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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!

 

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 propaganda for the future, where having a good crew in a vehicle will be a must (only the infantry does not is always good). This is the best time to learn, destroy, and be destroy.

 

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 and drivers, it's the most important thing.

The gunner must know:

  1. Know how to shoot (drop of the round, speed of it etc.).

  2. How to recognize between friendly and enemy vehicles / soldiers.

  3. Know the power of his weapon and the resulting penetrations

 

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; this IMO is the most important role (between the two), closest to the Squad Leader for the infantry, you’ll never shoot but you will decide the fate, and the efficiency, of the vehicle.

 

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 medium, 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 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 aa 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 one close to it. 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

  • Reasoning according to the vehicle that you are holding: if i’m using a standard HMMW 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 the 30mm BTR or the Stryker 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 Stryker, you will be melt, it will be better to change position or take the opportunity to engage if the Stryker 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 HMWW then the logi and lastly a transport truck. If ther’s a Stryker, let it pass and then engage the Logi truck, the l’HMWWV 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 HMMWV 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 that can rearm / repair to a repair station close to the battlefield  is better than un APC 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 and vice versa, in this way you will increase your knowledge as a crew and you will understand the limits of you gunner / driver.

  • 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) than others, so learn to use aat your advantage! Good optics means that vehicle do his best on medium / long range. Bring a Stryker in the middle of the streets of Al Basrah is a waste and the vehicle will be destroyed in no time, same for bring 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 is not both (the gunner and the driver) watching the same direction, if my gunner is covering the W hilltop, as driver i will watch the road on the N. This is even more important on the vehicles that presennt a Commander seat, like the Insurgent / Militia’s BRDM-2. Who hold that seat can usee a periscope with a great zoom. Three pairs of eyes covering different area is betteer 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.

  • Be an APC: 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 the main APC /  Offensive vehicles for each faction, with a small description on to the good - bad for each one. First of all keep in mind this two images Image1 Image 2 that show ticket costs, respawn time and transport capacity for each vehicle:

 

REDFOR

 

MTLB

Named as “Shitboxe” this vehicle is manly used as an armored transport for the infantry and / or to counter lightly armored vehicles. This vehicle present poor agility, related to the version it have a medium - low firepower, very loud and mostly very fragile. Two AT rocket on target and it will explode, so an enemy HMG will melt it like an hot knife with butter, with half ammo belt! The NSV version present a terrible vertical turret movement, so the gunner can not raise or lower the main gun much; this version present a small ammo belt (around 60-70 round), long reload time, a terrible zoom for the gunner but a fantastic ROF! Furthermore can penetrate concrete walls, wooden walls and metal sheet so is fantastic for supporting on to close - medium range.

The KPVT variant present an increase firepower, also the BTR turret mounted gives to the gunner a way better vertical movement.

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).

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. .

 

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Russian NSV MTLB    

                                                                        

 

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Milizian NSV MTLB NSVT

 

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Russian KPVT MTLB

 

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Insurgent PKT MTLB

 

What can i engage?

 

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

If you have a great advantage, like being 2 MTLB or you know for sure that is badly damage, you can engage 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

 

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)

Cons

  • Fragile

  • Low maximum speed and poor maneuverability

  • Terrible vertical movement for the turret (NSV) and terrible zoom

  • If you are ferrying 19 soldiers and you will explode, that will cost around 60 tickets for the team

 

30mm MTLB 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” this is not entirely an APC, but much more an IFV, a class of vehicles that can ferry troops but present a firepower far superior to an APC.

It plays a major role in the destruction of opponents vehicles, by eliminating a Stryker ( the tougher APC at the moment) with ~ 30 rounds, with 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 cons it present a single charger with ~ 200 rounds, a main gun that can easy being overheated and a poor capacity on to engage the enemy infantry, because you need to hit the target to kill it since the coaxial LMG and the HE rounds are not yet into the game (when they will be introduce, this vehicle will be your main nightmare) so engage infantry only if you don’t have more important targets! As others MTLB it’s very fragile, so you need to engage with judgment an enemy Stryker, by always having the advantage in your hands!

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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Militian 30mm MTLB 30mm

 

It can also be an infantry transport, so it can make a decisive impact when you want to use it conjunction with some infantry!

 

What can i engage?

Virtually everything by keeping the right distances.

 

Pro

  • Good protection against small arms guns

  • Low profile

  • 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

  • It can destroy a radio with ~ 30 rounds

Cons

  • Fragile

  • Low maximum speed and poor maneuverability

  • Not expandable, is an important assets for the team

  • Low RoF

  • Ammunition will end quickly

  • Without HE rounds (for the moment)

 

BTR 80

One of my prefered APC, both on the aesthetic and impact side of the game. A mid-power APC, with a decent resistant to LAT shots (3 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 great when facing everything, but is lack 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 a good way in right hands, if work with another BTR the impact on the match increases significantly.

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

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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Milizian BTR 80

 

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 uno Stryker only if you have a good knowledge on the vehicles fights.

 

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

  • Good resistance against AT HEAT rockets and HMG rounds

  • Excellent cruising speed and handling

  • It can destroy a radio with ~ 2 belts and a half of another

Cons

  • Not expandable, is an important assets for the team

  • It done everything good but not excel in everything

 

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 at the top of the vehicle’s food chain in Squad vehicles as a 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!

 

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Russian BTR 82A

 

What can i engage?

Everything that's move

 

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

  • It can destroy a radio with ~ 30 rounds

Cons

  • Not expandable, is an important assets for the team

  • Low RoF

  • Ammunition will end quickly

  • Without HE rounds (for the moment)

 

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 greater fragility, identical to the MTLB (2 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 vehciles, even for a Stryker caught off-guard.

Don’t underestimate it, especially on to big maps, it could reserve some unpleasant surprises.

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

 

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Milizian BRDM

 

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Insurgent BRDM

 

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

  • 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 immedliatly. 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.

 

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SPG Techie (Militia and Insurgent)

 

What can i engage?

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

 

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 ~ 3-4 rounds

Cons

  • Fragile

  • Gunner is exposed

  • Need a high knowledge of the map to be placed

 

BLUFOR

 

Stryker

The most resistant APC in the game, 4 LAT HEAT rockets on target to destroy it, also with the best zoom optic for the gunner, giving the ability to identify and engage targets on much greater distance over all other vehicles. As main gun we have a .50 (HMG) and a unique magazines with 500 rounds, a discrete armament that turn pale when compared to a 30mm. Fortunately the high resistance compensate it, you can fight 1v1 any vehicle, even a 30mm, although in this case it is better to use your head and be smart.

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!

 

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USA Stryker

 

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

  • 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

  • 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

 

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.

 

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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

 

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.

 

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Standard MRAP

 

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CROW MRAP

 

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

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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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