Company of Heroes Wiki
m (Preliminary article)
mNo edit summary
Line 38: Line 38:
 
{{Cite|Range and distance confirmed, let´em have it!}}
 
{{Cite|Range and distance confirmed, let´em have it!}}
   
The [[Mortar Team]] is a 3-man light artillery infantry squad, fielded by the [[American]] Army in [[Company of Heroes]]. With its long range and explosive shells, the [[Mortar Team]] can provide support fire for offensive operations, easily destroying enemy infantry hiding behind cover or inside buildings, causing damage to vehicles, and reducing [[Defensive Structure]]s to rubble. This unit is not meant to engage the enemy in face-to-face combat, as it will surely lose such engagements.
+
The [[M2 60mm Mortar Team]] (or just '''Mortar Team''' for short) is a 3-man light artillery infantry squad, fielded by the [[American]] Army in [[Company of Heroes]]. With its long range and explosive shells, the [[Mortar Team]] can provide support fire for offensive operations, easily destroying enemy infantry hiding behind cover or inside buildings, causing damage to vehicles, and reducing [[Defensive Structure]]s to rubble. This unit is not meant to engage the enemy in face-to-face combat, as it will surely lose such engagements.
   
 
== Overview ==
 
== Overview ==
   
  +
[[American]] combat tactics often rely on engaging an enemy with [[Riflemen Squad]]s in order to keep him busy while other units move to flanking positions, with the [[Riflemen Squad|Riflemen]] sacrificing themselves to allow other units to destroy the enemy. These "pinning-down" maneuvers often keep the enemy rushing for cover, or hiding inside buildings. This ties in well with the use of light artillery in the form of the '''Mortar Team''', who can then take advantage of this to bombard the enemy's position.
== Quotes ==
 
{{Cite|Mortar, ready.}}
 
   
  +
The [[Mortar Team]] is a 3-man infantry squad, created at the [[Weapons Support Center]] for the cost of {{Manpower|280}}, {{PopCap|3}}. This squad is armed with an '''M2 60mm Mortar''', which is operated by two of the men, and a third man carrying an '''M1 Carbine Semi-Automatic Rifle''' for covering fire.
== Gallery ==
 
[[Image:Mortar allied.jpg|300px|right|]]
 
   
  +
The M2 60mm Mortar can lob shells at high trajectory to distances up to 75 meters away. This allows the team to provide fire from a considerable distance, which means it does not need to expose itself to the enemy's return-fire. This is very important, because the '''Mortar Team''' (and the mortar itself) is very fragile, and incapable of defending itself in combat.
==Description==
 
  +
Like the M1917 Browning Heavy Machine gun, the M2 60mm mortar is manned by a three unit crew. The weapon's range allows units to stay out of direct enemy fire, but the high-arcing trajectory of the projectiles results in attacks taking some time to reach their target, rendering them ineffective against fast enemy units. If a crew member is killed while manning the mortar, a replacement will take his place. Once all of the units have been lost, the mortar can be recaptured or recovered.
 
  +
It takes 2.4 seconds to set up the mortar, and 2.8 seconds to dismantle it for moving. This means that it is difficult to engage a large number of targets coming from different directions. In addition, the '''Mortar Team''' fires very slowly, taking about 8-10 seconds between shells, and the shells have a high trajectory which means a long delay between firing and impact - requiring targets to remain stationary for quite a while to make this weapon useful.
==Details==
 
  +
[[File:Allies_mortar_team.png|thumb|M2 60mm mortar team]]
 
  +
The player can "commit" the unit to a barrage of 4 rapid shells all fired at one specific area. This cuts down the time enemy units have to realize that they're being accurately bombarded and escape the impact zone. The '''Mortar Team''' can also be told to fire a salvo of 6 smoke shells, which will cover an entire area with a thick cloud of smoke. This can be used in several different ways - usually to protect units from enemy attacks or allow them to advance without exposing themselves to enemy fire.
{| border="1" cellpadding="1" cellspacing="1" style="width: 300px; "
 
