This is an updated version of my old SPAAA/SAM guide, which can be found here.
Version 2 contains new maps (scroll down) and graphics.
For those who don't know SPAAA/SAM stands for:
Self Proppeled Anti-Aircraft Artillery/Surface-to-Air Missiles.
I am still working on this guide, so you will not read all I have to tell yet!
Index
1. Awards & Badges
2. Gear
3. Targets
4. Tactics
5. Ground Targets
6. Classes
7. Map Overview
MEC Tunguska
Full name: 2S6 Tunguska M-1 Low Level Air Defense System
Country: Russian Federation
Gun statistics: 2x30mm, 5000 rpm
Missile statistics: 4x9M311-M1 SAM NATO Designation SA-19 “Grison”
Advantage: High rate of fire.
Dis-Advantage: Radar dome blocks line-of-sight when aimed towards ground.
USMC Linebacker
Full name: M6 Bradley Linebacker Short Range Air Defense System
Country: United States of America
Gun statistics: 1x25mm M242 Bushmaster, 200 rpm
Missile statistics: 4xRMP FIM-92D/Block 1 FIM-92E SAM
Advantage: More accurate then other SPAAA, Stinger missiles fire faster after eachother.
Dis-Advantage: Slower rate of fire.
USMC USS Essex
Full name: LHD(2) USS Essex
Country: United States of America
Gun statistics: 2x Phalanx Close In Weapon System (CIWS)
Missile statistics: 2x RIM-7 Sea Sparrow
Advantage: Unlimited ammo, 8 missiles.
Dis-Advantage: Static, gun overheats quite fast.
PLA Type 95
Full name: PGZ-95
Country: Peoples Republic of China
Gun statistics: 4x25mm, 600-800 rpm
Missile statistics: 4xQW-2 IR-Homing SAM
Advantage: High rate of fire.
Dis-Advantage: Lesser damage per gun. Inaccurate due to space between guns.
Static Stinger Site
Full name: FIM-92 Stinger
Country: United States of America
Missile statistics: 2xFIM-92
Static IGLA site
Full name: Russian 9K38 Needle NATO designation SA-18 “Grouse”
Country: Russian Federation
Missile statistics: 2x9M38
EF= Euro Forces, AF= Armored Fury, SF= Special Forces
Bomber Aircraft
Threat Level: 5
Max Points: 4
Type: F15 Eagle, SU-34 Flanker, SU-30, A10 Warthog (AF), Fatan Q-5 (AF), Su39 Frogfoot (AF)
Armor: Medium
These slow flying aircraft are your main concern. Armed with 5 bombs they can be a real threat in hands of an experienced pilot.
Fighter Aircraft
Threat Level: 3
Max Points: 2
Type: F18e Hornet, F-35b JSF, J-10, MiG-29 Fullcrum, Eurofighter Typhoon (EF)
Armor: Medium
The main purpose of these planes is to intercept other aircraft. While being armed with only 2 bombs they still posses a great threat, but again, only if used by skilled pilots.
Transport Helicopters
Threat Level: 1-2
Max Points: 12
Type: UH-60 Blackhawk, Mi-17 Hip, Z-8
Armor: Medium – Heavy
The workhorses of the battlefield. These helicopters carry up to 6 person transporting them from point A to B. Although not the fastest, these birds are more armored than the attack helicopters.
Attack Helicopters
Threat Level: 4
Max Points: 4
Type: Tiger HAP (EF), Mi-35 Hind (SF), AH-64D Apache (SF), WZ-10, AH-1Z Cobra, Mi-28 Havoc
Armor: Medium
The attack helicopter is, next to the bomber aircraft, you #1 enemy. Being able to hover, they can create ambushes and hide out of your sight until the last moment. Their cannon is not much worth, but the 8X missile pod and guided missiles are their mightiest assault weaponry onboard.
Scout Helicopters
Threat Level: 2
Max Points: 6
Type: EC-635 (AF), OH-6A Little Bird (AF), WZ-11 (AF)
Armor: Light
Lighty armored and armed, these choppers pose no threat to you unless you are in a static AA site.
Do keep in mind that they are scout helicopters and that there’s a big chance they have armored vehicles coming after them.
UAV
Threat Level: 0
Max Points: 0
Armor: Medium – Heavy
The all seeing eye of your and the enemy team. Unarmed but transmits your teams locations.
Tactical Displacement ; “Hit and Run”
This tactic requires quite a bit of terrain/map knowledge.
Most pilots do not anticipate a moving object, they memorize your location whether or not you fired at them, because they see you as an easy target.
After you notice/spot an overcoming jet, you can translate it’s behavior into his next step. If he makes a hard turn left/right or pulls up to make a loop, you can bet he is coming back for you.
Start driving in his opposite direction and move away from the obvious. Planes have a bomb sight that detects you so make sure the bomber can’t line up.
In the case of a helicopter, try to keep objects such as trees in between you and the target.
