ClarkWGriswold Posted June 4, 2011 Share Posted June 4, 2011 I setup a quick battle tonight with computer chosen forces. I was given six US mortar teams. I setup all six teams right next to an HQ (Identified as Platoon HQ). Even though all six teams are equidistant from a radio equipped HQ, only half of them are able to be called upon to fire by my FOs - the other half are not. Here are the unit designations and command status: 1) 3rd Section HQ (in visual and vocal command; Command chain listed as "Mortar platoon") 2) 2nd Section HQ (in visual and vocal command; Command chain listed as "Mortar platoon") 3) 1st Section HQ (in visual and vocal command; Command chain listed as "Mortar platoon") 4) 2nd Section HQ (Not in command; "Mortar platoon" is red X'd) 5) 1st Section HQ (Not in command; "Mortar platoon" is red X'd) 6) 3rd Section HQ (Not in command; "Mortar platoon" is red X'd) Here's what my FO sees: I can understand the three mortars being out of command and getting a penalty to their performance, but I do not understand why they're unavailable for use when they are literally right next to a unit (an HQ no less) with a radio. It's my understanding that these guys should all be available for use as long as any radio unit (HQ, Jeep, halftrack) is within visual/sound range. Is that not correct? 0 Quote Link to comment Share on other sites More sharing options...
spinkick Posted June 4, 2011 Share Posted June 4, 2011 Maybe the 3 other guys are attached to another command unit? 0 Quote Link to comment Share on other sites More sharing options...
gunnergoz Posted June 4, 2011 Share Posted June 4, 2011 It looks to me like you have two battalions' weapon companies worth of 81mm mortars trying to report to one battalion HQ. If you are in a QB it could be that when you selected your force you did not place the extra mortars under the Primary battalion CO and thus they would have no means to report to him or to his subordinate weapons company commander. The game just sees them as independent units. Just guessing, but that's what it seems to me. If that's the case, I'd try redoing the QB and directly assigning the extra mortar platoon to the original weapons company CO. 0 Quote Link to comment Share on other sites More sharing options...
Blackcat Posted June 4, 2011 Share Posted June 4, 2011 "Is that not correct?" Nope it isn't correct in my experience. The chain of command matters. Looking at that I would guess you have a mortar platoon commander as the "controller", the three mortars from that platoon are available. The other three mortars are from a different Mortar platoon and possibly from a different company or even battalion. Try putting the second mortar platoon commander down there and I think all will be well. However, before you leave the setup phase I should test what spotters from can call what mortars, especially if you have two companies. Battalion level spotters should be able to call in mortar fire from different companies, but I am not sure about a platoon commander from A company being able to call in Mortars belonging to B company. I think the answer will depend on how whoever did the force selection set up the force structure. 0 Quote Link to comment Share on other sites More sharing options...
akd Posted June 4, 2011 Share Posted June 4, 2011 I setup a quick battle tonight with computer chosen forces. I was given six US mortar teams. I setup all six teams right next to an HQ (Identified as Platoon HQ). Even though all six teams are equidistant from a radio equipped HQ, only half of them are able to be called upon to fire by my FOs - the other half are not. Here are the unit designations and command status: 1) 3rd Section HQ (in visual and vocal command; Command chain listed as "Mortar platoon") 2) 2nd Section HQ (in visual and vocal command; Command chain listed as "Mortar platoon") 3) 1st Section HQ (in visual and vocal command; Command chain listed as "Mortar platoon") 4) 2nd Section HQ (Not in command; "Mortar platoon" is red X'd) 5) 1st Section HQ (Not in command; "Mortar platoon" is red X'd) 6) 3rd Section HQ (Not in command; "Mortar platoon" is red X'd) Here's what my FO sees: I can understand the three mortars being out of command and getting a penalty to their performance, but I do not understand why they're unavailable for use when they are literally right next to a unit (an HQ no less) with a radio. It's my understanding that these guys should all be available for use as long as any radio unit (HQ, Jeep, halftrack) is within visual/sound range. Is that not correct? No, they can use the radio of any vehicle parked nearby, but they do not get to takeover HQ radios. Were the three out of contact mortars not subordinate to another HQ? 0 Quote Link to comment Share on other sites More sharing options...
Speedy Posted June 4, 2011 Share Posted June 4, 2011 I'm with akd only works with vehicle radios, park a HT or jeep with a radio next to them. 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted June 4, 2011 Share Posted June 4, 2011 The radios being talked about are bolted into the vehicles and run off non-portable batteries. There's no taking them with you without taking the vehicle too Steve 0 Quote Link to comment Share on other sites More sharing options...
Redwolf Posted June 4, 2011 Share Posted June 4, 2011 At that distance, wouldn't they be able to communicate directly? I mean that's what we've been doing three CMx1 games long. 0 Quote Link to comment Share on other sites More sharing options...
akd Posted June 4, 2011 Share Posted June 4, 2011 At that distance, wouldn't they be able to communicate directly? I mean that's what we've been doing three CMx1 games long. I don't see the FO anywhere near the mortars. 0 Quote Link to comment Share on other sites More sharing options...
Redwolf Posted June 4, 2011 Share Posted June 4, 2011 Oh this is trying to use FOs other than that HQ to target? Meh. You mean I need to read threads before replying? Nah. 0 Quote Link to comment Share on other sites More sharing options...
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