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	<entry>
		<id>https://tacd.online/public_html/w/index.php?title=Artillery_Support&amp;diff=352</id>
		<title>Artillery Support</title>
		<link rel="alternate" type="text/html" href="https://tacd.online/public_html/w/index.php?title=Artillery_Support&amp;diff=352"/>
		<updated>2026-05-14T15:54:52Z</updated>

		<summary type="html">&lt;p&gt;NickB: /* Part 2: Fire For Effect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
US forces often operate within range of friendly artillery units, giving Marines on the ground access to heavy support fire. Compared to the rifle platoon&#039;s own weapons artillery is very good at destroying large enemy formations but is slow to get into action and relatively inaccurate.&lt;br /&gt;
&lt;br /&gt;
== When to use artillery ==&lt;br /&gt;
&lt;br /&gt;
Target choice is important for artillery. It&#039;s good against targets which are:&lt;br /&gt;
&lt;br /&gt;
* Stationary - artillery will probably take several minutes to put onto the target. Use it against targets which will still be there several minutes later.&lt;br /&gt;
* Soft - artillery is great against lighter vehicles or infantry in the open. It isn&#039;t good against tanks or bunkers. &lt;br /&gt;
* Large - artillery is great at plastering an area. Wasted effort against an infantry squad, but great against a massed company.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Scatter says:&#039;&#039;&#039; my favourite target for artillery is air defence sites. They&#039;re fixed, soft and cover an area. And once they&#039;re gone you can call in air on more difficult targets.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main downside of artillery is it will take several minutes to put rounds on targets, which means the squad will have to hold position for five or ten minutes. If they&#039;re already in a defensive position that&#039;s no problem but if you&#039;re manoeuvring then you will need to co-ordinate closely with leadership to make sure this is a good time to be stopping.&lt;br /&gt;
&lt;br /&gt;
== How to use artillery ==&lt;br /&gt;
You will need:&lt;br /&gt;
* A long range radio, probably an AN/PRC-77. Vehicles often have these, otherwise only radio operators and Air Force types are likely to be lugging one. (It&#039;s a whole backpack.)&lt;br /&gt;
* The callsign and frequency for the Fire Direction Centre. The answer is frequently WARTHOG on 30.00MHz, but that&#039;s not always going to be the case&lt;br /&gt;
* to be a priority for the Fire Direction Centre. If they&#039;re busy supporting someone more important than you right now, then you&#039;re probably out of luck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Make it someone ele&#039;s problem ===&lt;br /&gt;
&lt;br /&gt;
You may have an RO or Air Force FAC embedded in the squad. They ought to know what they&#039;re doing here, so your job is limited to yelling &amp;quot;Hey Morse, there&#039;s a million baddies on the hillside to the southwest, make them go away!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Oh Shit Mode (Immediate Suppression) ===&lt;br /&gt;
&lt;br /&gt;
You don&#039;t have an RO or FAC, but you do somehow have access to a radio. Maybe on an unconscious RO or FAC who&#039;s remembered to share their handset. (Look at them from close up, scroll menu and if there&#039;s an option, use their handset.) Work out where the baddies are, and utter the magic words:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;WARTHOG, WARTHOG, this is ENDGAME RED. IMMEDIATE SUPPRESSION, One Two Three, Four Five Six, OVER&amp;quot;, where the numbers are the six figure grid of the enemies.&lt;br /&gt;
&lt;br /&gt;
If all is well, they will reply &amp;quot;ENDGAME RED, WARTHOG, IMMEDIATE SUPPRESSION, OUT&amp;quot; and then a minute or two later the area around your chosen position will start to explode.&lt;br /&gt;
&lt;br /&gt;
You need to remember that Immediate Suppression missions are RISKY, which is why we use them as a last resort. Someone has to do a lot of Combat Maths between your radio call and the shells landing, and they sometimes don&#039;t land where you expect. Sometimes by as much as half a kilometer which is a very long way in Chelt&#039;s short-sightlines terrain.&lt;br /&gt;
&lt;br /&gt;
=== Grownup Mode (Adjust Fire) ===&lt;br /&gt;
&lt;br /&gt;
Okay, you&#039;ve got a suitable target that needs blowing up, it&#039;s not going anywhere for the next five minutes and for some reason you don&#039;t have a grownup who speaks Air Force on hand. You&#039;re going to do an ADJUST FIRE mission like you&#039;re a real FOO. This is a mission that has two parts:&lt;br /&gt;
* ADJUST FIRE - firing one round at a time then calling in corrections until it&#039;s near (within about 100m of) the target. You&#039;re dialing the battery in until they know the right settings to get the shells exploding where you want them to.&lt;br /&gt;
* FIRE FOR EFFECT - fire a barrage of shells to kill people and break stuff.&lt;br /&gt;
&lt;br /&gt;
==== Part 1: Adjust Fire ====&lt;br /&gt;
Again you&#039;ll need a big radio, and the conversation goes like this. First, get the artillery&#039;s attention:&lt;br /&gt;
* WARTHOG, WARTHOG, ENDGAME RED. ADJUST FIRE, OVER.&lt;br /&gt;
* Expect reply: &amp;quot;ADJUST FIRE, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now you need to tell them where the target is, and roughly what it is:&lt;br /&gt;
* &amp;quot;GRID, One Two Three, Four Five Six, OVER&amp;quot;&lt;br /&gt;
* Expect reply: &amp;quot;GRID One Two Three, Four Five Six, OUT&amp;quot;&lt;br /&gt;
* &amp;quot;Target is a FUCKLOAD OF CHELT BASTARDS, in the open, OVER&amp;quot;&lt;br /&gt;
* Expect reply: &amp;quot;Target is a large concentration of enemy infantry in the open, OUT.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, the Fire Direction Centre have broken out their slide rules to do Exciting Combat Maths, and a minute or so later they&#039;ll let you know they&#039;ve fired the first spotting round:&lt;br /&gt;
* Expect &amp;quot;SHOT, OVER&amp;quot;&lt;br /&gt;
* You acknowledge with &amp;quot;SHOT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maybe a minute later, they&#039;ll warn you when the first round is about to land, with &lt;br /&gt;
* Expect: &amp;quot;SPLASH, OVER&amp;quot;&lt;br /&gt;
* You acknowledge with &amp;quot;SPLASH, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Observe where the bang or large cloud of smoke happens and work out how far you want to move it to put it onto the target. Work in hundreds of metres - if you&#039;re less than a hundred metres off, congratulations that&#039;s good enough. Work out how far to shift north/south, and how far east west and call in the correction.&lt;br /&gt;
* WARTHOG, ENDGAME RED, South two hundred, west one hundred, OVER&amp;quot;&lt;br /&gt;
* Expect a reply &amp;quot;South two hundred, west one hundred, SHOT, OVER&amp;quot;&lt;br /&gt;
* Once they&#039;ve shot, you ack: &amp;quot;SHOT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Part 2: Fire For Effect ====&lt;br /&gt;
Keep on adjusting until the shots are landing within 100m of the target, then you get to broadcast the magic words:&lt;br /&gt;
* &amp;quot;WARTHOG, ENDGAME RED, FIRE FOR EFFECT, OVER&amp;quot;&lt;br /&gt;
* Expect: &amp;quot;FIRE FOR EFFECT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They will then switch to firing lots of boom onto the last location hit. Once that lands, you can call:&lt;br /&gt;
* &amp;quot;REPEAT, OVER&amp;quot; to request the same again&lt;br /&gt;
* &amp;quot;North one hundred, REPEAT, OVER&amp;quot; to ask for the same again but shifted 100m north&lt;br /&gt;
* &amp;quot;END OF MISSION, OVER&amp;quot; to say the job is done. Maybe add a thankyou.&lt;br /&gt;
&lt;br /&gt;
== Types of artillery ==&lt;/div&gt;</summary>
		<author><name>NickB</name></author>
	</entry>
	<entry>
		<id>https://tacd.online/public_html/w/index.php?title=Artillery_Support&amp;diff=351</id>
		<title>Artillery Support</title>
		<link rel="alternate" type="text/html" href="https://tacd.online/public_html/w/index.php?title=Artillery_Support&amp;diff=351"/>
		<updated>2026-05-14T15:53:56Z</updated>

