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Title: Battlefield Bad Company 2: Tankers 101
Date of creation: July 2, 2010
System: PC, Xbox 360, Playstation 3
Author: Artimise Flare (Luner)
Email: Artimise_Flarel@yahoo.com
Copyright 2010 Artimise
Version: 1.2
===================================
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| [A0] Table of contents |
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[A0] Table of Contents
[A1] Intro: Welcome to the Armored Calvary
[A2] Facing, and minimizing damage
[A3] Communication
[A3.1] Advance Communication
[A4] Retreating is not cowardly
[A5] Useful tips before going into the field
[A5.1] IFV/APC: How to reload
[A5.2] Third Person View Crosshairs
[A6 IFV: Infantry Fighting Vehicle
[A7] MBT: Main Battle Tank
[A8] Advanced Tactics: Close armored support
[A9] Advanced Squad Tactics: Armored Calvary
[A10] Advanced Survival Tactics: One Man Tanker
[A11] AT Engineer Teams: A blessing and a curse
[A11.1] Choose your Poison
[A12] Vehicle Specs
[A12.1] Always Active
[A12.2] Active only for drivers
[A12.3] Active only for one position
[A13] Guide History
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| [A1] Intro: Welcome to the Armored Calvary|
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
Hello and welcome to Tankers 101, in this I will cover some of the most basic tactics as well as providing some slightly more advanced tips regarding maximizing survivability, combat effectiveness while commanding various armored vehicles, and maximizing your firepower while providing support for your team mates and squad mates.
Players who desire to learn about effective use of MBT's (Main Battle Tank) or IFV's (Infantry Fighting Vehicles) or simply hope to find something to improve their current skills may find what they need in this guide.
Understand that there are no differences between the respective faction’s vehicles, and I will simply be regarding to them as either MBT/Tanks or IFV/APC.
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| [A2] Facing and minimizing damage |
+=+=+=+=+=+=+=+=+=+=+=+=+=+
To maximize survivability, drivers must know that the direction in which you are facing does actually mean something, and taking hits from different sides can make the difference between you rolling away with some missing plates, or becoming a multimillion dollar loss.
The front of the vehicle usually takes the least amount of damage, due to the fact that the armor is thickest towards the front, however, the sides and rear of the vehicle take double the amount of damage ordinarily sustained from enemy rockets or shells. Without any upgrades to warheads, an M1A1 Abrams or T90 will take approximately 50 points of damage if struck from the side or rear by a tank round. Be particularly wary of enemy UAV’s, they can easily destroy you in a single surprise attack if they manage to sneak up on you and strike you in the rear.
Remember, you are a VERY large target, and a very loud one at that. Enemy players will most likely focus their attention on you over your foot slogger comrades. You pose the greatest threat, which means you should always, and I stress, always expect heavy shelling coming your way. Stay away from enclosed or confined areas such as warehouses or in between buildings when engaging the enemy. This makes you an easy target for your smaller foes such as enemy infantry who can easily move into your blind spots and either let loose a rocket into your weak zones, or place a brick or two of C4 on you. If you are attempting to capture a flag, never EVER remain still. Always keep moving, whether it means driving forwards and back again or driving around in circles, this will make you a really hard target to hit with mortar strikes, and in the case you are set upon by a strike, you are already in motion, and will be able to get out of range that much easier.
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| [A3] Communication |
+=+=+=+=+=+=+=+=
You and your gunner will rely on each other to stay alive. Contrary to what some may believe the biggest threat to you and your vehicle is not enemy armor.. The greatest threat to you is infantry. Just about anything smaller than your self is potentially a greater threat. If you’re gunner is engaging a target, slow down if the situation allows it. Communicate, and inform each other of threats both high and low. Eliminating the smaller threats is your gunner’s responsibility, just as much as it is yours to deal with the larger ones. Preventing your partner from doing his or her job effectively is only going to end with either you jogging back to find another set of wheels or both of you roasting in the ruins of your vehicle. The well being of your vehicle and yourselves may very well hinge on this.
[A3.1] Advanced Communication
Easily understandable means to communicate the location of an enemy is extremely important, for both the driver and the gunner.
There are many means to communicating this. One of the easiest is to use the cardinal directions of the tank
North, South, East, West, North East, North West, South East, South West.
Another method is to use the hours on a clock. An enemy directly in front of the tank would be at 12 o’clock, while an enemy directly to the right would be at 3 o’clock.
Naval designations can also be applied or even mixed if so desired.
Example: “Engineer at 1 o’clock to bow (Front)”
Understand that; the less you need to say in order to communicate the same amount of information, the better. However, use whichever means is most effective. The information above is only suggestions to maximize target acquisition for both the driver and gunner.
