Операция Flashpoint: Холодная война чит-файл №1

OPERATION FLASHPOINT: COLDWAR CRISIS FAQ.

Am I surprising you? ERhm, I have a feeling that there won't be too many
FAQs for this game. This is one of those games like the other realistic
games, such as Delta force (no FAQs), Rogue Spear (no Unofficial FAQs),
etc. There aren't a lot of FAQs for realistic games. The record is set by
Counter-Strike, with about 3 FAQs, which isn't too bad. However, I feel it
won't have too many. If I'm wrong ... I'll just have to delete this I
suppose.

Anyway, I'm FullBurst41, and for those who don't know me, be happy.
You've just met the rudest and most annoying guy in galactic space, only
known as FullBurst41, FullBurst for friends. :) NO that must be "full" for
friends. Ahem, anyway, i hope I'm not that rude, I just flood some people on
IRC when they lied/tricked/annoyed me, so that I can blast them off the net.

If you know me, it must be from IRC, or from my other FAQ, for Red Alert 2.
I got a lot of good responses from people, but some bad aswell. Although
most of them were quite ... weird. I if you found my FAQ crap, I won't kill
you or something, I am just a lousy author, let's blame it on that shall we?

The Operation Flashpint FAQ I'm writing will certainly be quite large. I'm
trying to make all of my FAQs as large and informative as possible. I don't
want to keep anything from people, they need to know everything that I
know, and that other people know.

This FAQ may include informative chatlogs, how to edit, stuff like that, my
own editor compositions etc. etc. Also, this guide will feature a
sight-seeing
tour (I hope at least). I'll try to tell you the interesting spots on
islnads, so
you can have some fun too. Also, walkthroughs and strategiies for
multiplayer and singleplayer can't be forgotten. That'll be the main purpose
for the FAQ. The rest? Oh weapon descriptions, Unit descriptions, island
breakdowns, useful links, mods descriptions and in-depth look, links to my
own created stuff (if it will come ... but it is quite probable), stories
about my
experience with the game... I like to ramble on about things that happened
to me, and you'll have to share in the pain, sorry.

More will be added as I feel like doing it. However, since the game is not
released yet, I'll be limited to demo mission walkthrough, and maybe even a
sight-seeing tour for the island. But of course, all the descriptions for
units
and weapons featured in the demo. I can't wait until the full version comes
out ... but unfortunately I'll have to, and you will too. So bare with me
and
your comrades, as the Soviet slaughtering is getting closer (no offense
meant...).

Oh and before I forget, I'll add the classes you can play in the game, one
of
the cool gizmos in the game I guess. So ... until the full version, I'll be
stuck
with this demo of mine. Or maybe ... maybe I'll be able to get my hands on
the press demo, but I guess I can't spoil anything with that thing ... but
I'll
certainly love it though.

Okay Copyright blablabla, all the usual stuff, just don't make money with my
FAQ, tell me where you want to post my FAQ (what the URL is), and I'll
probably give you permission, except if I have something against you
persoanally, and even then. Just ask, and I'll give you an answer.

Man, now I'm writing 2 FAQs, meaning 2X the emails. And if my thoughts
are true about this community of OFP being twice as large as that one of
Red Alert 2, I'll have ........ a lot of emails. Dang!

So enough rambling, let's take a look at what this game is all about!


INTRODUCTION.
************
This is it ... It's finally here! OPERATION FLASHPOINT!!!!!! Demo. :( Shit
dude! I want the full version of this frickin' game. This demo contains ...
ONLY ONE MISSION!!!!!!!!!!! Whyyyy good god? Whyyyyyyyyyy! Why don't I
get a press demo? Why? Oh my good God why? Give me a press demo, or
I'll hack it off your servers! Common! Oh shit I'm wasting KBs, I have to
think about the ADSL users among us hehehehehehe. Ahem, yeah well.

So, what the heck is this game? Basically, it's 100X the size of Delta
Force,
combined with a Godlike UT AI, but then a little less agressive. With this I
mean, If you shoot at somebody, they search for cover, they don't run at
you, strafing around all your bullets.

