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Old 07-27-2007, 11:22 PM   #1
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Guide to Squad AT

Heavy Anti-Tank Guide

The role of the Heavy AT Soldier is primarily to engage and destroy enemy Tanks. These should be your top priority, if enemy Armor is on the battlefield it is your responsibility to see to it that it is taken out! Other targets of opportunity are enemy APCs, hardened positions & bunkers and low priority targets like 5ton trucks and transport vehicles. There are only 3 landbased weapons that kill tanks: Landmines, HAT, and other tanks. Therefore the proper prioritisation of HAT when armor is present on the battlefield is of the utmost importance to the success of your unit!

- Heavy AT Rockets are MUCH more effective versus tank rear armor than any other part on a tank.

- HAT can be guided by aiming at the desired locationg of impact while holding the left mouse button. For a moving target, you will have to lead it considerably, try to anticipate where the vehicle will be based on its speed and directional heading.

- Always try to have a Rifleman with you, so he can supply you with a couple more rounds and can watch your back for enemy infantry. If you are killed, he can pickup your kit and continue the mission.

- APCs take 2 light AT to destroy and 1 Heavy AT.

- Focus on taking out one target at a time, focusing your rounds on destroying or disabling one target before moving on to the next. It is better to have eliminated 1 tank and left one standing that to have damaged both. This means that their is one 7.62MG, 50cal and 120mm gun less to worry about.

- You will be especially vulnerable to Snipers and Marksmen while carrying the HAT kit, more so than the standard INF because you make it very obvious where you are firing from (loud noise plus smoke) and you do not have a Rifle to fire back at them. Keep this in mind while deploying the kit, do not be careless and try to stick close with the squad while moving into danger areas.

- Firing from windows or the prone position is not advised. The majority of cases end in at least one dead friendly.

- Red Light Warning: When you point HAT at enemy armour, they will get an alarm alerting them that you have targeted them. Make your shot quick after aquiring the target. This can also sometimes work to your advantage when you are out of ammo, pointing the launcher at enemy armor might cause them to 'bug out' because they are getting a red light.

- When attempting to target enemy helicopters, its recomended that you fire at the helicopters as they move directly towards or directly away from you. If they are moving across from you, its very unlikely you will hit them. Hitting a helicopter while its landing or hovering is ideal.


Main Battle Tank Targeting Priority Guide (in order):
1. Underside
2. Rear
3. Tracks
4. Top
5. Side
6. Front
This pattern is the same for most vehicles.

- Before firing on enemy armor, be sure to have an evasion plan. The instant you fire your HAT, you become priority target no.1 for any nearby enemy vehicles, infantry and snipers. Remember you are dealing with the most dangerous land born unit you can face, think before firing.

- HAT rockets will travel straight until its out of visual range.




Light Anti-Tank Guide

The role of Light Anti-Tank is to provide close squad support on light vehicles and to destroy enemy hardpoints such as bunkers. Rifleman AT should primarily play as a regular Rifleman, however when a vehicle threat is detected, your role changes to protect your squad from vehicle threats. Light AT troops should only engage enemy tanks as a last resort.

- Tanks take VERY LITTLE damage from light AT. If you must target a tank with light AT, aim for the rear armor. For the most part engaging enemy armor with LAT is a waste of time and resources.

- LAT rockets will quickly drop off at range, so adjust your aim accordingly. Do not engage targets over 300 meters as its out of the effective range.

- LAT rockets are effective at taking out of groups of infantry clustered inside houses/bunkers.

- Firing a LAT rocket at an enemy car will usually set that car on fire, firing a few more rounds into the car will usually destroy it.

- APC's can take 2 LAT rockets before getting destroyed, plan accordingly. When engaging enemy APC's be sure to fire in pairs or be close to an ammo source.

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Last edited by [R-DEV]fuzzhead; 08-18-2007 at 01:10 AM..
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Old 07-28-2007, 09:02 AM   #2

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- L-AT and H-AT are good for taking out stationary weapon emplacements (MG, AA, AT, etc.) Don't be afraid to knock out that position if its manned or could create a problem later.

- L-AT and particularly H-AT are effective against helicopters and should be used if there is no alternative readily available. Most effective when target is hovering or landed, but with a proper amount of leading, it is possible to hit while the target is moving.

- Don't bother trying to take out jets unless they're landed, as the chances of hitting the suckers in flight are nil.

- Remember to lead at a moving target, unless the target is almost on top of you or going directly towards/away from you. If it's moving away from you, account for drop rate on L-AT

Quote:
Originally Posted by [R-DEV]NikovK
Without a better target, go ahead and use light-AT on a tank. They are driven by humans who may not know between a heavy AT and a light AT....
If they figure it out (or are not worried) and do stay, RLH (Run Like Hell) it , take cover and start calling the tank out praying that some bigger comes along to take it out.
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Old 07-28-2007, 09:33 AM   #3
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Sometimes, pointing H-AT at a tank and -not- firing it can be effective too. If you don't have someone near you to give you ammo, and you have enough cover, you could try locking them on...leaving them...locking them on...etc.

