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  #1  
Old March 2nd, 2013, 07:46 PM
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Default Re: artillery delay for small mortars

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Originally Posted by Mario_Fr View Post
What do you think about decreasing artillery delay for small mortars (up to 60mm)? Right now, depending on experience it`s 3.4 to 1.2 (for 80 or more experience). But it means that even the British or Americans have usually to wait 3 turns which makes small mortars quite useless. Why not change that to 1.5 for unexperienced and 0.5 for better crews (and FO`s) since they could set up and shoot very quickly.

Mario
Yep,
I agree small mortars (60 mm and under) should be able to move and shoot which they are limted.
That's what they are meant for DF
Japanese inftry small mortars for example.
IMO small mortars bombard should only be called from the company leader they are from,but that's another can of worms.

Last edited by gila; March 2nd, 2013 at 08:13 PM..
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Old March 3rd, 2013, 08:19 AM
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Default Re: artillery delay for small mortars

Quote:
Originally Posted by gila View Post
Quote:
Originally Posted by Mario_Fr View Post
What do you think about decreasing artillery delay for small mortars (up to 60mm)? Right now, depending on experience it`s 3.4 to 1.2 (for 80 or more experience). But it means that even the British or Americans have usually to wait 3 turns which makes small mortars quite useless. Why not change that to 1.5 for unexperienced and 0.5 for better crews (and FO`s) since they could set up and shoot very quickly.

Mario
Yep,
I agree small mortars (60 mm and under) should be able to move and shoot which they are limted.
That's what they are meant for DF
Japanese inftry small mortars for example.
IMO small mortars bombard should only be called from the company leader they are from,but that's another can of worms.
There are a lot of small mortars that can move & shoot, they are carried by squads & are great for supporting fire vs clustered troops. If they have decent range also handy vs MGs ATGs & ATGMs to help suppress.
Crewed small mortars are just like any other mortar but much more likely to have a LOS to the target hex due to closer proximity & the Z fire trick can assume they are better aware of the company needs & hence can lay down fire quicker in the general area.
If the situation permits I bring up SP mortars on the odd occasion so they have eyeballs on the target.
If you need cover fast a small mortar & hence high ROF with LOS can place quite a smoke screen on the turn after its moved by direct firing.
More control we do not need.
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Old March 3rd, 2013, 08:55 PM
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Default Re: artillery delay for small mortars

RE Imp}There are a lot of small mortars that can move & shoot, they are carried by squads & are great for supporting fire vs clustered troops.

Aha! thats the glitch i'm talking about.
Why should be infranty units carrying the same mortars be able to move and shoot?
Then you have the same caliber mortar squads that have a MP penalty when they fire.
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