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TheForwardObserver

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  1. If the Observer; chooses to not specify sheaf requirements in either his initial Call for Fire or subsequent adjustments (or sends no dimensions) than the firing unit will assume a circular target with a radius of 100 meters. The firing unit will then attempt to even distribute the fall of the rounds in this 100 meter circle. If the Observer requests a Converged Sheaf, the firing unit will mass all guns on one point. If the Observer specifies Open Sheaf the rounds will be distributed based upon maximum effective burst width of each shell. If target dimensions (length, width, attitude) are submitted, a linear sheaf is fired which distributes the rounds parallel with the attitude (directional alignment) of the target. Pre-planned coordination opens up the possibilities, in that each gun can be choreographed with your specific requirements, IE irregular target shapes. An example of how sheaf specification would sound in an initial FFE Call For Fire using Grid vs Polar Plot would be: Sandman this is Falsetto1, Fire for Effect, over Grid LB 2345 2345 over Infantry Plt Dug in, HE/VT in effect, Converged sheaf, over Anything you leave out of the Call for Fire will default to the firing unit's SOPs or the above mentioned doctrine. OT direction, the direction from Observer to target, can be omitted unless adjustments will be made or if the mission is sent using Polar Plot target location. It does function though the relative math depends on the zoom I use. I use it when I play the computer mostly for admittedly unnecessary tracking of spotting rounds and for quickly estimating target distance. A sample formula for measuring distance to target is Actual Target size in meters (ie front of vehicle is 4 meters long) divided by perceived size (ie looks like 4 mils or .4 distance to the 1 hash through the reticle) x 1000.
  2. Ohh Copperhead. Sigh. You know how some guys love to constantly pontificate on who or what is destroying the world, I'm that way about the loss of Copperhead. I don't believe small arms in the indirect fire capacity, MG fire and massed rifle volleys, has ever been considered artillery specifically because a firearm transitions to artillery once it can be qualified as large caliber. That being said, the same control measures could be utilized if the associated physics is known to whoever is attempting it. As for sheaf; I've got my mission parameters adjusted to include 'sheaf.' In real life you will likely stick with converged, open and linear, however the guns are capable of writing your name if you want them to.
  3. Token screengrab of the reticle I built for my support roster panel.
  4. Kino, Any arty piece capable of handling firing elevations of substantially greater than 800 mils, or approx 45 degrees, is considered high angle. For example mortars shoot exclusively high angle, whereas artillery 'typically' shoots low angle (all american arty pieces can shoot both). Trajectory can be specified by the Observer in the 'method of engagement' portion of his call for fire. My assumption that low angle is being used is derived from examination of the 75mm Pack Howitzers performance in CMBN&FI, visual comparisons of the trajectories of mortars and arty, and inspection of the fall of rounds in built up areas where obstructions are present on the approximated GT line (Gun-Target line). Sublime, Right, I think I've come across those remarks as well. For all its faults, I quite like the game's abstraction of Arty and CAS, and that's why I manage to stop myself from writing drawn out comparison and contrast novels about it everyday, because I am happily boring, certainly have the time, and Fire Support is all I profess to know! That and I've found workarounds for all my real gripes. Thinking about the Pack Howitzers is what triggered the thought of angle of fire.
  5. I know it's been brought up in the distant past, but man, stats for off-map support units would be so welcomed. My work-around in CM:BN is 75mm pack howitzers and 81s of course. For the pack howitzers I'll take a map, make it larger with a nice big field in a rear area where the battery or battalion can set up and fire without obstruction. It's so nice at the end of the game taking a look at how effectively you called in each gun/battery. Which reminds me; I get the impression that the Arty in CM is only making use of low-angle fire which is unfortunate for many reasons, including diminshed effects against targets in defilade/urban areas. Small gripe though. Number one priority is getting some proper vision for the FOs.
  6. Did you have any other types of defensive items, such as foxholes, or mines, etc? They all blend in together but TRPs should be placeable anywhere, where as those other defensive works can only be placed on your zone.
