I thought I’d pull this out for reference/expansion. Original data courtesy of Fishbreath’s great post on his P-09 Carry Optics Build. It’s still sorted by mm height/$100, but it’s also a handy reference of window sizes.
For the area column, the sights are assumed to be rectangular (except for the C-More SlideRide, which is circular), which is an invalid assumption, but you get what you pay for.
Inspired by a post by TTI over on Instagram, let’s look at the guns of the John Wick movies. All three of them. We’re going to compare (primary) pistols, carbines, and shotguns across all three movies. We’ll pick best by category and best movie set overall.
First, let’s talk through our ground rules. We’ll be picking as if we work at The Continental. Therefore these guns are chosen for “assassinations” (read: epic, awesome movie gunfights) and not to fit in any particular competition ruleset. Also, we pay in Magic Assassin Gold Coins, so we don’t really care what the list prices are. We also don’t get to make any changes to the guns as we see them in the movies. What the sommelier has is what we can pick from.
Second, let’s review our weapons. In the first movie, Mr. Wick is armed with an HK P30L with compensator as his primary handgun, an HK 416 clone with EoTech sight as his carbine, and a Kel-Tec KSG with EoTech sight as his shotgun. In John Wick 2, our hero has a Glock 34 that’s been tricked out by TTI as his main pistol, a TTI built custom AR-15 carbine (the TR-1) with a Trijicon Accupoint 1-6x scope and offset RMR, and a TTI customized Benelli M4 as his shotgun. His arsenal in John Wick 3 is an STI 2011 pistol that’s been customized by TTI, a SIG MPX that’s been tricked out by TTI with a Trijicon MRO red dot sight, and a Benelli M2 that (you guessed it) has been customized by TTI.
Carbine We’ll start with carbines because that’s the easiest, and because I’m quite fond of carbines. First, we can rule out the MPX. It’s a pistol-caliber carbine, which is great for USPSA’s PCC division, but much less so combatively. 9mm is less potent than 5.56mm, and will have much more trouble dealing with armor. The MPX also has a long, NFA-compliant barrel, so we can’t even take advantage of the pistol caliber to get us something PDW-sized. Plus, the MPX has a reputation for eating parts and needing frequent cleaning. It’s in its third revision from SIG, and I don’t trust them to not beta test things on their customers. We’re left with a pair of carbines in 5.56mm. We can eliminate the HK 416 clone, because it’s got lame old quadrails, is entirely too heavy for what it is (since it has a piston and the aforementioned fat quadrails), and has the least nice sights of the three. EoTechs have that annoying tendancy to shift zero in the heat. The piston does literally nothing for us in the current configuration, and it’s probably got some stock, untuned, garbage trigger. Lame. That leaves us with the TR-1, which is also my favorite configuration of the three. It’s got a low-power variable, is reasonably light, comes in 5.56mm, and has a tuned trigger (and probably gas system/bolt carrier too).
Winner: TTI TR-1
Shotgun The KSG is a pretty easy out, because I don’t like it, because it’s the only non-autoloader, and because Benelli’s QC and reliability are light years better than that of Kel-Tec. Also, no tuned trigger and reloads are a pain. After that, we’re looking at a tuned Benelli M4 v. a tuned Benelli M2. Were I buying the guns stock, the Benelli M2 would be the clear winner since it’s way cheaper and has a much larger aftermarket. In this case, we have them already customized. The big advantage to the M2 is some very long magazine tube extensions, but those haven’t been mounted here. Given similar capacities (and our payment in Killer Krugerrands), the differences are going to be that the M2 is somewhat lighter, being recoil operated, and that the M4 is going to be softer shooting, being gas operated (and heavier). I’m not much of a shotgun guy, so this is a toss-up. I’ll take the M4 because I’ve always wanted one and because it should shoot softer.
Winner: TTI Benelli M4
Pistol The P30L is another easy out, because it’s got the lowest capacity and worst trigger by far of the bunch, though I do like the compensator. After that, it gets tricky because neither the TTI Combat Master Glock 34 nor the TTI Combat Master 2011 are customized in the way I’d like. But you do your job with the weapons the sommelier has. Of the two, the 2011 will have the better trigger, and will probably be a little more pleasant to shoot. So we’ll go with that. We shouldn’t really be in a position to take advantage of the Glock’s famous reliability, to the extend that it hasn’t been compromised by modifications.
