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#1
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Now is that just wishful thinking? I think not but then I have been in the field for a week or two at a time, I got tired. How many hours do you think anyone will sit in our presumed world of 2000 to 2013 in a tank? Quote:
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#2
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There are literally dozens of ways to kill a tank. No one is claiming that it's easy to kill a tank, or that every method is 100% effective 100% of the time. That said, I can't believe we're having this argument. Why is it that, for so many people, an issue needs to be either black or white?
If you don't believe that infantry can take out an MBT without dedicated AT weapons, read up on Japanese tactics on Okinawa, or recent insurgent IED use in Iraq, Afghanistan, Lebanon, and/or Gaza. If you don't believe that mortars and/or WP are hazardous to MBTs, read literally any book on ground combat in WWII. Don't get me wrong, if I was a grunt in the T2KU, I'd love to have an MBT on my team. That said, I'd do everything in my power to make sure that that tank used appropriate tactics and was always supported by dismounts before rolling into trouble. The minute you start rumbling around in your tracked and armored beast like you're invincible is the minute some teenager with a Molotov cocktail sets your engine on fire.
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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 |
#3
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That is why tactics keep evolving and why they are followed. Laugh, by the way I did not say I would like to try any of the above methods.
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Tis better to do than to do not. Tis better to act than react. Tis better to have a battery of 105's than not. Tis better to see them afor they see you. |
#4
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Never said tanks are invincible - there are lots of ways to take them out. The question is will they be facing people who know how to take them out.
The Mexican Army is not trained to take on armored forces - they are basically an anti-insurgency force, not a force trained to take on tanks. Now could they have been trained to do this - yes, at least the initial forces that were sent into the US. However I am betting that by 2001 the replacement conscripts that make up most of their forces didnt get much in the way of training before they got sent into the US. The typical guy on the street is not trained in how to take out tanks or armored vehicles either. And marauders in general in the US are probably not all full of deserters and ex-veterans - and remember this is the mid 90's - meaning that not everyone had access to the internet like today and could just type in "how to take out a tank" on google as for artillery and mortars - very few tanks have ever been taken out of action by artillery and mortar barrages unless you are talking about massed barrages by dozens of guns and even then you are lucky to do much in the way of damage - now I am not saying a tank is invulnerable to cannon or mortar indirect fire - they make all kinds of nasty guided weapons for the artillery but by 2001 those are all gone - or so few in number that the chances of running into a unit that has any is very small - and certainly not something a marauder or barely supplied Mexican unit is going to have I sure as hell wouldnt want to be driving around in an older tank in 1997-98 in the Twilight War - not against the modern weapons of that era but by 2001 any tank is definitely something to be feared because most of those weapons are gone which makes taking one out a lot harder - and yes there are lots of ways to take out tanks that experienced veterans know about even if they dont have guided weapons or missiles or other nasty items to use - but give the tank infantry support and a lot of those ways are going to be pretty hard to put into effect - i.e. its one thing to get up close and personal and blow the treads off the tank or put explosives under it if its unsupported - its another when you try that against the tank with infantry support along for the ride and you would have to be the artillery Davey Crockett to nail a moving tank with a single artillery piece or mortar on its roof with unguided shells - especially since said tank as part of a MilGov force would probably have its own artillery support doing its best to nail said enemy artillery as for laser guided rounds - yes those would be quite effective - and also very very rare per the equipment lists in ever version of the original game by 2001 - so even with a civilian laser designator you need the rounds to make it useful - which are as rare as hens teeth go thru the modules and see how many foes have such weapons outside of possibly the armies in Iran and maybe Division Cuba in Texas - certainly not the Mexican Army - if they did the Soviets would have lost a hell of a lot more equipment taking Brownsville because with the backing that force had they would have had the rounds if they were around - but they werent |
#5
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Oh and Sgt - yes I do have my disagreements with canon - there are a lot of holes in it you could drive any tank of your liking right thru - but the basic premise of what tanks are still in operation, how many are left and why by mid July of 2000 is one that I find believeable - and the fact that MilGov and CivGov were calling anything in the US with a turret and a gun a tank by mid July of 2000 even more so tells me they would be raiding museums, collections, graveyards to get anything into operation they could get their hands on
If they are calling M728 CEV's tanks (as the US Army guide specifies) then I dont see them being too picky as to what they would take for tanks in that situation And the US Army still had war stocks of 90mm ammo for the M48 in the real world into the time frame of the game Last edited by Olefin; 09-10-2015 at 02:37 PM. |
#6
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I guess the argument is not that tanks are invulnerable, but that the "typical" marauder, c.2000, wouldn't know how to kill them. That's not a black or white issue either.
Certainly, this would be true of some marauders- completely inexperienced and ill-equipped forces. These folks would probably experience what the Germans called "tank fright". They would be much more likely to panic when encountering any kind of heavy armor; they probably wouldn't know how to destroy a tank without dedicated AT weapons. That said, not all marauders are going to have that little experience/training when it comes to dealing with armor. In every Europe-based campaign module I've looked at, most marauder groups are described as being, in effective, deserters- men with military experience. Many of these guys would have enough experience with armor not to freak out when encountering one or two tanks. Furthermore, they might know a couple of tricks to disable or destroy armor. I'm sure that at least some Mexican/Cuban/Soviet marauder groups operating in CONUS would be similarly capable. Another variable is access to AT weaponry. Even an old 1st gen. LAW could take out WWII and most Cold War era MBTs, if used correctly. Heck, the Germans were handing out Panzerfausts to 14-year-old Volksturm units in the last days of WWII. With very little training and no experience, some of these kids managed to kill T-34 and JS-2 MBTs.