  7. The quality of the firing battery affects the call for fire time, as Kino has mentioned. With everything set to elite, your FOs and FISTs and COLTs should get 1-2 or 3 minute call times. Most of the time, these times will be slashed to 1-2 minutes after your first call for support from a particular battery or platoon. For example; You use a platoon showing a 2 minute time for a pre-planned 1 round Excalibur mission, on the opening barrage. You should see that time diminish to 1 minute after that initial mission is fired. I would imagine this simulates having the direct attention of that particular firing unit. Some other handy in-game fire support stuff; -From what I have found M-777 howitzers are only brought down to 1 minute support time when they are directly attached to your formation, as in a light infantry Task Force. You will see the matchup level indicator light improve to max. M-777s are more expensive than Paladins and *carry more ammo* however they don't shoot as tightly as the Paladin when using unguided munitions, so you'll need it. Stangely they seem to rate better effects against armor when using precision, despite firing the same Excalibur round. -Paladins are easily brought down to 1 minute, even if they aren't attached in direct support as in a Task Force, as long as the Observer and Battery are elite. Sometimes is won't be reflected till after the Battery has taken at least 1 call for fire. -If you want first round fire for effects every time without adjusting, like a properly trained and experienced FO, consider buying dozens of TRPs and laying them out in a grid across the entire battlefield. Not only will your fires be accurate, fast and first round FFE but you will be able to target battlefield locations not under immediate observation, lodging yourself into your opponent's decision making cycle through deception, REMF harassment and persistent terrain denial fires. The presence of these "gamey" items actually makes the Artillery less gamey, as first round FFE is the primary goal of all modern artillery units. -If you notice enemy vehicles moving away from your Arty at *just* the right moment, it is because your Observer is carrying an LLDR which is tripping the enemy's laser warning and possibly smoke. To avoid this you can use the FOs from the line platoons, as they only carry Binos. -You may notice in all sorts of conditions your FOs and FISTs can't see as well as their infantry companions due to a lack of proper optics, thermals, etc. This can be fixed by equipping the Observer team with a Javelin, which provides superior spotting, you will instantly notice the difference. Just don't provide them Ammo, or keep their target arc short, so they don't let one fly and give away their position.
  8. The crew of a FIST/COLT have an FO as team leader, which you will notice if you dismount the crew of a FIST/COLT vehicle. Because of this they should retain their ability to request support with a diminished time bonus 'even while dismounted.' There are however two man FIST teams (not just the line FOs) purchasable which can fit in the back of the Knight and B-FIST and be dismounted for observation when exposing the vehicle is too risky. For obvious reasons the 4 man FIST teams (also purchaseable) do not. The COLT vehicle (Knight) have the fastest processing times with the B-FIST coming in second. I could wax poetic for days on end about how this relates to real life but I've got that going on another thread.
  9. Some examples of the types of damage done to armored vehicles, though Bradleys, not Abrams. During both of these attacks all crew and dismounts survived with non-life threatening injuries. The one that looks like it burned to the ground was hit by ONE RPG. The bulk of the damage was done to the Bradley by its own reactive armor, and ammunition cooking off. The better condition Bradley struck a buried Arty shell. One of these crews remembered to sacrifice a goat to shiva that morning.
  10. There is no black and white answer to that. The simplest answer is that an Abrams tank is very unlikely to sustain that many direct 155mm hits in real life and still possess its turret. My evidence is anecdotal. FOs practice all year round blasting older armored vehicles on the range, and this resilience is a-typical. Under deployment circumstances I have had the mis-fortune of seeing Bradleys and humvees (not abrams) shredded by arty and mortar shells-- though placed and grouped as IEDs rather than fired- still underside armor is not top side armor so once again we deal with the grey rather than black and white. If we approach the issue purely doctrinally, with *unguided* artillery, the standard volume fired to take out a a main battle tank will be between 25 and 40 rounds. Excalibur is supposed to reduce this volume to between 1 and 4 shells at a price of I believe $70,000 per projectile. Newer block Excalibur rounds will incorporate laser guidance, which will allow the observer and the round to target specific equipment on the vehicle rather than just the vehicle's GPS grid. We used to have these capabilities with a system we called 'Copperhead.' No tank stands any chance against properly organized laser guided artillery when spoofing equipment, and multiple lasers are involved because you can literally arty snipe bits of the the vehicle to oblivion. That was how I spent most of my early army training in a COLT. Before the Banana Wars.
  11. I don't believe this one got knocked out. He had a twin brother near him that lasted against 1 more fire mission of 6 Excalibur rounds before he blew, I didn't check how many of those were direct hits. I would imagine most smart tank crews will scatter quickly in the moments after their tank turns from titan of death to missile magnet.
  12. In game the 155mm projectile should be HE, coming in at roughly 100lbs, 25lbs of which should be actual HE. The hits seem direct enough to me.
  13. I had two batteries of Paladins. I did manage to immobilize probably half of his tanks, owing to Excalibur rounds. Problem was some of those immobilized Abrams tanks can take a dozen (im being generous) or more direct 155 hits before you finally get the knock out. Sometimes less if I've remembered to sacrifice a goat before hand.
