Showing posts with label Tactics. Show all posts
Showing posts with label Tactics. Show all posts

Saturday, September 28, 2019

Stalingrad: The Campaign




Army University Press in association with the Combined Arms Doctrine Directorate presents an overview of the German invasion of the Soviet Union in its documentary film, Stalingrad: The Campaign. Opening with Operation Case Blue in 1942, this documentary covers the German advance east and its eventual culmination. The film concludes with the Soviet counterattack, Operation Uranus, and the surrender of the German Sixth Army in February 1943. This film also highlights current U.S. Army doctrine as it relates to large scale combat operations, most notably in offensive operations, counterattacks, lines of communication, and sustainment of tempo.

Visit our Website:
https://www.armyupress.army.mil/

Tuesday, April 24, 2018

Tanker's Tuesday : Infantry And Tanks



Tanks and Infantry work hand in hand and side by side. One without the other and they rely heavily on one another to support a assault or any kind of battlefield maneuvers. But in todays modern battlefield, who is the first to get into the fight and lead the spearhead of a armored force?




Sunday, March 26, 2017

Full Thrust : Berserker Warmachine Conversion


This is a conversion from the Berserker novel series from Fred Saberhagen. It is very powerful and should be treated with extreme care
The machine was a vast self contained fortress, set countless millennia ago by its unknown makers to destroy a particular enemy wherever it found it. Together with its brothers the machine had gotten good at its job, and had dealt severe blows to the enemy, yet somehow its adversary always appeared somewhere else, sometimes even before the last purging was completely finished.
Forever fighting, there was never quite enough time for it to repair all the damage done in the last battle, and still its enemy grew more numerous. If the machine had been alive it might have despaired, but despite being intelligent and self aware it was not alive. All it knew was its job, that last great command, ordered by its makers:
DESTROY ALL LIFE.
It followed that command wherever it went, searching galaxies for any trace of its ancient enemy, life.


The first people in the three galaxies to meet it and live to tell the tale were a group of human mercenaries. The name they gave the machine and its brethren was so apt that this is the name adapted by all races. Men called it "Berserker".
Berserker machines are hundreds of thousands of years old war machines build to be last ditch weapons in some unknown interstellar war. Like so many of such weapons they did their job too well, destroying both their makers enemies, as well as their makers. Each berserker is a fully self-contained warship, bristling with weapons of mass destruction. They can range in size from fighters to moon sized, but the typical berserker is a rough spheroid 30 miles in diameter (May have any shape, but a sphere has the best ratio of volume to outer surface, and the berserkers are nothing if not efficient). This is the kind of machine described here. Even if it is a "normal" berserker, it has the firepower to annihilate entire fleets, and can pound the surface of a planet into a cloud of glowing dust and steam miles deep in a couple of days. It has the ability to repair itself, and learn from its encounters. It will never forget its ultimate target, the annihilation of all life. It is not fighting a war for territory or wealth, it is supremely indifferent to such matters. Any kind of life it encounters it will attempt to stamp out, be it Kreeghor, Humans, Splurgoth, plants, or bacteria.
It is unpredictable in its strategies: It can attack a group of six planets, only to leave the last one alone and attack a target hundreds of light-years away, and return years later to finish the job it had left (It is believed that the berserkers strategies are dictated by the patterns of dying atoms in a large block of radioactive material, making them truly random. Once it attacks a target it will seldom give up though).
For the main energy battery, the Berserker has thirty energy clusters. Each cluster consists of six heavy grasers, six medium graser mounts, and four heavy mass driver mounts. These are protected by the defensive shield over their sector, but also have six point defense lasers, six point defense rail guns, and four mini missile launchers. The Berserker has eighteen missile clusters as well. Each missile battery cluster has four cruise missile batteries and eight long range missile batteries. They have the identical point defense weaponry to the energy clusters. The Berserker also has the same number of point defense weaponry protecting each of the hanger bays. The point defense weaponry work in concert and are designed to protect the whole Machine from all attacks not just the individual cluster or bay that they are located at. As its most powerful weapons it has, in three of the energy clusters, huge Antimatter cannons. these weapons are mostly used against very large targets, and especially for planetary bombardment.
Because of the enormous volume of the Berserker, it has a huge amount of space available for use. Most of this space is taken up with power plants, drives, factories and stores for raw material and munitions. The Berserker is a maze of unprecedented proportions, and through its myriads of airless! corridors, thousands of drones and combat robots move. (GM, go for the wilder things that ARCHIE dreams up, and other weird looking machines. Whatever, they should be BAD news!) The remaining space is taken up by bays, twelve in total, contain between them more fighters than four CAF Packmaster class carriers have. (Treat various fighters as their CAF/Kreeghor equivalent, without a pilot, Piloted by a AI wich flies it at 98%, has full attacks and +3 to strike and +2 to dodge.) All of these machines are in constant contact with the Berserker though. They are almost parts of it. If the Berserkers AI is destroyed, the drones have no bonuses whatsoever, but they WILL keep on going!
It is not certain how a Berserker will react to a species as the Machine People. If they do not take a active affair in the fight against it, it might not see them as true life, and spare them. A Berserker will readily accept help from "Good life" e.g. persons or people who are willing to help it destroy all life. Various death cults may see the Berserker as their ultimate god, and decide to help it, in the form of information and supplies! Their reward is obvious off course, but welcome.


