Lt. Hanley, Leader, Third Platoon.
First lieutenant.
Nice haircut.
Excellent detail on the belt and shirt.
His weapon is the M1 carbine with a 15 round box magazine; the GI Joe carbine is the M2 carbine that has selective semi-auto and full-auto fire and a 30 round banana magazine.
As an officer he carries a binocular case.
And a Cold .45 semi-automatic pistol.
A better view of his carbine.
Bunker Talk blog with 30,000 photos of my toy soldier collection of Roco Minitanks, Heiser Models, Fidelis Models, 3d Historic Miniatures, Airfix and Pegasus figures; and 54mm & 60mm plastic soldiers from Tim Mee, Elastowit, BMC, MPC. Be sure to follow Bunker Talk. Email at BunkerMeister45@aol.com. Get merch at: https://www.redbubble.com/people/bunkertalkwar/shop
Followers
Showing posts with label Combat!. Show all posts
Showing posts with label Combat!. Show all posts
Monday, May 15, 2023
Monday, November 4, 2019
Wargame Rules Sentry Alertness and Radar
Sentry
Alertness
At
night one sentry is on duty for every platoon sector in military zones. Essentially, one man out of every fifty will
be on guard duty. In addition, every
headquarters, company level and above, will have a CQ duty staff, with one
additional sentry, per command level. The
command staff will be a sergeant of the guard at company level, an officer of
the guard at battalion level. A company
will have one sentry, a battalion will have two, and a brigade will have three
sentries. Sensitive areas, nuclear or
chemical, may have additional sentries.
In
garrison, units have sentries out from 2000 hrs, until 0600 hrs. Between the hours of 0700 and 1900 hrs, there
are sentries only at headquarters and sensitive areas. In war zones, sentries are out only from 2200
hrs, to 0400 hrs. After that, or when on
alert, normal conditions apply. One
sentry may be stationed in each platoon area between dusk to dawn, to watch for
intruders. Sentry alertness, roll D%5
die per number then modify that number based on the morale of the sentry. Infiltrators skill rolls D%5 per number then
modify that number based on the morale of the infiltrators.
SENTRY
& INFILTRATOR
Sentry
Alertness each point +5%
Alarmed +35%
With a dog +35%
Within 1250m +35%
Infiltrator
Skill each point -5%
Stationary -35%
Out of line of
sight -35%
Noise muffled by
waves -35%
Radar Detection
Mountains
and hills, above three tiers, will block radar detection. Aircraft flying low level or below are not
detected by radar. Modern radar may be
mounted on AWACS aircraft and will then "look down" to detect down to
ground level. Stealth technology
aircraft cannot be detected by modern radar.
AIRCRAFT DETECTION
Detection Method Turns Warning Information Provided
Unaided
sight/hearing One Enemy approaching
Sound detection gear One Direction
of approach
Early radar One Direction & quantity
Improved radar Two Direction, quantity
Modern radar Three Direction, quantity, altitude
Sonar
Detection
Underwater
craft may be detected by sonar. Sonar
can be inside the hull of a surface craft, or may be a buoy. Sonar may also be dipped by aircraft, or
emplaced on the sea floor.
Sound Detection
Sound detection apparatus can
detect aircraft one turn away and provide direction of approach. They can be used to direct searchlights or
anti-aircraft guns. Troops can detect
sounds of gunfire at 1250m. Sounds of
engines are detected at a range of 750m.
Troops are detected at a range of 10m.
Observers
Unaided sight and
hearing observers detect low or medium level aircraft only. They can only observe in clear weather, to
detect aircraft. It gives one turn of
warning of their approach and requires one man looking in each direction.
Optics
Optics is telescopes,
binoculars, and weapons sights. Optics
work when the weather is clear, and requires four stationary soldiers. It gives one turn warning and direction of
approaching planes and approximate number of planes. Optics is used to detect planes at low to
medium altitude.
One meter range
finders are for direct fire weapons or scissors telescopes. Three meter heavy range finders are for large
vehicles, ship or emplacement mounted devices for heavy artillery. They are used both for observation and range
estimation.