		<summary type="html">&lt;p&gt;NickB: /* Oh Shit Mode (Immediate Suppression) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
US forces often operate within range of friendly artillery units, giving Marines on the ground access to heavy support fire. Compared to the rifle platoon&#039;s own weapons artillery is very good at destroying large enemy formations but is slow to get into action and relatively inaccurate.&lt;br /&gt;
&lt;br /&gt;
== When to use artillery ==&lt;br /&gt;
&lt;br /&gt;
Target choice is important for artillery. It&#039;s good against targets which are:&lt;br /&gt;
&lt;br /&gt;
* Stationary - artillery will probably take several minutes to put onto the target. Use it against targets which will still be there several minutes later.&lt;br /&gt;
* Soft - artillery is great against lighter vehicles or infantry in the open. It isn&#039;t good against tanks or bunkers. &lt;br /&gt;
* Large - artillery is great at plastering an area. Wasted effort against an infantry squad, but great against a massed company.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Scatter says:&#039;&#039;&#039; my favourite target for artillery is air defence sites. They&#039;re fixed, soft and cover an area. And once they&#039;re gone you can call in air on more difficult targets.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main downside of artillery is it will take several minutes to put rounds on targets, which means the squad will have to hold position for five or ten minutes. If they&#039;re already in a defensive position that&#039;s no problem but if you&#039;re manoeuvring then you will need to co-ordinate closely with leadership to make sure this is a good time to be stopping.&lt;br /&gt;
&lt;br /&gt;
== How to use artillery ==&lt;br /&gt;
You will need:&lt;br /&gt;
* A long range radio, probably an AN/PRC-77. Vehicles often have these, otherwise only radio operators and Air Force types are likely to be lugging one. (It&#039;s a whole backpack.)&lt;br /&gt;
* The callsign and frequency for the Fire Direction Centre. The answer is frequently WARTHOG on 30.00MHz, but that&#039;s not always going to be the case&lt;br /&gt;
* to be a priority for the Fire Direction Centre. If they&#039;re busy supporting someone more important than you right now, then you&#039;re probably out of luck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Make it someone ele&#039;s problem ===&lt;br /&gt;
&lt;br /&gt;
You may have an RO or Air Force FAC embedded in the squad. They ought to know what they&#039;re doing here, so your job is limited to yelling &amp;quot;Hey Morse, there&#039;s a million baddies on the hillside to the southwest, make them go away!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Oh Shit Mode (Immediate Suppression) ===&lt;br /&gt;
&lt;br /&gt;
You don&#039;t have an RO or FAC, but you do somehow have access to a radio. Maybe on an unconscious RO or FAC who&#039;s remembered to share their handset. (Look at them from close up, scroll menu and if there&#039;s an option, use their handset.) Work out where the baddies are, and utter the magic words:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;WARTHOG, WARTHOG, this is ENDGAME RED. IMMEDIATE SUPPRESSION, One Two Three, Four Five Six, OVER&amp;quot;, where the numbers are the six figure grid of the enemies.&lt;br /&gt;
&lt;br /&gt;
If all is well, they will reply &amp;quot;ENDGAME RED, WARTHOG, IMMEDIATE SUPPRESSION, OUT&amp;quot; and then a minute or two later the area around your chosen position will start to explode.&lt;br /&gt;
&lt;br /&gt;
You need to remember that Immediate Suppression missions are RISKY, which is why we use them as a last resort. Someone has to do a lot of Combat Maths between your radio call and the shells landing, and they sometimes don&#039;t land where you expect. Sometimes by as much as half a kilometer which is a very long way in Chelt&#039;s short-sightlines terrain.&lt;br /&gt;
&lt;br /&gt;
=== Grownup Mode (Adjust Fire) ===&lt;br /&gt;
&lt;br /&gt;
Okay, you&#039;ve got a suitable target that needs blowing up, it&#039;s not going anywhere for the next five minutes and for some reason you don&#039;t have a grownup who speaks Air Force on hand. You&#039;re going to do an ADJUST FIRE mission like you&#039;re a real FOO. This is a mission that has two parts:&lt;br /&gt;
* ADJUST FIRE - firing one round at a time then calling in corrections until it&#039;s near (within about 100m of) the target. You&#039;re dialing the battery in until they know the right settings to get the shells exploding where you want them to.&lt;br /&gt;
* FIRE FOR EFFECT - fire a barrage of shells to kill people and break stuff.&lt;br /&gt;
&lt;br /&gt;
==== Part 1: Adjust Fire ====&lt;br /&gt;
Again you&#039;ll need a big radio, and the conversation goes like this. First, get the artillery&#039;s attention:&lt;br /&gt;
* WARTHOG, WARTHOG, ENDGAME RED. ADJUST FIRE, OVER.&lt;br /&gt;
* Expect reply: &amp;quot;ADJUST FIRE, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now you need to tell them where the target is, and roughly what it is:&lt;br /&gt;
* &amp;quot;GRID, One Two Three, Four Five Six, OVER&amp;quot;&lt;br /&gt;
* Expect reply: &amp;quot;GRID One Two Three, Four Five Six, OUT&amp;quot;&lt;br /&gt;
* &amp;quot;Target is a FUCKLOAD OF CHELT BASTARDS, in the open, OVER&amp;quot;&lt;br /&gt;
* Expect reply: &amp;quot;Target is a large concentration of enemy infantry in the open, OUT.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, the Fire Direction Centre have broken out their slide rules to do Exciting Combat Maths, and a minute or so later they&#039;ll let you know they&#039;ve fired the first spotting round:&lt;br /&gt;
* Expect &amp;quot;SHOT, OVER&amp;quot;&lt;br /&gt;
* You acknowledge with &amp;quot;SHOT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maybe a minute later, they&#039;ll warn you when the first round is about to land, with &lt;br /&gt;
* Expect: &amp;quot;SPLASH, OVER&amp;quot;&lt;br /&gt;
* You acknowledge with &amp;quot;SPLASH, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Observe where the bang or large cloud of smoke happens and work out how far you want to move it to put it onto the target. Work in hundreds of metres - if you&#039;re less than a hundred metres off, congratulations that&#039;s good enough. Work out how far to shift north/south, and how far east west and call in the correction.&lt;br /&gt;
* WARTHOG, ENDGAME RED, South two hundred, west one hundred, OVER&amp;quot;&lt;br /&gt;
* Expect a reply &amp;quot;South two hundred, west one hundred, SHOT, OVER&amp;quot;&lt;br /&gt;
* Once they&#039;ve shot, you ack: &amp;quot;SHOT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Part 2: Fire For Effect ====&lt;br /&gt;
Keep on adjusting until the shots are landing within 100m of the target, then you get to broadcast the magic words:&lt;br /&gt;
* &amp;quot;WARTHOG, ENDGAME RED, FIRE FOR EFFECT, OVER&amp;quot;&lt;br /&gt;
* Expect: &amp;quot;FIRE FORE EFFECT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They will then switch to firing lots of boom onto the last location hit. Once that lands, you can call:&lt;br /&gt;
* &amp;quot;REPEAT, OVER&amp;quot; to request the same again&lt;br /&gt;
* &amp;quot;North one hundred, REPEAT, OVER&amp;quot; to ask for the same again but shifted 100m north&lt;br /&gt;
* &amp;quot;END OF MISSION, OVER&amp;quot; to say the job is done. Maybe add a thankyou.&lt;br /&gt;
&lt;br /&gt;
== Types of artillery ==&lt;/div&gt;</summary>
		<author><name>NickB</name></author>
	</entry>
	<entry>
		<id>https://tacd.online/public_html/w/index.php?title=Artillery_Support&amp;diff=350</id>
		<title>Artillery Support</title>
		<link rel="alternate" type="text/html" href="https://tacd.online/public_html/w/index.php?title=Artillery_Support&amp;diff=350"/>
		<updated>2026-05-14T15:53:42Z</updated>

		<summary type="html">&lt;p&gt;NickB: /* Oh Shit Mode (Immediate Suppression) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
US forces often operate within range of friendly artillery units, giving Marines on the ground access to heavy support fire. Compared to the rifle platoon&#039;s own weapons artillery is very good at destroying large enemy formations but is slow to get into action and relatively inaccurate.&lt;br /&gt;
&lt;br /&gt;
== When to use artillery ==&lt;br /&gt;
&lt;br /&gt;
Target choice is important for artillery. It&#039;s good against targets which are:&lt;br /&gt;
&lt;br /&gt;
* Stationary - artillery will probably take several minutes to put onto the target. Use it against targets which will still be there several minutes later.&lt;br /&gt;
* Soft - artillery is great against lighter vehicles or infantry in the open. It isn&#039;t good against tanks or bunkers. &lt;br /&gt;
* Large - artillery is great at plastering an area. Wasted effort against an infantry squad, but great against a massed company.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Scatter says:&#039;&#039;&#039; my favourite target for artillery is air defence sites. They&#039;re fixed, soft and cover an area. And once they&#039;re gone you can call in air on more difficult targets.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main downside of artillery is it will take several minutes to put rounds on targets, which means the squad will have to hold position for five or ten minutes. If they&#039;re already in a defensive position that&#039;s no problem but if you&#039;re manoeuvring then you will need to co-ordinate closely with leadership to make sure this is a good time to be stopping.&lt;br /&gt;
&lt;br /&gt;
== How to use artillery ==&lt;br /&gt;
You will need:&lt;br /&gt;
* A long range radio, probably an AN/PRC-77. Vehicles often have these, otherwise only radio operators and Air Force types are likely to be lugging one. (It&#039;s a whole backpack.)&lt;br /&gt;
* The callsign and frequency for the Fire Direction Centre. The answer is frequently WARTHOG on 30.00MHz, but that&#039;s not always going to be the case&lt;br /&gt;
* to be a priority for the Fire Direction Centre. If they&#039;re busy supporting someone more important than you right now, then you&#039;re probably out of luck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Make it someone ele&#039;s problem ===&lt;br /&gt;
&lt;br /&gt;
You may have an RO or Air Force FAC embedded in the squad. They ought to know what they&#039;re doing here, so your job is limited to yelling &amp;quot;Hey Morse, there&#039;s a million baddies on the hillside to the southwest, make them go away!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Oh Shit Mode (Immediate Suppression) ===&lt;br /&gt;
&lt;br /&gt;
You don&#039;t have an RO or FAC, but you do somehow have access to a radio. Maybe on an unconscious RO or FAC who&#039;s remembered to share their handset. (Look at them from close up, scroll menu and if there&#039;s an option, use their handset.) Work out where the baddies are, and utter the magic words:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;WARTHOG, WARTHOG, this is ENDGAME RED. IMMEDIATE SUPPRESSION, One Two Three, Four Five Six, OVER&amp;quot;, where the numbers are the six figure grid of the enemies.&lt;br /&gt;
&lt;br /&gt;
If all is well, they will reply &amp;quot;ENGDAME RED, WARTHOG, IMMEDIATE SUPPRESSION, OUT&amp;quot; and then a minute or two later the area around your chosen position will start to explode.&lt;br /&gt;
&lt;br /&gt;
You need to remember that Immediate Suppression missions are RISKY, which is why we use them as a last resort. Someone has to do a lot of Combat Maths between your radio call and the shells landing, and they sometimes don&#039;t land where you expect. Sometimes by as much as half a kilometer which is a very long way in Chelt&#039;s short-sightlines terrain.&lt;br /&gt;
&lt;br /&gt;
=== Grownup Mode (Adjust Fire) ===&lt;br /&gt;
&lt;br /&gt;
Okay, you&#039;ve got a suitable target that needs blowing up, it&#039;s not going anywhere for the next five minutes and for some reason you don&#039;t have a grownup who speaks Air Force on hand. You&#039;re going to do an ADJUST FIRE mission like you&#039;re a real FOO. This is a mission that has two parts:&lt;br /&gt;
* ADJUST FIRE - firing one round at a time then calling in corrections until it&#039;s near (within about 100m of) the target. You&#039;re dialing the battery in until they know the right settings to get the shells exploding where you want them to.&lt;br /&gt;
* FIRE FOR EFFECT - fire a barrage of shells to kill people and break stuff.&lt;br /&gt;
&lt;br /&gt;
==== Part 1: Adjust Fire ====&lt;br /&gt;
Again you&#039;ll need a big radio, and the conversation goes like this. First, get the artillery&#039;s attention:&lt;br /&gt;
* WARTHOG, WARTHOG, ENDGAME RED. ADJUST FIRE, OVER.&lt;br /&gt;
* Expect reply: &amp;quot;ADJUST FIRE, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now you need to tell them where the target is, and roughly what it is:&lt;br /&gt;
* &amp;quot;GRID, One Two Three, Four Five Six, OVER&amp;quot;&lt;br /&gt;
* Expect reply: &amp;quot;GRID One Two Three, Four Five Six, OUT&amp;quot;&lt;br /&gt;
* &amp;quot;Target is a FUCKLOAD OF CHELT BASTARDS, in the open, OVER&amp;quot;&lt;br /&gt;
* Expect reply: &amp;quot;Target is a large concentration of enemy infantry in the open, OUT.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, the Fire Direction Centre have broken out their slide rules to do Exciting Combat Maths, and a minute or so later they&#039;ll let you know they&#039;ve fired the first spotting round:&lt;br /&gt;
* Expect &amp;quot;SHOT, OVER&amp;quot;&lt;br /&gt;
* You acknowledge with &amp;quot;SHOT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maybe a minute later, they&#039;ll warn you when the first round is about to land, with &lt;br /&gt;
* Expect: &amp;quot;SPLASH, OVER&amp;quot;&lt;br /&gt;
* You acknowledge with &amp;quot;SPLASH, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Observe where the bang or large cloud of smoke happens and work out how far you want to move it to put it onto the target. Work in hundreds of metres - if you&#039;re less than a hundred metres off, congratulations that&#039;s good enough. Work out how far to shift north/south, and how far east west and call in the correction.&lt;br /&gt;
* WARTHOG, ENDGAME RED, South two hundred, west one hundred, OVER&amp;quot;&lt;br /&gt;
* Expect a reply &amp;quot;South two hundred, west one hundred, SHOT, OVER&amp;quot;&lt;br /&gt;
* Once they&#039;ve shot, you ack: &amp;quot;SHOT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Part 2: Fire For Effect ====&lt;br /&gt;
Keep on adjusting until the shots are landing within 100m of the target, then you get to broadcast the magic words:&lt;br /&gt;
* &amp;quot;WARTHOG, ENDGAME RED, FIRE FOR EFFECT, OVER&amp;quot;&lt;br /&gt;
* Expect: &amp;quot;FIRE FORE EFFECT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They will then switch to firing lots of boom onto the last location hit. Once that lands, you can call:&lt;br /&gt;
* &amp;quot;REPEAT, OVER&amp;quot; to request the same again&lt;br /&gt;
* &amp;quot;North one hundred, REPEAT, OVER&amp;quot; to ask for the same again but shifted 100m north&lt;br /&gt;
* &amp;quot;END OF MISSION, OVER&amp;quot; to say the job is done. Maybe add a thankyou.&lt;br /&gt;
&lt;br /&gt;
== Types of artillery ==&lt;/div&gt;</summary>
		<author><name>NickB</name></author>
	</entry>
	<entry>
		<id>https://tacd.online/public_html/w/index.php?title=Artillery_Support&amp;diff=349</id>
		<title>Artillery Support</title>
		<link rel="alternate" type="text/html" href="https://tacd.online/public_html/w/index.php?title=Artillery_Support&amp;diff=349"/>
		<updated>2026-05-14T15:52:40Z</updated>

