Glock Gen 3 vs Gen 4

Yes, this is somewhat old data. But I haven’t found one source that has everything one should know about the two generations of Glocks on the market. So I’m making one. We’re going to break down each difference here, and then talk recommendations at the end.

Grip Configurability
The Gen4 Glocks come with four backstraps: medium, large, medium with beavertail, and large with beavertail. They can also be used with no backstrap. The Gen3 comes in just one size. It’s very roughly the same size as the Gen4 with medium backstrap. So it will fit most, but you might get a better fit on the Gen4.

Grip Texture
The Gen4 Glocks added a reasonably aggressive grip texture. Gen3s are smooth sided, except for the Gen3 RTF2, which also comes with some good texture (but is harder to find). If you’re looking for stippling work, the Gen3s have a bit more material to work with in their grips that you can shape and play with.

Grip Accessories
The Gen3 doesn’t have possible backstraps to make things difficult. So there are more options for magwells for competitors, especially if you’re looking to tune the weight of your pistol to get the perfect balance between heavy to absorb recoil and light for transitions. Some magwells for the Gen4 can be had made for a backstrap. Otherwise, you’ll be modifying them to fit. It’s not very hard, just something to note.

Mag Release
The Gen4 has a bigger mag release than the Gen3, and it’s reversible for lefties. It’s easier for the small-handed to push. Mods abound for both platforms.

Trigger
The Gen4 has a somewhat different internal path for the trigger bar to take. Stock Gen4s (that aren’t 34/35s) come with a different connector than the Gen3s to compensate. If the same components are put in an otherwise similar Gen3 and Gen4, the Gen4 will have a trigger pull about half a pound heavier. As always, components are easy to mix and match to get the pull you want. Trigger components, including trigger bars, from a Gen3 will work in a Gen4 without difficulty. If you stick with the Gen4 trigger bar, remember to apply lubrication to the bump on the tab that engages the drop safety plunger. It will improve the feel of the trigger. Always lubricate between the trigger bar and trigger connector.

Barrel Fit
From Gen3 to Gen4, Glock changed something about the barrel fit. As a result, while drop-in match barrels will generally improve the accuracy of a Gen3 Glock, they will provide at best no measurable improvement in a Gen4 Glock. The OEM barrel actually does better than some aftermarket drop-ins for some loads. So don’t waste your money simply for accuracy if you have a Gen4. Note that both generations of Glocks will see improvement from a professionally-fitted barrel.1

Recoil Spring Assembly
Glock changed from a single-spring recoil spring assembly in the Gen3 to a dual-spring one in the Gen4. Not much difference to feel in 9 mm, but it improves hotter calibers like .40 S&W. Note that competitors interested in an aftermarket guide rod and spring kit will either need an adapter or a guide rod designed specifically for the Gen4. This is a part that does not interchange.

There you have it. Overall, I think the Gen4 is a little better in 9 mm for most people. Some custom builds might be easier to do on a Gen3. It’s not a huge difference though, so don’t sweat it.


  1. By a Real Gunsmith who knows what the hell he’s doing. Fitting a barrel is tricky, and this is something that isn’t easy to do after a youtube video. If you’re springing for a fancy fitted barrel, get it done right. 

On Faith and Shooting

Ordinarily, I’d leave the posts on faith to Fishbreath. But this one is quite specific, and there’s an interesting point to be made with it.

Last year, one of my pistol classes had a long-range component. A really long range component. We had plates at 25, 35, 50, 80, and 110 yards. Pistols had iron sights, nothing too fancy. Shooting from the usual offhand1 unsupported position. There was no real time limit. Just you, and your pistol, and a steel, man-size plate.

The first thing I had to learn, having come off a bunch of speed drills, was that my trigger finger had a speed other than maximum. We had trained for the past day and a half on a continuous speed trigger press, and since these were 10 yard timed drills, the correct technique was to grip the hell out of the gun and get on that trigger hard and fast. Now, there were no follow-up shots to worry about. So grip wasn’t as important to manage recoil. And we had to learn how to work that trigger slow without stopping. Stopping tends to mean “jerking” and screwing up the shot.

I was missing a lot, but I was learning a lot too, and getting my hits. And I brought six 17-round magazines for my Glock 34. Prepared. At least until round four. That damned 80 yard plate. Everything went all to shit for me, and I’m not quite sure why.

