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So obviously if you've played or at least seen the tanks in squad, the T72B3 for RU side, has reactive armor mainly on it's turret that makes it stupid strong, nearly as strong as the Abrams turret. Since the T72B3 is just an upgraded T72, it shouldn't have as good armor values as it does for the turret, as reactive armor is a one time use. (Yes, there are layers, but the gun from a abrams would either spark up all of them or penetrate them regardless) I would love to see the introduction of animated and non aesthetic reactive armor for tanks that will receive it in the future, along with the T72. With the downsides also come to the benefits as it would allow some tanks to avoid contact with LAT's and HAT's to the turret preventing them from penetrating since they would be blown up before hitting. It would definitely add some much needed realism to the T72's as it makes no sense to how strong the turret is currently. I hope to see the Abrams and Challenger 2 getting a TUSK upgrade depending on the game, which has reactive armor on its sides. I don't think it would hurt gameplay balance too much, obviously some tanks significantly better in certain situations than others and gameplay should reflect that somewhat. I hope
Hi everyone, I'd like to start this by saying that I took heavy inspiration to make this from "Aragorn89," the creator of the forum "APC'S Guide For Dummies," go check him out. Instead of focusing on APC's and the basics, this will cover what I categorize as the "heavy vehicles," along with accompanying light APC's This thread will cover all of the basics, advanced tactics and pros, and cons of a variety of vehicles. The Following Vehicles will be covered: BTR-82A/BTR-80 MTLB (30mm IFV conversion) T72B3 M2 Bradley IFV M1A2 Abrams IAV Stryker APC To start, we'll begin with what I argue, is the most superior faction in terms of vehicular combat and effectiveness, which is the U.S. The US holds an overwhelming amount of vehicles, that vary from armored "mine resistant" vehicles to IFV's and tanks. Starting from the most basic APC, we have the Stryker. STRYKER APC (Intro) The Stryker while is real life is very versatile, in game it wields a CROWS .50 cal, not uncommon for lots of American vehicles. The Stryker is best used in fir support, that ferry's troops throughout the map. This is one of the biggest advantages the stryker has that unfortunately isn't used. It's very important that if you are using this vehicle, you should ferry your squad, or other infantry and cover advances or provide fire support. The Stryker also wields very decent armor, as compared to the Russian counterpart APC, the BTR. Pros of the Stryker: Armor succeeds the ones of most Russian vehicles Has the potential to kill any Russian vehicle besides a T72 Can ferry over a full squad Very fast for its size Available on almost all US layer maps Quick respawn and an expendable ticket vehicle Cons of the Stryker Gun does not succeed the Russian 30mm cannon on most of their APC's Somewhat bulky Cannot damage tanks Best Usage of the Styker: Since the stryker is an APC, it should be utilized that way, on big maps such as Yehorivka, its best to pick up troops from a point that has been captured or assist in a retreat to ferry troops to advance to another point or to a fallback point. You CAN use its gun against almost any vehicle, but be aware that it may take a while to kill something like a BTR. Avoid direct engagement with enemy vehicles unless you know you can win, such as a flank or direct engagement with a 14.5 BTR. Utilize CROW's built-in range finder and drop reticle for the most precise shots. 2. M2 BRADLEY IFV: IFV'S are the main crossover between Tanks and APC's. IFV's are best utilized in a multi-role scenario. While the Bradley a certainly haul many soldiers, it shouldn't be your sole intention. However, at any chance, you should ferry dismounts when going into a point. The Bradley is armed with a 25mm M242 gun, that fires HE and APFSDS rounds, capable of killing any vehicle in the game potentially. While also wielding a coaxial gun and 2 BGM TOW Anti Tank Missiles. (Picture Missing) https://www.baesystems.com/en-us/product/bradley-fighting-vehicle Pros of The M2 Bradley Very good armor against 30mm rounds and RPG-7's. Gun is very versatile and extremely powerful. Includes a third seat which is a commander seat Over 6 infantry dismounts Cons of the M2 Bradley Very slow, especially compared to even Tanks and other IFV's. Bulky target Sound and tracers make the vehicle very obvious to spot. Only wields 70 rounds 25mm APFSDS The engine is easy to hit, thus making it EVEN slower. Best Usage of the Bradley: While the Bradley does remain slow and bulky, it is one of the most capable and versatile vehicles in the game. The 25mm of the Bradley exceeds the capabilities of the 30mm placed on the BTR, most likely due to it probably firing Depleted Uranium rounds. Because of this, the vehicle is best used as a troop carrier especially at the start of the game, that once dismounts the squad can provide effective anti inf and anti vic fire. The Bradley also comes equipped with TOW missiles, capable of killing T72's. An experienced TOW user can kill a T72 in one shot if it is ammo racked. However, these missiles should not be used reliably in a range closer than 200m. DO NOT use the TOW against INF. The Bradley is best used in duality with another vehicle such as the M1 Abrams. With this combination, a variety of anti-infantry and anti-vehicle measures can be succeeded. The Bradley's front armor, not counting the engine