A word in advance. Im not the greatest Armor-Whore of BF2, nor the worst. Via this crash course I would like to share my experience and tactics with others who have a warm place in their hearts for those good ol' workhouses of the army.
================================
Index:
1. Information ; Armament, armor and general info.
- MEC T-90
- USA M1A2
- PLA Type 98 a.k.a. ZTZ-98 / WZ-123
2. Tank vs. Infantry combat.
3. Tank vs. suicidal attacks a.k.a. 'Jihad Jeeping'.
4. Tank vs. APC combat.
5. Tank vs. Tank combat.
6. Tank vs. TOW
7. Tank vs. Air Assets.
================================
1. Information
- MEC T-90
The T-90 is the lattest Russian tank and the rival of the M1A2. Stabilized in two axis it is able, like the M1A2, to fire while driving at speeds of 90km/h.
It is equipped with a 125mm Smootbore gun or 2A46M as designated by the Russian army.
The commander has an external 12.7mm Browning M2 machine gun at his disposal.
A 7.62mm M240 machine gun is also mounted coaxially on the right hand side of the main gun and servers as an anti-infantry defence.
- USA M1A2
The US M1A2 Abram Main Battle tank is the succesor of the M1A1, a tank widely used during the first gulf war.
The M1A2 is an upgraded version of the M1A1. The game version is the M1A2. Current US Army version is the M1A2SEP which has some modern digital
enhancements.
It's main gun is a 120mm Smoothbore or M256 as it is designated by the US Army and is the smallest of the three tanks.
The commander has an external 12.7mm Browning M2 machine gun at his disposal.
A 7.62mm M240 machine gun is also mounted coaxially on the right hand side of the main gun and servers as an anti-infantry defence.
- PLA Type 98 a.k.a. ZTZ-98 / WZ-123
A PLA tank that had been designed during the '90s when China started exploring the possibilities of their Type 90-II tank. The Type 98 hull is based on the Russian T-72.
It has a 125mm gun, and has the same machine gun specifications as the M1A2 and the T-90.
================================
2. Tank vs. Infantry combat.
- Sniper, Assault, Medic, Support.
Anti-tank meassures: Frag grenades, Grenade Launchers, Claymore
Damage: Low
These classes can bring little to no damage to your tank and require no tactics to kill/hunt down.
Using the machinegun for close range and the main gun for 'sharp' shooting over longer distances.
However, it is possible to kill a tank using a GP-30/M203. If you encounter a GL infantry, make sure your engine-section and sides are facing away from them.
Those two sections are the most vulnerable on a tank.
- Engineer
Anti-tank meassures: Anti-tank Mines
Damage: Instant death
Engineers can be pretty annoying, laying AT mines on strategic points. Or even in close combat while throwing AT mines on the back/front of your tank, or even on top of your tank.
As you should always be an engineer, you can remove mines with the wrench from ontop of your tank or behind/besides it.
When you see some mines laying around, blast them with the main gun. Move the tank a few times back/forward to get the gun lower/higher to blast the mines.
If you see an engineer running for you, judge his distance and either drive away, or put the pedal to the medal and roadkill the engineer before he can drop a mine.
Another method of handling engineers is making use of your 'stupid' teammates that drive anywhere,anytime without looking in front of them. If you are lucky the poor bastard will take out all the mines for you.
- SpecOps
Anti-tank meassures: C4
Damage: Instant death
The most annoying of all the tank-destroyers. The Specops. Those bunny-hopping, jihad-jeeping, c4-boobytrapping bastards are your main infantry concern on city/ubran maps with little to no view and driving space.
90% percent of the specops players expect a tank to back-off while he runs for it. Try to keep switching tactics. You have to decide wether the specops can reach your tank or not. If he can't then back-ff like hell
and take him out using main/machine gun. If he is too close to back-off give him a suprise put your pedal to the metal and try taking him out. If you miss and he is underneath your tank, pray to the BF2 Lord that he
isn't a suicidal maniac and that he will wait blowing the C4 and you to kingdom fifteen. When he is under the tank, start turning like a maniac, and try to take him out using you anti-specops tracks 'o death.
- AT
Anti-tank meassures: SRAW, ERYX, RPG-7 (SF)
These are the ones you gotta look out for. A single on is strong, a pack is deadly. Again, keep your distance, but more important, keep moving!