I can tell you the symptoms though. I was switching eye focus rapidly, between the target plate and my front sight, which was wobbling, and back to the plate. Back and forth. It was odd. There were stops in my trigger press, with the predictable shanking of shots into the dirt like a damned noob. I took a break in frustration, and talked to my instructor.

He said, “The plate isn’t fucking moving. Relax. Pick your aim point, have faith in yourself, and focus on your fucking front sight.”

Faith.

Faith in myself. Faith in my pistol. Faith in those Warren sights I liked so much. Faith in my instructors. Faith in the fundamentals of marksmanship. Faith in my trigger press technique, which had worked well throughout the class. Faith in the cables holding the target in place.

Did I mention faith in me? Yeah, that’s a big one.

So I took a lot of deep breaths. And tried my best to forget all those damn misses. Stepped up to the line, picked my aiming point, and focused on my damn front sight. Like I was supposed to. Took the shot.

“LEFT!”

Okay. No problem. Adjust your aim. Focus on the front sight, nice continuous speed trigger press. Nice and slow. Press and let the gun do it’s thing.

PING

“Just like that!” called out my instructor. I started getting results. I guess those fundamentals meant something. The drills continued.

I’m not quite sure why it took so long to really run into problems that required me to understand what’s really meant by a hard front sight focus. Nothing highlights problems in your fundamentals like long range pistol shooting. It took many more reps to get the trigger press right, but there’s a lot to be learned from my front sight issues.

One of the other shooters ended up exhausting his supply of ammo at the 80 yard target. He was new at this too. My instructor called endex. I checked the mag in my gun. It still had ammo. I asked if I could have a go at the 110 yard target, at least until other, more-ammoed students showed up. And so I went back to the line.

Front sight focus. Constant speed press. BANG!

“LEFT.”

Part of shooting, especially long range shooting, is understanding that you can’t take that shot back. That bullet is gone. Move on. Focus, focus. BANG!

“LEFT.”

Focus. Front sight. Trigger press. Slow. Let the gun do its thing. Maybe that’s what whoever coined the term ‘surprise break’ meant. We’ll go with that. Don’t get impatient. BANG!

PING
“HIT!”

Good. Just like that. BANG!

PING

BANG!

PING

See, it’s working. I might have smiled a little. BANG!

“LOW.”

Ugh. What was that about not getting cocky? I’m even missing in a brand new way! Let. It. Go. Breathe. Are we breathing? We need to do that to live. Breathe. BANG!

PING

Slide locked back. I dropped it, and experienced the awful feeling of running your hand along your belt pouches and discovering they’re all empty. My last mag went splorch in the mud.

I reminded myself to breathe again. And then there was quite a bit of uncivilized whoopin’ and hollerin’ on my part. Because I showed that 110 yard plate who’s boss.

And I couldn’t have done it without finding faith at 80.


  1. i.e. standing 

TTPs: More Finger on the trigger?

Here’s a short little post on something that’s helped both myself and Fishbreath.

I’ve heard this from a bunch of pistol instructors, usually in regards to shooting Glocks. Often, shooters complain that their Glocks shoot left or low-left (for a right-handed shooter, lefties will often see right or low-right). and consider adjusting their sights and bitching and blaming the gun. The instructor will then borrow their gun and show them that it’s not the gun, it’s them, and then talk techniques to correct the problem.

One such technique involves trigger finger placement. New shooters are often told to put the “pad” of their finger on the trigger. Maybe this works really well for some people. But sometimes the geometry of the grip and trigger mean that this is suboptimal and leads to a lot of low-left shots. One fix is to simply put more finger on the trigger. Sink it to the first knuckle, or maybe further.

This requires a bit of experimentation, but I’ve found that more finger on the trigger generally helps me get shots on target better. This might not be true for everybody, but if shooting left is the problem you’re seeing, give more finger a try. You might be surprised.

And if it doesn’t work, you don’t have to stick with it.

I’ve always heard this technique referenced explicitly as a “Glock Technique.” That said, I’ve used this technique to improve results on an M9, and M&P9, and an FNX-45 in addition to my Glocks. So it may help you regardless of what pistol you shoot.

