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Post by pershainovitsh on Apr 2, 2013 13:36:41 GMT 1
I don't know how the mortar worked in BF: Vietnam, but I do know that in Forgotten Hope 2 it requires teamwork and precision to work. Artillery works the same way. One person must give a target with the binoculars (only recon, NCO and some special classes have them), and then the man using the mortar will align the indicators properly and fire. Most of the time you can use high explosive and smoke grenades, and sometimes armor piercing as well. A bit more complicated than the point&click in BF3. Sometimes there are mortar kits to be found laying on the ground in FH2, but usually they are in fixed positions.
When an artillery-fired grenade hits near you, you will notice and remember it for the rest of your life. It whistles as it falls, giving you a second to get to cover. When there's two or more mortars firing together, the battlefield is like hell. No sane person wants to go through a bombardment. This way it's possible to block an enemy route.
Guide to FH2 artillery:
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Post by sfscriv on Apr 2, 2013 13:51:07 GMT 1
Indirect - Anything that is not launched directly at the target The purpose is to hit a target in a dug-in position Hand Grenade 40 mm grenade fired by grenade launcher Mortars Artillery Close Air Support (CAS)
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Post by sfscriv on Apr 2, 2013 13:56:09 GMT 1
The commander should control the highest casualty producing weapon system on the Battlefield. Making snipers and squad leaders designate targets and the commander approve/decline the request for fires would encourage greater teamwork and reduce the frequency of incoming indirect fire round impacts.
Close Air Support (CAS) communication Channel - Squad Leader and snipers request CAS accepting aviator activates the channel, so ground and air can talk for a short period of time
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