View Full Version : v1 rules question regarding HMG vs. Armor
raketenjagdpanzer
04-03-2013, 04:19 PM
Hey all,
For my TT T2k game, I had a situation where an M113 gunner (see the after-action report I posted) was firing on an approaching BTR with her .50; I treated the damage multiplier as (x base damage), or in the case of the M2HB, 6x, with standard range multiples (4d6, etc.) applying. Was this correct?
Cdnwolf
04-03-2013, 06:41 PM
For example, a 25mm armor piercing incendiary (API) round has a
damage multiplier of x 5. At close range it would do 4D6 x 5 hits of
damage. At medium range it would do 3D6 x 5 hits of damage. At long
range it would do 2D6 x 5 hits of damage. At extreme range it would do 1
D6 x 5 hits of damage.
Now was the gunner using regular rounds or SLAP rounds? If not using SLAP round then no damage was done to the BTR.
There are several different types of ammunition used in the M2HB and AN aircraft guns. From World War II through the Vietnam War, the big Browning was used with standard ball, armor-piercing (AP), armor-piercing incendiary (API), and armor-piercing incendiary tracer (APIT) rounds. All .50 ammunition designated "armor-piercing" was required to completely perforate 0.875 inches (22.2 mm) of hardened steel armor plate at a distance of 100 yards (91 m) and 0.75 inches (19 mm) at 547 yards (500 m).[24] The API and APIT rounds left a flash, report, and smoke on contact, useful in detecting strikes on enemy targets; they were primarily intended to incapacitate thin-skinned and lightly armored vehicles and aircraft, while igniting their fuel tanks.[25]
Current ammunition types include: M33 Ball (706.7 grain) for personnel and light material targets, M17 tracer, M8 API (622.5 grain), M20 API-T (619 grain), and M962 SLAP-T. The latter ammunition along with the M903 SLAP (Saboted Light Armor Penetrator) round can perforate 1.34 inches (34 mm) of HHA (face-hardened steel plate) at 500 metres (550 yd), 0.91 inches (23 mm) at 1,200 metres (1,300 yd), and 0.75 inches (19 mm) at 1,500 metres (1,600 yd). This is achieved by using a 0.30-inch-diameter (7.6 mm) tungsten penetrator. The SLAP-T adds a tracer charge to the base of the ammunition. This ammunition was type classified in 1993.[26][27
Wiki
pmulcahy11b
04-03-2013, 09:53 PM
[I]
Now was the gunner using regular rounds or SLAP rounds? If not using SLAP round then no damage was done to the BTR.
Except that Soviet 7.62x54mm could penetrate BTRs with distressing regularity, enough that it was a standard tactic amongst the Mujahedin. Bring the column to a stop by waxing enemy drivers in BTRs, shooting through the driver's compartment.
Bullet Magnet
04-03-2013, 10:53 PM
In v1 rules, the base damage number is multiplied by the damage modifier for range, then the dice rolls are added in. So, for a weapon with a damage number of 6, the extreme range damage would be 6+1d6; at close range, it'd be 4x6 (24)+4d6.
pmulcahy11b
04-04-2013, 10:08 PM
In v1 rules, the base damage number is multiplied by the damage modifier for range, then the dice rolls are added in. So, for a weapon with a damage number of 6, the extreme range damage would be 6+1d6; at close range, it'd be 4x6 (24)+4d6.
I always thought this was a better mechanic, except that it doesn't account for long-ranged snipers.
Bullet Magnet
04-05-2013, 04:23 PM
I always thought this was a better mechanic, except that it doesn't account for long-ranged snipers.
That is true. I'm reminded of a story from a few years back, a snipes, Canadian I believe, took a target down at 1200 meters (I think; correct me if I'm wrong on the range) in Afghanistan. it was said to be the longest range for a sniper taking out a target to date.
In T2K, it would be impossible. When I was trying to get a game together, I was planning to add in the v2 "instant kill" rule. So a sniper rifle (in v1 I think they all fire 7.62) would have that 4 in 10 chance, rather than a target a few hundred meters away getting hit and reacting as "AH! What the f@#$ was that?"
Cdnwolf
04-05-2013, 06:03 PM
http://www.youtube.com/watch?v=_MK4SEoBFXk
Targan
04-05-2013, 09:48 PM
The system I use for T2K makes extreme range sniping viable because of all the potential bonuses to the to-hit roll. Bipod, scope, time taken to aim, spotter assistance, spotter's scope, whatever range-finding equipment is available, etc.
In practice though my players rarely had their characters attempt the extreme range shots. They'd often have a sniper or two on overwatch where circumstances allowed but that tended to be at no more than medium to long ranges.
There's no accounting for the occasional amazing dice roll though. I could sit here for hours listing some of the crazy lucky hits achieved in campaigns over the years.
Bullet Magnet
04-06-2013, 07:26 PM
1.5 miles? Well, that's quite a bit further than the 1200 meters I thought it was. Double in fact.
vBulletin® v3.8.6, Copyright ©2000-2024, Jelsoft Enterprises Ltd.