*Definition for Nautical designations
Bow: Front of the vessel
Stern: Rear of the vessel
Port: Left of the vessel
Starboard: Right of the vessel
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| [A4] Retreating is not cowardly |
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Do not be afraid to flee from a battle that does not appear to be going in your favor. If possible, retreat to a friendly warehouse or some kind of building to make repairs. This will provide cover from UAV’s and possibly keep you out of site of enemy infantry or armor long enough for you to make the appropriate repairs to get you back out into the fight.
Practice reversing away from combat while keeping your front armor towards the enemy. As previously stated in section A2, facing means everything. Retreating while keeping your main weapon forward may take practice, along with memorizing routes on maps, but is an essential skill that any tanker must have to remain in the fight.
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| [A5] Useful tips before going into the field |
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[A5.1] IFV/APC: How to reload
Vehicles like the IFV, which can fire multiple rounds from their main weapon, can be reloaded by pressing the “X” button, much like your normal weapon on foot. If possible, always, ALWAYS fire a full salvo of rounds while driving an IFV to prevent short firing, which could spell the end for you in a close fire fight between other vehicles.
I would also like to stress that it is probably best to have your partner, whom is in the gunner’s position to use the V: Elect spec, this will allow you to “detect” enemy infantry in close proximity to your vehicle, as well as detect enemy landmines on your mini map. The latter being the most important, since it only takes one or two AT mines to give you one very bad day. See the Vehicle specs section for more information about the various vehicle specs that you have at your disposal and how to use them.
Any land vehicle, particularly armor, is a prime target for aircraft, the Gunships aka Attack Helicopters will usually prey on you first, since you are a fairly slow and large target on the battlefield. Be extremely wary of enemy aircraft, a skilled pilot can make your day a living hell. Whenever possible, have you gunner continuously harass the helicopter with your mounted .50 cal HMG, this may not be enough to destroy the helicopter, but it will act as a deterrent and may force it to retreat to make repairs, leaving you precious time to fall back as well and do the same.
Learn to fear Tracer darts, you will receive a message on your screen as a driver, that the enemy is achieving missile lock. This is most prominent on maps like Atacama Desert, or Panama Canal, where armored vehicles are in heavy use. Maps in particular like Port Vladez and Atcama Desert, where Attack helicopters are present, being traced can be very lethal to your tanks overall health and your crews well being. Attack helicopters in particular, pilots have the option of using a TOW rocket that can home in on the tracer, these rockets are possibly the most lethal in the game, much like their stationary counterparts, it takes only 2 to reduce you to embers. Furthermore, this allows the enemy to strike you even from behind cover, do NOT underestimate the dangers of being traced. If you are experiencing a high level of tracers in a match, I strongly recommend that you as the driver, use Smoke as your vehicle spec.
[A5.2] Third Person crosshairs
When in third person view (to enter third person view simply press up on the D-pad, press it again to return to internal view) the targeting crosshairs can be deceiving.
D1.
_|------|_
_ -------_
--|------|
The above Diagram D1. is an example of what your “crosshairs” will look like while in third person view. There may be some confusion where you must place them in order to hit your target. Many will automatically assume that you must center the “box” on your target in order to hit them. This is incorrect; you in fact, must place your target In between the bottom brackets of the crosshairs in order to hit your target (this does not take into account shell drop for targets down range). If you center your target within the box, you will end up shooting low, possibly hitting the ground instead.
D2.
_|=====|_
===-+-===
_ ===== _
-|=====|
D3.
_|====|_
_=====_
--|=-+-=|
*Please Ignore the excess "-" and "=" they are there to allow the examples to be displayed properly. in Third person view, your targeting reticule should look very similar*
In diagram D2, the + represents the target, this is the incorrect location to set your sights. You WILL miss your target if they are not right in your face. Diagram D3 shows the proper location in which you must place your target within the crosshairs in order to hit your target. The further the target is away, you must aim a hair higher to compensate, however, you should not be in this view if you want to place accurate shots. This view Is simply for when you are in a tight area, where visibility while in first person view is extremely limited.
*Note* Both IFV’s and MBT’s rounds are affected by gravity, what does this mean? It means that the farther away a target is, you must compensate for the rounds downward arc by aiming higher, in most cases above the target in order to hit them. Furthermore, like normal small arms rounds, they must travel to their target before they can connect; you will have to “lead “your target, if it is in motion. This means you must aim a little further ahead of them, in whichever direction they are heading in order to hit them. Learn to adjust for both drop, and the time it takes for the round to reach its target.