So what's in there for the rest? Uhm, a Mission Editor, which allows you to
make single missions, or just make your own Campaign. If the mission
editor is in the demo, it'll be my most joyful day yet. My first campaigns
may
pop out with the demo, but because I'm not sure if it will be in or not
(haven't heard that it would be in, os probably not DAMN!), I can only plan
things. I'll let you take a look at what I hope to acomplish, but please
take
note that there is still a big chance that I won't be able to do what I want
to
do, for reasons such as: ont-so-modfriendly game, not-too-good Island
editor, etc. etc... So, here's some junk you've read before a lot,
everywhere!

This FAQ and all the stuff that isn't ripped off of any site/manual/official
source, is Copyright 2001 FullBurst41. I would like to point out to
webmasters that tactical information about weapons and vehicles is not
"Copyrightable", since that information isn't one of their own inventions.
This means, that if anybody would like to loot my view of the weapon,
game-based, he'd have to ask me, but if I'd post something that I found at
an official (military) source, he is free to rip it off, and I can't do a
darned
thing about it, because it isn't mine. This also applies to taking
information
from sites, that is official, and that can be found at military websites or
in
documentation. Just trying to make that clear.


TABLE OF CONTENTS
****************
I. Game Basics
II. Vehicles
III. Weapons and Equipment
IV. Singleplayer:
1) Campaign Mission Walkthroughs.
2) Single Missions Walkthrough
V. Multiplayer
1) Deathmatch and Variants
2) Capture the Flag
3) Co-Operative Missions
4) Available Multiplayer Missions (no game modes)
VI. Advanced Field Tactics.
VII. Mission Editor
1) How it works.
2) My own creations
3) Upcming
VIII. Cheats.
IX. Contact Information
X. Credits and Final Junk
*************************************

Good, now let's take a look.

NOTE: This is still a very incomplete version of the FAQ, since only the
demo is available right now. Once the full version is out, regular updates
of
this FAQ will fill in all the incomplete sections that are still present ...
unless
I find no junk to put in them that is.


I. GAME BASICS
***************
Ah, welcome newbies! No, that's a wrong term. There'll be a lot of people
looking in this section, not necesarily because they are new to this kind of
game, but because this game can be so frickin' hard due to the realism. I
think you'd better go in the army for a moment, and when you feel you have
the skill, try the game. Oh, then I'm a newbie too I suppose. That's fine.
Ok.
So, I'll go over the controls, all available Game Modes, both Singleplayer
and Multiplayer. I'll also go over the classes with you, and what you can
expect to see in the game. For weapons and vehicles, you can take a look
in their respective sections. Also, some main tactics can be found here, to
always keep in mind while crossing the battlefield. I advise you to memorize
as much as you can, or hold a small paper with you, so you can refer to it
if
you're in trouble or in one of those tight spots you are bound to get into.
Another thing to take note of, is that your tactics will defer as you gain
control of vehicles, new weaponry and so on. If you slaughter a Russian
sodlier, who carried a PK machinegun, it would be wise to take it off of him
if you were carrying an M16. Not that an M16A2 is impressively bad or
something, but a PK can rip through things like a mad bull. Ratatatatatata!
In general, a PK is better than an M60, but that's entirely up to your
taste,
so I won't interfere if you prefer your old-school M60. It's a very cool gun
I'll
grant you that. Also, taking over Soviet vehicles is something different
than
your main US junk. In most cases, a russian vehicle is better armed than its
US counterpart, excluding the Abrams of course. The US do have some
advantages though, like the A-10, PBRs, Cobras, and Abrams Tanks. Ok,
let's start with the FAQ shall we?


CONTROLS
--------


GAME MODES
----------
SINGLE PLAYER
-------------
Campaign: This is the main storyline bit of te game. Basically it's a series
of
linear missions, where your main goal will be to clear out all three islands
of
Soviets; You will pilot a variety of vehicles throughout the campaign. In
one
missions, you'll have to be a helicopter pilot, in another you'll have to
steer
tanks around and decimate enemy forces via ground. Or just run around as
standard infantry soldier, as part of a squad or alone. Don't think you're
going to do a Delta Force mission if you are alone. Don't try to pick
fights,
rather avoid them. Try to keep the enemies you fight to a minimum, and
never engage vehicles unless you have the means to destroy them
(weaponry or another vehicle you are commanding). You can make new
campaigns with the Mission Editor, to keep the game fresh.

