again, perfect guide. Something what could be added is: Using AP is preferable on moving targets like fast cars or helicopters since the vilocity of the round is faster therefore the lead doesent need to be that far.
@@AirGibson good point, but thats where another possible tip comes in: "keep AP loaded all times and only switch to HEAT in case you need it" You dont wanna face an unexpected enemy tank with a heat round in the chamber XD
@@PRRonVideosyeah, keep ap loaded at all times, ap kills all vics very well and effectively, heli? Bam!logi? Bam! Ifv? Bam!, you see enemy at? Switch quickly to MG, if you see inf behind cover or a fob/hab THEN switching to he is better
@@PRRonVideos I like to switch to HEAT once the enemy tank is confirmed dead (by us or others) especially on tanks that carry a lot of HEAT. It's somewhat situational though: What IFVs they have, how close we are to infantry (friend and foe), how fast their vehicles are, IED bikes...
Excellent video. I will say, from a strategy point of view, ATGMs can be excellent at confusing opposing armor. I always have SABOT indexed, but if you have time to reload and fire, the enemy tank may not know they are engaged by a tank, which can save a lot in terms of delaying them noticing you. There's also little smoke. But otherwise, ATGMs aren't even always the best for ambushes.
One thing worth mentioning when fighting against ATGM vehicles/emplacements, if you destroy the vehicle while it's missile is in the air, the missile gets destroyed and won't impact/damage anything even if it visually looks like it's still there
I once push towards Bradley to get inside ATGM min arm and it worked great... Except infantry didn't inform me of the *SECOND* Bradley just around the corner. We popped the first Brad and tried to use it's carcass as cover once we realized the second was there, but he landed both TOW and finished us.
One argument that used to exist for using ATGMs VS helicopters was that you wouldn't expose your position using the main gun so it could also be heard as an IFV or Tow truck by nearby infantry and so on. I haven't really used ATGMs since the new updated ATGM adding the line though so that probably is just too tough to pull off now. Just food for thought.
Is that model you have for a vehicles a website? I'd love to get the link to that? That being said, I think its also helpful to know where the gunner optics are on most tanks when playing the MBT RWS. If you are able to consistently hit that optic, the sparks can nearly fully blind the gunner, just like hitting the tank with a smoke.
Hello! First of all, thanks a lot for your great content. You have made a great summary! I am just confused about your info regarding the number of shots needed to destroy the FOB and HAB with HEAT. Based on my experience (almost 4k hours in game), it takes 3 shots to deal with FOB using HEAT. Using IFV APs to destroy the FOB is also a common mistake since HE deals way more with dmg to the FOB. Have you calculated these values based on table values of the shell dmg, or have you tested it yourself? It’s also important if you made your tests on the playground or a live server. I guess it might be because, one way or another, you exclude dmg coming from fragments. Even a HE grenade deals dmg to FOB. It is also a big question regarding the HAB dmg. I think that in the case of the HAB, the direction of the shot becomes crucial. Fragmentation dmg is probably less for the HAB, but it’s probably more important what is the wall thickness at the aiming spot. I mentioned for myself that shooting inside the HAB it may take about 6-8 shots with HEAT, even if nobody is digging it. I wonder if it might be related to the fact that thinner walls are broken through by HEAT, therefore, it doesn’t make full damage.
There definitely seems to be more to killing the HAB with HEAT than I cover here, because I have also seen them require several additional shots. But even with that, the main message I wanted to convey is "use HEAT for the HAB" more so than the exact number of shots. I'm not clear on the finer details of killing HABs with HEAT, but I'm all ears if you all know them. But regarding the radio (which is what I assume you mean when you say the FOB), I definitely see better results with AP as compared to HEAT when it comes to the tank.
@AirGibson regarding the HAB, no doubt that HEAT must be used for its destruction. I am also guessing if it's more efficient to destroy it with HE. But in this case, I am 100% sure you need to strike the HAB right inside since more fragments will impact it this way. Anyway, I am sure here that the impact of the HEAT shell to the HAB depends both on the jet impact and the fragments since this shell deals both types of dmg. Regarding the AP, one correction is that its dmg depends on distance. That's why sometimes it takes more than 1 shot to get a heli. It is a bit weird, but the penetration almost doesn't change, at least until 2000m. Regarding radio (I call it FOB) destruction, I am not convinced. Well, to be fair, I have tried to destroy it with AP shells only once, when I had no other shells. It would be interesting to test myself. I can't neglect that the truth might be yours.
again, perfect guide. Something what could be added is: Using AP is preferable on moving targets like fast cars or helicopters since the vilocity of the round is faster therefore the lead doesent need to be that far.
Great point! Although if it is fast-moving, you probably won't have time to change the ammo loaded, anyhow.
@@AirGibson good point, but thats where another possible tip comes in: "keep AP loaded all times and only switch to HEAT in case you need it" You dont wanna face an unexpected enemy tank with a heat round in the chamber XD
@@PRRonVideosyeah, keep ap loaded at all times, ap kills all vics very well and effectively, heli? Bam!logi? Bam! Ifv? Bam!, you see enemy at? Switch quickly to MG, if you see inf behind cover or a fob/hab THEN switching to he is better
@@PRRonVideos I like to switch to HEAT once the enemy tank is confirmed dead (by us or others) especially on tanks that carry a lot of HEAT.