hitbox can withstand all 30mm rounds and roughly 6 LAT hits. The Bradley wields a third "commander seat" which can designate targets for the gunner (lock gunner on to commander's view), by holding space. It is best to use the vehicle with a full three-person crew. Some small but IMPORTANT tips for the Bradley It is wise to not use TOW missiles against light vehicles such as transport trucks, unless very far. The 25mm AP is capable of killing a T72 with enough shots, IF and only shot in the rear. The Bradley can be one shotted from the Kornet, (not to be confused with the T72's Refleks ATGM). Always push into a FOB and points slowly scouting out for Kornets Since v12, the Bradley is nearly completely safe from any 30mm. 3. M1A2 Abrams: Tanks are where the real fun begins in vehicle combat. As a tank, you have the most advanced armor on the battlefield. Tanks can provide anti-vehicle support, Infantry cover, and as a vehicle, they provide the main fighting source on the battlefield. The M1A2 currently in squad has the best armor available out of all in-game vehicles This tank is equipped with a powerful 120mm cannon that fires APDSFS along HEAT, (High Explosive Anti-Tank) not to be confused with HE/fragmentation. The Abrams. Pros of The M1A2 Abrams Spectacular armor; is 100% lat resistant to the front/Half of the side armor Gun is immensely powerful Has 4 seats, including a commander seat and an extra 240b seat for the loader Very speedy and quick considering its 70-ton size Commander seat holds over 400 rounds, nearly twice the amount of the T72's Auxiallry sights make the gun extremely accurate when combined with the range finder Holds 40 rounds of sabot and HEAT, (20 each) which has the potential to take out an average of 20 enemy vehicles, (disregarding a scout car that takes 1 hit and the T72 that takes multiple sabots) This is more than nearly 7 times the amount of vehicles the Bradley can take out with its 25mm AP gun. Is completely resistant to any BTR/BDRM/MTLB, regardless of the type of gun. Cons of the M1A2 Abrams A very large target, especially compared to the T72B3's Size Loader seat is very exposed, even more than the open top .50 on an MRAP The turret is visibly separated from the hull, making it a vulnerability. Is very loud due to its Jet turbine engine, (Why it's so fast) Best Usage of the M1A2 Abrams Because of its amazing armor, combined with its fast speed and strong gun, this vehicle is arguably the strongest threat on the battlefield. However, because of its downsides, its very important you utilize this vehicle in the best way possible. Despite the gun of the M1A2 being so powerful, it still takes 2 hits to kill BTR's or MTLB's regardless of the Abrams ammo type. Speaking of the ammo type, it's a common mistake to confuse the HEAT with HE. While the 120mm HEAT can be used as anti-infantry with it's explosive radius, very similar to HE frag, it can also destroy any enemy vehicle besides the T72. For the T72, you must always use the AP Sabot rounds, but this is the only scenario where this would be relevant to use it over HEAT. Because the HEAT can destroy everything but tanks and is a very versatile weapon, it should almost ALWAYS be wielded unless the enemy tanks have not been destroyed, or they are close to respawning, which on average is 15 minutes. The commander seat of the Abrams, the same as the Bradley's functionality, has a .50 cal CROWS, that can lock the gunner onto a target by holding space. Alternatively, the gunner can alternate to the commander's designation by holding "E." The sighting of the Abrams is incredibly crucial for shooting accurately, especially under 200m and over 700m. Using the range finder, which is at the bottom of the screen displaying a number. While using this number, correctly adjust to the correct mildot with the corresponding number. For instance, if my range finder on an enemy tank displays 789m, and I have APFDS loaded I will correct the shot to the “800 or “8” mildot. This way, I can ensure my shot will hit. ARMOR: Its best to recognize your most vulnerable spots. First of all, when engaging enemy tanks from the front, your most vulnerable spot is your lower armor plate that sticks out slanted where the driver sits. Generally, enemy tanks can’t damage you from the front anywhere but there. Second, since you are invincible from LATS to the front, and pretty much the side, you should always watch your back, as LAT’s can seriously hinder your mobility if they hit your engine from the back. If you ARE fighting against a T72, always hit its lower plate. Under these circumstances, as long as he doesn’t hit you multiple times before you get a sabot in, you can guarantee a kill to the enemy tank. 4. T72B3: The T72, or the MBT of the RU faction in SQUAD is certainly a versatile and dangerous vehicle to deal with. With a overwhelming amount of weaponry, combined with its rather small stature, it can effectively deal with almost any vehicle on the battlefield. The T72 is equipped with a 125mm gun that fires APFSDS and HEAT, along with yes, HE frag. The 125mm is no stronger than the gun of the Abrams. The tank is also equipped with a Refleks Anti-Tank self-guided missile system, which sounds great, but is very difficult to use compared to something like the Bradley’s TOW missile, and it is also quite weak against enemy tanks. Pros of The T72B3 Fires a variety of ammo including HE and ATGM’s Is fast and maneuverable like the Abrams Holds a crew of 3 with “Hunter Killer” tech for the commander just like the Abrams. Good armor overall. Cons of the T72B3 ATGM’s are very hard to use at anything closer