Arma 2: Operation Arrowhead

Arma 2: Operation Arrowhead

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The Wonderful World of Anti-Tank Weaponry
By maus
Learn the ins and outs of the more common AT weapons found in ARMA 2.
   
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Introduction
This guide is meant to cover the basics of anti-tank weapons. The goal is to show how to properly use anti-tank weaponry and how to be effective as an AT Rifleman.


A lot of credit is due to Dslyecxi, who created TTP2[www.ttp2.dslyecxi.com], the article that I based some of the content in this guide on.


The points made in the article are meant to be the basics. There are heaps of nuances that are not listed in this guide. These are, in my opinion, the most important to know to be successful with AT weaponry.


If there is any input you would like to make that would contribute towards this guide, leave a comment and I'll get to it as soon as I notice it.


If there is any other guide that you would like to see be made that concerns ARMA II w/ ACEv2.0, feel free to say so.
The LAT Rifleman
Acronyms to know before reading this:
  • LAT - Light Anti-Tank

  • AT-4 - Light, single-shot rocket intended to take out enemy armor (84mm)

  • PltCO - Platoon Commander

  • MBT - Main Battle Tank


The LAT Rifleman

Fireteams will typically carry light anti-tank weaponry if enemy armor is expected to be present in an area. Generally, this will result in the team's rifleman being given a single-shot M136 AT-4.

The anti-tank rifleman will carry out his normal rifleman duties, and in the event that enemy armor is encountered, he will immediately carry out whatever protocol for dealing with armor that was decided by the PltCO.



  • LAT Riflemen should only take shots they know they can land. Due to the AT-4 and other rockets the LAT Rifleman will use being a single-shot weapon, missing a shot could be the difference between dying then or later. If you feel as though you can't perform your role, you should probably pass the rocket off to someone who is more proficient.


  • LAT Riflemen should aim for the flanks, rear, or top on an armored vehicle. Armored vehicles generally have the heaviest armor in the front, and the lightest armor on the sides, rear, top, and bottom.


  • LAT Riflemen should know the capabilities and limitations of their weapon. A single AT-4 will do little work to a MBT, and will probably anger the tank crew within the vehicle more then damage them.


  • LAT Riflemen should be familiar with the dangers of backblast and know how to clear it. AT weapons create backblast in a cone directly behind it, quickly decreasing in damage the further from the AT weapon the backblast reaches. Backblast also tends to kick up a lot of dust and will alert the enemy of your location briefly.
MAT Fireteams and Auxiliary Units
Acronyms to know before reading this:
  • MAT - Medium Anti-Tank


MAT Fireteams are not a part of the Standard Platoon. MAT Fireteams act more like auxiliary units, being put in place only by the map-maker and/or PltCO.

MAT Fireteams main role is to seek and destroy armored enemies at the PltCO's discretion. MAT teams are equiped with rocket launchers that pack more of a punch than those given to LAT Riflemen. Furthermore, the AT weaponry given to MAT are able to be reloaded.


MAT Fireteams consist of three players. The title and seniority of these three positions are as follows:

  • Medium Anti-Tank Specialist

    • Medium Anti-Tank Assistant

      • Medium Anti-Tank Ammo Bearer



Roles Within the MAT Fireteam


  • MAT Specialist - The most senior member of the fireteam. Coordinates with PltCO, calls, and makes the shots within the fireteam. Equipped with a rifle and MAT launcher. Generally, the American faction can expect to get SMAWs whereas Russian/Insurgent factions can expect to get RPG-7s.


  • MAT Assistant - The 2nd most senior member of the fireteam. Carries extra rounds for the MAT Specialist. Frequently equipped with a rangefinder or binoculars to assist the specialist with making shots. The MAT Assistant is next in line if the MAT Specialist dies.


  • MAT Ammo Bearer - The junior member of the fireteam. His main function is to provide security for the MAT Assistant & Specialist and to bear ammo for the MAT Specialist.
Common AT Weaponry
The following is a list of the launchers you will most likely come across. I left out a few because I feel as though it is very unlikely that you will be using them.

Re-usable Launchers:



  • 9P151M Metis-M1 - Semi-automatic guidance system, with commands transmitted over a wire link.


  • M3 MAAWS - MAT launcher very similar to the SMAW in both optics and round types.


  • MK153 Mod 0 SMAW - Basic MAT launcher for American forces in ARMA II. Very simliar to the MAAWS in both optics and round types.


  • RPG-7V/PGO-7 - Basic MAT launcher for Russian/Insurgent forces in ARMA II. Large collection of differing round types. May be paired with optical sight PGO-7.



Disposable Launchers:

(All disposable launchers are AT unless specified otherwise)



  • NLAW - Automatic guidance system, capable of locking on and firing at ground targets.


  • M136 AT-4 CS/RS - Basic LAT launcher for American forces in ARMA II. If the AT-4 is CS/RS, it is safe to use indoors and has a reduced backblast in comparison to the AT-4 without CS/RS.


  • M72A2 - LAT launcher. AT. Nothing special here.


