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Also, firing mortars at moving targets means that each turn will require you to adjust fire, setting the chance to hit back to 5%, so I try to avoid this unless:
1. The enemy is bunched together (3-4 units close to each other) which gives me a good chance of hitting something, or;
2. There are no other targets.
The optimum uses of mortars are against static AT guns and MGs, or to fire smoke and star shells (night battles). Dropping smoke in front or on top of enemy tanks and heavy weapons reduces the enemy's chance to hit, while star shells at night raise both sides chances, but allows you to spot enemy units more easily, I usually aim one hex in front of an enemy unit when I fire mortar smoke, to eliminate the chance of the round landing behind the target.
Finally, while the light mortars (e.g. Allied 2 inch mortars) have a very long range and can fire at unspotted hexes, the off-map mortars require their specialist observer to be able to see the target hex. I'm not sure why there's a difference. Anyway, moving your observers forward, preferably into a two storey building, is essential, but so is keeping them alive.
It's a challenge, and the AI mortars are quite deadly if you stand still and bunch up.
Worth noting that according to Tom there is no incremental bonus if you have more than one observer with LOS to the target.
Yes, in fact in Skirmishes I usually buy the on-map 2" and 8cm in preference to offmap Observers, because as you say, on-maps can be fired at ANY HEX ON THE MAP without needing LOS to the hex or a spotting HQ.
PS- however, 2" on-maps have a shorter range than 82's, so we have to make sure they're not deployed too far back..:)
Three 2" mortars will give a more powerful barrage and wider smoke screens. I place them within one or two spots of each other so they usually share the same LOS. I just wish for deliberate attacks I could buy an ammo bearer section or a vehicle stocked with a bit more mortar smoke ammo.
Thank you I hadnt seen that.
You only actually need LOS to an adjacent tile to the target tile.
We call this "observable"