Small Unit RP Interest/OOC Thread
I'm looking for a couple people who want to participate in a couple of small RPs, war games I guess. I need a person or persons who is capable of editing the maps below to show the positions of their soldiers throughout the RP. No heavy weapons (RPGs, Anti Tank ect), No vehicles. Please ignore the markers on all three maps.
Firefight
http://img519.imageshack.us/img519/1530/urbanopenmapiz1.png
For this map I'm thinking of a larger force, likely a platoon. My platoons contain 24 troops but I can change it a bit to accommodate your numbers.
Cramped
http://img519.imageshack.us/img519/7559/tightvillagemap2ih1.png
For this map I'm thinking much smaller, maybe four troops each but again I can change this to accommodate you.
High Rises
http://img510.imageshack.us/img510/9000/largeurbanmapxs2.png
Lastly I'm thinking two sections (8 troops) but I can change this if you have a larger or smaller section/fireteam size.
What kind of small rps exactly?
A team death match type thing.
Hrm, war games stuff. I see.
That is correct. Are you interested?
Hurtful Thoughts
16-12-2008, 21:01
Sure....
*Fabricates avatar: SSG Crompton*
Spawning in 3...
2...
1...
FIGHT!
Standardized "wall of weapons" for each side to choose from, or to each his own?
LAR-655E4 (Now with hammer-forged rifling!) would kinda pwn /w/ SLAP...
Especially if I "juiced" my soldier-boy and threw him into one of the less conservative "future force warrior" knock-offs...
Sure, he'd kill every living thing on the map, but then he'd either go insane or suffer from organ failure due to being loaded with toxic quantities of drugs and being immersed in an ethel-glycol solution for extended periods of time...
OOC: Each person can use whatever weapons they are issued by their home nation/merc group. Which map would you like? My preference is the top one.
OOC: I might be interested in doing one of the second two just for fun.
Do you have a preference on either of the two?
OOC: I'd be interested in sending a team. I'd prefer High Rises, myself.
OOC: How large are your sections or equivalent units?
Altairan
17-12-2008, 02:55
I'll send in some spec-op troops
I've already got three who are interested, though no confirmed participants. Should one of the people above decide not to participate I'll send you a PM or telegram.
((It would depend on the setting. Probably a full twenty for Firefight, one or two for Cramped, and five-ten for Highrise.))
((It would depend on the setting. Probably a full twenty for Firefight, one or two for Cramped, and five-ten for Highrise.))
Ok well how about ten for High Rise?
Altairan
17-12-2008, 03:01
Woo!
It's really up to you. Depending on the map I'd either send a fire team (4) or a squad (9).
Altairan
17-12-2008, 03:17
My spec-op teams are generally is composed of 5 soldiers.
It's really up to you. Depending on the map I'd either send a fire team (4) or a squad (9).
Ok how about 4 troops each on Cramped?
Oscar Wildes Minions
17-12-2008, 03:20
I'll send paratroops, mine operate in Fireteams of 4, Squads of 12, and Platoons of 36. You didn't mention anything bigger than that. But when you say no heavies, I know you mean no AT4's or M202's, but my paratroops are also issued M203's and M107's standard. Are those acceptable?
Ok how about 4 troops each on Cramped?
Alright, sounds good. Not sure yet if I'll be going with AVIRs of K29/8s.
I'll send paratroops, mine operate in Fireteams of 4, Squads of 12, and Platoons of 36. You didn't mention anything bigger than that. But when you say no heavies, I know you mean no AT4's or M202's, but my paratroops are also issued M203's and M107's standard. Are those acceptable?
I'm sorry but I have two unconfirmed participants and one back up ahead of you, if they fall through I'll shoot you a PM.
Zinaire, I'll create an IC thread.
Altairan
17-12-2008, 03:28
We generally use AK-47s with attachments such as grenade launchers.
Stoklomolvi
17-12-2008, 03:44
I would like to join in and hopefully be more active than I am in the Novus Orsa thread; I can never seem to think of any ideas for colonisation. My squad, if allowed to join, would just die after the initial, say, ten posts by something random.
