a friend in need is.................a pain in the backside!!A friend , in need........is a friend , indeed.............................depends on where the commas are !
That's all good, I'm gona take the night vision and poison food on board.It's a firm belief of mine, that roaming gangs will (after a SHTF event) be the primary threat faced by survivors. The vast percentage are likely to be opportunists, and those can be dealt with in lots of ways, but there are likely to be some that have brains behind them too.
Some of the specific challenges.
1. Large number of armed individuals.
2. Possibly monitoring communications channels.
3. Likely possess vehicles.
4. Well-provisioned.
5. Used to working together.
6. Likely a bit of berserker types here.
So, aside from the obvious (i.e. large armed force of your own or trying to remain undetected), what kinds of tactics have you devised to counter this threat?
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Things I've come up with.
1. Ruining the paths leading to your place (at least during the chaos period). (fell trees over roads, use other vehicles, dig ditches, etc.) Do this far enough away so they never even see your place (and can't get vehicles there without making a LOT of noise and effort to clear).
2. ****y traps that make a lot of noise and announce there is an intruder. This is a whole other threat all its own, but things to let you know someone is closing in.
3. ****y traps that cause death or harm. While I'd feel bad if these got innocents, during the chaos period, just too risky to have visitors. Both in the outer perimeter and path areas, as well as the outskirts of the property.
4. Scouts, folks who go out on patrol not to engage any enemy, but to report back to the base with intel (and warning).
5. Having a redoubt with supplies (a very hidden place where you can flee to if the group is too large, to then come back in and reclaim, or rebuild when they move on). Attacking from the redoubt will include completely sabotaging any vehicles of the bandits, with complete hit and run tactics until at a manageable number.
6. Large fields of fire, and hardened positions for sentries (so if they approach, they do so over open-ground and where they can be easily shot from a distance). Hardened positions made using cinder blocks (filled with rebar and concrete). Built after the SHTF with stockpiled materials. (or before SHTF, and disguised as something else, like planters, etc., which is my plan.) That way, just dig out the plants, and presto! Pillbox!
7. Posts in the ground every 3' in front of fences, to prevent vehicles from driving into fences to knock them down. (just large wooden fence poles, sunk in to make a vehicle barrier....can get the supplies before hand, then put in after a SHTF event). We always have spares of these for repair anyhow, so this is just having MORE of them.
8. Nightvision. Lots of ways to cheaply keep batteries charged (especially with FL sun). Nightvision will be a big plus (even if only 1st generation). I've done simulated night combat before, and it is simple, the side that has it, if the others don't....wins.
9. If I do have to leave, I plan to leave some goodies behind, but that are poisoned. (mostly booze and the most appealing foodstuffs). Depending on the desired tactics, could be either fast acting or slow acting poisons. Unless time is pressing, the slower acting (matter of days) one is my preference (both are lethal). Long enough to thwart any taste-tester moves by an overly clever bandit, and to spread more throughout their force, but quick enough to get back in soon. The cleanup will suck, and any bandits not partaking may either fight (or flee to return later), but we'd simply assess the situation as needed.
10. Initially trying to establish a dialogue, if they seem willing to do so (and seem too numerous or costly to fight). My usual method for communicating with strangers post SHTF will be this. A remote-controlled truck is sent out, with a two-way radio in the back. Sent to the stranger to use for conversation. I'll try to convince them that leaving us here, to have constant supplies, is a better option, and that for protection from them and other gangs (as now we are a vested interest), we'll pay tribute in what we have to offer (with ground rules). Failing this, we fight anyhow, rather than die on our knees, and enact a scorched earth approach. We'll make this willingness very clear during the negotiations.
How longs the best before date on bear spray?Buy lots of bear spray. It makes it too difficult and costly for them to continue what ever action they are trying. You can debilitate an entire group of 30+ people with one good burst of bear spray. I'm speaking from experience. In Chad and here state side bear spray saved our lives. We had a guy holding 3 children hostage, one good dose of spray and he surrendered, yes we got the kids too but they lived..
Nice idea with the cattle grate.
You usually get a couple of years.How longs the best before date on bear spray?
Thx for that, Might get some online....sounds better than pepper spray and would be good for my kid, would have to watch wind direction tho.You usually get a couple of years.
I'm pretty sure that any SHTF event whether TEOTWAWKI or just a short-term one, I'm likely going to be about 40 miles away at work (in an urban area). It's funny, but at home, we're out of even the blast range of a nuke hitting Tampa. But, at work, both my wife and I are going to be toast, or at least get a good blast of radiation. Note to self, add potassium iodide tablets to both of our wallets.
though potassium iodide only protects against radioactive iodine, besides, if a 20mt hit and your 5 to 10 miles away I think radioactive iodine would be the least of my worries given you would be in an area exceeding 5lbs psi
russia is said to be building a more powerful ICBM exceeding the ss-18 in the range of 30-40mt by 2018
Wow, man. Good thread. It's a deep one and a toughy too. I think this is somethign that each person will have to think of in terms of their own situation. You can imagine that someone in the inner city will have more to deal with like this than some who live way out in the sticks.
