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PR.IT Aragorn89

APC's crew guide for Dummies

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Disclaimer: this a guide that i wrote for the Italian's community (here you will find the original), so if you'll find some shamefull english errors, i'm sorry!-_-

Part 1 is more focused on basic knowledges, tips and tricks. Part 2 will be a more in-depth look on to every single vehicle, with pros and cons!

Thanks deeply to [D/C]Sweez for put and eye and correct some of my awfull errors!:x

 

Part 1

 

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As you will notice, since the release of the V9, the vehicles in general, are becoming even more challenging in each game, and this will be a preparatory for the future, where having a good crew in a vehicle will be a must (only play as infantry doesn’t always win a match). With v12 the vehicles are even more important, moving the focus towards the combined arms aspect: infantry spots enemy vehicles to the friendly’s one, then they come to destroy theme.

The purpose of this topic is to provide you with simple, easy and useful notions for anyone, as well as being a possible place for evolving discussions or comparisons.

 

Inside a vehicle there must be syntony between gunners, driver and the commander (if the vehicle have that seat), it's the most important thing.

The gunner must know:

  1. Know how to shoot (drop of the round, speed of it etc.) and the penetration power of the main gun ( you will find more info here )
  2. How to recognize between friendly and enemy vehicles / soldiers.
  3. Know the power of his weapon and the resulting penetrations (rounds can bounce on armor)
  4. On vehicles with turrets stabilizations the gunner can force his turret to watch were the commander is watching by pressing E ( Default Key )

 

The driver instead have in his hand the efficiency of the vehicle, is the one that decide the best position for the engage, choose when is time to risk and when is time to retreat or to change position and he must watch constantly the map, to know what the team is doing; is the only one that can see is the only one that can see the the engine and hull health..

The commander is the one that controls the vehicle, by giving orders, speaking with the other squad and is kind of a “Vehicles’s Squad leader”. The impact of the vehicles is directly dependent to his decision, so play your cards well. On vehicles with turrets stabilizations the commander can force the turret to rotate where he’s watching ( Default Key: Spacebar) or he can rotate his turret where the gunner is watching ( Default Key: E). Is a feature that makes the commander vital on those vehicles! I will show the vehicles that can have this ability in the second part.

 

Some little tips and tactics that come into my mind:

 

  • Take advantage of the environment: if you must cover an area, keep covered at least 1-2 side and expose to the minimum the vehicle, the so-called Hull Down, where you only expose the turret; HEAT rockets don’t penetrate surface (at the moment) so the less you will expose, the hardest will be to hit you. Use pits and depressions, avoid to get out behind an hill with no info, if you don’t have any infantry to look for you, the driver or the commander must do it (after parking the vehicle into the safest position). The same thing must be applied when fighting against enemy vehicles; are you facing the enemy 30mm? Wooden fences and metal sheet can be penetrate, so is better to find a thicker wall or a vehicle’s wreck. I’m setting an ambush? Could be better to hide the vehicle behind the first line of trees and not in front of it even if my gunner see a bit less! When it will open fire in the first case we will gain some precious time before being spotted, in the second one we will be easily being spotted. This image explain it better.

  • Reasoning according to the situation: we need to cover the infantry advance to a village? We will take position into the closest compound perpendicularly or to 45° with them. We are ambushing? Good we will take position into the woods neighboring to the road, not close to the dirt at the side of the roadt. We must move? We will do accordingly to the map: on Yerovika we will move off-road (on to the road we will be an easy prey), on Chora we can use the different rivers, on Talil we will move behinds hills on in to ditches to reduce the possibility of being spotted.

  • Reasoning according to the vehicle that you are holding: if i’m using a standard MRAP or a NSV / PKT version of the MTLB, i’m an "expendable" vehicle, so i can risky to move close with the infantry, if i’m holding a Bradley or a T72 is better to engage from distance and be more conservative. The same is true for the type of gun that you have: if you are holding an NSV MTLB is better not to face 1 v 1 an enemy Warrior, you will be melt, it will be better to change position or take the opportunity to engage if the Warrior is being engage with another friendly vehicles / AT (Carpe Diem).

  • Work in couple: if possible, try to work with another APC in the same squad, or with the APC of another Squad (via local channel or chat) because a pack of APC will obliterate an isolated vehicle!

  • Priority: if you are holding a BTR-80 and you are setting an ambush into enemy convoy engage first an MRAP then the logi and lastly a transport truck. If ther’s a Stryker, let it pass and then engage the Logi truck, the MRAP and the run (the Stryker at this point will know your position, and the surprise effect is faded). If you are using a DSKh Techie, destroy the Logi and then run away, with the SPG version i can hit the MRAP or the Stryker.

  • The engine: cut down the engine whenever is possible, it can be heard by miles away (especially the MTLB) and it can cover the enemy shoots / engine sounds; untilll the driver will have some periscope, my personal advice is to get out and cover a different area from your gunner.

  • Patience: is a virtue and is your best ally, if the enemy vehicle has not spotted you yet hold the trigger and wait a propitious moment (when is stationary or is busy). If you are at a disadvantage ( the enemy vehicle is the one that shoot to you) move, do not stand still for shooting back.

  • As Driver always put an eye on the map: is always good to be surrounded by friendly infantry (and not be isolated), this will reduce the possibility of an enemy AT to get close to you. You can stay solo in some area . You can only stay alone in places that are very difficult to reach by the infantry. Take under control the chat aswell, some valuable information can be found, and you can use it as well for request some info (if you are not a SL and you can’t use the SL Channel).

  • Change position, Always: don’t hold an area for too long, after opening fire from the same position the enemy’s ATs will try to reach you aswel the enemy vehicles. Change position and find a newest’s one.

  • Always ask for the Repair Station: an APC/IFV/Tank that can rearm / repair at a repair station close to the battlefield  is better than an  APC/IFV/Tank forced to get to the main and be offline for 10-15 minutes.

  • Use your brain: do not always think about kill or destruction, but about your efficiency as vehicle and your survival. ALWAYS! If the Squand N° X ask you a drop in to a carnage, refuse and choose a more suitable location for the approach, then cover theme in the less suicidal way.

  • Reverse the roles: as gunner try to be driver or commander and vice versa, in this way you will increase your knowledge as a crew and you will understand the limits of you gunner / driver / commander.

  • Burst: is very important to not overheat the main gun, is better to take some pauses between each burst to avoid this problem because, for Murphy’s law, the main gun will be blocked in the worst moment.

  • Zoom: some vehicle have better zoom (on to the main gun or on to the commander’s seat) than others, so learn to use at your advantage! Good optics means that vehicle do his best on medium / long range. Bring a Bradley without infantry support in the middle of the streets of Al Basrah is a waste and the vehicle will be destroyed in no time, same for bringing the 30mm MTLB inside Mansion on Fool's Road is the worst idea, is one of the most fragile vehicles so he must hit surgically from the distance.

  • Cover different area: an important aspect: the gunner, the driver and the commander (if the vehicle has that seat) must not watch all the same direction, if my gunner is covering the W hilltop, as driver i will watch the road on the N. Three pairs of eyes covering different area are better than three pairs covering the same area.

  • Where to travel: not always the fastest route is the safest one, indeed it is always the opposite. Sometimes is better to take a route that cost you some time and will not get you into a exploding death. This especially on a game already started and, most importantly, when carrying an infantry squad.

  • Keep the coolness: this is important when you will be under fire and the vehicle will burn, this will not means an instant death, you still have some precious seconds! Take advantage of them, do not jump out right away and abandon the vehicle. I looost count of the times that i’ve engage a vehicle and the crew bail out when it could save the vehicle using a minimum of coldness.

