I agree - it was long overdue - its a lot cheaper to use, still very effective and if you want to bust a bunker its a lot better to use it than something designed to kill a tank
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Poll- Favorite Light AT Weapon
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I vote for the LAW72 (or 66 KES 88, as the A6 model is called), as it is the one light anti-tank weapon I have actually fired. Last time I did, I shot the BMP target right in the middle of the turret ring from 150 meters (it was a stationary canvas target and I was using training rocket ordnance, a kind of a dart that makes a handy coat hanger when fired or struck in to a treetrunk).
If a slightly heavier disposable AT weapon of Twilight: 2000 -era was an option, I'd go for the French Apilas (or 112 RKES APILAS as it is locally called). I've fired one of those too and I can tell you, the best way to demonstrate firing it without actually firing is to have three buddies, helmet, protective vest, a pair of entrenching tools and a bucket of sand. The procedure goes as follows:
Wear the helmet and the protective vest. Have two your buddies hit you simutaneously with the ETs (one in the side of the helmet and another around the region of your diaphragm) with the third one pouring the bucket of sand down your neck. It's pretty accurate, really, as with Apilas the rocket ignites right next to your ear. A funny little detail, by the way, is that the weapon comes with a pair of earplugs. It also causes the so-called Apilas Gunner's Rash - it comes from having the edge of your helmet above and not behind the folding face-shield, as well as a bloody nose if you have even the slightest gap between your face and the face-shield."Listen to me, nugget, and listen good. Don't go poppin' your head out like that, unless you want it shot off. And if you do get it shot off, make sure you're dead, because if you ain't, guess who's gotta drag your sorry ass off the field? Were short on everything, so the only painkiller I have comes in 9mm doses. Now get the hell out of my foxhole!" - an unknown medic somewhere, 2013.
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It's Alive!
Based on the new responses on the Favorite APC/IFV thread, I thought a bit of thread necromancy might be in order.Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:
https://www.drivethrurpg.com/product...--Rooks-Gambit
https://www.drivethrurpg.com/product...ula-Sourcebook
https://www.drivethrurpg.com/product...nia-Sourcebook
https://www.drivethrurpg.com/product...liate_id=61048
https://preview.drivethrurpg.com/en/...-waters-module
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The LAW is what I was trained on in Basic and carried the first few years in the Army. Pretty much the entire quad had at least one, if not two or three. I even carried one even though most of the time I was the designated Dragon gunner (most of the units I was with, I was the only C2)
They are small, light, and useful for many purposes. But their performance against anything but light armor or the rear of heavier-armored vehicles suck. That's why the Army replaced them with the AT-4, which was unfortunately bigger and heavier and not as easy for the squad to load up on them. In Desert Storm, we only had four AT-4 gunners (I didn't have one, since I was toting the Dragon, along with an assistant gunner who carried a second round).
As I said, the LAW has a myriad of uses, and a squad can carry an S---load of them. Maybe that's why the Marines are reintroducing improved versions of the LAW,I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes
Entirely too much T2K stuff here: www.pmulcahy.com
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Originally posted by pmulcahy11b View PostThe LAW is what I was trained on in Basic and carried the first few years in the Army. Pretty much the entire quad had at least one, if not two or three. I even carried one even though most of the time I was the designated Dragon gunner (most of the units I was with, I was the only C2)
They are small, light, and useful for many purposes. But their performance against anything but light armor or the rear of heavier-armored vehicles suck. That's why the Army replaced them with the AT-4, which was unfortunately bigger and heavier and not as easy for the squad to load up on them. In Desert Storm, we only had four AT-4 gunners (I didn't have one, since I was toting the Dragon, along with an assistant gunner who carried a second round).
As I said, the LAW has a myriad of uses, and a squad can carry an S---load of them. Maybe that's why the Marines are reintroducing improved versions of the LAW,
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Favorite Unguided RPG/rocket and an additional question...
So first the general question: what's your favorite in-game unguided RPG/rocket system For me it's an RPG-7 or compatible system. It's not going to kill an MBT but it will do some damage to most of the vehicles and emplacements the PCs will encounter. It beats out the M72 due to the fact it's reloadable and in a European campaign you'd find ammo all over.
My second question is one of doctrine. It seems like in Pact armies RPGs were handed out like candy down to the platoon level. How is/was the situation in NATO armies Assuming a platoon/squad in Europe at "Good luck you're on your own" was fully kitted out, what would their M72/M136 supply look like Would just weapons squads have them or would you see rifle squads carrying a few
Would a rifle squad instead have M79/M203s to deal with emplacements and such
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My players just love M72 LAW. Its the only antitank weapon they haul around in their games and they are shooting practically everything with it.
In Finnish military they teach using M72 LAW (KES in Finnish) and antitank mines in recruit training. And every unit have antitank mines and LAW: s not just in army but in Navy and Air Force too.