Hurtful Thoughts
17-12-2008, 07:56
OOC: Each person can use whatever weapons they are issued by their home nation/merc group. Which map would you like? My preference is the top one.
I'll just send one person, have him integrated into one of the sides.
Sure you don't want the "wall of weapons" option?
Cause I think some may try sending a metal-gear into this...
No prefferance.
Ah well... standard gear... Whoever this fellow sides with can choose what exactly this fellow uses... recommended kit in bold.
Standard Rifle cartridge: 6.5x55 Swede (P++)
Assault Rifle: LAR-655E4 (quasi-bullpup)
Battle 'Rifle': CM-38(belt fed, conventional layout, may be converted for mag-feed, better suited for underbarrel weapons, bipod)
Standard Pistol cartridges: 9x19mm and/or 6.5x25mm
LAR-919/625 (SMG-mod for the assault-rifle, more magazine capacity)
APS (http://world.guns.ru/handguns/hg22-e.htm)/APB (http://world.guns.ru/handguns/hg155-e.htm) Stechkin
Other: (expect muniions to get pretty crazy on these)
M-26 (RL XM-26 LSS) (http://world.guns.ru/shotgun/sh28-e.htm)
LAS-12 (12 ga based on the Assault rifle, well, actually, it was developed the other way around...)
HM-320 (no, it isn't this... (http://world.guns.ru/grenade/gl17-e.htm) though it looks the same, this beast is a tad stronger built and is essentially a sawed-off breechloading mortar/PIAT in capabilities...)
Hand Grenades/explosive goodies:
-HE, Thermobaric/FAE, WP
-Shaped-charge/land-mine/demolition
-Brick/Wad of C-4 and detonators+cord in satchel
-Frag-sleeves (an add-on, essentially a ribbon/belt of notched nails that wraps around grenades/explosives)
Rifle-grenades
Melee:
Spike Bayonet, Knife bayonet, spade, multi-tool
Armors:
None, flak-vest, 'non-powered mecha'
May add STF/'liquid armor', for the intents of the RP, it's toxic
Helmets:
None, hat, Spectra, FFW helmet
Augmentations/medical (issued, may or may not be used):
Painkillers: Won't feel pain (not always good thing)
Pep-pills/stim-pak: keeps him active beyond normal endurance
Coagulants: Stops bleeding faster
Rations
Medium First aid-kit (takes up space)
Extra Ammo
Low-power scope (4x)
High-power scope (6x)
IIR-scope (for CM-38 loadouts only)
Tactical/"sniper's" shield
Tripod (for CM-38 only)
So HT, you want one of your soldiers to be on someone else's team?
Zinaire here is the IC thread - http://forums.jolt.co.uk/showthread.php?t=576815
Hurtful Thoughts
18-12-2008, 00:56
So HT, you want one of your soldiers to be on someone else's team?
Zinaire here is the IC thread - http://forums.jolt.co.uk/showthread.php?t=576815
Sure, he a "Military Security Advisor" from HOI... It what he do...
101st paratroopers
18-12-2008, 01:02
Is it too late too join?
Hurtful Thoughts
18-12-2008, 01:22
Not sure.
I find it ironic though, that me and Orbath are using quite strikingly similar assault-rifles...
LAR-655 (http://forums.jolt.co.uk/showpost.php?p=10892498&postcount=17)
AY-144 (http://forums.jolt.co.uk/showpost.php?p=13933320&postcount=264)
BTW, it isn't a coincidence... (http://forums.jolt.co.uk/showpost.php?p=13281752&postcount=26)
And before trying to report it to NSD, they already know I cheaped-out on R+D, production, and even the lineart.
And aside from some glaring concerns with ergonomics, it passed their muster.
(Technically, the baseline model LAR is listed as a carbine/SMG)
So, um, me and 101st get to form a squad to counter yours? Or do we get split*?
*You [Orbath] get one of 101st's men, I get Zinaire's team to shadow...
101st: Don't give your new CO grief, M'kay? If he tells you to distract an MG, you distract it with your life...
