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the Steel Beasts Anti- Frustration Kit. - The 29th Armored Regiment

the Steel Beasts Anti- Frustration Kit. - The 29th Armored Regiment

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1. Installation 2. Finding online games 3. Tactics 4. Sharpening your skills 5. Goodies 6. Etiquette 7. Credits<br />

A Thousand Bee-Stings - <strong>Anti</strong>-Tank Missiles and what you can do about <strong>the</strong>m<br />

<strong>The</strong>y're everywhere. Infantry have <strong>the</strong>m, APCs and scout vehicles have <strong>the</strong>m, so does some Soviet armor.<br />

<strong>The</strong>y're anti-tank guided missiles (ATGM). As an aside, technically every anti-tank missile is not an anti-tank<br />

guided missile, but since <strong>the</strong>ir behaviors are closely similar, and since <strong>the</strong>y can both be defeated in about <strong>the</strong><br />

same manner, let's call <strong>the</strong>m <strong>the</strong> same thing for <strong>the</strong> sake of argument. Fine. What are <strong>the</strong>y? ATGMs are<br />

shoulder-, or vehicle-launched missiles equipped with HEAT warheads, whose function is to penetrate tank<br />

armor, destroying <strong>the</strong> vehicle.<br />

What <strong>the</strong>y can do to you<br />

Individually, ATGMs might not pierce <strong>the</strong> armor of your tank, at least not from <strong>the</strong> front. This doesn't mean a hit<br />

won't hurt. An ATGM will almost certainly damage something; often it will damage a two or three somethings at<br />

a time. An ATGM hit might not kill you outright, but it will break something and make you easier to kill, <strong>the</strong>reby.<br />

Lose stabilization for your main gun, and you lose <strong>the</strong> ability to hit a target while on <strong>the</strong> move. Stabilization loss<br />

also affects accuracy, it has some effect on how fast you can pull <strong>the</strong> trigger, and that affects how many times<br />

you might get to shoot at a target before it gets to shoot back. Coupled with <strong>the</strong> degradation in accuracy, loss of<br />

stabilization can put you at enough of a disadvantage that you might not recover before <strong>the</strong> o<strong>the</strong>r guy gets you.<br />

A non-fatal hit from an ATGM can do o<strong>the</strong>r things, too. A hit from an ATGM can take out your radio, your TIS,<br />

your GPS, etc. You can lose a track, and <strong>the</strong>reby lose <strong>the</strong> ability to move anywhere but in a circle. A tank<br />

immobilized by an ATGM is effectively out of <strong>the</strong> action, and <strong>the</strong>refore out of <strong>the</strong> game. Your immobilized state<br />

also makes you a lot easier to hit, and this time <strong>the</strong> shot might come from <strong>the</strong> rear. Lose a track and someone<br />

will come along to turn your immobilized state into something a lot more permanent, and smoking. That's <strong>the</strong><br />

real danger that ATGMs pose. <strong>The</strong>re are so many of <strong>the</strong>m that even if <strong>the</strong> first few don't kill you, <strong>the</strong> next one<br />

will. Individually <strong>the</strong>y might be no more annoying than a bee-sting, but <strong>the</strong>re are a lot of bees on <strong>the</strong> battlefield,<br />

and <strong>the</strong>y can sting you in places that can be fatal. Tangling with ATGM-equipped infantry and APCs is<br />

potentially more hazardous than dealing with tanks. Why?<br />

A quick example. You have just run across a platoon (say three) BMPs, each equipped with a squad of infantry.<br />

Each squad has dismounted. <strong>The</strong>re are now six potential sources for ATGM fire. <strong>The</strong>y can attack from any<br />

direction, and <strong>the</strong>y can be very hard to hit. A comparable platoon of Soviet MBTs will probably attack from one<br />

direction, represents three sources of gunfire, and are easier to hit. <strong>The</strong> hits you take from <strong>the</strong> MBTs will maybe<br />

disable something, but you'll probably get all of <strong>the</strong>m before <strong>the</strong>y destroy you. <strong>The</strong> same is not true for infantry<br />

and <strong>the</strong> PCs <strong>the</strong>y rode to battle in. If dismounted <strong>the</strong> infantry and/or <strong>the</strong>ir rides might get you before you get all,<br />

or even any, of <strong>the</strong>m. ATGMs are everywhere, and can attack from anywhere. It's also a lot easier to ambush<br />

tanks with infantry than with o<strong>the</strong>r tanks. Try <strong>the</strong> scenario Blind Elephants; you'll see what I mean.<br />

What you can do about <strong>the</strong>m<br />

<strong>The</strong> good news is that as a tank, you're still a lot less vulnerable than ei<strong>the</strong>r an APC or a squad. A squad could<br />

shoot at you with rifles and machine guns all <strong>the</strong> live-long day without doing more than scratching <strong>the</strong> paint,<br />

maybe. You, shooting back with just your machine guns, would take down <strong>the</strong> squad before <strong>the</strong>y could do more<br />

than scratch <strong>the</strong> paint. Hit <strong>the</strong> APC before its dismounts dismount. <strong>The</strong>re, you've just killed two sources of<br />

missile fire with one shell. Lighter APCs can be taken out with an M1's .50 cal, and BRDMs are vulnerable to<br />

coax fire from <strong>the</strong> side or rear.

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