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American MilSim
AMS Forums set to ARCHIVE MODE (POSTING DISABLED). These forums will be used for historical reference, otherwise you can find the AMS event pages located on Facebook.
LillytheRose

Weapon restrictions question

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I noticed in some games that Jet from DesertFox air soft plays that there are some vehicles like technicals and such. What are restrictions on anti vehicle weapons.

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From the American MilSim Ruleset:

"HEAVY WEAPONS SPECIALIST A Heavy Weapon Specialist (HWS) is any Grenadier or Rocket (Simulated) carrying player. They may carry M-203 GL, M-320 GL, M-79 GL, GP-25 GL, M-136 AT4, M-72 LAW, RPG-7, Mortar or Arty Piece. A. May carry 12 Nerf/Foam Rockets on their person. B. May carry 12 Propellant/Bee Hive rounds on their person. C. HWS are the only player class who can carry Grenade Rounds and Rockets. D. Limit one per squad. E. Bee Hive rounds may only be re-loaded at Spawn Point. F. Additional Rounds/Rockets may be left at FOB. G. Any soft tipped rockets are allowed. H. Please see Explosive Devices/IED/Smoke section for approved pyro grenades."

 

 

 

Here's the ruleset for any other rules and such:

 

http://americanmilsim.com/forum/index.php?/topic/3201-american-milsim-ruleset/

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So if i understand this right a rifleman can not carry the normal pea grenades ( green cardboard with a pull pin 1 time use) or the other smaller ones that are supposed to mimic a distraction device. or smokes? do i got that right? or did yall mean just the launcher rounds.

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Guest Specs

So if i understand this right a rifleman can not carry the normal pea grenades ( green cardboard with a pull pin 1 time use) or the other smaller ones that are supposed to mimic a distraction device. or smokes? do i got that right? or did yall mean just the launcher rounds.

Anyone can carry smoke grenades or thunder b type grenades. I don't believe pea grenades are permitted as they aren't cold burning and can cause fires. There are some tag rounds however that are allowed, and soon to be a cold burning pea type grenade form Enola that should fill that item spot.

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The list of approved pyro, straight from the ruleset:

 

"APPROVED PYRO GRENADES

This section is based on our experiences with pyro devices.  If you have a device that you would like approved, AMS staff needs to physically see the device perform in order to approve it.  Please contact AMS to arrange this.

TLSFX Pea grenades

TLSFX Thermobaric grenades

TLSFX Thunderflash grenades

TAG R2BS Grenades

TAG Archangles, Reaper, Peckers"

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Ok, I just wanted to make sure i understood it right... i blame it on being at work on a 48 hour shift... thanks guys!

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Just remember only rockets or tag rounds can take down a vehicle. To use those you have to be listed as a HWS

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I remember a few years back that "unarmored vehicles" could be killed by 40mm-style grenades but that true (light) armored vehicles, like the three or four M114 APCs at the D-Day Park could only be taken out by shoulder-fired rocket-style weapons like the M72, AT4, etc.  I don't see provisions for such a distinction in the ruleset, but then again those multi-ton tracked vehicles are not player-operated and probably don't appear on the field except at Broken Home.  I also know that a couple of years ago Dewayne (who owns the D-Day adventure park) bought a self-propelled howitzer that is very tank-like.  Thoughts?  

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It is difficult to tell if a nerf round, or tag round came out of a shoulder fired tube, or a grenade launcher. For ease of management in game a grenade round is a grenade round.

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Keep in mind, grenade rounds are really, really expensive (About $80 per adaptor, not including grenades themselves). You need to pour some serious cash into this if you want to be an effective anti-vehicle unit. Talking about TAGINN 40mm Reaper grenades, which are the only pyro grenade round I can think of at the top of my head. 

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