		<summary type="html">&lt;p&gt;NickB: /* How to use artillery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
US forces often operate within range of friendly artillery units, giving Marines on the ground access to heavy support fire. Compared to the rifle platoon&#039;s own weapons artillery is very good at destroying large enemy formations but is slow to get into action and relatively inaccurate.&lt;br /&gt;
&lt;br /&gt;
== When to use artillery ==&lt;br /&gt;
&lt;br /&gt;
Target choice is important for artillery. It&#039;s good against targets which are:&lt;br /&gt;
&lt;br /&gt;
* Stationary - artillery will probably take several minutes to put onto the target. Use it against targets which will still be there several minutes later.&lt;br /&gt;
* Soft - artillery is great against lighter vehicles or infantry in the open. It isn&#039;t good against tanks or bunkers. &lt;br /&gt;
* Large - artillery is great at plastering an area. Wasted effort against an infantry squad, but great against a massed company.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Scatter says:&#039;&#039;&#039; my favourite target for artillery is air defence sites. They&#039;re fixed, soft and cover an area. And once they&#039;re gone you can call in air on more difficult targets.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main downside of artillery is it will take several minutes to put rounds on targets, which means the squad will have to hold position for five or ten minutes. If they&#039;re already in a defensive position that&#039;s no problem but if you&#039;re manoeuvring then you will need to co-ordinate closely with leadership to make sure this is a good time to be stopping.&lt;br /&gt;
&lt;br /&gt;
== How to use artillery ==&lt;br /&gt;
You will need:&lt;br /&gt;
* A long range radio, probably an AN/PRC-77. Vehicles often have these, otherwise only radio operators and Air Force types are likely to be lugging one. (It&#039;s a whole backpack.)&lt;br /&gt;
* The callsign and frequency for the Fire Direction Centre. The answer is frequently WARTHOG on 30.00MHz, but that&#039;s not always going to be the case&lt;br /&gt;
* to be a priority for the Fire Direction Centre. If they&#039;re busy supporting someone more important than you right now, then you&#039;re probably out of luck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Make it someone ele&#039;s problem ===&lt;br /&gt;
&lt;br /&gt;
You may have an RO or Air Force FAC embedded in the squad. They ought to know what they&#039;re doing here, so your job is limited to yelling &amp;quot;Hey Morse, there&#039;s a million baddies on the hillside to the southwest, make them go away!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Oh Shit Mode (Immediate Suppression) ===&lt;br /&gt;
&lt;br /&gt;
You don&#039;t have an RO or FAC, but you do somehow have access to a radio. Maybe on an unconscious RO or FAC who&#039;s remembered to share their handset. (Look at them from close up, scroll menu and if there&#039;s an option, use their handset.) Work out where the baddies are, and utter the magic words:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;WARTHOG, WARTHOG, this is ENDGAME RED. IMMEDIATE SUPPRESSION, One Two Three, Four Five Six, OVER&amp;quot;, where the numbers are the six figure grid of the enemies.&lt;br /&gt;
&lt;br /&gt;
If all is well, they will reply &amp;quot;ENGDAGE RED, WARTHOG, IMMEDITE SUPPRESSION, OUT&amp;quot; and then a minute or two later the area around your chosen position will start to explode.&lt;br /&gt;
&lt;br /&gt;
You need to remember that Immediate Suppression missions are RISKY, which is why we use them as a last resort. Someone has to do a lot of Combat Maths between your radio call and the shells landing, and they sometimes don&#039;t land where you expect. Sometimes by as much as half a kilometer which is a very long way in Chelt&#039;s short-sightlines terrain.&lt;br /&gt;
&lt;br /&gt;
=== Grownup Mode (Adjust Fire) ===&lt;br /&gt;
&lt;br /&gt;
Okay, you&#039;ve got a suitable target that needs blowing up, it&#039;s not going anywhere for the next five minutes and for some reason you don&#039;t have a grownup who speaks Air Force on hand. You&#039;re going to do an ADJUST FIRE mission like you&#039;re a real FOO. This is a mission that has two parts:&lt;br /&gt;
* ADJUST FIRE - firing one round at a time then calling in corrections until it&#039;s near (within about 100m of) the target. You&#039;re dialing the battery in until they know the right settings to get the shells exploding where you want them to.&lt;br /&gt;
* FIRE FOR EFFECT - fire a barrage of shells to kill people and break stuff.&lt;br /&gt;
&lt;br /&gt;
==== Part 1: Adjust Fire ====&lt;br /&gt;
Again you&#039;ll need a big radio, and the conversation goes like this. First, get the artillery&#039;s attention:&lt;br /&gt;
* WARTHOG, WARTHOG, ENDGAME RED. ADJUST FIRE, OVER.&lt;br /&gt;
* Expect reply: &amp;quot;ADJUST FIRE, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now you need to tell them where the target is, and roughly what it is:&lt;br /&gt;
* &amp;quot;GRID, One Two Three, Four Five Six, OVER&amp;quot;&lt;br /&gt;
* Expect reply: &amp;quot;GRID One Two Three, Four Five Six, OUT&amp;quot;&lt;br /&gt;
* &amp;quot;Target is a FUCKLOAD OF CHELT BASTARDS, in the open, OVER&amp;quot;&lt;br /&gt;
* Expect reply: &amp;quot;Target is a large concentration of enemy infantry in the open, OUT.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, the Fire Direction Centre have broken out their slide rules to do Exciting Combat Maths, and a minute or so later they&#039;ll let you know they&#039;ve fired the first spotting round:&lt;br /&gt;
* Expect &amp;quot;SHOT, OVER&amp;quot;&lt;br /&gt;
* You acknowledge with &amp;quot;SHOT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maybe a minute later, they&#039;ll warn you when the first round is about to land, with &lt;br /&gt;
* Expect: &amp;quot;SPLASH, OVER&amp;quot;&lt;br /&gt;
* You acknowledge with &amp;quot;SPLASH, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Observe where the bang or large cloud of smoke happens and work out how far you want to move it to put it onto the target. Work in hundreds of metres - if you&#039;re less than a hundred metres off, congratulations that&#039;s good enough. Work out how far to shift north/south, and how far east west and call in the correction.&lt;br /&gt;
* WARTHOG, ENDGAME RED, South two hundred, west one hundred, OVER&amp;quot;&lt;br /&gt;
* Expect a reply &amp;quot;South two hundred, west one hundred, SHOT, OVER&amp;quot;&lt;br /&gt;
* Once they&#039;ve shot, you ack: &amp;quot;SHOT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Part 2: Fire For Effect ====&lt;br /&gt;
Keep on adjusting until the shots are landing within 100m of the target, then you get to broadcast the magic words:&lt;br /&gt;
* &amp;quot;WARTHOG, ENDGAME RED, FIRE FOR EFFECT, OVER&amp;quot;&lt;br /&gt;
* Expect: &amp;quot;FIRE FORE EFFECT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They will then switch to firing lots of boom onto the last location hit. Once that lands, you can call:&lt;br /&gt;
* &amp;quot;REPEAT, OVER&amp;quot; to request the same again&lt;br /&gt;
* &amp;quot;North one hundred, REPEAT, OVER&amp;quot; to ask for the same again but shifted 100m north&lt;br /&gt;
* &amp;quot;END OF MISSION, OVER&amp;quot; to say the job is done. Maybe add a thankyou.&lt;br /&gt;
&lt;br /&gt;
== Types of artillery ==&lt;/div&gt;</summary>
		<author><name>NickB</name></author>
	</entry>
	<entry>
		<id>https://tacd.online/public_html/w/index.php?title=Artillery_Support&amp;diff=348</id>
		<title>Artillery Support</title>
		<link rel="alternate" type="text/html" href="https://tacd.online/public_html/w/index.php?title=Artillery_Support&amp;diff=348"/>
		<updated>2026-05-14T15:51:46Z</updated>