It should once again be stressed that a Berserker will see ANY life as something to be ultimately wiped out. The only way to stop one is to destroy it, it will NOT listen to reason.
As described before, this is a average berserker, in good working order. Some berserkers will be much larger, and/or different looking with different weapons altogether. Some may have terrible damage (All berserkers hulls will look as if it has been through incredible battles) and operate at less than 30 % of their original capabilities, perhaps even unable to repair themselves any more. Whatever the case, a Berserker will, even when debilitated, be a machine of death and destruction. If used at all in a campaign, it should be with a great deal of consideration, as they may be very unbalancing to gameplay. Usually one will do the trick, only seldom will one see more than one Berserker at the same place.
This design uses modified starship speed and ranges. See Revised Starship Rules for Phase World for more details.
Weapon Clusters:
30 Energy Weapon Clusters each containing: 1 Antimatter cannon (in only three of the clusters)
6 120 cm Heavy Grasers
6 30 cm Medium Grasers
4 20 cm Heavy Mass Drivers
6 Point Defense Rail Guns
6 Point Defense Lasers
4 Point Defense Mini-Missile Launchers
18 Missile Weapon Clusters each containing: 4 Cruise Missile Batteries
8 Long-Range Missile Batteries
6 Point Defense Rail Guns
6 Point Defense Lasers
4 Point Defense Mini-Missile Launchers
12 Hanger Defense Clusters each containing: 6 Point Defense Rail Guns
6 Point Defense Lasers
4 Point Defense Mini-Missile Launchers

Model Type: Berserker War Machine (generic)
Vehicle Type: Anti Life War Machine
Crew: None!
Troops: None!
Autonomous Vehicles/Robots:
Robots: 18,000 Various robots (Treat as various Archie type combat robots(or Mechanoid, whatever)
Fighter Compliment: 1000 Light starfighters
280 Medium range Starfighters
60 Long-Range Interceptors
Assault Shuttles & Starships: 20 Assault Shuttles (use standard CAF design as template)

M.D.C By Location: Main Energy Clusters (30):
Antimatter Cannons(3 Total!): 12,000 each
Heavy Graser Cannons (6 each cluster, 180 Total): 3,500 each
Medium Graser Cannons (6 each cluster, 180 Total): 1,000 each
Heavy Mass Drivers (4 each cluster, 120 Total): 1,200 each
Main Missile Clusters (18):
Cruise Missile Batteries (4 each cluster, 72 total): 1,200 each
Long Range Missile Batteries (8 each cluster, 144 total): 750 each
Point Defense Rail Gun Turrets (360 total, 6 each cluster or bay): 200 each
Triple Barrel Defense Laser Turrets (360 total, 6 each cluster/bay): 200 each
Mini-Missile Launchers (240, 4 each cluster or vehicle bay): 150 each
[1] Protective Forcefields (6, One for each side. ): 400,000 each
[1] Protective Forcefields (60, One each cluster or vehicle bay): 5,000 each
Small Craft Hanger Bays (12): 55,000 each
[2] Control Center: 12 Million
[3] Main Body: 40 Million
[4] Main Drives(6): 1 Million each