  • Choose your ammo type: v10 it has introduced the possibility for the gunner to choose which ammo to load, and shoot, from the main weapon, currently available only on vehicles with automatic 30mm cannon. See "Part 2" for more information. The AP rounds ( the default key for select theme is 1) are ideal for hit the an armored target, for penetrate a surface but they don’t do any damage to an area, resulting less effective against the infantry. The HE (HEAT rounds on the Tanks) rounds (the default key for select theme is 2), on the other hand, once hit a surface explode releasing a cloud of splinters, ensuring damage spread in to an area, proving itself very effective against the infantry (you do not have to hit the enemy surgically) and against non-armored vehicles (trucks and techy) but are unsuitable against armored vehicles; also those round lose the possibility to penetrate surfaces. If you are moving, always keep the AP rounds charged, if you encounter an enemy armored vehicle and you have erroneously loaded HE rounds, you will be dead.

  • Coaxial LMG: for all vehicles that have a coaxial LMG attached to the main weapon on the turret, selectable by pressing (by default ) the key 3 (if the vehicle has HE ammunition) or 2 (if the vehicle does not present it) it is now possible to use it and shoot with it. It has an excellent rate of fire, a large magazine, about 200 rounds per magazine, (for Tanks is different, i.e. Abrams has 1.200 rounds but only one magazine) and is ideal for eliminating the footed infantry or on unarmed vehicles (trucks and techie). It has a pronounced fall of the shot, so you will have to learn to balance accordingly, and it is in all respects a light gauge, unsuitable to pierce thick surfaces (more info in the penetration guide). It is therefore ideal to eliminate the infantry without wasting ammunition of the main weapon, also keep in mind that if you are reloading the coax you can not switch to another type of ammunition. The commander seat for the tanks can use an CROW’s HMG, so you can have an active roles.

  • Distance and slopes: every type of ammo have different speeds, and a reduction in the penetration that the gunner must learn. For example if you aim with an 120 APFDS at the t72’s turret it will most likely deflect it, especially at long distances since he bounce chance is greater. So if a vehicles is angled, the bounce chace is increased!. Keep always those info in mind!
  • Penetration = Full Damage: with v12 the localized damage isn’t used anymore, so shooting at the back of the vehicle will not do more damage than shooting at the side! Now if your rounds penetrate, will do the full damage no matter wich side of the vehicle you hit. Furthermore ther’s the localized damage active: if you hit a specific area of the vehicle you can damage or destroy the engine (all vehicles) or destroy the ammo rack and insta-kill it (only on tanks, Bradleys and Warriors on v12). In future more point will be damageable, i.e tracks or the turret.
  • Visual effects: if your rounds will penetrate, or will be bounced from the armor, a visual effect will give you the feedback: i.e. for the tanks, sparkles after shooting to an enemy tanks will tell you that the round has bounced off, a dark smoke with flames will mean the penetration of the rounds. Learn them, and you will always be able to understand!
  • Soloing a vehicle: with Soloing we mean the practice of using a vehicle with only one crew member. With v10 a waiting time has been introduced when you change place in the vehicle, depending on the type of seat, which is much longer if you want to enter the gunner's session; this will be fatal if you find a vehicle that has two members inside. Always use a vehicle in pairs or, in those vehicles that have the place of a commander, even in three.

  • Ammo carrier: All APCs and IFVs can store and transport a large amount of ammo ( i.e. an MTLB can store 600 ammo point) which can be vital for infantry squads. If they need theme, drive towards theme and refill those poor guys. They will be eternally grateful trust me. You can resupply the FoB radio as well, keep that in mind! The Driver can refill the storage (Right click to load the ammo in the vehicle, Left click to unload theme to an FoB) from a FoB or to the Main Base.

  • Smokes launcher: With v10 the possibility has been introduced, for some vehicles, the possibility to release a smoke screen (See "Part 2" for more info) selectable by pressing, by default, the 4 key (if the vehicle has HE and coaxial ammunition) or 3 (if the vehicle has no ammunition HE but has the coaxial); the smokes grenades will be thrown in a 180 ° arc compared to where the gunner is looking. It is ideal in a defensive purpose, for example if you are engaged by a vehicle or AT and you want to hide for a period of time in order to withdraw, but also to support the infantry, creating a smoke screen bariera to allow troops to advance or withdraw. It can be used two times, since it has a 2 magazines before depliting. With v12 the driver can select a smoke generator ( by scrolling the mouse wheel or by pressing 2 ) and, by pressing the mouse fire button, release a cloud of smoke on his back ( keep the mouse button press to keep the smoke released ). This can be used as a retreat tool, or to cover the advance for the infantry.

  • Be an APC/IFV: this means that you must ferry the people, you are not only a moving gun! Some squad need a desperate transport or support, afford it! The SL Channel, the chat or the Maps awareness are always good instrument! If you see an infantry squad in the middle of nowhere, try to ask theme if the need a lift, and provide it if request.

  • Have fun: the main goal is always having fun in what you are doing.

 

Finally something that every crew must know: how to unflip a flipped vehicles! This is better explain by Toma18, which I thank (all credits to him).

 

 

 

 

 

 

 

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Part 2

 

This part will feature a more in depth look onto main APC /  IFV / Tanks / Offensive vehicles for each faction, with a small description about the good and the bad for each one. Let’s start!

 

APC

APC mean “Armoured personnel carrier” broad type of armoured, military vehicles designed to transport personnel onto the battlefield! Protected against small arm firearms, they can provide transport in a fast way (much faster than your foots) and bring a heavy punch thanks to their weapons. They are at the second to last step on to the vehicle’s food chain in squad, so they can’t compete in a face to face engagement with an IFV or a tank, but they are an excellent support tools for any infantry squad, able therefore to shape the fights on a medium scale. Keep this in mind when using theme. In v12 all APCs can carry 600 ammo point.

 

REDFOR

 

MTLB

Named as “Shitbox” this vehicle is manly used as an armored transport for the infantry and / or to counter lightly armored vehicles. This vehicle present poor top speed, medium - low firepower, it’s very loud but he can absorb quite some damage, four AT rocket on target are now needed to destroy this vehicle, so now is a very reliable vehicle, each version cost 10 tickets when destroy and has a respawn timer of 6 minutes!

The NSVT version present a decent vertical turret movement, so the gunner can raise the gun but has a terrible depression (can’t aim low very well); this version present a small ammo belt (150 rounds), long reload time, a terrible zoom for the gunner but a fantastic ROF! It can ferry 19 soldiers (crew included)

Furthermore can penetrate concrete walls, wooden walls and metal sheet so is fantastic for supporting on to close - medium range (more info by clicking here)

The 6MA (KPVT variant) present an increase firepower, also the BTR turret mounted gives to the gunner a way better vertical movement. Furthermore, with the v10, it gain the possibility of using both the coaxial LMG and the possibility of deploying the smoke screen, resulting in the best version to be used in conjunction with an infantry squad (mechanized infantry). It can ferry 13 soldiers (crew included)

The LMG version (PKT) available only for the insurgency team share the same vertical liberty, but the main gun is very weak, which is dangerous only vs enemy infantry or lightly armoured vehicles (different  trucks and techies).It can ferry 19 soldiers (crew include); it can ferry 19 soldiers (crew included)

Think of it as a transport truck with better protection against light fire for the infantry when ferry, much slower but with possibility to support with some firepower, also the lower profile can be useful on certain maps, allowing you to easily in to Hull-Down. The driver can also release a smoke screen from the back of the vehicle.

Furthermore all versions store 600 ammo points, so they are a huge moving ammo disperser and, with the introduction of suppression, they excel in suppress enemy infantry, effects that raise directly with the increase of the caliber: PKT does ok, but NSVT and PKT version are way superior for that purpose.

 

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Russian NSV MTLB

 

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Russian NSVT MTLB Desert Camo

 

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Milizian NSV MTLB NSVT

 

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Russian 6MA KPVT MTLB

 

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Russian 6MA KPVT MTLB Desert Camo

 

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Insurgent PKT MTLB

What can i engage?

 

NSV-KPVT Version: Infantry, Trucks, Techie, Humvee, MRAP, BRDM, MTLB, Stryker.

 

If you have a great advantage, like being 2 MTLB or you know for sure that is badly damage, you can engage bigger APCs like BTRs or even the Strykers, but never take theme 1 v 1, you will always lose!

 

N.B. the millitzan version present a three colors camo, the russian’s version present a solid color (green).

