The rules (in the Special Rules section of the Player's Manual) seem to mention that indirect fire scatters more, plus might be more inaccurate with range to target.
(Ref: Conducting Fire, p92)
However, what I can't figure out is *how* - by what equation? I can only find one task description that seems to even apply to indirect fire, and it seems 'fixed' in difficulty:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">To hit a targeted location with indirect fire, Difficult, FwdObs, 1 round (absolute, unskilled okay, fateful). </pre>[/QUOTE]There is mention here of scatter (this is bottom right on p 73). But there is no scatter info (I think that was in some errata right)?
So my questions:
1. Is this task used to hit with a mortar?
2. What would the penalty be by firing a mortar from a map only? (No observer)
3. How is scatter affected by indirect (off board) ranges? Presumably scatter is longer, but by what formula?
Tertiary, but also important:
As it pertains to danger space, my understanding is everyone within the 10m (or is that square) danger space of a TL-6 HE mortar (from the Ref's guide) shell *might* take a Pen 9 (or Pen 10 if you use the modifiers for TL) attack.
I say *might* because my reading of the section on Danger Space and Group hits suggests it (P72/73 PM) that it is automatic. Yet looking at the combat flowchart on the inside of the MT Ref's Screen seems to suggest that you have to make some sort of attack role for each target in the danger space.
Only, the only attack roll I have available that I can think of is the Direct Fire one, which doesn't seem to apply. So how do I determine who, in a Mortar's danger space, gets hit by shrapnel/concussion wave?
And, as I have seen from lots of footage, studies, and training, the best defence vs. a nearby mortar or grenade round is being prone. Reduced target cross-section, and mortars and other things may burst up as much as out. So, how do we factor this kind of cover into who gets hit in the danger space? (that is, so far all I can see for cover is a halving of armour if you do get hit....). Perhaps a +1 difficulty from whatever (yet to be clarified) task to hit people in the danger space?
Thoughts, advice, guidance?
(Ref: Conducting Fire, p92)
However, what I can't figure out is *how* - by what equation? I can only find one task description that seems to even apply to indirect fire, and it seems 'fixed' in difficulty:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">To hit a targeted location with indirect fire, Difficult, FwdObs, 1 round (absolute, unskilled okay, fateful). </pre>[/QUOTE]There is mention here of scatter (this is bottom right on p 73). But there is no scatter info (I think that was in some errata right)?
So my questions:
1. Is this task used to hit with a mortar?
2. What would the penalty be by firing a mortar from a map only? (No observer)
3. How is scatter affected by indirect (off board) ranges? Presumably scatter is longer, but by what formula?
Tertiary, but also important:
As it pertains to danger space, my understanding is everyone within the 10m (or is that square) danger space of a TL-6 HE mortar (from the Ref's guide) shell *might* take a Pen 9 (or Pen 10 if you use the modifiers for TL) attack.
I say *might* because my reading of the section on Danger Space and Group hits suggests it (P72/73 PM) that it is automatic. Yet looking at the combat flowchart on the inside of the MT Ref's Screen seems to suggest that you have to make some sort of attack role for each target in the danger space.
Only, the only attack roll I have available that I can think of is the Direct Fire one, which doesn't seem to apply. So how do I determine who, in a Mortar's danger space, gets hit by shrapnel/concussion wave?
And, as I have seen from lots of footage, studies, and training, the best defence vs. a nearby mortar or grenade round is being prone. Reduced target cross-section, and mortars and other things may burst up as much as out. So, how do we factor this kind of cover into who gets hit in the danger space? (that is, so far all I can see for cover is a halving of armour if you do get hit....). Perhaps a +1 difficulty from whatever (yet to be clarified) task to hit people in the danger space?
Thoughts, advice, guidance?