Notes:
[1] Instead of having variable shields, the Berserker has six shields, one for each side. Each shield regenerates at the rate of 5% (20,000 MDC) per melee. Depleting the shield in that sector means that further strikes can hit the sector underneath. Gravity based weapons do only half damage to these shields. Each missile/energy cluster and bay also has a seperate smaller forcefield protecting it. These fiels switch on when the main field is destroyed. They do NOT regenerate, but must be completely depleted, upon which it takes 2D6 rounds to fully restore it.
[2] In reality this is how much damage needs to be done to hit the AI at the center of the berserker. If the AI is destroyed, the Berserker is no longer capable of spaceflight, and all weapons are at their local AI control (-2 to strike), and there is no sensor data flow and coordination any more (-20% to detect), and all weapons only have half attacks.
Damage repair is no longer carried out. If an attack is attempting to penetrate directly to the central AI, the damage is also applied on the main body of the Berserker.(The central AI is the thinking part of the Berserker, without it it becomes a mass of automated reflexes.)
[3] Depleting the MDC of the main body will completely destroy the Berserker.
[4] This is the damage needed to be done to actually hit one of the gravity drive generators throught he hull. There is one under each screen section of the Berserker. Destroying a drive means that sublight acceleration is reduced by 0.1 percent of light. The Gravitonic Drive system for FTL flight is dispersed through the entire Berserker, and for each 3 Million MDC done to the main body, treat as losing 1 lightyear per hour in speed.
Speed:
Driving on the ground: Not Possible
Sublight: Has a special sublight engine that allows the ship to travel up to 60 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 0.6 percent of light per melee.
Atmospheric Propulsion:Not possible, if it enters a atmosphere it wil crash.
Star Drive: Gravitonic drive; maximum speed: 9 light years per hour.
Range: Unlimited.
Statistical Data:
Length: Approximately 30 miles (48.2 km)
Height: Approximately 30 miles (48.2 km)
Width: Approximately 30 miles (48.2 km)
Mass/Weight: Approximately 8.3 trillion tons (7.5 trillion Metric tons)
Power System: 12 large Anti matter reactors. nominal life span is 100 years, but can manufacture own fuel. (effectively unlimited therefore)
Cargo: Cargo holds are scattered about the Berserker that allow for the storage of up to 28 billion tons of Cargo in addition to standard compliment of supplies and ammunition.
Market Cost: Not for sale, never has been, never wil be.
WEAPON SYSTEMS:
Antimatter cannons (3): Mounted on in the skinsurface of the berserker are thirty weapons clusters. In three of these clusters are huge Antimatter cannons. Each of these weapons works by accelerating a dense stream of frozen Antihydrogen to near light speed. These weapons are very cumbersome, and can only be used against targets that are cruiser sized or larger. They are relatively slow firing, but they do enormous damage to planetary targets due to the immense amount of radiation and the huge shockwaves that are created when the antimatter is converted into energy upon contact with the planet.
All of these weapons are located in the same hmisphere of the Berserker, so they can be targeted against one target. Each weapon has a arc of fire of 60 degrees.
Range: 50,000 miles (80,450 km)in space and 50 miles (80.5 km) in an atmosphere
Mega Damage: 3D6x100,000 to starships and stations. Planetary targets: 1D4x1,000,000 MDC at ground zero (1 mile, 1.6 km radius), 2D4x100.000 in a 9.3 mile (15 km) radius, 1D6x10,000 in a 18.6 mile (30 km) radius, 2D4x1,000 in a 37.3 mile (60km)radius, and 1D4x100 in a 55.9 mile (90 km) radius.
Rate of fire: Once per every three rounds.
Payload: Effectively Unlimited.
Heavy Grazer mounts (180): six 120 cm grazer cannons are in each battery (180 guns total). Each battery can fire at six different targets or combine all attacks in a devastating blast that will take out most ships. By firing combined blasts, they can core a planetoid with a few shots. The weapon mounts have about a 25% increase in both range and damage over standard laser cannons of the same size. Each graser sits in a turret that can rotate 360 and has a 180 arc of fire. They cannot be used faster than the speed of light. Weapon has standard penalties to hit fighters and small targets for a large gun.
Mega-Damage: 4D6x1,000 for a single blast, or 6D6x4,000 for a combined blast (all guns in the battery engaging the same target).
Effective Range: 160,000 miles (254,700 km) in space and 160 miles (255 km) in an atmosphere.
Rate of Fire: Each cannon can fire up to two times per melee round (Berserker has 180 cannons so ship can fire a total of 360 single shots or 60 combined blasts from the main Grasers)
Payload: Effectively unlimited.
30 cm Heavy Grazer Cannons (180): Grazer cannons use focused gamma radiation and are very powerful. The weapon mounts have about a 25% increase in both range and damage over standard laser cannons of the same size. These mounts are slightly less powerful than the main battery but are quite powerful and any ship caught in the cannons fire will regret the situation very quickly. Like the main battery, these cannons are capable of destroying frigates in one hit or quickly crippling heavier vessels. The Weapons can rotate 360 dgrees and has a arc of 180 degrees. Weapon has standard penalties to hit fighters and small targets for a large starship weaponry.
Range: 125,000 miles (201,000 km) in space and 125 miles (201 km) in an atmosphere.
Mega Damage: 2D4x1000 MDC each and both can be combined for a total of 4D4x1000.
Rate of fire: Maximum of Two (2) times per melee per cannon.
Payload: Effectively Unlimited.
20 cm Heavy Mass Drivers(120): The cannons fire a single large bolt on high tensile strength MDC material at the target. The projectile is not explosive but has several tons of mass. Each mass driver is mounted in a special turrets that are partially recessed into the ships hull. The turrets have a limited firing. Each has a 120 degree arc of fire. The weapon has standard penalties to hit small targets like missiles and starfighters. These projectiles can be used against unmoving targets beyond the weapons normal range when used in space but suffers the same penalties that normal missiles do.
Range: 10,000 miles (16,100 km), range is 10 miles (16.1 km) in an atmosphere
Mega Damage: 2D6x100+200 MDC each (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration).
Rate of fire: Maximum of four per melee.
Payload: 200 projectiles for each mass driver (24,000 total).
Point Defense Rail Guns (360): The Berserker has six point defense rail guns mounted in each weapon cluster and around each hanger bay. They are directed for defense of the whole Berserker, not just the cluster they are mounted in. Unlike most of the rail guns used on Phase World Starships, these are standard electromagnetic rail guns. They are used as an anti-Starfighter and missile weapon and against targets that are impervious to energy. Each Rail Gun is in a Turret that can rotate 360 and has a 180 arc of fire. Projectiles come out of launchers at close to the speed of light. Cannon uses a 18 mm density enhanced Nickel/Iron projectiles.
Range: 16 miles (26 km) through atmosphere and 800 miles (1,290 km) in space.
Mega-Damage: 80 round burst does 2D6x10 M.D.
Rate of Fire: Automated, 4 bursts per round.
Payload: 16,000 Rounds (200 Bursts) each cannon.
Point Defense Lasers in Double Mounts (360): The Berserker has six point defense laser cannons mounted in each weapon cluster and around each hanger bay. They are directed for defense of the whole Berserker, not just the cluster they are mounted in. Used as an anti-Starfighter and missile weapon. Each laser turret can rotate 360 and has a 180 arc of fire.
Range: 2.5 miles (4 km) miles through atmosphere and 250 miles (40.2 km) in space.
Mega-Damage: 2D6x10 M.D.
Rate of Fire: Automated, 4 shots per round.
Payload: Effectively Unlimited
Cruise Missile Batteries (72): The Fortress has four cruise missile batteries in each missile battery cluster. Missile has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship). Since star ships will no longer engage at rock throwing distances, whether weapons can be shot down is calculated from the speed of target, launching starship, and missile. When drive goes dead, missile will still cruise unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missile when dead at -25% to detect.) See Modified starship rules for more details, Cruise missiles have minuses to hit small targets but are all considered smart missiles. Batteries can launch on multiple targets each. Batteries have a lower number of actual launchers than the standard phase world cruise missile batteries and each launcher is slightly larger in size.
Range: Missile range is 8000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space
Mega-Damage & Properties: See Phase World Missiles (See Phase World Missiles - Anti-Matter does 4D6x100 MDC).
Rate of fire: One at a time or in volleys of 2, 8, 16, or 24 per launcher, per melee round, for a maximum of 1728 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next
Payload: 1728 total, 24 cruise missiles per battery. Berserker has 20 reload of missiles (36,288 cruise missiles total) for each launcher.
Long Range Missile Batteries (144): The Fortress has eight long range missile launchers in each missile battery cluster. Missile has a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than any starship). Since star ships will no longer engage at rock throwing distances, whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will still cruise unless set to self destruct but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and missile when dead at -25% to detect.) Long range missiles do not have minuses to hit small targets unlike cruise missiles and are all considered smart missiles. Batteries can launch on multiple targets each. Batteries have a lower number of actual launchers than the modern CAF long range missile batteries and each launcher is slightly larger in size.
Range: Missile range is 3400 miles (5470 km) in an atmosphere and 1,800,000 miles (2,89700 km/9.7 light seconds) in space.
Mega-Damage & Properties: See Phase World Missiles (See Phase World Missiles - Fusion does 2D4x100 MDC).
Rate of fire: One at a time or in volleys of 2, 8, 16, or 24 per launcher, per melee attack.
Payload: 230,400 total, 1200 long range missiles per battery.
Mini-Missile launchers (264): The Asteroid fortress has four point defense mini missile launchers mounted in each weapon cluster and around each hanger bay. They are directed for defense of the whole fortress not just the cluster they are mounted in. These are missile turrets used for point defense against enemy fighters and missiles. Missile has a top speed of Mach 10 in an atmosphere and in space has an acceleration of 2% of light per turn (slightly faster than any starship except if it is exceeding it maximum safe acceleration).
Mega-Damage: varies with mini-missile type (See Phase World Missiles).
Range: Missile range is 2 miles (3.2 km) in an atmosphere and 100 miles (161 km) in space
Rate of fire: Can fire missiles one at a time or in volleys of 4 or 8 missiles
Payload: 128 per launcher for a total of 33,792 mini-missiles. Cargo hold has an additional 640 mini-missile for each launcher (168,960). Reloading launchers from cargo hold takes 1D6 minutes.
Special Equipment:
The Berserker has, in order to be a fully self sufficient warmachine, some special equipment onboard:
Munitions and arms Factory: Using raw material and material scavenged from destroyed enemies, the Berserker can fabricate new munitions for its weapons. Treat as fabricating 720 cruise missiles per day, 1440 LRM`s per day, and 2560 minimissiles per day. It can also manufacture 1000 massdriver projectiles, and 80,000 railgun projectiles per day. Also it can repair or build anew, up to 200 fighters or warmachines of various sizes per day.
This is only possible when the berserker is not engaged in battle, and can scour a starsystem unhindered for supplies and raw materials.
Self repair System: The Berserker has tens of thousands of small repair drones, wich wil repair any damage done to the berserker, first by using raw material available on the berserker, and secondly by scavenging material from around the system. Treat as capable of repairing 30,000 MDC per hour when using available raw material, and repairing 6,000 MDC per hour when scavenging. When repairing complicated systems such as weapons or drives, there is a 1 % probability that the drones cannot repair the system. It is so far damaged that it is basically scrapped, and is lost forever.
Mining gear: The berserker has a large amount of mining gear available for replenishing it stocks of raw material. The berserker usually carries at least 500,000 MDC worth of raw armor plating with it. replenishment of stocks should be up to the GM. Remember, mining operations and self repair can cost a lot of time, time wich the Berserker often does not have!
Laboratoria Each berserker has several laboratoria aboard itself, where it is capable of analyzing pieces of captured equipment a enemy has used against it. In time, these technologies may become a part of the Berserker!
Sensors: The Berserker has all the normal sensors that Phase World battleships have, but it is +20 to detect any life in a system, and receives no penalties to detect it.
Antimatter plant: The Berserker can actually manufacture its own Antimatter for its drive system and weapons! In order to do so, it has to get close a star (1 light minute or less!) and then drains off part of the photosphere of the star directly. Most of this power is used to convert a small amount of the matter in the photosphere into antimatter, wich the Berserker then stores. The Berserker can replenish its ENTIRE supply of antimatter in 6 months in this way, but it does nothing else while it is doing so, and is very vulnerable to attack!
Sentient Computer: The Berserker should be considered a powerful artificial intelligence in terms of Rifts. It can pilot itself at 98%, has full attacks for all weapons, and has +5 to strike, and +3 to initiative. It can be considered to have a IQ of 30, and can learn any skill it needs at up to 95 % ability if it has to do with warfare, and any other.