 

PKT version: Infantry, Trucks, Techie. Do not engage everything else, you have a light caliber machine gun so you will not damage armoured vehicles.

 

N.B. even if it is very noisy when moving it is not a tank, it's an APC ;D

 

Armor and Components

The Red Boxe identify the Engine location. Click on the image to enlarge

 

ZfuBjTA.jpg

 

MTLB Armor and Engine location

 

Summing:

 

Pro

  • Good protection against small arms guns
  • Expendable    
  • Low profile
  • Rather good fire power (NSV version) / Poor firepower (PKT version)
  • Capacity: it carries 19 soldiers
  • It can destroy a radio in about 4 belts (NSV) / 2 and half belts (KPVT)
  • The KPVT version present a coaxial LMG and a smokes launcher
  • In v10 it can absorb quite some damage before explode
  • 600 ammo storage is a huge deal!

 

Cons

  • Low maximum speed.
  • Terrible zoom optic (NSVT version).
  • Mid - Poor firepower
  • If you are ferrying 19 soldiers and you will explode, that will cost more than 60 tickets for the team

 

MTLB 6BM (30mm version)

 

Different story for this bad boy, that mount a 30mm auto-cannon over the MTLB hull, so it share the same cons with their cousins but it gains an immense firepower advantage; named “the beast” is an APC that can provide a greater firepower compared to his littles brothers

It plays a major role in the destruction of opponents vehicles, by eliminating a Stryker with ~ 30 rounds, hs a great zoom on the optic for the gunner and a great movement for the turret, furthermore it can penetrate every surface (only the mud walls on some Middle-eastern maps could stop the rounds). As back side, the amount of ammo is very limited: 100 AP ( default key 1) and 100 HE (default key 2), so it need to rearm very frequently to a repair station. In the recently v10 update his RoF ( Rate of Fire) has increased drastically, but the overheat of the gun is almost instantaneous if you don’t control the burst. A good technique is to make short bursts of 5-6 shots, pause and shoot again, to avoid gun jamming. It also has a coaxial LMG and a smokes grenade launcher. The HE shots do not require you to hit the infantry soldier in a precise way, you can limit yourself to hit the ground near the soldier to ensure the slaughter. Like the others MTLB in this version it can absorb a good amount of damage, 4 AT on target are required to destroy 10 tickets cost and 12 minutes for the respawn!

Beneath you will find the different colors for the Russian (green) and Militia (three colors camo) versions.

 

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Russian 30mm MTLB

 

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Russian 30mm MTLB Desert Camo

 

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Militian 30mm MTLB

 

What can i engage?

Infantry, Trucks, Techie, Humvee, and any other APCs. For IFVs you must be cautious, is very fragile! Engage theme only if you have the advantage or it’s already damage! With 15 rounds in the back of a tanks you can destroy his engine, which can be a huge advantage

 

Armor and Components

Is the same from the MTLB

 

Pro

  • Good protection against small arms guns
  • Low profile
  • Excellent firepower against enemy infantry - vehicles
  • Capacity: it carries 13 soldiers
  • Medium resistance
  • It can use a coaxial LMG and a smokes launcher
  • Great vertical movement for the turret and excellent zoom
  • It can destroy a radio with ~ 30 rounds
  • Very high RoF but...

Cons

 

  • ...the overheat of the main gun is instantaneous if the burst is not controlled
  • Low maximum speed
  • Not expandable, is an important assets for the team
  • Low AP and HE rounds, often needs replenishment.

 

BTR 80

One of my prefered APC, both on the aesthetic and impact side of the game. A mid-power APC, with a great resistant to LAT shots (4 rounds on target to destroy it) and discrete resistance against HMG shots, excellent cruising speed and handling paired with a reliable main weapon: KPVT (HMG) with a 60 round belt, good damage vs enemy vehicles and penetration onto surfaces (not mud walls) and turret movement. Right now is decent against most vehicles but can struggle when facing a Stryker 1 v 1. It need 1 belt and half of another to destroy it, so a pack of 2 BTR-80 can easily destroy a single Stryker, a single BTR can do the job but needs to engage with some smarts moves, find a repair while the gunner is reloading. Is a vehicle able to do everything in the right hands, working with another vehicle will increase his impact on the match significantly.

Don't forget the meaning of the word APC! Ferry the troops on the battlefield! So do it!

With v10 the BTR’s series gain a periscope located the third seat with can be very useful for spotting enemy while being protected against small arms fire. It also gain a Coaxial LMG and a smoke grenades launcher.

Is the only APC that can be ammo racked with LATs and HMGs, if you land your shoots correctly, a thing that is shared with the BTR 82A.

When destroyed it cost 10 tickets and 12 minutes for the respawn!

Beneath you will find the different colors for the Russian (green) and Militia (three colors camo) versions.

 

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Russian BTR 80

 

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Russian BTR 80 Desert Camo

 

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Milizian BTR 80

Armor and Components

The Red Boxe identify the Engine location, the Green Boxe identify the ammo storage location. Click on the image to enlarge

 

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BTR Armor and Engine location

 

What can i engage?

Infantry, Trucks, Techie, Humvee, MRAP, BRDM, MTLB, enemy BTR i (with  ¾ of a belt they will be destroyed). Engage a Stryker only if you have a good knowledge on the vehicles fights. For IFVs you must be cautious, you will not destroy one in a direct enggaage! Engage theme only if you have the advantage or it’s already damage! Or better, try to destroy their engines, and so that others vehicles can end your work!

 

Pro

  • Good protection against small arms guns
  • Good firepower against enemy vehicles - Great against infantry
  • Capacity: it carries 13 soldiers
  • Great vertical movement for the turret and excellent zoom
  • Excellent cruising speed and handling
  • Periscope located the third sea
  • Coaxial LMG and smoke grenades launcher
  • It can destroy a radio with ~ 2 belts and a half of another

Cons

  • Not expandable, is an important assets for the team
  • Can’t face bigger threads (IFVs / Tanks)
  • Can be ammo racked

 

BTR 82A

 

A special mention for this BTR variant, that mount a 30mm gun onto a BTR hull. Combines the firepower of a 30mm cannon with the resistance and handling of a BTR resulting in a lethal vehicles, placing itself in a mid tier vehicle as an anti-vehicle capacity. It is a key vehicle for every match, so you must take care of it!

It exists only for the Russian faction!

With v10 the BTR’s series gain a periscope located the third seat with can be very useful for spotting enemy while being protected against small arms fire. It also gain a Coaxial LMG and a smoke grenades launcher.

When destroyed it cost 10 tickets and 12 minutes for the respawn!

 

If2ZByW.jpg

 

Russian BTR 82A

 

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Russian BTR 82A Desert Camo

 

Armor and Components

Is the same from the BTR 80

 

What can i engage?

Infantry, Trucks, Techie, Humvee, and any other APCs. For IFVs you must be cautious, is very fragile! Engage theme only if you have the advantage or it’s already damage!

With 15 rounds in the back of a tanks you can destroy his engine, which can be a huge advantage

 

Pro

  • Good protection against small arms guns
  • Excellent firepower against enemy vehicles - Rather good against infantry (for now)
  • Capacity: it carries 13 soldiers
  • Great vertical movement for the turret and excellent zoom
  • Good resistance against AT HEAT rockets and HMG rounds
  • Excellent cruising speed and handling
  • Periscope located the third sea
  • Coaxial LMG and smoke grenades launcher
  • It can destroy a radio with ~ 30 rounds
  • Very high RoF but...

