M1 Tank Platoon 2 [solve] ===================== ::Radon:: radon@myrealbox.com radon@gamebox.net ===================== M1 Tank Platoon II ================== TROUBLESHOOTER Andrew Wright, whoås been shut up inside his virtual M1 for months, pops his head out the hatch long enough to provide a few hints on MicroProseås hugely impressive M1 Tank Platoon II... MicroProseås M1 Tank Platoon II is one of the best sims there is, full stop, and itås so realistically modelled that anything that works in real life works in the game. As in the real world, planning is the key. No plan ever survives contact with the enemy, but without one your sunk. Look at your assets, the units the enemy is likely to have and the terrain involved. In offensive operations, look for safe corridors that will shield you from fire as you move into position Ñ low ground is ideal. In defence, analyse the terrain and look for killing zones where you can damage OPFOR without taking risks. Donåt just head straight for the objective when you attack. Identify lesser objectives that will lead to the main one. For example, drive the enemy armour off hills overlooking the objective, or deploy long-range anti-tank missile-capable units such as M2 Bradleys to cover high ground behind the objective. Focus on your mission Ñ it might seem like fun to deviate from your plan to knock out a few hapless T72s at 2000m, but it wastes ammo and can jeopardise the mission. Scouts are vital, so if you have infantry vehicles, detach one or two for scouting - minus their infantry complement. Just keep them moving fast and close to cover. When they do spot the enemy, pull them straight back. Choppers, which can spot over a wide area, are excellent scouts, too. Just call them up and send them wherever you think the enemy forces are. Donåt waste your artillery or air support by only calling it up when youåre in trouble. As soon as the game starts, get pounding likely enemy positions. Move in dispersed formations but fight en masse. Bunched-up forces are vulnerable to all kinds of attacks, so move with your vehicles well spaced. When you attack, do it with everything youåve got. If necessary, halt your lead elements and wait until the rest catch up before launching the actual assault. Try to concentrate your forces against smaller enemy formations. The chances are youåll annihilate them without loss. PLAN.GIF Note the use of waypoints to manoeuvre the platoons into position behind the ridge. Once in place, the two teams will edge forward into hulldown positions and start the assault. Know your enemy Know your enemy and learn how to prioritise your targets quickly. M1s are largely impervious to anti-tank fire over 1000m, so target any tanks Ñ even T72s Ñ inside this range. T80s and T90s up to 2000m are also a threat, while the least appreciated threat is the ATGM. Forget the BMP-1s as their AT-4 Spigot ATGMs canåt penetrate an M1 and neither can BRDM-2s or BTRs. However, later vehicles like the BMP-2 and 3 and the BRDM-3 carry effective ATGMs with ranges up to 3000m, so donåt ignore them. If youåre attacked from the side, virtually anything can kill you, so be ready to back up or face your attacker very quickly. The Shift- G hotkey, added in the version 1.2 patch, is vital as it turns your tank to face either the CITV or 50-calibre gun, depending on which view mode you are in. SHORT RANGE.GIF These T72s have no chance against the M1ås powerful gun. T80.GIF T80s are a different proposition entirely from the older T72s. Treat with caution! MG.GIF If all else fails, the 50-calibre will punch through the armour of most light-armoured vehicles. Poor bloody infantry Itås very tempting to leave your infantry vehicles - Bradleys, LAVs and M113s Ñ under cover and fight it out with your M1s. However, TOW-equipped vehicles like the M2 Bradley have long-range firepower (up to 3750m) that shouldnåt be ignored. They can be placed 1000m to 2000m behind the M1s and still do some damage. US infantry units consist of four or five soldiers armed with AT4s, Javelins and Stingers. Although the AT4s have a range of only 300m, the Javelins can kill out to 2500m. The Stingers are also excellent against anti-aircraft weapons. The main problem with infantry is that they can be spotted at unrealistically long ranges and canåt go to ground, so are always vulnerable. Best tactics are to dismount infantry on reverse slopes, where they can hit anything coming over the crest very hard. Spread your men out. The default formation is close line abreast, so one shell can often take them out. You need to manually move them, a unit at a time, to make them less vulnerable. The only worthwhile cover for men is a burning vehicle, although they are less visible (it seems) if placed next to trees. ONFOOT.GIF A five-man infantry team dismount from their Bradley. Note the guy with the excellent Javelin ATGM. ONFOOT2.GIF OPFOR troops Ñ read Soviet/Russian Ñ have only short-range RPG anti-tank weapons. THERMAL.GIF Always use your thermal sights when spotting. These OPFOR infantry wouldnåt otherwise have been spotted. VULNFOOT.GIF Infantry on foot are extremely vulnerable. Ten top tips Beware of roads Ñ the enemy AI expects you to use them. When crossing a crest line, do so with as many tanks as possible. That way, if thereås a nasty surprise, you donåt have half-a-dozen 125mm shells heading towards just one vehicle. When advancing, keep your infantry-carrying vehicles 1000m or more behind the spearhead M1 platoon. However, keep your air defence vehicles just behind the M1s for maximum effect. In an assault, place your M1s in wedge formation in the centre, with Bradleys or LAVs in echelon left and right to form a large wedge formation. Use smoke generators to create a screen, and call in artillery to keep the defenderså heads down. Itås hard to hit moving forces with artillery, but if you use the zoom map to work out a rough speed and direction, then lead off several hundred metres, with practice you should get the strike right. The other trick is to call for artillery straight on to the first OPFOR scout vehicles you see Ñ by the time the rounds start landing, the main force should be arriving. Before calling in air support, do your best to get rid of air defences (called SEAD Ñ suppression of enemy air defence Ñ in US military jargon). This includes ZSUs and self-propelled SAM launchers. The best defence against infantry-launched ATGMs is to call in mortars or artillery right on top, then launch smoke and take evasive action. Donåt split your platoons except for vital scouting missions. Single M1s will be punished severely by OPFOR. Splitting a platoon into two two-tank sections for overwatch purposes is acceptable, but losses tend to be higher. Donåt just look for one firing position, look for several. Fire three or four shots and then retire or advance to the next firing position and so on. This minimises the chance of an OPFOR artillery strike Ñ or a visit by Havocs and Hinds. Accurate firing is essential. Keep your crosshairs on your target and follow the target smoothly. Lase it for range, either with the spacebar or joystick button 2, and then fire. Donåt forget to consciously follow through for a second afterwards. That will you will hit nine out of ten targets out to 2750m. HULLDOWN.GIF Hulldown positions reduce the chances of a hit, although it didnåt help this BMP-3... WEDGE.GIF A three-platoon wedge formation with refused flanks on either side is very effective under the right conditions.