  +
|'''Role:'''
 
  +
The '''Mortar Team''' can be ordered to hold its fire, in order to avoid hitting friendly units or exposing itself to enemy counter-artillery bombardment. Artillery is by far the greatest danger to a '''Mortar Team'''.
|Mobile Artillery Support
 
  +
  +
Damage received by this unit can go independently to any crewmen, but can also strike the mortar itself. If the mortar is destroyed, the entire team will die instantly. If either of the mortar's gunners is killed, the third member of the squad will replace him. However, if any two members of the squad are killed, the remaining man will die instantly regardless of how healthy he is. This may result in the weapon becoming abandoned, in which case may be captured by any friendly or enemy infantry squad containing at least 2 men (this can only occur if the mortar was set up at the time).
  +
  +
Finally, note that like all other [[American]] infantry squads, the '''Mortar Team''' can capture [[Strategic Point]]s. They do so at the normal rate.
  +
  +
== Weapons ==
  +
  +
The '''Mortar Team''' is equipped with an '''M2 60mm Mortar''', a light artillery weapon with good range and firepower, but a slow firing rate. Two squad members are tasked with operating this weapon.
  +
  +
One additional squad-member is armed with an '''M1 .30 Cal Carbine Semi-Automatic Rifle''', intended for defending the unit against enemy troops. Unfortunately, this is very poor firepower, and will rarely (if ever) save the unit from being destroyed in direct combat.
  +
 
=== M2 60mm Mortar ===
  +
  +
The '''M2 60mm Mortar''' is a light-artillery, high-trajectory shell launcher. It is a good weapon that can cause some serious damage to its targets, but is unfortunately very slow, and requires the target to remain motionless while being fired upon.
  +
  +
The '''M2 60mm Mortar''' can fire at targets up to 75 meters away. This allows the unit to remain further behind an attacking or defending force, thus protecting it from enemy return-fire. There's also a minimum range for mortar fire: 15 meters. Note that the closer the target, the better the accuracy of this weapon.
  +
  +
Each shell fired by this mortar inflicts a basic 20 points of damage - not a serious amount. However, this is doubled to 40 points of damage to infantry units - about 2/3 of an infantryman's health. On the upside, the explosion radius of the shells is 6 meters, and infantrymen within the first 3 meters will likely suffer significant damage. The weapon also has about a 50% chance of killing any infantryman caught in the 6-meter blast radius who is already wounded.
  +
  +
Damage to armored vehicles is dramatically lower, but with some small chance of destroying a vehicle's secondary weapon (if it has any) and/or damaging its engine.
  +
  +
Normally, when allowed to automatically fire at enemy units within range, this weapon fires only once every 8-10 seconds. The shells can also take some time to reach their target. This renders the mortar useless against fast-moving targets. For this reason, it is often best to drive the enemy into cover, or into a building, in order to increase the likelyhood of hitting that target. Note that mortars have an increased chance of hitting buildings - and a massive damage bonus against [[Wehrmacht]] [[Bunker]]s!
  +
  +
It is possible to increase firing speed temporarily by activating the '''60mm Mortar Bombardment''' ability, which fires 4 shells at intervals of 4 seconds. However, since a ground target must be selected, this again requires the target units to remain motionless.
  +
  +
The mortar can only fire at targets directly in front of it. To fire at another target, it must reorient itself first. Any reorientation of 20° or less is almost instant, but larger turns require dismantling the mortar (2.8 seconds) and setting it up again in the desired direction (2.4 seconds).
  +
  +
=== M1 Carbine .30 Cal Semi-Automatic Rifle ===
  +
  +
The '''M1 Carbine''' is a semi-automatic magazine-fed rifle. It is a standard-issue weapon for American airborne and mechanized infantry.
  +
  +
When compared to other semi-automatic or bolt-action rifles, the M1 Carbine's only real advantage is speed: it has a higher firing rate, and can fire more bullets before having to reload. This makes it better for mid-range encounters (15 meters) than other rifles, but it loses in damage output and accuracy at long range.
  +
  +
One infantrymen in the '''Mortar Team''' carries this weapon, for purposes of defending the mortar from enemy flanking attacks. However, one rifle is hardly enough to truly pose any danger to enemy units.
  +
  +
Note that if the original crew of a '''Mortar Team''' are killed and the weapon re-captured by another infantry unit, the new team-members will not be equipped with '''M1 Carbines'''. They'll use the "standard" weapons dictated by their default unit properties. For example, if an [[Engineer Squad]] acquires an abandoned '''M2 60mm Mortar''', the man not operating the mortar will use an M3 SMG.
  +
 