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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 |
#7
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Yes I agree that tanks are not invincible, but t seems that a few are posting that it is very easy to do so with A, B and C and viola you have a smoking ruin. It is not that easy. However I have seen some stupid tankers get them selves into trouble.
So the tank grave yard or Museum would allow a force to acquire something that 'could' tip the balance. That item maybe a tank or just an APC, but the point is that it will tip the balance until the other side figures out how to restore the balance if they have lost. That is the GM's role in the game. That aside, any infantry men that say they can whip out a tank with all the items mentioned, I will say that depends on a few factors, but it is not as simple as put together some home made C4 and put it on a bundle and blow the tank up. Nor is it easy to pull the tank off the VFW yard and fill it up with fuel and send it on it's way either. However at least all posters here are thinking how a item from a tank grave yard would effect their game. Also others have posted tactics a player group could use to overcome the obstacle, after they put some steel back into their spines of the NPCs that just faced the metal monster. I have to be nice to the infantry, but remember you guys hate to admit, but you need us tankers......and you cannot do it all yourselves. Crusty old tanker...... |
#8
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Yes the tanks are! Don't listen to the "light Fighter" Hype!
We just need grunts as much as they need us....... |
#9
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By the way older tanks aren't all equipped like WWII Shermans FYI
M48A3 - spall liner for the crew, infrared fire control system installed M60A3 had a laser rangefinder, solid state ballistic computer, and crosswind sensor and a tank thermal sight. They were also fitted with a muzzle reference system, a Halon fire extinguishing system, a vehicle engine exhaust smoke system, and hardware to allow the mounting of equipment such as chemical alarms. |
#10
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Tank crews do not have eyes in the back of their heads. They have some MASSIVE blind spots, especially when buttoned up. Therefore, with a bit of patience and some small amount of skill, it's not that hard to sneak up close enough to use improvised AT weapons against them.
Yes, it takes balls, but it can be done. This is why tanks should NEVER operate in close country without infantry support. https://youtu.be/V7fZ4wxWP1Q And older tanks are much more vulnerable to improvised weapons than newer one. Isn't that one of the reasons tank design is always being improved? Taking a 50+ year old AFV onto a modern battlefield is just begging for destruction.
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#11
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What do you call four tankers and WP grenade? Extra crispy What do you call four tankers without ammo? Passengers What do you call four tankers without fuel? Foot patrol What do you call four tankers and a Molotov cocktail? Southern fried! What do you call an idling tank? Clothes drier. What do you call a tank stuck in mud? Opportunity knocks! What is closed up tight, covered in oil, and stinks to high heaven? You might have said tankers, but I meant canned fish. |
#12
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1-800-REDLEG..... When it ABSOLUTELY, POSITIVELY, HAS TO BE DESTROYED! ![]() |
#13
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#14
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Hey guys, this is starting to get pretty chippy. Let's all dial it down a couple notches, take a deep breath, and consider agreeing to disagree. It's pretty clear by now that no one involved in this argument is going to change his mind.
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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 |
#15
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I posted this yesterday. It holds doubly true today. Either folks chill themselves out or this thread will be shut down.
__________________
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 |
#16
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I was basing my comments on my real life experience, I spent about half my time as a Tanker, before moving over to EOD. In the late 2000's last time I did a large ammo destruction, the US still had ammo for weapons that we no longer have (some WWII) so I do not think getting ammo for them would be as hard as some think. I also think that if you want to set it up so that the side with tanks has troops that do not know there job, and the other side has super troopers then yes you can take out the tanks. But if both sides are the battle harden vets with the limited amounts of ammo the game provides you will have a very hard time taking out the tanks. Make a HEAT round is not something you are going to do in a garage shop, most likely you are not going to be able to make many fuzes in the garage shop. There is a reason that you do not see many homemade fuzes besides point detonating in the sand box.
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#17
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Pictures #20 and #21 is guy reusing RPGs. |
#18
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Skill and knowledge/plans are the big issue - that and fuses.
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#19
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I routinely got Army and Air Force manuals at yard sales and used book stores because getting some through Army publishing was a wish and a dream. This was the heyday of Paladin Press and all their adventure and military books. In the 80s had books on military equipment, tactics, and history even in the crunchy pot smoking hippy town I grew up in. This and the VFWs and American Legions have millions of WW2, Korea, and Viet Nam vets in their 40s – 60s… Those marauders can damn well find the experience as can local militias and mutual defense groups. Quote:
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Yes, I agree that laser guided munitions by T2K would be rare, mostly expended, and with the loss of industrial capacity small chance of replacement. Those are few to begin with, most designated for high value targets like command vehicles and FO vehicles any way. Sometimes for high pay off targets like a bridge or bunker in a valley out of direct fire and without air support to kill it for you. Quote:
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