It is rather scary for the tank driver, especially on Kashan where the beep might also indicate a Frogfoot/A10 having a lock on you.
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Old 07-28-2007, 12:56 PM   #4
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Light AT should be used against APCs, since 1 shot can damage it badly, 2 take them out.

If you dont have Heavy AT, sneak up on the tank with C4 (not Slams)
One C4 will damage it badly to the point, where he will have to get repaired.
Might be advisable to fire a Light AT at a tank at that stage.

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Old 07-28-2007, 01:12 PM   #5
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One packet of C4 to the rear of a Warrior can destroy it in one go, or atleast it appears to do. 2 Slams can destroy a Militia APC. But what can't destroy those?
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Old 07-28-2007, 03:54 PM   #6

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Militia APC's are all fun and games until someone brings a pistol.


What's the armor value of the top of the turret, anyways?

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Old 08-06-2007, 12:19 AM   #7
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It is actually very easy to hit distant targets with the L-AT weapons, IF you know the range. To gauge range you can use a number of methods. The SOFLAM has an inbuilt range finder, commander/squadleader markers also have an range indicator. These methods are only readily available to squad leaders though. The map itself can be used to determine the range of targets if the length of each square is know and finally the binoculars can be used. In order to use the binoculars for such a purpose, some measurements must be made. Firstly the size of the target must be known at a particular range and secondly the size of the target at the range in question. The size can be easily measured with the rulers that are part of the reticle itself. This means that the trial distance, Dt, multiplied by the sight picture size of the trial, St, equals the actual distance, Da, multiplied by the actual sight picture size, Sa. ie Dt x St = Da x Sa. We know there of the variables therefore the forth one can be solved very easily ie Da = (Dt x St)/Sa. An example... At 100m a Humvee is 6 unit tall (excluding the cupola gunner's position) on the binocular's reticle. If we measure the height to be 3 units then by the equation, Da = (100 x 6)/3 = 200m ie double the distance. This makes sense since the target appears half the size. So in conclusion if you have a table with the size of common objects at a fixed distance or even better, one with them both already multiplied into a constant, then all one needs to do is divide this value from the table by the size measured and you have your range.

Once your range is known you can then be able to accurately fire your L-AT weapon. Each weapon actually has range markings. The USMC AT4 has a post which if moved up by its own height will account for the drop of 100m. If your target is at 450m then the sight picture must be moved up 4.5 posts higher than the top of the post when it is aimed at the target. The MEC's RPG-7V has a large crosshair and the base of it is for targets at 1000m. 3/4 down the sight is for 750m, 1/2 down is for 500m and 1/4 down is for 250m away targets. The Chinese PF-89 has a circle with two horizontal lines and two vertical lines coming off it at 90 degrees to one another. The base of the circle is for targets at 600m. Again by taking the 1/4, 1/2, and 3/4 parts of this you can hit targets at 150m, 300m and 450m respectively. The British LAW-80 is the hardest to aim as each of its three lines which form the reticle are wide apart. The top of the centre line marks the point in which you should aim at 1100m.

The easiest way of testing these claims is to create your own local server and by using the squadleader markers to find the range, test the sights. I guarantee it should be quite surprising.
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Old 08-06-2007, 12:25 AM   #8
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Another useful bit of information is the amount of L-AT rounds in particular places to kill a tank. It will take 12 L-AT rounds to kill a tank from the front unless you hit the tracks in which case it takes 6. From the side I takes 7 shots to kill a tank. Finally from the rear it 4 shots anywhere BUT the tracks again take 6.
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Old 08-06-2007, 12:59 AM   #9

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Quote:
Originally Posted by Wolfe
Also, if you have heavy AT and are near an ammo source, USE IT ON INFANTRY. Weapons are weapons and don't let anyone tell you otherwise. Dead enemy = victory.
Don't forget to use your AGM-65 Mavericks on infantry! And if your plane is out of ammo, ram it into an enemy on the ground while bailing out!

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Old 08-06-2007, 03:46 AM   #10
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Quote:
Don't forget to use your AGM-65 Mavericks on infantry! And if your plane is out of ammo, ram it into an enemy on the ground while bailing out!
Yes use that 160,000 USD missile on one or two people who are probably on your own team anyway and if that fails ram them. I'm pretty sure a dumb-fire rocket or a few rounds of cannon fire should do the trick and if worst comes to worst you could LAND and RESUPPLY instead of sacrificing your teams one and only tank-destroying jet which by the way takes like up to 20 minute to respawn.
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