== Abilities ==
  +
  +
The '''Mortar Team''' can employ two abilities directly related to its attacks. The first ability, '''60mm Mortar Bombardment''', allows a quick 4-round salvo at a specified ground target. The second is a 6-round smoke salvo, which will cover a large area with concealing smoke.
  +
  +
Furthermore, this unit can be told to hold its fire, in which case it will not automatically engage enemy units detected within its firing range. This prevents the '''Mortar Team''' from disclosing its position prematurely, or firing on friendly troops.
  +
  +
=== [[File:Ability 3 Inch Mortar Bombardment.png]] '''60mm Mortar Bombardment''' ===
  +
* Costs nothing
  +
* Activation: Select Ground (at least 15 meters away)
  +
* Cooldown: 30 seconds
  +
  +
When this ability is activated, select a point on the ground at least 15 meters away from the '''Mortar Team''''s current position. The team will move to within 75 meters of the target point, and fire a rapid salvo of 4 shells at this target.
  +
  +
The benefit to using this ability is speed: the team will fire one shell every 4 seconds, instead of the normal 8-10 seconds. This will blast the target area rapidly, allowing little time for enemy units to escape once they realize they're being bombarded, and generally cuts down on this unit's normally long attack duration.
  +
  +
Of course, since this ability is targeted at a ground point, you'll need to make sure that the target remains motionless to begin with. Remember that the high-trajectory shells will still take some time to reach their target, especially if it is further away. You don't want to fire at a point already abandoned by enemy units.
  +
  +
The cooldown period is 30 seconds, though the salvo usually takes about 20-25 seconds to complete, meaning that the ability will usually become available again shortly after the team finishes firing the salvo. This means you can repeatedly use this ability to attack the same target, or a different nearby target, with little delay.
  +
  +
=== [[File:Ability Rifle Smoke Grenade.png]] '''Smoke Barrage''' ===
  +
* Costs nothing
  +
* Activation: Select Ground (at least 15 meters away)
  +
* Cooldown: 30 seconds
  +
  +
When this ability is activated, select a point on the ground at least 15 meters away from the '''Mortar Team''''s current position. The team will move to within 75 meters of the target point, and fire a rapid salvo of 6 smoke shells at this target.
  +
  +
The smoke shells don't deliver any damage, but instead will each create a large cloud of smoke, lasting 30 seconds. With 6 shells in the salvo, the resulting smoke cloud will be very large, often covering an area at least 25 meters in diameter. This smoke cloud will act to break line-of-sight between enemy units on either side of it. As a result, units on both sides will have a hard time hitting each other.
  +
  +
There are several tactical uses for a '''Smoke Barrage'''. For one, it can be used to end a battle prematurely, by suddenly concealing your units from enemy fire. Use this time to withdraw or relocate. Alternately, you can rain down smoke on an enemy position to effectively disable any accurate fire coming from that position, buying time for your units to surround it safely and then begin a powerful attack once the smoke clears. This can be particularly effective at preventing an [[88mm Flak 36 AT/AA]] gun from destroying any unit coming to kill it (though in that case, a regular shell barrage may also do the trick...).
  +
  +
=== [[File:Ability Disable Free-Fire.png]] '''Disable Free-Fire''' ===
  +
* Costs nothing
  +
* Activation: Immediate
  +
* Permanent until deactivated
  +
* Cooldown: 3 seconds (activate/deactivate)
  +
  +
When this ability is activated, the '''Mortar Team''' will cease firing of its own volition at visible enemy targets. It will only fire upon receiving direct orders to do so (both normal "attack" orders and special-ability orders), and only at the designated target.
  +
  +
Use this ability to prevent the '''Mortar Team''' from revealing its position to the enemy. Remember that when your shells strike an enemy unit, the '''Mortar Team''' becomes visible for a short duration, even in the fog-of-war. This allows the enemy to come looking for it, or worse yet - counter-attack it with artillery fire.
  +
  +
You can also use this ability to prevent your mortar from automatically firing into a close-combat situation, where [[Riflemen Squad]]s or other infantry are mixing it up with enemy units at close range. In such situations, even an accurate a mortar shell landing right on top of an enemy squad can accidentally take out your own infantry, not to mention a shell that misses its designated target.
  +
  +
Don't forget to reactivate free-fire by clicking on the ability button again, when you wish the mortar to resume normal firing operations.
  +
  +
== Veterancy ==
  +
  +
As an [[American]] unit, the '''Mortar Team''' can gain three levels of [[Veterancy]]. Each level brings its own specific benefits, increasing the unit's combat potential and/or survivability.
  +
  +
=== Accumulation ===
  +
  +
Like all other [[American]] units, the '''Mortar Team''' obtains [[Veterancy]] points by killing enemy units. It receives 100% of the experience value of each unit it kills. Once it has accumulated a sufficient number of [[Veterancy]] points, it will automatically advance to the next level, gaining the related bonuses immediately.
  +
  +
[[American]] units do not share Veterancy points with one another. To receive points, the unit must personally kill an enemy unit.
  +
  +
=== Bonuses ===
  +
  +
At each [[Veterancy]] level, the '''Mortar Team''' gains a specific set of bonuses as listed below. These bonuses are cumulative with each other.
  +
  +
{| border=0
  +
| style="vertical-align: top; width: 60px; text-align: center;"|[[File:Veterancy_Heavy_Machine_Gun_Team_0.png]]
  +
| style="vertical-align: top;"|'''No Veterancy:'''
  +
*Unit is at normal combat efficiency.
 