101st paratroopers
18-12-2008, 01:43
LOL! Thanks. I'll try not too be an ass. I'll post weapons in a minute. yes or no on body armor?
I promised a couple people ahead of 101st paratroops, so if Altairan is ok with it, your soldier can be part of his company. I'll keep a Orbathian only team.
I guess we will have to see which rifle prevails :).
Actually I'm finding it hard to keep track of everyone, so you know what 101st you can be with HT, I'll find something else for the others.
101st paratroopers
18-12-2008, 01:45
Ok. Thanks.
Yes, do you want to start at the north or south end of the map (firefight)?
101st paratroopers
18-12-2008, 01:50
Me? North is good.
North it is... IC thread shortly.
101st paratroopers
18-12-2008, 01:52
Main Rifle: Steyr AUG
Secondary: MP5K
Pistol:M9
Add-Ons: scope for Rifle, Laser sight for MP5K, and Scilencer for Pistol
(This is just a basic idea)
Hurtful Thoughts
18-12-2008, 02:21
Alright, since Orbath wants me+101st against him, and to go up aginst the LAR...
Wait... didn't I start a post with that wording before... friggin deja-vu...
Anyways, loadout...
Rifle: LAR-655E4, 4x scope
Secondary: APS Stechkin /w/ silencer+detachable stock
Melee: spike+knife bayonets, Spade, Multi-tool
Genades: 5x HE, 2x thermobaric, 3x WP, 5 frag-sleeves, 10 clip-on rifle-grenade converters
Other: Brass whistle, radio, and a watch
Armor: NIJ Lvl III vest, extremities treated in Poly-Ethel-Glycol STF solution, achieving NIJ lvl I on BDUs.
Rucksack:
Demolitionist's satchel: (2x Claymores, #10 of C-4, 5 friction-primers, 60 seconds of delay-fuze/cord, 3 electrical fuzes, 15 Blasting-caps, electrical detonator, 100 meters of wire, 25 meters of det-cord)
Spare ammo: Two ammo-cans OR Breaching tool: (sledge hammer) (http://www.youtube.com/watch?v=-Uor16OYmKs)*
Soldier's cocktail: "Combat drugs"
Will start in north one I get word from Zinaire.
*Meh, I'm pretty sure I can make-do with the melee weapons...
Will start in north one I get word from Zinaire.
What do I have to do with this?
And I'm working on a post for Cramped, sorry it's taking a while.
101st paratroopers
18-12-2008, 02:48
I'll take HT's arment besides for the rifle and pistol.
Hurtful Thoughts
18-12-2008, 02:57
What do I have to do with this?
And I'm working on a post for Cramped, sorry it's taking a while.
I TGed you thinking I was in Cramped instead of High-rise... lol...
I'll take HT's arment besides for the rifle and pistol.
Oh no you don't, you get the squad's heavy support weapon...
Which of course means you can't carry as much (the gun wieghs more, so ditch the demolition-gear and SMG, rifle-grenades would be fairly useless)
I'll throw you a belt-fed Universal MG...
M60/M240/Mk48 /w/ ACOG scope...
Have fun turning sniper-holes into swiss cheese for us...
If you don't want that job, pick an AA-12 and be the point-man upon room-clearing...
And considering the High-rise map, there's a lot of rooms that need clearing...
101st paratroopers
18-12-2008, 02:59
Oh lol. Fine. Um... Which gun?
101st paratroopers
18-12-2008, 03:05
Is this going to be a counterstrike sort of thing?
101st paratroopers
18-12-2008, 03:12
i'll take the AA-12. That thing is freaking sweet! But can I also have your equipment?
I think everyone including myself is confused. I thought me, 10st and yourself (HT) were doing firefight. Zinaire your right, you have nothing to do with this lol.
Firefight Thread - http://forums.jolt.co.uk/showthread.php?p=14314094#post14314094
Hurtful Thoughts
18-12-2008, 04:45
I think everyone including myself is confused. I thought me, 10st and yourself (HT) were doing firefight. Zinaire you're right, you have nothing to do with this lol.
