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May 13th, 2008, 02:38 AM
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Second Lieutenant
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Join Date: May 2008
Location: Yogyakarta, Nusantara
Posts: 468
Thanks: 99
Thanked 104 Times in 65 Posts
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Mortar Fire and some \"Realism\" Concerns
Well, thanks for the replies for my previous post.
Now, I gotta some newbie questions again here:
1. Can our mortars (or any indirect fire weapon) be fired to any hex out of its LOS without accessing the bombardment screen? Just like on real-life mortar purpose? I've tried to do so, but it can't be fired perfectly "EVERYWHERE" on the map (i know that mortars have fire range). Some hexes out of its LOS can be bombarded but I don't know what makes this, while the other hexes out of LOS (mostly) can't be bombarded. I think mortars should be able to fire at any point on the map coz it can pass any obstacles.
2. Can we fire any of our weapons without having any LOS to the point we are firing? Like when we are being smoked?
3. Is it realistic for us to be able to call for air support over and over, as long as they are not shot down or damaged? In CloseCombat series, calling the aircraft (or artillery) support can only be done one time. Which one is more realistic?
Great thanks for the help!!!
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May 13th, 2008, 07:08 AM
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Corporal
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Join Date: Feb 2007
Location: UK
Posts: 87
Thanks: 1
Thanked 2 Times in 1 Post
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Re: Mortar Fire and some \"Realism\" Concerns
Welcome to the forums!
I had a read of your post and had the following thoughts
1. Try using the z key if you don't want to use the bombadments screen, though a bombadfrment is more effective then the z key which I think simulates a few rounds being fired as opposed to a fire mission.. As far as realism goes mortar crews im my experiance don't go firng rounds into the air without a foward observer be it a sectiom/platoon commander in a fire fight or what the British Army calls a dedicated mortar fire control party or MFC calling in the bombs. Mortars in SPww2 do not have the ability to bombard all over a large map as just in real life they have limited range.
2. again use the z key, (see the manual), can be used for all weapons eg an mmg group on a supressing fire mission but round sdwon behind a hill they can't see through.
3. Spww2 turns are supposed to be equilvant to a few minutes in real life I think, so think of it as aircarft doing a bomb run, banking then coming back in with guns. As for artillery if they battery as rounds then surely its completley realistc to be able to continue to call in fire missions with them?
Just my personal thoughts
Happy Gaming
__________________
"Boot 'em, don't spatter 'em!" - Heinz Guderian
Ian
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May 13th, 2008, 08:42 AM
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Second Lieutenant
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Join Date: May 2008
Location: Yogyakarta, Nusantara
Posts: 468
Thanks: 99
Thanked 104 Times in 65 Posts
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Re: Mortar Fire and some \"Realism\" Concerns
Wow, that's one great thinking i've been left off!!!
Indeed, I'm new to this kinda turn-based system. So, I'm still wondering the comparison between real-life and turn-based system.
Oyea, one more question: is it possible to drop any bombardment via the bombardment screen without waiting to the next turn? Well, I think this question is somehow "foolish", but I still can't understand the meaning of 1.1, o.o, or any stuff like that on the bombardment screen.
Btw, I've just finished reading GamePlayNotes on GG. Really worth a reading!
Again, Great Thanks!!!
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May 13th, 2008, 09:11 AM
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Major
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Join Date: Jun 2005
Location: Kladno, Czech Republic
Posts: 1,176
Thanks: 12
Thanked 49 Times in 44 Posts
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Re: Mortar Fire and some \"Realism\" Concerns
Any bombardment you call in comes at best (delay below and including 0.5) at the beginning of the next turn.
__________________
This post, as well as being an ambassador of death for the enemies of humanity, has a main message of peace and friendship.
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May 13th, 2008, 10:30 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,958
Thanks: 466
Thanked 1,900 Times in 1,238 Posts
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Re: Mortar Fire and some \"Realism\" Concerns
And does so deliberately. See the Game Guide, "Development History" link, para no. 3.
Cheers
Andy
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