|-
 
|-
  +
| style="vertical-align: top; width: 60px; text-align: center;"|[[File:Veterancy_Heavy_Machine_Gun_Team_1.png]]
|'''Primary Armament:'''
 
  +
| style="vertical-align: top;"|'''Level 1 Veterancy:'''
|1x M2 60mm Mortar
 
  +
*+15% accuracy with all weapons.
  +
*20% harder to hit by any enemy weapon.
 
|-
 
|-
  +
| style="vertical-align: top; width: 60px; text-align: center;"|[[File:Veterancy_Heavy_Machine_Gun_Team_2.png]]
|'''Secondary Armament:'''
 
  +
| style="vertical-align: top;"|'''Level 2 Veterancy:'''
|1x M1A1 Carbine
 
  +
*+33% faster firing rate.
  +
*+25% resistance to [[Suppression]].
  +
*+15% Damage Reduction from all sources.
 
|-
 
|-
  +
| style="vertical-align: top; width: 60px; text-align: center;"|[[File:Veterancy_Heavy_Machine_Gun_Team_3.png]]
|'''Production Structure:'''
 
  +
| style="vertical-align: top;"|'''Level 3 Veterancy:'''
|[[American Structures|Weapons Support Center]]
 
  +
*+20% accuracy with all weapons.
|}
 
  +
*+50% damage with all weapons.
{| border="1" cellpadding="1" cellspacing="1" style="width: 248px; height: 52px;"
 
|+'''Unit Costs'''
 
|'''Manpower'''
 
|'''Munitions'''
 
|'''Fuel'''
 
|'''Pop Cap'''
 
|-
 
|280
 
|0
 
|0
 
|3
 
 
|}
 
|}
   
  +
Note that these modifiers apply both to the mortar and to its crew. Therefore, this also affects the additional third crewmen, who is armed with an '''M1 Carbine''' (and thus receives the above bonuses for his own weapons).
==Special Abilities==
 
