Trying to use mortars for team play

I’ve been trying to use the mortars as Tunisia axis, and I’ve been using a few strategies to try and make the squad good for team play. Here’s what I found.
If you get 2 mortarmen in the squad, you don’t really need an ammo box. 20 shells is good enough if your team marks targets or if you have good map sense. In addition, it means that if one gets sniped you have another.
Tying into my first strat, ask your team for marks. The beauty of mortars is that unlike arty, they can strike anywhere at any time, no waiting for cooldowns. Your entire team can basically be dollar store radio operators.
Finally, remember that all members of a mortar squad also have GUNS and GRENADES. When your mortars are depleted you still get a squad of up to 6 guys, including up to 2 assaulters, so by all means attack the point once out of shells.

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you can also put down an mark on your map for you to assess where to fire at
I usually put this marker bahind the cap in an open centered area then i adjust the fire from there.

If you dont know how to just open the map and hold then push alt to be able to mark on the map then right click

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yeah i’ve used that

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or you could just attack the point directly and not play like a bitch

mortarcels seething and flagging

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Also use two mortarmen instead along with two Mechanics, much more firepowa that way. And dont forget the extra build point perk and quicker building for the mechs :slight_smile:

You can be usefull for your team using a mortar. Yeah, he would be more usefull with a SMG and 3 TNTs suicide rushing the point (this statement fits 90% of the weapons etc.) but it’s not that bad.

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As an indirect fire provider, you should hopefully not be in direct line of sight with your target (or at least not close enough where they’re shooting at you rather than all the assaulters with the TNT packs).

Everyone in your army is a rifleman, it’s just a question of circumstances. :wink:

Good on you for showing the mortar some love. Once (when?) they add smoke rounds as an option, the mortar will become a lot more tactically useful than just hammering grey zone AA/AT guns, MG nests and peppering the point to wipe out all the poor bastards that spawned on it. Although those tactics also have their uses.

That’s the best part about mortar teams people forget: you can ALSO add not just one, but TWO smg guys. This turns mortar squad into the perfect assault squad for outdoors positions:

Soften up the cap with a rain of death, then IMMEDIATELY charge with your smg guys.

It’s a very potent squad, very versatile. Providing the point to attack is outdoors…

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Just shoot at the cap as the match starts, free bots to kill

Cool stuff. Some people have said they want mortars removed. Removing content, unless it is broken, is not good for the game.

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I think you can achieve the same thing by calling arty strike with assaulter squad.
Moreover, if enemy has a rally they will come back within 30 second.
So I think mortar is more suitable to use as constant barrage , eliminating all enemy in or coming to the cap zone and let your teammate capture the point.

Yes you can achieve the same thing with arty, but smart enemies can read their map and avoid the artillery fire. The advantage of mortars is that they won’t know until it’s too late.

Smart enemies will respawn and reach the cap point when you finish firing your 20 round mortar and ready to charge with your smg guys in the mortar team.

Yeah, and my mortar rounds are raining on them while they’re capping. It’s important to keep your eyes on objective, since it’s incredibly easy to sight and often outdoors. If it isn’t outdoors, then it’s a matter of shelling the entrance to take care of their reinforcements, if you see your team moving in to defend; or just forgetting about the mortar and defending it yourself

20 rounds of mortar doesn’t keep enemy away from the cap zone for too long, moreover smart enemy will just call an artillery strike on the point to prevent any people to attack.

I use an engineer and an assault trooper. So in effect, up to like sixty mortar rounds and I put the Gewehr 43 Chambered in 7.92x33mm Kurz on one, and upgraded semis on the engineer and other mortarman. Plus I have an assault crew with arty for when I’ve rushed after using mortars. It does the job well if you have a good sense of timing. Is it the most optimal route? Probably not, but it is decent enough at close range and it beats being formulaic and never using different squads. It suits my playstyle and I fire off my rounds and go in afterwards instead of hugging the corner of the map waiting for more ammo boxes. This is in Normandy which seems to have no problem with Axis side holding points.

Only squad I avoid in Normandy is the anti-tank because the starting anti-tank pistol is almost always useless in my experience. Moscow’s anti-tank rifle is better, even if you’re more likely to kill a tanker than a tank. It’s also a fun sniper

I’m not gonna argue that the Panzerfaust isn’t superior to the Sturm Pistole, but if you can range it correctly and get a hit on the rear quarter or rear deck of an American tank, you can get a good chance to start a fire. The Sturm Pistole also one-shots the treads on every tank I’ve tested it against. Frontally it isn’t worth considering, but sides or flank it can work some magic.

You can also refill it from the engineer’s ammo box, but it’ll empty the box out (similar to a mortar) so there might be a question of etiquette.

Still not up there with the explosive pack, but it has some use.

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Your tactic is different from OP’s, you use 60 rounds instead of 20 rounds, so it is some degree of constant barrage. You still use arty to cover your advance. It is true that you will be forced to rush point since no one will build ammo box for you. I only use mortar in Normandy, I rather have engineer with FG42 than a assaulter.

It might look like that but its not when you get used to it :wink: You can even land shots at 200+m with it ^^

Well. I still think the two engies/ 2x five-six ammo boxes are more helpfull for the mortars.