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nagasuru

All TANKS/IFV'S and HOW TO USE THEM!

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Hi everyone, I'd like to start this by saying that I took heavy inspiration to make this from "Aragorn89," the creator of the forum "APC'S Guide For Dummies," go check him out. Instead of focusing on APC's and the basics, this will cover what I categorize as the "heavy vehicles," along with accompanying light APC's This thread will cover all of the basics, advanced tactics and pros, and cons of a variety of vehicles. The Following Vehicles will be covered:

  • BTR-82A/BTR-80

  • MTLB (30mm IFV conversion)

  • T72B3

  • M2 Bradley IFV

  • M1A2 Abrams

  • IAV Stryker APC

 

To start, we'll begin with what I argue, is the most superior faction in terms of vehicular combat and effectiveness, which is the U.S. The US holds an overwhelming amount of vehicles, that vary from armored "mine resistant" vehicles to IFV's and tanks. Starting from the most basic APC, we have the Stryker.


 

  1. STRYKER APC (Intro)

The Stryker while is real life is very versatile, in game it wields a CROWS .50 cal, not uncommon for lots of American vehicles. The Stryker is best used in fir support, that ferry's troops throughout the map. This is one of the biggest advantages the stryker has that unfortunately isn't used. It's very important that if you are using this vehicle, you should ferry your squad, or other infantry and cover advances or provide fire support. The Stryker also wields very decent armor, as compared to the Russian counterpart APC, the BTR.

 

Image result for Stryker APC

 

Pros of the Stryker:

  1. Armor succeeds the ones of most Russian vehicles

  2. Has the potential to kill any Russian vehicle besides a T72

  3. Can ferry over a full squad

  4. Very fast for its size

  5. Available on almost all US layer maps

  6. Quick respawn and an expendable ticket vehicle

 

Cons of the Stryker

  1. Gun does not succeed the Russian 30mm cannon on most of their APC's

  2. Somewhat bulky

  3. Cannot damage tanks

 

Best Usage of the Styker:

 

Since the stryker is an APC, it should be utilized that way, on big maps such as Yehorivka, its best to pick up troops from a point that has been captured or assist in a retreat to ferry troops to advance to another point or to a fallback point. You CAN use its gun against almost any vehicle, but be aware that it may take a while to kill something like a BTR. Avoid direct engagement with enemy vehicles unless you know you can win, such as a flank or direct engagement with a 14.5 BTR. Utilize CROW's built-in range finder and drop reticle for the most precise shots.

 

       2.  M2 BRADLEY IFV:

Image result for Bradley SQUAD

 

IFV'S are the main crossover between Tanks and APC's. IFV's are best utilized in a multi-role scenario. While the Bradley a certainly haul many soldiers, it shouldn't be your sole intention. However, at any chance, you should ferry dismounts when going into a point. The Bradley is armed with a 25mm M242 gun, that fires HE and APFSDS rounds, capable of killing any vehicle in the game potentially. While also wielding a coaxial gun and 2 BGM TOW Anti Tank Missiles.


 

(Picture Missing) https://www.baesystems.com/en-us/product/bradley-fighting-vehicle


 

Pros of The M2 Bradley

  1. Very good armor against 30mm rounds and RPG-7's.

  2. Gun is very versatile and extremely powerful.

  3. Includes a third seat which is a commander seat

  4. Over 6 infantry dismounts

 

Cons of the M2 Bradley

  1. Very slow, especially compared to even Tanks and other IFV's.

  2. Bulky target

  3. Sound and tracers make the vehicle very obvious to spot.

  4. Only wields 70 rounds 25mm APFSDS

  5. The engine is easy to hit, thus making it EVEN slower.


 

Best Usage of the Bradley:


 

While the Bradley does remain slow and bulky, it is one of the most capable and versatile vehicles in the game. The 25mm of the Bradley exceeds the capabilities of the 30mm placed on the BTR, most likely due to it probably firing Depleted Uranium rounds. Because of this, the vehicle is best used as a troop carrier especially at the start of the game, that once dismounts the squad can provide effective anti inf and anti vic fire. The Bradley also comes equipped with TOW missiles, capable of killing T72's. An experienced TOW user can kill a T72 in one shot if it is ammo racked. However, these missiles should not be used reliably in a range closer than 200m. DO NOT use the TOW against INF. The Bradley is best used in duality with another vehicle such as the M1 Abrams. With this combination, a variety of anti-infantry and anti-vehicle measures can be succeeded.   The Bradley's front armor, not counting the engine hitbox can withstand all 30mm rounds and roughly 6 LAT hits. The Bradley wields a third "commander seat" which can designate targets for the gunner (lock gunner on to commander's view), by holding space. It is best to use the vehicle with a full three-person crew.