It's somewhat situational though: What IFVs they have, how close we are to infantry (friend and foe), how fast their vehicles are, IED bikes...
Excellent video. I will say, from a strategy point of view, ATGMs can be excellent at confusing opposing armor. I always have SABOT indexed, but if you have time to reload and fire, the enemy tank may not know they are engaged by a tank, which can save a lot in terms of delaying them noticing you. There's also little smoke. But otherwise, ATGMs aren't even always the best for ambushes.
One thing worth mentioning when fighting against ATGM vehicles/emplacements, if you destroy the vehicle while it's missile is in the air, the missile gets destroyed and won't impact/damage anything even if it visually looks like it's still there
Great guides, will pass them on to all the new players I come across!
A thing to note about helis is if you hit the helis tail rotor that will take all the damage and not kill it in one shot.
Fantastic guide, I will be linking these to new players!
So glad that I discovered your channel... All the info you teach add value.
Incredible thank you
I once push towards Bradley to get inside ATGM min arm and it worked great... Except infantry didn't inform me of the *SECOND* Bradley just around the corner.
We popped the first Brad and tried to use it's carcass as cover once we realized the second was there, but he landed both TOW and finished us.
One argument that used to exist for using ATGMs VS helicopters was that you wouldn't expose your position using the main gun so it could also be heard as an IFV or Tow truck by nearby infantry and so on. I haven't really used ATGMs since the new updated ATGM adding the line though so that probably is just too tough to pull off now. Just food for thought.
Yeah, ATGM conceal your position better.
great video, this is the kind of info I've been looking for
Awesome guides, tons of info neatly laid out, are you gonna do a guide on strategies?
@hamburguejasalvapor Yes. Driver guide next. Then general strats after that
fantastic armor guides my dude
great guide !
I feel that jab at the command seat. Lol there has been alot of times ive run command seat for ya lol
nice video, but you forget to mention about reload speed. it's very crucial in face to face fight
@@nexthra8542 That is covered in depth on vol. 1
@@AirGibson oh okay then
Is that model you have for a vehicles a website? I'd love to get the link to that?
That being said, I think its also helpful to know where the gunner optics are on most tanks when playing the MBT RWS. If you are able to consistently hit that optic, the sparks can nearly fully blind the gunner, just like hitting the tank with a smoke.
@@babyclifford1759 squad-armor.com
@@AirGibsonthank you! This has been an amazing video looking forward to the next one!!!
is there a way for us to access the tables you show in the video? Really well made guide have my respect.
Not yet. I'm kind of scared to do so since everyone will expect you to maintain them if I put them in a google doc 😅
@@AirGibson fair point, if you ever decide to share it tho I would love to check it out
Hello! First of all, thanks a lot for your great content. You have made a great summary!
I am just confused about your info regarding the number of shots needed to destroy the FOB and HAB with HEAT. Based on my experience (almost 4k hours in game), it takes 3 shots to deal with FOB using HEAT. Using IFV APs to destroy the FOB is also a common mistake since HE deals way more with dmg to the FOB. Have you calculated these values based on table values of the shell dmg, or have you tested it yourself? It’s also important if you made your tests on the playground or a live server. I guess it might be because, one way or another, you exclude dmg coming from fragments. Even a HE grenade deals dmg to FOB.
It is also a big question regarding the HAB dmg. I think that in the case of the HAB, the direction of the shot becomes crucial. Fragmentation dmg is probably less for the HAB, but it’s probably more important what is the wall thickness at the aiming spot. I mentioned for myself that shooting inside the HAB it may take about 6-8 shots with HEAT, even if nobody is digging it. I wonder if it might be related to the fact that thinner walls are broken through by HEAT, therefore, it doesn’t make full damage.
There definitely seems to be more to killing the HAB with HEAT than I cover here, because I have also seen them require several additional shots. But even with that, the main message I wanted to convey is "use HEAT for the HAB" more so than the exact number of shots.
I'm not clear on the finer details of killing HABs with HEAT, but I'm all ears if you all know them.
But regarding the radio (which is what I assume you mean when you say the FOB), I definitely see better results with AP as compared to HEAT when it comes to the tank.
@AirGibson regarding the HAB, no doubt that HEAT must be used for its destruction. I am also guessing if it's more efficient to destroy it with HE. But in this case, I am 100% sure you need to strike the HAB right inside since more fragments will impact it this way.
Anyway, I am sure here that the impact of the HEAT shell to the HAB depends both on the jet impact and the fragments since this shell deals both types of dmg.
Regarding the AP, one correction is that its dmg depends on distance. That's why sometimes it takes more than 1 shot to get a heli. It is a bit weird, but the penetration almost doesn't change, at least until 2000m.
Regarding radio (I call it FOB) destruction, I am not convinced. Well, to be fair, I have tried to destroy it with AP shells only once, when I had no other shells. It would be interesting to test myself. I can't neglect that the truth might be yours.
Hey its the track and smoke strat from the other day that i ran lol. Most bl strat i know