Ok, I've looked at the tut on VERC (which is a good tut btw) and thought about the problem, and here is what I have come up with. The intuitive way to do this would be to use an env_beam targeting something. This is because then you can use the "end sprite" feature to display a sprite at the bottom, while turning off the visibility of the beam itself, allowing for a dynamically moving sprite.
Now, what to target. Well, to set up your co-ordinate system for the func_mortar_fields, you have used momentary_doors. It is possible to create simultaneous invisible momentary_doors over the entire region of the playing field, which can then have an origin brush in them, which allows for targetting via the env_beam. Play with movement values to get the scale right. Now, if you had the start of the beam some point in the sky, you should quickly realize there are two different momentary doors, which you would like to target as one, at their intersection. The way you can move the origin brush attached to each, however, will not allow you to knowingly always move it onto the intersection of the two momentary doors.
An alternate effect that uses lasers to pinpoint on the map where the mortar should hit is to set up the same extra set of momentary_doors, but then put the origin brush at one end of each momentary_door. Then, copy these doors, same properties but then but the origin brush at the other end. In fact, you don't need the other part of the brush at all, but it visually should help you set up the brushes in order. Now, it should be fairly simple to see how to set up a laser or beam between the two momentary_doors that will trace the path and will provide an intersection hovering over the spot that will be hit, as described in the picture below:
There's still one problem however. The momentary_rot_button needs to target the doors to move them. But the doors need to be named differently in order to make the laser work. Having the button target a multimanager which targets all the doors sounds like a recipe for disaster to me, I wouldn't think the doors would work properly. Likewise, the doors in the minimap need to be named differently in order to allow for them to move in scale.
Frankly, I came up with some bizarre idea for how to use the door hack flag to get around this, but I reread how door hack works and it doesn't look promising. Basically, it can allow for you to move a whole mess of momentary_rot_buttons named different things with the turning of one button, however it seems not to be able to work the other way. All momentary_doors need to be named the same thing. I then thought to work on a scheme whereby the laser is pointed at the moving momenaty_rot_buttons, but quickly realized the lasers point at the center of the attacher origin brush, and that's not gonna move when the rest of the momentary_rot_button does. This leaves me at my conclusion:
1. Try the having the momentary_rot_buttons target a multimanager. If HL blows up on you, don't say I didn't warn you.
2. Code a minor mod with an entity specifically designed to do this.
3. Don't do it.
Not everything is possible with the given entities, that's why mod designers write their own.
Edit: Since no one else seems to have comments, and I am about 94% certain of my answer, I am marking this as correct. Feel free to reopen topic if you have a better solution.