Shooter
Posts: 2
Joined: 5/18/2000 From: Thiensville, WI, USA Status: offline
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For v3.0 I'd like to see FO's able to call fire for their organic units only. Each firing unit should get it's one organic FO as part of the unit buy for the firing unit. It is unrealistic to have people buying dozens of FO's, running all over the map calling in fire with a 1.1 or 1.4 turn delay, and getting rounds on target from batteries they were not a part of. Didn't happen.
A0 should be able to call fire for any available firing unit, but at a substantial increase in time delay because their primary comm links were tactical, not geared to their arty or mortar units unless in the defense and hard wired by comm wire.
Additionally, you might want to consider having US FO's be given the ability to call fire for any firing unit higher in echelon, meaning a battery FO could call a battalion mission, but also, at an additional time delay beyond that of his call for fire to his own battery. Calling fires for lateral, or adjacent units was coordinated by higher headquarters, usually only in the defense.
Registration hexes should be keyed, not to the entire side, but to each individual firing unit, since the firing unit is what is "registering" its fires by a process of FO adjustment once a firing battery emplaces.
Preplanned fires, or fires in support of offensive movement are generally not registered, and hence, inherently more inaccurate. You can have a choice of preplanned fire, which comes in either at the beginning of a game or, at a predetermined schedule which should be set at game startup. Other fires which would be "on call" can be referred to by the spotter and the firing unit would then commence either a spotted or unspotted fire mission where the firing battery knew what the target coordinates were in advance and had azimuth, elevation and charge data precomputed, but not "registered" by actually firing spotting rounds ahead of time and adjusting those rounds into the target, recording the data when the rounds were "on target" and saving the data for later use. That is, by definition, registering a target.
Generally, in the offense, on call missions saved time because the FO could refer to the on call target by an abbreviated name, and the firing unit's FDC or command post did not have to go through the lengthy process of obtaining target and FO coordinates prior to firing the mission.
Lastly, I agree with the first post in this thread, that large caliber (150mm+) arty landing in a 50m hex should be producing a higher degree of lethality to infantry type units, in cover or otherwise. If you doubt this, go get yourself about 30kg of dynamite or suitable alternative, set it about 40m away, dig yourself a nice hole, jump in and give it a whirl. You'd be amazed at how hard it is to do anything useful for the next hour or so, let alone employ your primary weapon.
Lastly, one of the main reasons we saw a lot of infantry guns, and later, SP guns, in use by most WWII armies was because their arty was so inflexible, and the time delays inherent with intermittent communications rendered fast, responsive artillery unachievable in most armies. Infantry guns, on the other hand, closely accompanied advancing units and were designed to engage crew served weapons outside of the crew served weapons range, and with less inherent delay because they were under the command of the infantry unit CO whose men were usually pinned down, or who had identified a significant obstacle. I'd love to see a little more emphasis on increasing the game's lethality of IG's because that's what was available, on hand, and controllable given the command and control limitations which existed during this time period. I believe that IG's also have been significantly "underpowered" in their lethality in the game, to the point where very few players buy these units despite their almost universal use during the war by most armies.
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