One of the better ideas I have heard on stopping spam is adding an overheating feature (sorry, I forgot your name

). If they overheat, or "melt" the barrel, it would take 1-3 minutes until the mortar is operational again. This may bring up the issue of people just rebuilding the mortars (could resemble changing barrel?)
As for strategies on insurgency on compensating for mortars, I find having a full or half a squad (for a small building) on the cashe then having one to three areas/compounds/buildings nearby chalk-a-block full of squads. These secondary squads, or "objectives", have multiple goals.
Primary:
>Observe and report enemy positions relevant to Defenders of cashe
>Eliminate APC's threatening Cashe by close fire support (within 250m of cashe or firing position, use mortars as first option, RPG's that are relocated to an unpopulated firing positions, SPG's only used as last resort as it reveals position)
>Deny nearby access points to cashe area Via mines, IED's, or snipers and marksmen
>if defenders on cashe are down from heavy assets, or defenders are greatly outnumbered, use whatever necessary to keep Blufor out until a relief unit can make their way into the cashe.
Secondary:
>Defend area in which these operations are taking place
>Perform recon for FOB's assisting the assault on cashe
-if lightly or not defended eliminate by direct means (if possible, set up IED ambush for Blufor who come to rebuild FOB)
-If heavily defended
-harass defenders with RPG's (1 shot from any one position) AR's (15-35 rounds or 2-5 seconds of firing before relocating) Grenadiers (firer out of FOB?s LOS) and snipers and marksmen (let 'em have it). Grenades are usable, but require the danger of intelligence gain for blufor (smoke grenades and urban scenarios greatly approve effectiveness). If practical, use this as an diversion to allow bomb cars to eliminate opposition
-Another option is mortar strike (if nothing obstructs usefulness of mortar) or mortars and assault combo (infantry, bomb cars can be used if defenses are not downed from mortars
>Eliminate Heavy assets that are farther away than 250m of cashe or firing position (SPG if firing position is not being observed, RPG's can be moved to acceptable attack range. Mortars still first choice of attack if it is available)
>If predetermined or firing position is discovered by blufor:
-All weapons may be used
-attempt to make firing position appear to be cashe (use lots of RPG's/SPG's on all targets, walk/drive troops to firing position instead of spawning on it if possible)
-ensure BEFORE you come to this scenario area is fully supplied with ammo
-dig in deep and do not get killed by the hail of mortars
My Two cents
EDIT: humm, that went a bit more offtopic than i thought... sorry guys