  +
*Mortar Barrage
 
  +
If the '''M2 60mm Mortar''' is abandoned and recaptured by another infantry unit it will reset to Veterancy Level 0, losing any Veterancy bonuses it had previously acquired. It can then resume acquiring Veterancy as normal.
*M3202 Smoke Rounds
 
  +
  +
== Tactics ==
  +
  +
 
== Quotes ==
 
{{Cite|Mortar, ready.}}
  +
 
== Gallery ==
 
[[Image:Mortar allied.jpg|300px]]
 
[[File:Allies_mortar_team.png|300px|M2 60mm mortar team]]
  +
 
==Description==
 
Like the M1917 Browning Heavy Machine gun, the M2 60mm mortar is manned by a three unit crew. The weapon's range allows units to stay out of direct enemy fire, but the high-arcing trajectory of the projectiles results in attacks taking some time to reach their target, rendering them ineffective against fast enemy units. If a crew member is killed while manning the mortar, a replacement will take his place. Once all of the units have been lost, the mortar can be recaptured or recovered.
   
   

Revision as of 20:24, 29 August 2011

Veterancy Mortar Team 0
M2 60mm Mortar Team
Unit Mortar Team
A Mortar Team, set up
Role Infantry-mobile Light Artillery Team
Men per Squad 3
Unit Cost 280Icon Manpower Small 280
3Icon PopCap Small 3
Prereq. None
Produced By Weapons Support Center
Cost to Reinforce 46Icon Manpower Small 46
1Icon PopCap Small 1
Health per Man 100Icon Health Small 100 (Gun)
55Icon Health Small 55 (per crewman)
Basic Weapon 1x M2 60mm Mortar
1x M1 .30 Cal Carbine
Open Weapon Slots 0
Max. Speed 3 m/s
Abilities (3)
Ability 3 Inch Mortar Bombardment
60mm Mortar Bombardment
  • Rapidly fires 4 mortar shells at a target 15-75 meters away.
  • Costs nothing
  • Cooldown: 30 seconds


Ability Rifle Smoke Grenade
Smoke Barrage
  • Rapidly fires 6 smoke shells at a target 15-75 meters away, concealing the entire area in smoke.
  • Costs nothing
  • Cooldown: 30 seconds


Ability Disable Free-Fire
Disable Free-Fire
  • Prevents the unit from acquiring targets automatically. It will only attack manually-selected targets.
  • Costs nothing.
  • Duration: permanent until deactivated.
  • Cooldown: 3 seconds (activate/deactivate)

The M2 60mm Mortar Team (or just Mortar Team for short) is a 3-man light artillery infantry squad, fielded by the American Army in Company of Heroes. With its long range and explosive shells, the Mortar Team can provide support fire for offensive operations, easily destroying enemy infantry hiding behind cover or inside buildings, causing damage to vehicles, and reducing Defensive Structures to rubble. This unit is not meant to engage the enemy in face-to-face combat, as it will surely lose such engagements.

Overview

American combat tactics often rely on engaging an enemy with Riflemen Squads in order to keep him busy while other units move to flanking positions, with the Riflemen sacrificing themselves to allow other units to destroy the enemy. These "pinning-down" maneuvers often keep the enemy rushing for cover, or hiding inside buildings. This ties in well with the use of light artillery in the form of the Mortar Team, who can then take advantage of this to bombard the enemy's position.

The Mortar Team is a 3-man infantry squad, created at the Weapons Support Center for the cost of 280Icon Manpower Small 280, 3Icon PopCap Small 3. This squad is armed with an M2 60mm Mortar, which is operated by two of the men, and a third man carrying an M1 Carbine Semi-Automatic Rifle for covering fire.

The M2 60mm Mortar can lob shells at high trajectory to distances up to 75 meters away. This allows the team to provide fire from a considerable distance, which means it does not need to expose itself to the enemy's return-fire. This is very important, because the Mortar Team (and the mortar itself) is very fragile, and incapable of defending itself in combat.

