Vehicle Flame Throwers
Moderators: Vis Bellica, Laffe
Re: Vehicle Flame Throwers
Ok, so better info (the Russian Wikipedia):
The OT-26:
The range of flamethrowing of a mixture of fuel oil and kerosene was 35 m. The number of one-second shots was 70. In one shot, 5 liters of fire mixture were thrown out under a compressed air pressure of 12 kg / cm². The mixture was ignited from a torch of burning gasoline, and gasoline from an electric glow plug.
The OT-26:
The range of flamethrowing of a mixture of fuel oil and kerosene was 35 m. The number of one-second shots was 70. In one shot, 5 liters of fire mixture were thrown out under a compressed air pressure of 12 kg / cm². The mixture was ignited from a torch of burning gasoline, and gasoline from an electric glow plug.
Re: Vehicle Flame Throwers
The Flammpanzer III:
https://tanks-encyclopedia.com/ww2-germ ... iii-flamm/
"It could spray a stream of liquid, unlit, inert oil to a maximum range of 50 meters, increasing to 60 when ignited, at a pressure of 15 to 17 atmospheres. Pressure was provided by a Koebe pump at a rate of 7.8 liters per second. The pump was powered by a two-stroke, 28hp Auto Union ZW 1101 (DKW) engine, using a mix of oil and petrol. The flame fuel was ignited by electrical sparks from ‘Smitzkerzen’ (Smit’s glow plugs). These glow plugs were placed at the rear ‘breech’ end of the weapon with counterbalance and pressure gage.
The flame gun was fed by 1020 liters of fuel held in the vehicle’s hull in two 510-liter tanks either side of the drive shaft. The fluid reportedly consisted of a fuel thickened with tar, giving it a distinctive scent similar to creosote. A special connection in the flame oil delivery pipe allowed the turret to retain its 360 degrees of traverse."
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So, the Flammpanzer can belch 130 one-second or 65 two-second bursts of flame, giving it too unlimited ammo for just about any CoC game.
https://tanks-encyclopedia.com/ww2-germ ... iii-flamm/
"It could spray a stream of liquid, unlit, inert oil to a maximum range of 50 meters, increasing to 60 when ignited, at a pressure of 15 to 17 atmospheres. Pressure was provided by a Koebe pump at a rate of 7.8 liters per second. The pump was powered by a two-stroke, 28hp Auto Union ZW 1101 (DKW) engine, using a mix of oil and petrol. The flame fuel was ignited by electrical sparks from ‘Smitzkerzen’ (Smit’s glow plugs). These glow plugs were placed at the rear ‘breech’ end of the weapon with counterbalance and pressure gage.
The flame gun was fed by 1020 liters of fuel held in the vehicle’s hull in two 510-liter tanks either side of the drive shaft. The fluid reportedly consisted of a fuel thickened with tar, giving it a distinctive scent similar to creosote. A special connection in the flame oil delivery pipe allowed the turret to retain its 360 degrees of traverse."
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So, the Flammpanzer can belch 130 one-second or 65 two-second bursts of flame, giving it too unlimited ammo for just about any CoC game.
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Re: Vehicle Flame Throwers
Does anyone know if there was an increased likelihood of the crew of a flamethrower tank being more likely to withdraw or bail out if taken under effective fire (from a real or perceived increased danger to them from a hit)?
Edward
Edward
Re: Vehicle Flame Throwers
Looking at Soviet, US and German infantry flamethrowers, one burst of flames (12d6) in CoC is three to four liters of fuel. These often had a 7mm caliber nozzle. Vehicle flamethrowers seem to have a 14mm nozzle.
The Sd.Kfz 251/16 had two 14mm caliber flamethrowers. It carried 700 liters of fuel which was sufficient for 80 two-second bursts, each of around 8 liters of burning fuel.
The Sd.Kfz 251/16 had two 14mm caliber flamethrowers. It carried 700 liters of fuel which was sufficient for 80 two-second bursts, each of around 8 liters of burning fuel.
- Truscott Trotter
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Re: Vehicle Flame Throwers
There would be in RL. In game we have the Ronson effect for damage but no increased chance of damaging hits in first place.Kustenjaeger wrote: ↑Wed Sep 08, 2021 6:15 pm Does anyone know if there was an increased likelihood of the crew of a flamethrower tank being more likely to withdraw or bail out if taken under effective fire (from a real or perceived increased danger to them from a hit)?
Edward
You could house rule it easy enough?
Re: Vehicle Flame Throwers
Bailing out with one less shock comes to mind? I.e. 2 shock for most vehicles.Truscott Trotter wrote: ↑Thu Sep 09, 2021 1:19 amThere would be in RL. In game we have the Ronson effect for damage but no increased chance of damaging hits in first place.Kustenjaeger wrote: ↑Wed Sep 08, 2021 6:15 pm Does anyone know if there was an increased likelihood of the crew of a flamethrower tank being more likely to withdraw or bail out if taken under effective fire (from a real or perceived increased danger to them from a hit)?
Edward
You could house rule it easy enough?
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- Truscott Trotter
- Posts: 8788
- Joined: Mon Sep 09, 2013 11:11 pm
- Location: Tasmania the Southernmost CoC in the world
Re: Vehicle Flame Throwers
Yup that might work too
Re: Vehicle Flame Throwers
Minor note: you need to exceed the morale level of a vehicle to cause a bail-out. For most vehicles commanded by a JL, it takes 4 Shock to make the crew bail. But yes, only needing 3 Shock to cause the crew to bail out of a vehicle full of jellied gasoline sounds like a pretty reasonable house rule.
Re: Vehicle Flame Throwers
Doesnt all shock from flamethrowers get doubled, so you only need to score two real shock which is doubled to four..... with the number of dice that flamethrowers get, it sounds like its almost guaranteed to happen.
Re: Vehicle Flame Throwers
In this case we are talking about hits to a flamethrower AFV itself, not the target.