Originally posted by Apache6
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LAV25 Pros and Cons
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Originally posted by Olefin View Postas for supply of TOW's - per the rules you start with a full ammo load out - and that means you have them for sure, at the least at the start
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Originally posted by Draq View PostI always consider the 'full ammo upon spawning' easy-mode. For realism and a real challenge, you'll be lucky to have many main cannon rounds, especially after the Kalisz breakout. But that's just me. I want the players to feel desperate and nervous, that a t-72 could pop over a hill at any time. They'll have to work hard to go from surviving to thriving. That's how I'd want to play.Last edited by Raellus; 09-05-2016, 11:20 AM.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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As a former Bradley gunner IRL, in a T2k scenario, give me the LAV 10 times out of 10. Less maintenance, much much better fuel economy, better stealth, faster, easier to work on, all of the things said above.
Even if you were to have TOW missiles for the Bradley, an MBT wins a head on engagement every single time, unless you have the drop. And even IF you have the drop on the tank, in a T2k scenario, it'd be better to GTFO than take your chances. The TOW would be valuable in a limited amount of circumstances - any of those scenarios, you'd be just about as good off with a man-portable ATGM like the Javelin, dismounted TOW, or any of the other options.
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Originally posted by Raellus View PostAgreed. In many campaigns, including the original Escape from Kalisz, the chances of the PCs having just topped off at the division supply dump (after several days of intense defensive fighting) would be pretty slim.
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Originally posted by CDAT View PostProblem I see with the TOW is unless you ambush them at close range (or attack in number) you are in real trouble. At max range you are looking at a flight time over 40 seconds for the TOW, but the tank gun will cover the same distance in less than a second. If the controlling unit is lost the TOW misses.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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Originally posted by rcaf_777 View PostI was a TOW Gunner and we always shoot and scoot, shooting from a position concealment and then moving another position. I believe that most TOW Gunners are taught this.
Therefore, during the several seconds between the launch (which produces a pretty noticeable signature) and impact of the missile, an enemy tank gunner may have time to acquire, target, and fire at the attacking Bradley.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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Speaking as a former tanker...with a 40 second engagement at max range, with a M67 105mm gun, an alert crew could get off 6-7 aimed rounds at our heroic missile gunner, switch to a 120mm gun, you can still get off 5-6 aimed rounds, now that is with NATO crews, switching to the WP side, the 100mm gun can fire some 4 main gun rounds before emptying the ready rack. The 115mm is slightly better with a rof of 5-6 rounds. The 125mm, with its two part ammo is the worst, with possible 3-4 rounds.
Now this all assumes that the crew is stationary and scanning for targets.
If your tank is on the move, the reaction drill is a immediate left or right turn, fire your smoke dischargers and engage with all weapons. The rest of your section/platoon will engage the same area, until/unless the missile gunner switches targets.
Another tactic was to use battalion mortars to drop WP onto the suspected missile position.The reason that the American Army does so well in wartime, is that war is chaos, and the American Army practices chaos on a daily basis.
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Originally posted by Raellus View Postduring the several seconds between the launch (which produces a pretty noticeable signature).
It seems to me that simulating a launch (just the smoke not an actually dummy missile) 30-50 meters away from the IFV would be a perfect job for the dismounted infantry during a long range, hull down engagement.
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Originally posted by kato13 View PostDoctrinaly was there any way to create duplicate launch signatures. I remember in "Cardinal and the Kremlin", Clancy mentioned that there were dummy stinger missiles that would be used to confuse those looking for the real launcher.
It seems to me that simulating a launch (just the smoke not an actually dummy missile) 30-50 meters away from the IFV would be a perfect job for the dismounted infantry during a long range, hull down engagement.
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Originally posted by kato13 View PostDoctrinaly was there any way to create duplicate launch signatures. I remember in "Cardinal and the Kremlin", Clancy mentioned that there were dummy stinger missiles that would be used to confuse those looking for the real launcher.
It seems to me that simulating a launch (just the smoke not an actually dummy missile) 30-50 meters away from the IFV would be a perfect job for the dismounted infantry during a long range, hull down engagement.The reason that the American Army does so well in wartime, is that war is chaos, and the American Army practices chaos on a daily basis.
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Originally posted by kato13 View PostDoctrinaly was there any way to create duplicate launch signatures. I remember in "Cardinal and the Kremlin", Clancy mentioned that there were dummy stinger missiles that would be used to confuse those looking for the real launcher.
It seems to me that simulating a launch (just the smoke not an actually dummy missile) 30-50 meters away from the IFV would be a perfect job for the dismounted infantry during a long range, hull down engagement.
Source: Bradley gunner, M901 ITV commander and dismont TOW user.
Here's one in the desert - most of the signature is the dust behind the HUMVEE
Here is a Bradley
notice how quickly the smoke dissipates, just a few seconds. If you're on an active battlefield, it'd be covered with smoke/dust etc and finding a missile launch signature would be very tough. In an ambush situation, you'd have to be looking at or near the launch to see it.
If you factor in the ATGMs that launch with compressed air, they'll have less signature.
EDIT: having said all that, in a T2k scenario, missiles will be ridiculously valuable and used only in specific situations I'd imagine.
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