Single Missions: These are stand-alone, non-linear missions, having no
real connection to eachother. These can be seen as the Quick Missions in
Delta Force, or any Single MIssions in Jane's Combat Simulations games.
Want to know anything else? It's interesting to know that one of the Single
MIssions will be D-Day, not really the original Operation Overlord beach-
storming, but a 1985 modern version, which will probably be everybody's
favorite mission, or one of their favorites. You can read some more about
the D-Day mission in a preview made by the now-famous DnA and Sith.
Check it out! And although they got killed in the end, they still have some
intersting information. :)


MULTI PLAYER
------------
Deathmatch: Oh common! Do I have to explain this to ya? Ok if you insist:
It's basically, Free For All. You don't work in teams or anything, just
shoot
at anything that isn't you, yeah it's basically that! Run people over with
your
5-Ton truck, kick their asses with the guns of a BMP-1. You have the island
as your battlefield ... and Im' not sure how that will be done yet, I mean
...
you can't run around the whole island searching your enemies. One little
piece of advice for you: Don't have mercy with anybody. This is a bad world
... they'll take advantage of you before you know it! Ahem yeah what am I
rambling about anyway, I didn't have to tell you that, you already knew.
However, this mode is only for fun, or for the doom-newbies among us. But
please, don't make this your primary mode of play, PLEASE!!!!! It is NOT
what tis game is all about.

Team Deathmatch: Guess this will be in, the little more intellegent version
of Deathmatch, but still quite mindless. You are part of a team and you hve
to kill off all the members of the enemy team. Only thing to keep in mind is
that you may never get seperated from your team members, unless some
tactic of yourse demands it. You're stronger in group then alone, don't ever
forget that.

Capture the Flag: Aaahhhhh, I hate this game mode. In every game that
has multiplayer feature in it, there's this. And I hate it! It's not the
team
thing, but the mindless concept of having to capture a flag and bringing it
back to your own base! Ugh! Luckily, Operation Flashpoint makes it a little
less harsh for me... Their mode is like this:
You start in your base, lots o' Ammo Crates and stuff. This is your base,
but there is NO flag here. However, your flag is located in a base a little
further from your camp. There are also vehicles around in your strongholds.
The enemy has the same outline. They also start witha respawning base
and flag base. Your job will be to bring the enemy flag to your flag base to
score a point. In UT and Q3, even HL, the CTF games were quite boring.
ONly thing that set them apart was the map, and the placement of flags,
that was all. Here, you can take all sorts of vehicles, and weapons don't
lie
around mindlessly. They are put in bases, not scattered around the map, in
the most unlikely places. It will still not be my favorite, but I'll
certainly play it
a lot more. Don't bother with Quake, just take OFP and you ave it all!
That's
what I always say...

Take the Town: Good Heavens! Finally! Woooooohoooooo! The mode I'm
looking forward to soooooooooooo badly. You start off with your buds in a
town on the island. Your job is ot take over the other people's town marked
on the map. It will require a lot of strategy to take towns, and to complete
the game. Much better than Deathmatch! I don't know how the towns are
outfitted yet, what fortifications are in and such. I guess I'll find out
soon
enough. I look forward to doing air raids ont heir pethetic towns, and then
bring in my best men and take over the whole thing, backing them up with
some tanks (may not work ... we'll see).

Co-Operative Campaign: This is basically you and a bunch of friends
playing through a campaign. I'm not sure if this campaign is different from
the singleplayer one, in terms of missions, but I think so. This will enable
you to use the skill of your friends if you need the extra power. More info
on
this mode coming as soon as I get it.

NOTE: This is not all. Multiplayer isn't just a bunch of modes you get and
play with it. Multiplayer matches are usually missions wit 2 teams with
oposing goals. It's a little like counter-Strike but different, because they
still
have the rules of the mode they are playing on. In OFP, rules are dictated
by the objectives bound to that mission. Maybe it's easier to compare it a
little to Assault in Unreal Tournament, but then the OFP manner. The good
thing about the missions, is that they are rather small, and that they are
easily transferable. They have a mximum size of something around 100KB,
which makes online transfer of missions a piece of cake. That will be it for
now folks!


CLASSES
-------
Actually, fro what I understand, for human players there isn't much
difference of taking a specific class, only that they get their hands on
their
favorite country weapons easier. This is because humans can basically
pilot everything and do everyting available to you. AI however, is a
different
story. If they want to pilot a certain aircraft, they will need apilot to
play
around with the vehicle. Here are the different classes:
NOTE: All classes get binoculars, do not listen to people that tell you that
only officers get them, that's rubbish.