 

Some small but IMPORTANT tips for the Bradley

  • It is wise to not use TOW missiles against light vehicles such as transport trucks, unless very far.

  • The 25mm AP is capable of killing a T72 with enough shots, IF and only shot in the rear.

  • The Bradley can be one shotted from the Kornet, (not to be confused with the T72's Refleks ATGM). Always push into a FOB and points slowly scouting out for Kornets

  • Since v12, the Bradley is nearly completely safe from any 30mm.

 

    

 

    3. M1A2 Abrams:

 Related image

 

Tanks are where the real fun begins in vehicle combat. As a tank, you have the most advanced armor on the battlefield. Tanks can provide anti-vehicle support, Infantry cover, and as a vehicle, they provide the main fighting source on the battlefield. The M1A2 currently in squad has the best armor available out of all in-game vehicles This tank is equipped with a powerful 120mm cannon that fires APDSFS along HEAT, (High Explosive Anti-Tank) not to be confused with HE/fragmentation. The Abrams.



 

Pros of The M1A2 Abrams

  1. Spectacular armor; is 100% lat resistant to the front/Half of the side armor

  2. Gun is immensely powerful

  3. Has 4 seats, including a commander seat and an extra 240b seat for the loader

  4. Very speedy and quick considering its 70-ton size

  5. Commander seat holds over 400 rounds, nearly twice the amount of the T72's

  6. Auxiallry sights make the gun extremely accurate when combined with the range finder

  7. Holds 40 rounds of sabot and HEAT, (20 each) which has the potential to take out an average of 20 enemy vehicles, (disregarding a scout car that takes 1 hit and the T72 that takes multiple sabots) This is more than nearly 7 times the amount of vehicles the Bradley can take out with its 25mm AP gun.

  8. Is completely resistant to any BTR/BDRM/MTLB, regardless of the type of gun.

 

Cons of the M1A2 Abrams

  1. A very large target, especially compared to the T72B3's Size

  2. Loader seat is very exposed, even more than the open top .50 on an MRAP

  3. The turret is visibly separated from the hull, making it a vulnerability.

  4. Is very loud due to its Jet turbine engine, (Why it's so fast)


 

Best Usage of the M1A2 Abrams

 

Because of its amazing armor, combined with its fast speed and strong gun, this vehicle is arguably the strongest threat on the battlefield.

However, because of its downsides, its very important you utilize this vehicle in the best way possible. Despite the gun of the M1A2 being so powerful, it still takes 2 hits to kill BTR's or MTLB's regardless of the Abrams ammo type. Speaking of the ammo type, it's a common mistake to confuse the HEAT with HE. While the 120mm HEAT can be used as anti-infantry with it's explosive radius, very similar to HE frag, it can also destroy any enemy vehicle besides the T72. For the T72, you must always use the AP Sabot rounds, but this is the only scenario where this would be relevant to use it over HEAT. Because the HEAT can destroy everything but tanks and is a very versatile weapon, it should almost ALWAYS be wielded unless the enemy tanks have not been destroyed, or they are close to respawning, which on average is 15 minutes.  The commander seat of the Abrams, the same as the Bradley's functionality, has a .50 cal CROWS, that can lock the gunner onto a target by holding space. Alternatively, the gunner can alternate to the commander's designation by holding "E." The sighting of the Abrams is incredibly crucial for shooting accurately, especially under 200m and over 700m. Using the range finder, which is at the bottom of the screen displaying a number. While using this number, correctly adjust to the correct mildot with the corresponding number. For instance, if my range finder on an enemy tank displays 789m, and I have APFDS loaded I will correct the shot to the “800 or “8” mildot. This way, I can ensure my shot will hit. ARMOR: Its best to recognize your most vulnerable spots. First of all, when engaging enemy tanks from the front, your most vulnerable spot is your lower armor plate that sticks out slanted where the driver sits. Generally, enemy tanks can’t damage you from the front anywhere but there. Second, since you are invincible from LATS to the front, and pretty much the side, you should always watch your back, as LAT’s can seriously hinder your mobility if they hit your engine from the back. If you ARE fighting against a T72, always hit its lower plate. Under these circumstances, as long as he doesn’t hit you multiple times before you get a sabot in, you can guarantee a kill to the enemy tank.




