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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 These forums will be used for historical reference, otherwise you can find the AMS event pages located on Facebook.
Maxxe22

Grenade shell problem

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So I'm split due to lack of money. I can get a reusable shell that fires a lot of BBs to simulate a grenade launcher, which isn't recommended as many people don't understand grenade limits on these, but only have 1-2 of them. Or I can spend $200 to get 1 shell and 10 tagginn rounds and be able to keep track of the rounds.

 

This is a question about the limits on grenades I can carry since I can keep reloading the BB shell but the tagginn can be kept track of by leaving my extra shells at the base like the rules say.

 

Is there a way I can reuse my BB shell where we can keep track of how many grenades I've fired? If not then I'll have to do rifleman.

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From my understanding of the rules for the HWS position, you can only re-arm / reload at your spawn point.  You can carry up to 12 shells that you loaded at the spawn point, but once you've fired the shell, it's fired, and you would need to wait until you go back to a spawn point (FOB/MRP) before you reload it.  You just can reload it in a place other than your spawn point. 

Rules: http://americanmilsim.com/forum/index.php?/topic/3201-american-milsim-ruleset/
Scroll down to "Heavy Weapons Specialist" for reference. 

That being said, most people treat those bee hive grenades as a BB strike type of weapon.  If you're wanting something that vehicles will recognize that they're being hit with a "rocket" then TAGINN's (particularly the Archangels) are great, but they are expensive, and the type that explodes are single use projectiles (launcher shell is reusable). 

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As of right now, TAGGIN grenades and others like them are extremely expensive, especially when compared to Pyrotechnic hand grenades. Just one 40mm TAGGIN will cost you around 200$+ including the shell, not including the launcher. Keep in mind most people consider 3 grenades+ to be an effective grenadier class. Some people expect the price to decline in the coming years as the design becomes more popular (Enola Gaye I believe already announced their prototypes at SHOT show this year). People use them every once in a while, but unless you have a lot of money to waste I recommend sticking to thunder-Bs and the like. That being said, TAGGINs are really freakin' cool, and are very handy to have in the field. Just be willing to spend a LOT of money. 

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The limit on grenades refers to the number of grenades you can carry on yourself st one time. You can keep as many grenades as you want or can afford st your FOB. TAG rounds are the only way to take down a vehicle and can be effective in many other situations but they do get expensive.

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Everyone above has you covered in regards to the ruleset. ^^^

 

That said, in terms of cost, if you are firing from a dedicated standalone or underslung launcher, you can also load a gas filled shell without BB's and use a foam projectile (ball or rocket style) as your grenade projectile. If your seal is pretty decent and you powder the tube to give it a little help on the way out, I've seen these travel a decent distance. Easy to see, easy to find, and cheap enough you can buy in bulk and not worry when you can't relocate them after use. You would still need a gas shell for every foam projectile, but you can buy those over time. 

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Everyone above has you covered in regards to the ruleset. ^^^

 

That said, in terms of cost, if you are firing from a dedicated standalone or underslung launcher, you can also load a gas filled shell without BB's and use a foam projectile (ball or rocket style) as your grenade projectile. If your seal is pretty decent and you powder the tube to give it a little help on the way out, I've seen these travel a decent distance. Easy to see, easy to find, and cheap enough you can buy in bulk and not worry when you can't relocate them after use. You would still need a gas shell for every foam projectile, but you can buy those over time. 

In all the years I shot nerf rockets, I never thought about powdering the tube.

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In all the years I shot nerf rockets, I never thought about powdering the tube.

Haha we've used both baby and talc to pretty great effect. Some of those foam rounds fit the tube so tight otherwise you'd be lucky to get 5' feet. 

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I used nerf rounds and wrapped duct tape around them to make them fit in the barrel.  It took a few times to get the size right, and I could get 70-90 yards out of them easily, but I would imagine powdering the barrel would have given me a little less friction on the way out.

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I used nerf rounds and wrapped duct tape around them to make them fit in the barrel.  It took a few times to get the size right, and I could get 70-90 yards out of them easily, but I would imagine powdering the barrel would have given me a little less friction on the way out.

Blaster Dry Lube with Teflon works great for what Alex is describing.  We use it in our smoke grenade launcher.  Helps keep it from getting all crudded up as we're firing activated smoke grenades out of it.   The first time we used the launcher we came back and it had a sticky film inside of it, and had to soak the launcher in degreaser to get it out.  Our smokes have to be wrapped in 5 revolutions of duct tape for a good fit.  I think the heat of the smoke grenade, combined with the duct tape and chemical release within the smoke is what gummed it up. 

 

The dry lube has helped out significantly with performance and reducing the amount of required maintenance.

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From my understanding of the rules for the HWS position, you can only re-arm / reload at your spawn point.  You can carry up to 12 shells that you loaded at the spawn point, but once you've fired the shell, it's fired, and you would need to wait until you go back to a spawn point (FOB/MRP) before you reload it.  You just can reload it in a place other than your spawn point. 

 

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

Scroll down to "Heavy Weapons Specialist" for reference. 

 

That being said, most people treat those bee hive grenades as a BB strike type of weapon.  If you're wanting something that vehicles will recognize that they're being hit with a "rocket" then TAGINN's (particularly the Archangels) are great, but they are expensive, and the type that explodes are single use projectiles (launcher shell is reusable). 

 

 

I specifically said I read the rules and none of you answered my question. One of you even supported the part about tagginn rounds being left at the base for rearm but being able to reuse its shell but I was asking for a yes or no on "is there a way to keep track of how many times I have fired a bb swarm". If not is fine.

 

Also according to the rules, even a bb swarm is recognized as a way to take down vehicles as of this broken homes rules.

 

As for the tips on nerf, thank you, I will keep it in mind but it's looking like investing money into any of it is out of my league for now.

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I specifically said I read the rules and none of you answered my question. One of you even supported the part about tagginn rounds being left at the base for rearm but being able to reuse its shell but I was asking for a yes or no on "is there a way to keep track of how many times I have fired a bb swarm". If not is fine.

 

Also according to the rules, even a bb swarm is recognized as a way to take down vehicles as of this broken homes rules.

 

As for the tips on nerf, thank you, I will keep it in mind but it's looking like investing money into any of it is out of my league for now.

When the swarm shell is fired, it's fired.  That's how you know.  I'm not sure what more you're asking with that.  If you carry 12, and fire each one once you've reached your compliment and have to rearm at a FOB or MRP.  But when it comes down to it, this is a game of honor and integrity.  It's hard for AMS to police every little thing in the field and trust is placed in players to play by the rules. 

 

In reference to vehicles, I say this as someone who is a part of the cab crew for a technical at these events.  When we know we've been hit with a rocket, or other rounds which would take us down, we absolutely call it.  With a swarm type of round, we'd need to definitely be able to see it and know that's exactly what we were hit with.  Just the sound isn't going to tell us anything because rolling into a firefight and being in the cab it sounds like someone is shaking a can full of rocks with all the noise from BB's bouncing off the body of the truck.  

 

If you hit a vehicle with a swarm grenade and they don't call a hit, it's not that they are trying to cheat, they probably didn't see you firing it, and can't tell the difference between that and the barrage of rifle fire hitting the vehicle. 

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