Thursday, February 23, 2017

The Top 100 Things I'd Do If I Ever Became An Evil Overlord (AKA) The War Gamer Creed


My Legions of Terror will have helmets with clear
plexiglass visors, not face-concealing ones.

My ventilation ducts will be too small to crawl through.

noble half-brother whose throne I usurped will be killed,
not kept anonymously imprisoned in a forgotten cell of
my dungeon.

Shooting is not too good for my enemies.

The artifact which is the source of my power will not be
kept on the Mountain of Despair beyond the River of Fire
guarded by the Dragons of Eternity. It will be in my
safe-deposit box. The same applies to the object which
is my one weakness.

I will not gloat over my enemies' predicament before
killing them.

When I've captured my adversary and he says, "Look,
before you kill me, will you at least tell me what this is
all about?" I'll say, "No." and shoot him. No, on second
thought I'll shoot him then say "No."

After I kidnap the beautiful princess, we will be married
immediately in a quiet civil ceremony, not a lavish spectacle
in three weeks' time during which the final phase of my plan
will be carried out.

I will not include a self-destruct mechanism unless absolutely
necessary. If it is necessary, it will not be a large red button
labeled "Danger: Do Not Push". The big red button marked
"Do Not Push" will instead trigger a spray of bullets on anyone
stupid enough to disregard it. Similarly, the ON/OFF switch
will not clearly be labeled as such.

I will not interrogate my enemies in the inner sanctum -- a
small hotel well outside my borders will work just as well.

I will be secure in my superiority. Therefore, I will feel no need to
prove it by leaving clues in the form of riddles or leaving my weaker
enemies alive to show they pose no threat.

One of my advisors will be an average five-year-old child. Any flaws
in my plan that he is able to spot will be corrected before
implementation.

All slain enemies will be cremated, or at least have several rounds
of ammunition emptied into them, not left for dead at the bottom of
the cliff. The announcement of their deaths, as well as any
accompanying celebration, will be deferred until after the
aforementioned disposal.

The hero is not entitled to a last kiss, a last cigarette, or any
other form of last request.

I will never employ any device with a digital countdown. If I find
that such a device is absolutely unavoidable, I will set it to
activate when the counter reaches 117 and the hero is just putting
his plan into operation.

I will never utter the sentence "But before I kill you, there's just
one thing I want to know."

When I employ people as advisers, I will occasionally listen to their
advice.

I will not have a son. Although his laughably under-planned attempt
to usurp power would easily fail, it would provide a fatal
distraction at a crucial point in time.

I will not have a daughter. She would be as beautiful as she was
evil, but one look at the hero's rugged countenance and she'd betray
her own father.

Despite its proven stress-relieving effect, I will not indulge in
maniacal laughter. When so occupied, it's too easy to miss unexpected
developments that a more attentive individual could adjust to
accordingly.

I will hire a talented fashion designer to create original uniforms
for my Legions of Terror, as opposed to some cheap knock-offs that
make them look like Nazi stormtroopers, Roman foot soldiers, or savage
Mongol hordes. All were eventually defeated and I want my troops to
have a more positive mind-set.

No matter how tempted I am with the prospect of unlimited power, I
will not consume any energy field bigger than my head.

I will keep a special cache of low-tech weapons and train my troops
in their use. That way -- even if the heroes manage to neutralize my
power generator and/or render the standard-issue energy weapons
useless -- my troops will not be overrun by a handful of savages
armed with spears and rocks.

I will maintain a realistic assessment of my strengths and
weaknesses. Even though this takes some of the fun out of the job, at
least I will never utter the line "No, this cannot be! I AM
INVINCIBLE!!!" (After that, death is usually instantaneous.)

No matter how well it would perform, I will never construct any sort
of machinery which is completely indestructible except for one small
and virtually inaccessible vulnerable spot.