Title: Battlefield Bad Company 2: Tankers 101
Date of creation: July 2, 2010
System: PC, Xbox 360, Playstation 3
Author: Artimise Flare (Luner)
Email: Artimise_Flarel@yahoo.com
Copyright 2010 Artimise
Version: 1.2
===================================
+=+=+=+=+=+=+=+=+
| [A0] Table of contents |
+=+=+=+=+=+=+=+=+
[A0] Table of Contents
[A1] Intro: Welcome to the Armored Calvary
[A2] Facing, and minimizing damage
[A3] Communication
[A3.1] Advance Communication
[A4] Retreating is not cowardly
[A5] Useful tips before going into the field
[A5.1] IFV/APC: How to reload
[A5.2] Third Person View Crosshairs
[A6 IFV: Infantry Fighting Vehicle
[A7] MBT: Main Battle Tank
[A8] Advanced Tactics: Close armored support
[A9] Advanced Squad Tactics: Armored Calvary
[A10] Advanced Survival Tactics: One Man Tanker
[A11] AT Engineer Teams: A blessing and a curse
[A11.1] Choose your Poison
[A12] Vehicle Specs
[A12.1] Always Active
[A12.2] Active only for drivers
[A12.3] Active only for one position
[A13] Guide History
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
| [A1] Intro: Welcome to the Armored Calvary|
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
Hello and welcome to Tankers 101, in this I will cover some of the most basic tactics as well as providing some slightly more advanced tips regarding maximizing survivability, combat effectiveness while commanding various armored vehicles, and maximizing your firepower while providing support for your team mates and squad mates.
Players who desire to learn about effective use of MBT's (Main Battle Tank) or IFV's (Infantry Fighting Vehicles) or simply hope to find something to improve their current skills may find what they need in this guide.
Understand that there are no differences between the respective faction’s vehicles, and I will simply be regarding to them as either MBT/Tanks or IFV/APC.
+=+=+=+=+=+=+=+=+=+=+=+=+=+
| [A2] Facing and minimizing damage |
+=+=+=+=+=+=+=+=+=+=+=+=+=+
To maximize survivability, drivers must know that the direction in which you are facing does actually mean something, and taking hits from different sides can make the difference between you rolling away with some missing plates, or becoming a multimillion dollar loss.
The front of the vehicle usually takes the least amount of damage, due to the fact that the armor is thickest towards the front, however, the sides and rear of the vehicle take double the amount of damage ordinarily sustained from enemy rockets or shells. Without any upgrades to warheads, an M1A1 Abrams or T90 will take approximately 50 points of damage if struck from the side or rear by a tank round. Be particularly wary of enemy UAV’s, they can easily destroy you in a single surprise attack if they manage to sneak up on you and strike you in the rear.
Remember, you are a VERY large target, and a very loud one at that. Enemy players will most likely focus their attention on you over your foot slogger comrades. You pose the greatest threat, which means you should always, and I stress, always expect heavy shelling coming your way. Stay away from enclosed or confined areas such as warehouses or in between buildings when engaging the enemy. This makes you an easy target for your smaller foes such as enemy infantry who can easily move into your blind spots and either let loose a rocket into your weak zones, or place a brick or two of C4 on you. If you are attempting to capture a flag, never EVER remain still. Always keep moving, whether it means driving forwards and back again or driving around in circles, this will make you a really hard target to hit with mortar strikes, and in the case you are set upon by a strike, you are already in motion, and will be able to get out of range that much easier.
+=+=+=+=+=+=+=+=
| [A3] Communication |
+=+=+=+=+=+=+=+=
You and your gunner will rely on each other to stay alive. Contrary to what some may believe the biggest threat to you and your vehicle is not enemy armor.. The greatest threat to you is infantry. Just about anything smaller than your self is potentially a greater threat. If you’re gunner is engaging a target, slow down if the situation allows it. Communicate, and inform each other of threats both high and low. Eliminating the smaller threats is your gunner’s responsibility, just as much as it is yours to deal with the larger ones. Preventing your partner from doing his or her job effectively is only going to end with either you jogging back to find another set of wheels or both of you roasting in the ruins of your vehicle. The well being of your vehicle and yourselves may very well hinge on this.
[A3.1] Advanced Communication
Easily understandable means to communicate the location of an enemy is extremely important, for both the driver and the gunner.
There are many means to communicating this. One of the easiest is to use the cardinal directions of the tank
North, South, East, West, North East, North West, South East, South West.
Another method is to use the hours on a clock. An enemy directly in front of the tank would be at 12 o’clock, while an enemy directly to the right would be at 3 o’clock.
Naval designations can also be applied or even mixed if so desired.
Example: “Engineer at 1 o’clock to bow (Front)”
Understand that; the less you need to say in order to communicate the same amount of information, the better. However, use whichever means is most effective. The information above is only suggestions to maximize target acquisition for both the driver and gunner.