Winner: TTI Combat Master 2011
Movie Winner While we could do this as a “total up the wins” exercise, it’s more interesting to look at the weapons sets as a whole and compare them. I trust my readers can add. In terms of weapons sets, the original doesn’t have much in the way of cool custom stuff. Between the sequels, I think the shotguns are a toss up, the TR-1 is better than the MPX and the 2011 is better than the Glock. All that said, I think you’re getting more if you go with the TR-1 over the MPX than you lose with taking the custom Glock instead of the custom 2011. So my overall choice is the arsenal from John Wick 2.
Winner: John Wick 2
Honorable Mention: Backup Glock 26 No word yet on whether or not the Glock 26 backup gun has made it into John Wick 3. But it’s been his backup for two movies, with some slide work done for John Wick 2. I like when a character like John Wick actually goes to the trouble of carrying a backup gun, and the Glock 26 is an excellent choice.
The US Army has decided that they might could replace the M249 with something. Possibly. Or maybe it’s just Lucy Van Pelt with her football. Anyway, the US Army claims it wants “Overmatch”. Or something.
The fear is, of course, Russians (or Chinese or whoever) with level IV-equivalent body armor. Let’s think about this for a minute. Level IV hard plates are rated to stop the .30-06 M2 AP round, which is a pretty darn good steel-core AP round. And no existing round short of .50 BMG is significantly better at penetrating armor than .30-06 M2 AP; it’s actually better at penetration than both Russian 7.62x54mmR B-32 API and 7.62x51mm M61. I’m not sure how a new 6.8 mm cased telescoped round is supposed to be massively better at armor penetration than .30-06 M2 AP, unless it’s supposed to use a tungsten core. Tungsten becomes problematic once you look at the cost and where most of the world’s tungsten is mined.
It could also be some sort of Magnum 6.8mm CT round with tons of velocity, but then managing recoil becomes a huge problem. After all, steel core .30-06 is not enough, so we need more energy. More energy means more recoil, because physics is a real jerk sometimes.
Let’s also recall my usual criticisms of some sort of radically new and unproven small arms technology, which is exactly polymer-cased telescoped ammo is. We’re talking about completely new ammunition manufacturing techniques, completely new cartridges, plus massive changes in how a firearm operates. We’ll let the US Army put up and prove the stuff or shut up. Come back and talk to us in five to seven years, and then we’ll know if it’s more than the next SPIW.
Okay, so that should deal with all the WONDERCALIBER advocates. Don’t trust Big Army to buy crazy new stuff. Wait for ambitious programs to come to a conclusion. Don’t be a beta tester. Wait for bugs to get worked out. And there will be bugs.
If we’re sticking with conventional calibers and known solutions, that makes our lives a lot easier. Let’s take a brief look at squads to see how we might use the LMG. I’ve been on record before that I don’t think squad size matters too much, and I still don’t. Picking the Namer as our (Heavy) IFV of choice lets me have a nice big dismount element of nine, which makes life easy. Nine men is a pretty classical dismounted infantry squad size. Squad leader, two fireteams of four men, and one LMG per fireteam. Two LMGs in the squad is a lot of firepower, and lets either team cover the other for fire and movement if desired.
Had we gone with a smaller, more conventional IFV with a dismount team of six or seven men, I would have copied the Australians and gone with two fireteams of three men each (plus a leader in the seven-man case) and kept the two LMGs per squad. Again, fire and movement. Also, it allows for better implementation of parapet foxholes.
And now, a brief word on command. In general we’d expect the IFV commander to be in overall command, and to remain in the vehicle when the troops get out. The vehicle commander would be senior to the dismount commander.
There is the pressing matter of caliber, configuration (i.e. mag fed or belt fed), and model. Let’s take those in order. Caliber is pretty easy. It should be our usual 5.56mm to maximize bullets per pound of loadout and (therefore) volume of fire capability. It’s also a lot easier to carry, since most GPMGs aren’t workable with a single gunner (i.e. without an assistant gunner).1
And we’re going belt-fed, because we want that big ammo reserve for suppression and sustained rates of fire. Large capacity drums are bulky, heavy, annoying, and generally unreliable. They also usually have to be stowed when empty. Screw that. Belts it is, by God and John Rambo!
