Squad – Call for Fire 101

A brief explanation on the basics of Call For Fire, how and why to do it.

Basics of Call for Fire

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Due to recent events ingame I’ve decided to write up a small, game-themed Call For Fire (and how to bracket adjustments) informational guide.

Mortars in Squad use a 50m interval for accurate range corrections. This will be the basis of our adjustments, and we will work our way down to more minute adjustments using simple principles of trajectory. This is important not just for the person(s) on the Mortar but also for whoever is providing their BDA (Battle Damage Assessment).

As this guide will be centered around Call For Fire I will for the most part disregard operation of the mortars themselves and focus solely on guiding a 3rd party into the target zone.

Your first Call For Fire will ALWAYS be “ranging” rounds. These are to ensure you the mortar is dropping its rounds within the vicinity of the target. You can expect a deviation of 100m around the target. If rounds are landing 75m to the SE of the target you would find where the mortars are firing from, where the target is located, and triangulate the corrections based off the Mortars position – not your own.

“Left 75m” as a correction could be a mistake that drops mortars onto your friends instead of your enemy, as you may be wanting the mortars to land left from your view – but depending on your location the mortars adjusting fire left would actually drop them to the right instead. It is vitally important to recognize where the mortars are looking at the target from, as your adjustments need to be made from their position.

So we will use the map to help figure this problem out. If you are a Squad Leader you can draw a line on the map from the mortars to their target using the Draw Line function. This will give you a rough trajectory of the rounds they are shooting. Always base your corrections on their trajectory. Next you should always use degrees to adjust the horizontal axis and meters to adjust the vertical axis. This separates confusing phraseology that may be misunderstood in the heat of the moment. “Left 5 degrees” and “Up 25 meters” are much more distinguishable and clear to understand due to the compass showing degrees horizontally and the vertical dispersion being ranged in meters for the Mortar itself.

Next we will cover other common phrases and why to use them:

Add (X) Meters.

This should be said in 25 meter increments to help bracket a target. Once you are within that 25m of the target you can switch to lower numbers to truly zero in on them. 25m is used because it is the halfway point between measurements on the Mortar sight. It allows for the smallest amount of deviation and range movement while still maintaining accuracy.

Drop (X) Meters.

This is similar to Add but simply the opposite. Use it in the same fashion.

Left (X) Degrees.

This horizontal adjustment should be very minor, as the mortars are much easier to sight in on the horizontal plane than they are on the vertical. The dispersion of rounds is easier to control on this plane, but you’ll need to take into account the range of the mortar. 2 degrees at 300m and 2 degrees at 1200m are vastly larger ranges. Test this ingame to see for yourself.

Right (X) Degrees.

Same as above, simply opposite of Left.

Cease Fire

This command is given when ordering a mortar to stop firing at a target. It is important to note mortar flight times are roughly 20 seconds from firing to impact and this delay should be taken into consideration. Squad can get fast-paced and people tend to rush towards what you may be firing at. Give them the room they need to not get shredded by your own fires.

Repeat

This is a BIG NO NO WORD in the military community. This word does not mean “Say what you just said again” to us. It literally means “Fire your last fire mission again”. Hearing this over the net will get you into a confrontation you don’t want with anyone that ever operated artillery or mortars before. I guarantee it. Use it sparingly.

Good Effect

This means your rounds are impacting on the target. Not in front of the target. Not behind the target. Not near the target. Your rounds are landing ON the target and you are achieving kills or suppression. DO NOT say Good Effect and then proceed to adjust. The effect is either good, or it is not. A Good Effect needs no adjustment.

There are 3 major pieces of any fire support mission. They are the Forward Observer (eyes), Fire Direction Center (brains), and Firing Unit (Muscle). In Squad Fire Direction Center is removed and we are left with the eyes and muscle – and for the purpose of the game this is enough. The role must still be filled however, and this is done by both the FO and the Mortar Crew (or possibly even by the Squad Leader controlling the Mortars if they are up to the task).

Your main objective as a Forward Observer is simply that – to observe forward from your position. You need to identify troop movements, locate where they are coming from, and attempt to figure out where they are going. This is NOT just enemy troop movements. You must also observe your own blueberries wandering the map.

If you ever decide to call on mortar support you have assigned yourself a role as the Forward Observer. It is now your duty to walk those rounds in on target. Once that is done feel free to continue as you were before – but do not tie up team resources on firing into an area devoid of any enemies. A good call for fire takes less than 2 minutes and can prevent the enemy from using their precious HAB to reinforce the front line.

Volodymyr Azimoff
About Volodymyr Azimoff 13773 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

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