Here is an interesting article on the use
of Rocket Propelled Grenades (RPG) from Infantry magazine. The article
below that tells of attempts to make environmentally friendly ammo.
Regards
Randy
RPG's & Tactics
This is an outstanding article on light infantry vs armor tactics
involving the popular shoulder-fired RPG-7. This article appeared in
the May-August 1998 issue of "Infantry" under the title "The RPG-7 On
the Battlefields of Today and Tomorrow"
For All Seasons: The Old But Effective RPG-7 Promises to Haunt the
Battlefields of Tomorrow
by Mr. Lester W. Grau Foreign Military Studies Office, Fort Leavenworth,
KS.
*********************************************************************
The RPG-7 anti-tank grenade launcher is one of the most common and
most effective infantry weapons in contemporary conflicts. It is rugged,
simple and carries a lethal punch. Whether downing US Blackhawk
helicopters in Somalia, blasting Russian tanks in Chechnya, or attacking
government strong points in Angola, the RPG-7 is the weapon of choice
for many infantrymen and guerrillas around the world.
The RPG-7 is the lineal descendant of the World War II German
Panzerfaust. It is relatively cheap, quite effective and found
everywhere. The RPG-7 was adopted by the Soviet Armed Forces in 1961.
Today, it is part of the TO&E of over 40 different countries' armies and
several of these countries, besides Russia, are licensed to build their
own.(1) Other manufacturers include Bulgaria, China, Iran, Iraq, Romania
and Pakistan.
The RPG-7 is a shoulder-fired, muzzle-loaded, antitank and
antipersonnel grenade launcher which launches a variety of
fin-stabilized, oversized grenades from a 40mm tube. The launcher with
optical sight weighs 6.9 kilograms (15.2 pounds) and has a maximum
effective range of 300 meters against moving point targets and 500
meters against stationary point targets.
The maximum range for antitank grenades against area targets is 920
meters, at which point the round self-destructs after its 4.5 second
flight. The antipersonnel grenades reach over 1100 meters. Among the
production grenades are the PG-7, PG-7M, PG-7N, and PG-7VL antitank
grenades with armor penetrability of up to 600mm of rolled homogeneous
steel. The PG-7VR is a tandem warhead designed to penetrate explosive
reactive armor and the armor underneath. The OG-7 and OG-7M are
high-explosive antipersonnel grenades.(2)
The Soviet Army assigned one RPG-7 per motorized rifle squad.(3)
Forces involved in regional conflicts tend to add more RPGs to their
organizations. In the Iran-Iraq War, the Iranian 11-man squad had two
RPG-7 gunners. In the Soviet-Afghan War, the Mujahideen (4) averaged one
RPG for every 10-12 combatants in 1983-1985. By 1987, they were two
RPG-7s for every 10-12 combatants.
The Mujahideen formed special armored-vehicle hunter-killer teams
where 50 to 80% of the personnel were armed with RPG-7s. This could be
up to 15 RPGs. When there weren't mortars available, these groups also
used their RPG-7s as a form of pseudo-artillery and conducted RPG
preparation fires.(5)
Constricted terrain (mountains, forest, jungle, and population
centers) leads to close combat. When the combatants are 10-30 meters
apart, artillery and air support is practically nonexistent due to the
danger of fratricide. Close combat is a direct-fire brawl in which the
RPG-7 excels.(6)
Combat in the High Desert
The Soviet -Afghan War lasted from 1979 to 1989 and pitted the
local Mujahideen against the Soviet occupiers and the Afghan communist
government. Afghanistan is a rugged land, full of towering mountains,
vast deserts, "green zones"(7) and occasional forest. Guerrilla warfare
favors the use of light infantry.
