Nope, ya lay in your gun before hand and wait for the data and order to fire. Then a small deflection change and there ya go.
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I've always wanted to run an encounter combining a mortar, a minefield and a sniper.
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Originally posted by copeab View PostI've always wanted to run an encounter combining a mortar, a minefield and a sniper.My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988.
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Minefield is awesome! It channels....the sniper needs a direct line of sight though.
How about a mortar team who are sniping. A spotter locates and plots targets by day. The mortar crew comes in after dark and fires a salvo at select targets, taking time to aim in and make sure the bubbles are really level and centered and they are doing it from behind a hill or some other obstacle."God bless America, the land of the free, but only so long as it remains the home of the brave."
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Originally posted by Cdnwolf View PostThanks.... that was my general concensus.... about 200 max unless they are stupid and walking in an open field.
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Originally posted by jester View PostHow about a mortar team who are sniping. A spotter locates and plots targets by day. The mortar crew comes in after dark and fires a salvo at select targets, taking time to aim in and make sure the bubbles are really level and centered and they are doing it from behind a hill or some other obstacle.I will not hide. I will not be deterred nor will I be intimidated from my performing my duty, I am a Canadian Soldier.
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How commonly do your players fight enemies with artillery and/or air support
Considering that artillery is much less common (and air power almost non-existent) in TW unless the PCs are fighting against remnants of military having rifles with some long range accuracy becomes more valuable. Getting close to the enemies has advantages, like throwing a few grenades (IF you don't need to save them up for later...) or making those sniper rifles useless as the assault rifles and SMGs are much more efficient in short range firefights.
Then again if you start the firefight from long range the opponents are likely to fall back and regroup (which might be good if you simply want to avoid battles and plan to be somewhere else before they dare show up again or bad if you had plans to loot their equipment or need to worry about further attacks since they might be back.)
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Originally posted by Askold View PostHow commonly do your players fight enemies with artillery and/or air support
Considering that artillery is much less common (and air power almost non-existent) in TW unless the PCs are fighting against remnants of military having rifles with some long range accuracy becomes more valuable. Getting close to the enemies has advantages, like throwing a few grenades (IF you don't need to save them up for later...) or making those sniper rifles useless as the assault rifles and SMGs are much more efficient in short range firefights.
Then again if you start the firefight from long range the opponents are likely to fall back and regroup (which might be good if you simply want to avoid battles and plan to be somewhere else before they dare show up again or bad if you had plans to loot their equipment or need to worry about further attacks since they might be back.)
2. Ground Attack turboprop with rockets and guns available.
3. Helo with rockets and guns available.
4. 155mm Howitzer.
5-6. 105mm Howitzer or 122mm Rockets.
7-8. 120mm Mortars.
9-10. 81mm or 60mm Mortars.
11+ No Support available.
I roll 1D5 +5 for the number of rounds available on the call for support.
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In a past game, I lost more players to militia armed with Mosin/Nagants than AK fire from regular troops. Using its longer range and of course the higher hit dice to devastating effect."God bless America, the land of the free, but only so long as it remains the home of the brave."
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Originally posted by kcdusk View PostRough figures are OK ...
how many times has a "sniper" been eliminated/captured by a PC group
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Mid 90's we trained at 300 meters, and 100 meters. Then we were told we would rarely get lucky with those 300 meters because those were the lucky shots due to terrain, movement, and cover and concealment. Focus on the ones between 300 and 100. At 100 meters we were expected to have center of mass all the time. We practiced that heavily. At less than 100 meters we were told to prepare for hand to hand unless we were sure they would break. Those instructors worked us to the bone on that.
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This post gives you a visual look at what 100 metres looks like.*************************************
Each day I encounter stupid people I keep wondering... is today when I get my first assault charge??
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The Soviets in Afghanistan preferred to engage at ranges longer than 300m specifically to avoid exposing themselves to small arms fire from the Mujahedeen. The Soviets would use crew served weapons to keep the enemy at arms length whenever possible. Obviously, this was not always possible.
A study was done after WW2 to discover the ranges at which American riflemen were actually engaging the enemy. To that point, the US Army was enamored with the idea of the universal Sgt York knocking down targets out to the maximum effective range of the rifle. The study revealed that American troops were holding their fire until the enemy was within 100m. Among other factors, this had a significant role in the adoption of the M16.
The points about how firefights start in Twilight are very interesting. I havent played in years and years, but the observations about firefights starting when negotiations break down rings true to me. Also, the ambush start rings true. My players, back in the day, learned the value of the close ambush early on. So it seems to me that others have uncovered the truth already. The majority of firefights would occur at point blank to short ranges, I think.“We’re not innovating. We’re selectively imitating.” June Bernstein, Acting President of the University of Arizona in Tucson, November 15, 1998.
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