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Fire support

Fire support in TA Events games take the form of three platforms, mortars, attack helicopters and fast air. Each type of support has restrictions on it's use as well as the frequency it can be used, and as well as this they all have they pro's and con's.

Mortars

Within a BattleSim game, mortars take the form of 60mm or 81mm mortars that are kept within the gaming area and consequently become a element that can be captured or destroyed. To introduce more in the mechanics of the event they are given very limited range of 150 metres1. This is by no means realistic but does create new dynamics in the BattleSim games because the mortar crew now have to maneuver the tube in to position before they can reach the target.

Registered vs Unregistered fire.

Registered fire Once a mortar is has been in position for 10 minutes then it can fire registered fire. This will mean that the opening round will be far more accurate then unregistered for and will enable you to bring this first round to within 30 metres of the target point.
Unregistered fire Unregistered fire: any rounds that are fire before the mortar is probably setup (require 10 minutes setup) will be classed as unregistered fire. This will mean that the opening round could land anywhere out to 60 metres from the target point.

Directing fire

Fier Support Screen 1
Image 1: This shows the target point (grid "3149082605" in purple) with the actual mortar aim point in red. This will mean that the rounds will land short and to the right of target.

It is recommended that you drop 2 or 3 spotting rounds to get a good feel of where the shells are landing before attempting to adjust your fire. In order to adjust fire you will need to inform the mortar fire to adjust rounds by either adding, dropping, left or right (x) number of metres. But in order for them to know what direction this is, because it is relative to you, you will need to provide a direction. In other words; a bearing from you to the target.

Example:

E20 this is E34....fire mission....grid 3149082605, target building, drop 3 rounds.

Rounds are dropped and land approximately 15 metres to the right of the building and 50 metres short the building.

E34....adjust fire...direction 165...left 15...add 50...fire for effect.

5 Rounds land near the building.

Finally the 6th round hits the building..

E34...target neutralised.

Fire Support Screen 2 Fire Support Screen 3 Fire Support Screen 4
Image 2: This shows the opening 3 spotting rounds falling around where the mortar is pointing with rounds potentially scattering out to 30 metres, but most rounds falling within 15 metres. Image 3: The spotter attempts to adjust fire by providing a direction of 165 degrees, and then adjusting fire left 15 metres and adding 50 metres. Image 4: At this point the spotter calls in "Fire for Effect". The first 5 rounds scatter around the outside of the building and then the 6th round strikes the building.

Danger Close

One important aspect of this kind of fire support is the initial in-accuracy of the shells and the possibility of "Danger Close". This is where you have friendly troops close to where the shells fall. In this case, if there were friendly forces in building 20 then they would be considered as danger close and would have nearly been hit. Building 20 was well within the 30 metres scatter radius of the shells and this case was very lucky to not get hit.

This needs to be carefully considered when calling in fire support.

Attack Helicopters

Attack helicopters can be used for rocket attacks against targets such as troops in the open or buildings.

When a helicopter attacks a building, it's rockets will target a side of a building. All players in the rooms on the side of the building that was targeted will be instantly killed and everyone else in the room will be concussed for up to 5 minutes. Whilst concussed, they will be unable to communicate with each other, move or fire their weapons.

All rooms effected by the attack will be out of play for 15 minutes.

When calling in helicopter support, the person making the call needs to be very specific about what direction the attack should come from.

Refer to the Fast Air example for calling Helicopter support

Fast Air

Fast Air (airstrikes) will be will be severely restricted within the games as they will pack a serious punch. Fast Air has the ability to completely destroy a building and will cause concussion effects to all players within adjacent buildings.

Quite often, Fast Air wil be "off station", meaning that there are no aircraft within the area and as a result it can take anywhere between 10 and 30 minutes before an aircraft could be in the area and ready to attack.

Targets will need to be identified in one of three ways:

  • Grid Reference - Can lead to misses, which could then cause fratricide.
  • Smoke - Slightly more accurate but still a chance that munitions could miss.
  • Laser Designator - The most accurate.

Example

The FAC (forward air controller) has been requested to take out building 22 by his commanding officer. The FAC calls the Close Air Support (CAS) aircraft.

FAC: “Easy Rhino seven three three this is Wolf Pack six requesting immediate air strike. Target location is grid ONE EIGHT THREE FOUR FOUR SEVEN TWO ONE. Target is building. Target will be marked by yellow smoke. Danger Close. Over.”

The pilot acknowledges the request.

CAS: “Wolf Pack six this is Easy Rhino seven three three, roger air strike request. Time on target approximately five minutes. Standby.”

Three minutes later the pilot calls the FAC to let him know that he is nearly on the target and the FAC should go ahead and mark the target with smoke as he earlier stated he would in the initial request.

CAS: “Wolf Pack six this is Easy Rhino seven three three. Time on target, two minutes, smoke, Over.”

At this time the FAC throws his smoke near the intended area for the air strike and then calls the CAS to let him know the target is marked with smoke.

FAC: “Easy Rhino seven three three this is Wolf Pack six, smoke, Out”

At this time the CAS calls the FAC back and informs him that he is entering the target area with the requested strike.

CAS: “Wolf Pack six this is Easy Rhino seven three three, roger smoke, inbound, standby.”