 

4. T72B3:

 

The T72, or the MBT of the RU faction in SQUAD is certainly a versatile and dangerous vehicle to deal with. With a overwhelming amount of weaponry, combined with its rather small stature, it can effectively deal with almost any vehicle on the battlefield. The T72 is equipped with a 125mm gun that fires APFSDS and HEAT, along with yes, HE frag. The 125mm is no stronger than the gun of the Abrams. The tank is also equipped with a Refleks Anti-Tank self-guided missile system, which sounds great, but is very difficult to use compared to something like the Bradley’s TOW missile, and it is also quite weak against enemy tanks.


 

Pros of The T72B3

  1. Fires a variety of ammo including HE and ATGM’s

  2. Is fast and maneuverable like the Abrams

  3. Holds a crew of 3 with “Hunter Killer” tech for the commander just like the Abrams.

  4. Good armor overall.

 

Cons of the T72B3

  1. ATGM’s are very hard to use at anything closer than 250m and do not do much damage against tanks.

  2. Unlike the Abrams, is vulnerable to LAT from the front in certain spots.

  3. Shitty rear armor can be destroyed by the Bradley’s 25mm

  4. Commander’s Kord MG only holds 200 rounds

  5. Kord MG cannot range find, nor have accurate mildots.

  6. Can be destroyed by the Abrams even if the T72 gets more shots on.

  7. No extra seat

  8. Only has 10 HEAT



 

Best Usage of the T72B3:

 

ALWAYS USE STABILITY BY PRESSING Z. Despite the T72’s flaws, its still an excellent vehicle, especially on bigger and open maps like Talil. If you are clever with the vehicle its certainly not impossible to kill enemy Abrams. The best thing to know for this tank is that your missiles are not best used against enemy tanks and at close range. For an accurate shot, you will need about 300m between you and your enemy. While its fragmentation is a nice upgrade compared to the Abrams, it means you will get less HEAT ammunition for enemy vehicles and only around 10 HE frag. The best use for the T72 it to always be beside your other T72 or with a 30mm BTR searching carefully for tanks, and wiping infantry with frag ammunition. Like the Abrams, its range finder will correct your shots at the range if used correctly. It's important to recognize your armor is weaker, and you will have to get a jump an Abrams hull to kill it.





 

5. BTR-82/A 30mm:


 

A previously amazing and capable vehicle has been slightly toned down after V12. The 30mm is a fast and effective killing machine that can ferry troops while providing infantry cover.


 

Pros of the BTR 30mm

  1. Very fast

  2. Effective infantry gun

  3. Fires HE and AP

  4. Can haul more than a squad of troops

  5. Very fast respawn time

  6. Expendable; 5 tickets

  7. EXTREMELY good turret stability


 

Cons of the BTR

  1. 30mm is very hard to destroy enemy vehicles with

  2. Very loud gun

  3. Can’t damage enemy tanks

  4. Weak armor

 

BEST USAGE:

While the BTR is certainly not a bad vehicle, its lack of quality ammunition makes it hard to deal with enemy vehicles, and it also drains ammunition very fast. You should always use it as a troop carrier before you use it as a vehicle killer. You can’t damage enemy tanks so if you see one, run the **** away.

That's it! Expect more from this thread in the future. I’m debating on opening a discord for vehicle tactics and usage, so if you are interested, PLEASE tell me. Thanks!





























