Dog_O_War wrote:T-Willard wrote:As far as the 1,000 rounds VS 100 rounds, nobody is fooling me a bit. The original book, and books long after that, kind of certify with basic math skills learned in JR High that the stupid thing only carries 100 rounds.
It's got a thousand rounds. Don't let the pictures fool you.
Yeah, 7"x2" and roughly 3 pounds means it has 1,000 rounds. I'm not letting pictures fool anything, I'm going by sheer math, and by numerous books that the simple error should have been caught in post-editing.
T-Willard wrote:As to flechettes, personally, I'd say that is all that is left. That was what everyone copies, because the old rounds are gone, and through the Dark Ages, nobody, not even Free Quebec and Triax, bothered with the old rounds. The flechettes were left over because, lets face it, with the Demon Plagues, flechettes were about as useful as **** on boar.
The Flechettes are the equivalent of a half-dozen saibot rounds (well, they'd have to be given the guns' damage), so clearly equating this thing to left-overs or boar-b*obs is a miss-calculation on your part.
BUZZ! Wrong. Flechettes are NOT equal to sabots. Flechettes are small dart-like rounds packed inside a single cartridge, sometimes with small fins for air stabilization, but often without. Used in everything from shotguns to 120mm tank rounds to 8" artillery shells, the flechette is designed in such a way that it can be used against mass packed troops, or slice through jungle canopy, allowing a wide dispersal fire in the hopes of taking out multiple enemies with one shot and/or damaging and/or destroying cover and concealment provided by forest and jungle terrain. Flechettes come in many types, from the barbed and microfinned "needle" projections of the 12 gauge shotgun round, which is primarily illegal for use against civilian targets and is only legal in the hands of US Law Enforcement Agencies and the military. Use of shotgun flechettes may be considered against the articles of war and the rules of land warfare. Tank flechettes, as fired from the 120mm main gun, are usually only 20-40 darts, depending upon the round. These darts are roughly eight inches long and have fin stabilization. They were used in Vietnam, and despite public protest, the US military maintains a stockpile of these types of rounds, as do many other nations.
Now, the Discarding Sabot type round features a single submunition, sometimes fin stabilized, sometimes not, wrapped with the discardable ballistic sleeve. This sleeve consists of a scooped "funnel" forward end and a solid back end, and is designed to peel away from the submunition when the round has left the barrel. The solid back end ensures that all chamber pressure is used to propel the round. Now, this submunition is able to travel very far, and very fast, and delivers a massive kinetic punch. DS rounds are also called "hyper-velocity" rounds in some circles, that is because the sub-munition (also called the Long Rod Penetrator) achieves a much higher velocity than a normal round would while still in the barrel.
What the Boom Gun fires, by ALL descriptions and artwork, is a solid bar flechette round. NOT a discarding sabot round. It contains 4 circular "beds" of 50 rounds each, all lined up on one another. That is nowhere even NEAR a discarding sabot round. It is nowhere NEAR a hyper-velocity round.
It goes at Mach-Two. Don't tell me it's a hypervelocity round when there are 9mm pistols with better muzzle speeds.
T-Willard wrote:Glitter Boys were NEVER intended for solo use, with unarmored team-mates too stupid to engage their built in audio dampeners, or some fool on the modern battlefield without armor that didn't think he was going to be turned into pink face. I mean, seriously, look at it. The Pre-Rifts battlefield was NO place for someone without armor. Would you run into the middle of two tank divisions slugging it out in a cardboard box? No! You'd get turned into meat chunks, and frankly, deserve it.
This is the way it is, even if you've got armour on. Why would you think that a second-skin would save you from weapons capable of destroying you in a hit anyways? You literally have to be rolling in PA to survive an approach with an MD tank. It is the same now as it was at the tanks' inception; no amount of personal armour will save you.
This really is a non-point for condemning teammates without armour on.
Really? So the guys in the party without armor who complain and whine about the boom-gun's effects are too cheap and/or too stupid to buy a helmet with sonic spike dampeners are the ones in the right?
You missed the point completely.
T-Willard wrote:Glitter Boys were intended to be used in mass amounts. Like modern armor, 4-6 of them, with support units. Air-Cav, baby, in the form of Silver Eagles AKA SAMAS suits. Troops in body armor, who are smart enough to turn on their systems so the sonic spike of that gun going off doesn't deafen them.
This, I can agree with.
But it has no relivance on the effectiveness of the PA.
Obviously having a squadron of tanks and air support is better than a lone tank, and more effective too. So really, what is your point?
Keep reading.
And frankly, there are times when one tank is more effective/mission essential, than a squad of tanks. Urban combat to begin with. And lets face it, the Glitter Boy is a sucktastic piece of hardware for urban combat.