No matter how attractive certain members of the rebellion are, there
is probably someone just as attractive who is not desperate to kill
me. Therefore, I will think twice before ordering a prisoner sent to
my bedchamber.

I will never build only one of anything important. All important
systems will have redundant control panels and power supplies. For
the same reason I will always carry at least two fully loaded weapons
at all times.

My pet monster will be kept in a secure cage from which it cannot
escape and into which I could not accidentally stumble.

I will dress in bright and cheery colors, and so throw my enemies
into confusion.

All bumbling conjurers, clumsy squires, no-talent bards, and cowardly
thieves in the land will be preemptively put to death. My foes will
surely give up and abandon their quest if they have no source of
comic relief.

All naive, busty tavern wenches in my realm will be replaced with
surly, world-weary waitresses who will provide no unexpected
reinforcement and/or romantic subplot for the hero or his sidekick.

I will not fly into a rage and kill a messenger who brings me bad
news just to illustrate how evil
I really am. Good messengers are hard to come by.

I won't require high-ranking female members of my organization to
wear a stainless-steel bustier. Morale is better with a more casual
dress-code. Similarly, outfits made entirely from black leather will
be reserved for formal occasions.

I will not turn into a snake. It never helps.

I will not grow a goatee. In the old days they made you look
diabolic. Now they just make you look like a disaffected member of
Generation X.

I will not imprison members of the same party in the same cell block,
let alone the same cell. If they are important prisoners, I will keep
the only key to the cell door on my person instead of handing out
copies to every bottom-rung guard in the prison.

If my trusted lieutenant tells me my Legions of Terror are losing a
battle, I will believe him. After all, he's my trusted lieutenant.

If an enemy I have just killed has a younger sibling or offspring
anywhere, I will find them and have them killed immediately,
instead of waiting for them to grow up harboring feelings of
vengeance towards me in my old age.

If I absolutely must ride into battle, I will certainly not ride at
the forefront of my Legions of Terror, nor will I seek out my
opposite number among his army.

I will be neither chivalrous nor sporting. If I have an unstoppable
superweapon, I will use it as early and as often as possible instead
of keeping it in reserve.

Once my power is secure, I will destroy all those pesky time-travel
devices.

When I capture the hero, I will make sure I also get his dog, monkey,
ferret, or whatever sickeningly cute little animal capable of untying
ropes and filching keys happens to follow him around.

I will maintain a healthy amount of skepticism when I capture the
beautiful rebel and she claims she is attracted to my power and good
looks and will gladly betray her companions if I just let her in on
my plans.

I will only employ bounty hunters who work for money. Those who
work for the pleasure of the hunt tend to do dumb things like even
the odds to give the other guy a sporting chance.

I will make sure I have a clear understanding of who is responsible
for what in my organization. For example, if my general screws up I
will not draw my weapon, point it at him, say "And here is the price
for failure," then suddenly turn and kill some random underling.

If an adviser says to me "My liege, he is but one man. What can one
man possibly do?", I will reply "This." and kill the adviser.

If I learn that a callow youth has begun a quest to destroy me, I
will slay him while he is still a callow youth instead of waiting for
him to mature.

I will treat any beast which I control through magic or technology
with respect and kindness. Thus if the control is ever broken, it
will not immediately come after me for revenge.

If I learn the whereabouts of the one artifact which can destroy me,
I will not send all my troops out to seize it. Instead I will send
them out to seize something else and quietly put a Want-Ad in the
local paper.

My main computers will have their own special operating system that
will be completely incompatible with standard IBM and Macintosh
powerbooks.

If one of my dungeon guards begins expressing concern over the
conditions in the beautiful princess' cell, I will immediately
transfer him to a less people-oriented position.

I will hire a team of board-certified architects and surveyors to
examine my castle and inform me of any secret passages and
abandoned tunnels that I might not know about.

If the beautiful princess that I capture says "I'll never marry you!
Never, do you hear me, NEVER!!!", I will say "Oh well" and kill
her.

I will not strike a bargain with a demonic being then attempt to
double-cross it simply because I feel like being contrary.

The deformed mutants and odd-ball psychotics will have their
place in my Legions of Terror. However before I send them out
on important covert missions that require tact and subtlety, I will
first see if there is anyone else equally qualified who would
attract less attention.

My Legions of Terror will be trained in basic marksmanship. Any who
cannot learn to hit a man-sized target at 10 meters will be used for
target practice.

Before employing any captured artifacts or machinery, I will
carefully read the owner's manual.
If it becomes necessary to escape, I will never stop to pose
dramatically and toss off a one-liner.

I will never build a sentient computer smarter than I am.

My five-year-old child advisor will also be asked to decipher any
code I am thinking of using. If he breaks the code in under 30
seconds, it will not be used. Note: this also applies to passwords.

If my advisors ask "Why are you risking everything on such a mad
scheme?", I will not proceed until I have a response that satisfies
them.

I will design fortress hallways with no alcoves or protruding
structural supports which intruders could use for cover in a
firefight.

Bulk trash will be disposed of in incinerators, not compactors. And
they will be kept hot, with none of that nonsense about flames going
through accessible tunnels at predictable intervals.

I will see a competent psychiatrist and get cured of all extremely
unusual phobias and bizarre compulsive habits which could prove to be
a disadvantage.

If I must have computer systems with publically available terminals,
the maps they display of my complex will have a room clearly marked
as the Main Control Room. That room will be the Execution Chamber.
The actual main control room will be marked as Sewage Overflow
Containment.

My security keypad will actually be a fingerprint scanner. Anyone who
watches someone press a sequence of buttons or dusts the pad for
fingerprints then subsequently tries to enter by repeating that
sequence will trigger the alarm system.

No matter how many shorts we have in the system, my guards will be
instructed to treat every surveillance camera malfunction as a full-
scale emergency.

I will spare someone who saved my life sometime in the past. This is
only reasonable as it encourages others to do so. However, the offer
is good one time only. If they want me to spare them again, they'd
better save my life again.

All midwives will be banned from the realm. All babies will be
delivered at state-approved hospitals. Orphans will be placed in
foster-homes, not abandoned in the woods to be raised by creatures of
the wild.

