[-]
Latest Threads
Household Sith Medical Logs
Last Post: Sarias
17-04-2025 06:19 PM
» Replies: 37
» Views: 5886
Operation: Bloody vengeance
Last Post: Smootie
12-04-2025 12:31 AM
» Replies: 2
» Views: 89
Operation: Raiders on the Storm
Last Post: Veilak
11-04-2025 09:09 PM
» Replies: 0
» Views: 42
Operation: The seeds of thought
Last Post: Veilak
08-04-2025 12:48 PM
» Replies: 6
» Views: 382
Xulia Horuset's Medical Logs
Last Post: Xulia Horuset
08-04-2025 07:21 AM
» Replies: 0
» Views: 49

Armoured warfare; Tanks on the battlefield, supplementary units and weaponry.

#1
ARMOURED WARFARE -TANKS
Weaponry suited for gunner position:



DLA-13s: This rifle is the standard rifle used by the military, it is a reliable weapon capable of accurately tracking and hitting opponents at low and medium range. A downside of the weapon is that it allows little for suppressive fire or other long range required situations.
-This weapon would be suitable if our main enemy has superior numbers and the capability to close in on the tank at a rapid pace. It his, however, in nearly all cases outshined by the Light Repeating Blaster, which will be covered in the next paragraph.
NOTE: A marksman version of this blaster rifle exists, capable of allowing support at medium to long range. If the unit the TANK is part of does not comprise of at least a supportive fire or mortar group, this weapon would be used for applying suppressive fire and taking out targets that are holed up in anticipation of the tank, allowing for others TANKS of the unit to advance under cover. This weapon, however, will fail at direct assault and should always be paired with a medium to low range weapon as a safety precaution.



LRZ-2s: Like the aforementioned rifle, this weapon excels at low and medium range, but unlike the DLA13-s, the LRZ-2s shoots MULTIPLE shots for the standard rifle's single shot. The high fire rate makes this weapon more suited for coverfire rather than accurate picking off of targets, suggesting this weapon to be highly suited to be used from a tank hatch.
-Like the previous rifle, the LRZ-2s is best suited to stave off the hordes of enemies that somehow managed to get close to the tank, and with its higher fire rate, it is even more suited to do so than the DLA-13s.
NOTE: Although this weapon outperforms the DLA-13s in its function, it has a huge energy cell requirement, due to its high rate of fire.



R2-Carbine: A shortened blaster rifle of high reliability that will survive the wear and tear of war many times over their longer-barreled counterparts. Fitted with an iron site, this weapon is therefore even better suited for short range, and should be used if the enemy is actively mounting the tank.
-This weapon is likely best suited to deal with swathes of mindless creatures that are simply using numbers to overwhelm our forces, such as colicoids, k'lor'slugs, or other swarm-creatures.



WDAC-II: A blaster assault cannon originally used by assault droids due to the massive weight of this weapon. Provided with the possibility for hip fire, as well as 'trip-pod' design for steady medium accurate fire. Aimed to bring sheer destruction through numbers, and less so by accuracy, it can pin down anyone indefinitely if ammunition is provided.
-Best suited to deal with entrenched enemies or hordes at medium range, this weapon, albeit very destructive in the right hands, is a niche weapon, only really usable in cases mortar or infantry support is severely lacking and the tank is being beleaguered by entrenched foes.



K2-Launcher: Rocket Launchers are strong medium to long range weapons that fire an explosive projectile warhead. Most modern launchers can both fire the warhead 'free-firing' and where the weapon interfaces with a Soldier's helmet to align a non-vehicular target or with its own targeting system, that can lock directly onto a vehicle of sufficient size and mass. Rocket Launchers are as versatile as the warheads they fire, some being multi-barrelled and able to reload from a drop down point on the barrel, others that require loading rocket at a time.
The K2 is a single barrelled rocket launcher that has an inbuilt loading mechanise that houses one spare rocket. This makes the K2 a 'two shot' Launcher before it has to be reloaded.
-Best suited to deal with long range obstacles and vehicles, like the blaster cannon, it is a niche weapon that works best in combination with tanks that mount different weaponry, or as a specialist unit providing explosive cover fire, dealing with entrenched and long range enemies. Due to the soldier's position in the tank, the black blast will be stabilized by back-support the soldier will find in the hatch, allowing for a quicker fire rate than the usual ground troops using this weapon.
NOTE: The explosive blast does not only provide explosive damage to high profile targets, should the tank find itself in a dangerous situation where it will overrun or outmatched, the explosions of the rockets can be used to create dirt-clouds or smoke-clouds to distract from- and obfuscate the tank, allowing for an easier retreat.



M-01 Grenade Launcher: Grenade launchers are able to fire the various grenades that a squad has at their disposal at far greater ranges than they would be able to throw them and at greater speed. Capable of quelling an enemy squad with ease, a Grenade Launcher is far more capable of inflicting serious damage to enemy infantry than a Rocket Launcher. Grenade Launchers are most useful at a medium range, where the arc of the grenade is minimal.
The M-01 can house four grenades internally before requiring to be reloaded with a lever on the front manually cycling each grenade into the firing position, suitable if each grenade is a different type and a certain grenade is needed. Otherwise, the lever acts as a manual reloading mechanism to be used after a grenade has been fired. Each grenade is primed to detonate on impact after being fired. The unique scope on the M-01 works to counterbalance the small arc that may be needed to fire the launcher at further away targets.
-Best suited to provide medium range cover fire and destruction, again, like most weapons, this is a niche weapon best accompanied by a secondary squad using different weapons, or as a specialized squad dealing with medium ranged threats.
NOTE: Like its rocket launcher counterpart, it offers more utility when it comes to suppression of enemy troops, and much like the rocket launcher, can provide dirt- and smoke-clouds to offer the tank and its crew a safe® retreat should it find itself in a difficult position.