Cons

  • ...the overheat of the main gun is instantaneous if the burst is not controlled
  • Not expandable, is an important assets for the team
  • Low AP and HE rounds, ochi caricatori per AP - HE, often needs replenishment.
  • Can be ammo racked

 

BLUFOR

 

Stryker

 

The only APC available for the American faction, it’s a reliable vehicle, since can absorb 4 LAT HEAT rockets on target before explode, also can provide a decent fire support with his .50 cal CROW system  for the gunner, giving the ability to identify and engage targets on much greater distance over all other vehicles. The .50 cal (HMG) has unique magazine with 500 rounds, but can’t compete if compared with a 30mm gun. Fortunately the stryker has an angled front armor to compensate, factor that increase the bounce chance for 30mm and HMGs (KPVT, NSVT) rounds so you can have a you can start a fight 1v1 any vehicle, even a 30mm, although in this case it is better to use your head and be smart and remember to use your armor’s grade at your advantage. Excellent cruising speed and handling combined with good transport capacity make it a reliable vehicles, especially in expert hands! And remember, two stryker that work together are way better than one alone!

There's a Achilles heel ofc: on the front armor there’s a flat area, precisely on the “nose” of the vehicle, area that can be penetrate if the enemy gunner know this spot.

Another downside is the location of the engine: on to the front of the vehicle, so it can be easily be hitted and destroy, which will hurt his battle capabilities.

When destroyed it cost 10 tickets and 10 minutes for the respawn!

 

QURYuel.jpg

 

USA Stryker

Armor and Components

The Red Boxe identify the Engine location, the Yellow Boxe identify the weak spots from the front. Click on the image to enlarge

 

sXgx5OF.jpg

 

Stryker Armor and Engine location

 

What can i engage?

Infantry, Trucks, Techie, Humvee, MRAP, BRDM, MTLB, BTR. Avoid IFVs and MBTs

 

 

Pro

  • Good protection against small arms guns
  • Decent firepower against enemy vehicles - Excellent against infantry
  • Capacity: it carries 11 soldiers
  • Great vertical movement for the turret and excellent zoom
  • Good resistance against AT HEAT rockets, HMG  and 30mm rounds
  • Excellent cruising speed and handling
  • Smoke-grenade launcher
  • It can destroy a radio with ~ 100 rounds

Cons

  • Not expandable, is an important assets for the team
  • Low RoF
  • Ammunition will end quickly
  • Is a .50 cal
  • Engine location can cause some problems

 

Bulldog

The only APC available for the British faction, it’s a solid vehicle to have on your side, since can absorb 4 LAT HEAT rockets on target before explode, also can provide a decent fire support with his .50 cal for the gunner, but is an open top one, so the gunner is exposed and can easily been killed. Low maximum speed and poor maneuverability caraterized this vehicle, but you will trade those with an excellent front armor that even the russians 30mm struggle to scratch this is mainly due to the 45° angle for the upper glacis and his upgraded armor, almost similar to the one of the Warrior. You are not invincible of course, there are some weak spot on the front, the most obvious is the lower glacis of the hull armor, or the tube that link the 50. cal turret to the hull can be easily been pierced, or instead you can aim for the gunner itself, since the KPVT / 30mm can pierce the shield and kill it, so you will deny his ability ( n.d.r. the Bulldog)  to return fire.
When working side to side with an infantry squad, this vehicle shine! Don’t underestimate his potential...or atleast remember that can carry 600 ammo point, which is a huge deal! Can carry 10 people, but the driver must be a Crewman kit.

When destroyed it cost 10 tickets and 10 minutes for the respawn!

 

 
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UK Bulldog

 

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UK Bulldog with Desert Camo

 

Armor and Components

The Red Boxe identify the Engine location, the Yellow Boxe identify the weak spots from the front. Click on the image to enlarge

 

3R1plVK.jpg

 

Bulldog Armor and Engine location

 

What can i engage?

Infantry, Trucks, Techie, BRDM, MTLB, BTR. Avoid IFVs and MBTs

 

Pro

  • Good protection against small arms guns
  • Decent firepower against enemy vehicles - Excellent against infantry
  • Capacity: it carries 10 soldiers
  • Expandable
  • Excellent resistance against AT HEAT rockets, HMG  and 30mm rounds
  • It can destroy a radio with ~ 100 rounds            

Cons

  • Low RoF
  • Ammunition will end quickly
  • The gunner is exposed and can be easily been killed
  • Is a .50 cal
  • Engine location can cause some problems
  • Low maximum speed and poor maneuverability

 

IFV

 

The term IFV refers to “Infantry fighting vehicle” a class of vehicle designed to provide transport to combat infantry squads and a great fire support. They are at the second step on to the vehicle’s food chain in squad, so they can outclass any other APC and, with some of theme, even fight against enemy MBTs, so they are like APCs but under steroids, able therefore to shape the fights on a large scale. Keep this in mind when using theme. In v12 all IFVs can carry 600 ammo point.

 

REDFOR

No IFV for the REDFOR faction atm

 

 

 

BLUFOR

M2A3 Bradley

This IFV is for the American faction only and is a mobile firepower station tanks to his armament. Equipped with a 25mm bushmaster main gun, capable to fire 70 APDS  (Armor-Piercing Discarding Sabot) and 230 HEI (High Explosive Incendiary) rounds, a coaxial LMG (2 maganis of 800 rounds) and a TOW launcher with 2 rockets; the front armor is angled at 45° so can bounce easily any HMG and even the russian 30mm rounds with any problem. So is a scary opponent to find on the battlefield for any vehicles, not to mention for an infantry squad.

You will pay for all this pro: since it use tracks and not wheels is not a fast and not very agile, furthermore his engine emit has a distinctive sound a great distance, so you will not pass unnoticed. His frontal hull armor is strong, but can be easily outflanked by enemy wheeled vehicles, if you want to engage a bradley with a 30mm you MUST work in couple with with another 30mm, and always aim for his rear or side armor; if you find a bradley from the front, run! don’t stay and engage...if really must, aim for the turret, the only weak point, and not to the hull.

Enemy TOWs, HATs and Tanks are an excellent counter to the bradley ofc so when you move always ask information about enemy vehicles/TOW emplacements; the APDS can melt enemy APC easily, but you have only 70 of those, so don’t waste theme, or you will spend a lot of time on to resupply station, and they can hurt enemy tanks from the back: 15 rounds to destroy the engine and 30 to destroy a full health t72. Your main tool against tanks is the TOW launcher: use it for medium to long distance (100m before the rocket will be active) and try to find side or back hits, or even try to aim for the ammo rack of the tank.

This vehicles is the only vehicle (outside of tanks) provided with the Hunter Killer system: there's a commander seat with a different seat of zoom and a stabilization ( Z to enable it) that also the gunner shares. When boths are enable the commander can force the turret to rotate where he’s watching ( Default Key: Spacebar) or he can rotate his turret where the gunner is watching ( Default Key: E). The gunner can rotate the turret where the commander is watching by pressing E (Default Key). This make the vehicle very efficient to find targets and engage theme very quickly. If you can, always use 3 people in a Bradley

Don’t forget that you are an infantry support vehicle, so work side to side with infantry, provide theme with cover (fire cover or smoke cover) and supply (600 ammo storage is an huge deal) and you will shine on the battlefield.

It can ferry 9 soldiers (crew included) and when destroyed it cost 10 tickets and 15 minutes for the respawn so is a valuable vehicle, don’t waste it!

 

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USA Bradley with Forest Camo

 

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USA Bradley with Desert Camo

 

Armor and Components

The Red Boxe identify the Engine location, the Green Boxe identify the ammo storage location. Click on the image to enlarge

 

ehZGqzR.jpg

 

Braldey Armor and Engine location

 

What can i engage?

Virtually anything.