When my guards split up to search for intruders, they will always
travel in groups of at least two. They will be trained so that if one
of them disappears mysteriously while on patrol, the other will
immediately initiate an alert and call for backup, instead of
quizzically peering around a corner.

If I decide to test a lieutenant's loyalty and see if he/she should
be made a trusted lieutenant, I will have a crack squad of marksmen
standing by in case the answer is no.

If all the heroes are standing together around a strange device and
begin to taunt me, I will pull out a conventional weapon instead of
using my unstoppable superweapon on them.

I will not agree to let the heroes go free if they win a rigged
contest, even though my advisers assure me it is impossible for them
to win.

When I create a multimedia presentation of my plan designed so that
my five-year-old adviser can easily understand the details, I will
not label the disk "Project Overlord" and leave it lying on top of my
desk.

I will instruct my Legions of Terror to attack the hero en masse,
instead of standing around waiting while members break off and attack
one or two at a time.

If the hero runs up to my roof, I will not run up after him and
struggle with him in an attempt to push him over the edge. I will
also not engage him at the edge of a cliff. (In the middle of a rope-
bridge over a river of molten lava is not even worth considering.)

If I have a fit of temporary insanity and decide to give the hero the
chance to reject a job as my trusted lieutenant, I will retain
enough sanity to wait until my current trusted lieutenant is out of
earshot before making the offer.

I will not tell my Legions of Terror "And he must be taken alive!"
The command will be "And try to take him alive if it is reasonably
practical."

If my doomsday device happens to come with a reverse switch, as soon
as it has been employed it will be melted down and made into limited-
edition commemorative coins.

If my weakest troops fail to eliminate a hero, I will send out my
best troops instead of wasting time with progressively stronger ones
as he gets closer and closer to my fortress.

If I am fighting with the hero atop a moving platform, have disarmed
him, and am about to finish him off and he glances behind me and
drops flat, I too will drop flat instead of quizzically turning
around to find out what he saw.

I will not shoot at any of my enemies if they are standing in front
of the crucial support beam to a heavy, dangerous, unbalanced
structure.

If I'm eating dinner with the hero, put poison in his goblet, then
have to leave the table for any reason, I will order new drinks for
both of us instead of trying to decide whether or not to switch with
him.

I will not have captives of one sex guarded by members of the
opposite sex.

I will not use any plan in which the final step is horribly
complicated, e.g. "Align the 12 Stones of Power on the sacred altar
then activate the medallion at the moment of total eclipse." Instead
it will be more along the lines of "Push the button."

I will make sure that my doomsday device is up to code and properly
grounded.

My vats of hazardous chemicals will be covered when not in use. Also,
I will not construct walkways above them.

If a group of henchmen fail miserably at a task, I will not berate
them for incompetence then send the same group out to try the task
again.

After I captures the hero's superweapon, I will not immediately
disband my legions and relax my guard because I believe whoever holds
the weapon is unstoppable. After all, the hero held the weapon and I
took it from him.

I will not design my Main Control Room so that every workstation is
facing away from the door.

I will not ignore the messenger that stumbles in exhausted and
obviously agitated until my personal grooming or current
entertainment is finished. It might actually be important.

If I ever talk to the hero on the phone, I will not taunt him.
Instead I will say this his dogged perseverance has given me new
insight on the futility of my evil ways and that if he leaves me
alone for a few months of quiet contemplation I will likely return to
the path of righteousness. (Heroes are incredibly gullible in this
regard.)

If I decide to hold a double execution of the hero and an underling
who failed or betrayed me, I will see to it that the hero is
scheduled to go first.

When arresting prisoners, my guards will not allow them to stop and
grab a useless trinket of purely sentimental value.

My dungeon will have its own qualified medical staff complete with
bodyguards. That way if a prisoner becomes sick and his cell mate
tells the guard it's an emergency, the guard will fetch a trauma team
instead of opening up the cell for a look.

My door mechanisms will be designed so that blasting the control
panel on the outside seals the door and blasting the control panel on
the inside opens the door, not vice versa.

My dungeon cells will not be furnished with objects that contain
reflective surfaces or anything that can be unraveled.

If an attractive young couple enters my realm, I will carefully
monitor their activities. If I find they are happy and affectionate,
I will ignore them. However if circumstance have forced them together
against their will and they spend all their time bickering and
criticizing each other except during the intermittent occasions when
they are saving each others' lives at which point there are hints of
sexual tension, I will immediately order their execution.

Any data file of crucial importance will be padded to 1.45Mb in size.

Finally, to keep my subjects permanently locked in a mindless trance,
I will provide each of them with free unlimited Internet access.


Of course, these are merely the Top 100 Things I'd do. Other
suggestions have been sent to me which didn't quite make the list. I
had to share this with you it should spark
comment.....................Don


Thursday, January 29, 2015

GURPS Traveller GROUND FORCES

This is a sourcebook for regular army and marines in the
Traveller universe. A short history of warfare in the
Imperium is provided, and overviews of the organization
of the Unified Armies of the Imperium and the Imperial
Marines. Military equipment, character templates for
various army types, armoured grav vehicles, space
vehicles and some example characters are listed, and
a modular design system for grav vehicles is featured.



Wednesday, September 25, 2013

Upgunning Strykers?


M1128 Stryker MGS


Our Army infantry brigades need heavier firepower -- that means
the
return of the light AVF and upgunned Stryker infantry carriers, say
Maneuver
Center of Excellence senior leaders recently.

Stryker Brigade Combat Teams Strykers IFVs are infantry carriers
armed
with .50 caliber machine guns or MK19 automatic grenade launchers
 MCOE
Command Sgt. Major James Carabello claims this is in efficient. "The
 Stryker
needs to get up-gunned; a World War II weapon system on a Stryker?
 It needs a
bigger gun," Carabello said. "It needs something that is a better tank
killer than a MK 19 or a .50 caliber machine gun." The need is now
greater,
officials maintain, since the Army plain cutting the number of Strykers
 in a
brigade from 27 to 10 in the US Army. So Training and Doctrine
Command is
working with the Stryker program plan that could mean mounting a
30mm cannon
on to the remote weapons stations on Stryker infantry carriers.