It doesnt matter where you serve or what you do. Navy quartermaster units have mines and LAW:s. Air Force unit that 300 kilometers from front lines have them too!
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Originally posted by bash View PostMy second question is one of doctrine. It seems like in Pact armies RPGs were handed out like candy down to the platoon level. How is/was the situation in NATO armies Assuming a platoon/squad in Europe at "Good luck you're on your own" was fully kitted out, what would their M72/M136 supply look like Would just weapons squads have them or would you see rifle squads carrying a few
Would a rifle squad instead have M79/M203s to deal with emplacements and such
M203s (M79s had been retired even from the National Guard by the 90s), on the other hand, were issued two per infantry squad and scattered elsewhere throughout the Army. Assigned dedicated anti-tank weapons were M72 Dragon/Javelin at company-level and TOW at battalion level (plus the TOWs mounted on the Bradleys, of course). By the 80s the LAW was acknowledged as insufficient for anti-tank use, instead being cast as an anti-bunker/BMP system and a last-ditch close-range AT weapon for use from the side/rear.
As for what a unit stepping off on the 2000 summer offensive in Europe would have Lord knows, it could be anything from any European nation. The production lines for AT-4/LAW would have been shut down for over two years, so the number available would be whatever the GM decides is appropriate...I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end...
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In T2K Poland circa July of 2000, the easy answer might be, "Anything is better than nothing"!
That said, the RPG-7 in its Soviet/WARPAC form is a pretty good piece of kit for a variety of applications. It's fairly light, ammo is varied, plentiful and fairly light; as long as you understand weapon/ammo limitations it can be effective against a range of targets. You can even fire an RPG "indirect" against an area target if you're good enough at math! The three factors against the RPG are: 1. The soft launch characteristics may limit use of certain covered/urban firing positions; 2.crosswind can severely affect the projectiles accuracy; and 3. inexperienced or panicked operators have a tendency to leave the fuse safety cap on causing the round to dud.
The PZF3 is a heavier, less varied (only HEAT, Tandem HEAT, and HESH) RPG. It's got soft launch, a longer ranged and more accurate projectile made to destroy modern tanks, and it has better human factor engineering (inertial fuse rather than manual cap). That said, the round is heavy and it wasn't as widespread, with Germany and Italy being the main users in the late 90s. The earlier PZF44 was also fielded, but the lighter ammunition gave effects more akin to an RPG round. If I could sustain it, the PZF3 would be better for fighting tanks and field fortifications than the RPG, especially in a city,
For disposables, the AT4/LAW80 class weapons far outshine the M72/RPG18 in terms of accuracy, target effects, and range. But, they're heavy and would have been less plentiful than the older and smaller weapons. One AT4 round is going to add a lot to the burden of the carrier; but the M72 is much lighter. It's not abnormal to see them carried in twos or threes by several members of a patrol for volley firing in an anti armor ambush or against field fortifications.
Basis of issue will vary. By OB, RPG7 type launchers were issued one to every MR, Airborne, and Naval Infantry squad. Scout cars, AT carriers, and recon assault co vehicles all had one per. There were also provisions of armed border troops and internal troops to have them. RPG-18 type weapons seemed prioritized to airborne, naval infantry, and troops in mountains before MR troops. Special purpose and deep recon troops would have access as required.
I'll caveat on the example of western fielding with a couple of examples.
In training AT4s are one per squad (a rifleman usually has it; the other lucky rifleman carries a SKEDCO and an aid bag) with extra rounds held in tracks or unit trains depending on unit. M72s were envisaged as one per every rifle carrying squad member with extras stored elsewhere. That said both are issued and managed like ammunition.
Anecdotally, a light/airborne/air assault infantry unit fighting without tank support issues and carries as many AT4s as possible. Every combat vehicle in the D Co or AT Plt will usually have at least one strapped to the gunner's hatch or in reach of the commander for use against hard/"worthwhile" targets. You'll also see them with the non combat vehicles like the mortars or C2/log elements for firepower or to replenish line units. Two-to-four AT4s is typical for a squad load for offensive ops (pretty much anybody not on a weapons team or carrying a special weapon/equipment) balanced out with demo and grenades. Since they can be used to create a breach and clear the first room, they see a lot of use. Defensively, AT4s can be pre stocked in fighting positions, with others cached nearby. They're employed as a direct fire weapon on the fire plan and normally integrated into the fire plan to achieve synergistic effects with the MG, SAWs, GLs, and JAV/Dragon.
M72s are a similar concept, but smaller and lighter. Reading up on Grenada, most line platoon Rangers jumped a LAW in addition to their other gear with the airland gun jeeps coming in festooned with them. In operational employment of the law, they can be used as an "every man" weapon, with an entire plt less weapons squad, PL/PSG, and specialists carrying at least one, with 2-3 being common depending on mission and terrain considerations. LAWs don't have the power of an AT4, so they're going to be used in multiples a lot of times. They types can even be mixed, with AT4 for houses and walls while the LAW is used for weapons positions and light skins like technicals or cars/trucks.
