Revelling in my new found love of all things ArmA I've been delving into the minutiae of the game and how various features seem to work.
I'm sure it's not lost on any of us that armour isn't the dominant force we might expect. In fact tanks, choppers and A-10's are surprisingly fragile. And that's got me thinking about how to use tanks and not end up as I usually do, smeared all over the map in a pile of tank bits. I'm no soldier so I have no idea how authentic the damage modelling on the tanks are, but from a game play perspective I think it's nicely balanced. Tanks can be very powerful but certainly need looking after and using sensibly. A couple of RPG rounds and it's all over.
So on to the point. I think it might be fun to try taking one of the target towns in Domination with both tanks and an engineer plus support truck. The concept would be not only to take the town but to protect the two tanks while using them to clear out enemy armour etc. It would require infantry support and while I'm no expert I suggest we do the following.
Depending on numbers....
One/two sniper spotters fly in on a Littlebird and get a good view of the target town from the hills. They're to stay quiet and not engage the town. They're there just to spot targets and enemy armour. Once the enemy armour is down they can move in and attack the enemy infantry as normal snipers.
Main group. Sets up the MEV in the valley near a road that leads into the town but back from the action. So no MEV up on a hill. We could drop it a mile short of the target. Two tanks and a supply truck drive up and meet the MEV.
Infantry load up with Stingers to protect the tanks from air attack. They them move into the town supported by the tanks while in turn they protect them from RPG troops. Snipers spot from the hills and call in the threats.
The goal is not only to take the town but to keep the tanks alive for the duration. The only issue is numbers as we'd need the following
Sniper/spotter x1-2
Tank driver x 2
Tank gunner x 2
Tank commander - do we actually need these?
Engineer x1
Infantry x 4 minimum
So that's 10 players, more if possible. Maybe we could keep the idea until we get a busy night with enough players. Also we could go Tissue Paper Tank Light and go with
Sniper/Spotter x1
Tank Driver/Engineer x1
Tank Gunner/Engineer x1
Infantry x 2-3
So that's 5 or 6 players. Worth a go?
In most tactical sims the damage modelling of the tanks is a little unrealistic but playable, im not sure of armas exact damage model but a normal rpg has to whack a modern battle tank [mbt] at least 3 times in the front to blow it,probabaly twice in the side and maybe once in the rear [jet motor in abrahams is that susceptible]. Most tanks wont take many hits to the tracks to stop them but the crew wont bail!!
In reality the rpg round would bounce of the front of an abrahams time after time and not damage the tank, the shaped charge of a javelin doesnt actually do a massive boom destruct if the tank is modern it whacks the hull of the tank sticks to it and burns a hole in the side and fires molten lava inside burning a hole in whatever s inside it [very quickly]a bit like a gas welder.
The heat seeking advanced missiles changed war fare techniques and tactics and should be the main weapon of dmws assault everyone carrying one of these means armour and artillery guns will be removed from town in seconds,good comms is required with everyone confirming a hot sight, with your large caliber snipers [50. calibre] making sure there out of range at either end of town can ensure artillery is doubly covered and then nailing the troops the tower can be taken very quickly,we have used this technique before with great effect but it requires an immediate switch from anti armour to anti air when the tank clearance is done hence the squad needs bikes/quads stacked with the correct launchers to be effective.
I'm up for that Smilo. Just twist Toby's arm for 'Tank Night'