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  #1  
Old March 15th, 2013, 09:38 AM

Wyke Wyke is offline
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Default Spotting and Artillery

Hi guys,

A quick question on spotting for Artillery. OK, I know that you suffer a big penalty if the hex being attacked cannot be seen by the spotter calling in the strike. But how does the game manage it when you use more than one spotter? Does it remember who called in what, or just work on the location of the last spotter used?
Oh yes, and does the same apply to SPWW2 too?

Thanks in advance
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  #2  
Old March 15th, 2013, 10:38 AM
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Mobhack Mobhack is online now
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Default Re: Spotting and Artillery

Last spotter used.
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  #3  
Old March 15th, 2013, 12:53 PM

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Default Re: Spotting and Artillery

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Originally Posted by Mobhack View Post
Last spotter used.

Spotter A can see Target 1, and Arty fire is plotted.
Next spotter selected.
Spotter B can see Target 2, and Mortar fire is plotted.
Spotter B cannot see Target 1.
Situation unchanged when both fires arrive.

The above response suggests that the Arty fire on Target 1 will be "unspotted" and the mortar fire on Target 2 will be spotted.

If correct, this doesn't seem right;
If not correct, perhaps you could define "Last", "spotter" and "used" .
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Old March 15th, 2013, 01:47 PM
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Default Re: Spotting and Artillery

If A is selected as the spotter and plots battery A's fire then battery A is spotted by A.

If B is then used as the spotter and plots battery B, battery B has observer B as the spotter.

If you select observer C and use him to move battery A or B's impact - then C takes over from the previous spotter, whoever he was.

The battery has a record of who his spotter is. Using a new one to plot or adjust changes that, naturally.
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Old March 16th, 2013, 02:47 AM
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Default Re: Spotting and Artillery

One cheat you can use is to have a FO class unit plot fire to a target hex it can't see then use a "Unit 0" unit from another formation that can see desired target hex adjust the fire. This can often significantly reduce the delay between plotting and impact.
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Old March 16th, 2013, 04:40 AM
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Default Re: Spotting and Artillery

Quote:
Originally Posted by Suhiir View Post
One cheat you can use is to have a FO class unit plot fire to a target hex it can't see then use a "Unit 0" unit from another formation that can see desired target hex adjust the fire. This can often significantly reduce the delay between plotting and impact.
I must admit I'm guilty of that. Another thing I do is when I know that the enemy is "somewhere there" but not sure, I use smoke rounds at their positions (if your forces are too far away) and when you make contact with then, use your spotter with HE rounds. That way you dont waste ammo.
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Old March 16th, 2013, 02:36 PM

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Default Re: Spotting and Artillery

Quote:
Originally Posted by Suhiir View Post
One cheat you can use is to have a FO class unit plot fire to a target hex it can't see then use a "Unit 0" unit from another formation that can see desired target hex adjust the fire. This can often significantly reduce the delay between plotting and impact.
Why would you call this a "cheat"? Surely having a unit with "eyes on the target" adjust artillery fire (regardless of who called it in in the first place) is a realistically acceptable occurence.

jaywalker
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Old March 17th, 2013, 02:11 AM
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Default Re: Spotting and Artillery

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Originally Posted by Aeraaa View Post
Quote:
Originally Posted by Suhiir View Post
One cheat you can use is to have a FO class unit plot fire to a target hex it can't see then use a "Unit 0" unit from another formation that can see desired target hex adjust the fire. This can often significantly reduce the delay between plotting and impact.
I must admit I'm guilty of that. Another thing I do is when I know that the enemy is "somewhere there" but not sure, I use smoke rounds at their positions (if your forces are too far away) and when you make contact with then, use your spotter with HE rounds. That way you dont waste ammo.
Personally I think of using their smoke as a targeting aid simply represents the not-included-in-game counter-battery radar
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  #9  
Old March 17th, 2013, 02:18 AM
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Default Re: Spotting and Artillery

Quote:
Originally Posted by jaywalker View Post
Quote:
Originally Posted by Suhiir View Post
One cheat you can use is to have a FO class unit plot fire to a target hex it can't see then use a "Unit 0" unit from another formation that can see desired target hex adjust the fire. This can often significantly reduce the delay between plotting and impact.
Why would you call this a "cheat"? Surely having a unit with "eyes on the target" adjust artillery fire (regardless of who called it in in the first place) is a realistically acceptable occurence.

jaywalker
In order to plot a fire mission the firing battery needs to know:
1) Their own location
2) The location of the observer
3) The targets direction and distance from the observer

If a second observer tried to adjust the fire (s)he can't (well, not easily) because their location and the direction and distance to the target are be different.

Once upon a time I actually was an FO.
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  #10  
Old March 17th, 2013, 04:14 AM
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Default Re: Spotting and Artillery

Quote:
Originally Posted by Aeraaa View Post
Quote:
Originally Posted by Suhiir View Post
One cheat you can use is to have a FO class unit plot fire to a target hex it can't see then use a "Unit 0" unit from another formation that can see desired target hex adjust the fire. This can often significantly reduce the delay between plotting and impact.
I must admit I'm guilty of that. Another thing I do is when I know that the enemy is "somewhere there" but not sure, I use smoke rounds at their positions (if your forces are too far away) and when you make contact with then, use your spotter with HE rounds. That way you dont waste ammo.
If your going to do that why not just fire HE & turn the tube off (or some of them for offmap units) Pretty rare I do it but have done so on occasion. Use it more for offmap MLRS to preserve ammo by switching off a tube or two.
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