The Soviets never fielded enough light infantry to match the
quality light infantry of the Mujahideen. The RPG-7 was the Mujahideen
weapon of choice and they proved its value as a light-weight killer
against Soviet tanks, armored personnel carriers, trucks and
helicopters. The Soviets tried to stay at least 300 meters away from the
Mujahideen--out of AK-47 Kalashinikov assault rifle and RPG- 7 moving
target range.(8) The Mujahideen, on the other hand, tried to get in
close and "hug" the Soviet force to escape Soviet artillery and air
strikes while using their RPGs to good effect.(9)
Among the forces that the Soviets deployed to Afghanistan were two
spetsnaz brigades.(10) The spetsnaz forces were not authorized RPG-7s in
their TO&Es. Instead, they were issued RPG-16s or RPG-22s.(11) The
RPG-16s and RPG-22s lacked the range and punch of the RPG-7, so spetsnaz
troops used captured Chinese and Pakistani RPG-7s. They preferred these
RPGs to the Soviet-manufactured model since they are lighter, and have a
folding bipod and a convenient carrying handle. The spetsnaz found that
the RPG-7 was ideal for taking out Mujahideen firing positions dug into
mountain slopes. They would aim the RPG-7 to hit above and behind the
firing position, showering the firing position with shrapnel and pieces
of rock.(12)
The Mujahideen used the RPG antitank grenades against both
vehicles and personnel. The antitank round has a lethal bursting radius
of some four meters and can kill with blast and shrapnel. The Mujahideen
learned that the best way to destroy a vehicle was to engage it with two
or three RPGs simultaneously from a range of 20-50 meters. The chances
of hitting the target with a lethal shot are greatly increased by firing
a number of shots at close range. Further, the vehicle under attack has
less of a chance to react to the attack.
The rebels in Tadjikistan in 1992 applied this same technique when
attacking T-72 tanks equipped with reactive armor. Since they lacked the
anti-reactive armor PG-7VR tandem warhead, the first gunner would hit
the tank to blow a hole in the reactive armor and the second and third
gunner would fire the kill shots at the exposed area. This
"double-teaming" also usually took out the tank's vision blocks, so if
the tank survived, it was blind allowing the RPG gunners time to
reposition, reload and reengage. Another "trick of the trade" was to
throw a fragmentation grenade on the T-72's front deck to take out the
driver's vision block before the massed RPGs opened up on the tank. The
optimum shot for the Tadjik rebels was against the rear section of the
T-72 turret.
The biggest danger to the RPG gunners was infantry accompanying
tanks, so they tried to take out tanks that were out of immediate
infantry support range. Further, RPG gunners usually were accompanied by
supporting snipers and machine gunners and an assistant RPG gunner
carrying an assault rifle. These could protect the RPG gunner from enemy
infantry. It was absolutely necessary, if the RPG gunners were not
firing from prepared positions, that they change firing positions after
every shot. This was especially true if they failed to kill their target
with the first shot or the target had a supporting vehicle in overwatch.
RPG gunners who were caught up in the heat of the moment and stood their
ground were quickly killed.(13)
RPG-7s were especially valuable in executing an ambush. RPG
positions were selected with particular care, then dug-in, reinforced
and camouflaged. The area behind the firing positions were soaked for
two-four meters in depth with water to prevent a tell-tale cloud of
dust. The firing position was hidden within local foliage--brush, reeds,
corn and tall grasses up to two meters high. It was only necessary to
have a clear view of the target and an unimpeded pathway where the
grenade could fly without be deflected by twigs and foliage. No matter
how well camouflaged and watered-down a position, the launching
signature of a RPG is unmistakable. The flash and the whitish blue-grey
smoke is a clear giveaway and the surviving RPG gunner is one who
quickly shifts positions or dives deep into a hole.
