RPG Forums

Go Back   RPG Forums > Role Playing Game Section > Twilight 2000 Forum
Register FAQ Community Calendar Today's Posts Search

Reply
 
Thread Tools Search this Thread Display Modes
  #1  
Old 11-15-2015, 10:14 PM
Legbreaker's Avatar
Legbreaker Legbreaker is offline
Registered User
 
Join Date: Dec 2008
Location: Tasmania, Australia
Posts: 5,070
Default

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!
__________________
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
Reply With Quote
  #2  
Old 11-15-2015, 11:27 PM
LT. Ox's Avatar
LT. Ox LT. Ox is offline
Registered User
 
Join Date: Jun 2015
Location: West Colorado
Posts: 308
Default hmmmm

Quote:
Originally Posted by Legbreaker View Post
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!
Now in the 2020 merc game I may need one of those suites..... How to get item have and chem scare. yes that should work
__________________
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.
Reply With Quote
  #3  
Old 11-16-2015, 01:20 AM
aspqrz aspqrz is offline
Registered User
 
Join Date: Jul 2015
Posts: 166
Default

Quote:
Originally Posted by Legbreaker View Post
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!
I know MOPP suits are only good for a relatively short period after the plastic wrap they come in is opened ... 24 hours or until taken off, whichever is the lesser is the best figure I have seen ...

(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
Reply With Quote
  #4  
Old 11-16-2015, 02:47 AM
Legbreaker's Avatar
Legbreaker Legbreaker is offline
Registered User
 
Join Date: Dec 2008
Location: Tasmania, Australia
Posts: 5,070
Default

Meanwhile we were using our "dead" batteries to charge up the PALs (Patrol Ambush Light). Can't remember the exact details, but I think it was 24 hours on the battery gave ten minutes of absolutely BLINDING light.
__________________
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
Reply With Quote
  #5  
Old 11-17-2015, 01:07 AM
copeab's Avatar
copeab copeab is offline
Registered User
 
Join Date: Sep 2008
Posts: 679
Default

Unless you have a large party, one of the commando mortars would be most appropriate. Not as accurate as a normal light mortar, but much more portable and normally operated by one man.
__________________
A generous and sadistic GM,
Brandon Cope

http://copeab.tripod.com
Reply With Quote
  #6  
Old 11-17-2015, 09:12 AM
Olefin Olefin is offline
Banned
 
Join Date: Mar 2012
Location: Greencastle, PA
Posts: 3,003
Default

have had several different groups that had mortars - and you are right you need larger parties to handle them - the most we ever had (and this was my first campaign where we ended up having our party getting enough 5th division guys out that we had quite the time feeding and transporting everyone) was two 81mm mortars, one 60mm mortar and two 120mm mortars that we captured - with the 120's almost never being used
Reply With Quote
  #7  
Old 11-18-2015, 08:14 AM
rcaf_777's Avatar
rcaf_777 rcaf_777 is offline
Staff Headquarter Weinie
 
Join Date: Sep 2008
Location: Petawawa Ontario Canada
Posts: 1,104
Default

France, UK, Canada and Belgium have infantry/light mortars that are used at the platoon level. They usually have a crew of two.

I was my platoon mortar man when I was infantry. Canada had the M19 Light Mortar which I carried and hated it there was nothing light about it. It’s a 60mm Mortar it only took a crew of one to operate, the number two was basically the ammo carrier. As my unit was light infantry (IE no wheels) additional ammo was spread out thought the platoon. Spotting was always difficult if you were lucky you or your number were mortar qualified and were able to spot rounds effectively. Since my reserve unit was not designated to have a Mortar Platoon, I was usually out of luck.

Mostly theses mortars were used for laying smoke to cover platoon movements. The only time I remember using HE was for defensive ops and I had the large base plate and the bipod.
__________________
I will not hide. I will not be deterred nor will I be intimidated from my performing my duty, I am a Canadian Soldier.
Reply With Quote
  #8  
Old 11-18-2015, 08:58 AM
LT. Ox's Avatar
LT. Ox LT. Ox is offline
Registered User
 
Join Date: Jun 2015
Location: West Colorado
Posts: 308
Default Better than not havein gthem

Quote:
Originally Posted by rcaf_777 View Post
France, UK, Canada and Belgium have infantry/light mortars that are used at the platoon level. They usually have a crew of two.