ADDITIONAL NOTES, TANK STRATEGIES:
TANK TACTICS:
There are three possibilities for the tanks to achieve maximum efficiency on the field of war when attacking, those three are:
1. Break-in before the infantry
1.1 When terrain is ideal for the tanks.
1.2 When there is no anti-tank defence in place like obstacles, traps, or static defence in the form of weaponry infantry or unspecified.
2. Break-in with the infantry
2.1 See 1.1
2.2 See 1.2
3. Attack after the break-in of the infantry
Advantage: The infantry will weaken the enemy beforehand, allowing the tanks to make a greater impact.
Disadvantage: Limited combined arms effectiveness and the tanks will have to wait extensive periods of time. (This time can be used, if timed appropriately, with modifications or reparations)
When attacking, it is advised to attack with three specific groups that each excel at their own focus, those focuses are, put in layman's terms:
1. Focus on suppression of enemy Anti-tank and artillery
2. Focus on suppression of enemy infantry ( preferrably those with repeaters) and
pockets of resistance (Mainly ignoring units protected by terrain or in cover)
3. Focus on eradication of final resistances (holed up, on difficult terrain, behind cover)
NOTE: Tanks should not be limited to infantry only, and if the opportunity arises, tanks should not only break-in, but also break THROUGH enemy lines
-Tank units should never consist of only tanks, and should always be accompanied by the following troops:
INFANTRY
Used to support the tanks with heavy repeating blasters and other support fire against enemy positions determined prior to or during the attack, as well as assumed positions to leave the enemy no quarter.
A very important task, is for the armoured infantry to create the proper conditions for the tanks to be most effective.
These tasks may include, but are not limited to:
Fight for deployment positions and staging areas to allow for an armoured attack
Attacking an enemy in or behind an armor-safe or anti-tank terrain
Attack on mine barriers, difficult terrain like rivers, forests or even villages/cities.
ARTILLERY
Used to provide cover to the flank of the tanks, and suppression of the enemy artillery, or those holed up in places the tanks can not move to due to terrain or man-made obstacles. The cover provided could be simply explosives to deter an enemy from poking out their heads, or as earlier mentioned, smoke to obfuscate the tanks' approach and tactics.
ANTI-TANK/VEHICLE
These units are used to guard the tank and its supplementary troops from other tanks by providing suppressive fire using anti-tank weaponry.
RECON/AIRSUPPORT
Mainly provided by scout troops and air crafts. These troops scout the area, or provide additional information during the battle to allow for the most efficient use of resources.
The air crafts were not merely used to fly-by and provide information, it was also their task to defend against enemy recon of the same kind, by engaging them in combat. They were also tasked with attacking enemy positions, reinforcements and fortifications, acting as an aerial artillery.
ANTI-AIRCRAFT (NOTE: Also effective against tanks)
This unit provided with Flak guns, used these weapons to shoot enemy recon and support air crafts out of the sky, and by trials and error, it was found these guns were also highly effective against enemy tanks approaching their perimeter.
ENGINEERING
Engineering units, commonly light armoured special infantry, are used to bend the terrain to suit the tank, and provide additional support so the tank may move freely over terrain without concern of traps or anti-tank made contraptions. Their main tasks are removing obstacles, help crossing of ditches/rivers and to clear mines and other technological utilities to deter tanks. They also aid in reparations to immobilized tanks or those with malfunctions.
[Image: 66iciMH.png]
Reply



Forum Jump:


Users browsing this thread:
1 Guest(s)

[-]
Ongoing Crisis
War in the Northern Territories


The Balance of Power in the Northern Territories!

"The Northern Territories shift under the weight of changing times. With the passage of the ICOT, internal strife amongst Imperial Forces in the North has lessened - though never abated. Although the momentum of the Republic has not yet been met entirely, fortification efforts and victorious naval campaigns have evened the footing at least slightly. Eyes align on systems such as Vykos, Nam'ta and Orsus to see how this proceeds.."



((OOC: The Balance of Power system has begun! Missions that relate to grand changes in the Northern Territories will have an impact on the balance of power shown above, with the end result being that the balance of power's state at the start of the next war arc will determine how strong the Republic will be in the area. The balance of power can be pushing in our favour with bigger scale events aimed at taking the Republic down or fortifying ourselves in the North. This can be achieved through Operations, Adventures and Guild Events. The blue represents the Republic, and the Empire is red! This is organised by the Guild Team, so please direct OOC questions to them.))

[-]
Top Poster
Top Posters For All Time
no avatar Joslae
349
no avatar Rhysand Sekker
320
no avatar Trakaton Kalkoran
312
no avatar Sarias
272
no avatar Lord Iezkon
236
no avatar Temekel Vipion
112
no avatar Trisdane
90
no avatar Theprettiestorc
83
no avatar Emlar Racta
71
no avatar Meatslopper
68