Dear RO fans and Tripwire,
I am Novak from the 369th and I thought it would be of benefit to post a suggestion in regards to the Artillery System currently present within RO. Let me tell you where I am coming from first off; I am a Fire Support Officer attached to an infantry battalion in the US Army. As the leader of a 4 man Fire Support Team (FIST Team) and as I am qualified as a JFO (Joint Fires Observer) it is my job to plan/ coordinate, give targeting data and adjust Mortars, FA, Rocket Artillery, Naval Gun Fire (NGF), Close Combat Attack (Rotary wing), and Close Air Support (Fxed Wing). My Fire Support NCO as well plays this game and we both discussed the Artillery System currently present (the best in any game imho) and what we know would make the system more proficent and historically accurate.
My only hate: Get rid of Recon Planes... These would be used before a battle, not during a firefight in Stalingrad. Too COD.
Now let me reiterate that TW's artillery system is better then any game I know of for what is being attempted here (so ARMA fans just sit back down and take a breather). Here is what needs to be available to a Co. and his SL's...
- Available Ordinance and Assets -
This time limit between fire missions needs to vanish. Why would I not be able to call in Mortar support on a TGT when FA is busy at work??? Thank goodness this isn't the case in real life because I'd be in a mess lol. No this is what you need instead...
At the right hand side of Co. and SL's maps you would have an ongoing counter which would say the following:
German side I.E.
Indirect Assets
- 8 cm Granatwerfer 34 Mortar (15 HE / 4 Smoke)
- 105mm Howitzer (20 HE / 0 Smoke)
- 28/32cm Nebelwerfer Section (Not Available)
Russian side I.E.
Indirect Assets
- 82mm pm-41 Mortar (20 HE / 0 Smoke)
- 122 mm corps gun M1931/37 (15 HE/ 4 Smoke)
- Katyusha x4 Section (2 Salvos)
It would be the job of the Co. to keep track of how many rounds he had available and to allow for good conservation, the following Options laid out below would allow the Co. to dictate how many rounds and salvos he requires for a TGT.
- Marking Artillery Targets -
1) Co. or SL pulls up binoculars and marks TGT (keep this method)
2) Co. needs to be able to pull up his map and be able to click on the map. This action on his part will bring up a menu which will have 3 options for him to click. 1. mark enemy position, 2. mark a rally point, 3. mark a target for indirect fire. If he clicks the 3rd option, the Co. would simply go to the radio and call in that TGT. It is absurd to me that I can't call in a Grid Artillery Mission in this game (which is the most used mission type of any in the world). A good SL would be able to help with this one by bringing up his map and calling in the information to his Co. i.e. "Hey Skoko, I have spotted at least 6 enemy infantry and a T34 in F5 keypad 7, request Artillery on that location."
The Co. would now be able to do one of two things. He can (A) simply click the icon on the right hand side of the screen that will fire a standard mission of 3 rounds, 2 salvos. Or (B) he clicks the TGT on his map and begins to go through 4 Menus that will simultaneously appear.... Option (A) would be a must for immediate suppression of a TGT when time is unavailable because your position is being over run or a TGT of opportunity might dissapear. Option (B) is a must for accurate fire support and to ensure your supply of Ordinance isn't wasted needlessly. Option (B) is laid out below....
- Artillery Menu #1 -
When the Co. brings up his map and a TGT has been marked (by either of the options described above) he must next click that tgt to bring up Artillery Menu #1. AM#1 allows the Co. to decide what type of Indirect to use on a TGT. Mortars for Personnel and Positions, FA for area TGTs or for enemy Armor, Rocket Artillery for making people **** their pants...
AM#1 Options
1) Mortars
2) Field Artillery
3) Rocket Artillery
- Artillery Menu #2 -
After selecting what indirect asset the TGT needs, the Co. will have AM#2 pop up. This menu will ask what type of ordinance the Co. wishes to use for the TGT. This I bring up as a must because Artillery doesn't just blow **** up, it can be extremely valuable at laying down smoke screening a group of friendly's advance, or place it near the baddies to obscure their vision.
AM#2 Options for Mortars and FA
1) Smoke
2) High Explosive
p.s. Rocet Artillery just fires HE, so if selected in AM#1 you would skip AM#2 and go directly to AM#3.
p.s.s. I would have also added illumination here, but TW will not make maps that are that dark so I don't see it necessary to add.
- Artillery Menu #3 -
After selecting which ordinance would be used for this Fire Mission, the Co. would see a third menu appear. AM#3 would allow the Co. to pick how many rounds he wants to fire.
AM#3 Options for Mortars and FA
1) 1 round per salvo
2) 2 round per salvo
3) 3 round per salvo
4) 4 round per salvo
This Menu option needs to be added because sometimes you don't want to wipe out a grid square (1 km by 1 km) because you have an accurate TGT location on one enemy position and you have friendlies nearby. Other times you need that area remodeled and you'll request that 4 guns fire (the average size of a FA or Mortar Platoon).