I was my platoon mortar man when I was infantry. Canada had the M19 Light Mortar which I carried and hated it there was nothing light about it. It’s a 60mm Mortar it only took a crew of one to operate, the number two was basically the ammo carrier. As my unit was light infantry (IE no wheels) additional ammo was spread out thought the platoon. Spotting was always difficult if you were lucky you or your number were mortar qualified and were able to spot rounds effectively. Since my reserve unit was not designated to have a Mortar Platoon, I was usually out of luck.

Mostly theses mortars were used for laying smoke to cover platoon movements. The only time I remember using HE was for defensive ops and I had the large base plate and the bipod.
The 60's were dropped during my time in Viet Nam as the wonderful M-79 and LAW was to supplant them. I liked the law and loved the M-79 but the loss of the 60's as company support was felt big time.
I operated as an FO and we could get support in a hurry "most" times and it was on target "most" times just not as fast nor as on target as company level 60's.
when your getting fired on BY light mortars you want to counter battery [U][I]right now!![I][U] not after a bit of radio chatter.
__________________
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.
Reply With Quote
  #9  
Old 12-07-2015, 08:44 PM
swaghauler swaghauler is offline
Registered User
 
Join Date: Jan 2015
Location: PA
Posts: 1,482
Default

Quote:
Originally Posted by aspqrz View Post
I know MOPP suits are only good for a relatively short period after the plastic wrap they come in is opened ... 24 hours or until taken off, whichever is the lesser is the best figure I have seen ...

(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
I have heard this claim before (in my own unit). Actually the MOPP suit was good for two years from the date you remove it from the packaging (provided it was NOT washed). It was good for only 24 hours IN THE ACTUAL NBC ENVIRONMENT before it began to fail to provide protection from the threat. This is also the life expectancy of the hood on your gas mask. This could prove interesting if you were to get "hung up" in an NBC environment. Loiter too long and your MOPP suit fails. They also fail rather quickly if they get completely saturated with water. A major downside to NBC ops in bad weather.
Reply With Quote
  #10  
Old 12-07-2015, 09:32 PM
swaghauler swaghauler is offline
Registered User
 
Join Date: Jan 2015
Location: PA
Posts: 1,482
Default

The problem with IF in Twilight2000 is that the authors were using very outdated information. The accuracy limits for IF are an example. The CEP (Circular Error, Probable) fell below the blast radius of most mortars in the early 90's. The key factors would be:
1. Does the FO know EXACTLY where he is in the world (say by GPS)?
2. Does the FO know the EXACT DISTANCE to the target (say because he used a laser range finder or ranging binoculars to measure it)?
If the answer to these two questions is "yes," then the target is in a heap of trouble because it is a fairly simple math problem to compute the target grid coordinates. I would propose the following rules for IF in Twilight:

-If the FO has a GPS (with signal), a Laser Range Finder, and can "pre-plot" his fire, then his chance to hit is EASY:FO.
-If the FO has a GPS (with signal), Stadiametric Ranging Binoculars, and can "pre-plot" his fire OR a Grid map and Laser Range Finder, and can "pre-plot" his fire, then his chance to hit is AVE:FO.
-If the FO has a Grid Map, Stadiametric Ranging Binoculars, and can "pre-plot" his fire, then his chance to hit is DIF:FO.
-If the FO has a Grid Map but no reliable method of "ranging" the target (he must "eyeball" it), and can "pre-plot" his fire, then his chance to hit is FRM:FO.
-If the FO has neither a Grid Map or a method of "ranging" the target, then his chance to hit is IMP:FO (whether he "pre-plots" or not).

"Pre-plotting" takes about 30 seconds. If the FO cannot "pre-plot" the fire, then the GM should reduce his chance to hit by one level, for calling fire "on the fly" (don't laugh at this, many good FO's could do that VERY well).
An FO who is forced to "guestimate" the range to the target due to a lack of equipment, can increase their chance to hit by one level with a DIF:OBSERVATION roll.

The to hit roll for the fire should be recorded and the difference between the chance to hit and the actual roll should be subtracted from the round's deviation roll. Missed to hit rolls should have the difference between the chance to hit and the actual roll ADDED to the round's deviation roll.