		<summary type="html">&lt;p&gt;NickB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
US forces often operate within range of friendly artillery units, giving Marines on the ground access to heavy support fire. Compared to the rifle platoon&#039;s own weapons artillery is very good at destroying large enemy formations but is slow to get into action and relatively inaccurate.&lt;br /&gt;
&lt;br /&gt;
== When to use artillery ==&lt;br /&gt;
&lt;br /&gt;
Target choice is important for artillery. It&#039;s good against targets which are:&lt;br /&gt;
&lt;br /&gt;
* Stationary - artillery will probably take several minutes to put onto the target. Use it against targets which will still be there several minutes later.&lt;br /&gt;
* Soft - artillery is great against lighter vehicles or infantry in the open. It isn&#039;t good against tanks or bunkers. &lt;br /&gt;
* Large - artillery is great at plastering an area. Wasted effort against an infantry squad, but great against a massed company.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Scatter says:&#039;&#039;&#039; my favourite target for artillery is air defence sites. They&#039;re fixed, soft and cover an area. And once they&#039;re gone you can call in air on more difficult targets.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main downside of artillery is it will take several minutes to put rounds on targets, which means the squad will have to hold position for five or ten minutes. If they&#039;re already in a defensive position that&#039;s no problem but if you&#039;re manoeuvring then you will need to co-ordinate closely with leadership to make sure this is a good time to be stopping.&lt;br /&gt;
&lt;br /&gt;
== How to use artillery ==&lt;br /&gt;
You will need:&lt;br /&gt;
* A long range radio, probably an AN/PRC-77. Vehicles often have these, otherwise only radio operators and Air Force types are likely to be lugging one. (It&#039;s a whole backpack.)&lt;br /&gt;
* The frequency and callsign. The answer is frequently WARTHOG on 30.00MHz, but that&#039;s not always going to be the case&lt;br /&gt;
* to be a priority for the Fire Direction Centre. If they&#039;re busy supporting someone more important than you right now, then you&#039;re probably out of luck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Make it someone ele&#039;s problem ===&lt;br /&gt;
&lt;br /&gt;
You may have an RO or Air Force FAC embedded in the squad. They ought to know what they&#039;re doing here, so your job is limited to yelling &amp;quot;Hey Morse, there&#039;s a million baddies on the hillside to the southwest, make them go away!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Oh Shit Mode (Immediate Suppression) ===&lt;br /&gt;
&lt;br /&gt;
You don&#039;t have an RO or FAC, but you do somehow have access to a radio. Maybe on an unconscious RO or FAC who&#039;s remembered to share their handset. (Look at them from close up, scroll menu and if there&#039;s an option, use their handset.) Work out where the baddies are, and utter the magic words:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;WARTHOG, WARTHOG, this is ENDGAME RED. IMMEDIATE SUPPRESSION, One Two Three, Four Five Six, OVER&amp;quot;, where the numbers are the six figure grid of the enemies.&lt;br /&gt;
&lt;br /&gt;
If all is well, they will reply &amp;quot;ENGDAGE RED, WARTHOG, IMMEDITE SUPPRESSION, OUT&amp;quot; and then a minute or two later the area around your chosen position will start to explode.&lt;br /&gt;
&lt;br /&gt;
You need to remember that Immediate Suppression missions are RISKY, which is why we use them as a last resort. Someone has to do a lot of Combat Maths between your radio call and the shells landing, and they sometimes don&#039;t land where you expect. Sometimes by as much as half a kilometer which is a very long way in Chelt&#039;s short-sightlines terrain.&lt;br /&gt;
&lt;br /&gt;
=== Grownup Mode (Adjust Fire) ===&lt;br /&gt;
&lt;br /&gt;
Okay, you&#039;ve got a suitable target that needs blowing up, it&#039;s not going anywhere for the next five minutes and for some reason you don&#039;t have a grownup who speaks Air Force on hand. You&#039;re going to do an ADJUST FIRE mission like you&#039;re a real FOO. This is a mission that has two parts:&lt;br /&gt;
* ADJUST FIRE - firing one round at a time then calling in corrections until it&#039;s near (within about 100m of) the target. You&#039;re dialing the battery in until they know the right settings to get the shells exploding where you want them to.&lt;br /&gt;
* FIRE FOR EFFECT - fire a barrage of shells to kill people and break stuff.&lt;br /&gt;
&lt;br /&gt;
==== Part 1: Adjust Fire ====&lt;br /&gt;
Again you&#039;ll need a big radio, and the conversation goes like this. First, get the artillery&#039;s attention:&lt;br /&gt;
* WARTHOG, WARTHOG, ENDGAME RED. ADJUST FIRE, OVER.&lt;br /&gt;
* Expect reply: &amp;quot;ADJUST FIRE, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now you need to tell them where the target is, and roughly what it is:&lt;br /&gt;
* &amp;quot;GRID, One Two Three, Four Five Six, OVER&amp;quot;&lt;br /&gt;
* Expect reply: &amp;quot;GRID One Two Three, Four Five Six, OUT&amp;quot;&lt;br /&gt;
* &amp;quot;Target is a FUCKLOAD OF CHELT BASTARDS, in the open, OVER&amp;quot;&lt;br /&gt;
* Expect reply: &amp;quot;Target is a large concentration of enemy infantry in the open, OUT.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, the Fire Direction Centre have broken out their slide rules to do Exciting Combat Maths, and a minute or so later they&#039;ll let you know they&#039;ve fired the first spotting round:&lt;br /&gt;
* Expect &amp;quot;SHOT, OVER&amp;quot;&lt;br /&gt;
* You acknowledge with &amp;quot;SHOT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maybe a minute later, they&#039;ll warn you when the first round is about to land, with &lt;br /&gt;
* Expect: &amp;quot;SPLASH, OVER&amp;quot;&lt;br /&gt;
* You acknowledge with &amp;quot;SPLASH, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Observe where the bang or large cloud of smoke happens and work out how far you want to move it to put it onto the target. Work in hundreds of metres - if you&#039;re less than a hundred metres off, congratulations that&#039;s good enough. Work out how far to shift north/south, and how far east west and call in the correction.&lt;br /&gt;
* WARTHOG, ENDGAME RED, South two hundred, west one hundred, OVER&amp;quot;&lt;br /&gt;
* Expect a reply &amp;quot;South two hundred, west one hundred, SHOT, OVER&amp;quot;&lt;br /&gt;
* Once they&#039;ve shot, you ack: &amp;quot;SHOT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Part 2: Fire For Effect ====&lt;br /&gt;
Keep on adjusting until the shots are landing within 100m of the target, then you get to broadcast the magic words:&lt;br /&gt;
* &amp;quot;WARTHOG, ENDGAME RED, FIRE FOR EFFECT, OVER&amp;quot;&lt;br /&gt;
* Expect: &amp;quot;FIRE FORE EFFECT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They will then switch to firing lots of boom onto the last location hit. Once that lands, you can call:&lt;br /&gt;
* &amp;quot;REPEAT, OVER&amp;quot; to request the same again&lt;br /&gt;
* &amp;quot;North one hundred, REPEAT, OVER&amp;quot; to ask for the same again but shifted 100m north&lt;br /&gt;
* &amp;quot;END OF MISSION, OVER&amp;quot; to say the job is done. Maybe add a thankyou.&lt;br /&gt;
&lt;br /&gt;
== Types of artillery ==&lt;/div&gt;</summary>
		<author><name>NickB</name></author>
	</entry>
	<entry>
		<id>https://tacd.online/public_html/w/index.php?title=Artillery_Support&amp;diff=342</id>
		<title>Artillery Support</title>
		<link rel="alternate" type="text/html" href="https://tacd.online/public_html/w/index.php?title=Artillery_Support&amp;diff=342"/>
		<updated>2025-10-11T13:47:43Z</updated>