TTPs: Shooting on the Move

A few of my previous TTP columns have talked about how to use shooting on the move to your advantage in a defensive situation. From these, you might conclude that I’m a fan of shooting on the move. And I am, except when I am not. Which is probably frustratingly zen, so let’s dive in.

First, a brief disclaimer. These are talking about defensive-ish gun uses for the CCW holder or off-duty cop with a gun. We are NOT talking about the following areas:
1. Competition. Depending on the rules and stage layout, shooting on the move may or may not be a good idea in a match stage. I will leave the discussion of stage planning to another time.
2. The SWAT Team/Special Operations Entry Stack. Because there are men behind you in the stack, it is vitally important that you not stop moving, so as not to jam everyone up and cause problems. You had better shoot on the move here.

Okay, that out of the way, let me talk you through a brief experiment that you can do do think about shooting on the move, and help reason when it is and isn’t a good idea. You will need the following items:
1. Some gallon milk jugs full of water.
2. A buddy.
3. A pulley and stake.
4. Some rope.
5. Your pistol of choice, with ammo (duh) and a holster.
6. A steel pistol target.
7. A permissive range bay to yourselves. Private shooting land will also work well.

Item 6 might be the hardest for you to acquire. Fear not. After I detail the setup, I’ll walk you through the results that I got when I did this. Also note that a shot timer is optional but extremely helpful.

The setup is as follows. First, we’re going to look at, of course, shooting on the move. Set up your steel at the end of the range, and then mark out a line for you to move across the bay at a spall-safe distance from your steel (7-10 yards). Warm up by shooting that steel at your marked distance. Now, do a few runs across the bay, gun holstered. Get an idea of how quickly you can move across your bay. Try to put a couple in as if your life depended on it. You can probably do this pretty fast if you’re not all that fit.

Now, shooting on the move. Draw your gun and move along the line as best you can, shooting the steel. Move as quickly as you can and still get some hits, and shoot when you think you can guarantee a hit. Don’t hose. You have a buddy there to mock you to keep you honest. He should also do his best to keep you on that path. You’re probably going to move off of it.

Even with proper, bent-knee, ‘rolling-heel-toe’ gait, you’ll find you moved across the range a lot slower. And you’re probably shooting a lot slower than you did in the warm up. That’s expected. Or at least, that’s what I got. I had decent technique but not a lot of practice. If I had more practice, I could probably do better. But I’d need a lot more.

Okay, now for some more fun. Place a gallon milk jug at one side of the range, and the pulley at the other. Mark off a firing position in the middle of the range, at about the same distance you were from the steel. Tie the rope to the handle of the jug, run it through the pulley, and then down the side of the range to your buddy. For safety, your buddy will stand behind you, holding the rope. When he wants, he’ll run away from you, pulling the rope. When you see the jug move, draw and shoot it before it gets to the other end of the range. Have your buddy vary the speed of the jugs on different attempts.

Shooting a moving target is difficult. Some will find it more difficult than others. I didn’t find it too bad. What I did find, as did most other people who tried this with me, was that we could hit the jug when it was moving faster than we moved while shooting. So moving and shooting didn’t help us avoid incoming fire all that much. A dead run to cover was a lot harder to hit, but then we wouldn’t be shooting back either.

It’s something to think about. Does this mean you should never shoot on the move? Certainly not. Hopefully it has also convinced you that there are times when shooting on the move might not be the best plan ever. There are no easy answers. There are no simple answers. Shooting on the move is fun to practice, and can be useful, but there are a lot of other techniques out there that you should practice too.

On the .40 S&W

.40 S&W is an interesting cartridge. It started as a shortened version of the reduced-power load of the 10mm Auto round, and it’s often been branded as “short and weak”. On the other hand, it’s been a bridge in the caliber debates between .45 “size/weight guys” and 9mm “capacity/velocity guys”. It’s now fallen out of vogue somewhat. Let’s take a look.

The .40 S&W has been a super popular law enforcement caliber for the past twenty years or so. The FBI led the adoption. In the .40, for a round a trifle bigger than 9 mm, cops got a more powerful round that was a lot more effective. But the overall length was similar to that of 9 mm, so you didn’t need a big frame like 10 mm auto did. This meant that smaller hands had a chance of controlling guns firing the .40 round with good technique. And it could happily pass all of the FBI’s ballistics tests where 9 mm generally couldn’t.

