Before I start talking about more Fire Missions, I want to take a step back and give some design thoughts. Yeah I know
you don't have to know all of this to be an effective player, but this is meant to enhance your understanding. The basic design assumption is that artillery is going to attempt to execute fire in such a way to maximize its effect for a given situation. While this assumption may sound silly to state (DUH!), it is important when considering effects. For instance I may not want my observers to just blast a 100mx100m area when attacking infantry marching in column on a road. Greater effect is likely to occur by a striking linearly along the road (which would likely be 200mx50m).
Let me also include a couple of definitions that are important for context as to how FM's work in the game. I have mentioned this before but All FM's are either unplanned or planned.
unplanned FM's mean that they automatically execute under the proper circumstances over the course of the game turn without player input. Players tell batteries to adopt this *stance* but the execution is, well...unplanned!
Conversely,
planned missions are when the player tells the battery to fire at a specific place, at a specific time, for a specific duration. OK, on to Interdiction...
The
Interdiction FM will be for precision fire against a very specific static target to render it ineffective. The only targets I can think of are roads and bridges. Each Interdiction FM will require 30 min to perform and will use 25% to 50% of the ammo used for an Area FM. These FM's may only be performed if they are able to be observed. These FM's are most efficiently performed by medium and heavy arty.
I discussed the
Area FM in the original post, but I will give a review. This FM is planned for a specific area and duration (in 15 min increments) to concentrate fire with the goal of damaging personnel and equipment in approximately a 10,000m
2 (e.g. 100mx100m) sized area. This will take about 36 rounds from US 105's to accomplish. Additional batteries from the same battalion may combine fire using this FM and will gain a bonus for effectiveness when doing so. In other words if batteries from the same battalion fire together at the same target, the batteries gain extra effectiveness by firing together. The general assumption is that extra batteries are going to increase the coverage area, thus exposing more enemy troops to being hit, not solely concentrating on a 100m x 100m area. Furthermore, every firing element counts as expending its full allotment to achieve effect. So a battalion of US 105s is going to expend about 216 rounds in about 30 minutes. Example: 4 batteries are performing an Area FM on the same location at the same time. 3 of the batteries are from the same battalion and 1 is from a different battalion. The 3 batteries from the same battalion gain an effectiveness bonus, but the 4th battery from the different battalion does not.
Op FM's are similar to Area FM's except they are reactionary (i.e. unplanned). Op FM's may be requested in 2 different cases. Case 1 is when an enemy unit is spotted moving, an Op FM request can be made. Case 1 Op FM's are only performed by a single battery, although I may allow for additional batteries to respond for American and British FM requests. Circumstances will dictate whether or not the FM request is fullfilled. but when it occurs the results are calculated exactly like an Area FM.
Case 2 is that an Op FM may be requested by a unit that comes under ground attack, but unlike Case 1 there is no hard limit on the number of batteries that respond in support. The amount of support a ground unit receives will depend on various circumstances.
Defensive FM's are exactly like Case 2 Op FM's, however batteries with a Defensive FM will only respond to support a unit under ground attack.
When a
Counterbattery FM is given to a battery, it sits silently until an enemy artillery unit is detected firing. It then responds by firing at one of the detected batteries in an attempt to destroy or lessen the effectiveness of the enemy battery. The enemy may sustain material damage as a result, but the most common outcome is a reduction in artillery effectiveness in trying to complete its mission.
That is all for now, but I have yet still more post. Next I will explain the differing levels of support (general, direct, and dedicated) and what it means to the player. In the mean time, please feel free to ask questions or share your thougthts....