than 250m and do not do much damage against tanks. Unlike the Abrams, is vulnerable to LAT from the front in certain spots. Shitty rear armor can be destroyed by the Bradley’s 25mm Commander’s Kord MG only holds 200 rounds Kord MG cannot range find, nor have accurate mildots. Can be destroyed by the Abrams even if the T72 gets more shots on. No extra seat Only has 10 HEAT Best Usage of the T72B3: ALWAYS USE STABILITY BY PRESSING Z. Despite the T72’s flaws, its still an excellent vehicle, especially on bigger and open maps like Talil. If you are clever with the vehicle its certainly not impossible to kill enemy Abrams. The best thing to know for this tank is that your missiles are not best used against enemy tanks and at close range. For an accurate shot, you will need about 300m between you and your enemy. While its fragmentation is a nice upgrade compared to the Abrams, it means you will get less HEAT ammunition for enemy vehicles and only around 10 HE frag. The best use for the T72 it to always be beside your other T72 or with a 30mm BTR searching carefully for tanks, and wiping infantry with frag ammunition. Like the Abrams, its range finder will correct your shots at the range if used correctly. It's important to recognize your armor is weaker, and you will have to get a jump an Abrams hull to kill it. 5. BTR-82/A 30mm: A previously amazing and capable vehicle has been slightly toned down after V12. The 30mm is a fast and effective killing machine that can ferry troops while providing infantry cover. Pros of the BTR 30mm Very fast Effective infantry gun Fires HE and AP Can haul more than a squad of troops Very fast respawn time Expendable; 5 tickets EXTREMELY good turret stability Cons of the BTR 30mm is very hard to destroy enemy vehicles with Very loud gun Can’t damage enemy tanks Weak armor BEST USAGE: While the BTR is certainly not a bad vehicle, its lack of quality ammunition makes it hard to deal with enemy vehicles, and it also drains ammunition very fast. You should always use it as a troop carrier before you use it as a vehicle killer. You can’t damage enemy tanks so if you see one, run the **** away. That's it! Expect more from this thread in the future. I’m debating on opening a discord for vehicle tactics and usage, so if you are interested, PLEASE tell me. Thanks!
I have been running tanks ever since they arrived on the scene. My crew and I thought we had everything figured out and under control after just a few rounds,however battle after battle has left us all,more and more puzzled. The first 3 or 4 rounds of squad that we played that involved tanks,we were able to figure out that the T72 has amazing front Armour,and can normally take on an Abrams as long as you angle the tank down,and hit the Abrams in the front center plate. We verified this by playing as the Abrams for some time. We also concluded hitting a T72 in the rear,side,or lower center front plate,could wreck it in short order. So every thing is fine right? We know each tank has weaknesses and strength,this is perfect. Wrong. It was some time later,after 12 or 15 rounds we started running into an anomaly,every now and then,we would meet an Abrams that seemed to have totally different Armour weakness zones. For instance,the "eye" of the tank (where the gun mounts to the turret) is normally a weak spot,and could render the tank dead after a few hits,was now bouncing shots right off it. At first we thought this was due to the attack angle E.I. us being to low to impact solid. But it continues,and after using Kornet launcher extensively,I noticed the same issues there. Some times I can kill an Abrams with 2 rockets,other times it takes 5 or 6. As far as I can tell the angles are not an issue,and if the explosion graphic can be trusted,I am hitting the same spots on the tank. This is frustrating,because it seems to be random,and takes away from the skill of tank fighting,when suddenly a tank is much stronger,and you have no way of knowing until you engage. Going to the firing range is no help,as the tanks there seem to have no Armour at all,and can be killed extremely easily. So I have to ask if this is intentional? Has anyone else noticed this? Is server health a big part of it? Where can I get a true read out of the tanks Armour profiles? is there a plan to normalize tank impacts in the future?
Unfortunately I didn't get a chance to play the v12 test when it was out, but I have been following it closely and I'm super impressed with all they've added! The only concern I have is with the optics on the MBTs. I notice how you have a laser range finder, but you then have to elevate the gun manually to the proper elevation before you can shoot your target. This is not how its done in reality, on both the M1 Abrams and the T72B3 (as well as virtually all modern AFVs), the gunner presses a button to fire the laser rangefinder at the target, and the gun will automatically elevate to the proper elevation for that range. The center point-blank reticle then becomes your impact point, after lasing the target, you just simply point and shoot. The gunner never uses the range scales provided on the sights, they are there for emergency use only. I guess my question is, if this is intentionally left out or planned to be implemented in the future (perhaps when thermal/ night vision is introduced in-game)? I understand how some may have concerns about this ability making tanks OP, but this is how its actually done. Regardless, I'm very impressed with what I've seen with V12 and I can already tell its going to revolutionize the way we play squad for the better! Keep up the great work!