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#1
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-ATGMs that hit a ship will do significant damage, but a single round is not going to sink a warship, considering watertight bulkheads inside the ship and reasonable damage control measures. Same with Tank main gun rounds or even 155mm HE.
- The flip side of that is that Captains of ships are not going to want to risk some of the few remaining Naval assets without VERY good reason. - Even just turning on a surface searce RADAR might drive off or discourage a ship, do they really want to stay around to find out if you still have been able to scrounge a Seersucker or far more deadly Harboon missile. - During the Korean war there were several instances of UN (US, Australlian, Canadian and UK) destroyers, cruisers and Battleships 'dueling' with North Korean artillery battalions ashore, including some with Katusya's. The Allied ships, benefiting from air superiority and spotter aircraft routinely neutralized the shore batteries. The NK fire control systems were usually not responsive or accurate enough to hit a moving ship. |
#2
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I had to Necro this thread to point out that AT munitions have finally "gone to sea." The Navy's Cyclone Patrol Ships have been fitted with a special Mid-Ship launcher containing 6 Stinger AA missiles and 2 Quad-Launchers for the Hellfire Longbow laser guided munition (for 8 missiles in total). It also sports two Gun Mounts (one forward, one aft) containing BOTH a 40mm Mark19 Grenade Launcher and a 25mm Chaingun in a "co-axle" arrangement. There are also several mounts for .50 caliber and .30 caliber machineguns situated around the ship. Other upgrades being considered are a 30mm Cannon or twin 25mm Chainguns.
The Cyclones (serving in the Gulf right now) could be an interesting game add. With an overall Length of 55 meters, a Width of 7.6 meters and a draft of 2.3 meters; they are not that big. The crew is 24 enlisted and 4 officers. There are 8 spare berths and she can sail for 2500 nautical miles on her 4 diesels (multifuel). |
#3
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With regards to firing TOW over water, FM 23-34 says it can be done. For a scenario like is being discussed here (ship-to-ship), a BGM-71A, BGM-71A-2, or BGM-71A-2A can be fired across 1400 meters of water, and any other type up to BGM-71E over 1100 meters of water.
The weapons I always end up wanting to take for Vistula-like scenarios were the recoilless rifles for discouraging opposing ships (along with GPMGs and/or HMGs) and mortars for support of shore parties.
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Writer at The Vespers War - World War I equipment for v2.2 |
#4
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That said, an aerial shot from a high angle with one of those early TOWs might do it. And anything can be an antiship weapon - - just depends on how you deploy it.
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I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes Entirely too much T2K stuff here: www.pmulcahy.com |
#5
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Speaking of this, the same FM has a nomogram for calculating what distance can be fired across water based on the altitude above water of the launcher and the target. Mounting a TOW launcher in open space on a bridge tower could give it decent range over water. I'm not sure how much field of view the tripod launchers have and whether you could do a limited drop shot (i.e. keep the missile near the top of the field of view, target near the bottom, and arc it down).
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Writer at The Vespers War - World War I equipment for v2.2 |
#6
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Agreed. A ship doesn't travel much faster than a tank in combat and is a larger target.
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#7
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Ships systems should (and most do) have a "Stabilization System" like tanks do. The following chart will help you understand what Sea States would add a level of difficulty and what Stabilization would help in those Sea States. SEA STATE AND STABILIZATION RATES: Stabilization Type: ......................... Sea State And Description: ..................Difficulty Shift for Non-Stabilized Weapons: No Stabilization: ............................ (0-2) Calm to Wavelets (up to 0.5m) ................. No Difficulty Shift Poor Stabilization: .......................... (3-4) Slight to Moderate (0.5m to 2.5m) ............ One Level More Difficult Fair Stabilization: ........................... (5-6) Moderate to Rough (2.5m to 6m) .............. Two Levels More Difficult Good Stabilization: ......................... (7) Very Rough/High waves (6m to 9m) ............. Three Levels More Difficult Excellent Stabilization: .................... (8) Very High Waves (9m to 14m) ..................... Four Levels More Difficult No Effective Stabilization Available: .. (9) Phenomenal Waves (14m+) ......................... Five Levels More Difficult Thus a Moderate Sea State could put a crimp in that call for fire support from your deck mounted mortar or recoilless rifle. Naval Weapons: Most naval weapons are stabilized but the extent of that stabilization depends on the era the weapon is from and the cost/quality of the installation. - Most WW2 weapons (like the US battleship's guns) have Poor Stabilization. - Most 1960's and 1970's era weapons have Fair Stabilization (like the US 5" Gun Mount or the 25mm Mk38 mount). - Most 1980's and 1990's weapons (Like the OTO-Melara 76.2mm Mk2) have Good Stabilization. - Most 21st Century weapons (like the newer 30mm, 40mm, and 57mm autocannon) have Excellent Stabilization. Retrofitted weapons may have a lower level of Stabilization. When the Perry Class Frigates had their Mk13 Launchers decommissioned, the Navy experimented with a modified 5" Gun mount. The mount could only carry the 20 rounds in it and a small magazine of only 200 rounds was all that could be fitted (a standard magazine is 600 rounds). The real "deal-breaker" was that the mount ended up with the equivalent of Poor Stabilization. This overlooked aspect of naval weapons will help you "customize" the various weapons on any ships you choose to use in Twilight2000. |
#8
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Noted. Although you don't necessarily have to be on the water to fire at a ship; it is entirely possible to launch an anti-ship missile from a land-based platform and it has actually been done in more than one conflict.
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