Belt-fed 5.56mm light machine guns. They’re super fun to shoot. We just have to pick one. For the most part, they’re all pretty similar. The one that stands out weight-wise is Knight’s LAMG, which is significantly lighter than all the rest. Which should make it a slam dunk, except that no one else has bought them. And such a massive weight savings has me nervous, since there’s no such thing as a free lunch. I have some concerns about durability, and since no one has issued them on a wide scale, no one has worked the bugs out. Again, we don’t do beta tests. So we’ll pass too. Which basically leaves a whole bunch of equivalents in FN’s Minimi/M249, HK’s MG4, IWI’s Negev, and some others that I’m forgetting. They’re all pretty much the same, and I don’t think you can go wrong. Of course, this also means that there’s not much of a reason to switch, unless you wanted to beef up your local firearms industry. Since I hate wishy-washy conclusions, I’ll go with the proven M249, mostly because it’s the only one I have any time on. It’s also been licensed to a number of other countries.
I’m sure the Wondercaliber advocates are going to ask about body armor. Well, okay. Fine. Shoot them more. It’s a belt fed. Ceramic plates are only good for a few hits. Even the multihit rated ones. You have 200 rounds in the belt. Use ’em. Also, the real killer is and always has been high explosives. 40mm grenade launchers, rocket launchers, recoilless rifles, mortars, and especially artillery. More on that in a few days.
I think this might be a change from the last time I wrote on squad support weapons. It happens. ↩
Per the WWRW report this week, the Chinese have made a sailless submarine prototype. This is not a new idea; the United States, the Soviet Union, and France have kicked this idea around in the past. Let’s look into why one might want to delete the sail, and what tradeoffs that brings.
Why would one want to delete a sail? That’s simple: speed. US Navy sub designers reckoned that deleting the sail (and the drag from it) would gain you about 1.5 knots of speed, all other things being equal. It also removes the problem of inducing a snap roll tendency in turns.
Like everything else, it’s not without its tradeoffs. Clearly, we still need masts and some way for the crew to enter and leave the submarine. We also are going to need some sort of conning tower facility to steer the sub when it’s surfaced. Prior designs tend to accomplish the first by folding masts and periscopes down into a fairing, and having a retractable conning tower for steering and crew access, retracting again into a fairing. That fairing will add some drag back. Bureau of Ships actually figured that a fairing capable of handling all of the relevant systems would be about as draggy as a well-designed, small sail.
Having a sail allows the submarine to be a bit deeper at periscope depth, which helps with stability in rougher sea states. The sail itself is also an aid to stability, and means that the rear fins don’t have to be as large.
The US Navy actually gave serious consideration to the sailless concept twice, going as far as to make some models of the concept when designing what would become the Los Angeles-class. However, this ran into opposition from Hyman Rickover, who wanted fast submarines now, and did not want to do a bunch of hullform comparisons when he could simply design aroudn a larger reactor and call it a day. Rickover managed to kill the concept, and the Los Angeles boats all had a traditional (albeit small) sail.
I am sick to the back teeth of giant ensemble cast superhero movies, and I’ve played a ton of bad superhero games in my youth. For a game to stand out, it needs to be amazing. Spectacular, even. Insomniac Games has stepped up with their take on everyone’s favorite web-slinging hero in Marvel’s Spider-Man.
Things the game does right: damn near everything. First, pitfalls avoided. It’s not a rehash of the origin story, thank God and Stan Lee. We’ve got a somewhat-experienced Peter Parker here who doesn’t have to “learn how to be Spider-Man” for the millionth time. It’s not a redo of any other story either. They’ve gone and made their own story for you to enjoy.