Helicopter hunting
While the RPG was designed to kill tanks and other combat vehicles,
it has brought down a number of helicopters as well. During the fighting
in Mogadishu, Somalia in October 1994, the two US Army Blackhawk
helicopters shot down were by the RPG. In Afghanistan, the Mujahideen
found that the best anti-helicopter tactics were anti-helicopter
ambushes. The first variant was to identify likely landing zones and
mine them. Then the Mujahideen would position machine guns and RPGs
around the landing zone. As the helicopter landed, massed RPG and
machine gun fire would tear into the aircraft.(14)
If the Mujahideen could not lure helicopters into an ambush kill
zone, the RPG could still engage helicopters. The Mujahideen found that
a frontal shot at a range of 100 meters was optimum against an
approaching helicopter.(15) As before, the more RPGs firing
simultaneously, the better chance of a hit and escape from an avenging
wingman.(16)
Should the helicopters be flying further away, it was better to
wait until the helicopter was 700-800 meters away and then fire, trying
to catch the helicopter with the explosion of the round's
self-destruction at 920 meters distance. Chances of hitting a helicopter
at this range by the self-destruct mechanism were very limited, but they
served to discourage reconnaissance helicopters and air assault
landings, particularly if a SA-7 Strela or a Stinger shoulder-fired
surface-to-air missile was also firing.(17)
Combat in Cities
In December 1994, the Russian Army entered the break-away Republic
of Chechnya and attempted to seize the Chechen capital of Grozny from
the march. After this attempt failed, the Russian Army spent two months
in deliberate house-to-house fighting before finally capturing the
city.(18) During the fighting, the Russian conscript force was badly
mauled by the more-mature, dedicated Chechen force. During the first
month of the conflict, Russian forces wrote off 225 armored vehicles as
non-repairable battle losses. This represents 10.23% of the armored
vehicles initially committed to the campaign.(19) The bulk of these
losses were due to shoulder-fired antitank weapons and antitank
grenades.
The Chechen forces were armed with Soviet and Russian-produced
weapons and most Chechen fighters had served in the Soviet Armed Forces.
The Chechen lower-level combat group consisted of 15 to 20 personnel
subdivided into three or four-man fighting cells. These cells had an
antitank gunner (normally armed with the RPG-7 or RPG-18 shoulder-fired
antitank rocket launcher), a machine gunner and a sniper.(20) Additional
personnel served as ammunition bearers and assistant gunners. Chechen
combat groups deployed these cells as anti-armor hunter-killer teams.
The sniper and machine gunner would pin down the supporting infantry
while the antitank gunner would engage the armored target. Teams
deployed at ground level, in second and third stories, and in basements
of buildings. Normally five or six hunter-killer teams simultaneously
attacked a single armored vehicle. Kill shots were generally made
against the top, rear and sides of vehicles. (See diagram 1) Chechens
also dropped bottles filled with gasoline or jellied fuel on top of
vehicles.(21) The Chechen hunter-killer teams tried to trap vehicle
columns in city streets where destruction of the first and last vehicles
will trap the column and allow its total destruction.
The elevation and depression angles of the Russian tank barrels
were incapable of dealing with hunter-killer teams fighting from
basements and second or third-story positions and the simultaneous
attack from five or six teams negated the effectiveness of the tanks'
machine guns. The Russians attached ZSU 23-4 and 2S6 track-mounted
antiaircraft guns to armored columns to respond to these
difficult-to-engage hunter-killer teams.(22)
Avoiding RPG fires
The Soviets were not the only modern army to worry about the
effectiveness of the RPG. South African and Namibian forces fighting
Angolan guerrillas in Namibia during the 1980s learned to give the RPG a
wide berth. Their standard drill, when traveling in an armored personnel
carrier and encountering Angolan guerrillas with an RPG, was to
immediately begin driving around the guerrillas in an ever-widening
circle. They would fire into the circle with automatic weapons. The
moving vehicle was harder for the guerrilla RPG gunner to hit and the
soldiers were able to exploit their mobility and firepower.(23)
Dismounting troops to advance on guerrillas while the stationary
personnel carrier provides supporting fire is a good way to lose the
carrier.
Tanks and other ground combat vehicles need to be protected against
the RPG. Sandbagging and mounting reactive armor were reasonable
solutions until the introduction of the anti-reactive armor PG-7VR
tandem round. The best short-term solution appears to be fitting combat
vehicles with a light-weight stand-off screen. When the Soviets moved
through heavy vegetation in Afghanistan, they would sometimes walk a
wall of high-explosive fragmentation rounds in front of the vehicles to
keep the RPG gunners at bay--or at least to ruin their aim.(24) This is
an expensive option in terms of artillery or mortar rounds, but it does
work.
When practical, the best way to protect ground vehicles from the
RPG is to put infantry well forward of the vehicles to find and destroy
the RPG gunners. Combat vehicles should stay out of urban areas or areas
dominated by overwatching terrain and tall trees until the infantry has
cleared and posted the area. Moving under smoke or at night also helps
protect ground vehicles. Convoys should have a security escort, smoke
laying capability and helicopter coverage. All vehicle drivers should
have several smoke grenades.(25)
There are several ways to protect helicopters from the RPG:
-Vary the take-off and landing directions from the helipads.
