brianleeprice
Posts: 176
Joined: 10/5/2001 Status: offline
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I believe the light mortars and medium/heavy mortars are really seperate issues and can be treated as such both within the OOBs and in discussions here.
First with respect to light mortars:
quote:
Originally posted by AmmoSgt: The more i look at this the more I am convinced that single mortars at comapany level is the way to go.. the 46mm, 50mm, 2 inch, and arguably the 60mm have a greater chance of being used in the direct fire mode, which in and of itself is an arguement for a single tube unit ... the Historical TO&E for most nations supports the 1 per platoon or 3 per company distribution in more cases than not, and doctrine usually supports the distribution of the Heavy Weapons platoon assets among the maneuver platoons. The 9 mortars per company is not historically supporatble. The 3 mortar per platoon structure definately messes with the already limited transportation situation . And massing the 3 mortars in a company pool interfers with the Platoon XO unit calling the fire of the Platoon Mortar. 9 Mortars organic to the company , apropiately priced is going to raise the cost of purchasing an organic company by about 150 points on average. I advocate returning the 46mm, 50mm, and 2 inch infantry mortars to the version 6.1 format and possibly making the US 60mm mortar an single tube attached to platoon in the same fashion,
With the exception of the US 60mm mortar in Rifle Company formations, I agree with AmmoSgt on the light mortar issue. However none of the US Army WWII rifle company TOEs I have seen thus far show the individual tubes of the company 60mm mortar section being split amongst the platoons. I believe the solution I've used in the Mortar Mod OOBs for the US Army 60mm mortar case should work fine.
There may, of course, be similar situations requiring company level light mortar section deployment with other country's TOEs that I'm unfamiliar with.
quote:
Originally posted by AmmoSgt: And focus the efforts to create a doctinally sound "Mortar Battery" unit at Bn/ Weapons company and above issue.. and work from there bearing in mind that a transportaion unit capable hauling such a large structure may have to be created ... if that is problematic ..then lets just go to single tube for all onboard mortars. and live with the ahistorical aspects of being able to direct single tubes balanced by the restictions inherient with C&C.
This has really been the primary thrust of my Mortar Mod OOBs. The old v6.1 OOB solution didn't work (the multiplier problem), Paul's solution works as far as ROF goes but due to the way the engine handles weapons in positions 2 thru 4 in indirect fire, accuracy for tubes in those positions is horrible. What I've done is to basically 'trick' the engine into thinking each multiple tube medium or heavy mortar battery has only one tube but that single tube has the ROF, ammo, cost, crew size, etc of the multiple tube unit.
The *only* problem with this solution, outside of the need to rename the units slightly adding an x2 or x3 to the name to avoid player confusion, is that if weapons breakdown is enabled the new representation is 2x to 3x more likely to break down and a single breakdown takes out the entire unit instead of just a single tube.
For me it's a simple choice, correct ROF, accuracy, unit composition, and C&C operation vs the possible need to disable weapon breakdowns.
Now if the v6.1 and v7.0 medium and heavy mortars are organized incorrectly in accordance with historically correct TOEs - well that's something completely outside my present knowledge. I've assumed the medium and heavy mortar organization in the OOBs is either the correct one or near as is possible for simulation purposes.
Summary: To this point with the Mortar Mod OOBs I have explicity avoided making any changes beyond the minimal required unit data changes. In order to fully address the problem as stated by AmmoSgt it will be necessary to modify formations as well and perhaps add a unit or two to certain OOBs.
While I'm fine with this as a concept, in fact I do it all the time for my own campaigns, my concern is that as soon as that line is crossed we get into a scenario compatibility problem - especially with the user defined campaigns and the published Mega Campaigns. I'd *really* prefer to avoid sticking my hand into that hornet's nest if I can avoid it.
Thanks, Brian
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