Firefight Thread - http://forums.jolt.co.uk/showthread.php?p=14314094#post14314094
Oh, well, freg that... Glad I didn't post in Op: Cramped yet :wink:
101st is going to be of best use with a GPMG/DMR of some sort considering the ranges involved.
101st, follow my fellow as close as possable, and stay out of sight...*
I don't want to get sniped while planting IEDs...
And... 2 vs 24? What are we? Insurgents?
*If it proves contradictory, I'd preffer you to stay clear of getting shot at unless you're certain to wipe-out the group, otherwise this fire-fight will be hidiously one-sided.
----
Heh, integral silencer/flash-hider may fuck you up if you take the west-road...
Leistung
18-12-2008, 04:57
I'll volunteer myself for whatever isn't taken right now...
Cramped or high-rise, right?
And... 2 vs 24? What are we? Insurgents?
The idea was for it to be a platoonish sized RP, feel free to match my size, you can have multiple ''super soldiers'', say 3 squad leaders and 101st can make up the rest.
As for Leistung, High Rise isn't taken but I've got several people ahead of you wanting spots.
Hurtful Thoughts
18-12-2008, 05:52
The idea was for it to be a platoonish sized RP, feel free to match my size, you can have multiple ''super soldiers'', say 3 squad leaders and 101st can make up the rest.
As for Leistung, High Rise isn't taken but I've got several people ahead of you wanting spots.
Well, in that case, I'd be assisting the '101st Airborne' in this then...
*Obligitory Gavinlulz*
101st, I'll want either a DMR*, a sniper, or a GPMG covering the south-west approach to the western buildings, a sentry-line guarding the east approach, and your sappers to enter the west town and fuck stuff up...
Not sure what to make of the central building...
Throw some grenadiers in there and turn it into an improvised mortar-pit... Lack of muzzle-flash should make things interesting...
Thread:
http://forums.jolt.co.uk/showthread.php?t=576864
I'll let him control his other squads 100%, rather than do stop, pause, instruct, followed by hoping he won't make mistakes (and we all do)...
My fellow is more of a transient commander between squads...
And admitedly, Crompton isn't a great leader...
*It would be a heck of a long-poke with a DMR though... looking @ a 1500 meter-shot...
Freg... I shoulda finished the stats on the LAR-655 DMR model...
101st paratroopers
19-12-2008, 00:24
Whats a DMR? I'll take sniper
Hurtful Thoughts
19-12-2008, 05:23
Whats a DMR? I'll take sniper
Designated Marksman's Rifle.
Issued to the best shots on the section-level if available, otherwise they just get their pick "sweet" rifle from the squad's lot.
In some militaries, it more the de-facto sniper (scope = sniper rifle mentality), and usually the closest the squad gets to one. The guns aren't incapable of sniping lng range, but generally, this fellow wouldn't get the oprotunity to use it, plus, the quantity of these persons requires the qualifying-range be limited to around 600 meters, with most shots never exceeding 400 except in extreme cases, long-balling past 600 is kinda scorned like firing from the hip on bust/full-auto in the USMC.
A "sniper", at least according to US-mil standards, is a "scout-sniper", a recon-fellow with long-reach and piss-poor mobility, generally issued "the best rifle the military could get for the purposes intented". These fellows are generally independent of actual squads, as they tend to draw disproportionate amounts of "counter-sniper fire"... These guys are trained to exacting standards, and generally have a minimum practical engagement range of 600 meters (getting in closer is kinda pointless and needlesly risky with these guys). The guns used in a "sniper" rifle gnerally "one-up" whatever the DMR has in caliber (like some .451 Rigbies that saw use in WW1 to counter "sniper-shields" +think tac-shield from CS, now think of a rifle that can punch holes through them...).
And then there are 'sharpshooters', crack-shots, but using open-sights and not really given any choice rifles unless they bought and furbished their own.
