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  #11  
Old March 12th, 2015, 10:11 AM

Mario_Fr Mario_Fr is offline
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Default Re: light mortrars

Ok, I can see that.

But z-fire is bound to the LOS you have, so actually it means that it`s only some kind of direct fire.

So for me the light mortar in the game is usefull as direct fire but waiting 2.2 turn (or longer) to be able to shoot 11 hexes in indirect fire mode is almost useless.

Cheers

Mario
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  #12  
Old March 12th, 2015, 11:56 AM
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DRG DRG is offline
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Default Re: light mortrars

Z fire your light mortar at your target.. You will be reasonably close.

Now got to the bombard window and click on that light mortar.

You will see a hex outlined in red.

Click on the bombard or smoke button and you will be down to a .1 delay for the next turn . If you need to adjust fire that will increase the delay but it will NOT be 2,2 turns so your issue is solved
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  #13  
Old March 12th, 2015, 02:09 PM
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Mobhack Mobhack is offline
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Default Re: light mortrars

And little 11 hex range 50mm mortars really had no fire control, as in little or no sights and no mortar plotting boards.

The 2 inch mortars we had in our platoon, that lived in the armoury as useless dead-weight, had but a white line painted down the tube, and no bipod as they were held in the firer's hand. There were better things the 2 warm bodies in the TO&E of the rifle platoon HQ assigned to it could do than tote that thing. (Good for setting the heather alight with smoke ammo though!)

Where they may come in useful is in the defence - if you want to put your gold spots right in front of your defended locales as FDF spots.
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  #14  
Old March 12th, 2015, 03:57 PM

Mario_Fr Mario_Fr is offline
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Default Re: light mortrars

Thanks Andy, I didn`t knew about that. Indeed my issue is solved with that little z-fire hint.
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