But technology advances. By now, 9 mm hollow point rounds have caught up with .40, and can also meet the FBI’s ballistics test standards. This makes the advantages of the 9 mm round readily apparent:

  1. More rounds1
  2. Lower cost
  3. Lower recoil

That said, the .40 still holds some advantages over the 9 mm round. Clearly, if you are a LEO, your agency might issue something in .40. In which case, it behooves you to carry and practice with .40. And if you just like the round, by all means. Carry it. I’m not going to stop you.

  1. Makes Major power factor easily
  2. Does very well against intermediate barriers.

Let’s pull these apart. For USPSA and similar competitions, shots landing outside the A-zone of the target are penalized less if your power factor is high enough to “make major.” Power factor equals bullet weight in grains times velocity in feet per second divided by 1,000. Presently, it must be over 165 to make major. It is possible to do this with a 9 mm round carefully loaded, but this is somewhat dangerous, as you’re exceeding the pressure specs for the cartridge, with all the hazards that entails. Most commercial .40 loads will easily make Major, and it’s also a lot easier to handload .40 rounds that make major. As a result, .40 S&W is a popular caliber for competitors.

Intermediate barriers are pesky things you need to get to in order to reach your target, like auto bodies. For a CCW holder, this probably won’t be an issue that often. But it might be for law enforcement agencies, and it’s a reasonable consideration for issue weapons.

So, while 9 mm might make more sense, .40 is still an effective choice. If you like it, rock on. If you don’t, there are other choices that work well too. And it’s a great way to make major.

For the curious, I own an M&P 40, and might make another for open division gun games. I usually carry and train with 9 mm.


  1. Two more rounds in Glocks and M&Ps, more in some other designs. I don’t think two rounds difference is all that much better. It is better though. And other designs have a bigger spread, which might become significant. 

On Iron Sights

While I’m slaying sacred cows, let’s talk about iron sights on rifles. Pistols are a topic for another time.

Should you “master” iron sights on rifles before moving to optics?

Hell no. Next question.

Iron sights are outmoded. Obsolescent. There are better choices right now, namely optics. For any given purpose, there is an optical sight that will perform better than iron sights on long guns.

Close range shooting? Red dot or low-power variable. Boom. Faster than irons.

Long range shooting? Get you some magnification. Make the targets bigger. Done. Better than irons.

Now, optics don’t magically make you a better shooter. They do take out one component of shooting: sight focus. Iron sights give you three focal planes at three different distances from your eye: the rear sight, the front sight, and the target. Your eye is physically capable of focusing on one plane at a time. So you acquire the target, then focus on your front sight. It’s not intuitive. It’s not easy, especially when your target isn’t easy to see. Then you have to align the front sight with the rear sight and the target. And then you have all of the other trigger control issues, steadying the rifle, dealing with recoil, etc.

With optics, the sights are in the same plane as the target. So you look at your target. That’s intuitive: you want to shoot that. Then you align the sights with the target. Which is a lot easier, because they’re in focus too. Same plane and all. You can see your sight (where the bullet is going, more or less) at the same time as you can see the thing you want to shoot. Then, trigger control time. Recoil management.

I’m always in favor of making my life easier. As is just about every other serious user. Choose a special forces unit, they use optics on their rifles. Most militaries of repute and with some ambition issue optics for all of their rifles. If rules allow optics, competitive shooters put optics on their rifles.

And they’re one I like to pick on, because they’ll do anything (at least, anything not prohibited by the rules) for an edge.

Optics are better. There basically isn’t a downside. Hell, most new rifles don’t even come with iron sights these days, whether they’re flat-top ARs or slick new hunting rifles. And do you know how hard it is to actually kill good optics?

Okay, now that I’ve said all that, let me preempt a few comments.

I’m not saying iron sights won’t work. They’ll do the job if you can and do. Optics will make your life easier.

I’m not saying you shouldn’t know how to use iron sights at all. They are on most pistols, after all. Plus they’re on all manner of old rifles, like an M1 Garand or the Lee-Enfield. And shooting old rifles is plenty of fun. But you’re probably not going to use those as your primary longarm. So focus on your primary. Which has an optic.