		<summary type="html">&lt;p&gt;NickB: /* Grownup Mode (Adjust Fire) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
US forces often operate within range of friendly artillery units, giving Marines on the ground access to heavy support fire. Compared to the rifle platoon&#039;s own weapons artillery is very good at destroying large enemy formations but is slow to get into action and relatively inaccurate.&lt;br /&gt;
&lt;br /&gt;
== When to use artillery ==&lt;br /&gt;
&lt;br /&gt;
Target choice is important for artillery. It&#039;s good against targets which are:&lt;br /&gt;
&lt;br /&gt;
* Stationary - artillery will probably take several minutes to put onto the target. Use it against targets which will still be there several minutes later.&lt;br /&gt;
* Soft - artillery isn&#039;t good against tanks or bunkers. It&#039;s good against lighter vehicles or infantry in the open.&lt;br /&gt;
* Large - artillery is great at plastering an area. Wasted effort against an infantry squad, but great against a massed company.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Scatter says:&#039;&#039;&#039; my favourite target for artillery is air defence sites. They&#039;re fixed, soft and cover an area. And once they&#039;re gone you can call in air on more difficult targets.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main downside of artillery is it will take several minutes to put rounds on targets, which means the squad will have to hold position for five or ten minutes. If they&#039;re already in a defensive position that&#039;s no problem but if you&#039;re manoeuvring then you will need to co-ordinate closely with leadership to make sure this is a good time to be stopping.&lt;br /&gt;
&lt;br /&gt;
== How to use artillery ==&lt;br /&gt;
You will need:&lt;br /&gt;
* A long range radio, probably an AN/PRC-77. Vehicles often have these, otherwise only radio operators and Air Force types are likely to be lugging one. (It&#039;s a whole backpack.)&lt;br /&gt;
* The frequency and callsign. The answer is frequently WARTHOG on 30.00MHz, but that&#039;s not always going to be the case&lt;br /&gt;
* to be a priority for the Fire Direction Centre. If they&#039;re busy supporting someone more important than you right now, then you&#039;re probably out of luck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Make it someone ele&#039;s problem ===&lt;br /&gt;
&lt;br /&gt;
You may have an RO or Air Force FAC embedded in the squad. They ought to know what they&#039;re doing here, so your job is limited to yelling &amp;quot;Hey Morse, there&#039;s a million baddies on the hillside to the southwest, make them go away!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Oh Shit Mode (Immediate Suppression) ===&lt;br /&gt;
&lt;br /&gt;
You don&#039;t have an RO or FAC, but you do somehow have access to a radio. Maybe on an unconscious RO or FAC who&#039;s remembered to share their handset. (Look at them from close up, scroll menu and if there&#039;s an option, use their handset.) Work out where the baddies are, and utter the magic words:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;WARTHOG, WARTHOG, this is ENDGAME RED. IMMEDIATE SUPPRESSION, One Two Three, Four Five Six, OVER&amp;quot;, where the numbers are the six figure grid of the enemies.&lt;br /&gt;
&lt;br /&gt;
If all is well, they will reply &amp;quot;ENGDAGE RED, WARTHOG, IMMEDITE SUPPRESSION, OUT&amp;quot; and then a minute or two later the area around your chosen position will start to explode.&lt;br /&gt;
&lt;br /&gt;
You need to remember that Immediate Suppression missions are RISKY, which is why we use them as a last resort. Someone has to do a lot of Combat Maths between your radio call and the shells landing, and they sometimes don&#039;t land where you expect. Sometimes by as much as half a kilometer which is a very long way in Chelt&#039;s short-sightlines terrain.&lt;br /&gt;
&lt;br /&gt;
=== Grownup Mode (Adjust Fire) ===&lt;br /&gt;
&lt;br /&gt;
Okay, you&#039;ve got a suitable target that needs blowing up, it&#039;s not going anywhere for the next five minutes and for some reason you don&#039;t have a grownup who speaks Air Force on hand. You&#039;re going to do an ADJUST FIRE mission like you&#039;re a real FOO. This is a mission that has two parts:&lt;br /&gt;
* ADJUST FIRE - firing one round at a time then calling in corrections until it&#039;s near (within about 100m of) the target. You&#039;re dialing the battery in until they know the right settings to get the shells exploding where you want them to.&lt;br /&gt;
* FIRE FOR EFFECT - fire a barrage of shells to kill people and break stuff.&lt;br /&gt;
&lt;br /&gt;
==== Part 1: Adjust Fire ====&lt;br /&gt;
Again you&#039;ll need a big radio, and the conversation goes like this. First, get the artillery&#039;s attention:&lt;br /&gt;
* WARTHOG, WARTHOG, ENDGAME RED. ADJUST FIRE, OVER.&lt;br /&gt;
* Expect reply: &amp;quot;ADJUST FIRE, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now you need to tell them where the target is, and roughly what it is:&lt;br /&gt;
* &amp;quot;GRID, One Two Three, Four Five Six, OVER&amp;quot;&lt;br /&gt;
* Expect reply: &amp;quot;GRID One Two Three, Four Five Six, OUT&amp;quot;&lt;br /&gt;
* &amp;quot;Target is a FUCKLOAD OF CHELT BASTARDS, in the open, OVER&amp;quot;&lt;br /&gt;
* Expect reply: &amp;quot;Target is a large concentration of enemy infantry in the open, OUT.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, the Fire Direction Centre have broken out their slide rules to do Exciting Combat Maths, and a minute or so later they&#039;ll let you know they&#039;ve fired the first spotting round:&lt;br /&gt;
* Expect &amp;quot;SHOT, OVER&amp;quot;&lt;br /&gt;
* You acknowledge with &amp;quot;SHOT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maybe a minute later, they&#039;ll warn you when the first round is about to land, with &lt;br /&gt;
* Expect: &amp;quot;SPLASH, OVER&amp;quot;&lt;br /&gt;
* You acknowledge with &amp;quot;SPLASH, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Observe where the bang or large cloud of smoke happens and work out how far you want to move it to put it onto the target. Work in hundreds of metres - if you&#039;re less than a hundred metres off, congratulations that&#039;s good enough. Work out how far to shift north/south, and how far east west and call in the correction.&lt;br /&gt;
* WARTHOG, ENDGAME RED, South two hundred, west one hundred, OVER&amp;quot;&lt;br /&gt;
* Expect a reply &amp;quot;South two hundred, west one hundred, SHOT, OVER&amp;quot;&lt;br /&gt;
* Once they&#039;ve shot, you ack: &amp;quot;SHOT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Part 2: Fire For Effect ====&lt;br /&gt;
Keep on adjusting until the shots are landing within 100m of the target, then you get to broadcast the magic words:&lt;br /&gt;
* &amp;quot;WARTHOG, ENDGAME RED, FIRE FOR EFFECT, OVER&amp;quot;&lt;br /&gt;
* Expect: &amp;quot;FIRE FORE EFFECT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They will then switch to firing lots of boom onto the last location hit. Once that lands, you can call:&lt;br /&gt;
* &amp;quot;REPEAT, OVER&amp;quot; to request the same again&lt;br /&gt;
* &amp;quot;North one hundred, REPEAT, OVER&amp;quot; to ask for the same again but shifted 100m north&lt;br /&gt;
* &amp;quot;END OF MISSION, OVER&amp;quot; to say the job is done. Maybe add a thankyou.&lt;br /&gt;
&lt;br /&gt;
== Types of artillery ==&lt;/div&gt;</summary>
		<author><name>NickB</name></author>
	</entry>
	<entry>
		<id>https://tacd.online/public_html/w/index.php?title=Artillery_Support&amp;diff=341</id>
		<title>Artillery Support</title>
		<link rel="alternate" type="text/html" href="https://tacd.online/public_html/w/index.php?title=Artillery_Support&amp;diff=341"/>
		<updated>2025-10-11T13:46:40Z</updated>