Let’s talk about that story some more. It is brand new, but it checks all of the boxes that you would expect from a Spider-Man story. We’ve got complications. We’ve got good characters who are going to TURN BAD. We’ve got touching moments with MJ. We’ve got financial woes. We’ve got perpetual tardiness. We’ve got Spidey Quips. We’ve got famous villains that you know and love to hate. We’ve got J. Jonah Jameson (now with a radio show) calling you a MENACE and accusing you of being in cahoots with various evildoers. We even have a cameo appearance from the late Stan Lee himself. And there’s a brassy, awesome soundtrack that feels very ‘comic book movie’.
Being a Spider-Man game, this is set in New York City, and the devs at Insomniac did a great job of giving you a lovingly recreated Manhattan to play in. Thanks to modern processing power, you can web swing from Harlem to Wall Street without any loading screens. There are tons of recognizable New York City landmarks for you to see, plus a whole bunch of appropriate Marvel landmarks, like Avengers Tower. And you get around via web-swinging, which is the right mix of simple controls, dynamism, and just a bit of imprecision to be tremendous fun. It’s very easy to get the hang of, and it looks right out of a good Spider-Man movie.
On to combat! Combat feels like a somewhat more refined version of what we see in the Arkham games. More refined in the sense that Spidey’s gadgets are a lot better integrated into the fighting. It’s a lot easier to select gadgets, and they fit into your other attack and evasion work really nicely. Another nice feature is the combo bar. Fill it, and you get a finishing move, but you can also use it to replenish your health.
I would also like to praise the randomized minor crime mechanic. In each section of Manhattan, there are various factions who might do some crimes like try to hijack an armored truck. And, of course, you can go stop them. The timers are such that I never felt that I was overwhelmed by crime, or had somehow gone back to pre-Giuliani New York. Plus, after you stop a set number of crimes (five per faction, usually) those stop. Which is nice, because I get really sick when those become never-ending like the dragon encounters in Skyrim.
And now, things I don’t like. Happily, it’s a short list. First, there are sidequests that seem to require more precision in the web-swinging than the system is capable of delivering, which makes them a giant pain. Those quests were both frustrating and verisimilitude-breaking, as I felt like some sort of useless tetherball, not an amazing superhero. Happily, those quests are both few and number and entirely optional. The other annoying bits are the parts where you’re playing as Peter Parker (i.e. not costumed) and you have to walk around between cutscenes. With the exception of the bits in the lab, where there are plenty of things to mess around with, these felt entirely superfluous. Just work it into one cutscene, guys. It’s ok.
Overall though, it’s a great game. Highly recommended.
One of the things that has always confused me is why the US Army mechanized infantry platoon features split squads. It features four Bradleys and dismounts organized into three squads of nine men each. Since each Bradley holds six or seven dismounts, this means squads have to be split to be reconstituted later. While this matches light infantry practice, it always stuck me as needlessly complicated.
It wasn’t always this way. Originally, the Bradley and its six dismounts were considered as a “squad”, with the Bradley acting as a big, tracked, fire support unit. There were problems with the execution. The first was the question of squad leader. There is always the question of whether or not the squad leader should lead the dismount team or act as vehicle commander. The US Army said, BOTH! As a result, the Bradley commander would dismount along with everyone in the back. But this would lead to a suboptimal arrangement with the gunner having to perform double duty as the vehicle commander. So one of the dismount members would be cross-trained as vehicle commander, and he would climb up and take the place of the Squad Leader as vehicle commander.
That’s needlessly complicated, and for once the Army agreed. They decided that while they were in there revising the platoon org chart, they would work for more homogeneity. The Bradley Platoon of four Bradleys got rethought into two pairs. This mirrored U.S. Army thinking in the tank platoon, where four tanks were thought of as operating as two pairs of tanks. Each Bradley pair would get a squad of nine men to account for. Given that early Bradleys had six seats for dismounts, the Army split them into a fireteam of four per Bradley, and one of the two Bradleys in each pair got a (dismount) squad leader. Now, Bradley vehicle commanders could be just vehicle commanders, dismount squad leaders could be just dismount squad leaders, a dismounted squad could perform fire and maneuver on its own, and the dismounted squad was identical to the light infantry squad. The US Army has tended to like the idea that each infantry squad can be capable of fire and maneuver by itself. This also left six empty seats per platoon, which was sufficient for the platoon commander, XO, and any attached extras like radiotelephone operator or medic.