SRAW and ERYX are controllable-ammo. They can be stearerd to their target. Having lots of objects between you and the AT is a must, since it will limit their window of opportunity.
RPG-7's are dumb-ammo, they can't be controlled so don't drive in a straight line, make sudden stops/turns.
You can find the AT infantry by following the smoke trail their missile/rpg left behind. The best tip is again NOT TO STAND STILL.
3. Tank vs. suicidal assaults a.k.a. 'Jihad Jeepers'.
The enemy of good conduct, the 'Jihad Jeepers'. Probably the persons that had the most kick-votes initiated against them.
The way to deal with these individuals is easy and very effective.
Try keeping a good sight on the battle theater, keep your distance. You have a long ranged weapon that can do it's job perfectly from a distance.
With a UAV you have a clear advantage of spotting the Jeepers, but you should not depend on the UAV. Trust only your own eyes.
When you see a ATV/Quad/Car comming for you drive away from him, thus forcing your gun down and aim infront of the bastard, shoot, and deliver him a 15 second break.
4. Tank vs. APC combat.
Probably the toughest opponent. Just like other situations, keep a good view of the battlefield, try to keep track of the APC by listening to your teammates, commander or UAV.
The best way to kill it is aiming for the wheels. The backend and front end are heavy armorerd due to their infantry having to be protected.
Also a good way to avoid those pesky missiles is to know the landscape. Ditches and elevations can be very usefull when dodging enemy missiles.
Example: SF Warlord has a construction area underneath your paratroopers spawn. The ditch lowers the hight of your tank with 1 á 2 metres.
If you time it just right the missile while fly straight over you, giving you an extra 10 / 20 seconds to kill the APC.
APC Commanders will also most likely aim for your tracks since that is the biggest hitzone. Try keeping your tank behind a low wall or elevation protecting your tracks.
5. Tank vs. Tank.
The supreme battle. This is where the infantry-tank-whores get sepperated from the REAL men. The players that drive around with the soul purpose of ruining the other tank commanders day.
A tank has a few real weakspots, that I have tested. These spots are: the tracks, between turret and hull on the front and the engine-section. A well aimed 2 á 3 shots can kill any tank.
Very lucky shots can kill a tank in one shot, leaving a few bars of health, but since the tank is burning it will terminate itself.
Don't get al huggy-huggy with a tank. Keeping distance is the key to winning. Ok, you'll need eagle eyes to aim, but this will only improve your gameplay and your tactics.
6. Tank vs. TOW.
TOW Missiles are a formidable opponent, but far from invincible. Again, learn your surroundings, know the TOW possitions on the map and try to attack them from the side they least expect. If you encounter a live TOW site with that beeb-o-pain going of on your speakers, keep moving! Don't stop. If you stop you are dead.
Deploy a smoke screen and hide out of sight of the TOW gunner.
If you cant kill the gunner yourself, dont be ashamed to asked others to assist, or wait until he shot a missile and move in for the kill.
To fully destroy a TOW site you have to have a pretty good aim, since the HEAT will usually fly by without hitting. And when attacking a live site, try hitting object like crates/sandbags next to the gunner. The splash damage will kill the gunner most of the time, if not finish him of with a burst of machinegun fire.
7. Tank vs. Air Assets
This chapter is foccused on Helicopters, but it is possible to shoot down a plane with a tank. That is; a F35B hovering. The odds of hitting a plane are 1:1.000.000 so don't waste ammo on it.
Helicopters can be shot down on the move, but you'll have far better odds when they hover over flags or certain area's. A neutral helo can be shot down with 2 well placed shots just underneath the rotor. (That is where the engine resides). The number can vary depending on the exact hit location your HEAT round goes.
In the case of transport choppers; try aiming for the cargo-bay/infantry-hold. You might not kill the chopper, but at least you got the people inside; the support, gunners or when your a very lucky; the pilot.
And last but not least a summary of THE most important things.
LEARN THE TERRAIN!!
LEARN THE LIMITS OF YOUR TANK!!
LEARN TO KEEP DISTANCE!!
LEARN TO KEEP OVERSIGHT!!
THE FURTHER THE TARGET THE HIGHER THE AIM!!
ASSUME THE WORST WHEN FACING THE ENEMY!!
USE A KIT LIKE ENGINEER/SUPPORT/MEDIC AS YOU DRIVE A TANK!!