-Never fly a "race-track" or other identifiable pattern.
-Never follow streets, roads, canyons or river lines for any length.
-Always allow 500 meters between the helicopter and its wingman. This
allows the wingman full range of his weaponry to engage RPG gunners.
-Vary the flight tactics and flying pattern, sometimes flying with two
helicopters and sometimes with three.
-Prep a LZ with an over-pressure system (fuel-air) before landing.
-Use pathfinders on any LZ before committing the full landing force.
-Never set patterns by time, formation or sequence of events.(26)
The RPG-7 in future combat
The RPG-7 will be around for a good while yet. It is a proven,
cheap killer of technology which will continue to play a significant
role--particularly when conventional forces are pitted against irregular
forces. Russian veterans are enthusiastic about the RPG-7 and have
suggested that the Russians need to develop an antipersonnel round, an
incendiary round, a smoke round, an illumination round and other
special-purpose rounds to give the RPG-7 more flexibility in future
combat. (27) US soldiers need to be aware of the RPG-7 and how it has
been deployed. The chances are, whenever a US soldier is deployed to a
trouble spot, the RPG-7 will be part of the local landscape.
U.S. Army to Use ‘Green’ Ammo
Bullets to Be Lead-Free by 2005
By Pauline Jelinek
The Associated Press
STORY HIGHLIGHTS
Less Soil Contamination
Lead-Free by 2005
In a multimillion-dollar project, the Army has come up with a new bullet
said to be just as deadly as the old lead-based one but cleaner for the
Earth. "We want to be good stewards of the environment," said Army
spokeswoman Karen Baker. Less Soil Contamination The military says using
"green ammunition" cuts soil contamination caused by the millions of
slugs fired year after year at its practice ranges.
In the new bullet, a less toxic tungsten composite replaces the lead.
It's just one of the Pentagon's efforts to keep troops trained for
combat while protecting the environment on military land. Critics say
the armed forces have a long way to go on that score. In a program it
says has cost about $12 million so far, the Army in 1994 started
researching ways to make a more environmentally friendly 5.56mm bullet.
It's used in the M-16 rifle, a weapon issued to every Army infantry
soldier, and an estimated 200 million rounds are shot a year.
Researchers studied different combinations of metal to design a slug
that would perform the same as the old one, have the same density,
ballistic quality and so on, said Michael Dette of the Army
Environmental Center at Aberdeen Proving Ground, Md. They settled on a
tungsten composite slug and kept the old copper casing to produce a
bullet Dette says actually turned out to be more accurate and causes
less barrel corrosion. Soldiers won't notice a difference, he said.
Lead-Free by 2005
The Army, which produces ammunition for all the services, started
limited use of the new version in 1999 and is producing 50 million
rounds this year for practice at a new range in Alaska and an old
contaminated one in Massachusetts. Officials hope the switch to
lead-free slugs will be complete in 2005.
The new bullets cost about 8 cents each compared with a half cent for
the old ones. Dette said they'll cost less in full production and when
officials consider the savings of millions of dollars that would
otherwise go for cleaning contaminated ranges. The 5.56mm bullet
accounts for half the small-caliber ammunition used annually troops
shoot another 200 million rounds of 7.62mm and 9mm bullets, not to
mention mortars, artillery and other large ammunition.
The lead slug is not the only noxious part of the bullet. Chemicals used
for sealing, waterproofing and painting the bullet as well as for
propelling the slug also are being studied and some of their
ingredients have been changed, too. But officials don't know when
ammunition might be completely green.
In 1997, the U.S. Environmental Protection Agency ordered the Army's
Massachusetts Military Reservation to stop all live-fire training after
a study showed lead and other toxins seeping into Cape Cod's underground
water supply. Troops started using the new ammunition there in October
1999. But critics recently urged an end to training in small weapons at
the reservation's Camp Edwards after a new National Guard study said
soil had illegally high amounts of an ingredient from the ammunition's
propellant.

Copyright 2001 The Associated Press. All rights reserved.