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  #1  
Old 01-30-2015, 12:01 PM
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Cdnwolf Cdnwolf is offline
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Default Firefight ranges...

http://donaldmsensing.blogspot.ca/20...ances.html?m=1

"Almost all interviewed stated all firefight engagements conducted with small arms (5.56mm guns) occurred in the twenty to thirty (20-30) meter range. Shots over 100m were rare. The maximum range was less than 300m. Of those interviewed, most sniper shots were taken at distances well under 300m, only one greater than 300m (608m during the day). After talking to the leadership from various sniper platoons and individuals, there was not enough confidence in the optical gear (Simrad or AN/PVS-10) to take a night shot under the given conditions at ranges over 300m. Most Marines agreed they would “push” a max range of 200 m.


YET...

Long-range Afghan firefights prompt US Army rethink of reliance on workhorse M-4 rifle

http://www.foxnews.com/world/2010/05...horse-m-rifle/
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Old 01-30-2015, 12:06 PM
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Quote:
Originally Posted by Cdnwolf View Post
http://donaldmsensing.blogspot.ca/20...ances.html?m=1

"Almost all interviewed stated all firefight engagements conducted with small arms (5.56mm guns) occurred in the twenty to thirty (20-30) meter range. Shots over 100m were rare. The maximum range was less than 300m. Of those interviewed, most sniper shots were taken at distances well under 300m, only one greater than 300m (608m during the day). After talking to the leadership from various sniper platoons and individuals, there was not enough confidence in the optical gear (Simrad or AN/PVS-10) to take a night shot under the given conditions at ranges over 300m. Most Marines agreed they would “push” a max range of 200 m.


YET...

Long-range Afghan firefights prompt US Army rethink of reliance on workhorse M-4 rifle

http://www.foxnews.com/world/2010/05...horse-m-rifle/
So the question to be asked is what range would you say most typical firefights in Twl2000 be best at.
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Old 01-30-2015, 01:30 PM
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A couple of things jump out at me here.

First, the blog post cites AR15.com as a source. That's a red flag for me. In my experience, Arfcom has a highly unfavorable signal-to-noise ratio.

Second, the document cited in the Arfcom post seems to focus on Marine engagements in Iraq. I suspect (have not read the whole thing because of the complete bleeding lack of paragraph breaks) that this deals mainly with urban engagements. The Army concern, by comparison, are drawn from combat in Afghanistan. Of course you're going to see shorter engagement ranges in urban centers than in the Hindu Kush.

Finally, I suspect most roleplaying game gunfights are closer in nature to police shootings than military engagements. This is because combat in RPGs often breaks out as a result of failed negotiations or investigations, which by necessity occur at conversational distance. T2k is sometimes (but not always) an exception because of its military simulation functions.

- C.
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Old 01-30-2015, 02:02 PM
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Quote:
Originally Posted by Tegyrius View Post
(...)
Finally, I suspect most roleplaying game gunfights are closer in nature to police shootings than military engagements. This is because combat in RPGs often breaks out as a result of failed negotiations or investigations, which by necessity occur at conversational distance. T2k is sometimes (but not always) an exception because of its military simulation functions.
Tegyrius' point reflects my experience as GM.
Whenever my players can influence a combat, they usually start shooting, when the enemy is in short range. Most of the PCs are armed with M16A2 with a short range of 55m. So they (stealthily) approach the enemy up to that range, or let the enemy's footwalkers get up to that "magic" distance. Shooting at vehicles is another issue – depends on circumstance. When the PCs are armed with MGs and battle rifles, they use the short range of the rifle with the shortest short range (Sounds odd, hope you know what I mean ).

I think, in that respect T2k is a game and far from reality in some cases.
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Old 01-30-2015, 02:28 PM
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Basically what I am trying to get at is if I am doing up a map for roll20.net would 500m by 500m be feasible for an encounter? Still trying to work out how to handle long distance movement on that system.
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Old 01-30-2015, 03:10 PM
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Default encounter area

500m x 500 m is probably good for most encounters. This will include a several city blocks, a small village, or a large area of country side.

For movement, you could do double or triple movement at first to close. I don't know if you have something that handles line of sight ranges, so that characters can select double or triple moves and then stop if and when they come to (or enter) visual range of ... something new. Like a vehicle or person or campfire or...

Once upon a time, when I ran naval miniatures (Harpoon), the rules suggested running at a longer scale until two tracks ran into sighting range, then backtrack and play it out from the point of contact. I usually ran the two sides into proximity before they ran together and then inched them into contact to avoid backtracking. Usually, I started by having the side provide general operating orders (until contact); for example "move at 85 degrees at 15 kn."

In your case, it could be something like "walk into town paralleling the road about 20m south.

Uncle Ted

Last edited by unkated; 01-30-2015 at 03:31 PM. Reason: added text
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Old 01-30-2015, 06:39 PM
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In T2K if a party is known to be hostile, my group takes shots at the longest medium range (say 110m). This is because if the group shoots at short range (say 55m or less) then by the next turn the enemy (normally in greater numbers) can run 30m and almost be "on top of" the group, and swarm them.

So my group fires earlier to get a couple of rounds of firing into the enemy in case they try to close.
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Old 01-31-2015, 01:09 AM
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Quote:
Originally Posted by kcdusk View Post
In T2K if a party is known to be hostile, my group takes shots at the longest medium range (say 110m). This is because if the group shoots at short range (say 55m or less) then by the next turn the enemy (normally in greater numbers) can run 30m and almost be "on top of" the group, and swarm them.

So my group fires earlier to get a couple of rounds of firing into the enemy in case they try to close.
So a normal encounter in your games involves highly disciplined/fanatical enemies that are prepared to charge into the PC's fire rather than find cover and return fire? Hard core.
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