(Short story: M1 garands didn't like scope mounts, but it was still plenty accurate to best the M1903 in most circumstances, so USA had quite a few crack shots with rifles that looked like anybody else's in WW2, French "free-companies" generally where home-brewed militaries using rifles from their local gun-cabinets, Germany pulled a similar stunt when they ran short of full-length Mausers and scopes, USC did same in Vietnam by jury rigging HMGs and bringing their hunting/target rifles from home via frustration of the M16's performance)
The part in history where someone though it a good idea to issue EVERYONE a scope and call them 'snipers' would make about as much sense as issuing everyone weapons with fully-automatic fire and calling them Machine-gunners... Though both improvements have made rifles more deadly, reliance on smart-scopes, dakka, and body-armor is not a good thing.
---------
BTW, gonna post the rest of your platoon?
If they be independents, HOI would be happy to outfit them with our gear and TO&E...
Small-unit Orbat (http://forums.jolt.co.uk/showthread.php?p=12254617)
Weapons (http://forums.jolt.co.uk/showthread.php?p=11639121)
101st paratroopers
19-12-2008, 16:05
Are you sure you dont want to rp it?
Hurtful Thoughts
19-12-2008, 17:47
Are you sure you dont want to rp it?
Nah, I'm good with my single weapons demonstrator and tactical-advisor being latched onto one of your tests and studies groups.
I'll just point out if/when you fatally misuse the equipment provided OOCly...
But the LAR is pretty easy to use, though not quite balanced for shooting from the hip, at least not in the conventional sense.
But if/when wielded correctly, you can use them pretty well single-handed until you need to reload... It also fires a much stronger cartridge than Yan's rifle (about 50% to 75% more muzzle-energy with ball ammunition, hence why the telescoping stock is also a recoil-buffer).
I'd suggest "militia" or "conscript" organization /w/ 15-soldeiers per 'squad/section' and 3-man "teams"
If you do, it would mean I orderd 30 soldiers -equiped with 2 CM-26/38s, 8 LAR-655 fitted /w/ HM-320 launchers (for grenadiers), and 14 LAR-655E3s. With at least 6 of them as qualified sharpshooters- to be sent into the western buildings. See what I had as optional equipment on Crompton for more details on their kit on the individual level.
I also sent a full squad towards the middile of the map, under the premise that they can pretty much lob grenades anywhere on the map from there, and the walls would provide more than adaquate protection unless they somehow get behind you. (it kinda V shaped, and the low-walls alow for your DMs to have a field-day and keep the west in the west and the east in the east while effectively making any runs up the middle suicidal)
I sent the 4 man command squad (maybe including myself) into the east, this is actually a bad move, as it separates the command from most of the men, now relying on the discipline of the squad-leaders to do as ordered. If things turn unexpectedly, the squads sent into the west would have to rely upon their own inititive.
He chose however, to send himself to the east because he didn't trust the men enough to check and secure such a wide flank with only 3 people, plus if it were a calm-spot, he'd be able to act as a resserve-unit and perhaps deploy a UAV if available, and if he was insanely lucky, flank the shit out of the enemy.
I generally don't issue 'snipers' until company-level, and those fellows use Kords and 35 mm cannons... and even these guys act more as Designated Marksmen on 'roids more than actual scout-snipers (which consitute their own rifle company on the divisional level).
------
On second though, 'regular' would work just as well, and would involve one less 'manuver' team per squad.
West buildings: 22 men, 6 CM-38 DMRs /w/ HM-320, 16 LAR-655, 2 CM-38 UMG.
'Greande pit'/shack: 11 men, 3 CM-38 DMRs /w/ HM-320, 8 LAR-655, 1 CM-38 UMG.
East buildings: 12 men, 3 CM-38 DMRs /w/ HM-320, 9 LAR-655, 1 CM-38 UMG.
Command: 5 people, no regulation equipment, so here be your snipers
Standard Rifle cartridge: 6.5x55 Swede (P++)
Assault Rifle: LAR-655E4 (quasi-bullpup)
Battle 'Rifle': CM-38(belt fed, conventional layout, may be converted for mag-feed, better suited for underbarrel weapons, bipod)
Standard Pistol cartridges: 9x19mm and/or 6.5x25mm
LAR-919/625 (SMG-mod for the assault-rifle, more magazine capacity)
APS (http://world.guns.ru/handguns/hg22-e.htm)/APB (http://world.guns.ru/handguns/hg155-e.htm) Stechkin
Other: (expect muniions to get pretty crazy on these)
M-26 (RL XM-26 LSS) (http://world.guns.ru/shotgun/sh28-e.htm)
LAS-12 (12 ga based on the Assault rifle, well, actually, it was developed the other way around...)