Soldier
-------
Cannonfodder. That's the shortest description I can give you. What's the
use of a soldier? No one knows. At least in unrealistic games they aren't
any use, as there is always something better then a simple measily soldier.
Everything that is alone in OFP, can be considered quite dead. Soldiers in
OFP will be needed in several situations, ranging from scouting, to main
defense and offense jobs. Other classes get limitations and extras to what
they can do, while the soldier stays a non-mutated class, which basically
means he can do a lot of jobs that don't require specific expertise. A
soldier
gets standard weaponry, being an Assault Rifle (M16A2/AK74). Don't
underestimate these, but don't overestimate them either... They are good
for the main jobs, bu vs. armor, they are quite hard to keep alive. If the
people were so stupid to expose themselves to enemy fire, and you killed
the gunner(s) and Commander quickly, you'll have an advantage over your
opponent. He'll have to rearrange his positions inside the vehicle, giving
you some spare time to flee, or to try to destroy/kill everybody inside the
vehicle. Another good use for the soldier, is suppressive fire. When other
classes need to reach an objective, and don't have the means necesary to
get there, soldiers can draw some considerable attention away from them,
allowing the other class to do what they have to do. And tell me, who's so
crazy to stay in the line of sight of a soldier delivering suppressive
fire???
That's why I would like to have an M249 in this game, but it won't be... so,
if
you aren't really a crack at anything, or your clan/team tactic demands it,
take a soldier, you'll always be able to help someone.

AT Soldier
----------
Ahahaha, now you thought you were invincible in that APC eh? You
thought you could kill every and all infantry units oposing you eh? Think
again, as these will kill you faster than you can say "What the FUCK?"
While they still carry automatci rifles, their main purpose is to take on
armored units. Their weapons vary from AT4s to RPGs, depending on thier
country, US and Russia respectively. They can destroy light vehicles
(APCs, Jeeps) with a single rocket, in most cases that is. It will be the
other's duty (especially the Soldiers) to protect these infantry units from
normal soldiers, as they are quite vulnerable to them. Remember, these are
no Quake Rocket Launchers! They don't just gib everything you shoot at!
These weapons are mainly used to take out ARMORED targets!!!!!!!! While
they are still quite able to kill enemy soldiers, but I wouldn't waste my
rockets on soldiers, while there are more dangerous targets to take out with
these weapons. however, MOrtar Soldiers are more effective against
infantry, but are quite inacurate, so this leads us to another critical
point in
OFP. DO NOT GO INTO A BATTLE UNPREPARED. DO NOT GO IN A
GAME BEFORE YOU HAVE PLANNED WHAT EVERYBODY CHOOSES
TO BE, WHAT VEHICLES YOU WILL USE, ETC. ETC. Please, keep this
in mind!!!!!

Machinegunner
-------------
This is your man! What he does? Basically kick other people's butts, that's
it! They are the dudes with the heavy (both in power and weight) weapons.
They are THE class of choice for suppressive fire. They are quite essential
to a squad, to cover the more qpzxialized classes in the game, while still
BEING covered by soldiers or snipers. They can deliver a lot of suppressive
fire while a medic is doing the best he can to heal a certain unit. And
another thing, they can cover the presence of snipers! One thing to take
note of though, they divert a lot of attention to them, which makes them
bound to get shot at, and probably one of the first of the squad to get
killed.
This is because, they can take on almost everything, including some light
transport vehicles. If you want the best results for a machinegunner, I'd
take a few snipers, some bodyguard soldiers and the MG. While the
snipers wreak some havoc, the MG gives cover fire, to mask (or try to
mask) the Sniper's presence, which will let the Sniper take out more targets
without diverting unnecesary attention to him. This is a quite important
class, so don't overlook it.
Weapons: The MG carries the heaviest automatic infantry-weapons in the
game. The Americans stick with thier old-fashoined M60, which is a belt-fed
macinegun, very loud, very powerful. It is known that the M60 strikes fear
in
the hearts of its enemies, because it makes such a "frightning" noise! Well,
beware if some guy with his M60 comes rushing to ya, better take cover
and pick him off ... if you can. The Russians however, have the PKT
general purpose machinegun. This is my baby! It's lighter than the M60,
and doesn't have to loose any power for it. It is my personal choice for a
machinegun. If you are an American machinegunner, and you (or your
squad) takes out a machinegunner, drop your M60 for one of the soldiers,
while you take the PKT, it's a good adition to your forces. One more thing.
If
you are a different class than a Machinegunner, and you can get your
hands on a machinegun (especially for soldiers and other heavy-action
classes), TAKE IT!!! Don't leet it just lie there, taking the chance some
other dude smarter than you will grab it! This game ma be real, it's still
not
SO real thatyou can get killed, so take everything you want, don't bother
thinking about your comrades weapons, unless they have none (that's a
little stupid standpoint though...).