		<summary type="html">&lt;p&gt;NickB: Created page with &amp;quot;== Overview ==  US forces often operate within range of friendly artillery units, giving Marines on the ground access to heavy support fire. Compared to the rifle platoon&amp;#039;s own weapons artillery is very good at destroying large enemy formations but is slow to get into action and relatively inaccurate.  == When to use artillery ==  Target choice is important for artillery. It&amp;#039;s good against targets which are:  * Stationary - artillery will probably take several minutes to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
US forces often operate within range of friendly artillery units, giving Marines on the ground access to heavy support fire. Compared to the rifle platoon&#039;s own weapons artillery is very good at destroying large enemy formations but is slow to get into action and relatively inaccurate.&lt;br /&gt;
&lt;br /&gt;
== When to use artillery ==&lt;br /&gt;
&lt;br /&gt;
Target choice is important for artillery. It&#039;s good against targets which are:&lt;br /&gt;
&lt;br /&gt;
* Stationary - artillery will probably take several minutes to put onto the target. Use it against targets which will still be there several minutes later.&lt;br /&gt;
* Soft - artillery isn&#039;t good against tanks or bunkers. It&#039;s good against lighter vehicles or infantry in the open.&lt;br /&gt;
* Large - artillery is great at plastering an area. Wasted effort against an infantry squad, but great against a massed company.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Scatter says:&#039;&#039;&#039; my favourite target for artillery is air defence sites. They&#039;re fixed, soft and cover an area. And once they&#039;re gone you can call in air on more difficult targets.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main downside of artillery is it will take several minutes to put rounds on targets, which means the squad will have to hold position for five or ten minutes. If they&#039;re already in a defensive position that&#039;s no problem but if you&#039;re manoeuvring then you will need to co-ordinate closely with leadership to make sure this is a good time to be stopping.&lt;br /&gt;
&lt;br /&gt;
== How to use artillery ==&lt;br /&gt;
You will need:&lt;br /&gt;
* A long range radio, probably an AN/PRC-77. Vehicles often have these, otherwise only radio operators and Air Force types are likely to be lugging one. (It&#039;s a whole backpack.)&lt;br /&gt;
* The frequency and callsign. The answer is frequently WARTHOG on 30.00MHz, but that&#039;s not always going to be the case&lt;br /&gt;
* to be a priority for the Fire Direction Centre. If they&#039;re busy supporting someone more important than you right now, then you&#039;re probably out of luck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Make it someone ele&#039;s problem ===&lt;br /&gt;
&lt;br /&gt;
You may have an RO or Air Force FAC embedded in the squad. They ought to know what they&#039;re doing here, so your job is limited to yelling &amp;quot;Hey Morse, there&#039;s a million baddies on the hillside to the southwest, make them go away!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Oh Shit Mode (Immediate Suppression) ===&lt;br /&gt;
&lt;br /&gt;
You don&#039;t have an RO or FAC, but you do somehow have access to a radio. Maybe on an unconscious RO or FAC who&#039;s remembered to share their handset. (Look at them from close up, scroll menu and if there&#039;s an option, use their handset.) Work out where the baddies are, and utter the magic words:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;WARTHOG, WARTHOG, this is ENDGAME RED. IMMEDIATE SUPPRESSION, One Two Three, Four Five Six, OVER&amp;quot;, where the numbers are the six figure grid of the enemies.&lt;br /&gt;
&lt;br /&gt;
If all is well, they will reply &amp;quot;ENGDAGE RED, WARTHOG, IMMEDITE SUPPRESSION, OUT&amp;quot; and then a minute or two later the area around your chosen position will start to explode.&lt;br /&gt;
&lt;br /&gt;
You need to remember that Immediate Suppression missions are RISKY, which is why we use them as a last resort. Someone has to do a lot of Combat Maths between your radio call and the shells landing, and they sometimes don&#039;t land where you expect. Sometimes by as much as half a kilometer which is a very long way in Chelt&#039;s short-sightlines terrain.&lt;br /&gt;
&lt;br /&gt;
=== Grownup Mode (Adjust Fire) ===&lt;br /&gt;
&lt;br /&gt;
Okay, you&#039;ve got a suitable target that needs blowing up, it&#039;s not going anywhere for the next five minutes and for some reason you don&#039;t have a grownup who speaks Air Force on hand. You&#039;re going to do an ADJUST FIRE mission like you&#039;re a real FOO. This is a mission that has two parts:&lt;br /&gt;
* ADJUST FIRE - firing one round at a time then calling in corrections until it&#039;s near (within about 100m of) the target. You&#039;re dialing the battery in until they know the right settings to get the shells exploding where you want them to.&lt;br /&gt;
* FIRE FOR EFFECT - fire a barrage of shells to kill people and break stuff.&lt;br /&gt;
&lt;br /&gt;
Again you&#039;ll need a big radio, and the conversation goes like this. First, get the artillery&#039;s attention:&lt;br /&gt;
* WARTHOG, WARTHOG, ENDGAME RED. ADJUST FIRE, OVER.&lt;br /&gt;
* Expect reply: &amp;quot;ADJUST FIRE, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now you need to tell them where the target is, and roughly what it is:&lt;br /&gt;
* &amp;quot;GRID, One Two Three, Four Five Six, OVER&amp;quot;&lt;br /&gt;
* Expect reply: &amp;quot;GRID One Two Three, Four Five Six, OUT&amp;quot;&lt;br /&gt;
* &amp;quot;Target is a FUCKLOAD OF CHELT BASTARDS, in the open, OVER&amp;quot;&lt;br /&gt;
* Expect reply: &amp;quot;Target is a large concentration of enemy infantry in the open, OUT.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At this point, the Fire Direction Centre have broken out their slide rules to do Exciting Combat Maths, and a minute or so later they&#039;ll let you know they&#039;ve fired the first spotting round:&lt;br /&gt;
* Expect &amp;quot;SHOT, OVER&amp;quot;&lt;br /&gt;
* You acknowledge with &amp;quot;SHOT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maybe a minute later, they&#039;ll warn you when the first round is about to land, with &lt;br /&gt;
* Expect: &amp;quot;SPLASH, OVER&amp;quot;&lt;br /&gt;
* You acknowledge with &amp;quot;SPLASH, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Observe where the bang or large cloud of smoke happens and work out how far you want to move it to put it onto the target. Work in hundreds of metres - if you&#039;re less than a hundred metres off, congratulations that&#039;s good enough. Work out how far to shift north/south, and how far east west and call in the correction.&lt;br /&gt;
* WARTHOG, ENDGAME RED, South two hundred, west one hundred, OVER&amp;quot;&lt;br /&gt;
* Expect a reply &amp;quot;South two hundred, west one hundred, SHOT, OVER&amp;quot;&lt;br /&gt;
* Once they&#039;ve shot, you ack: &amp;quot;SHOT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Keep on adjusting until the shots are landing within 100m of the target, then you get to broadcast the magic words:&lt;br /&gt;
* &amp;quot;WARTHOG, ENDGAME RED, FIRE FOR EFFECT, OVER&amp;quot;&lt;br /&gt;
* Expect: &amp;quot;FIRE FORE EFFECT, OUT&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They will then switch to firing lots of boom onto the last location hit. Once that lands, you can call:&lt;br /&gt;
* &amp;quot;REPEAT, OVER&amp;quot; to request the same again&lt;br /&gt;
* &amp;quot;North one hundred, REPEAT, OVER&amp;quot; to ask for the same again but shifted 100m north&lt;br /&gt;
* &amp;quot;END OF MISSION, OVER&amp;quot; to say the job is done. Maybe add a thankyou.&lt;br /&gt;
&lt;br /&gt;
== Types of artillery ==&lt;/div&gt;</summary>
		<author><name>NickB</name></author>
	</entry>
	<entry>
		<id>https://tacd.online/public_html/w/index.php?title=Doctrines&amp;diff=340</id>
		<title>Doctrines</title>
		<link rel="alternate" type="text/html" href="https://tacd.online/public_html/w/index.php?title=Doctrines&amp;diff=340"/>
		<updated>2025-10-11T11:51:13Z</updated>

		<summary type="html">&lt;p&gt;NickB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Training Guides==&lt;br /&gt;
* [[Boot Camp]]&lt;br /&gt;
* [[Air Support]]&lt;br /&gt;
* [[Artillery Support]]&lt;/div&gt;</summary>
		<author><name>NickB</name></author>
	</entry>
	<entry>
		<id>https://tacd.online/public_html/w/index.php?title=Allied_Air_Vehicles&amp;diff=339</id>
		<title>Allied Air Vehicles</title>
		<link rel="alternate" type="text/html" href="https://tacd.online/public_html/w/index.php?title=Allied_Air_Vehicles&amp;diff=339"/>
		<updated>2025-09-29T00:16:52Z</updated>

		<summary type="html">&lt;p&gt;NickB: /* Rotary Wing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rotary Wing==&lt;br /&gt;
===Utility===&lt;br /&gt;
*UH-1D Huey Slick - Utility Helicopter. Carries 8-10 troops and 2 door gunners, as well as 2 pilots (for when the first one gets shot)&lt;br /&gt;
&lt;br /&gt;
===Scouts===&lt;br /&gt;
*OH-6 Cayuse, aka LOACH for Light Observation Helicopter - delightful. Fast, agile, loyal door gunner, maybe a minigun. Honestly, pilot&#039;s choice.&lt;br /&gt;
*OH-13 Sioux, aka The Spunk Bubble - a travesty of an aircraft, arguably just a means to transport a rotor torque alarm through the sky. There&#039;s a CASEVAC version which I&#039;m pretty sure is a warcrime.&lt;br /&gt;
&lt;br /&gt;
===Medium/Heavy Lift===&lt;br /&gt;
*UH-34 Seahorse / Choctaw - Medium Lift helicopter. Carries 12 troops and 1 door gunner, plus 2 pilots.&lt;br /&gt;
*H-21 Workhorse/Shawnee/Flying Banana - the world&#039;s worst medium lift helicopter. Carries 22 troops who are all wishing it wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
===Gunships===&lt;br /&gt;
*UH-1C Huey Gunship, aka Hog - Huey with a variety of guns or rockets strapped to the side, and chonically underpowered engines (because they used the uprated Delta airframes as slicks and left the crappy Charlies for gunships)&lt;br /&gt;
*AH-1 Cobra - the murder hornet of Army Aviation. Always a delight to see them appear over the LZ.&lt;br /&gt;
&lt;br /&gt;
==Fixed Wing==&lt;br /&gt;
===Observation===&lt;br /&gt;
*OV-10 Bronco - the beloved Mighty Steed of the AFAC. Slow, with excellent vision and a rocket-heavy armament. If the Bronco can see it, it&#039;s going to have a bad day.&lt;br /&gt;
*O-1 Bird Dog - a Cessna that got lost and sprayed grey. Powered by a lawnmower engine and unarmed bar a radio. Scatter is weirdly fond of it despite everything.&lt;br /&gt;
*O-2 Skymaster - a travesty of an aircraft; two Cessnas got cut-and-shut. Powered by two lawnmower engines and spite. Best employed by cutting up and turning into a desk.&lt;br /&gt;
&lt;br /&gt;
===Attack===&lt;br /&gt;
*A-1 Skyraider, aka Spad. Massive and overpowered pistol engine aircraft with a million pylons and a vast lift capacity Can stay on station all day, come in at treetop height and walking pace to spaff napalm over the broad area.&lt;br /&gt;
*A-4 Skyhawk, aka Scooter - baby strike jets catapulted off Navy carriers.&lt;br /&gt;
*A-6 Intruder - medium bombers catapulted off Navy carriers. Bombs for days, and tiny engines that give a weird whisting noise as they overfly you.&lt;br /&gt;
*A-7 Corsair-II - Air Force medium bomber. Fast and angry, bombs for days.&lt;br /&gt;
*A-37 Dragonfly, aka Super Tweet - the tiniest little fighter bomber that could. Adorable. No notes. Will not hear a bad word spoken against.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
*F-4 Phantom - Air Force heavy fighter. Missile armed, your best defence against MiGs.&lt;br /&gt;
*F-8 Crusader - Air Force fighter. Gun armed, sometimes beats up ground targets for us.&lt;br /&gt;
*F-100 Super Saber, aka Hun (for Hundred) - light fighter/bomber.&lt;br /&gt;
*F-105 Thunderchief, aka Thud - verrrrry fast fighter bomber with tiny windows and crap visibility. Cross your fingers.&lt;br /&gt;
&lt;br /&gt;
===Bombers===&lt;br /&gt;
*B-52 Stratofortress. Any air callsign with the prefix Heavy is probably one of these. Bombs for weeks; they&#039;re flying so high they can&#039;t see anything. Read your map grids verrrry carefully.&lt;/div&gt;</summary>
		<author><name>NickB</name></author>
	</entry>
	<entry>
		<id>https://tacd.online/public_html/w/index.php?title=Allied_Air_Vehicles&amp;diff=338</id>
		<title>Allied Air Vehicles</title>
		<link rel="alternate" type="text/html" href="https://tacd.online/public_html/w/index.php?title=Allied_Air_Vehicles&amp;diff=338"/>
		<updated>2025-09-29T00:09:10Z</updated>