 

Pro

  • Good protection against small arms guns
  • Excellent  firepower against enemy vehicles - infantry
  • Great vertical movement for the turret and excellent zoom
  • Good resistance against AT HEAT rockets, HMG  and 30mm rounds
  • Smoke-grenade launcher
  • It can destroy a radio with ~ 15 APDS rounds or 1 TOW, and can disable the HAB with 55 HE rounds or 2 TOWs  

Cons

  • Capacity: it carries only 9 soldiers
  • Average cruising speed and handling
  • Not expandable, is an important assets for the team
  • Ammunition will end quickly
  • Engine location can cause some problems

 

 

F510 Warrior

This IFV is for the British faction only and is a great vehicle, capable to bring a strong firepower onto the battlefield. Equipped with a 30mm slow-fired main gun, carry 19 clip AP Sabot and 19 clip of HE, each clip contains 6 rounds and must be reloaded manually each time the clip is discharged, and coaxial LMG lacks the ability to engage enemy MBTs, due to the absence of TOWs launcher. But any other vehicle must fear you, the main gun can shred any APC, Light Vehicle or Infantry squad while his front armor can protect against enemy LAT rockets, HMG - 30mm rounds. Like the Bradley, you will pay for all this pro: since it use tracks and not wheels is not a fast and not very agile, furthermore his engine emit has a distinctive sound a great distance, so you will not pass unnoticed. His frontal hull armor is strong, but can be easily outflanked by enemy wheeled vehicles, if you want to engage a bradley with a 30mm you MUST work in couple with with another 30mm, and always aim for his rear or side armor; if you find a warrior from the front, run! don’t stay and engage...if really must, aim for the turret, the only weak point, and not to the hull.

This vehicles is the only IFV that doesn't have a stabilization enable for the gunner, so shooting while moving can be a problem; has a Commander seat, but no Hunter Killer system enabled (a stabilized gunner / commander is required for this feature), anyway a Commander seat is always a great plus, another pair of eyes with a huge zoom can only benefit the efficiency of the vehicle.

Don’t forget that you are an infantry support vehicle, so work side to side with infantry, provide theme with cover (fire cover or smoke cover) and supply (600 ammo storage is an huge deal) and you will shine on the battlefield.

It can ferry 11 soldiers (crew included) and when destroyed it cost 10 tickets and 10 minutes for the respawn so is a valuable vehicle, don’t waste it!

 

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UK Warrior with Forest Camo

 

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UK Warrior with Desert Camo

Armor and Components

The Red Boxe identify the Engine location, the Green Boxe identify the ammo storage location. Click on the image to enlarge

 

VWcB2ni.jpg

 

Warrior Armor and Engine location

 

What can i engage?

Virtually anything, beside enemy MBTs.

 

Pro

  • Good protection against small arms guns
  • Excellent  firepower against enemy vehicles - infantry
  • Great vertical movement for the turret and excellent zoom
  • Good resistance against AT HEAT rockets, HMG  and 30mm rounds
  • Smoke-grenade launcher
  • It can destroy a radio with ~ 15 AP rounds, and can disable the HAB with 55 HE rounds

Cons

  • Capacity: it carries only 11 soldiers
  • Average cruising speed and handling
  • Not expandable, is an important assets for the team
  • Ammunition will end quickly
  • No TOW launcher
  • Gunner is not stabilized, so no Hunter Killer system enabled
  • Engine location can cause some problems

MBT

 

The term MBT refers to “Main Battle Tanks” tank that fills the armor-protected direct fire and maneuver role of many modern armies. They are at the top of the vehicle’s food chain in squad, so they can outclass any other vehicle beneath, able therefore to shape the fights on a mass scale. They are the most powerful ground vehicle at your disposal, so never waste theme. Both MBTs can use the Hunter Killer system

 

REDFOR

T72B3

This MBT is for the Russian faction only, three man crews, equipped with a 125mm main gun, can fire different type of rounds: APFSDS as anti-armor round, HEAT against infantry, light vehicles or FoB’s constructions, HE against infantry and FoB’s constructions, a Refleks ATGM (2 missiles) laser guided missile against enemy vehicles, a coaxial LMG (2000 rounds) and a smoke launcher. As you can see, this bad boy has an appropriate answer for any kind of enemy. The commander can use a Kord HMG with a great zoom, 2 magazines of 150 rounds each, so can engage infantry, light vehicles and APC as well, plus the Hunter Killer give to a skilled crew an huge advantage (always bring a commander!). The driver has a really bad vision, so the commander is the one that can see, and must give directions where to go to his driver.

The T72 is provided with an auto loader, which is much slower ( approx 9 seconds to reload, 8.40 if you like precision) than the american Abrams, so keep it in mind. Beside the Abrams, it has a lower profile which is his greater strength and weakness at the same time; the turret’s slopes can increase the bounce chance of enemy AP rounds, and is very difficult to penetrate even for TOW missile, but due to his small dimension, is very easy to ammo rack if you aim in the right spots, like in the side right below the turret. So use your low profile and front turret at your advantage, try always to go in hull-down or use his speed to flank enemy vehicles. Keep your flanks covered!
If you need to aim to a t72 from the front with a TOW, aim at his hull armor, is the only place where the TOW can deal his damages. 2 rounds are mandatory to destroy. Oh and even LAT or 25mm bradley’s / 30mm Warrior’s rounds can hurt a t72, if you aim for the engine...you will not kill it but you will deny his maneuverability, and he will be much exposed to your friendly Tanks / Bradleys.

When destroyed it cost 15 tickets and 20 minutes for the respawn!

 

xiIHJmM.jpg

 

Russian T72 with Forest Camo

 

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Russian T72 with Desert Camo

Armor and Components

The Red Boxe identify the Engine location, the Green Boxe identify the ammo storage location, the Yellow Boxe identify the weak spots from the front. Click on the image to enlarge

 

bJcD6sB.jpg

 

T72 Armor and Engine location

 

What can i engage?

Virtually anything.

Pro

  • Immune to against small arms guns
  • Excellent  firepower against enemy vehicles - infantry
  • Great vertical movement for the turret and excellent zoom
  • Good resistance against AT HEAT rockets, and Tanks shells. Immune to HMG rounds and 30mm to the front but weaker to rear shoots.
  • Smoke-grenade launcher
  • Good cruising speed and handling
  • It can destroy a radio with ~ 2 HEAT / HE rounds, and can disable the HAB with 6 AP / 2 HEAT / 2 HE rounds

Cons

  • Can’t carry ammo for infantry
  • Not expandable, is an important assets for the team
  • Engine can be easily damage
  • The ammo storage location can be easily damaged, with a subsequent flaming death

 

BLUFOR

 

M1 Abrams

This MBT is for the American faction only, four man crewed, equipped with a 120mm main gun, can fire different type of rounds: APFSDS (21 rounds)  as anti-armor round, HEAT (21 rounds) against infantry, light vehicles or FoB’s constructions, a coaxial LMG (2000 rounds) and a smoke launcher. The commander can use a .50 CROW HMG with a great zoom, 1 magazines with 400 rounds, so can engage infantry, light vehicles and APC as well, plus the Hunter Killer give to a skilled crew an huge advantage (always bring a commander!). The driver has a better vision (compared to the t72) but the the commander present is always a great plus. There's not a loader role, but there's a 4th seat on the outside, where a m240 LMG can be used: is an open top, so is exposed, and has not a great arc of fire (~ 120°) so it can useful to provide suppression at medium ranges, but is not a must required seat IMO.

The Abrams is not provided with an auto loader, but with a “simulated” loader: is much faster to reload (approx 7 seconds, 6.40 seconds if you like precision) , and at the end gives an audio feedback like “UP or “UP MOTHERF****R” (wich is damn cool and immersive). Beside the T72. it has a much higher profile, so it a little bit difficult to move unseen, the turret has less slopes but is a all around tank with a strong top speed and maneuverability, coupled with a very fast turning turret. Furthermore the gunner has at his disposal 3 different zooms (against the 2 of the T72) with a much readeble and easy to understand reticle. Unfortunately is much easier to ammo rack from the front, if you know where to hit. If you need to aim to an Abrams from the front with a Kornet - Refleks ATGM, aim at his hull armor, is the only place where the TOW can deal his damages. 2 rounds are mandatory to destroy. LATs can destroy the engine from the back and even the russian 30mm APCs can destroy it...of course after those hit run away!

When destroyed it cost 15 tickets and 20 minutes for the respawn!

 

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American’s M1 Abrams with Forest Camo

 

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American’s M1 Abrams with Desert Camo

 

Armor and Components

The Red Boxe identify the Engine location, the Green Boxe identify the ammo storage location, the Yellow Boxe identify the weak spots from the front. Click on the image to enlarge

 

shV1ga5.jpg

 

M1 Abrams Armor and Engine location

 

What can i engage?