Supply being equal, ammo issue can vary widely by unit. Some units strictly control it, issuing basic load and no more with crew served ammo, mortar rounds, AT4s, grenades, etc according to policy guidance or oporder. Others have policies like issuing double basic load (in mags or as reloads varies by unit) and a normal minimum allocation by team/squad of AT4s, grenades, etc ("everybody carries a 60mm round, drop it off on your way up"). Anecdotally there are units that have policies that then place the pallets of ammo in the unit area along with a stack of NBC bags, kit bags, straps and 550 so you can "anything after the minimum, help yourself, you're grownups". Anecdotally, replacements in such units normally show up with duffle bags and rucks crammed with whatever extra ammo, batteries, and consumables was available (or resourced from other units) to take forward.Last edited by Homer; 11-18-2024, 11:22 PM.
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Just read a dossier on a Danish combined arms battalion (infantry heavy) around 1985. They were suppsed to be using M72 LAW akin to US forces, handing them out to platoons in a rather leisure way. The rest of their equipment was subpar, compared to larger NATO countries, but that's a different story.
It's sturdy and the M3 comes in at 10 kg, so it's reasonably handy for its fire power. Also, ammunition is compact and can be distributed among the members of a team, squad or group.
I favor the Panzerfaust 3, but I think I'd really appreciate to have a Carl Gustaf in 2000. Ammunition is easier to produce. Blueprints for about a dozen warheads are available, covering every aspect of direct fire support. It even comes with a flechette round.Liber et infractus
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This is kind of nit-picky, but 4e makes the RPG-16, which was pretty much only issued to VDV troops, ubiquitous. Every random encounter that includes a Soviet light AT weapon specifies that it is an RPG-16. In reality, the RPG-17 was MUCH more widely issued/fielded than the RPG-16. Furthermore, both types were being supplemented/replaced by the disposable RPG-18 [M72 LAW clone], and more capable Soviet LAW's were entering Red Army service when the Cold War ended.
I can merge this thread with the Favorite Light Anti-tank Weapon poll thread, if you like.
Let me know.
-Last edited by Raellus; 03-29-2023, 02:29 PM.Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:
https://www.drivethrurpg.com/product...--Rooks-Gambit
https://www.drivethrurpg.com/product...ula-Sourcebook
https://www.drivethrurpg.com/product...nia-Sourcebook
https://www.drivethrurpg.com/product...liate_id=61048
https://preview.drivethrurpg.com/en/...-waters-module
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Originally posted by Raellus View PostThis is kind of nit-picky, but 4e makes the RPG-16, which was pretty much only issued to VDV troops, ubiquitous. Every random encounter that includes a Soviet light AT weapon specifies that it is an RPG-16. In reality, the RPG-17 was MUCH more widely issued/fielded, and both types were starting to be supplemented/replaced by the disposable RPG-18 [M72 LAW clone], and even more capable Soviet LAWs were being introduced when the Cold War ended.
I can merge this thread with the Favorite Light Anti-tank Weapon poll thread, if you like.
Let me know.
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After reading this War is Boring article and a pretty good thread over on Lightfighter, I've been taking a fresh look at rifle grenades. Absent a house rule, they still require skill point investment in Heavy Weapons (v2.0) or Grenade Launcher (v2.2), but I think there's something to be said for a light anti-armor/anti-cover weapon that is compact, doesn't require a separate launch tube, and can be salvoed by a whole squad. Mechanically, Penetration 30C isn't nearly as good as even a LAW's 55C, but that'll still do unpleasant things to a soft-skinned vehicle and have some effect on most AFVs with a side or rear hit.
- C.Clayton A. Oliver • Occasional RPG Freelancer Since 1996
Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog.
It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't.
- Josh Olson
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It's kind of an unguided AT round...
I hope this isn't off topic, but does anyone here have any first-hand experience with 40mm HEDP rounds Like, have you seen what kind of damage it can produce
Against the armor of a typical MBT, I assume it would do little substantive damage, but against lighter armor- say, that of a BTR, for example- what kind of damage could 40mm HEDP do I've always imagined that unless hit hits a crewman's station, weapon, or critical automotive component, the light AFV would be still able to continue normal operations (although non-critical hit could, I suppose, still cause the crew to panic and withdraw). Am I underestimating the effect of 40mm HEDP
-Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:
https://www.drivethrurpg.com/product...--Rooks-Gambit
https://www.drivethrurpg.com/product...ula-Sourcebook
https://www.drivethrurpg.com/product...nia-Sourcebook
https://www.drivethrurpg.com/product...liate_id=61048
https://preview.drivethrurpg.com/en/...-waters-module
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