- Artillery Menu #4 -
After selecting how many guns he wants firing at once (aka how many rounds will be in each salvo) the Co. will have one last menu appear that asks how many salvos of the given # of rounds he desires to be fired. Sometimes you want only 1 round/ 1 salvo for knocking out an enemy mg nest, other times you might want continuous smoke in an area so you'd set 3 rounds/ 4 salvos.
AM#4 Options for Mortars and FA
1) 1 Salvo
2) 2 Salvos
3) 3 Salvos
4) 4 Salvos
If you need more Salvos just refire that same Artillery TGT
...After AM#4 was selected by the Co., the radio would begin its transmission like we heaenow with our friendly Fire Direction Center sending us information about the rounds flying in. While one TGT is being fired the option for other TGTs to be fired at the same time I understand might be difficult, but as soon as the last rounds of a Fire Mission hit the ground, put that Indirect Asset (i.e. Rockets) on a 1 minute breather, but allow the Co. to call in his other assets for a new TGT (i.e. Mortars or Field Artillery). With rank comes responsibility so the Co. would be responsible for doing all the above and ensuring all his FA wasn't wasted in the first 5 minutes. If he is jacked up, that is why you have the "kick from position" vote system.
Now I know some of you are thinking "AHHHHH wtf is this guy talking about!" I will reply with understanding to this reaction by telling you that right now the FA system needs to be upgaded because If you ever find yourself knwoning enemies are in an area, but being unable to mark with with binocs then you'll want the map option. If you don't want 3000 rounds firing downrange then you'll want the option to specify # of rounds. If you don't want to wait 3 hours for the next barrage because apparently the Artillery Battery takes a 10 minute Schnapps break after every Fire mission then you'll want the availability of different assets. The game should also mae it clear that a lot of times a Company sized Action would only have mortars available so for smaller maps make this the only available asset. Also create a Radioman class who has the option of spawning in next to the Co. Then place the onfield radios back in each sides respective spawns, except for larger maps. On larger maps radios inside Observation Post/ HQ dugouts or houses would be acceptable. but give us a radio man class pronto.
Hope people will take this post seriously because this accuracy in using Fire Support will set this game apart from all others and will keep the regular RO and the realism RO communities both happy.
Thanks for your time
Happy Hunting
I am Novak from the 369th and I thought it would be of benefit to post a suggestion in regards to the Artillery System currently present within RO. Let me tell you where I am coming from first off; I am a Fire Support Officer attached to an infantry battalion in the US Army. As the leader of a 4 man Fire Support Team (FIST Team) and as I am qualified as a JFO (Joint Fires Observer) it is my job to plan/ coordinate, give targeting data and adjust Mortars, FA, Rocket Artillery, Naval Gun Fire (NGF), Close Combat Attack (Rotary wing), and Close Air Support (Fxed Wing). My Fire Support NCO as well plays this game and we both discussed the Artillery System currently present (the best in any game imho) and what we know would make the system more proficent and historically accurate.
My only hate: Get rid of Recon Planes... These would be used before a battle, not during a firefight in Stalingrad. Too COD.
Now let me reiterate that TW's artillery system is better then any game I know of for what is being attempted here (so ARMA fans just sit back down and take a breather). Here is what needs to be available to a Co. and his SL's...
- Available Ordinance and Assets -
This time limit between fire missions needs to vanish. Why would I not be able to call in Mortar support on a TGT when FA is busy at work??? Thank goodness this isn't the case in real life because I'd be in a mess lol. No this is what you need instead...
At the right hand side of Co. and SL's maps you would have an ongoing counter which would say the following:
German side I.E.
Indirect Assets
- 8 cm Granatwerfer 34 Mortar (15 HE / 4 Smoke)
- 105mm Howitzer (20 HE / 0 Smoke)
- 28/32cm Nebelwerfer Section (Not Available)
Russian side I.E.
Indirect Assets
- 82mm pm-41 Mortar (20 HE / 0 Smoke)
- 122 mm corps gun M1931/37 (15 HE/ 4 Smoke)
- Katyusha x4 Section (2 Salvos)
It would be the job of the Co. to keep track of how many rounds he had available and to allow for good conservation, the following Options laid out below would allow the Co. to dictate how many rounds and salvos he requires for a TGT.
- Marking Artillery Targets -
1) Co. or SL pulls up binoculars and marks TGT (keep this method)
2) Co. needs to be able to pull up his map and be able to click on the map. This action on his part will bring up a menu which will have 3 options for him to click. 1. mark enemy position, 2. mark a rally point, 3. mark a target for indirect fire. If he clicks the 3rd option, the Co. would simply go to the radio and call in that TGT. It is absurd to me that I can't call in a Grid Artillery Mission in this game (which is the most used mission type of any in the world). A good SL would be able to help with this one by bringing up his map and calling in the information to his Co. i.e. "Hey Skoko, I have spotted at least 6 enemy infantry and a T34 in F5 keypad 7, request Artillery on that location."
