View Full Version : Artillery/Air Support issues
gorckat
May 3rd, 2008, 05:28 PM
1) How come my A-10s are taking out my Bradleys? I had targeted them at some locations I expected enemy tanks, and on the flyover they took out two Bradleys and shot at a couple of my tanks.
2) I'm canceling fire missions from my 155mm's, but sometimes it doesn't seem to take and I end up dropping the pain on my own guys. Does the cancel order have to come from someone with line of sight on the target?
I find myself disabling guns via the info window to try and make sure none of my guys get popped, but I think on re-enabling them the old order kicks back in because I've seen fire missions behind my own lines a few times, where I was shooting before I advanced.
Mobhack
May 3rd, 2008, 06:46 PM
1) air will happily perform blue-on-blue, especially if the blue forces are near the target hex, or the air route in overflies blue forces.
Keep air strikes a couple of kilometres (40 hexes) or more from your troops (especially vehicles). CAS against enemy vehicle targets can be called in closer to friends provided you only have grunts in close - air prefers vehicle targets, and the Air Farce is not very good at target recognition. Try to plot the ingress route so it does not overfly own forces as well.
2) Cancel will stop fire dead. However, any units with no radio comms will do whatever they were last tasked to do. So those times you got hit with friendly fires - were likely to be units already plotted that had lost comms?.
In any case, if you are calling in arty that close, you will get hit. "Danger Close" fires are a lottery, so are only done when the situation requires it in real life.
Disabling weapons is only relevant for direct fire weapons, not area missions, as far as I recall.
Cheers
Andy
gorckat
May 3rd, 2008, 06:55 PM
I'd seen the radio issue mentioned elsewhere for calling in attacks and it hadn't occured to me they'd need radios to stop http://forum.shrapnelgames.com/images/smilies/tongue.gif
Thanks.
Sniper23
June 27th, 2008, 05:53 PM
Mobhack said:
1) air will happily perform blue-on-blue, especially if the blue forces are near the target hex, or the air route in overflies blue forces.
Keep air strikes a couple of kilometres (40 hexes) or more from your troops (especially vehicles). CAS against enemy vehicle targets can be called in closer to friends provided you only have grunts in close - air prefers vehicle targets, and the Air Farce is not very good at target recognition. Try to plot the ingress route so it does not overfly own forces as well.
2) Cancel will stop fire dead. However, any units with no radio comms will do whatever they were last tasked to do. So those times you got hit with friendly fires - were likely to be units already plotted that had lost comms?.
In any case, if you are calling in arty that close, you will get hit. "Danger Close" fires are a lottery, so are only done when the situation requires it in real life.
Disabling weapons is only relevant for direct fire weapons, not area missions, as far as I recall.
Cheers
Andy
Agree with Andy about cas and danger close but as far as I can tell if you disable the weapon it won't fire so it colud be used as a tactic[just remember to turn them back on http://forum.shrapnelgames.com/images/smilies/biggrin.gif]
Sniper23
June 27th, 2008, 05:55 PM
didn't see that this ones old
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