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  #1  
Old 12-31-2015, 11:54 PM
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pmulcahy11b pmulcahy11b is offline
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Originally Posted by copeab View Post
Some mortars have refurbishable training rounds.
Oh yes, we did a week with those on a miniature town in AIT. They are sabot rounds, with a cast iron body and a 20mm sabot round in the core which causes a flash when it goes off so you can see where you hit. We made a game of trying to run downrange and catch the body (which didn't go nearly as far), until somebody got hurt (cut his hand on the fin). If you didn't get a satisfactory score on the mock range, you became an 11B. (I didn't become an 11B until my second AIT a few years later.)

The sabot comes completely out of the body a second or so after firing; it's mostly there to allow us to get used the weight and handling of the round. The instructor sergeant just popped in a sabot, gave it to us, and when the body was returned, popped in a new sabot.

The 20mm sabots are simple, so I would guess a reasonable-sized community could make then.
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Old 01-01-2016, 01:08 AM
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We had the same sort of thing for the M72 LAW - a 20mm (might have been 22mm - it's been 20+ years) rocket inside an insert in the fibreglass casing. Not exactly an AT round, but you still wouldn't want to get hit by it!

The 84mm Carl Gustav also has/had a training round using a 7.62mm tracer (I think). Absolutely NOTHING like firing real rounds, but it was useful for practising your aim and actually hitting the target before being allowed anywhere near the rather more expensive HEAT rounds (something like $10,000 per shot I think).

A mate of mine was working collecting shopping trolleys and was teased for doing what was seen as a dead end, low pay job. He shut them up quick when he mentioned he'd just blown through $100,000.00 of ammo on the weekend as a reservist.
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Old 01-01-2016, 10:21 AM
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Artillery and aircraft can only clear/destroy an objective, only boots on the ground can take and hold one.
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Old 01-02-2016, 08:03 AM
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Artillery and aircraft can only clear/destroy an objective, only boots on the ground can take and hold one.
Definitely true. Though air, artillery, and tank backup is always appreciated.
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Old 01-02-2016, 03:04 PM
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Provided of course it's on target, otherwise it's ineffective at best, catastrophic at worst.
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Old 01-03-2016, 01:10 AM
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I once drew up a Mortarman for a game. I had him retain the cannon with the M8 small square baseplate the sights and about a dozen mortar rounds with a M4 and small amount of ammo plus bipod. Spend some time trying to recall how many rounds the vest for mortarmen carried.

I myself trained as a mortarman, was made a rifleman for a few years then transferred back to mortars.

With the current 60mm mortar with the trigger, with an M8 baseplate, the built in level for ranger near the trigger, one man can fire the system and keep it on target easily with line of sight and even with a decent spotter.

In some of my games, I have gifted my players with 120mms or 105s and they created havoc with a decent amount of WP or even worse RP. Once on target you can do ALOT of damage.

Remember the scene in Kellys heroes? Where they bribe the mortar section to lay down fire so they can get through? Anyone under mortar fire will take cover and give you a chance to move in. And with the 60mm used in LIGHT units, it is man portable. In my unit, we carried them fully assembled less the round baseplate which was easily positioned, then the ball from the guntube locked in, bipods splayed and aimed in. Easy peasy! For us, we could do a large gun deflection in the max time for a minor, and for a minor, under 9 seconds was the norm.

If you folks aren't using mortars, you are missing out.
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Old 01-03-2016, 12:01 PM
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Quote:
Originally Posted by Legbreaker View Post
Given the lack of GPS and other electronic devices in working order in T2K
How do you figure that?

The Original Block I GPS was deactivated on 9 October 1985, but the last Block I satellite was not taken out of service until 18 November 1995, well past its 5 year design life.

http://space.skyrocket.de/doc_sdat/navstar.htm
https://en.wikipedia.org/wiki/USA-85

The first of the nine satellites in the initial Block II series was launched February 14, 1989; the last was launched October 1, 1990. The final satellite of the series to be taken out of service was decommissioned on March 15, 2007, well past its 7.5 year design life.

ftp://tycho.usno.navy.mil/pub/gps/gpsb2.txt

Originally launched between 1997 and 2009 to add capabilities to the GPS constellation and to replace other aging satellites, today 12 GPS IIR and eight IIR-M satellites – designed and built by Lockheed Martin -- help deliver precise positioning, navigation and timing services to more than one billion global military, civilian and commercial users every day. These satellites represent about two-thirds of the current GPS constellation.

http://www.lockheedmartin.com/us/products/gps.html
http://www.navcen.uscg.gov/?Do=const...t=Type&dir=Asc

As for other electronic devices, military stuff will be hardened against EMP as are radios. Batteries would be the biggest problem, but some items could run on recharged batteries

It’s implied in the game that some systems may be damaged in the nuclear war but not actual written out.

GPS and other electronic devices are not talked about in the game a lot because under the original concept they don't serve a purpose.

GPS: Yes a GPS when you’re trapped behind enemy lines is great but, the PC's are on there own nobody coming to rescue them. A GPS will only tell you where you are and which way to go…but so will a MAP. This is why you don't see GPS or a Compass in the Basic Equipment Section

Radios: Beyond communicating between PC's and Vehicle to Vehicle, a radio doesn’t play a big role in Game play either. Most vehicle radios have ranges of 30-50 km but what would the PC’s do with a Long Range SATCOM radio? Contact Corps HQ which would say or do what?

In short it’s not practical for game play not because it’s not working.
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  #8  
Old 01-01-2016, 10:42 AM
CDAT CDAT is offline
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Quote:
Originally Posted by pmulcahy11b View Post
Oh yes, we did a week with those on a miniature town in AIT. They are sabot rounds, with a cast iron body and a 20mm sabot round in the core which causes a flash when it goes off so you can see where you hit. We made a game of trying to run downrange and catch the body (which didn't go nearly as far), until somebody got hurt (cut his hand on the fin). If you didn't get a satisfactory score on the mock range, you became an 11B. (I didn't become an 11B until my second AIT a few years later.)

The sabot comes completely out of the body a second or so after firing; it's mostly there to allow us to get used the weight and handling of the round. The instructor sergeant just popped in a sabot, gave it to us, and when the body was returned, popped in a new sabot.

The 20mm sabots are simple, so I would guess a reasonable-sized community could make then.
They also have full size inert warhead rounds (sand, concrete, and/or puff charge) . I have never been in mortars or artillery. But I was EOD, and we spend a fair amount of time down range looking at ordinance in the wild. We would practice different TTPs on the, we found a lot of 155mm with the shipping plugs still in them, and 81mm mortars that just had a puff charge, could easily be reused with new fuze and powder rings.
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