Virtually anything.

 

Pro

  • Immune to small arms guns
  • Excellent  firepower against enemy vehicles - infantry
  • Great vertical movement for the turret and excellent zoom
  • Good resistance against AT HEAT rockets, and Tanks shells. Immune to HMG rounds and 30mm to the front but weaker to rear shoots.
  • Smoke-grenade launcher
  • Good cruising speed and handling
  • It can destroy a radio with ~ 2 HEAT s, and can disable the HAB with 6 AP / 2 HEAT

Cons

  • Can’t carry ammo for infantry
  • Not expandable, is an important assets for the team
  • Engine can be easily damage
  • The ammo storage location can be easily damaged, with a subsequent flaming death

 

Light / Support Vehicles

 

This class regroup a different plethora of vehicles that aren’t APCs / IFVs / MBTs but can hurt theme, thought they lack a proper armor to absorb the same ammount of damage

 

BRDM

This is a “Scout Car”, looks like a tiny version of a BTR 80 but it can not transport infantry! It share the same maneuverability and a far superior top speed but a less resistance, identical to the MTLB (3 HEAT rockets from a LAT and you will be destroyed) but do not be fooled: this vehicle turns out to be a plug in the side if used in hit-and-run techniques or ambushing thanks to its KPVT, identical to the one of the BTR 80. Furthermore it has a third-seat, the commander's seat, which lets you look around and zoom in on the distance with a periscope; if used in pack with another BRDM or BTR it is lethal for any vehicles, even for a Stryker caught off-guard.

Don’t underestimate it, especially on to big maps, it could reserve some unpleasant surprises. In v10 It also gain a Coaxial LMG and a smoke grenades launcher.

Beneath you will find the different colors for the Militia (three colors camo) and Insurgent (sand camo) versions.

Can carry 300 ammo point, and when destroyed it cost 5 tickets and 5 minutes for the respawn.

 

 

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Russian BRDM with Forest Camo

 

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Russian BRDM with Desert Camo

 

 

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Milizian BRDM

 

 

Oc_dJDBgdAHmQ5hxC7UHfRaNE-5l3di2Nyp_7IcryJEwcMjU51MlwlLCV4Af2TQJrFGdocY-sxihKhW6NleDD6zGn2OJU_3qCM-qSfEV9pRhuyo-tBd9JdrmP7B46W9nD0di_TMa

   

Insurgent BRDM

Armor and Components

The Red Boxe identify the Engine location, the Green Boxe identify the ammo storage location. Click on the image to enlarge

 

2US8ADG.jpg

 

BRMD Armor and Engine location

 

What can i engage?

Infantry, Trucks, Techie, Humvee, MRAP, BRDM, MTLB, enemy BTR  (with ¾ of a belt they will be destroyed). Engage a Stryker only if you are in pairs with another vehicle.

 

Pro

  • Good protection against small arms guns
  • Good firepower against enemy vehicles - Great against infantry
  • Great vertical movement for the turret and excellent zoom
  • Excellent cruising speed and handling
  • Expandable
  • Small size = it hides easily
  • Great for ambush and hit-and-run tactics
  • Coaxial LMG and smoke grenades launcher
  • It can destroy a radio with ~ 2 belts and a half of another    

Cons

  • Fragile
  • Need a high knowledge of the map to be placed

 

SPG Techie

It’s not an APC, either an IFV, but it can be your most precious allied or your worst nightmare  as a APC crew. It extremely fragile, but it’s small and fast, and the main weapon is a 73mm SPG-9, at the moment only able to fire anti-vehicle rounds, able of destroy a BTR in 2 rounds, and a Stryker in 3. Never underestimate it, and destroy it ASAP. If you are handling it use hit-and.run tactics, hit and then run away immediately. If you will work in pair with another vehicle (another SPG techie, a DSKH techie or a BRDM-2) you will bring the chaos on to the enemy lines! Furthermore it is very good on destroying enemy Radios, with 3-4 rounds it will be down. In v10 It also gain the possibility to select HE rockets, with a great AoE damage: you can wound a soldier by hitting an area of ~ 2 meters close to him, so now is very scary weapons. You can even destroy a tank with rear shoots (4 in total) but you must always change position or you will annihilated!

The Armored version protects the driver against small arm fire, but not the gunner; furthermore is much slower and less agile than the un-armored version.

When destroyed it cost 5 tickets and 8 minutes for the respawn!

 

JmcIUoD.jpg

 

Militian SPG Techie

 

fSQFqkT.jpg

 

Insurgent SPG techie

 

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Insurgent Armored SPG Techie

 

What can i engage?

Infantry, Trucks, Techie, Humvee, MRAP, BRDM, APCs, IFVs (from the rear-flank) MBTs (from the rear-flank)

 

Pro

  • Good firepower against enemy vehicles - decent against infantry
  • Great vertical movement for the turret
  • Excellent cruising speed and good handling
  • Small size = it hides easily
  • Great for ambush and hit-and-run tactics
  • Expandable
  • It can destroy a radio with ~ 2 HEAT rounds, with 3 HEAT rounds you can disable an HAB.    

Cons

  • Fragile
  • Gunner is exposed
  • Need a high knowledge of the map to be placed

 

 

ZU-23-2 MTLB version

An honorable mention on this newest addiction in to the MTLB-type for the roster of the Insurgent and Militia forces. In thee front is located a turret with a PKT, capable to deal with infantry and un-armored vehicles, but the real threat comes from the gun mounted on his back: it’s a twin 23mm ZU rapid fire AA gun, capable to engage both air and ground target. Right now it fires only high explosive fragmentation rounds, but fear not, it can destroy medium armored vehicles, and shred enemy infantry easily. The gun present 2 large magazines with 50 rounds each (for a total of 100 rounds), a long reload time, high RoF but both the guns will overheat quiet easily, so don’t push the trigger for a long period of time, just burst few round and wait. Furthermore the recoil is pretty high, so your aim will not be steady if you not control the burst and more it has not any kind of sight, so you must land the rounds by "instinct".

The gunner is very exposed, so it can be killed, keep it in mid; the vehicles shine if three player use it with coordination (the PKT gunner can help the main gunner with his optic and hee can engage infantry while being protected by the turret), don’t take the fight if you don’t have the advantage, instead be patience and wait for the opportunity to stryke, or set an ambush and wait for the prey. The vehicle cost 18 ticket if destroy, has a 6 minutes of cool down before spawn back. Beneath you will find the forest version for the Militia, the Insurgent version only has a desert camo as difference.

Can carry 300 ammo point, and when destroyed it cost 8 tickets and 10 minutes for the respawn.

 

o5umAaZ.jpg

   

Militian ZU-23-2 MTLB

 

bCX7uLt.jpg

 

Insurgent ZU-23-2 MTLB

   

What can i engage?

Infantry, Trucks, Techie, Humvee, MRAP, BRDM, APCs and IFVs from the rear. You can hurt theme, but the fast overheat timer will give theme enough time to find and annihilated you

Pro

  • Good protection against small arms guns
  • Low profile
  • Medium resistance
  • Excellent firepower against enemy infantry- vehicles
  • Capacity: it carries 10 soldiers
  • Great vertical movement for the turret
  • It can destroy a radio with ~ 50-60 rounds
  • Very high RoF but...

Cons

  • ...the overheat of the main gun is instantaneous if the burst is not controlled
  • Low maximum speed   
  • The main gun gunner is exposed and can be killed easily
  • Ammunition will end quickly
  • Long reload time

 

ZU-23-2 Truck

This is a ZU AA gun mounted on the back of a civilian truck! The gun is the same of the MTLB variant, but the vehicle is very different! The truck is very fragile, and the driver is exposed to small arm fire, so you must be very careful while moving around, or when you try to peak for land some rounds! So use it wisely, expose for the less amount of time possible, try the peek-a-boo technique, especially in to a city environment and don’t stay in the middle of the desert while not knowing any intel of enemy forces. When you are facing this vehicle always kill it ASAP, it's very dangerous, or spot it for the entire team.