Have you taken into consideration what that same group would be like without a Glitterboy? Less effective at destroying tanks and other high-MD targets.
BUZZ! Wrong! The same party could pack a missile launcher (you know, anti-tank/anti-bunker/anti-building weapons) and missiles, which might actually be superior. They'd be able to fire and move, they'd have a lower radar profile, and be able to break enemy contact easier. The Glitter Boy is not the end all, be all of MD Combat.
T-Willard wrote:And one weapon? What were they smoking? Even an M1 has multiple weapon systems. Well, true, it's a .50 caliber machinegun (or is the 240 7.62mm medium machinegun, I can't remember any more, too many SONIC BOOM! (read that in Guile's voice) going off near my poor little SDC head) and that will rip things up.
The thing is crewed by a single pilot, with THEE weapon. What more could you want?
Secondary or trinary weapon for times when the primary weapon is disabled or otherwise rendered inoperative, or times where the boom gun can't be used.
Anti-air? You got that with a super-gun.
The projectile goes at MACH-Two, it's the WORST anti-aircraft gun ever. It's range is 2 miles. Big deal. You know what happens in the real world? The pilot locks the armor from 7 miles out, launches the AGM-114 Hellfire from 4 miles out, banks off. Glitter Boy go boom. Meanwhile some ground pig with a Stinger Missile system hiding in a hole blows the aircraft out of the air with the MACH 4 missile that was fired 4 miles away from the plane.
Loser? Glitter Boy, as the top-down attack programmed EFP goes off and drives right through the top of the helmet.
If you think the Glitter Boy is an anti-air unit, your military theory is sorely lacking.
Anti-infantry? You got that with a super-gun.
Yeah, just like tanks are so effective against infantry. We did a playtest once. Just for fun. Armed 100 level 1 infantry with assault rifles loaded with APDSDU rounds (3 MD per burst) and placed them on the edges of the valley, and figured average everything. The GB was destroyed in 2 rounds. He killed 12 infantrymen.
Winner? Infantry.
The GB is really really really bad anti-infantry weapon. It can't scoot and shoot. It's obvious. It's big. And any infantry platoon worth it's salt is going to rip that thing a new butthole.
Anti-armour? You got that with a super-gun.
**** poor range. **** poor fire operations.
Let's be honest, looking at it from a pure armored cavalry point, the GB looks good, but it could be used better, cheaper, and not require extensive troop retraining and doctrinal changes.
The weapon systems on a tank cannot be replicated on a Glitterboy without additional "pilots", or rather an AI to fire them. So when it comes down to it, why would you attach other weapons that A. will never get used, and B. are less effective than your main gun?
YOU HAVE TO BE KIDDING!!!!
Why, you are absolutely right. Why would ANYONE put anything less effective than a main gun on a tank? Or a battleship. Or a DDX Destroyer. Or even your basic infantryman should just be issued rocket launchers and nothing else!
T-Willard wrote:To be honest, back when I first picked up Rifts, NOBODY wanted to play the Glitter Boy. It's shiny, it's loud, you can't fire on the move, if some Juicer gets behind you and cuts your ammo belt or disables your recoil compensation thruster, you're finished, and everyone hates you.
Except for the fact that you are literally 10 times stronger than that Juicer,
ANd 10X more obvious and 10X slower and 10X less maneuverable and 10X more ineffective in an urban area and 10X more likely to eat missiles.
AND have better combat bonuses thanks to Robot combat: Elite.....
Only if you're facing an untrained Juicer who was a 90 year old parapalegic before conversion.
Yeah, IF that Juicer can cross your mile of distance
Simple to do, really.
and dodge all 6-7 attacks you can make per 15 seconds,
Autododge
or the near two rounds it'll take that Juicer to run full-out to you.
Only the untrained or suicidal will charge, unless there is a mass of juicers, in which case, the GB is royally screwed.
You've never really encountered infantry anti-armor tactics, have you?
In a city-fight scenario, this thing hides in a building and plugs away at targets.
The pylons damage the floor, the GB better hope that there isn't a basement below it. The same reason a TANK doesn't move into a building to fire. Not to mention the fact that line of sight and sensor degredation due to the building. He's asking to be made into kibble by the infantry.
Collateral damage in modern warfare is nearly unacceptable. He'd be in the building, firing that boomgun, injuring civilians unable to leave the building, the sonic boom pounding at the structure and occupants. Return fire is weakening the building, some smartass hoses a bracket of WP grenades into the upper story through an M-203 grenade launcher, and the building is on fire.
That's the dumbest thing I've ever heard in my life.
If it has to move up a street or something, it has better armour and resistance to the most common weapon on Rifts earth, so I fail to see the how and why it'd get nuked any faster than a group of three guys in Crusader.