 

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Something you should also point out is, as US Abrams crew, you need to be extra careful about where you stick your ass. RU and MIL/INS have superior man-portable anti-tank capabilities. The RU LAT is very accurate with the PGO scope. It only takes 1-2 hits from a PG-7V to take out your engine. This is magnified by the Abrams' huge profile. You are basically a massive target with a phat ass in the middle of the battlefield. Be aware of that.

 

 

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5 minutes ago, Brightnight said:

Something you should also point out is, as US Abrams crew, you need to be extra careful about where you stick your ass. RU and MIL/INS have superior man-portable anti-tank capabilities. The RU LAT is very accurate with the PGO scope. It only takes 1-2 hits from a PG-7V to take out your engine. This is magnified by the Abrams' huge profile. You are basically a massive target with a phat ass in the middle of the battlefield. Be aware of that.

 

 

It is true that the LAT is very accurate, however 1-2 will not disable your engine; rather hinder it. It takes 4-6 to completely knock it out

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The Russian HAT scope instead is horrible for me. The range finder has a maximum distance of only 150 meters ... all that is beyond, you have to aim virtually at random. So the advantage of being Fire Team Leader in order to put the marker and get the right distance from the target, is thwarted by the HAT range finder

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On 1/20/2019 at 1:12 PM, nagasuru said:

It is true that the LAT is very accurate, however 1-2 will not disable your engine; rather hinder it. It takes 4-6 to completely knock it out

I dont know what version you tested that in. I just tested it on Jensens range, live server. One RPG-26 will take out an Abrams' engine.

 

I also tested out the Bradley's 25mm on the on both local and live server. Local, the Bradley can destroy both the Abrams and the T72 from behind. One shot will disable engine. But local is meaningless and inaccurate.

 

I tested it on a live server, no damage whatsoever on all areas of the tank. I dont know how you got those results, but they are wrong.

Edited by Brightnight

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On 20-1-2019 at 6:12 PM, nagasuru said:

Pros of the BTR 30mm

  1. Very fast

  2. Effective infantry gun

  3. Fires HE and AP

  4. Can haul more than a squad of troops

  5. Very fast respawn time

  6. Expendable; 5 tickets

BTR's are 10 tickets, same as IFV's.

 

Light vehicles (Like jeeps, trucks, scout car) are 5.

APC/IFV are 10.

Tanks are 20.

 

Check the ingame info on the map screen.

Edited by oTec

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4 hours ago, oTec said:

BTR's are 10 tickets, same as IFV's.

 

Light vehicles (Like jeeps, trucks, scout car) are 5.

APC/IFV are 10.

Tanks are 20.

 

Check the ingame info on the map screen.

Hey, apologize for that.. I thought tanks were 15. I guess was wrong

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15 hours ago, Brightnight said:

I dont know what version you tested that in. I just tested it on Jensens range, live server. One RPG-26 will take out an Abrams' engine.

 

I also tested out the Bradley's 25mm on the on both local and live server. Local, the Bradley can destroy both the Abrams and the T72 from behind. One shot will disable engine. But local is meaningless and inaccurate.

 

I tested it on a live server, no damage whatsoever on all areas of the tank. I dont know how you got those results, but they are wrong.

I have personally destroyed a T72 with the Bradley 25mm hitting the rear turret and the engine. I’m not sure what’s up, I don’t doubt your data, however squad can be inconsistent. Even in the v12 trailer though, oddly it shows a Bradley destroying a T72 with its 25mm. Also I believe the problem with the shooting range is shots to kill, however it does most times accurately represent (mostly) where something can penetrate, and if it does, it will one shot it in shooting range.

15 hours ago, Brightnight said:

I dont know what version you tested that in. I just tested it on Jensens range, live server. One RPG-26 will take out an Abrams' engine.

 

I also tested out the Bradley's 25mm on the on both local and live server. Local, the Bradley can destroy both the Abrams and the T72 from behind. One shot will disable engine. But local is meaningless and inaccurate.

 

I tested it on a live server, no damage whatsoever on all areas of the tank. I dont know how you got those results, but they are wrong.