Is very vulnerable to small arms, and the engine can be easily be knocked out!

When destroyed it cost 5 tickets and 6 minutes for the respawn!


https://i.imgur.com/nvWOZt6.jpg

 

ZU-23-2 Truck ( Insurgent)

 

What can i engage?

Infantry, Trucks, Techie, Humvee, MRAP, BRDM, APCs and IFVs from the rear. You can hurt theme, but the fast overheat timer will give theme enough time to find and annihilated you

 

Pro

  • Excellent firepower against enemy infantry- good vs vehicles  
  • Great vertical movement for the turret
  • Fast but not agile (same as others trucks)
  • It can destroy a radio with ~ 50-60 rounds
  • Very high RoF but...    

Cons

  • ...the overheat of the main gun is instantaneous if the burst is not controlled
  • No protection against small arms guns
  • Fragile
  • The main gun gunner is exposed and can be killed easily
  • Ammunition will end quickly
  • Long reload time

 

BLUFOR

MRAP

The new jeep for the US Army, which will replace the HMMVW, with which it shares many advantages, like be a solid and reliable but not durable vehicle. Fast and handy, is excellent in supporting the team, also it is Expandable, so not a big loss if the vehicle explodes.

It also has two versions: standard with open-top turret CROW. The standard version allows you to carry 5 people, the CROW version only 4. It also has a better resistance to mines and IED, which means that instead of exploding instantly you will have a couple of seconds to get out before it explodes; it also presents a high profile that can be useful to place the vehicle behind a wall and allow the gunner to shoot over.

Four rockets are mandatory to completely destroy an MRAP from the front, 3 if you hit the flank - rear, but the gunner can be killed with HMGs or LATs rockets if you aim at his position, denying the ability to return fire. So always aim for the engine, to negate his ability to move, or the gunner, to negate his offensive firepower.

When destroyed it cost 5 tickets and 6 minutes for the respawn!

 

QcPAx7a.jpg

 

MRAP with Open Top Turret

 

xjzbAwp.jpg

 

MRAP with CROW Sistem

 

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MRAP with Forest Camo

Armor and Components

The Red Boxe identify the Engine location, the Green Boxe identify the ammo storage location, the Yellow Boxe identify the location of the gunner seat for the CROW version. Click on the image to enlarge

 

RKOkSKk.jpg

 

MRAP Armor and Engine location

 

What can i engage?

Infantry, Trucks, Techie, Humvee, MRAP, BRDM, MTLB, BTR.

 

Pro

  • Good protection against small arms guns
  • Good firepower against enemy vehicles - Excellent against infantry
  • Great vertical movement for the turret and excellent zoom (CROW)
  • Good cruising speed and handling
  • Expandable (standard version)
  • Great protection against mines and IED
  • High profile
  • It can destroy a radio with ~ 100 rounds    

Cons

  • Not expandable (CROW variant), is an important assets for the team
  • Low RoF
  • Ammunition will end quickly
  • Is a .50 cal
  • Capacity: it carries 5 people (Standard version) and only 4 for the CROW variant

 

Honorable Mention

 

HMMVW

The iconic United States armored jeep, a solid and reliable but low-strength vehicle. Fast, handy and low profile is excellent in supporting the team, also it is expendable,so not a big loss if the medium explodes.

Available in two versions: standard with open turret and exposed gunner, and CROW  with remote control, sheltered gunner and identical zoom to Stryker.

The standard version allows you to carry 5 people, the CROW version only 4. So the CROW version is a more offensive and supportive version, far more important and less expendable, allowing you to strike with great surgical precision by greatest distances.They can also be dangerous for a BTR 82A, if used with prudence and not by face-to-face.

The HMMVW has been removed from the game since v9.

 

Cya Sweet Prince!

 

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Standard HMMVW version

 

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CROW HMMVW version

 

What can i engage?

Infantry, Trucks, Techie, Humvee, MRAP, BRDM, MTLB, BTR.

 

Pro

  • Good protection against small arms guns

  • Good firepower against enemy vehicles - Excellent against infantry

  • Great vertical movement for the turret and excellent zoom (CROW)

  • Good cruising speed and handling

  • Expandable (standard version)

  • It can destroy a radio with ~ 100 rounds

Cons

  • Not expandable (CROW variant), is an important assets for the team

  • Low RoF

  • Ammunition will end quickly

  • Is a .50 cal

  • Capacity: it carries 5 people (Standard version) and only 4 for the CROW variant

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Dude , look .... That's looks ****ing insane ! Have you ever seen the Project reality manual ? Please consider making an advanced player mamual for squad aswell when the game is fully released , 

With things like multiple variants of armored vehicles with different properties , an advanced damage moudel , multiple ammo types , and more .... Even the oldest players would benefit from a well put manual like this :)

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Nicely done, should be required reading for those who want to use them, and those who want to kill them. 

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Very well made. I learned a lot about vehicle teamwork through PR and applied some of it to Squad, and I definitely agree in Aragron's argument that the vehicle meta should be centered around inter-squad teamwork. But back in PR, the meta was that vehicles should prioritize engaging and removing enemy vehicles first, and after they should finally push up and coordinate with their infantry to dislodge enemy fortifications and enemy infantry. Meanwhile, the meta in Squad is totally opposite and different, vehicle crews prioritize a positive K/D ratio. So they prioritize engaging with enemy infantry over engaging enemy vehicles. There are many pros to this, as you can see APCs coordinating with infantry squads more often but for me I dislike it, it feels slow and some of the vehicles are used incorrectly (i.e. the BDRM is used to push up and walk along with infantry). But then again, I just might be a conservative, old, PR-hag ^_^

 

Also here are some communication tips that I use in both PR and Squad. It works for me and is the norm in PR, but I don't know if it's the norm in Squad.

  • The driver should be the vehicle crew-leader and have priority of directions & movement
    • Always make sure that you're calling out your turns and plans of engagement (This will keep your gunner updated)
    • Keep a check on your gunner's positioning and angling
    • Communicate to SL or other SLs!!!
  • The gunner should have a small priority over positioning and angling for effective firing
    • Try to direct your driver to positions that allow your vehicle to be hulled down
      • It should be appropriate to your driver's goals and priorities
    • You have priority if the vehicle need to RTB (THIS IS SO IMPORTANT)
  • Both need to constantly call out which directions and sectors their covering for each other
    • i.e. Driver: "Gunner, cover north to northwest sector; I'll spot our western and southern flank" and vice versa

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47 minutes ago, Polanski said:

Very well made. I learned a lot about vehicle teamwork through PR and applied some of it to Squad, and I definitely agree in Aragron's argument that the vehicle meta should be centered around inter-squad teamwork. But back in PR, the meta was that vehicles should prioritize engaging and removing enemy vehicles first, and after they should finally push up and coordinate with their infantry to dislodge enemy fortifications and enemy infantry. Meanwhile, the meta in Squad is totally opposite and different, vehicle crews prioritize a positive K/D ratio. So they prioritize engaging with enemy infantry over engaging enemy vehicles. There are many pros to this, as you can see APCs coordinating with infantry squads more often but for me I dislike it, it feels slow and some of the vehicles are used incorrectly (i.e. the BDRM is used to push up and walk along with infantry). But then again, I just might be a conservative, old, PR-hag ^_^

 

Aye that is true! From my perspective that is do by the vehicless itself! I mean PR feature a mostly big IFV (i don't talk about MBT, total different kind of vehicles) so they bring more firepower and more scary things on to the battlefield! In PR BTR-80's / Strykers are "Meh" vehicles, good for supporting infantry but not soo much when vacings enemy vehicles ( being a BTR 80 / Stryker and facing a LAV 25 / BMP 3 is very hard...possible but hard) so actuallly this can be reflected on Squad aswell (the only exepction might be the 82-A / MTLB with 30mm), they sinergize very well by working side on side with infantry and not just alone (not yet, this will features the IFV type!)