What about using iron sights as a way to “get better at shooting”? Well, if you can use iron sights, you can certainly use optics. True. And irons are way harder. Also true. My turn for a question: what is the goal?

If your goal is to get better with iron-sights, perhaps for an iron-sight competition like the National Matches, rock on. Mission is driving the gear train.

If your goal is to get better with your optic-equipped hunting/defensive/competition rifle, you should probably be training with that. You know, the gun you’re actually going to use. Familiarize yourself with the quirks of your optic. Familiarity brings comfort. Remember, all of the other things you do when shooting are there. You still have to work on those. Optics are one of the few ways to reduce the complexity of the shooting problem.

Iron sights aren’t a thing you can work in isolation. You make the sight alignment problem more complicated, but you still have all of the other issues. For most of us, misses occur because of a combination of factors. We didn’t do just one thing wrong, we did a bunch of things wrong. Put them together, you get the (bad) result. If you’re very good, you can figure out all of the problems. More likely, you can figure out some of them, but not all of them.

You can get great at shooting with optics. You can probably even do it faster than with irons, because you have fewer difficulties.

What about durability?

Modern optics are extremely durable. And most shooters don’t abuse their weapons. The vast majority of optics will happily survive moving from gun safe to bag to car to range to car to safe with no issues at all. And if you abuse your optics, buy accordingly. My Aimpoint Comp M4, for example, is stupidly durable. Go google some “test videos” where people do dumb things like hit it with a hammer or set of explosives nearby. You can probably find a way to kill it, but your gun (and you) will be similarly out of action. So don’t worry about it.

Fishbreath Plays: MHRD Review

If you like puzzle games, it’s a good time to be alive. You’ve got your programming puzzle games, like Shenzhen I/O, SpaceChem, and really, the entire Zachtronics catalog; you’ve got your process optimization puzzle games, like Big Pharma and Production Line; you’ve got puzzle games of every shape, size, color, and description.

You even have, it turns out, logic puzzlers. That’s where MHRD comes in. You’re a hardware engineer for the waggishly-named Microhard, a company building the Next Big Thing in CPU design in the 1980s. You start with a single logic element: a NAND gate (for the uninitiated, that means not-and). You end up with a simple but entirely functional 16-bit CPU1, designing all the logic circuits you need along the way. Start with NAND, build the rest of the logic gates, figure out your multiplexers, demultiplexers, adders, and memory elements, put it all together into your higher-level CPU components.

It’s packaged in a fun, oldtimey DOS-style terminal editor, and unlike a lot of retro UIs, it doesn’t wear out its welcome. All your circuit design happens in a hardware description language, in an in-game editor. The editor has some foibles: it doesn’t scroll, and it only does line wrapping when adding text. On the other hand, it has a decent auto-completion engine. The hardware description language makes sense: you refer to pins and buses by name, connecting them to other pins and buses with an arrow operator. For instance, opCode->alu.opCode would connect the circuit’s opCode input to the ALU’s opCode input. Generally, the syntax is straightforward and easy to remember. Sound effects are basic; you get a background fan whir befitting an old PC, and an IBM keyboard sound effect which wears out its welcome after a while.

That’s all there is to it, which brings me to my next point. Is it good as a game? That’s a harder question to answer. It is sited in a difficult middle ground. It can’t be too freeform—given an instruction set and a CPU specification, very few people who don’t already know how could build all the necessary subcomponents. At the same time, it shouldn’t be too static, or else it feels a little too much like rote construction to the truth table for the component at issue. MHRD errs a bit too far in the latter direction. There is no real sandbox. All you’re doing is building the gates and circuits the game tells you to, in exactly that order. There’s no discovery to be had, and not a lot of freedom to design solutions in different ways. Unlike, say, Shenzhen I/O, the problems are small enough that it’s never all that unclear how to solve them.

That isn’t to say that there’s no fun to be had. If you aren’t a hardware engineer, or a software engineer with a deep interest in hardware2, you will find it fascinating how few steps it takes to get from a NAND gate to a functioning processor3. There are leaderboards, too, based on NAND counts for each element. Given that logic design is a fairly well-understood field, the NAND counts are uniformly the smallest possible number of gates required for each task, which gives you a nice target to aim for. The developer is active on his Steam forum, and seems to have more planned for the game. Given that it’s an atmospheric logic puzzle that I, an experienced software engineer, found enjoyable and educational, I think it’s worth a buy. (You may want to wait for a a sale.)

