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Showing posts with label Combat!. Show all posts
Showing posts with label Combat!. Show all posts

Monday, May 15, 2023

The LT

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.

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