Also, from my testing one RPG 26 in live will hinder it, not destroy its engine. Previously before 12.2, basically anything below 100 health on engine would make you super slow

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On 1/21/2019 at 7:31 AM, Tmac said:

The Russian HAT scope instead is horrible for me. The range finder has a maximum distance of only 150 meters ... all that is beyond, you have to aim virtually at random. So the advantage of being Fire Team Leader in order to put the marker and get the right distance from the target, is thwarted by the HAT range finder

It is difficult to use. I assume you know that the bottom two are the correct lines for ranging. It takes some getting used to. It is strange how amazing the RPG-29’s sights and rocket overall is, vs the RU factions HAT.

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14 hours ago, nagasuru said:

I have personally destroyed a T72 with the Bradley 25mm hitting the rear turret and the engine. I’m not sure what’s up, I don’t doubt your data, however squad can be inconsistent. Even in the v12 trailer though, oddly it shows a Bradley destroying a T72 with its 25mm. Also I believe the problem with the shooting range is shots to kill, however it does most times accurately represent (mostly) where something can penetrate, and if it does, it will one shot it in shooting range.

Also, from my testing one RPG 26 in live will hinder it, not destroy its engine. Previously before 12.2, basically anything below 100 health on engine would make you super slow

 

Disregard, see post below

 

 

 

 

 

 

Edited by Brightnight

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Alright I have gone back and tested it again. It seems that you are partially correct in regards to the Bradley. I tested both the Abrams and the T72 against the Bradley's 25mm cannon. Both fared poorly.

 

My original test was at a distance of 100-200m on the range, as I assumed that was the closest engagement range. I lowered that to sub-50 meters, since this is kinetic energy rounds we are talking about. At less than 50 meters, the Bradley CAN take out the engine of a T72 AND Abrams when fired at from DIRECTLY BEHIND the vehicle, less than 25 meters away. It can also do significant damage to both vehicles, but it doesn't seem to have enough ammo to actually destroy them from behind. It will lower both vehicles to around 25% health, but it will have to empty totally into the back of both. This indicates that the Bradley's gun and ammunition is seriously a threat to most vehicles in-game. Honestly, its deadlier than even a SABOT or HEAT round from a freaking MBT, which takes a total of 2 shots to kill a meager APC like the BTR. I believe devs should review this.

 

I went back and tested the RPG-26 again. It did the same thing everytime. Instant engine-knockout. Maybe you are misunderstanding the terminology here, and thats the point of confusion. When I say "destroy engine" I mean that the engine health has been brought to zero, which forces the vehicle to move at a very slow speed. I think maybe thats what you mean by "hindered". You cannot actually permanently destroy engines in-game, they can always be repaired. If brought to zero, it can be raised back up to half health and driven to a repair station for further repairs. Regardless of semantics, the 26 WILL take out an Abrams or T72s engine and cause an additional 15% damage.

 

 

 

 

 

Edited by Brightnight

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10 hours ago, Brightnight said:

Alright I have gone back and tested it again. It seems that you are partially correct in regards to the Bradley. I tested both the Abrams and the T72 against the Bradley's 25mm cannon. Both fared poorly.

 

My original test was at a distance of 100-200m on the range, as I assumed that was the closest engagement range. I lowered that to sub-50 meters, since this is kinetic energy rounds we are talking about. At less than 50 meters, the Bradley CAN take out the engine of a T72 AND Abrams when fired at from DIRECTLY BEHIND the vehicle, less than 25 meters away. It can also do significant damage to both vehicles, but it doesn't seem to have enough ammo to actually destroy them from behind. It will lower both vehicles to around 25% health, but it will have to empty totally into the back of both. This indicates that the Bradley's gun and ammunition is seriously a threat to most vehicles in-game. Honestly, its deadlier than even a SABOT or HEAT round from a freaking MBT, which takes a total of 2 shots to kill a meager APC like the BTR. I believe devs should review this.

 

I went back and tested the RPG-26 again. It did the same thing everytime. Instant engine-knockout. Maybe you are misunderstanding the terminology here, and thats the point of confusion. When I say "destroy engine" I mean that the engine health has been brought to zero, which forces the vehicle to move at a very slow speed. I think maybe thats what you mean by "hindered". You cannot actually permanently destroy engines in-game, they can always be repaired. If brought to zero, it can be raised back up to half health and driven to a repair station for further repairs. Regardless of semantics, the 26 WILL take out an Abrams or T72s engine and cause an additional 15% damage.