At the same time, there’s a better way. (If you’ve been reading the footnotes, you should have seen this coming.) There’s a free course out there, a Computer Science 101 sort of thing, called Nand2Tetris. As the name suggests, it’s similar to MHRD in that you’re building a CPU from a NAND gate alone. Nand2Tetris differs in two ways. First, it isn’t a game. As such, there isn’t a plot (MHRD’s is skeletal, but present), or any pretension that it’s about anything besides learning. Second, it goes a lot further. MHRD stops at the aforementioned functional CPU. The last puzzle combines the instruction decoder, the ALU, and some registers, and that’s it. It verifies your solution by running a few instructions through the CPU, and you’re done.

Nand2Tetris, as the name suggests, keeps going. After you finish the CPU, you write a compiler to generate your microcode. After you write your compiler, you write an operating system. After that, you can run Tetris. Furthermore, although you have assignments, you also have a proper sandbox. You get a hardware design language and a hardware simulator, and you can build anything you like. That, I feel, is the promise of a logic design puzzle game, and MHRD doesn’t quite deliver.

In the final reckoning, though, I say MHRD is worth the price of entry. I don’t really have the inclination to write my own compiler, and I have plenty of other software projects besides. If you’re only interested in the logic design portion, you ought to get MHRD too. If, on the other hand, you want to really understand how computers work—how the processor you built becomes the computer you use every day—try Nand2Tetris instead.


  1. It’s very similar in architecture, I understand, to the CPU designed in the Nand2Tetris course. We’ll come back to that. 
  2. Or a very good memory for that hardware class you took back in college. 
  3. Not counting the memory elements, the CPU task takes fewer than 800 NAND gates in the minimal solution. My current best is 3500. 

Mindset And Equipment; Equipment and Mindset

A shooter’s performance in competition or combat can be broken down into two big categories: internal things (mindset, training, skill, and confidence), and external things (what gun, caliber, etc.). There are a lot of stupid arguments on the internet about which is more important.

And they’re stupid precisely because they’re very difficult to tease apart.

Clearly, internal factors are super important. If Jerry Miculek and I were in a shooting match together, and for some bizarre reason Jerry had a box-stock Hi-Point, Jerry would still outshoot me. Wouldn’t matter which gun or how many mods I put in it. Jerry is that much better than me.

That said, while Jerry could beat me with Hi-Point, he doesn’t shoot one at matches. For one thing, they don’t sponsor him. Smith and Wesson does. So he’s shooting out a super tricked out Smith and Wesson. Set up just the way he likes. See, he’s competing with a lot of other hardcore guys like Max Michel, K.C. Eusebio, and Rob Leatham, who are also very skilled and have tricked out guns. They’ve got guns set up the way they like to maximize their skillset. Lighter triggers are easier to shoot well for example. So the hardcore guys have hardcore equipment.

Let’s look at another case. The infamous 1986 Miami shootout, between two criminals and a number of FBI agents. The guy who had the most combat experience and the most will to win, Platt,1 also came with the most gun. He had a Ruger Mini-14 chambered in .223, plus two revolvers chambered in .357 Magnum. Once again, skill and equipment go hand in hand.

The dangers of equipment is the thinking that you can buy skill. You can’t. Good equipment will mean you can use your skill to the best of your abilities. Focusing on one kind of equipment will let you have some constants to make developing skills easier. Always chasing the next best thing isn’t the best plan. There’s quite a bit of maturity in knowing when to stick and when to jump. For example, in most applications, the difference between a revolver and a semiauto is very significant. The difference between semiautos is much less so.

So some basic “good enough” satisficing will help you in the short term. You can save the optimization for later once you know what you like in a gun. Or once you have a big company like Smith & Wesson paying for your stuff.


  1. One of the criminals. He was a Ranger in Vietnam. Note that better equipment and mindset weren’t enough to prevail. C’est la vie. In this case, it’s a good thing. 

Nathaniel Cannon and the Lost City of Pitu Released!