Medic
-----
The most essential class in OFP. You can ramble along about your frickin'
gun, but who will be there to help you out if you get shot yourself? If you
are
so lucky to stay alive, because the wound isn't that severe, you'll want to
get treatment, to get you running again. While it isn't just possible to
heal
you up to full strength like in those unrealistic combat games, the medic
might be able to heal you enough so that you can fight. The medic has its
own defensive weapon, but it's bound to get targeted (don't let that uniform
of yours think that you are invincible), because the enemy army will try to
get the advantage the bastardy way ... killing your Medic of course. Try to
keep this pal alive as long as possible. Keep him out of the battles, but
medics may try to pick off some people with his weapon. As a medic, seach
for cover as much as you can, to keep out of the sight of a sniper, whic
will
be your primary enemy in the field. You must do your best to stay alive, as
your squad depends on you. This is probably the most adrenaline-rushing
class of all, as if you die, it's a big disadvantage for your team, and by
the
way ... you're dead too.

Sniper
------
Another very important class. These aren't really present in the squad at
the time of combat, but they rather camp in deep cover, trying to take out
any targets of oportunity, without drawing unnecesary attention to
themselves. Or, snipers can have missions alone, or in special Sniper
Teams, which are given specific orders and must do their best to find a
superb place to deploy their rifles and take out designated targets, which
takes me to the next note. In most situations, snipers are given specific
targets to take out. However, in OFP, unless your mission demands it,
you'd better try to help out your squad anyway you can, blowing enemy
soldiers to hell as fast as you can, as silently as you can. Teh weapons for
Snipers are outfitted with scopes, which help them zoop in on targets in the
distance. However, Sniping is not what it was in other FPS games. You'll
have to check it out to see what I mean. It's not the usual sniping
techniques that will help you out this time, you'll have to adapt to the new
(but the REAL) techniques. These rifles come with "targets", which show
you how you have to aim to hit a certain target. The NATO gets the M21,
an old-fashoined rifle, while the Soviets snipe with the Dragunov Standard
Issue Sniper Rifle. Another thing that snipers must look out for, is that
they
don't get killed by other Snipers, but in the mean time, try to eliminate
any
snipers that threaten your soldiers. Oh and one more thing. The AI
responds very intellegently to snipers. First off, they'll try to locate you
by
searching forthe way the bullets came from, taking cover, and supplying
suppressive fire for any teams that might still be under threat of the
sniper(s). This makes being a sniper no easy task, as the AI will be
crawling up to your position, or vehicles might creep up behind you, as you
are concenterating on getting enemy soldiers. That's another thing you
have to worry about: Vehicles. Youa ren't really able to take on full-sized
tanks yourself, unless you can take out a Commander or gunner if they are
standing out of their cover (hatches are open).