It takes 2.4 seconds to set up the mortar, and 2.8 seconds to dismantle it for moving. This means that it is difficult to engage a large number of targets coming from different directions. In addition, the Mortar Team fires very slowly, taking about 8-10 seconds between shells, and the shells have a high trajectory which means a long delay between firing and impact - requiring targets to remain stationary for quite a while to make this weapon useful.

The player can "commit" the unit to a barrage of 4 rapid shells all fired at one specific area. This cuts down the time enemy units have to realize that they're being accurately bombarded and escape the impact zone. The Mortar Team can also be told to fire a salvo of 6 smoke shells, which will cover an entire area with a thick cloud of smoke. This can be used in several different ways - usually to protect units from enemy attacks or allow them to advance without exposing themselves to enemy fire.

The Mortar Team can be ordered to hold its fire, in order to avoid hitting friendly units or exposing itself to enemy counter-artillery bombardment. Artillery is by far the greatest danger to a Mortar Team.

Damage received by this unit can go independently to any crewmen, but can also strike the mortar itself. If the mortar is destroyed, the entire team will die instantly. If either of the mortar's gunners is killed, the third member of the squad will replace him. However, if any two members of the squad are killed, the remaining man will die instantly regardless of how healthy he is. This may result in the weapon becoming abandoned, in which case may be captured by any friendly or enemy infantry squad containing at least 2 men (this can only occur if the mortar was set up at the time).

Finally, note that like all other American infantry squads, the Mortar Team can capture Strategic Points. They do so at the normal rate.

Weapons

The Mortar Team is equipped with an M2 60mm Mortar, a light artillery weapon with good range and firepower, but a slow firing rate. Two squad members are tasked with operating this weapon.

One additional squad-member is armed with an M1 .30 Cal Carbine Semi-Automatic Rifle, intended for defending the unit against enemy troops. Unfortunately, this is very poor firepower, and will rarely (if ever) save the unit from being destroyed in direct combat.

M2 60mm Mortar

The M2 60mm Mortar is a light-artillery, high-trajectory shell launcher. It is a good weapon that can cause some serious damage to its targets, but is unfortunately very slow, and requires the target to remain motionless while being fired upon.

The M2 60mm Mortar can fire at targets up to 75 meters away. This allows the unit to remain further behind an attacking or defending force, thus protecting it from enemy return-fire. There's also a minimum range for mortar fire: 15 meters. Note that the closer the target, the better the accuracy of this weapon.

Each shell fired by this mortar inflicts a basic 20 points of damage - not a serious amount. However, this is doubled to 40 points of damage to infantry units - about 2/3 of an infantryman's health. On the upside, the explosion radius of the shells is 6 meters, and infantrymen within the first 3 meters will likely suffer significant damage. The weapon also has about a 50% chance of killing any infantryman caught in the 6-meter blast radius who is already wounded.

Damage to armored vehicles is dramatically lower, but with some small chance of destroying a vehicle's secondary weapon (if it has any) and/or damaging its engine.

Normally, when allowed to automatically fire at enemy units within range, this weapon fires only once every 8-10 seconds. The shells can also take some time to reach their target. This renders the mortar useless against fast-moving targets. For this reason, it is often best to drive the enemy into cover, or into a building, in order to increase the likelyhood of hitting that target. Note that mortars have an increased chance of hitting buildings - and a massive damage bonus against Wehrmacht Bunkers!

It is possible to increase firing speed temporarily by activating the 60mm Mortar Bombardment ability, which fires 4 shells at intervals of 4 seconds. However, since a ground target must be selected, this again requires the target units to remain motionless.

The mortar can only fire at targets directly in front of it. To fire at another target, it must reorient itself first. Any reorientation of 20° or less is almost instant, but larger turns require dismantling the mortar (2.8 seconds) and setting it up again in the desired direction (2.4 seconds).

M1 Carbine .30 Cal Semi-Automatic Rifle

The M1 Carbine is a semi-automatic magazine-fed rifle. It is a standard-issue weapon for American airborne and mechanized infantry.