There aren’t many skilled gunners out there, most are lucky shots, so the more object in between the harder you are making it for them.
After you repositioned yourself, keeping track of you retaliating target, prepare to fire and move.
Keep repositioning yourself in various ways to keep your behavior unpredictable.
Tactical Oversight ; ”Hill Top Hunter”
This tactic requires a keen eye, and a good sense of trajectory prediction because the objects will probably move by at a high rate off speed.
The higher you are the more air you can cover. Seek a hilltop which overlooks the battlefield.
Examples are: the dam road on Kubra Dam, the hills near the center oil-tanks of Daqing, the hills north of the helicopter pads on SF:Ghost Town etc, etc…
When detecting a target with the missile radar lock start firing your cannon in his direction/path of movement. 9 out of 10 times the pilot will deploy his counter-measures and that is your moment of glory. Keep tracking and firing on the target as he moves by and wait until he has passed you and is flying away from you. Now if there are no more flares and the target is locked, fire your missiles on after the other and keep firing your cannon until the target is either dead or out of range.
After that, reposition and reload/repair and prepare for the next engagement.
Tactical Mousegame ; ”Hide & Seek”
Engage the target constantly and hide behind buildings. Helicopter pilots can’t resist a kill and will mostly come after you.
Untactical displacement ; ”Head on Rumble”
This is the easiest of tactics. And is basically a bluff tactic. If done properly the enemy pilot will freak out & die or make a dumb move killing himself. This can also work in reverse, by driving away from helicopters also might give an advantage because the pilot has to correct his flight path. Use the terrain to force the enemy pilot into a crash after this manuevre.
Upping change off hitting target ; "Tailpipe Thunder"
As a static/mobile AA site it is easier to fire at planes that fly away from you. Let them pass over you and relock them.
Tactical Reinforcement ; "All your missiles are belong to us"
This tactic is useable for the USS Essex gun only. Static AA has only 2 missiles, and mobile AA reloads missiles per battery of 4 missiles. The USS Essex RIM-7 Missile battery can be reloaded per missile.
Dropping 1 or more supply crates near your RIM-7 battery causes it to reload the battery constantly.
Incoming planes will count the missiles fired, but won't expect them to reload faster, often causing them to feel godlike. And at the moment they become reckless, unleash the whole battery at them.
Fire the first 4 when is is at a fair distance from you, then use the gun, and whilest the target is flying away, fire the last 4 missiles in combination with the Phalanx CIWS.
Ofcourse keep track of flare deployment!
Static Engagement ; "Hold Your Horses!"
When in either the IGLA or STINGER Static AA site you are limited in movement, and an easier target for helicopters/bombers.
Never, ever, fire at oncoming planes! You will miss, instead, get the hell out if you see a plane comming, and move your ass, if it is still alive, back in the AA site to fire some AA up that flyboy' tailpipe.
Armor - APC/MBT's
Threat Level: 5
Max Points: APC/10 MBT/4
Type: BTR-90, LAV-25,WZ 551,M1A2SEP, T90S, Type 88
Armor: Heavy
Attacking armor might sound cool, but the cannon on your AA is useless against the armor of a tank, and will only deal a little amount of damage to the target.
The missiles however can deal damage/destroy an already damaged tank if they are well placed.
Remember that unlocked missiles have a will of their own and aren't controllable in any way.
AA
Threat Level: 3
Max Points: 4
Type: M6 Bradley Linebacker, Tunguska M-1, Type 95
Armor: Medium
Going against other AA is pretty time-consuming and useless, unless you are engaging static AA.
Let your armor driving teammates solve the enemy AA problem.
Transport
Threat Level: 0
Max Points: 0
Type: HMMWV,Desert Patrol Vehicle (DPV),NJ 2046,GAZ 39371 Vodnic,FAV Buggy,ATV, Civilian cars.
Armor: Light - Medium
Infantry
Threat Level: 1-5
Max Points: 2
Type: Anti-Tank, SpecOps, Medic, Support, Engineer, Assault, Sniper
Armor: Light
Mobile AA vs infrantry is like setting loose a fox in a den full of chickens. But do remeber that some chickens (engineer, at and specops) can bite back!
SpecOps
While using SpecOps you can secure your location bij putting C4 at position enemies might be comming through.
Anti-Tank
Ideal for defending yourself from enemy armor.
Sniper
Like SpecOps. Claymore is too defend your position from infantry.
Medic
Useless in my opinion.
Engineer
For securing your location with AT-Mines and repairing your AA Vehicle.
Support
When your AA Vehicle is runining out of ammo this class can resupply yourself. Always comes in handy when you have a commander which does not understand 'I need supplies'.
Dragon Valley
Operation Clean Sweap
Zatar Wetlands
Fushe Pass
Kubra Dam
Daqing Oilfields
Last edited by Bernadictus (2006-08-17 10:43:58)