COOPERATE WITH OTHER ARMOR!!
================================
================================
Index:
1. Information ; Armament, armor and general info.
- MEC T-90
- USA M1A2
- PLA Type 98 a.k.a. ZTZ-98 / WZ-123
2. Tank vs. Infantry combat.
3. Tank vs. suicidal attacks a.k.a. 'Jihad Jeeping'.
4. Tank vs. APC combat.
5. Tank vs. Tank combat.
6. Tank vs. TOW
7. Tank vs. Air Assets.
================================
1. Information
- MEC T-90
The T-90 is the lattest Russian tank and the rival of the M1A2. Stabilized in two axis it is able, like the M1A2, to fire while driving at speeds of 90km/h.
It is equipped with a 125mm Smootbore gun or 2A46M as designated by the Russian army.
The commander has an external 12.7mm Browning M2 machine gun at his disposal.
A 7.62mm M240 machine gun is also mounted coaxially on the right hand side of the main gun and servers as an anti-infantry defence.
- USA M1A2
The US M1A2 Abram Main Battle tank is the succesor of the M1A1, a tank widely used during the first gulf war.
The M1A2 is an upgraded version of the M1A1. The game version is the M1A2. Current US Army version is the M1A2SEP which has some modern digital
enhancements.
It's main gun is a 120mm Smoothbore or M256 as it is designated by the US Army and is the smallest of the three tanks.
The commander has an external 12.7mm Browning M2 machine gun at his disposal.
A 7.62mm M240 machine gun is also mounted coaxially on the right hand side of the main gun and servers as an anti-infantry defence.
- PLA Type 98 a.k.a. ZTZ-98 / WZ-123
A PLA tank that had been designed during the '90s when China started exploring the possibilities of their Type 90-II tank. The Type 98 hull is based on the Russian T-72.
It has a 125mm gun, and has the same machine gun specifications as the M1A2 and the T-90.
================================
2. Tank vs. Infantry combat.
- Sniper, Assault, Medic, Support.
Anti-tank meassures: Frag grenades, Grenade Launchers, Claymore
Damage: Low
These classes can bring little to no damage to your tank and require no tactics to kill/hunt down.
Using the machinegun for close range and the main gun for 'sharp' shooting over longer distances.
However, it is possible to kill a tank using a GP-30/M203. If you encounter a GL infantry, make sure your engine-section and sides are facing away from them.
Those two sections are the most vulnerable on a tank.
- Engineer
Anti-tank meassures: Anti-tank Mines
Damage: Instant death
Engineers can be pretty annoying, laying AT mines on strategic points. Or even in close combat while throwing AT mines on the back/front of your tank, or even on top of your tank.
As you should always be an engineer, you can remove mines with the wrench from ontop of your tank or behind/besides it.
When you see some mines laying around, blast them with the main gun. Move the tank a few times back/forward to get the gun lower/higher to blast the mines.
If you see an engineer running for you, judge his distance and either drive away, or put the pedal to the medal and roadkill the engineer before he can drop a mine.
Another method of handling engineers is making use of your 'stupid' teammates that drive anywhere,anytime without looking in front of them. If you are lucky the poor bastard will take out all the mines for you.
- SpecOps
Anti-tank meassures: C4
Damage: Instant death
The most annoying of all the tank-destroyers. The Specops. Those bunny-hopping, jihad-jeeping, c4-boobytrapping bastards are your main infantry concern on city/ubran maps with little to no view and driving space.
90% percent of the specops players expect a tank to back-off while he runs for it. Try to keep switching tactics. You have to decide wether the specops can reach your tank or not. If he can't then back-ff like hell
and take him out using main/machine gun. If he is too close to back-off give him a suprise put your pedal to the metal and try taking him out. If you miss and he is underneath your tank, pray to the BF2 Lord that he
isn't a suicidal maniac and that he will wait blowing the C4 and you to kingdom fifteen. When he is under the tank, start turning like a maniac, and try to take him out using you anti-specops tracks 'o death.
- AT
Anti-tank meassures: SRAW, ERYX, RPG-7 (SF)
These are the ones you gotta look out for. A single on is strong, a pack is deadly. Again, keep your distance, but more important, keep moving!
SRAW and ERYX are controllable-ammo. They can be stearerd to their target. Having lots of objects between you and the AT is a must, since it will limit their window of opportunity.