Sound Detection Gear
Only works if it is
quiet, clear, sprinkling or foggy. Gives
two turns of warning, gives direction of approaching planes at low to high
altitude. Sound detection gear requires
four soldiers per station and requires three stations to triangulate readings.
Radar
Early, World War Two
Tube powered early
radar provides one turn of warning, in any weather, except snow, 1 unit with
four crewmen.
Improved, Circa 1955
Transistors provide 2
turns warning, in any weather, requires one unit with four crewmen.
Modern, circa 1955
Integrated Circuits
provide 3 turns of warning, in any weather, requires one unit with four
crewmen.
21st
Century, Circa 1990
Computer chips
provide 4 turns of warning, and can even provide 1 turn of warning against
stealth aircraft. This radar requires
one unit and two crewmen to function..
Sunday, November 3, 2019
Detection of Aircraft and Ships Wargame Rules
I.
DETECTION OF AIRCRAFT AND SHIPS
Detection of
aircraft and ships is attempted at the start of every turn. Use the specific
detection chart to determine the number of turns of advance warning and the
type of information each detection method will provide. Visual detection is affected by time of day
and weather. Radar is surface search, or
air search types.
Visual Detection
Units may only fire direct fire weapons or observed
artillery fire at targets that they can "see." Normal daytime sight range is 3000m. Visibility at night is limited to 250m. Flares, artillery, or spotlights provide
illumination. Troops in the open are
automatically revealed when a hostile soldier is within 100m. Camouflaged vehicles are revealed when a
hostile soldier is within 100m.
Camouflaged troops are revealed when a hostile soldier is within 10m.
Armored
vehicle crews can see in a 90-degree arc directly in front of the hull and
directly in front of the turret out as far as normal sight range. All other vehicles and infantry see for 360
degrees. Open toppled armor and armor
with the top hatch open is considered to be able to see 360 degrees. Closed up armor cannot see infantry within
50m of them, unless they are within the infantry firing arc. A closed up armored vehicle cannot see infantry
within 10m, even if it is within the firing arc.
Mark
the edge of woods, forest and jungle with a row of lichen. The lichen will clearly define the edge of
the forest. A small thread may be used
with the lichen to perfectly define the edge of the forest. Night starts with dusk at 1900 hrs and
becomes full night at 2200 hrs. Dawn starts at 0500 hrs and becomes full daylight at
0800 hrs. Precipitation or heat or dust
in the air limits visibility.
VISION INTO
VEGETATION
Into or inside of
woods: 100m -10% first shot
Into or inside of
forest: 50m -10% first shot
Into or inside of
jungle: 50m -20% first shot, -10% all other shots
Woods are
stands of trees that are maintained by man, with little undergrowth and
significant spacing between trees.
Forests are
naturally occurring stands of trees with dense undergrowth.
Jungle is a
tropical forest with almost impenetrable growth.
VISIBILITY CHART
Range Finders
Time
of Day Eye Optics 1
Meter Field 3 Meter Heavy
Day
Clear 3250 7500 15000 30000
Sprinkling 1500 3250 7500 15000
Raining 750 1500 3250 7500
Snowing 500 750 1500 3250
Foggy 250 500 750 1500
Blizzard 100 250 500 250
Dawn
&
Dusk
Clear 1500 3250 7500 15000
Sprinkling 750 1500 3250 7500
Raining 500 750 1500 3250
Snowing 250 500 750 1500
Foggy 100 250 500 250
Blizzard 50 100 250 500
Night
Full
Moon
Clear 750 1500 3250 7500
Sprinkling 500 750 1500 3250
Raining 250 500 750 1500
Snowing 100 250 500 750
Foggy 50 100 250 500
Blizzard 10 50 100 250
Night
¼
Moon
Clear 500 750 1500 3250
Sprinkling 250 500 750 1500
Raining 100 250 500 750
Snowing 50 100 250 500
Foggy 10 50 100 250
Blizzard 0 10 50 100
Night
No
Moon
Clear 250 500 750 1500
Sprinkling 100 250 500 750
Raining 50 100 250 500
Snowing 10 50 100 250
Foggy 0 10 50 100
Blizzard 0 0 10 50
Subscribe to:
Posts (Atom)