When compared to other semi-automatic or bolt-action rifles, the M1 Carbine's only real advantage is speed: it has a higher firing rate, and can fire more bullets before having to reload. This makes it better for mid-range encounters (15 meters) than other rifles, but it loses in damage output and accuracy at long range.

One infantrymen in the Mortar Team carries this weapon, for purposes of defending the mortar from enemy flanking attacks. However, one rifle is hardly enough to truly pose any danger to enemy units.

Note that if the original crew of a Mortar Team are killed and the weapon re-captured by another infantry unit, the new team-members will not be equipped with M1 Carbines. They'll use the "standard" weapons dictated by their default unit properties. For example, if an Engineer Squad acquires an abandoned M2 60mm Mortar, the man not operating the mortar will use an M3 SMG.

Abilities

The Mortar Team can employ two abilities directly related to its attacks. The first ability, 60mm Mortar Bombardment, allows a quick 4-round salvo at a specified ground target. The second is a 6-round smoke salvo, which will cover a large area with concealing smoke.

Furthermore, this unit can be told to hold its fire, in which case it will not automatically engage enemy units detected within its firing range. This prevents the Mortar Team from disclosing its position prematurely, or firing on friendly troops.

Ability 3 Inch Mortar Bombardment 60mm Mortar Bombardment

  • Costs nothing
  • Activation: Select Ground (at least 15 meters away)
  • Cooldown: 30 seconds

When this ability is activated, select a point on the ground at least 15 meters away from the Mortar Team's current position. The team will move to within 75 meters of the target point, and fire a rapid salvo of 4 shells at this target.

The benefit to using this ability is speed: the team will fire one shell every 4 seconds, instead of the normal 8-10 seconds. This will blast the target area rapidly, allowing little time for enemy units to escape once they realize they're being bombarded, and generally cuts down on this unit's normally long attack duration.

Of course, since this ability is targeted at a ground point, you'll need to make sure that the target remains motionless to begin with. Remember that the high-trajectory shells will still take some time to reach their target, especially if it is further away. You don't want to fire at a point already abandoned by enemy units.

The cooldown period is 30 seconds, though the salvo usually takes about 20-25 seconds to complete, meaning that the ability will usually become available again shortly after the team finishes firing the salvo. This means you can repeatedly use this ability to attack the same target, or a different nearby target, with little delay.

Ability Rifle Smoke Grenade Smoke Barrage

  • Costs nothing
  • Activation: Select Ground (at least 15 meters away)
  • Cooldown: 30 seconds

When this ability is activated, select a point on the ground at least 15 meters away from the Mortar Team's current position. The team will move to within 75 meters of the target point, and fire a rapid salvo of 6 smoke shells at this target.

The smoke shells don't deliver any damage, but instead will each create a large cloud of smoke, lasting 30 seconds. With 6 shells in the salvo, the resulting smoke cloud will be very large, often covering an area at least 25 meters in diameter. This smoke cloud will act to break line-of-sight between enemy units on either side of it. As a result, units on both sides will have a hard time hitting each other.

There are several tactical uses for a Smoke Barrage. For one, it can be used to end a battle prematurely, by suddenly concealing your units from enemy fire. Use this time to withdraw or relocate. Alternately, you can rain down smoke on an enemy position to effectively disable any accurate fire coming from that position, buying time for your units to surround it safely and then begin a powerful attack once the smoke clears. This can be particularly effective at preventing an 88mm Flak 36 AT/AA gun from destroying any unit coming to kill it (though in that case, a regular shell barrage may also do the trick...).

Ability Disable Free-Fire Disable Free-Fire

  • Costs nothing
  • Activation: Immediate
  • Permanent until deactivated
  • Cooldown: 3 seconds (activate/deactivate)

When this ability is activated, the Mortar Team will cease firing of its own volition at visible enemy targets. It will only fire upon receiving direct orders to do so (both normal "attack" orders and special-ability orders), and only at the designated target.