*Definition for Nautical designations
Bow: Front of the vessel
Stern: Rear of the vessel
Port: Left of the vessel
Starboard: Right of the vessel
+=+=+=+=+=+=+=+=+=+=+=+
| [A4] Retreating is not cowardly |
+=+=+=+=+=+=+=+=+=+=+=+
Do not be afraid to flee from a battle that does not appear to be going in your favor. If possible, retreat to a friendly warehouse or some kind of building to make repairs. This will provide cover from UAV’s and possibly keep you out of site of enemy infantry or armor long enough for you to make the appropriate repairs to get you back out into the fight.
Practice reversing away from combat while keeping your front armor towards the enemy. As previously stated in section A2, facing means everything. Retreating while keeping your main weapon forward may take practice, along with memorizing routes on maps, but is an essential skill that any tanker must have to remain in the fight.
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
| [A5] Useful tips before going into the field |
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
[A5.1] IFV/APC: How to reload
Vehicles like the IFV, which can fire multiple rounds from their main weapon, can be reloaded by pressing the “X” button, much like your normal weapon on foot. If possible, always, ALWAYS fire a full salvo of rounds while driving an IFV to prevent short firing, which could spell the end for you in a close fire fight between other vehicles.
I would also like to stress that it is probably best to have your partner, whom is in the gunner’s position to use the V: Elect spec, this will allow you to “detect” enemy infantry in close proximity to your vehicle, as well as detect enemy landmines on your mini map. The latter being the most important, since it only takes one or two AT mines to give you one very bad day. See the Vehicle specs section for more information about the various vehicle specs that you have at your disposal and how to use them.
Any land vehicle, particularly armor, is a prime target for aircraft, the Gunships aka Attack Helicopters will usually prey on you first, since you are a fairly slow and large target on the battlefield. Be extremely wary of enemy aircraft, a skilled pilot can make your day a living hell. Whenever possible, have you gunner continuously harass the helicopter with your mounted .50 cal HMG, this may not be enough to destroy the helicopter, but it will act as a deterrent and may force it to retreat to make repairs, leaving you precious time to fall back as well and do the same.
Learn to fear Tracer darts, you will receive a message on your screen as a driver, that the enemy is achieving missile lock. This is most prominent on maps like Atacama Desert, or Panama Canal, where armored vehicles are in heavy use. Maps in particular like Port Vladez and Atcama Desert, where Attack helicopters are present, being traced can be very lethal to your tanks overall health and your crews well being. Attack helicopters in particular, pilots have the option of using a TOW rocket that can home in on the tracer, these rockets are possibly the most lethal in the game, much like their stationary counterparts, it takes only 2 to reduce you to embers. Furthermore, this allows the enemy to strike you even from behind cover, do NOT underestimate the dangers of being traced. If you are experiencing a high level of tracers in a match, I strongly recommend that you as the driver, use Smoke as your vehicle spec.
[A5.2] Third Person crosshairs
When in third person view (to enter third person view simply press up on the D-pad, press it again to return to internal view) the targeting crosshairs can be deceiving.
D1.
_|------|_
_ -------_
--|------|
The above Diagram D1. is an example of what your “crosshairs” will look like while in third person view. There may be some confusion where you must place them in order to hit your target. Many will automatically assume that you must center the “box” on your target in order to hit them. This is incorrect; you in fact, must place your target In between the bottom brackets of the crosshairs in order to hit your target (this does not take into account shell drop for targets down range). If you center your target within the box, you will end up shooting low, possibly hitting the ground instead.
D2.
_|=====|_
===-+-===
_ ===== _
-|=====|
D3.
_|====|_
_=====_
--|=-+-=|
*Please Ignore the excess "-" and "=" they are there to allow the examples to be displayed properly. in Third person view, your targeting reticule should look very similar*
In diagram D2, the + represents the target, this is the incorrect location to set your sights. You WILL miss your target if they are not right in your face. Diagram D3 shows the proper location in which you must place your target within the crosshairs in order to hit your target. The further the target is away, you must aim a hair higher to compensate, however, you should not be in this view if you want to place accurate shots. This view Is simply for when you are in a tight area, where visibility while in first person view is extremely limited.
*Note* Both IFV’s and MBT’s rounds are affected by gravity, what does this mean? It means that the farther away a target is, you must compensate for the rounds downward arc by aiming higher, in most cases above the target in order to hit them. Furthermore, like normal small arms rounds, they must travel to their target before they can connect; you will have to “lead “your target, if it is in motion. This means you must aim a little further ahead of them, in whichever direction they are heading in order to hit them. Learn to adjust for both drop, and the time it takes for the round to reach its target.
Last edited by Artimise Flare on 2010-10-01, 06:13; edited 2 times in total