YankeeDog Posted June 10, 2011 Share Posted June 10, 2011 This is Road to Berlin we're talking about, and not Busting the Bocage? Sounds like you have the right idea, but something is very off with your execution... that scenario is really not very hard. this weekend, I'll try to take some screenies from my play-through of that scenario, and make a sort of mini-AAR that will hopefully answer some of your questions. 0 Quote Link to comment Share on other sites More sharing options...
MikeyD Posted June 10, 2011 Share Posted June 10, 2011 I recall Steve once having problems playing a scenario - it turned out he had inadvertantly killed off all of his radio-carrying units leaving his mortars deaf-dumb-and blind. Ooops! 0 Quote Link to comment Share on other sites More sharing options...
Oddball_E8 Posted June 10, 2011 Author Share Posted June 10, 2011 Thanx for that explanation steve, but it doesnt help me in a tiny quickbattle with infantry as germans since my mortars are more or less useless unless i keep all my troops bunched up... witch kinda sucks... 0 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted June 10, 2011 Share Posted June 10, 2011 Just out of curiosity is there like a small fdc team with the onmap mortars that's part of the crew? How else do they determine aim for indirect fire? 0 Quote Link to comment Share on other sites More sharing options...
YankeeDog Posted June 10, 2011 Share Posted June 10, 2011 Just out of curiosity is there like a small fdc team with the onmap mortars that's part of the crew? How else do they determine aim for indirect fire? My understanding is that, wrt U.S. Army TOE at least, that would be the Heavy Weapons Platoon HQ. Although for the 60mm mortars team, at least, I believe the individual mortar teams themselves were also trained to be able to lay their own aim for indirect fire. Bear in mind that the 60mm mortar of the period had a max range of under 2km, and was usually used at ranges substantially shorter than this, while the modern U.S. 60mm mortar has a range of almost 3.5km. So with the shorter ranged fire, a lot more could be done by seat-of-the pants adjustment. 0 Quote Link to comment Share on other sites More sharing options...
Anjelus Posted June 11, 2011 Share Posted June 11, 2011 I was going to start a whole new thread but actually this is a good one to ask this one. I'm really confused about calling indirect fire with on-map mortars. How can you do this with any degree of flexibility? Whenever I call for fire with one of my HQ units the wait time is in the 3 to 4 minute range... which is a lifetime in a firefight. It seems the only way to really use them effectively is for them to have direct LOS but they usually get shot in a hurry. Naturally I'm doing something wrong and I know it has to do with the communications system. Help? 0 Quote Link to comment Share on other sites More sharing options...
guachi Posted June 11, 2011 Share Posted June 11, 2011 The key is to play scenarios slowly. You generally have enough time. Alternatively, if BFC deems in realistic, they can reduce the time for (some) on-board mortars to start FFE. 0 Quote Link to comment Share on other sites More sharing options...
Michael Emrys Posted June 11, 2011 Share Posted June 11, 2011 Whenever I call for fire with one of my HQ units the wait time is in the 3 to 4 minute range... which is a lifetime in a firefight. I've run up against this myself. Sometimes I've called for a mission but then canceled it before it could arrive because the tactical situation had changed. My only solution is to try to use foresight and planning, anticipating what your needs are going to be three or four minutes in the future. Not always easy or practical. I've been using my armor for immediate fire support, and that works out well except for those pesky ATGs, which always seem to score one shot one kill. You can run out of tanks fast that way. Michael 0 Quote Link to comment Share on other sites More sharing options...
MOSwas71331 Posted June 14, 2011 Share Posted June 14, 2011 "Sounds like you have the right idea, but something is very off with your execution... that scenario is really not very hard. this weekend, I'll try to take some screenies from my play-through of that scenario, and make a sort of mini-AAR that will hopefully answer some of your questions." Sorry to contact you this way, but the AIM facility isn't letting me contact you any other way. I'd really like to see that mini-AAR. 0 Quote Link to comment Share on other sites More sharing options...
Major SNAFU Posted June 14, 2011 Share Posted June 14, 2011 German Cpy (and higher) HQ, as well as forward observers can be assumed to have radios at best, realistically. The odd thing with CMBN C2, ist that neither wire comms, nor messengers/runners are simulated, as basically this was standard comm means in german (infantry) army. Just having radio, voice and hand signal, tells just half the story, the more if there´s no command delay, unlike in CMX1. Guess this all was left out, due to the real time mode, introduced since CMSF. Comment removed due to inaccuracy of post. 0 Quote Link to comment Share on other sites More sharing options...
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