The Co. would now be able to do one of two things. He can (A) simply click the icon on the right hand side of the screen that will fire a standard mission of 3 rounds, 2 salvos. Or (B) he clicks the TGT on his map and begins to go through 4 Menus that will simultaneously appear.... Option (A) would be a must for immediate suppression of a TGT when time is unavailable because your position is being over run or a TGT of opportunity might dissapear. Option (B) is a must for accurate fire support and to ensure your supply of Ordinance isn't wasted needlessly. Option (B) is laid out below....
- Artillery Menu #1 -
When the Co. brings up his map and a TGT has been marked (by either of the options described above) he must next click that tgt to bring up Artillery Menu #1. AM#1 allows the Co. to decide what type of Indirect to use on a TGT. Mortars for Personnel and Positions, FA for area TGTs or for enemy Armor, Rocket Artillery for making people **** their pants...
AM#1 Options
1) Mortars
2) Field Artillery
3) Rocket Artillery
- Artillery Menu #2 -
After selecting what indirect asset the TGT needs, the Co. will have AM#2 pop up. This menu will ask what type of ordinance the Co. wishes to use for the TGT. This I bring up as a must because Artillery doesn't just blow **** up, it can be extremely valuable at laying down smoke screening a group of friendly's advance, or place it near the baddies to obscure their vision.
AM#2 Options for Mortars and FA
1) Smoke
2) High Explosive
p.s. Rocet Artillery just fires HE, so if selected in AM#1 you would skip AM#2 and go directly to AM#3.
p.s.s. I would have also added illumination here, but TW will not make maps that are that dark so I don't see it necessary to add.
- Artillery Menu #3 -
After selecting which ordinance would be used for this Fire Mission, the Co. would see a third menu appear. AM#3 would allow the Co. to pick how many rounds he wants to fire.
AM#3 Options for Mortars and FA
1) 1 round per salvo
2) 2 round per salvo
3) 3 round per salvo
4) 4 round per salvo
This Menu option needs to be added because sometimes you don't want to wipe out a grid square (1 km by 1 km) because you have an accurate TGT location on one enemy position and you have friendlies nearby. Other times you need that area remodeled and you'll request that 4 guns fire (the average size of a FA or Mortar Platoon).
- Artillery Menu #4 -
After selecting how many guns he wants firing at once (aka how many rounds will be in each salvo) the Co. will have one last menu appear that asks how many salvos of the given # of rounds he desires to be fired. Sometimes you want only 1 round/ 1 salvo for knocking out an enemy mg nest, other times you might want continuous smoke in an area so you'd set 3 rounds/ 4 salvos.
AM#4 Options for Mortars and FA
1) 1 Salvo
2) 2 Salvos
3) 3 Salvos
4) 4 Salvos
If you need more Salvos just refire that same Artillery TGT
...After AM#4 was selected by the Co., the radio would begin its transmission like we heaenow with our friendly Fire Direction Center sending us information about the rounds flying in. While one TGT is being fired the option for other TGTs to be fired at the same time I understand might be difficult, but as soon as the last rounds of a Fire Mission hit the ground, put that Indirect Asset (i.e. Rockets) on a 1 minute breather, but allow the Co. to call in his other assets for a new TGT (i.e. Mortars or Field Artillery). With rank comes responsibility so the Co. would be responsible for doing all the above and ensuring all his FA wasn't wasted in the first 5 minutes. If he is jacked up, that is why you have the "kick from position" vote system.
Now I know some of you are thinking "AHHHHH wtf is this guy talking about!" I will reply with understanding to this reaction by telling you that right now the FA system needs to be upgaded because If you ever find yourself knwoning enemies are in an area, but being unable to mark with with binocs then you'll want the map option. If you don't want 3000 rounds firing downrange then you'll want the option to specify # of rounds. If you don't want to wait 3 hours for the next barrage because apparently the Artillery Battery takes a 10 minute Schnapps break after every Fire mission then you'll want the availability of different assets. The game should also mae it clear that a lot of times a Company sized Action would only have mortars available so for smaller maps make this the only available asset. Also create a Radioman class who has the option of spawning in next to the Co. Then place the onfield radios back in each sides respective spawns, except for larger maps. On larger maps radios inside Observation Post/ HQ dugouts or houses would be acceptable. but give us a radio man class pronto.
Hope people will take this post seriously because this accuracy in using Fire Support will set this game apart from all others and will keep the regular RO and the realism RO communities both happy.
Thanks for your time
Happy Hunting