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#1
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And remember, firing a Grenade Launcher is nothing like firing a mortar. There should be a separate skill.
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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 |
#2
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True. Something like Indirect Fire Weapons that allows the laying and firing of mortars, light artillery, tripod mounted machineguns and automatic grenade launchers at targets using maps, compass, and sights such as the C2A1, along with various electronic aids.
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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 |
#3
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Truly, anything above 60mm is a waste of a player groups time, although watching the antics of players trying to set up a 120mm during an ambush can be amusing!
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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. |
#4
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Not as much fun as watching them debus from a vehicle while still in the kill zone to assault across several hundred metres of open ground on foot.
Yeah, that works out well....
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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 |
#5
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I remember in a Merc game, my PC shooting a 60mm mortar at a barracks.
- First shot? Over. - 2nd shot? short. - Other PCs: "Why are we waiting for this? Look, they're starting to come out of the barracks now! Let's open up and get in there!" - Third shot? Right through the roof, adjacent to the front door, where the bad guys were arming and rushing for the door. Lots and lots of die-rolling, for damage and fragments and more damage. - Me: "That's why we're waiting. Now go and collect their surrender." I can think of another game, I was GM, where the PCs barrelled into an ambush, which had 120mm mortars covering the kill zone. That really spooked the PCs, and they drove away really fast, despite having some armor. But yeah, most of the time, IF weapons, beyond grenade-launchers, weren't really used.
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. |
#6
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That reminds me of another time with another group going through Ruins of Warsaw.
The PCs had set up a meet with an arms dealer and shown up with a truck and LAV-75 to make the trade. Naturally things went bad and the merchant's covering force opened up with a mortar firing chemical rounds (those in the meeting had gas masks on their belts). First shot hit the LAV on the glacis resulted in absolute panic on the part of the PCs (they ran away as fast as they could). One of the players had all of his characters after that wear a chem suit 24/7 - and his character at the time had been safely tucked away in the LAV!
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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 |
#7
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![]() Quote:
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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. |
#8
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![]() Quote:
(However, I know as a Company Sig back in the day we were ordered to break the batteries of our AN/PRC-25 Radios in two on something hard when we replaced them every, 24 hours?, to prevent them being from being reused ... the implication being that they were rated for longer periods of use ... so maybe its the same with MOPP suits). Then there are the filters on the Gas Mask - again, change every 24 hours. So wearing them all the time would be ... expensive. Dying would be cheaper ![]() Phil |
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