Nathaniel Cannon and the Lost City of Pitu

The year is 1929. In the aftermath of the Great War, the world rebuilds, and the mighty zeppelin is its instrument. Carrying trade between every nation, airship merchantmen attract an old menace for a new age: the sky pirate. One man stands out above the rest. Ace pilot, intrepid explorer, and gentleman buccaneer Nathaniel Cannon and his gang, the Long Nines, prowl the skies in hot pursuit of wealth and adventure.

Cannon receives word from a sometime friend in Paris about a job in the Dutch East Indies. The contact tells a tale of a mysterious lost city, bursting with treasure, not seen by human eyes for a thousand years. Will his tip pay off? Or will it lead the Long Nines straight to a fight for their lives, lost in the unfriendly depths of the Indonesian jungle?

Nathaniel Cannon and the Lost City of Pitu, the first of the Nathaniel Cannon adventures by Soapbox contributor Jay Slater, is now available at Amazon, Barnes and Noble, Apple iBooks, Kobo, and Smashwords for $1.99. E-books include two never-before-seen short stories featuring the Long Nines. Get your copy today.

Abrams Additions

Earlier, I talked about the US Army’s latest improvements to their Abramses, the M1A2 SEP v3 program. Which is great, because as they start to take deliveries, I’ve heard no concrete orders for further Leopard 2 upgrades, or anything about the vague, pie-in-the-sky new MBT to be developed by France and Germany. Given that it’s multinational, it will probably be overbudget, late, and contain a bunch of stupid compromises. So good on you, US Army!

This program, combined with the M829E4 APFSDS round development, plays to the traditional strengths of the Abrams: well designed armor piercing rounds, heavy frontal armor, and excellent fire control.

Unsurprisingly, I am not satisfied. There are a few more things I’d like to see in the short term. No, these aren’t dream weapons like a rail gun. These are doable things. They are in order of urgency (and also affordability, amusingly enough).

  1. An Active Protection System. Since this term gets kicked around a lot, I mean a proper hard-kill one. CIWS for a tank. There are a lot of good options. The US Army is currently “investigating”. Yawn. They should have a competition and pick the winner. Or just take Trophy, because it works pretty well at stopping incoming RPGs and ATGMS. No, it won’t stop APFSDS rounds. Oh well. Yes, it can be dangerous to nearby infantry. It’s not perfect. I don’t care. It works, and unlike a lot of other systems, it’s been combat tested, and a bunch of bugs have been beaten out of it. So what I’d really like is to just add Trophy. Plus the cost is reasonable. That whole “in production now” thing really helps with that.
  2. Extra roof protection. This isn’t too terribly difficult to add, but you’d need to do quite a bit of reworking, and probably add a power-assist to the hatches. Weight is also a concern. To be clear, we’re looking for a specific, limited protection upgrade. We want roof protection from DPICM-type submunitions, and maybe EFP submunitions if practicable. It is not feasible to protect against top-attack ATGMs with armor, so we won’t try. On the one hand, all those optics are toast in a submunition storm. On the other, we can at least keep the crew alive, and they’re more important. Tanks are reasonably easy to salvage. Crews, not so much.
  3. New engines. I’m not going to spill a lot of ink here, over type. You could give the existing, worn AGT-1500s a rebuild. You could (at least in theory) use the LV100-5 from the canceled Crusader program. You could switch to diesel. Given a diesel engine, you’d have to rework the rear suspension to remove the last set of torsion bars. You’d have two off-the-shelf engine choices:1 L3’s AVDS-1790 1,500 hp variant and General Dynamics’ GD883.2
  4. Situational Awareness improvements. The Germans have prototyped day/thermal camera arrays around the turret to improve situational awareness while the crew is buttoned up. Given the new 1080p displays added in SEPv3, these would be welcome and helpful, especially in urban settings. A radar or other missile approach warning system would be nice too, but that would come with the active protection system.

So there you have it. A few more ways to put more improvements into your M1A2 SEP v3 Abrams tank. I know Big Army is working on number one as I write this.


  1. Using the reasonable constraint of “1,500 hp diesel engines that are made in America” 
  2. A license built MTU MT833. Made in America so the Israelis can buy them with US Aid credits and use them in Merkava IVs.