		<summary type="html">&lt;p&gt;NickB: /* Fixed Wing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rotary Wing==&lt;br /&gt;
&lt;br /&gt;
*UH-1 Huey Slick - Utility Helicopter&lt;br /&gt;
*UH-1 Huey Gunship - Gunship helicopter&lt;br /&gt;
*OH-6 Cayuse - Scout Helicopter, aka LOACH for Light Observation Helicopter&lt;br /&gt;
*UH-34 Seahorse - Medium Lift helicopter&lt;br /&gt;
*H-21 Workhorse/Shawnee/Flying Banana - the world&#039;s worst medium lift helicopter&lt;br /&gt;
*OH-13 Sioux, aka The Spunk Bubble - a travesty of an aircraft, arguably just a means to transport a rotor torque alarm through the sky&lt;br /&gt;
&lt;br /&gt;
==Fixed Wing==&lt;br /&gt;
===Observation===&lt;br /&gt;
*OV-10 Bronco - the beloved Mighty Steed of the AFAC. Slow, with excellent vision and a rocket-heavy armament. If the Bronco can see it, it&#039;s going to have a bad day.&lt;br /&gt;
*O-1 Bird Dog - a Cessna that got lost and sprayed grey. Powered by a lawnmower engine and unarmed bar a radio. Scatter is weirdly fond of it despite everything.&lt;br /&gt;
*O-2 Skymaster - a travesty of an aircraft; two Cessnas got cut-and-shut. Powered by two lawnmower engines and spite. Best employed by cutting up and turning into a desk.&lt;br /&gt;
&lt;br /&gt;
===Attack===&lt;br /&gt;
*A-1 Skyraider, aka Spad. Massive and overpowered pistol engine aircraft with a million pylons and a vast lift capacity Can stay on station all day, come in at treetop height and walking pace to spaff napalm over the broad area.&lt;br /&gt;
*A-4 Skyhawk, aka Scooter - baby strike jets catapulted off Navy carriers.&lt;br /&gt;
*A-6 Intruder - medium bombers catapulted off Navy carriers. Bombs for days, and tiny engines that give a weird whisting noise as they overfly you.&lt;br /&gt;
*A-7 Corsair-II - Air Force medium bomber. Fast and angry, bombs for days.&lt;br /&gt;
*A-37 Dragonfly, aka Super Tweet - the tiniest little fighter bomber that could. Adorable. No notes. Will not hear a bad word spoken against.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
*F-4 Phantom - Air Force heavy fighter. Missile armed, your best defence against MiGs.&lt;br /&gt;
*F-8 Crusader - Air Force fighter. Gun armed, sometimes beats up ground targets for us.&lt;br /&gt;
*F-100 Super Saber, aka Hun (for Hundred) - light fighter/bomber.&lt;br /&gt;
*F-105 Thunderchief, aka Thud - verrrrry fast fighter bomber with tiny windows and crap visibility. Cross your fingers.&lt;br /&gt;
&lt;br /&gt;
===Bombers===&lt;br /&gt;
*B-52 Stratofortress. Any air callsign with the prefix Heavy is probably one of these. Bombs for weeks; they&#039;re flying so high they can&#039;t see anything. Read your map grids verrrry carefully.&lt;/div&gt;</summary>
		<author><name>NickB</name></author>
	</entry>
	<entry>
		<id>https://tacd.online/public_html/w/index.php?title=Allied_Air_Vehicles&amp;diff=337</id>
		<title>Allied Air Vehicles</title>
		<link rel="alternate" type="text/html" href="https://tacd.online/public_html/w/index.php?title=Allied_Air_Vehicles&amp;diff=337"/>
		<updated>2025-09-29T00:08:54Z</updated>

		<summary type="html">&lt;p&gt;NickB: Created page with &amp;quot;==Rotary Wing==  *UH-1 Huey Slick - Utility Helicopter *UH-1 Huey Gunship - Gunship helicopter *OH-6 Cayuse - Scout Helicopter, aka LOACH for Light Observation Helicopter *UH-34 Seahorse - Medium Lift helicopter *H-21 Workhorse/Shawnee/Flying Banana - the world&amp;#039;s worst medium lift helicopter *OH-13 Sioux, aka The Spunk Bubble - a travesty of an aircraft, arguably just a means to transport a rotor torque alarm through the sky  ==Fixed Wing== ===Observation=== *OV-10 Bronc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rotary Wing==&lt;br /&gt;
&lt;br /&gt;
*UH-1 Huey Slick - Utility Helicopter&lt;br /&gt;
*UH-1 Huey Gunship - Gunship helicopter&lt;br /&gt;
*OH-6 Cayuse - Scout Helicopter, aka LOACH for Light Observation Helicopter&lt;br /&gt;
*UH-34 Seahorse - Medium Lift helicopter&lt;br /&gt;
*H-21 Workhorse/Shawnee/Flying Banana - the world&#039;s worst medium lift helicopter&lt;br /&gt;
*OH-13 Sioux, aka The Spunk Bubble - a travesty of an aircraft, arguably just a means to transport a rotor torque alarm through the sky&lt;br /&gt;
&lt;br /&gt;
==Fixed Wing==&lt;br /&gt;
===Observation===&lt;br /&gt;
*OV-10 Bronco - the beloved Might Steed of the AFAC. Slow, with excellent vision and a rocket-heavy armament. If the Bronco can see it, it&#039;s going to have a bad day.&lt;br /&gt;
*O-1 Bird Dog - a Cessna that got lost and sprayed grey. Powered by a lawnmower engine and unarmed bar a radio. Scatter is weirdly fond of it despite everything.&lt;br /&gt;
*O-2 Skymaster - a travesty of an aircraft; two Cessnas got cut-and-shut. Powered by two lawnmower engines and spite. Best employed by cutting up and turning into a desk.&lt;br /&gt;
&lt;br /&gt;
===Attack===&lt;br /&gt;
*A-1 Skyraider, aka Spad. Massive and overpowered pistol engine aircraft with a million pylons and a vast lift capacity Can stay on station all day, come in at treetop height and walking pace to spaff napalm over the broad area.&lt;br /&gt;
*A-4 Skyhawk, aka Scooter - baby strike jets catapulted off Navy carriers.&lt;br /&gt;
*A-6 Intruder - medium bombers catapulted off Navy carriers. Bombs for days, and tiny engines that give a weird whisting noise as they overfly you.&lt;br /&gt;
*A-7 Corsair-II - Air Force medium bomber. Fast and angry, bombs for days.&lt;br /&gt;
*A-37 Dragonfly, aka Super Tweet - the tiniest little fighter bomber that could. Adorable. No notes. Will not hear a bad word spoken against.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
*F-4 Phantom - Air Force heavy fighter. Missile armed, your best defence against MiGs.&lt;br /&gt;
*F-8 Crusader - Air Force fighter. Gun armed, sometimes beats up ground targets for us.&lt;br /&gt;
*F-100 Super Saber, aka Hun (for Hundred) - light fighter/bomber.&lt;br /&gt;
*F-105 Thunderchief, aka Thud - verrrrry fast fighter bomber with tiny windows and crap visibility. Cross your fingers.&lt;br /&gt;
&lt;br /&gt;
===Bombers===&lt;br /&gt;
*B-52 Stratofortress. Any air callsign with the prefix Heavy is probably one of these. Bombs for weeks; they&#039;re flying so high they can&#039;t see anything. Read your map grids verrrry carefully.&lt;/div&gt;</summary>
		<author><name>NickB</name></author>
	</entry>
	<entry>
		<id>https://tacd.online/public_html/w/index.php?title=Factions&amp;diff=336</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://tacd.online/public_html/w/index.php?title=Factions&amp;diff=336"/>
		<updated>2025-09-28T23:25:11Z</updated>