RPG-7's are dumb-ammo, they can't be controlled so don't drive in a straight line, make sudden stops/turns.
You can find the AT infantry by following the smoke trail their missile/rpg left behind. The best tip is again NOT TO STAND STILL.
3. Tank vs. suicidal assaults a.k.a. 'Jihad Jeepers'.
The enemy of good conduct, the 'Jihad Jeepers'. Probably the persons that had the most kick-votes initiated against them.
The way to deal with these individuals is easy and very effective.
Try keeping a good sight on the battle theater, keep your distance. You have a long ranged weapon that can do it's job perfectly from a distance.
With a UAV you have a clear advantage of spotting the Jeepers, but you should not depend on the UAV. Trust only your own eyes.
When you see a ATV/Quad/Car comming for you drive away from him, thus forcing your gun down and aim infront of the bastard, shoot, and deliver him a 15 second break.
4. Tank vs. APC combat.
Probably the toughest opponent. Just like other situations, keep a good view of the battlefield, try to keep track of the APC by listening to your teammates, commander or UAV.
The best way to kill it is aiming for the wheels. The backend and front end are heavy armorerd due to their infantry having to be protected.
Also a good way to avoid those pesky missiles is to know the landscape. Ditches and elevations can be very usefull when dodging enemy missiles.
Example: SF Warlord has a construction area underneath your paratroopers spawn. The ditch lowers the hight of your tank with 1 á 2 metres.
If you time it just right the missile while fly straight over you, giving you an extra 10 / 20 seconds to kill the APC.
APC Commanders will also most likely aim for your tracks since that is the biggest hitzone. Try keeping your tank behind a low wall or elevation protecting your tracks.
5. Tank vs. Tank.
The supreme battle. This is where the infantry-tank-whores get sepperated from the REAL men. The players that drive around with the soul purpose of ruining the other tank commanders day.
A tank has a few real weakspots, that I have tested. These spots are: the tracks, between turret and hull on the front and the engine-section. A well aimed 2 á 3 shots can kill any tank.
Very lucky shots can kill a tank in one shot, leaving a few bars of health, but since the tank is burning it will terminate itself.
Don't get al huggy-huggy with a tank. Keeping distance is the key to winning. Ok, you'll need eagle eyes to aim, but this will only improve your gameplay and your tactics.
6. Tank vs. TOW.
TOW Missiles are a formidable opponent, but far from invincible. Again, learn your surroundings, know the TOW possitions on the map and try to attack them from the side they least expect. If you encounter a live TOW site with that beeb-o-pain going of on your speakers, keep moving! Don't stop. If you stop you are dead.
Deploy a smoke screen and hide out of sight of the TOW gunner.
If you cant kill the gunner yourself, dont be ashamed to asked others to assist, or wait until he shot a missile and move in for the kill.
To fully destroy a TOW site you have to have a pretty good aim, since the HEAT will usually fly by without hitting. And when attacking a live site, try hitting object like crates/sandbags next to the gunner. The splash damage will kill the gunner most of the time, if not finish him of with a burst of machinegun fire.
7. Tank vs. Air Assets
This chapter is foccused on Helicopters, but it is possible to shoot down a plane with a tank. That is; a F35B hovering. The odds of hitting a plane are 1:1.000.000 so don't waste ammo on it.
Helicopters can be shot down on the move, but you'll have far better odds when they hover over flags or certain area's. A neutral helo can be shot down with 2 well placed shots just underneath the rotor. (That is where the engine resides). The number can vary depending on the exact hit location your HEAT round goes.
In the case of transport choppers; try aiming for the cargo-bay/infantry-hold. You might not kill the chopper, but at least you got the people inside; the support, gunners or when your a very lucky; the pilot.
And last but not least a summary of THE most important things.
LEARN THE TERRAIN!!
LEARN THE LIMITS OF YOUR TANK!!
LEARN TO KEEP DISTANCE!!
LEARN TO KEEP OVERSIGHT!!
THE FURTHER THE TARGET THE HIGHER THE AIM!!
ASSUME THE WORST WHEN FACING THE ENEMY!!
USE A KIT LIKE ENGINEER/SUPPORT/MEDIC AS YOU DRIVE A TANK!!
COOPERATE WITH OTHER ARMOR!!
================================
Last edited by Bernadictus (2006-01-26 14:42:17)