The next step to get us to today happened with revisions to the Bradley itself. A desire for more protection and the realization that the firing ports were useless led to them being plated over as part of the changes for the M2A2 version. Since the troops no longer needed to shoot out of gunports, the seats could be rearranged into more conventional benches along the sides of the vehicle, and the designers were able to squeeze in one more dismount, for a capacity of seven. Applying these to the previous organization chart meant that there were now ten empty seats, or room enough for another squad. This brings us to the platoon of four Bradleys and three dismount squads of nine men each that we know today. The careful reader will note that there is now no longer space for much of a command group or attached extras, but that’s something that the Army has not been bothered by.
Personally, I don’t like it. I’d much prefer to take the original concept of six (or seven) man dismount element and Bradley fighting vehicle as the squad, and skip the place-switching. That’s a lot simpler, removes the requirement of fireteams to “form up” to become squads, and would still allow for a bit of fire and maneuver on its own if we relax the desire to always have four-man fireteams. Australia is going exactly this way in their latest reorganization. I would also point out that while homogeneity is nice, different sorts of units have tended towards different organizations. No one is trying to organize a heavy weapons squad or platoon like the regular rifle squad or platoon over in light infantry-land.
We’ve known that crew survivability can be enhanced by isolating crew from the ammo, and providing blow-out panels to direct any cook-offs away from the crew. These features are usually designed in from the beginning, as in the M1 Abrams or T-14. Let’s look at a test bed designed to add these features after the fact.
The M2 Bradley Fighting Vehicle and M3 Cavalry Fighting Vehicle carry an awful lot of ammunition, and aren’t super well protected. US Army studies indicated that an infantry carrier like the Bradley was likely to be targeted by anything on the battlefield, including the antitank weapons that it really wasn’t designed to resist. While explosive reactive armor could be added to supplement existing armor, this wouldn’t do very much against APFSDS rounds.
The Bradley Advanced Survivability Test Bed (ASTB) implemented a pretty extensive redesign of stowage. Most of the TOW missiles were moved to hull stowage racks outside of the crew compartment, with three missiles in an external compartment in addition to the two in the launcher. Two more were stored low on the floor of the crew compartment, although these could be replaced with Dragon missiles that were of more use to the dismounts. This limited amount of stowage in the crew compartment was intended to allow the vehicle to fight if the external stowage was not immediately accessible. Reserve 25mm ammunition was compartmentalized, with blow-off panels and separation for the rounds provided in the compartments. As a result, reserve ammunition capacity was reduced from 600 rounds in a regular M2 to 588 rounds in the ASTB.
Fuel was also mostly moved to large, external tanks at the back of the vehicle to prevent fires in the crew compartment. A 30 gallon “get home” reserve tank was provided internally.
The ASTB was also fitted with spall liners, additional applique armor, and protection for the sights. These features would get rolled into production models of the Bradley after live-fire testing of several models, including the ASTB, in 1987.
As for the rest of the features, I do not know why more were not adopted.
Let’s talk about the BMP, specifically the BMP-1 and BMP-2. The BMP-1 was pretty revolutionary when it first appeared, and was extremely influential. Interestingly, the design requirements go back to the early 1960s, when Soviet Doctrine came to embrace tactical nuclear weapons and chemical weapons. This led to a desire for a vehicle that would be highly mobile and allow infantry to fight from inside in order to minimize exposure to the expected hostile battlefield environment. By 1967, Soviet interest in heavy use of tactical nuclear and chemical weapons had waned, but the design requirements were set (go figure).
The BMP-1 used the powertrain from the PT-76, came with amphibious capability, and provided NBC protection for the crew of three plus the eight dismountable infantry inside. The infantry were provided with NBC-sealed firing ports for their Kalashnikov assault rifles and machine guns, and had roof hatches to operate weapons with a backblast, like RPGs. These ports were arranged four per side and two aft. The turret of the BMP-1 had a 73mm smoothbore gun that fired the same projectiles as the standard infantry recoilless rifle, a coaxial machine gun, and a rail for Malyutka ATGMs. The turret distributed some platoon/company level support weapons down to the carrier vehicle. This turret was a one-man affair, as Soviet doctrine of the time had the commander dismount with the rest of the infantry in the back to lead them.
