So in this thread i will be talking about the following topics:
A) Precise distance finding
B) Line of fire procedures
And as soon as i have time i will add
C) Forward Observer techniques
I might be adding more later and i am also open to corrections and suggestions!
A) Precise distance finding:
In order to start the mortar works going everyone knows you need a distance to your target. Problem is that they are always roughly estimated through eyemeter or for those who have patience through the hipotenusa. Yes i know the in-game map gives you distance to a marker, but it's from 50 to 50 meters and that makes a huge diference. To get more precise on your estimations heres a tutorial:
Step 1: Find a ruler, yes the one you never used at school. Now open your aplified map. For mortars ALWAYS use your amplified map. Now by putting the ruler against your screen you are gonna measure how much the "ruler to grid ratio" of yours is. Measure a whole grid or just a keypad, in zoom x1, in zoom x2, and zoom x3.

Now keep those numbers somewhere handy and remember, the "ruler to grid ratio" is a personalised number and should not be shared, since monitor and resolution size varies from person to person. In my screen for example i estimated it to be 3,65cm.
Step 2: When in-game put the ruler against your map strictly paralel to the marker's line.

This job must be done with delicacy, or just go back to eyemeter. The key here is to put the zero at the very center of the squadleader circle and count the distance from where the marker LINE FINISHES, not the marker's attack, move or destroy SYMBOL. Can you estimate the distance from the image above? (Guess without looking at comments, answer is at bottom of thread)
Step3:
Now a simple math equation will give you the exact distance as estimated by your meticulous eyes. Take the map's grid range youre playing on (75, 150 or 300m) multiply by the measuring of the ruler that you found, divide by the "ruler to grid ratio" and you have it. Heres an example of a simple excel file you can make, print and glue somewhere in your living room's command center.

This has proven to be the most precise in-game method of range estimation after the GLTD. As you can see from the image below the diference was by a mere meter. Keep in mind that imprecision will often occur when on 4km maps since a slight wrong estimation means a bigger distance, and that increases in zoom x1!!

Unfortunately you cannot type in the last number on the mortar pannel, but that stays for the suggestion thread that i'll make later. So just roughen up your calculations by the nearest tenth.
B) Line of Fire procedures:
I will just call Line of Fire the position of the mortars. It's usually refered to as "battery" with artillery pieces. But skipping the language tricks here's some tips for mortars:
-The squadleader should not operate mortars:
Reason: the SL has to manage comunication within the SL radio net and hears other fire mission requests directly from other SLs and he has the ability to place marker . He should be the one taking time to command but not operate.
-Cooperation game mode is good for mortar practice:
Reason: Through playing by yourself you will know your mortar skills are sharp because you can confirm kills by placing markers across the map on teammates and teamkilling without fearing the bannhammer of online servers.
-Decent mortar squad needs eight people:
Reason: As said before, mortars are often underestimated. Heres a decent squad layout for a mortar squad:
-1 SL: commands squad, does calculation and gives out fire missions
-2 mortar operators: calculate the angle and fire mortars
-2 forard observers: are recon players, lone wolfers out in the field, spot enemy positions and call fire missions
-2 security: nothing is worse than having your 15 minute FOB building efforts get destroyed in a 20 second raid. Equiped with standard rifleman kit, security players will be spotting nearby enemy acticity, sit on HMG nests, TOWs and help on ressuplying the guns.
-1 logistics: a player dedicated on keeping the mortar pits supplyed with the logi truck. Highly recommended depending on map layout since trans pilots are usually bad crate droppers and helis over mortars might give away position.
-Distance between mortar pits:
In real artillery when forming a battery the guns are distanced according to the destruction diameter of the shell. The M109A6's 155mm shell for example has a destruction radius of 50 meters if im not mistaken. This means that each gun should be roughly 50m away from eachother. In PR i dont know the exact deadly radius of the mortars and that's where i could be enlightened by someone that knows. Heres a sketch to explain this:

EDIT: The above should not be taken into account. Reason being is that in real mortars every gun is given the same angle and other elements, therefore making all projectile trajectories parallel. In PR the reference point is the marker, which converges in the same point for everyone in the squad no matter your position.
An estimated range is 15 meters apart from each mortar.
-Position of SL:
since the SL's range calculation is based on the marker, he should be positioned exactly at the center between the two mortar pits. Or next to the mortar operator in case of only one pit.
-Names:
Give the pits a name, it eases the process of coordenation. For example i call one pit "Gun one" and the other "Gun two", that way when i adjust fire i fire only with one gun and depending on the fire mission it makes comms easier: Example: "Gun one fire one round, HE." (after adjust), "Both guns fire mission, three rounds, HE...".
Or even attending two different requests at a time: "Gun one fire two rounds, HE, 1320, Gun two fire one round, smoke, 680"
-Firing command:
A recommended firing command by the SL should include vital information in the shortest sentence possible.
1) Mortar designation: "Gun one", "Southern pit" or just the player's name if you want to keep it informal.
2) Round quantity: "two rounds"
3) Type of ammo: "Prox", "HE"
4) Distance to target: "1290", numbers should be said one by one
5) Firing method: -"Fire when ready": player fires at will once angle is calculated
-"On my command": mortar operators wait for SL's command, used when SL is in close coordenation with an ongoing request or planned strikes.
-"Time On Target": this is too far for pr but i've used it. On this command the SL should specify the time he wants the guns to be fired. This can be standarized by using the in-game clock at top right of screen. Used on coordinated attacks at specific momments.
So a complete command should be: "Left gun, fire three rounds, HE, 980, fire when ready"
(answer to Topic A, Step 2: 6,3 cm)
Hope these were useful!




















