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  • Biography
    At the sharp endb for a long while....
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    CT, USA
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    Wargaming, History, Hockey, Shootng, Gaming

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  1. The M60 should very much have a tripod. I was an m60 gunner and the AG carried the tripod. It’s a basic part of the kit. Los
  2. A quick point, there were 82d brigade-level deployments to reforger occasionally. If for whatever reason the situation dictated deploying part of the brigade to Europe, then that’s where they would have gone. It’s the definition of having a rapid deployment force.
  3. Interesting, If the Soviets seriously thought they could pop off that many nukes on essentially their own warsaw pact border without cooking off Armageddon...well lots of delusion going on there. Los
  4. Would make a good scenario...its been done in Steelbeasts and was a real nail biter.
  5. Guys don’t waste your time scratching your heads on this. In agreement with Splinty. All our USArmy training ranges (typically pop up) had the farthest target out to 300m . With the iron sights it was all you could do to even see anything in the peep sight at that range. The AK47 was even crappier in this regard. Apart from my service I also owned an m16a2 and an akm. The M60 was good reliably out to 800m in bipod configuration and effective with a certain Spread to 1200 in tripod w t&e. An infantry platoon, rifles firing together are lethal out to 250m , and plinking beyond that. The Squad or platoon MGs extend that touch out to around 800-1000m plinking after that.
  6. US divisions in 70s -80s had a CEWI BN (combat electronic warfare and intelligence). It had three companies. One was a traditional MI company , one was a signal intercept company and one was a ground surveillance company. The GS company had three platoons each supporting a brigade. Each platoon had ground surveillance radars ( first iirc an/pps5 (which they pronounced it”Pepsi” 5,) then by early eighties an/pps-15. It also had remote sensors.( hand emplaced remotely monitored unattended ground sensors using, depending on the type, seismic, acoustic, or and metal detecting. Every line combat battalion typically had two three-man radar teams and one three-man sensor team attached. The radar guys could be employed depending on the terrain as early warning for attacks integrated into the battalion defensive schemes, ( this was before decent NVG capability) and in open terrain could pick up vehicles and infantry movement out to several kilometers if there was LOS. The down side being the radar’s emissions could bring in artillery. The sensor team could deploy sensor strings along trails (usually via dedicated sensor emplacement patrols) and other areas where observation was more problematic, could not be DF.d, and were accurate enough to detect infiltrators, attacks, and be used to call in fire. Both assets were controlled by the BN S-2 and integrated into the battalion’s reconnaissance and screening efforts provided that the S-2 knew what he was doing (many did not). hope that helps. Los
  7. Dragon gunners like javelin gunners are typically platoon level assets. You have m72 laws and at4s at the squad level. I was an infantryman between 1978-1987. (And my son is an infantryman now and was a javelin gunner for a while) Also none of us were particularly enamored with the dragon but it was all we had as a platoon asset that could engage things out to a kilometer (iirc) We had several firing malfunctions. The worst, one day while at the range an m47 malfunctioned when it was half way down the range shot straight up then came back at us. Everyone dove for cover as it flew by the gunner and exploded on a berm behind him. No one was hurt. But sometimes they worked too. Los
  8. Here is some NTC action as it exists today (taken from my son's deployment 56th Stryker Brigade). Plenty of terrain shots: Los
  9. Here is an example of something we created with Arma 3. Every year for the past 25 years friends come over for a week just to game (called a Loscon!). Using some of the zombie mods and tools people have created for the game, I created a zombie survival mission. It started at night at our "house" (on the island of Altis), and the only weapons we had were whatever guns are at my house. We had up to 8 players participating. We had to get our act together, get down to the county emergency assemble area, then found out that had been over run. Because some of our guys are real life helo pilots, one of them in game knew of a Helo at a distant airfield. But it needed some quick repairs. We had to head down to a work shop near where the National Guard had another assembly area. It was over run too but we were able to get military weapons. After escaping that desperate situation we headed north to the airfield. Found the helo, repaired it and flew it east to the main airport on the island (It was short of fuel). We then had to refuel it as more hordes attacked barely making it off the ground and off island. That misision took about 6 hours in real time and we played it from 10pm until 0400. Every night for three days straight I ran that mission for different people.The mission included features such as : Roving general ambient zombies. Areas where there were zombie spawn points that if you got near them larger groups would appear. The ability to customize you appearance and clothes and equipment. Spawn points that appeared as we progressed across the island so if you dies you could at least be within a mile of the group and we could try and rv with you. The need to drink and eat or lose health and capability. The inability to scavenge houses for food, ammo weapons and equipment. etc.. That's just one of the many ways we played Arma3. And the zombie mission we ran for three years straight, every year on a new island but picking up with the same characters. This gives you an idea:
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