I also have a system for NPCs taking fire and maintaining combat flow. When you roll the number of hits from Fragmentation, you add this to any blast/concussion damage the round might do. Each DIE of Concussion and each frag HIT is compared to an NPC's CON value with the following results.
-If the NPC takes a number of concussion DICE + Frag HITS equal to his CON or less, he is still in the fight with a Slight wound.
-If the NPC takes 2 X CON in Concussion DICE + Frag HITS, he suffers a Serious Wound.
-If the NPC takes 3 X CON in Concussion DICE + Frag HITS, he suffers a Critical Wound.
-If the NPC takes 4 X CON in Concussion DICE + Frag HITS, he is killed.

This will help you quickly resolve artillery or heavy weapons fire into groups of NPCs and still allow the players the feeling that they are in control of the results of Indirect Fire during play.
Reply With Quote
  #11  
Old 12-07-2015, 09:34 PM
pmulcahy11b's Avatar
pmulcahy11b pmulcahy11b is offline
The Stat Guy
 
Join Date: Sep 2008
Location: San Antonio, TX
Posts: 4,354
Default

At the mech and light units I've been, the mortars went into the Weapons Platoon; the difference between mech and light is that the mech units have 120mm (then 4.2") mortars, and in the light units, they had 81s.

At the 82nd, there were also 81s in the Weapons Platoon. It addition, each platoon had their own 60mm, with a gunner, assistant gunner assigned to tend to the mortar. I don't remember how many rounds the crew had, but most of the platoon carried 1-4 rounds for the mortar.
__________________
I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes

Entirely too much T2K stuff here: www.pmulcahy.com
Reply With Quote
  #12  
Old 12-07-2015, 10:01 PM
Targan's Avatar
Targan Targan is offline
Moderator
 
Join Date: Sep 2008
Location: Perth, Western Australia
Posts: 3,763
Default New USMC 81mm mortar

A bit OT, but this sounds good:

Marines get new mortar in Iraq
__________________
"It is better to be feared than loved" - Nicolo Machiavelli
Reply With Quote
  #13  
Old 12-07-2015, 11:12 PM
Legbreaker's Avatar
Legbreaker Legbreaker is offline
Registered User
 
Join Date: Dec 2008
Location: Tasmania, Australia
Posts: 5,070
Default

Given the lack of GPS and other electronic devices in working order in T2K, I'm good with the relative inaccuracy of indirect fire. Basically without all the high tech gadgets, just how accurate, first round, is it really going to get?
__________________
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
Reply With Quote
  #14  
Old 12-07-2015, 11:45 PM
swaghauler swaghauler is offline
Registered User
 
Join Date: Jan 2015
Location: PA
Posts: 1,482
Default

Quote:
Originally Posted by Legbreaker View Post
Given the lack of GPS and other electronic devices in working order in T2K, I'm good with the relative inaccuracy of indirect fire. Basically without all the high tech gadgets, just how accurate, first round, is it really going to get?
It depends on how accurate he is in determining where he is on the map. His grid coordinates are the base he uses for determining the enemy's grid coordinates. The more accurate his location and his "ranging" of the enemy, the more accurate the fire. This plays out very harshly where "registration" has occurred. Registration is when an FO "confirms" his initial plot by firing rounds on the location. Emplaced units will probably have registered key points like bridges and road junctions and even set up pre-arranged fire missions on these locations. An example would be the FO saying "Fire Mission on road juncture 1!" over the radio, and the mortar team dropping 4 rounds in a box pattern on that road. This should give one pause before they launch an assault on say...Krakow.
Reply With Quote
  #15  
Old 12-29-2015, 08:27 PM
LT. Ox's Avatar
LT. Ox LT. Ox is offline
Registered User
 
Join Date: Jun 2015
Location: West Colorado
Posts: 308
Default Training

Quote:
Originally Posted by Legbreaker View Post
Given the lack of GPS and other electronic devices in working order in T2K, I'm good with the relative inaccuracy of indirect fire. Basically without all the high tech gadgets, just how accurate, first round, is it really going to get?
I some times wonder just how much "live fire" practice could be done with ammo stocks they way they must be leading to just how good your teams can be?
Just thinken
__________________
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.
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:50 PM.


Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.