This would give much greater firepower and still not require a turret be
mounted on the Stryker, Army officials say. The plan is to purchase a
company set of 30mm cannons, test them, and also try to determine
should they be
issued for every Stryker of have one per company, officials said.
 "Looking
at the fire fights we have had on a continuous basis … we see the need
 to
be able to provide an overmatch in the close fight as well for the purpose
of ensuring freedom of maneuver and action of our infantry squads
," McMaster
continued. While a .50 caliber machine gun can be very effective,
"but
you don't get a round that blows up and ends firefights."

The Army is approaching the problem with the Ground Combat
Vehicle (GCV)
to replace the M2 Bradley fighting vehicle and the Armored
 Multipurpose
Vehicle (AMV) to replace the old reliable M113 armored personnel
 carrier.
However, on April, 2nd, 2013, the Congressional Budget Office
(CBO) reported
on the progress of the GCV program. The report estimated the total
 cost $28
billion from 2014-2030, and instead suggested the possibility of alternate
vehicle options. While none of these will meet overall army goals desired
in the GCV, they offer advantages in being less costly and delayed. Current
GCV prototypes are heavy, weighing up to 84 tons, are to be better
protected and seat a 9-man squad. Knowledgeable persons have said that
 a vehicle
of that size would not be well suited to operations faced in Iraq or
Afghanistan. Alternate vehicles would be cheaper and more maneuverable
 in urban
settings. So the CBO report gave four alternative options:

1. Upgrade the M2 Bradley IFV - An upgraded Bradley with better armor and
better AT/Weapons would be more lethal than the GCV against enemy forces
and survive combat at about the same rates as would the GCV, saving $19.8
billion. Upgrading the Bradley would make it more capable than the GCV. It is
a proven design, and it is in place. Downside: The Bradley still only
carries a 7-man squad (2 F/Ts) and has less mobility than the GCV.

2. Purchase the Namer APC - From the Hebrew "Leopard, " the Namer IFV is
based on the Merkava Mark IV chassis. It already has numerous American
components and General Dynamics Land Systems had been chosen to
 negotiate a
contract to manufacture and integrate an unspecified number of vehicle hulls
at the Joint Systems Manufacturing Center in Lima, Ohio. Seats 9 soldiers
with combat survival rates expected slightly higher than the GCV, and costs
$9 billion less. Namer has been designed for survivability and rapid
repair, with modular armor, V-shaped belly armor pack, and NBC protection.
Because the turret weight is gone the armor has been increased, and Namer is
better protected from IUDs. Namer is armed with either a M2 Browning machine
gun 50 cal or a Mk 19 grenade launcher mounted on a Samson Remote
Controlled Weapon Station, like the Styker, as well as a 7.62 mm (FN MAG)
machine
gun, and a 60 mm mortar. Smoke grenade launchers are also carried.
Currently
an external remote controlled 30-mm autocannon and Spike anti-tank guided
missiles is also being considered to be added later. Downside: The Namer
 has
less ability to destroy other enemy vehicles and is less mobile.
Production would be conducted in part domestically, but fielding would require
collaboration with foreign companies and governments. And its not American
designed.


3. Purchase the Puma (IFV) - More lethal than the GCV, combat survival
and
protection at better rates, and just as mobile. Purchasing the Puma would
save $14.8 billion and is considered the most capable of the vehicles.The
Puma IFV is a German infantry fighting vehicle designed to replace the
aging
Marder IFVs currently in service with the Bundeswehr. Its weapon is the
superb Rheinmetall 30 mm MK 30-2/ABM (Air Burst Munitions)
autocannon,
which has a rate of fire of 200 rounds per minute and an effective range of
3,000 m. There are currently two ammunition types directly available via the
autocannon&# 39;s dual ammunition feed. One is a sub-calibre,
 fin-stabilised
APFSDS-T (T for tracer), with high penetration capabilities, mainly for use
against medium armoured vehicles. The second is a full-calibre,
multi-purpose, Kinetic Energy-Timed Fuse (KETF) munition, designed with
 the air burst
capability (depending on the fuse setting) for ejecting a cone of
sub-munitions. The ammunition type can be chosen on a shot to shot basis,
as the
weapon fires from an open bolt, meaning no cartridge is inserted until the
trigger is depressed. The ammunition capacity is 400 rounds; 200 ready to
 fire
and 200 in storage. The secondary armament is a coaxially mounted 5.56
 mm
HK MG4 machine gun firing at 850 rounds per minute and with an effective
range of 1,000 m. The ammunition capacity is 2,000 rounds; 1,000 ready to
 fire
and 1,000 in storage. While this is a smaller weapon than the western
standard secondary armament (7.62 mm caliber MG), it offers the advantage
 that
the crew can use the ammunition in their individual firearms. In situations
where the lower range and penetration of the 5.56 mm rounds is an issue,
the high ammunition load of the main gun enables the vehicle crew to use one
or two main gun rounds instead. The gun housing can also host the 7.62 mm
MG3. The German Puma vehicles are equipped with a turret-mounted
EuroSpike
Spike LR missile launcher, which carries two missiles. The Spike LR
missile
has an effective range up to 4,000 m and can be launched in either the
"Fire and Forget" or "Fire and Observe" mode. There is a 6-shot 76 mm
launcher at the back of the vehicle for close-in defense. The back door
can be
opened halfway and enables two of the passengers to scout and shoot
WITH
moderate protection. The Puma was designed to accommodate additional
armor,
initially planning to offer three protection classes which are wholly or
partly interchangeable. Protection class A is the basic vehicle, at 31.5
metric
tons combat-ready weight air transportable. Protection class C consists
 of
two large side panels that cover almost the whole flanks of the vehicle and
act as skirts to the tracks, a near-complete turret cover and armor plates
for most of the vehicle' s roof. The side panels are a mix of composite and
spaced armor. It adds about 9 metric tons to the gross weight. The Puma
is protected by AMAP composite armour, the AMAP-B module is used for
protection against kinetic energy threats, while AMAP-SC offers protection
against shaped charges. It can resist direct hits from 14.5 mm (.50 Cal)
rounds, The front armor offers protection against medium caliber projectiles
 and
shaped charge projectiles. In protection class C, the flanks of the Puma
are up-armored to about the same level of protection as is the front, while
the roof armor is able to withstand artillery or mortar bomblets. The Pumas
of the German Army will be equipped with a softkill system multifunction
self protection system, MUSS, which is capable of defeating ATGMs. The
whole
vehicle is protected against heavy blast mines (up to 10 kg) and
projectile charges from below, while still retaining 450 mm ground clearance.
 Almost
all equipment within the cabin, including the seats, has no direct contact
to the floor, which adds to crew and technical safety. All cabin roof
hatches are of the side-slide type, which make them easier to open manually,
even when they are obstructed by debris. The exhaust is mixed with fresh air
and vented at the rear left side. Together with a special IR-suppressing
paint, this aims at reducing the thermal signature of the IFV.
Downside: Puma IFVs only carry six infantrymen (1 F/T), which would
require five vehicles to replace every four Bradleys. Development and
production
would require foreign companies and governments. The US Army already
said
that the Puma "wouldn&# 39;t meet their needs" but an 85 ton IFV
does?

