I love the demo and eagerly await my full version. The direct fire fights seem on target to me, but the indirect fight appears artificial.
I'd like to see any leader being able to call in Indirect Fires but at a much longer delay and with less accuracy that with FOs.
I also think its a little awakward having 4 FOs to support a single reinforced Company (ala US side Demo Scenario #2). An FO should have access over the Artillery nets to all available fire support, one FO should be able to handle all fire request for a single company sized maneuver unit.
Basically artilley allocation needs to work like this:
- A "force" has a certain known number of dedicated Fire Suport Missions.
- A single FO can call in any of these.
- A Company commander can call on these but at a longer delay (except maybe from the BN's Mortar PLT).
- A Platoon Leader can call in fires at even a great delay than a Co HQ and may not have access to any fires outside of those dedicated to support th BN.
- Finally, even if the "Force's" dedicated fire missions have been exhusted, FOs and leaders should still be able to request fires, with some random factor determining if that fire mission is shot by other FA/Mortars/Air Support assets. Coversely even some of of the "dedicated" fire missions may be stripped away on occasion.
Basically, you have three kinds of fire support: Organic (Bn Mortars), Direct Support (Field guns dedicated to support a specified maneuver unit), and General Support (Guns that are in range to support, but may have other priorities). The game only address the first two, and besides caliber of the rounds there is no difference in the processing of those fires.
I leave you with these final thoughts on Indirect Fire Support:
- Calling for indierect fire is a basic leader skill (at least as far down as you have commo).
- Artillery is never held in resreve (They want to shoot what ever mission they can get)