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You're A Cult Leader. Time To Arm Your Compound (Scenario)
Posted: Sat Nov 15, 2008 7:20 pm
by skb12172
Just like the Branch Dividians, Jonestown, etc. Only this time, it's going to be a bit different.
1) You are going to comply fully with the law so that, when the Feds do crack down, you will hand them their collective asses in court.
2) Your armaments will only be that which can be bought by a civilian from a regular gun shop.
3) As for location...oh hell, let's say the American midwest. Plains-type topography with visibility for at least 2,000 yards in each direction.
Let's say your active security force will consist of 125. Since donations/offerings have been down lately, you can only afford $1500 per person for armaments. This does NOT include ammunition, since that is from a separate fund. You can have as much ammunition as you desire.
You can mix and match as you desire with bolt-action sniper rifles, battle rifles, shotguns, etc. The only stipulation is that each armed member must have
1) A longarm
2) A sidearm
If you do mix and match, please list the number of people who would have each type of armament. i.e. 12 people with a Remington 870 12 gauge and a Browning Hi-Power in 9x19mm. Then, EXPLAIN your choices.
Let's avoid politics or any other divisive topic. Stick to the strategic considerations and don't let my stipulations limit you. Let's have some fun with this.
Re: You're A Cult Leader. Time To Arm Your Compound (Scenario)
Posted: Sun Nov 16, 2008 12:12 am
by Combat Controller
Why would the ammo come from a separate fund? I think resupply is a key factor in "what if" scenarios. All good war gaming takes that in to consideration.
Re: You're A Cult Leader. Time To Arm Your Compound (Scenario)
Posted: Sun Nov 16, 2008 12:42 am
by Rich Jordan
Nothing that can be "malfunctioned" into doubling or full auto. Once those arms are in ATF hands you have no idea what will be done with them to provide a story.
Re: You're A Cult Leader. Time To Arm Your Compound (Scenario)
Posted: Sun Nov 16, 2008 1:29 am
by Kommander
Rich Jordan wrote:Nothing that can be "malfunctioned" into doubling or full auto. Once those arms are in ATF hands you have no idea what will be done with them to provide a story.
Erm...so no semi autos then?
Re: You're A Cult Leader. Time To Arm Your Compound (Scenario)
Posted: Sun Nov 16, 2008 1:46 am
by Rich
Rent a backhoe and dig a ditch around the compound wide enough to forestall the use of a tank in case Janet Reno has anything to do with it. Fill it with water and install alligators and/or piranhas as necessary.
Oh, and move all schoolchildren to their classrooms, in Canada, at a Catholic school.
Then think about getting the AK's and SKS's.
I think the legal term is "attractive nuisance" for dealing with totalitarian politicians.
Re: You're A Cult Leader. Time To Arm Your Compound (Scenario)
Posted: Sun Nov 16, 2008 2:23 am
by skb12172
Hmmm, several good points I overlooked here. I'm a little inexperienced at the whole 'war game' thing. However, I do think this could be an interesting exercise. Anyone (Chris!) care to reset the scenario, tightening the requirements and giving a good layout of the compound, so that we can roll with this thing?
Re: You're A Cult Leader. Time To Arm Your Compound (Scenario)
Posted: Sun Nov 16, 2008 2:53 am
by workinwifdakids
I love your scenario! I'll come back to add something later.
Re: You're A Cult Leader. Time To Arm Your Compound (Scenario)
Posted: Sun Nov 16, 2008 7:22 am
by Aglifter
First thing to do is start digging. Once you have a good pit/rammed earth wall, plant a "proper" hedgerow on top. Depending on your labor supply, I'd make that fairly big, and put your fields, etc inside of it. I'd repeat the structure closer in, surrounding a courtyard building, w. access to a water supply in each corner. Again, if you have the labor, plant hedgerows in maze patterns, put in hidden passages, etc -- essentially things that don't take that much money, provided you aren't paying for labor, and allow the security who know the compound to move much faster than someone who won't know the layout.
For calibers/guns:
45 ACP XDs for all of them.
100: Mossberg pumps -- I think I should be at ~1200r for the guys w. pumps and an XD. Including some for sights, round holders, etc. Which would leave me w. 30K in extra.
The remaining 25 men would be divided into 5 teams of 5 men. (I think the best idea would actually be to take the money and use it to equip and train those 25 men. It may also be best to restrict full knowledge of the fastest routes to these 25, but we're supposed to have a force of 125, so 125 it is.)
I'm going to assume that I don't have to worry about them running out of ammo, so I'd say ARs in 6.5 Grendel -- it allows them to have a better performing cartridge, esp. at long range, and they could cache ammo around the compound w.o. having to worry about the "invaders" being able to use it... Spend the rest on ACOGs w. JP Sights on top and magazines.
Re: You're A Cult Leader. Time To Arm Your Compound (Scenario)
Posted: Sun Nov 16, 2008 3:52 pm
by FelixEstrella
Rich wrote:Rent a backhoe and dig a ditch around the compound wide enough to forestall the use of a tank in case Janet Reno has anything to do with it. Fill it with water and install alligators and/or piranhas as necessary.
+1. Tank killers can't be bought "legally".
Re: You're A Cult Leader. Time To Arm Your Compound (Scenario)
Posted: Sun Nov 16, 2008 7:34 pm
by HTRN
You're talking a seriously wide ditch - a M1A2 can traverse a 9 foot open ditch.
HTRN