It looks like you've given it quite a bit of thought and have some really good ideas... The only thing that comes to mind that you didn't mention is team members for an ambush. It goes along with the scouting and some other items you mentioned, but it is to deal with them swiftly and harshly. Of course not all "Wanderers" can be dealt with like this, but if you are in comms with neighboring camps, and they have been in a battle, the survivors may be able to alert you, in which case, ambushing them as far from your base camp as possible would be a good idea. I think it'd be human anture to want to be as close to base camp as possible, but then you run the risk of them overrunning you and being so close to camp that your team's survivors can't get out. Even this has to be thought of in fluid manner though, since you may need to be close to ammo supplies and other kit that isn't on your defenders' persons... This is the problem/blessing with tactical situations, IMHO. You have to be able to adapt to situations that you never knew to plan for, adn yet when you know that, it keeps you thinking and teaching your team to adapt and overcome as many oddball things as they can.
It's a firm belief of mine, that roaming gangs will (after a SHTF event) be the primary threat faced by survivors. The vast percentage are likely to be opportunists, and those can be dealt with in lots of ways, but there are likely to be some that have brains behind them too.
Some of the specific challenges.ly monitoring communications channels.
3. Likely possess vehicles.
4. Well-provisioned.
5. Used to working together.
6. Likely a bit of berserker types here.
So, aside from the obvious (i.e. large armed force of your own or trying to remain undetected), what kinds of tactics have you devised to counter this threat?
______________________________
Things I've come up with.
1. Ruining the paths leading to your place (at least during the chaos period). (fell trees over roads, use other vehicles, dig ditches, etc.) Do this far enough away so they never even see your place (and can't get vehicles there without making a LOT of noise and effort to clear).
2. ****y traps that make a lot of noise and announce there is an intruder. This is a whole other threat all its own, but things to let you know someone is closing in.
3. ****y traps that cause death or harm. While I'd feel bad if these got innocents, during the chaos period, just too risky to have visitors. Both in the outer perimeter and path areas, as well as the outskirts of the property.
4. Scouts, folks who go out on patrol not to engage any enemy, but to report back to the base with intel (and warning).
5. Having a redoubt with supplies (a very hidden place where you can flee to if the group is too large, to then come back in and reclaim, or rebuild when they move on). Attacking from the redoubt will include completely sabotaging any vehicles of the bandits, with complete hit and run tactics until at a manageable number.
6. Large fields of fire, and hardened positions for sentries (so if they approach, they do so over open-ground and where they can be easily shot from a distance). Hardened positions made using cinder blocks (filled with rebar and concrete). Built after the SHTF with stockpiled materials. (or before SHTF, and disguised as something else, like planters, etc., which is my plan.) That way, just dig out the plants, and presto! Pillbox!
7. Posts in the ground every 3' in front of fences, to prevent vehicles from driving into fences to knock them down. (just large wooden fence poles, sunk in to make a vehicle barrier....can get the supplies before hand, then put in after a SHTF event). We always have spares of these for repair anyhow, so this is just having MORE of them.
8. Nightvision. Lots of ways to cheaply keep batteries charged (especially with FL sun). Nightvision will be a big plus (even if only 1st generation). I've done simulated night combat before, and it is simple, the side that has it, if the others don't....wins.
9. If I do have to leave, I plan to leave some goodies behind, but that are poisoned. (mostly booze and the most appealing foodstuffs). Depending on the desired tactics, could be either fast acting or slow acting poisons. Unless time is pressing, the slower acting (matter of days) one is my preference (both are lethal). Long enough to thwart any taste-tester moves by an overly clever bandit, and to spread more throughout their force, but quick enough to get back in soon. The cleanup will suck, and any bandits not partaking may either fight (or flee to return later), but we'd simply assess the situation as needed.
10. Initially trying to establish a dialogue, if they seem willing to do so (and seem too numerous or costly to fight). My usual method for communicating with strangers post SHTF will be this. A remote-controlled truck is sent out, with a two-way radio in the back. Sent to the stranger to use for conversation. I'll try to convince them that leaving us here, to have constant supplies, is a better option, and that for protection from them and other gangs (as now we are a vested interest), we'll pay tribute in what we have to offer (with ground rules). Failing this, we fight anyhow, rather than die on our knees, and enact a scorched earth approach. We'll make this willingness very clear during the negotiations.