The BMP-1 had a number of notable shortcomings. The lack of armor is one, and the small size meant that any hit would strike important, flammable things. The commander-outside-the-turret arrangement made fire control difficult, and forced the gunner to work as an ersatz vehicle commander when the squad dismounted. Wartime experience in the 1973 Yom Kippur war was decidedly mixed. The Egyptians were satisfied with their BMP-1s, which were used to support missile-equipped antitank infantry teams. The Syrians used their BMP-1s in head-on attacks that left them to be smashed by Israeli antitank guns.
The effectiveness and widespread use of antitank missiles in the Yom Kippur War was also a problem, since even the most rudimentary missiles outranged the 73mm gun on the BMP-1. A quick response to suppress an antitank missile team (and screw up their command-guidance concentration) would also be hindered by the separation of commander and gunner. Hence, the BMP-2 received a two-man turret with a 30mm gun that had a much more reasonable trajectory.
The trailer for John Wick Chapter 3 dropped some weeks ago. You can bet I’m super excited. With the trailer out, we see Keanu Reeves with some cool new hardware. And the NDAs on said hardware got lifted. John Wick has a snazzy new sidearm: a collaboration between STI and TTI to make a cool, tricked out 2011. Since I love John Wick, custom1 guns, and 2011s, I thought I’d take a crack at it.
The TTI Combat Master 2011 is built on a 2011 platform. It’s single action only and appears to have a government-length barrel (i.e. a 5″ barrel). The barrel is an “island” barrel, with a large milled rib on top, and a corresponding area milled out of the slide. This rib contains the front sight. Since the front sight doesn’t move, it’s easier to track through recoil. It also means there’s less slide mass, which means less reciprocating weight, which reduces felt recoil. The slide has also been “tri-topped”, which means it has a trapezoidal top cross section instead of the usual round one. This reduces weight and looks cool. There are also aggressive looking front and rear slide cocking serrations, plus some slide windows to show off the barrel finish, reduce weight, and look cool.2
The grip is a standard plastic model from STI with Taran Tactical’s excellent stippling applied all around. I would also expect it to have a tuned trigger. There’s also TTI’s 2011 magwell at the bottom for faster reloads.
One more thing to note is that, according to Taran himself, the TTI Combat Master is designed to shoot 9mm Major. Or, 9x19mm rounds where the muzzle velocity times bullet weight in grains divided by 1000 is greater than 165.
Let’s talk about caliber first. I like 9x19mm. 9mm Major is hot stuff. Really hot stuff. Hotter than most +P+ loads. In fact, it’s really hard to find commercial 9mm rounds from large manufacturers that make Major power factor. And it’s a really niche thing. Most of the people interested in 9mm Major shoot in USPSA Open Division, which is the only division where you can permissibly use rounds with a caliber of at least 0.354 inches (9mm) in diameter to make Major. And we open guys like shooting 9mm Major to get those power factor points and get gas to work the compensators and barrel ports you see in open guns. Gas is good. Those guns are based around lots of gas. Mr. Wick’s latest gun has no compensator and no barrel ports. In limited division, where iron sighted guns play, major power factor rounds must be at least 0.40 inches (10mm) in diameter. And, of course, from a “tactical” standpoint, pistol rounds that make major power factor don’t really perform any better than ones that don’t as far as defeating bad guys. Pistol rounds suck at that. Major power factor ones still do. You can pass the FBI standards with well-made 9mm rounds, and nobody sees much benefit to going hotter in the people-stopping department. At least, to the best of modern ballistics science.
I look forward to a fun movie explanation of why he’s rocking the major power factor ammo, of course.
Honestly, the biggest thing that confuses me here is the plastic grip. I know, that’s STI’s marketing campaign, some nonsense about “transmitting less recoil” or somesuch. I don’t know why it would “transmit” less recoil. Maybe it’s that notion of “polymer flex” that comes up sometimes when talking about recoil characteristics of polymer-framed handguns. I have no idea to what extent “polymer flex” is a thing, and frankly, I don’t care. I do know that competitive shooters love weight low in the gun. Like in the grip. Steel grips are super popular on 2011s that people modify/have built for them. SVI, Phoenix Trinity, and CK seem to have no trouble selling steel grips despite the added cost. Since I follow the top USPSA Open Division guys, I can say that the top 10 shooters at 2018 Open Nationals all had steel grips. And that’s in a division with compensators. From a shootability standpoint, steel grips are better, full stop.
