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Arty question.


Grenny

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Just one thing I was thinking about and wonderes if it was on the List.

*ALL HAIL THE LIST!*

Is there a plan to have arty limited by ammo?

So that you only have a certain number of firemissions available in one scenario and it realy makes a diffenence if you request "suppres for X-minutes" or "destroy".(?)

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To some extent that can (and will have to) be abstracted, I guess.

Well, we allready see all friendly impacts on the map...so:check

Next thing would just be that you "spot" the enemy arty as soon as they fired some rds(and the other way around to).

OK, sounds abstractable...

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Probably just as well given Hedgehog’s attention to detail. :wink:

What?

Artillery need shells too you know, they just happen to be on the truck following the gun around.

Plus if 3D Arty Veh are implemented, they'll need resupply.

(With "magic loadbed" trucks)

A twist that could be added to Arty is to have a "Counter Battery " option . Instead of solely calling fire at on the map targets , you could call missions to degrade enemy batteries and possibly destroy.

Also an idea: "Shoot and Scoot"

Fire a rapid 3 round burst then high tail it.

This would function as a counter to counter battery fire:

I understand in SB guns fire 8 rnds per mission then redeploy.

With enemy counterbattery radar this could be too long in one place.

Is there a plan to have arty limited by ammo?

This would be a highly realistic training option as it would force commanders/Fire Support Teams to keep tabs on the amount of ordnance remaining under the wings.

As well as carefully judging if a target warrents an airstrike.

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...

As well as carefully judging if a target warrents an airstrike.

I hoping for mare targeted airstrikes. Now we have only "hit that grid" implemented.

Would be cool if the "planes" would actualy try to hit the tanks on the grid or close to it.

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Arguably it could said to be cool if they did that in RL now. :)

I’ve found out there’s a reason why there’s a 1000m danger trace for peace time bombing runs.

Thats also a question of how good the JFST is.

"Target is in the compound south of the treeline..."...*BOOM*..."No, the other one you moron!"

8-)

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Greetings all,

Ref the shoot and scoot options:

During the time period of most of the missions that are currently being played (80's time period), there was not an ability to rapidly "deploy" and "Set" the guns for a "rapid" shoot. It has only been in the last five(5) or so years that GPS positioning and linking the guns has advanced to the point that the guns can stop, precision align and shoot a rapid 3 round volly and then be on the move again. And only in the tracked elements.

And all this has transpired because of, as has been stated earlier, "almost instant" radar and dopler tracking of the rounds as they depart from the firing tubes location. Counter battery targeting has made the requirement of "not being here" a neccessity as there could be inbound fire in as short as two mins. (again from tracked elements deployed and on the move for just this reason)

Now "trailed" guns are another whole matter and could not be rapidly deployed, set, and fired in the short time period required for any "shoot and scoot". They would be the guns or tubes that would recieve the Counter battery fire if the overlapping ranges were sufficient for the enemy to engage.

Russian tracked elements would be deployed with the near forward units and have a "reach" of 15Km(2S1-122mm), 17Km(2S3-152mm), 28Km(2S5-152mm), 35Km(2S7-203mm). And if they are assigned to or on call of the elements your guns will be engaging! All very serious things your local commanders will need to keep in mind if directing fires (or servicing) to forward enemy elements.

And this is only revelent if the enemy has the equipment to actually do the detecting and direction finding for artillery, very advanced elements required for this. And key targets for your Air elements.

Ok, enough rambling for now.

Later... ...9erRed

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Sure but going forward it would be useful.

The ADF at least (and no doubt all the other customer nations) trains in a 2011 time frame not “if it were the mid 80’s”.

So current trg requires the smaller units (reflecting the increased sophistication of fire control systems - multiple rounds in the air from the same gun on different trajectories, etc.) and their increased mobility (e.g. the “shoot and scoot” issue).

But it also needs to be able to be turned off / disabled if people do want to replicate these earlier time frames.

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Counter battery fire is not that effective. First, most if not all armies have jamming capabilities, and if there is a chance of counter battery fire , and the need to fire with this known, a jamming unit/cell will be deployed. Counter battery is 80's warfare not really current in today's battlefields. The electromagnetic warfare in place today has seemed to make all of those systems ineffective. There are drones that are tasked to this very subject and on station around the clock if the enemy has such capabilities as counter battery, along with other duties we are all aware of.

Second as most of us here are aware of, indirect is not all that effective in the current environment, maybe in the cold war, but in the last 3 major ground wars they have cause more damage that they are worth. Landing on the wrong area can cause a effect that will ripple through the war as we have seen. Direct fire is the current method of delivery preferred by the ground troops.

In large scale FULDA-Gap assaults it would have been useful, not so much now. And you will not find any arty guy to agree with this, however the guys at the other end would prefer direct or a gunship over Indirect.

And finally , having counter battery fire would mean that the arty unit has the first priority on all the battlefield airspace, something that is not going to happen. There are many hands in the airspace plan, the arty is only one of many, and in some cases they would be small hands.

Forget counter-battery fire if you want lead on target at any given moment, arty can't guarantee that.

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