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Basics on ground vehicles

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  • Basics on ground vehicles

    Some notes I've been collecting.

    Basics on Ground Vehicles

    Identification is possible in two ways, aural and visual. Aural is to listen and identify, e.g. a "light" sounding vehicle firing a .50 is a Nanjing, Vodnik, or HUMVEE. Jeeps have a much lighter sound than the rumble of a tank. Visual identification is easy, as most vehicle classes share similar silhouettes. E.G. Most jeeps look like most other jeeps, most tanks look like most other tanks, and most Armored Personnel Carriers look like most other APCs(at least as of .8). I like to classify armament into three categories: Heavy, Medium, and Light.

    Heavy weapons include Tube-launched Optically-guided Wire-controlled (TOW) missiles and the main barrel weapons of Main Battle Tanks. These both have very distinctive sounds and effects. MBT main ammo is further split into High Explosive Anti Tank (HEAT) and Armor Piercing Fin Stabilized Discarding Sabot (APFSDS) rounds. HEAT rounds are, as their name implies, explosive and are used in PR for Anti-Personnel roles, such as clearing a bunker or a house. APFSDS rounds are a much smaller diameter dart that is encased in a shell ("Sabot") that falls away as soon as the round leaves the barrel. Damage is done using the kinetic energy that is imparted to the dart while firing. These are ineffective against clusters of infantry because there is very little splash damage dealt to the area around the impact site, but are largely effective against armored targets, and arethusly suited ONLY for armor to armor engagements. The MBT cannon is large, and is audible for a considerable distance. The TOW makes a whooshing sound as the rocket motor fires, and is moderately effective against infantry concentrations, and very effective against armor.

    Medium weapons include the smaller versions of MBT rounds found in NAPCs and the .50 caliber machine gun. The .50 is ineffective against heavy armor so it cannot be a heavy weapon, but is extremely capable of dealing with anything not armored. This includes your bunched together squad, the jeep you were riding in, and the tin fence you were hiding behind. These have a decent rate of fire, but have a very distinct sound. The NAPC cannon thuds consistently and the .50 thuds as well, albeit a bit faster and a bit quieter. The BRDM uses a round that is slightly larger than the .50, but it is NOT an APFSDS round as its name designates it. Use it in the same way a .50 would be used. (Noteworthy: the .50 is effective against the Stryker and BRDM, get enough of them and you can make short work of these light APCs.)

    Light weapons are any machine gun smaller than .50, they work well against infantry and not much else. Suppression is greatly enhanced when you have one of these deployed. Usually they are the same spawned on a wall as requested in an "Automatic Rifleman" kit. These generally have a high rate of fire, but because of the smaller caliber do not resonate quite the same way as a larger weapon.MBTs and APCs usually have a secondary weapon use-able with right click that fires a Light machine gun.

    Basics on Tanks

    MBTs are (by and large) designed in real life to operate with infantry support. If you've never tried them this way in PR, do so at some point, it should work really well. The ammunition types have been covered in the previous section, but there is another weapon that the tank has. Both the driver and gunner have smoke grenades that cause an instant smokescreen in front of the vehicle, useful for getting out of a bad engagement. If you have two or more tanks, don't all move as one blob. Have half stay stationary while the others move up some. This "leapfrogging" can provide a considerable advantage if a surprise encounter occurs. All MBTs have weak spots, the back and turret are less well armored. Always try to orient yourself front toward your threat, the armor is thickest there. Both MBTs and APCs require 30 seconds for the turret to unlock and be ready for combat. Make sure to account for this.

    MBTs require crewmen kits to operate, but most have 3 spots, Driver/Tank commander, Gunner, and a seat with a .50 mounted on top of the tank. The third seat does NOT require a crewman kit. (The Milita Tank does not have a third seat) The Driver should be SL, because then there are two sets of eyes looking for targets. It can be difficult to orient correctly to a target as gunner if things are intense, so having that marker to snap to is going to save crucial seconds for a shot. If you are in a tank squad on a large map with air assets, and you don't want to utilize infantry support, always attempt to get a SL kit. A crucial edge can be gained if you know you are getting lazed. If you do detect a laze, or if someone tells you that you are being lazed, attempt to determine where the nearest vantage point is for the spotter and move out of sight of it. Patience for 45 seconds is better than a 20 minute wait for a new tank.
    Avoid city and urban areas as much as possible. Many a tank has been HAT'd trying to maneuver away.

    Basics on APCs

    A lot of the same tactics applied to tanks work for Normal APCs (NAPCs) (Strykers/BDRMs will be covered later) when all they have too fight are other NAPCs. Much caution should be exercised when tanks are around, because one APFSDS round to the rear will end any APC . On larger maps, APCs should be used as infantry carriers and heavy support vehicles as a primary job. Where other NAPCs are the only armored threat, you should go for them first, but do not extend yourself beyond your infantries ability to support you. Creating an APC squad with two or four or six members and co-ordinating with several infantry squads via teamspeak is a rewarding (and highly entertaining) tactic.

    Strykers and BDRMs do not use normal APC combat tactics and should be treated as larger and only slightly more armored HUMVEEs or Technicals. Neither vehicle can engage anything larger than itself without lots of support, and it's best to run them away if enemy NAPCs or MBTs come running.

    Basics on Light Ground Vehicles

    The .50 is an important suppression asset that is not to be taken lightly. Do not run them off without a gunner without explicit permission by the CO and SL. Use these vehicles to support larger vehicles and provide transport to squads. Not much can be said about these that isn't common knowledge. The US have a version with a mounted TOW, this can be used to successfully engage enemy armor.

    AAVs are in a constant state of change and are so varied that each one has special instructions that I will not go into now.

    If this kind of guide is to TG's liking, I could start on one for aircraft.

  • #2
    Re: Basics on ground vehicles

    Originally posted by mat552 View Post
    The US have a version with a mounted TOW, this can be used to successfully engage enemy armor.
    Militia Faction also have a BDRM Spandrel, which is practically the Militia counterpart of the US's TOW HMMWV.

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    • #3
      Re: Basics on ground vehicles

      I like a person who can put things into detail like this.

      It means you can trust them because they know how it works.

      Great Job!





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