Pietia said:It is easier to notice such things if you have both Bradley and Abrams in the same scale on the shelf.
dsfrankevo said:Having been a Mech Infantryman I can shed some light ....
- the M2 carries a dismount team of 6 troops and the basic TOW load is 7 - 2 missiles in the launcher and 5 in the racks inside the IFV
- the M3 Cav version has a 2 man dismount team and a basic TOW load of 10 - 2 in the launcher and 8 inside - truth be told, the additional TOW rack space is often used for other gear
BEFORE the TOW can fire the launcher must be erected - it rotates 90 degrees from the stowed/travel position to the "UP" firing position - the bradley doesn't move with the launcher in the "up" position -
Once the launcher fires the vehicle must stay stationary while the gunner "tracks" the target - keeping the crosshairs on the target - as the missile flies down range - flight time to the max range of 3750 meters is 20 seconds - believe me - this seems like FOREVER while you are watching and waiting for your missile to impact & hoping not to take return fire before impact
The second missile can be fired shortly after the first impacts - once the 2d TOW in the launcher is fired - the launcher must be dropped and reloaded from inside - this takes lots of time in a combat situation
For the Bradley to move again (without damaging the TOW launcher) the launcher must be dropped to the travel position
In game terms - I think it is absolutely necessary to take a ready action before firing - the argument can be made that a ready (or gun - fire) action must be taken before the Bradley can move again - I can also say at least 1 ready action would needed to reload a single missile in the launcher - after dropped to the travel position - this is pretty near impossible to do on the move
ATGMs are great stand off vehicle killers - but they are not "Offensive" weapon systems - these limitations are pretty much the same for all 1st and 2d generation ATGM systems
BTW the "Fire & Forget" TOW variant was abandoned in early testing in 2002 - no current plans to revive the project.
dsfrankevo said:BEFORE the TOW can fire the launcher must be erected - it rotates 90 degrees from the stowed/travel position to the "UP" firing position - the bradley doesn't move with the launcher in the "up" position -
Once the launcher fires the vehicle must stay stationary while the gunner "tracks" the target - keeping the crosshairs on the target - as the missile flies down range - flight time to the max range of 3750 meters is 20 seconds - believe me - this seems like FOREVER while you are watching and waiting for your missile to impact & hoping not to take return fire before impact
The second missile can be fired shortly after the first impacts - once the 2d TOW in the launcher is fired - the launcher must be dropped and reloaded from inside - this takes lots of time in a combat situation
For the Bradley to move again (without damaging the TOW launcher) the launcher must be dropped to the travel position
In game terms - I think it is absolutely necessary to take a ready action before firing - the argument can be made that a ready (or gun - fire) action must be taken before the Bradley can move again - I can also say at least 1 ready action would needed to reload a single missile in the launcher - after dropped to the travel position - this is pretty near impossible to do on the move
ATGMs are great stand off vehicle killers - but they are not "Offensive" weapon systems - these limitations are pretty much the same for all 1st and 2d generation ATGM systems
Shadow4ce said:TOW missiles aren't exactly cheap. Fire one while on the move, driver hits say a ditch 4-5 seconds into TOW flight time. Gunner's cross-hair bounces up and down, TOW slams into ground 200 yards in front of intended target, alerting him to his threat and giving him a real nice point of reference for where it came from. :wink:
Shadow4ce said:PS On the man-portable units, I've seen more than a few grunts fire their first one ever and the shock of all that hot gas going behind and the rapid movement of the missile going down range, causes them to flinch and it plows into the ground about 50-75 yards downrange.There is a reason they fire practice rounds without live munitions in them during training with this weapon system.
Gibbs said:So if I understand this correctly, the Bradley's TOW launcher has two positions, travel and fire. In travel it cannot fire (obviously) and in fire it cannot move.
I don't suppose anyone knows the rationale behind that decision do they?
Gibbs said:Wouldn't this make the bradley a sitting duck while firing and reloading?
Gibbs said:In game terms having to perform a ready action (load/fire position) then a fire action followed by next turn a ready action (load/stow) then a move means Bradleys will be severly limited in their AT cabability (although being able to take a hull down position and doing this should be fine).
the other is that the launcher rises above the plane of the vehicle so it can fire in turret defilade - drop the launcher to reload and deny the enemy anything to shoot back at
Gibbs said:Maybe GF9 will make a token for it. They're doing others...
if you didn't know already checkout this link
http://www.evocommand.com/forum/viewtopic.php?t=291