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Old February 25th, 2013, 02:36 PM

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

Rather than mess with the 'indirect fire' mechanism, I would make the 'direct fire' option more attractive. From what I have read, the most usual FO for these mortars was the mortar's own squad leader, from a vantage point within 100m, using hand signals.

What if the light mortar had a Line of Sight calculated from the hex immediately in front of it?

This could allow the mortar itself to stay in cover yet still 'see' its target. Obviously, this hex would be fixed for the entire move, based on its direction at the start of the turn (i.e. no such benefit if rotated), since there weren't enough spare crewmen to place one in each of the adjacent six hexes. For simplicity, the spotter of course would never ever be spotted!
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Old February 28th, 2013, 06:29 AM
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Default Re: artillery delay for small mortars

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Originally Posted by Pfor View Post
Rather than mess with the 'indirect fire' mechanism, I would make the 'direct fire' option more attractive. From what I have read, the most usual FO for these mortars was the mortar's own squad leader, from a vantage point within 100m, using hand signals.

What if the light mortar had a Line of Sight calculated from the hex immediately in front of it?

This could allow the mortar itself to stay in cover yet still 'see' its target. Obviously, this hex would be fixed for the entire move, based on its direction at the start of the turn (i.e. no such benefit if rotated), since there weren't enough spare crewmen to place one in each of the adjacent six hexes. For simplicity, the spotter of course would never ever be spotted!
If you have the mortar in a suitable position for that you most likely have it in a position where it can z fire on the target hex or one near to it. So Z fire & then walk it on using the bombard screen with minimal delay.
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Old March 2nd, 2013, 07:09 PM
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gila gila is offline
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Default Re: artillery delay for small mortars

[quote=Imp;818011]
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Originally Posted by Pfor View Post

If you have the mortar in a suitable position for that you most likely have it in a position where it can z fire on the target hex or one near to it. So Z fire & then walk it on using the bombard screen with minimal delay.
I've always thought once you've direct fire any arty they don't show up on the bombard screen for that turn.
To be honest, don't recall using many z-fired arty,don't know why it should be any different than DF.
Plotting takes calculations and time,so how should using erratic z-fire take less delay on next bombard?
If this really does work as described,then i'm really missing something.

Last edited by gila; March 2nd, 2013 at 07:25 PM..
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Old March 3rd, 2013, 06:34 AM

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Default Re: artillery delay for small mortars

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Originally Posted by gila View Post
Plotting takes calculations and time,so how should using erratic z-fire take less delay on next bombard?
Because it lets you skip the calculations - the gun is already laid correctly.
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