Cover. Concealment. Ability to move and shoot.
Infantry just waiting for it to pass by so they can hose the recoil compensation gear in the rear of the GB. Those thrusters only have 75 MDC each, that's a couple of bursts from an infantry squad.
Now your GB, which supposedly doesn't need a secondary weapon, cannot fire its primary weapon.
In fact, who would actually stay and fight beyond the GMs' limitless legions of fearless hobo-gunsmen?
Why would anyone fight tanks? If the GB was real, I could create an anti-GB doctrine for infantry within an hour. The average infantryman squad would already know the tactics from anti-armor training. Fearless has nothing to do with it.
This, btw is what they'd have to be in order to A; continue to fight a Glitterboy,
All it takes is the desire and motivation to kill the enemy.
and B; NOT flood the party with expensive equipment afterwards.
Standard infantryman loadout in the "Golden Age" would be more than capable of fighting a GB.
T-Willard wrote:It's an armchair general's idea of a good war machine. Useless in urban combat, limited combat roles, a missile beacon, sat-recon spottable, no shoot and scoot capability, solitary weapon, limited ammunition storage (get out of here with that 1,000 round crap, I can do math, I've seen 1,000 rounds of 30mm APDSDU for an Apache, you can't fool me), and useless for anything besides anti-armor roles outside of urban or industrial areas.
Sat-recon? What single piece of equipment in all of the Rifts universe, beyond Naruni technology isn't satellite-spottable?! Even today in our modern world we can see armourless, weaponless humans. Why would they care then - if everyone can see everything anyways that the Glitterboy was "sat-reconable"?
I'm speaking of the original design as probably presented to DARPA and Future Warfighter Labs. It would matter to the planners.
Have you looked at missile ranges and damages lately? Anything larger than a mini-missile had better be fired within half-a mile from a hidden location, otherwise the GB's radar detection system will alert the pilot, and he'll shoot it down.
In Pre-Rifts, it wouldn't be ONE missile, it would be a barrage, probably of MRLS submunition bomblets. Or it would be a pop-up fire and forget mini-missile.
As for survivable, did you know that on average it would take 22 plasma mini-missiles to reduce the Glitterboy to zero MD?
Let's not go with plasma. Let's go with standard AP. That's 1d6x10. Average damage will be 35 points of damage. 770 MD, that's 22 rounds. Gotcha. Now, that's assuming that all the squad is doing is firing missiles. We'll go with your idea, where a 7 man (or reenforced 13 man fireteam, but that would be too quick) is ambushing a GB. They let it pass, and they open fire. One medium weapon, we'll say a rail gun (we'll use the old Pre-Rifts SAMAS gun, doing 35 points of damage per round) hoses the front from a barricaded and reenforced position. Meanwhile, the guys in the back are concentrating on rear of the GB. The missile gunner pops up, aims, and fires at the right shoulder. And, yes, Virginia, in real life, you can aim a mini-missile launcher.
It would take awhile, but at the end of the day, the rifle squad MIGHT have lost a man or two. But the other side is out a multi-million dollar chunk of machinery.
Did you know that any squad-based weapons team firing those missiles will take minutes of dedicated fire with a CR-1 launcher, just to do this?
OK, let's say it's a hunter-killer team armed with CR-1 systems. We'll say 4 attacks each. 1 launch and move, 1 reload while moving, 1 launch and move, 1 reload while moving. That's 2 missiles per round, while on the move, using cover and concealment while on the move. That's 14 missiles per round into the GB, meaning the GB is scrap in 45 seconds. That's even discounting if the HK team had time to prepare the ambush site, and isn't using the terrain to their advantage beyond simple move and shoot.
Or that a Mark-V would have to blow the wad it carries in it's front launchers just to have a chance at killing the GB, not that it could though as a Glitterboy has a comparibly ranged weapon that it can use to completely destroy that Mark-V in a single round.
The Mark-V is an APC! That's Armored PERSONNEL CARRIER, not MAIN BATTLE TANK. You can blow and M113 or a Stryker into scrap with a single shot from an M1A2 main gun. Your point has no valid comparison. The APC should, according to doctrine, dismount its troops, and pull back to provide indirected fire support, or the pilot deserves to be drug out and shot.
Did you know that a Glitterboy's ammunition doesn't need a casing 5 times larger than the actual round just to carry enough powder-charge to fire it?
No. I have no idea how magnetic accelleration systems work.
Have you seen 1000 30mm rounds with the equivalent of a firing cap for a 12 gauge shotgun shell attached to them?
I've seen 1,000 30mm ROUNDS. The DU section. It's a big pile.
Would you theorize that they would infact take up less round by a considerable amount than a 1000 rounds of 30mm APDSDU?
