-4) can shoot quickly as Imp has stated but they don`t have the indirect fire option, so they are restricted to their LOS. Mortar crews can use the z-key and then bombard the marked hex in the next turn (with 0.1 delay) but actually this is some kind of cheat which is only available to the human player, the AI don`t know it.
Everthing that Pfor had suggested sounds very interesting but also difficult to realize. It very much sounds like changing the game code quite a bit.
So what about my initial idea of decreasing artillery delay, (only for small mortars) to 1 turn? If you want you can shoot directly anyway if you have LOS. If not, you have to wait 1 turn. And the AI can respond to events as fast as the human player can.

Mario
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Old March 5th, 2013, 04:17 AM
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Imp Imp is offline
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Default Re: artillery delay for small mortars

Well try doing it yourself if thats what your preference is.

For plotted fire both the caller & the unit firing have an effect on the lead time so try fiddling to get what you want.

I think experience is the main criteria for call times possibly linked to a degree to arty skill so open up the editor & adjust some mrtars till you get the effect you want then go to the OOB editor & make yourself a custom OOB with those adjustments.

I would suggest starting by increasing the mortar experience by 10-15 points & seeing what happens.
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Old March 5th, 2013, 03:22 PM

Mario_Fr Mario_Fr is offline
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Default Re: artillery delay for small mortars

For scenarios you are right. But I`m speaking of campaign-play.
I just had a look at the Americans, who in May 44 have a base experience of 65. I bought some 60mm mortars and even a Ranger FO (+10 experience). Artillery delay is between 2.3 and 3.3. So bombardment starts between turn 4 and 5. One turn is supposed to represent some minutes, isn`t it? So what, they are reading the manual in between?
I mean, maybe I`m wrong, I never served in an army nor ever shot a mortar but I still think that delay should be not more than 1.2 even for the worst team and maybe 0.4 for experienced crews (more than 70 base experience).

Mario
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