Use this ability to prevent the Mortar Team from revealing its position to the enemy. Remember that when your shells strike an enemy unit, the Mortar Team becomes visible for a short duration, even in the fog-of-war. This allows the enemy to come looking for it, or worse yet - counter-attack it with artillery fire.

You can also use this ability to prevent your mortar from automatically firing into a close-combat situation, where Riflemen Squads or other infantry are mixing it up with enemy units at close range. In such situations, even an accurate a mortar shell landing right on top of an enemy squad can accidentally take out your own infantry, not to mention a shell that misses its designated target.

Don't forget to reactivate free-fire by clicking on the ability button again, when you wish the mortar to resume normal firing operations.

Veterancy

As an American unit, the Mortar Team can gain three levels of Veterancy. Each level brings its own specific benefits, increasing the unit's combat potential and/or survivability.

Accumulation

Like all other American units, the Mortar Team obtains Veterancy points by killing enemy units. It receives 100% of the experience value of each unit it kills. Once it has accumulated a sufficient number of Veterancy points, it will automatically advance to the next level, gaining the related bonuses immediately.

American units do not share Veterancy points with one another. To receive points, the unit must personally kill an enemy unit.

Bonuses

At each Veterancy level, the Mortar Team gains a specific set of bonuses as listed below. These bonuses are cumulative with each other.

Veterancy Heavy Machine Gun Team 0 No Veterancy:
  • Unit is at normal combat efficiency.
Veterancy Heavy Machine Gun Team 1 Level 1 Veterancy:
  • +15% accuracy with all weapons.
  • 20% harder to hit by any enemy weapon.
Veterancy Heavy Machine Gun Team 2 Level 2 Veterancy:
  • +33% faster firing rate.
  • +25% resistance to Suppression.
  • +15% Damage Reduction from all sources.
Veterancy Heavy Machine Gun Team 3 Level 3 Veterancy:
  • +20% accuracy with all weapons.
  • +50% damage with all weapons.

Note that these modifiers apply both to the mortar and to its crew. Therefore, this also affects the additional third crewmen, who is armed with an M1 Carbine (and thus receives the above bonuses for his own weapons).

If the M2 60mm Mortar is abandoned and recaptured by another infantry unit it will reset to Veterancy Level 0, losing any Veterancy bonuses it had previously acquired. It can then resume acquiring Veterancy as normal.

Tactics

Quotes

Gallery

Mortar allied M2 60mm mortar team

Description

Like the M1917 Browning Heavy Machine gun, the M2 60mm mortar is manned by a three unit crew. The weapon's range allows units to stay out of direct enemy fire, but the high-arcing trajectory of the projectiles results in attacks taking some time to reach their target, rendering them ineffective against fast enemy units. If a crew member is killed while manning the mortar, a replacement will take his place. Once all of the units have been lost, the mortar can be recaptured or recovered.


Tips

  • Mortar teams are highly effective at removing people from buildings as well as removing buildings from the battlefield.
  • Keep mortar teams as far as possible from the action; they can easily get swarmed by any kind of infantry.

Strength

The Mortar's long range and maneuverability makes it useful for clearing enemies out of buildings or cover without taking fire from them. The mortar can also be useful for defense as it can fire at enemies from a long distance, as long as another unit or building has line of sight of them. Mortars can also damage almost all enemies in the game. A well aimed shot can penetrate even tank armour. 60mm Bombardment can help quickly clear enemies out of cover or take out large numbers of enemies quickly. Smoke Barrages helps create cover for allies.

Weakness

The Mortar is slow to fire and the shell takes some time to land, allowing enemies to move out of the way. The shell is also inaccurate and often misses the target. The mortar shell can also damage allies if they get to close to the firers target. The mortar is almost completely undefended and if assaulted can easily be destroyed. It is especially important to note that a Mortar Halftrack will beat a Mortar Team in a faceoff. Incendiaries are also a major threat to a Mortar Team as it takes time for the team to pack and move. A Mortar Team can be seen in the fog of war for a brief period when firing; enough time for the enemy to locate it and attack it. Uncrewed mortars can be turned against you.