HM-320 (no, it isn't this... (http://world.guns.ru/grenade/gl17-e.htm) though it looks the same, this beast is a tad stronger built and is essentially a sawed-off breechloading mortar/PIAT in capabilities...)
Hand Grenades/explosive goodies:
-HE, Thermobaric/FAE, WP
-Shaped-charge/land-mine/demolition
-Brick/Wad of C-4 and detonators+cord in satchel
-Frag-sleeves (an add-on, essentially a ribbon/belt of notched nails that wraps around grenades/explosives)
Rifle-grenades
Melee:
Spike Bayonet, Knife bayonet, spade, multi-tool
Armors:
None, flak-vest, 'non-powered mecha'
May add STF/'liquid armor', for the intents of the RP, it's toxic
Helmets:
None, hat, Spectra, FFW helmet
Augmentations/medical (issued, may or may not be used):
Painkillers: Won't feel pain (not always good thing)
Pep-pills/stim-pak: keeps him active beyond normal endurance
Coagulants: Stops bleeding faster
Rations
Medium First aid-kit (takes up space)
Extra Ammo
Low-power scope (4x)
High-power scope (6x)
IIR-scope (for CM-38 loadouts only)
Tactical/"sniper's" shield
Tripod (for CM-38 only)
As for the CM-38 DMR version, think American Knight-Industries SR-25/M110 (http://world.guns.ru/sniper/sn13-e.htm) DMR chambered for 6.5x55 Swede.
For the UMG, think belt fed conversion of same.
Although the MSG-90/PSG-1 (http://world.guns.ru/sniper/sn27-e.htm) and HK-21E (http://world.guns.ru/machine/mg18-e.htm) would be more well known analouges.
101st paratroopers
19-12-2008, 18:28
ok.
101st paratroopers
19-12-2008, 18:31
Lets just say the grenade pit has a sniper and an MG instead of 2 LARs ok?
Hurtful Thoughts
19-12-2008, 19:35
Lets just say the grenade pit has a sniper and an MG instead of 2 LARs ok?
Actually, they have 8 LARS, a MG, and you can play around with 5 soldiers wherever you please, so long as at least some of them fullfull command responsabilities (Lt and Platoon Sr. NCO [Staff Sgt], the Lt makes sure the platoon is helping the company/follows the rules, the Sgt's job is to make sure the unit survives*)
*Sometimes they disagree on priorities... (See also: Tour of Duty (http://www.youtube.com/watch?v=--GO2EYS9KE), whenever a new CO arrived (http://www.youtube.com/watch?v=5Hvr0zcfnU0))
Oh, right, a general 'rule' I've seen happen in combat sims and according to McNammeran mathmaticians, in a firefight/assault, most of the causualties are inflicted in the first 5 minutes, followed by a lengthy "mop-up".
The only tim this doesn't happen, is when neither side is attacking the other, and both have adaquate cover (stalemate). Combat gets very lopsided very fast, and if you don't sieze the inititive fast enough, you'll never get it.
Currently, I had our side initiate H+I fire and immediately break contact for movement because we don't got no artillery or air-strikes to fuck-up the west village for us, so we'll have to do it the slow, dirty, and painful way.
Technically, it was just saber-rattling the enemy for doing something that would've gotten them killed if it weren't for the arificial limitations imposed upon us...
-Plus, I'm pretty sure letting our boys watch Orb's men flop around like fishies in front of our MGs would boost moral.
Don't forget what happes when you long-ball a long, thin projectile... (http://forums.jolt.co.uk/showpost.php?p=14287775&postcount=91)
Technical jargon from Telz explaining how my rant was actually correct. (http://forums.jolt.co.uk/showpost.php?p=14287909)
And he should know, being an artillery spotter IRL... Or something like that...