  14. Played some more this past weekend, suffered my first crushing defeat. For visualization purposes the map is a heavily modded version of Interdiction, extended in size- my opponent holds the map side with what we'll call 'Big Round Top' for those familiar. Now I left the MECH at home and brought light infantry and steel coffins, aka humvees. Figured I'd establish my FLOT deep into the map with unprecedented speed, surprising my enemy and impressing upon him the artificial need to meet me and counter through bold, yet risky maneuever-- maneuver which would see him frantically funnelling armor into the death channels created by my TOW equipped dismounted Weapons Company in support by fire and overwatch positions in the rear. TOWs play a significant role in our games as the maps are massive and javelins aren't present-- but TOWs are easily spotted and are slow to tear down, and so in a sense point both ways. Long story short, my opponent, a tanker by trade, stacked with armor, and cognoscenti of the threat of my TOWs, conservatively maneuvered his Abrams Company, overwhelmed my infantry, and initiated contact on my Weapons Company from favorable ground. At this point he merely had to keep his armor moving and pay attention to tell tale adjustment rounds to seal my fate. I am rattled, my lifetime leadership score has taken a hit- and I feel a metaphysical shift in my experience level from Elite to whatever imperfect rubbish is beneath Elite. That being said I have some more Forward Observations that I might write up here in a second post-- if i recover my morale. Per usual, it's all Fire Support chatter--but one thing before I forget-- I think ATGM humvees are being tallied or displayed in the same end game screen category as tanks rather than being grouped with the lighter armored vehicles.
  15. This is a bit off subject- but I read once that War Elephants were offered to but declined by the Union Army during the Civil War. A gift from the King of Siam, Yul Brynner.
  16. "Come come let us not be divided by ISIS or Private Pyle. Tis a joyous occasion." It was Abraham Lincoln I believe that first said that after defeating the French at the Battle of Roarke's Drift. I echo his sentiment today.
  17. I'm not going to argue against your well reasoned point. I think we may have some philosophical differences about ISIS, their structure, effective potential, their actual operational capabilities, etc. but surely just nuances. Carry on.
  18. I mean no offense and I'm not defending Private Pyle. In terms of the value of maintaining OPSEC, the value of OSINT, and the ease of collection in the social media age-- I think we are all on the same page. Private Pyle violated OPSEC, specifically, he discussed movements with individuals not cleared for such information. I would not be surprised to see someday Private Pyle starring in a 'selfie soldiers' style documentary. If anything, I'm just reflecting on my own inability to cast stones, as I recognize the fine line walked by those of us that enjoy the technical discussions had here in the pursuit of gaming perfection. Nobody is afraid of ISIS
  19. Polyakov, legendary asset recruiter (cultural attaché) is being dispatched from Moscow to Warsaw to find Private Pyle of the 3rd of the 69th, for long term recruitment into the-- Poland 5. Private Pyle will be offered the world, and in exchange he must only betray his country. He will sew dissent amongst his fellow privates, foment chaos in the underbrush. As time goes on he will manipulate the egos and personal gripes of the officers above him, creating grand coalitions of useful idiots and laying the ground work for his own meteoric rise to squad leader-- from his perch as squad leader he will feed his masters valuable intelligence, of the sort that only an armored cavalry scout squad leader can access. His movements and the movements of his squad will be subtly coordinated by his masters to conceal and misdirect counter-intelligence operations aimed at unmasking moles, buried deep within the heart of the 3-69th. After a celebrated career, he will retire to a suburb outside Moscow where he will spend his remaining days debriefing and inspiring the next generation of Polyakovs and drinking cheap vodka with his FSB door guards.
  20. Of all the technical discussions had here, this poor Private Pyle gets flagged for OPSEC violations? Stop scaring the poor lad
  21. I don't have my computer right in front of me, but from what I recall- and I'll check when I get to my computer, you need to replace the british chinstrap file with a translucent bitmap file, that'll invisiblize the chinstrap-- be sure it's actually translucent lest it appear white in-game. Regarding the beret; your renamed beret to helmet files will still point back to the black AFV beret bitmap, so recolor that one directly and it should affect all the berets.
  22. Those are my own. I'm not great. I thought the boot gaiters were a nice touch though. Still a work in progress, I'm more devoted to a Falklands War mod I've been working on since CMBN. Tip of the iceberg. The full rules are; Real time, 2 hours. Map sizes are nothing smaller than 2 km by 2 km (usually shoot for larger). Meeting engagement (modified starting zones pre-agreed upon which can be as large or small as we choose). Battle size huge for max points and with rarity disabled-- but all troops and vehicles must be set to elite, fanatic, +2 leadership. This allows for lavish spending on whatever you like but prevents the presence of thousands of troops. Zero drones. One attack aircraft of the non-anti tank variety allowed, and one MANPAD team however there is no limit on any vehicles so you can bring extra ammo. Finally, no javelin missiles, meaning designated javelin ammo guys collect all the ammo from the Bradleys and are placed in the rear of the map. The Javelins are then acquired after this dance is performed. My battle buddy and I always play American forces vs American for what it's worth See above for the complete set of prison rules
  23. They sound great, but Army doctrine restricts use of TOTs to early AM pre-planned barrages when the sole desired effect is waking peacefully slumbering FIST detachments
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