		<summary type="html">&lt;p&gt;NickB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==USMC - US Marine Corps==&lt;br /&gt;
Uncle Sam&#039;s Misguided Children. The few, the underequipped, the angry. Crackshots and crayon eaters to the last.&lt;br /&gt;
My Ass Rides In Naval Equipment&lt;br /&gt;
&lt;br /&gt;
==USN - US Navy==&lt;br /&gt;
The boat-dwelling, denim-wearing medical and engineering specialists assigned to do the jobs that require too much thinking to give to a Marine. Also naval gunfire.&lt;br /&gt;
&lt;br /&gt;
* BB-61 - The Mighty Iowa, 16&amp;quot; gun-armed battleship with a danger close distance of 1 mile. One nautical mile if firing bomblet&lt;br /&gt;
* CA-148 - USS Newport News, the Grey Ghost on the East Coast. A Des-Moines class heavy cruiser, with 8&amp;quot; and 5&amp;quot; guns. Were pissed off with EGR for a while&lt;br /&gt;
&lt;br /&gt;
==USAF - US Air Force==&lt;br /&gt;
The bronzed (okay, it&#039;s ingrained red clay dust) sky gods of the Air Force, here to survey the battlefield from on high and rearrange parts of it.&lt;br /&gt;
&lt;br /&gt;
*21 TASS - MAJ Scatter&#039;s outfit, the 21st Tactical Air Support Squadron mostly fly OV-10 Broncos in the Airborne Forward Air Controller role.&lt;br /&gt;
*THUNDERBOLT - LTCOL Studebaker-Mackenzie, in command of a formation of B-52 strategic bombers based out of Guam. Convinced that bombing accuracy is directly correlated with faith in The Lord Jesus.&lt;br /&gt;
&lt;br /&gt;
==SCAF - South Chelt Air Force==&lt;br /&gt;
The brave if slightly undertrained pilots of the South Chelt Air Force. They&#039;ll probably drop. Somewhere.&lt;br /&gt;
&lt;br /&gt;
* BANDIT flight - usually flying A-1 Skyraiders. Endgame Red&#039;s ride-or-dies.&lt;br /&gt;
* SEAGULL flight - usually flying A-1 Skyraiders. Some difficulty with concepts like East and West.&lt;br /&gt;
&lt;br /&gt;
==AVRN - Avon Valley River Nationalists==&lt;br /&gt;
A loyal faction of the Chelt ground forces. Often US-equipped; or variable levels of training and morale.&lt;br /&gt;
&lt;br /&gt;
==CIA - [REDACTED]==&lt;br /&gt;
A bunch of spooks who are not to be trusted&lt;br /&gt;
&lt;br /&gt;
* Colonel Lynch - Definitely a real Colonel, gives missions which are totally legit and above board. Kent thinks &amp;quot;eeee&#039;s lovely sir!&amp;quot; which should be all the warning you need.&lt;br /&gt;
* Air America - a private air force operating a wide range of airframes, American and not, military and civilian.&lt;br /&gt;
&lt;br /&gt;
==Chelt Cong==&lt;br /&gt;
Irregular forces loyal to Ho Cheese Minh. Usually lightly armed but able to melt away into the civilian populace.&lt;br /&gt;
&lt;br /&gt;
==North Chelt Army==&lt;br /&gt;
Ho Cheese Minh&#039;s regular forces. Equipped with Chinese hardware up to light tanks.&lt;br /&gt;
&lt;br /&gt;
==Dak Krong Commandos==&lt;br /&gt;
Elite Chelt forces, recruited from the Dak Krong region. Recognisable by their use of local foliage for personal camouflage.&lt;/div&gt;</summary>
		<author><name>NickB</name></author>
	</entry>
	<entry>
		<id>https://tacd.online/public_html/w/index.php?title=Factions&amp;diff=335</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://tacd.online/public_html/w/index.php?title=Factions&amp;diff=335"/>
		<updated>2025-09-28T23:20:55Z</updated>

		<summary type="html">&lt;p&gt;NickB: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==USMC - US Marine Corps==&lt;br /&gt;
Uncle Sam&#039;s Misguided Children. The few, the underequipped, the angry. Crackshots and crayon eaters to the last.&lt;br /&gt;
My Ass Rides In Naval Equipment&lt;br /&gt;
&lt;br /&gt;
==USN - US Navy==&lt;br /&gt;
The boat-dwelling, denim-wearing medical and engineering specialists assigned to do the jobs that require too much thinking to give to a Marine. Also naval gunfire.&lt;br /&gt;
&lt;br /&gt;
* BB-61 - The Mighty Iowa, 16&amp;quot; gun-armed battleship with a danger close distance of 1 mile. One nautical mile if firing bomblet&lt;br /&gt;
* CA-148 - USS Newport News, the Grey Ghost on the East Coast. A Des-Moines class heavy cruiser, with 8&amp;quot; and 5&amp;quot; guns. Were pissed off with EGR for a while&lt;br /&gt;
&lt;br /&gt;
==USAF - US Air Force==&lt;br /&gt;
The bronzed (okay, it&#039;s ingrained red clay dust) sky gods of the Air Force, here to survey the battlefield from on high and rearrange parts of it.&lt;br /&gt;
&lt;br /&gt;
*21 TASS - MAJ Scatter&#039;s outfit, the 21st Tactical Air Support Squadron mostly fly OV-10 Broncos in the Airborne Forward Air Controller role.&lt;br /&gt;
*THUNDERBOLT - LTCOL Studebaker-Mackenzie, in command of a formation of B-52 strategic bombers based out of Guam. Convinced that bombing accuracy is directly correlated with faith in The Lord Jesus.&lt;br /&gt;
&lt;br /&gt;
==SCAF - South Chelt Air Force==&lt;br /&gt;
The brave if slightly undertrained pilots of the South Chelt Air Force. They&#039;ll probably drop. Somewhere.&lt;br /&gt;
&lt;br /&gt;
* BANDIT flight - usually flying A-1 Skyraiders. Endgame Red&#039;s ride-or-dies.&lt;br /&gt;
* SEAGULL flight - usually flying A-1 Skyraiders. Some difficulty with concepts like East and West.&lt;br /&gt;
&lt;br /&gt;
==AVRN - Avon Valley River Nationalists==&lt;br /&gt;
A loyal faction of the Chelt ground forces. Often US-equipped; or variable levels of training and morale.&lt;/div&gt;</summary>
		<author><name>NickB</name></author>
	</entry>
	<entry>
		<id>https://tacd.online/public_html/w/index.php?title=Factions&amp;diff=334</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://tacd.online/public_html/w/index.php?title=Factions&amp;diff=334"/>
		<updated>2025-09-28T23:19:36Z</updated>

		<summary type="html">&lt;p&gt;NickB: /* USAF */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==USMC==&lt;br /&gt;
Uncle Sam&#039;s Misguided Children. The few, the underequipped, the angry. Crackshots and crayon eaters to the last.&lt;br /&gt;
My Ass Rides In Naval Equipment&lt;br /&gt;
&lt;br /&gt;
==USN==&lt;br /&gt;
The boat-dwelling, denim-wearing medical and engineering specialists assigned to do the jobs that require too much thinking to give to a Marine. Also naval gunfire.&lt;br /&gt;
&lt;br /&gt;
* BB-61 - The Mighty Iowa, 16&amp;quot; gun-armed battleship with a danger close distance of 1 mile. One nautical mile if firing bomblet&lt;br /&gt;
* CA-148 - USS Newport News, the Grey Ghost on the East Coast. A Des-Moines class heavy cruiser, with 8&amp;quot; and 5&amp;quot; guns. Were pissed off with EGR for a while&lt;br /&gt;
&lt;br /&gt;
==USAF==&lt;br /&gt;
The bronzed (okay, it&#039;s ingrained red clay dust) sky gods of the Air Force, here to survey the battlefield from on high and rearrange parts of it.&lt;br /&gt;
&lt;br /&gt;
*21 TASS - MAJ Scatter&#039;s outfit, the 21st Tactical Air Support Squadron mostly fly OV-10 Broncos in the Airborne Forward Air Controller role.&lt;br /&gt;
*THUNDERBOLT - LTCOL Studebaker-Mackenzie, in command of a formation of B-52 strategic bombers based out of Guam. Convinced that bombing accuracy is directly correlated with faith in The Lord Jesus.&lt;br /&gt;
&lt;br /&gt;
==SCAF==&lt;br /&gt;
The brave if slightly undertrained pilots of the South Chelt Air Force. They&#039;ll probably drop. Somewhere.&lt;br /&gt;
&lt;br /&gt;
* BANDIT flight - usually flying A-1 Skyraiders. Endgame Red&#039;s ride-or-dies.&lt;br /&gt;
* SEAGULL flight - usually flying A-1 Skyraiders. Some difficulty with concepts like East and West.&lt;/div&gt;</summary>
		<author><name>NickB</name></author>
	</entry>
	<entry>
		<id>https://tacd.online/public_html/w/index.php?title=Factions&amp;diff=333</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="https://tacd.online/public_html/w/index.php?title=Factions&amp;diff=333"/>
		<updated>2025-09-28T23:19:10Z</updated>

		<summary type="html">&lt;p&gt;NickB: Created page with &amp;quot;==USMC== Uncle Sam&amp;#039;s Misguided Children. The few, the underequipped, the angry. Crackshots and crayon eaters to the last. My Ass Rides In Naval Equipment  ==USN== The boat-dwelling, denim-wearing medical and engineering specialists assigned to do the jobs that require too much thinking to give to a Marine. Also naval gunfire.  * BB-61 - The Mighty Iowa, 16&amp;quot; gun-armed battleship with a danger close distance of 1 mile. One nautical mile if firing bomblet * CA-148 - USS New...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==USMC==&lt;br /&gt;
Uncle Sam&#039;s Misguided Children. The few, the underequipped, the angry. Crackshots and crayon eaters to the last.&lt;br /&gt;
My Ass Rides In Naval Equipment&lt;br /&gt;
&lt;br /&gt;
==USN==&lt;br /&gt;
The boat-dwelling, denim-wearing medical and engineering specialists assigned to do the jobs that require too much thinking to give to a Marine. Also naval gunfire.&lt;br /&gt;
&lt;br /&gt;
* BB-61 - The Mighty Iowa, 16&amp;quot; gun-armed battleship with a danger close distance of 1 mile. One nautical mile if firing bomblet&lt;br /&gt;
* CA-148 - USS Newport News, the Grey Ghost on the East Coast. A Des-Moines class heavy cruiser, with 8&amp;quot; and 5&amp;quot; guns. Were pissed off with EGR for a while&lt;br /&gt;
&lt;br /&gt;
==USAF==&lt;br /&gt;
The bronzed (okay, it&#039;s ingrained red clay dust) sky gods of the Air Force, here to survey the battlefield from on high and rearrange parts of it.&lt;br /&gt;
&lt;br /&gt;
*21 TASS - MAJ Scatter&#039;s outfit, the 21st Tactical Air Support Squadron mostly fly OV-10 Broncos in the Airborne Forward Air Controller role.&lt;br /&gt;
*THUDERBOLT - LtCol Studebaker-Mackenzie, in command of a formation of B-52 strategic bombers based out of Guam. Convinced that bombing accuracy is directly correlated with faith in The Lord Jesus.&lt;br /&gt;
&lt;br /&gt;
==SCAF==&lt;br /&gt;
The brave if slightly undertrained pilots of the South Chelt Air Force. They&#039;ll probably drop. Somewhere.&lt;br /&gt;
&lt;br /&gt;
* BANDIT flight - usually flying A-1 Skyraiders. Endgame Red&#039;s ride-or-dies.&lt;br /&gt;
* SEAGULL flight - usually flying A-1 Skyraiders. Some difficulty with concepts like East and West.&lt;/div&gt;</summary>
		<author><name>NickB</name></author>
	</entry>
</feed>