 

 

 

 

 

This has to be most definitely a glitch or gameplay flaw. A single RPG shouldn't take out the engine to zero health. This is weird because I have been hit in the back without my engine dying. If this engine is taken to zero, it still be repaired, correct? I'm not sure I agree with the gun being more deadly than the 120mm, just because the Bradley only has 70 APS versus 40 HEAT/SABOT which makes a kill potential between something like a BTR, 4 for a Bradley, and 20 for an Abrams. APC's should honestly just be destroyed in one shot by an Abrams regardless of the ammo type.

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11 hours ago, nagasuru said:

This has to be most definitely a glitch or gameplay flaw. A single RPG shouldn't take out the engine to zero health. This is weird because I have been hit in the back without my engine dying. If this engine is taken to zero, it still be repaired, correct? I'm not sure I agree with the gun being more deadly than the 120mm, just because the Bradley only has 70 APS versus 40 HEAT/SABOT which makes a kill potential between something like a BTR, 4 for a Bradley, and 20 for an Abrams. APC's should honestly just be destroyed in one shot by an Abrams regardless of the ammo type.

The RPG-26 is a 72mm HEAT rocket that can penetrate 440mm RHA, thats more than enough to penetrate the engine grill of an Abrams.

07M1A1AbramsRear.jpg

 

However, while testing I did sometimes hit the back of the turret which dealt little damage to the tank (<20%) If you are in a tank, probably can't tell the where you have been hit in the rear, just knowing that you have been hit  the rear. I think the issue here is you are thinking in terms of gameplay, and the devs are thinking in terms of actual stats of the weapon systems used. Its all basic physics and some advanced chemistry/metallurgy, but it isn't a hard concept to grasp. 

 

I don't think it should one-shot regardless of ammo type, as SABOT is not very good at destroying light armored vehicles. Kinetic energy rounds like APFSDS can experience something called "overpenetration". That is when the projectile goes straight through a vehicle, failing to spall or spalling and not hitting anything vital. (Kind of like a flesh-wound if you will) This regularly happens and that is why it is encouraged to use HEAT against vehicles smaller than a tank.

Edited by Brightnight

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12 hours ago, Brightnight said:

The RPG-26 is a 72mm HEAT rocket that can penetrate 440mm RHA, thats more than enough to penetrate the engine grill of an Abrams.

07M1A1AbramsRear.jpg

 

However, while testing I did sometimes hit the back of the turret which dealt little damage to the tank (<20%) If you are in a tank, probably can't tell the where you have been hit in the rear, just knowing that you have been hit  the rear. I think the issue here is you are thinking in terms of gameplay, and the devs are thinking in terms of actual stats of the weapon systems used. Its all basic physics and some advanced chemistry/metallurgy, but it isn't a hard concept to grasp. 

 

I don't think it should one-shot regardless of ammo type, as SABOT is not very good at destroying light armored vehicles. Kinetic energy rounds like APFSDS can experience something called "overpenetration". That is when the projectile goes straight through a vehicle, failing to spall or spalling and not hitting anything vital. (Kind of like a flesh-wound if you will) This regularly happens and that is why it is encouraged to use HEAT against vehicles smaller than a tank.

Yeah I agree, I talked about overpenetration in another thread, but it’s to complex to implement. Why is rear tank armor so weak? 

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8 hours ago, nagasuru said:

Yeah I agree, I talked about overpenetration in another thread, but it’s to complex to implement. Why is rear tank armor so weak? 

Simple really. Tanks, since their inception, are designed for assault, so the enemy is likely to be in front of them. Thus, most armor is concentrated at the front of the tank. If they were to build a T-72 or Abrams with the same amount of armor on all areas of the tank, it would be too heavy and probably wouldn't be able to move. It would also be far too expensive. 

 

This is why tanks do so poorly in counter-insurgency and urban combat. Attacks can come from any direction at any time.

Edited by Brightnight

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