Now, there are reasons you could argue to go with a polymer grip, like that it’s less annoying to carry (because it’s lighter) or because some people like them. But I’m betting this is STI marketing. At least it has a nice stipple job.
My one other big gripe is with the lack of red dot support. At this price point, it really should give you the option for a slide-mounted dot. Most other 2011s in this price bracket have such an option available, and dots are better. Some rules (e.g. Limited) don’t allow them, but it really ought to be something the end user can request. For 3-gun. Or for fighting one’s way through an army of angry assassins from the Continental.
It is a small thing, but the lack of even minor customization options is lame. No options for different trigger shoes? Seriously? This isn’t a 1980s Colt. Again, in this price bracket, lots of other places will let you pick trigger shoe length/color for no extra charge.
Overall, it’s a really nice gun, but it’s kinda overpriced for what it is: a pistol with zero options. If its set up the way you want, go for it. Rock on with your bad self. Otherwise, you can do better for just shy of four grand.
Actual, properly custom guns. If you can’t specify every detail down to the screws of your gun, it’s not really custom. You just have some marketing-speak for “fancy”. ↩
There are other ways to reduce slide weight and make it look cool. Consult your custom smith for details. If you can’t specify your own slide cuts, you aren’t at a custom shop. You’ve been had by the marketing guys. ↩
Back in the early 90s, Brazil was looking to get a carrier. And supposedly, they were offered one of the Forrestals but turned it down in favor of the smaller, cheaper Foch. Well, we’ll take that deal, Uncle Sam. So, let’s go buy a Forrestal or two and wholeheartedly embrace naval aviation, power projection, and all those good things. This will let us develop some serious force projection capability, and provide lessons for future posts procurement projects.
The carriers themselves are early fleet carrier designs, but are still quite useful. There’s not any upgrades we’d want to apply; the biggest issue is one of placement of the portside elevator, which isn’t easily fixable. The issue was corrected on the later Kitty Hawk class, and if Uncle Sam is willing to sell us some of those instead, we’d oblige. Otherwise, the Forrestals will do. They have Sea Sparrows and Phalanxes and that is all the close-in defense that they need.
Carriers are useless without an air wing, so what would we put in our new flattops? The Forrestals are big enough to carry just about anything we might want that is carrier-capable, unlike the earlier Midways. We’ll start our air wing off in the Danger Zone: two fighter squadrons of Grumman Tomcats, each with twelve of the big planes. The latest model is the F-14D, with glass cockpit, APG-71 radar, and most importantly, GE F110-400 engines instead of the awful TF30s.
Next, we’ll take two light attack squadrons, each with 12 A-7E Corsair IIs. This offsets the cost of the Tomcats mentioned earlier, especially since the US Navy had mostly replaced their A-7s with Hornets by this point. While we could also use Hornets here, the greater range of the Corsair IIs makes them our preferred choice. Our attack aircraft load continues with a “Medium Attack” squadron of 10 A-6E Intruders, plus four KA-6D Intruder tankers. The Intruder is a great attack aircraft, capable of hauling a large bombload over a good distance. Having a tanker variant is also useful for long-range strikes so as to be less dependent on land-based tankers. While I could relax the desired tankers, the US Navy’s retirement of the A-6 Intruder fleet in the 90s means that I’d go for both at the ‘used aircraft’ discount. Intruders would be also useful operating from land bases.
For antisubmarine operations, we’ll add a squadron of 10 S-3B Vikings and another of six SH-60Fs. Pretty typical.
AEW&C is super important, since that gives us radar higher up and allows us to separate the radar signature from the carrier location. For that, the only real option is the E-2C Hawkeye. We’ll take a half dozen of those. We’ll also want some electronic warfare support, so we’ll add four EA-6B Prowlers for electronic attack.
And that about covers our air wing, give or take a couple C-2 Greyhounds for resupply. But those as often as not are at a shore base.