47 minutes ago, Polanski said:

 

  • The driver should be the vehicle crew-leader and have priority of directions & movement
    • Always make sure that you're calling out your turns and plans of engagement (This will keep your gunner updated)
    • Keep a check on your gunner's positioning and angling
    • Communicate to SL or other SLs!!!
  • The gunner should have a small priority over positioning and angling for effective firing
    • Try to direct your driver to positions that allow your vehicle to be hulled down
      • It should be appropriate to your driver's goals and priorities
    • You have priority if the vehicle need to RTB (THIS IS SO IMPORTANT)
  • Both need to constantly call out which directions and sectors their covering for each other
    • i.e. Driver: "Gunner, cover north to northwest sector; I'll spot our western and southern flank" and vice versa

 

Holy wards! I do those kind myself and they works so good!

 


 

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Directly tied in with the vehicles aspect, every gunner must know and master the penetration value linked to the gun of the vehicle that he’s using, so i will talk briefly here about this topic. This is another guide for the Italian Community that i've translated ( here lies the original)

 

With Alpha v9 the penetration of weapons have been expanded, no longer limited to large calibers but also to infantry small calibers.

Here I report the data obtained from various tests performed by me and [EI]Sofficino ( a.k.a BassSanto ), that I thank for the help, on the various penetration values:

 

( the distances shown indicate the space between the surface and the soldier who finds shelter behind it, before it suffers any kind of damage)

       

    Heavy calibers:

   

Calibers: 12,7x99 (Browning M2HB): 1,5 meters for Sandbags, Concrete walls, Sheet Metal cover, Wood fences / Houses, Low Mud Walls ( the ones that you will find on the sides of the streets on Chora) but any kind of penetration on to the Mud Walls the typical houses of the compounds.

 

               12,7x108 (DShK, NSV): 1,5 meters for Sand bags, Concrete walls, Sheet Metal cover, Wood fences / Houses, Low Mud Walls but any kind of penetration on to the Mud Walls the typical houses of the compounds.

 

             14,5x114 (KPVT): 2 meters for Sandbags, Sheet Metal cover, Wood fences / Houses, Concrete walls, ~ 1 meter with Low Mud Walls  but any kind of penetration on to the Mud Walls the typical houses of the compounds.

 

               30x165 ( 2A72 30mm cannon): 2,5 meters for Sandbags, Sheet Metal cover, Wood fences / Houses, 2 meters for Concrete walls, Low Mud Walls and ~ 30cm on to the Mud Walls the typical houses of the compounds ( its the only weapon able to penetrate, even if with little effectiveness, such surfaces)

 

Notes:

 

The Russian NSV turns out to be excellent for penetrating the sandbags and quickly neutralizing the enemies behind them, thanks to the high rate of fire that exceeds the one of the  .50 NATO

 

The 30 mm manages to send a player dead directly if hit on the trunk or on the head (if hit on the limbs you will go to the ground injured but recoverable). This also applies if you are behind a sheet metal cover.

 

The 30mm currently does not cause AoE damage, it fires AP-I (Armor Piercing Incendiary, penetrating incendiary) rounds.

Until v10

 

The 30mm can penetrate several walls before losing damage, ergo shoot inside a house with more walls inside it is very effective.

   

For those wishing to study in deep, below you will find an Excel file with the exact parameters implemented in the v9 about the different penetration of the materials. This is not made by me, but i can not find again the true author, if you know tell me, and i will link his name.

 

https://1drv.ms/x/s!AvulPsdziDOL60ADZuaTP2eV-U9N

   

With alpha 9.4, random deviations were added. When exiting from a surface, a projectile will deviate depending on the material and the caliber of the weapon. A good rule is: the larger is the caliber, the more it will continue to fly through the objects due to its momentum

   

    penetration.jpg

   

Ended the Heavy calibers for the vehicles, and since i find those information useful even not tied on the vehicle topic, here i will talk a bit of the small arm caliber

 

Small Infantry Caliber:

 

Calibers: 5,45x39 (AK74,RPK74): 1 meter for Wood and Sheet Metal surfaces.

 

               7,62x54 (SVD Dragunov): 1,5 meters for Wood and Sheet Metal surfaces.

 

               5,56x45 (M4, M249): 1 meter for Wood and Sheet Metal surfaces.

 

               7,62x51 (M110): 1,5 meters for Wood and Sheet Metal surfaces.

 

Note:

 

Marksmans prove to be very useful against enemy hiding behind those surfaces.

 

None of these calibers penetrates concrete surfaces at the moment.

 

The only buildings that can be penetrated by light calibers are the wooden houses in the Eastern European maps.


 

This will then be modified and expanded in the future, so I will then update everything

   

    Now you share the same knowledge of me about penetrations

    \

Rocco_Siffredi.jpg

   

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Dude, you are the man! Will need a slight update with V10 since vehicles are even more awesome! 

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For sure Mike, with v10 the vehicle gameplay will see a lot of changes, big and small. I will correct the guide during this period!

The MTLB is now a very good vehicle, expecially for a mechanized infantry. The KPVT version is the best candidate for that role!

 

But this one the coolest version:

1B497BC88E20C38A03D195E7039404C1166BB97A

 

*Pew Pew*

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Amazing post, Aragorn89! I will create a Guide section in my Discord to share this link with my squad.

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On 8/2/2018 at 2:38 AM, Ceceli said:

Amazing post, Aragorn89! I will create a Guide section in my Discord to share this link with my squad.

Thanks, i'm pleased to help you guys^_^

 

The guide is now updated for v10.

 

What is new?

Part 1:

  • Added "Choose your ammo type" section.
  • Added "Coaxial LMG" section.
  • Added "Soloing a vehicle" section.
  • Added "Smokes launcher" section.

Part 2:

  • Rewrited and updated the section for the MTLB.
  • Added the section for the for the ZU-23-2 MTLB variant.
  • Rewrited and updated the section for the 30mm MTLB.
  • Updated the section for the BTR-80, the BTR 82-A (a.k.a. 30mm BTR), BRDM and SPG techie.
  • Added the section for the for the ZU-23-2 Truck.

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I loved it.

Especially how to unflip a vehicle. 

And i am disappointed in the developers when it comes to the ZU-23-2 i am a huge fan of that weapon and it hardly owerheats that fast its made to spray 2,000 rounds per a minute 1,000 rounds per a barrel.So imagine how good Shilka is with ZU-23-4 gun thats 4,000 rounds per a minute that could shread in half a Heli in seconds.

 

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Having actual experience irl of the Swedish CV90, this is a good guide, I must say.

 

Key points, to my mind, is to remember that an APC or an IFV, is a support-vehicle for the troops. The troops do the fighting, with the vehicle providing extra punch to kill the enemy. The vehicle is useless if it unloads troops and then drives off to do something else. The troops should hit the ground and then as they advance, the troops should direct the fire of the vehicle. The point is to overwhelm the enemy with enough firepower to keep them ducking for cover ( irl that is, panic under fire isnt that big of a thing in a computer game lol ) to allow you to move in for the kill with the soldiers on the ground.

 

The guide says to work in pairs. I have to say... Work in 3's is preferable. 2 units to keep pressure on the enemy and the third to either flank the enemy, or move up to engage an enemy that is trying to flank. This allows to maintain steady fire on the enemy, while a friendly unit is free to move to a better position to either kill the enemy, or force him to relocate. In a computer game, I realize being able to coordinate 3 APC's or IFV's is a luxury.

 

Speaking of 2's and 3's. Movement; one vehicle should always cover the advance of a fellow vehicle. Always keep your spacing, you dont want to get into a tight spot when the enemy calls in artillery or a gunship comes flying in.

 

Do not forget the artillery! Spot an enemy? Call in mortar-fire, unload troops and open fire with everything you've got. Then let the second vehicle move up and flank the enemy. Overwhelm them with firepower and force them to relocate or stay put and die.

 

But to be fair, Im just nitpicking. The guide looks very good and I have to say; Well Done Indeed!

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Update the guide for the v12 version and completly rework it from scratch, expecially for Part 2, but don't expect a changelog...itwill kill me.

 

Enjoy guys, and if you find something wrong just tell me! 

 

Ten hut!

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