4. Cancel the Ground Combat Vehicle - If the Army reconditioned its
current Bradley instead of replacing them, the current capability of the IFV
fleet could be maintained through 2030. The Army could continue to
investigate
ways to improve the current Bradleys, but it would not field any new or
improved vehicles. The $24 billion saved in funding could be used on other
programs.

On July 30th 2013, Army Chief of Staff General Odierno warned that the GCV
program may be delayed or possibly even cancelled because of the
sequestration budget cuts. The GCV is high-priority for the Army to give better
protection than the M2 Bradley, but because of the sequester cuts everything is
being considered. Not pursuing the GCV would allow the money to be spent
elsewhere.

But maneuver leaders maintain that the Army cannot forget about lighter
units such as Stryker and the infantry brigade combat teams (IBCT) that
currently are not equipped with enough potent firepower to win fights quickly.

Leaders at Maneuver Center of Excellence: "Across all of our formations
we need the right combination of mobility protection and firepower," he
said. "We need to emphasize what is next. What is the light tank that …
we can
give our infantry freedom of maneuver in action? And we want to up-gun
our
Strykers. We can see the enemy; it would be nice to be able to kill them."

Lightly-armed IBCTs also need mobile protected firepower such as a light
tank for forced-entry style Rapid Response missions, Army leaders began
saying earlier this year. The 82nd Airborne Division was equipped with the
M551 Sheridan Armored Reconnaissance Airborne Assault Vehicle until the
 mid
1990s. Developed during the Vietnam War, the Sheridan featured a 152mm
main
gun capable of firing standard ammunition or the MGM-51 Shillelagh antitank
missile. The Sheridan was used in the Invasion of Panama in 1989 and
Operation Desert Shield/Storm in 1991, but it was considered ineffective as a
true AFV since its lightweight, aluminum armor was thin enough to be pierced
by heavy machine-gun rounds, and the vehicle was particularly vulnerable to
mines. Maneuver officials say they would want a platform that could be
air-dropped from a C-130 aircraft. It should have a base armor package capable
of defeating 14.5mm ammunition. Once follow-on forces arrive, addition
armor packages could be bolted on as necessary.

One option could be to take another look at the Armored Gun System (AGS,)
of which the M8 Bradford is the result. The complete AGS was never
successfully developed. The substitutes did not provide the capabilities
envisioned by the original concepts.And these failures deleted the division' s
development. The one successful component the M8 requires a crew of three
through
the use of an autoloader. Its main armament is the 105mm Rheinmetall XM35
tank gun. The M-35 cannon is a low-recoil gun. The autoloader holds 21
projectiles with nine more stowed forward near the driver. Fire control is
provided by a digital fire control system with microprocessors and a databus
similar to the suite on the M1A2. The gunner's primary sight is a day/night
thermal sight and integrated laser range-finder in a stabilized mount.
It has modular bolt-on titanium armor that is not used in a load-bearing
transport. Instead it is transported separately and bolted on later. The
M8 can be fitted with three levels of protection: Level I against shell
splinters Level II against armor piercing small arms and light A/T weapons,
Level III against cannon up to 30mm. The 105mm Rheinmetall XM35 meets
the
requirement to kill t72 tanks. Since this was the AFV most likely met by a
rapid response group in combat.

Stephen Phenow
Modern Crossfire Yahoo Group 
  Modern Crossfire _Volume of Fire G

Tuesday, January 13, 2009

Katyusha Rocket Launcher



The Katyusha was originally a World War II-era Soviet rocket. During the Great Patriotic War the BM-8 and BM-13 rocket launchers [some times confusingly called rocket mortars] got their famous name "Katyusha". In March 1941 the first successful fire tests of BM-13 rocket launchers were carried out and 21 June mass production order was sign. Originally this system was based on standard ZIS-5 but this experience wasn't successful. Afterwards ZIS-6 was chosen. At last the BM-13 was mounted only on Studebaker-US6 (BM-13N). The BM-13 could fire 16 130mm rockets simultaneously.

The Katyusha, or Little Kate, was a rocket launcher mounted on a heavy truck that fired volleys of up to 48 rockets nearly four miles. The Katyusha was infamous among German troopers who quickly learned to dread its distinctive scream. They named the Katyusha “Stalin’s Organ.” Soviet guards mortar units were equipped with multiple rocket launchers, the famous katyushas, named after the title of a popular song of the time. Some military scholars credit the Katyusha for the relief of Stalingrad.

The word Katyusha is the tender diminutive of the female name Ekatherina (Katherine). For example, the diminutive for Natalia is Natasha, and the tender diminutive for Natasha is Natashenka. In the case of Ekaterina, Katya is the nickname and Katyusha, a tender diminutive. Katyusha is a Soviet song about a girl longing for her beloved, who is away on military service. The music was composed in 1938 by Matvei Blanter and the lyrics were written by Mikhail Isakovsky.

Friday, January 9, 2009

Soviet Tanks In City Fighting :From Intelligence Bulletin



In the battle for Berlin, a large city converted by the Germans into a fortress for a last ditch stand, the Russians used massed mechanized units in street battles. However, Soviets do not recommend that tank units be sent into the city, where movement is usually restricted and channelized, barricades and obstacles easily prepared, and every building becomes a potential strongpoint and direct-fire gun emplacement, but the lessons learned during the battle of Berlin are worthy of attention.

http://www.lonesentry.com/articles/sovtanks/index.html

OUR URBAN OPERATIONS!







One of our test games with a walker unit Vs Light Infantry!