Seeing as how the rounds are SEVEN INCHES long, I'd put forward that the round itself is comparible to the 30mm APDSDU, which is 6.5 inches long. Either way, it's a big pile.
Now, with an ammunition container, you just aren't talking the rounds by itself. You're talking the loading belt, the armor for the drum, and a lot of other stuff. This isn't 1,000 rounds hanging free, this is 1,000 rounds in a belt-fed drum, ala 30mm or 20mm chaingun, and that's a BIG and HEAVY drum.
T-Willard wrote:Without mission variable munitions, a secondary or trinary weapon systems, multiple support, and some severe battlefield doctrinal changes, the GB isn't even as useful as a piece of junk Russian T-72. Seriously, it would have been cheaper to retrofit all the old M1A1 tanks with the GB gun, and a lot better. The tank could fire on the move, has a sleeker radar profile, could pack more armor, more rounds, be a more stable firing platform, and carry additional weapon systems.
Putting the Boomgun on a tank would've been alot better, yes. As to whether the GB is more usefull than a T-72; well, I don't know of any T-72s that can climb a mountain or fight a battle on the 100th floor of a sky-scraper. OR are NBC warfare approved.
Climb a mountain? Check Soviet Warfare in Afghanistan.
Fight a battle on the 100th floor of a skyscraper? Neither can a Glitter Boy. Go ahead, activate those pylons, fire that boom gun, and watch what happens to the floor when the pylons take up the recoil. Either A) The GB goes flying out a 100 story window and falls to the ground B) The floor is badly warped and damaged, maybe even pinning the pylons C) One pylon rips free and all hell breaks loose. I guess the pilot can use his secondary weaponry to.... oh, that's right, why bother with a secondary weapon, right?
T-Willard wrote:Seriously? Flechettes? Check the Vietnam facts that everyone seems to be so in love with when they rattle off why physical prowess doesn't matter in combat. Flechettes are crap, tumble and lodge with the minimal cover, and are useful only to slaughter packed ranks of the enemy.
Not when those flechettes are saibot-round equivalents.
No. They aren't. No matter how many times you claim it is, that doesn't make it one.
T-Willard wrote:They should have stuck with tungsten penetration with a discarding sabot. At least then, it could be called an anti-armor round.
Who says they didn't? Ever notice the complete lack of information on metals used?
Since it's a shotgun round containing "solid bar" ammunition, much like the steel core on some modern rounds, it's say it WASN'T a tungsten penetration hypervelocity round.
T-Willard wrote:Either the Rifts Glitter Boy and the Chromium Guardsman armors are missing mission critical systems left out due to classified information, or their lab junk that the military turned down, and that's why they are found all over the place.
----This rant brought to you by Wild Turkey and professional dancers----
As sound as your post may seem to the casual viewer, it feels to me as if you forgot to put thought into it.
Your reply shows a critical lack of knowledge regarding land warfare systems and tactics.
Yes the boomgun itself would have seen a much more efficient use on a tank, but then again a bigger gun would see better use than a boomgun would on a tank.
They would have stuck with something the size of the Boomgun for the ability to fire on the move and into the arc of a turn. Armor tactics are much more intricate than "Shoot dat ting lawts!"
Yes, a Glitterboy works best as a supported unit;
IE: The PC Party.
they already elaborate on this in Free Quebec. But the Glitterboy isn't any less effective without supporting units as a stand-alone. That is, the supporting units are themselves tanks, and those tanks are worth a fixed amount. Like trying to make a dollar from change;a quarter is still a quarter, even if you used it for a greater purpose.
????? What's this got to do with anything?
The rest of it though (your rant) seems like uniformed conjecture;
Really?
we've all played the game here, but what I don't understand is how you've never seen the actual effectiveness of the PA itself. The weapons designed to combat and destroy it aren't even cost-effective, making it the superior machine in all respects.
BWAH-HA-HA! Only against untrained and under-armed opponents.
Ladies and Gentlemen of the Rifts section of these forums, I present to you the type of thinking that led to the fiasco known as the Tolkeen War.
As for its role in a group; I tend to not want to be the support cast, therefore I don't like a Glitterboy in the party. As I said in my rant earlier, I don't like sitting around waiting for a fast-mover to get close just so I can have a turn at combat, while in the meantime I watch the Glitterboy do cool things.
What, you don't have weapons that shoot at range? You can't flank, provide cover fire or fire to pin down someone?
I'd say the problem isn't the GB in your group, it's your playing style.
"The Tolkeen War was a disaster. Yes, we achieved victory, but we exposed grievous errors in our training doctrine and unit METL's. We must seek to address these issues, we must rethink what we know or this nation will perish from the Earth. Should we not learn from the hard lessons of the Tolkeen War, our bones shall be ground to dust."-Ross Underhill