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Re: Carl G's and GMS Air

From: "Oerjan Ohlson" <oerjan.ohlson@t...>
Date: Sun, 3 Oct 1999 10:49:01 +0100
Subject: Re: Carl G's and GMS Air

One of the Tom's wrote:
>  My friend fired one during famil training at
> an old tank, and the round bounced off the turret and set fire to
some
> grass on the range.
> 
> ** Angle of attack can do that to just about any round.

Sounds like a glancing hit. If it was one of the current HEAT rounds
(751 or 551) the angle of attack needs to be very shallow (is that the
word? "Very far from perpendicular to the target surface" is what I'm
trying to say here :-/ ) for the round to bounce off like this.

>  What we don't have is a good GMS/P - and with the
> introduction of the Javelin we're finally getting something that is
> guided, but smaller than the TOW...
> 
> ** And we'll never be able to afford to train with so all the
training
> (mostly) will be of the "if you were to want to shoot this...."
variety.
> We don't even do enough training with LAWS, Grenades, and the Carl G
> (IMO).

Live fire exercises are expensive, but that's what simulators and
training weapons are for. Not sure how to make a training weapon for a
TOW, but the CG trainers fire rifle or 20mm rounds (and a backblast
charge <g>).

> ** If Oerjan is tuned in, or anyone else who knows, I have RR figures
> from old BT sets.... gunner and loader. It's like a thinned out Carl
G.
> I'm wondering what kind of effective ranges the new Carl G claims,
and
> what kind of penetrations relative to saw an M-72 66mm LAW. (Or even
> the LAW-80). ?
>
> I want to give these weapons some reasonable stats, and I'm
> not sure if they are qualitatively better than an IAVR or if they
should
> basically be treated as a multi-shot IAVR. 

Can't compare with the M-72 or LAW-80 since I don't know their official
stats off-hand, but they're both said to be less effective than the
AT-4 which definitely is an IAVR.

Using IAVR stats for the current CG AT rounds in DSII should be OK. The
warhead is more powerful than 2 chits, but OTOH IAVRs don't roll to hit
so you get about the right Pkill.

However, if you bring the right ammo the CG can *also* be used as a SAW
(firing frag or flechette rounds), to lay smoke or to fire illumination
rounds. In DSII terms, a CG element is probably best represented by an
SAW element (with the normal integral IAVR) able to fire smoke rounds
up to some 16-20". Smoke rounds should be bought separately at a cost
of ~5 per round (due to the short range) per element.

I haven't played enough SGII to come up with an accurate representation
of the CG, but at a guess: 

HEAT rounds as IAVRs ("Unguided Rockets"). 
AP rounds as "light artillery AP rounds" (burst radius 3", impact D8)
against infantry with no effect against AFVs, but with a lower risk for
deviation within 30" (direct-fire mode) and a higher risk for deviation
beyond that (high elevation of the CG gives *long* ranges, but very
poor accuracy).
Smoke as "light artillery smoke rounds" but with a range of 160-200" or
so; same deviations as for the AP rounds. 

Keep track of all rounds in SGII, not just the smoke ones :-/

Best wishes,

Oerjan Ohlson
oerjan.ohlson@telia.com

"Life is like a sewer.
  What you get out of it, depends on what you put into it."
- Hen3ry

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