  • RPG-18, 22, 27 - Very similar to the M72A2 in both design and power. 18 variant being the weakest in power, and 27 variant being the strongest in power. RPG-27 is Tandem HEAT.
Different Round Types
Acronyms to know before reading this:
  • HE - High Explosive

  • HEAT - High Explosive Anti-Tank

  • IFV - Infantry Fighting Vehicle


What type of round you're firing at your enemy is incredibly important. HE rounds will bounce off armor, whereas HEAT rockets will provide enough punch to disable or destroy opposing armor. The following is a list of the various round you can find in ARMA II w/ ACE, in no particular order.


  • Rounds:


    • MK153 Mod 0 SMAW

      • HEDP Rocket - 5.85 kg - High Explosive Dual-Purpose - Used to destroy buildings and light armor.

      • HEAA Rocket - 6.31 kg - High Explosive Anti-Armor - Effective against heavy armor. Ineffective against infantry.

      • SMAW Spotting Rounds - ?.?? kg - Used to increase first shot accuracy. Spotting rounds will follow the trajectory a normal SMAW rocket would take.


    • RPG-7V

      • OG 7-V Frag - 2 kg - Fragmentation - Effective against infantry. Ineffective against any sort of armor.

      • PG 7-VM HEAT - 2 kg - High Explosive Anti-Tank -

      • PG 7-V HEAT - 2.2 kg - High Explosive Anti-Tank -

      • PG 7-VL HEAT - 2.6 kg - High Explosive Anti-Tank -

      • PG 7-VR HEAT-T - 4.5 kg - High Explosive Anti-Tank Tandem - Effective against vehicles that are equipped with reactive armor.

      • TBG-7V - 4.5 kg - Thermobaric - Utilizes oxygen from the surrounding air to generate an intense, high-temperature explosion. Very effective against infantry and buildings.


    • M3 MAAWS

      • FFV441B HE Rocket - 3.1 kg - High Explosive - Effective against infantry and buildings. Ineffective against armor.

      • FFV502 HEDP Rocket - 3.3 kg - High Explosive Dual Purpose - Effective against both infantry and light to medium armor. Ineffective against heavy armor, such as the armor found on MBTs and IFVs.

      • FFV751 HEAT Rocket - 4 kg - High Explosive Anti-Tank - Effective against heavy armor. Ineffective against infantry.


    • 9P151M Metis-M1

      • 9M131M Missile - 4.6 kg - Anti-Tank - Effective against heavy armor. Guided by Metis launcher.
AT4 & AT4/CS
AT4s do not have any assistance when measuring the length of your shot. Therefor, one should not expect to be accurate with an AT4 at a range further than 300 meters.


Those that wish to become proficient should spend some field time taking shots at targets to get a feel for the arc the rocket travels on.


The following is a rough example of where to put the iron-sights at differing ranges, up to 300 meters.


FGM-148 Javelin
The Javelin is a single-shot missile launcher. It is best known for it's ability to guide missiles to the top of a target; where the armor is generally the weakest. It must be used in conjunction with a 'CLU' (Command Launch Unit). It is incredibly effective against MBTs, being as heavily armored as they are on the sides of the vehicle and the lack of armor on the top of the vehicle.


The following are simplified instructions on how to operate a Javelin. If you're not the reading type, I made a quick two minute video on the ins and outs of a Javelin and how to operate it.


  • How to Operate a Javelin


    • Equip the Javelin Tube

      • Press R to reload; this attaches the CLU to the Javelin tube

        • Right click to look through the CLU

          • In this mode, there are several settings that you know remember, which are the following:

          • N To change between thermal and regular view

          • TAB To change between top and direct (dir) mode

            • Top mode guides the missile to the top of the vehicle; what the Javelin is most known for

            • Direct mode (dir) guide the missile to the side of the vehicle. You would generally use this if there is not a large enough clearing for the missile to reach the target in top mode.

          • Press plus (+) on the Num. Pad to zoom in & begin locking on.

            • You must be in thermal mode for the CLU to begin locking on.

            • If you zoom in with regular view enabled the CLU will simply act as glorified binoculars.

          • Once the Javelin is zoomed in and trained on a target in thermal mode, the CLU will begin attempting to lock onto the target.

            • Beeping means that the Javelin is attempting a lock-on.

            • A solid beep means that the Javelin has obtained a lock-on and is ready to fire.

          • Press Mouse 1 (M1) to fire the missile.


Or, you could watch the video.






The Javelin is a fire-and-forget missile. This means that once you fire you are free to exit the CLU's optics. Once you switch to another weapon the Javelin tube will be discarded on the ground. You get to keep the CLU.


An important thing to note is that the Javelin is has a soft launch arrangement. This means that the Javelin will be fired a safe distance from the operator before the main motors ignite. This also means that you are able to fire the Javelin from indoors with minimal danger to yourself and those
around you.


There is still backblast, however small it may be. Make sure to clear it.
4 Comments
Blimpep83 13 Mar, 2021 @ 7:51pm 
bye bye soldier
「Camorune」カモルネ 26 Jan, 2016 @ 7:08pm 
You dont need to use thermal to lock on with the Jav though...
GR:) 33397 28 Jan, 2015 @ 1:51pm 
Excellent guide. Always got frustrated to use the Javelin...
Peachez 25 Feb, 2014 @ 9:01pm 
hoorah soldier take em out private :Hand_Shake: :Hand_Shake: :Hand_Shake: :Hand_Shake: