[some edits for spelling, presentation order, etc]
I'm finally getting around to working on the sequel to
FSB Pious Piotr
which will involve acting as forward observers for the artillery. But, as usual, the scale in Only War is messed up, and the rules on how to get the artillery on target leave something to be desired. So here's my thoughts on that:
These rules are trying to feel like calling artillery between roughly 1935 and 1990. Post ~1990 artillery is pretty much too good for the game.
Terms:
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Adjust Fire
This is where you don't know if you have the right target area or not, so the artillery you are talking to only fires one round at the time. Then you observe where the hit was, call them with corrections, and have them shoot again.
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Fire for Effect
This is where you know your artillery is on target, and now you want the guns to shoot several rounds.
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Danger Close / Minimum safe distance (MSD)
Considering the relative inaccuracy of artillery fire and the large blast radius, you don't want to call artillery fire to land too close to friendly targets, outside of exceptional circumstances. The distance is technically determined by what you are shooting and what the friendlies are (infantry in the open, infantry dug in, vehicles, etc).
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Final Protective fire (FPF)
This is the call when your unit is in danger of being overrun. The artillery fires very close to your position (quite often within the danger close /MSD range) as a final attempt to kill the enemy about to overrun you.
A call for final protective fire has a very high priority for artillery units, so your less urgent fire mission may get put on hold for some other units FPF.
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Artillery fusing:
Standard artillery shells normally have 3 different fusing choices:
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Proximity / 'Variable Time' (VT)
Not a timed fusing at all, instead the artillery shell has a device that tells it how far above the ground it is, and it blows up in mid air. [They were originally called variable time by the Allies during WW2 in an attempt to confuse the Germans about how exactly it was done and, like them term 'tank', the name has stuck.]
So why would you use VT fusing?
It gives you the greatest area of effect of shrapnel against infantry targets. In addition, the shrapnel if coming from above, rather than along the ground, making fighting positions (or simply be prone) considerably less effective in protecting against it
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'Quick'
This has the artillery go off almost as soon as it hits the ground. This greatly reduces the effectiveness against personnel, as much of the shrapnel is wasted against the ground.
So why would you use Quick fusing?
Your tech level doesn't allow for VT fusing (though this has been available since WW2, so it's quite old)
You want to see where your shells impact, because you are adjusting fire.
You don't have any ICM rounds and you really need to engage vehicles. The chance of the artillery round directly hitting a vehicle is very small, but vehicles directly hit by large artillery shells are usually very unhappy.
[Realism comment, the actual shrapnel footprint of quick fuse shells is more sausage or butterfly wing shaped, rather than round, but we'll ignore this.]
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'Delay'
The artillery goes off after a slight delay, meaning that the shell goes off under the ground. This greatly reduces the shrapnel effect. On the other hand, it is more effective at demolishing structures.
Delay fusing s theoretically more dangerous to dug in infantry, since the delay makes the blast effect of the shell more likely to effect their fortifications. BUT, VT fusing is generally more effective against infantry positions without overhead cover. So the delay fusing is generally only fired against dug in infantry when the shooter doesn't have VT shells.
So why would you use delay fusing?
You want to damage a building, bridge, or other structure.
You are firing on infantry positions with overhead cover that are almost immune to quick and VT fused shells.
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ICM, for when you really want to kill people.
Instead of being one large blast, an ICM round instead splits open and distributes several small bomblets over the beaten zone. This is even more dangerous to vehicles, as the ICM bomblets usually have some anti-vehicular effect. In addition, ICM is more effective against infantry as well.
ICM rounds are only 'modern' and only available for medium and heavy artillery.
So when wouldn't you want to use ICM?
When firing against dug in targets with overhead cover. (ICM costs more, and isn't much more effective)
When firing on targets with 'incidental' overhead cover, such as forest or jungle.
When shooting at targets in buildings (the bomblets don't do so well against structures).
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Artillery blast radii
The blast radius of actual artillery is much larger than presented in Only War. So first thing, here's something about that:
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Light mortar (Mortar heavy weapon in the book, 60mm mortar)
Approximate MSD 250 meters
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Fragment radius:
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'Modern Type' ca 1960-1990 shells
VT ~15meters
Quick ~7.5 meters
Delay ~4 meters
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Less advanced shell ca 1910-1955
VT ~10 meters
Quick ~ 5 meters
Delay ~ 2.5 meters
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Heavy Mortar/Medium Artillery (Griffon Mortar in the book, 100 - 120mm mortar. ~105 mm gun)
Approximate MSD 350-400 meters
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Fragment radius:
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'Modern Type' ca 1960-1990 shells
VT ~30 meters
Quick ~15 meters
Delay ~7.5 meters
ICM ~30? meters
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Less advanced shell ca 1910-1955
VT ~20 meters
Quick ~10 meters
Delay ~5 meters
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Heavy Artillery (Earthshaker cannon, ~155mm Artillery)
Approximate MSD 500-600 meters
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Fragment radius:
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'Modern Type' ca 1960-1990 shells
VT ~50 meters
Quick ~25 meters
Delay ~12.5 meters
ICM ~50? meters
--
Less advanced shell ca 1910-1955
VT ~35 meters
Quick ~17.5 meters
Delay ~8.75 meters
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Damage:
The main way artillery damages targets is via shrapnel. Though the blast effects of the shell are much more damaging, the area of effect is very small compared to the shrapnel radius. So we'll only really worry about blast effects when we are using artillery to level buildings.
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For infantry:
Being the lethal radius of an artillery shell is like coming under attack from a spray weapon. Make an agility test, modified by your size. For example, an ork nob (size: Hulking) would add 10 to his roll, making him more likely to be hit. For quick and delay fusing, a result over 120 represents a direct hit by a shell.
If the fusing is quick or delay, you get a +10 for begin prone, +20 for being prone and in cover, and +30 for being dug in (slit trench or foxhole, not just a hasty fighting position)
If the fusing is VT, you get a +10 for being prone and in cover, and a +20 for being dug in.
If ICM, you get a +10 for being prone and in cover, and a +20 for being dug in; but, for every 2 margins of failure after the first, you suffer an additional fragment hit.
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For vehicles:
Crew of open topped vehicles makes agility tests as if they were prone and in cover.
For VT fusing:
Vehicles are hit automatically by fragments, and suffer a hit on the top facing, which normally has the same armor as the rear.
For quick and delay fusing:
Vehicles roll d100 and add their size modifier.
A result of 120 or more means a direct hit by an artillery shell on the top facing. In addition, crew of open topped vehicles hit directly automatically fail their agility tests and also suffer the direct hit damage.
Otherwise, the vehicle suffer a single fragment hit to the top armor facing. (Crew makes agility tests as normal).
ICM
The vehicle's commander makes a test against target number thirty (30), and adds the vehicles size bonus to the roll (so massive vehicles (SB +30) will be hit at least once). If the test is passed, they suffer a fragment hit to the top facing. If failed, for every 2 additional margins of failure, they suffer an additional bomblet hit.
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Damage:
Fragment hits (no matter what artillery size)
2d10+2
Direct hits:
Mortar: 2d10+6 Pen 6
Medium artillery: 3d10+8 pen 8
Heavy Artillery: 5d10 + 10 pen 10
ICM:
Bomblet hit vs. vehicle: 2d10 + 6 pen 10
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Results:
Infantry in the open gets roughly handled by artillery, but PCs aren't likely to be killed outright by an artillery strike.
Armored vehicles are mostly immune to non-ICM rounds, and ICM works better against lightly armored vehicles but is also capable of destroying tanks.
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Things that may need more thought:
Dug in infantry should be very resistance to most artillery, and may need more bonuses.
May need more 'discussion' on incidental overhead cover, like trees.
May need more discussion on fighting positions and overhead cover for those not familiar with the terms.
Should I also model the 'casualty' radius of the shells, not just the lethal radius?
[Casualty radius of shells is roughly twice their fragment radius. Would probably be the same as being in the lethal radius, but no chance of direct hit, and maybe +30 to agility test.]
What's the lethal radius of ICM vs VT? Is it roughly the same, or is the ICM radius larger?
Would assume that ICM doesn't have as much of a casualty radius, though.
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Next post to be about how to get the artillery on target.