Anti-Aircraft Soldier
---------------------
Another soldier you'll need in certain situations. there's nothing more
irritating then a Hind wizzing over your head, trying to locate you. And
when
it does, unleashing its deadly cannons upon your filthy heads. Those
cannons can sweep an area quicly, due to their high rate of fire, and the
speed of the helicopter. Also, I'd get the fuck out of the way when it drops
a
few rocket pods near your position, as that would mean certain death for
you. Anyways, what are you dupposed to do about htese pests? Well, you
have your Anti-Aircraft Soldier standing there, waiting to be used. And
finally, it gets the opportunity. While I'm not absolutely positive on what
the
Russians will get, the NATO gets the allmighty Stinger. I hate this weapon.
You know why? Because it is so effective. NOw you say: Why the hell is he
complaining about a gun if it is so effective? Well, it's simple: I remember
the old days, flying my F/A-18 Hornet in one of those state-of-the-art
Combat Flight Simulators, when suddenly, without warning, I see a missile
coming right at me. Totally shocked (didn't know infantry could fire SAMs
yet), I tried to evade, still not knowing where the darned missile came
from.
I couldn't detect any SAM launchers, and certainly not any aircraft in the
direct area. Then, BAAAAAM! Eject. Booom. Parachute wouldn't work.
Shiiiiiiit. Then ... I suddenly saw this sneaky bastard, a Russian soldier
(bad
graphics in those days...) with that stupid thing in his hands. I could've
smashed the screen to pieces! Beaten by a soldier!!! Common! I destroyed
25 T-72s with my group of 4, but then suddenly some stupid I-don't-know-
anything nerdy came in and shot me down! Arrgh! And since I was shot
down by Russians, it can very well be that in OFP the Russians also get
Stingers... However, I think they'll get some SA superb missile launcher of
theirs. It will probably a GRAIL, GREMLIN or GROUSE, but I can't confirm
any of those. So, just to make it short, use these to take out helicopters
and
possibly A-10s if you are on the Russian side. Taking out the A-10s is
especially essential, as they are faster than the other aircraft, and are a
nightmare to any armored vehicle. Also, those bastards have imense guns
(6 barrels), so I wouldn't try to get it gun to gun with you, as it won't
care
about your AK74 a lot, it will just mow you down, and laugh at your
foolishness. Also, taking out troop transports can save you a lot of mess
later on. Take out the Mi-17s/Mi-24s or Black Hawks to make sort work of
the soldiers inside (except if they are VERY low). Don't overlook this
class,
call upon it if you need it, you can't survive without it if the enemy calls
upon
its helicopters and airplanes (for the NATO that is).

Mine Soldier
------------
This is another class that can affect the whole mission. How? Well, he has
teh job of mining roads that the enemy will probably take. If you indeed
know these roads, I'd say that this is a good defensee against tanks, but
everybody knows that the enemy will try to take the off-road trajects. The
disadvantage the vehicles have in those spots however, is that they cannot
move at high speed, often going very slow. This is excelent for AT soldiers
or helicopters. And if the enemy takes the main roads, he'll stumble upon
your mines. Cabam! Die! No more armored vehicle! You get a few AT
mines as this class, not sure of the different types yet... I'll fill this
in later.

Pilot
-----
The pilot is the guy that controls the aircraft present in OFP. Available
ari
units are:

NATO:

- Ah1 Cobra: A very deadly and powerful helicopter, mainly used for anti-
tank missions, but can defend itself against other helicopters with its
Sidewinder missiles. It has a powerful cannon too. overall, a very
dangerous enemy if you are Russian, you must try to take it down as fast
as you can, before it takes out your armor.

- A-10 Warthog: I LOVE this one. It is ideal for taking out helicopters, and
of
course, tanks all the way! With its powerful cannon, it can destroy anything
it comes across. Don't spare anyone! They also have Sidewinder air-to-air
missiles, together with a variety of bombs they can carry. All in all, this
one's even tougher than the Cobra, because its added speed. This craft
can also be used to destroy buildings, it's a better choice than the Cobra
for
that.

- UH-60 Black Hawk: The NATO transport heli. You can use this chopper to
take control of the doorguns, which is a special feature of the Black Hawk.
It can carry up to 8 soldiers, and carry them at god speed around the
islands. It isn't quite good as a combat helicopter, but it is ideal for
transportation. And of course, you can parachute out of a Black Hawk,
which is really cool.


SOVIETS

- Mi-24 Hind: This is the main helicopters for the Russians. It has the
advantage ofer the Cobra because it can carry soldiers aswell. It is an
overall good craft to take out ground targets, but can defend itself against
aircraft. Just don't try to take on A-10s with your cannon, they'll shoot
you
out of the skies nicely, there won'g be much left of that Hind of yours...
This
helicopter has the advantage over the Black Hawk, because it can carry its
passengers into dangerous situations, while still being able to survive most
cases.

- Mi-17 HIP: Thi is the first real error I've found in Seventh's awesome
webpage, that is that it says that the Mi-17 is primarily a transport
helicopter, and he constantly talks about the Mi-8. While the Mi-8 is the
direct predecesor of the Mi-17, it doesn't mean it isn't different from the
Mi-
8. First off, let me tell you that this is somewhat a more specialized
version
of the Mi-24. It has a lot of loadouts, and can do basically everything,
from
jamming to recovery. In most situations, it will come armed with dual
7.62mm cannons, but sometimes it may come with dual 23mm cannons,
which is great help of course. It can transport troops and they can use
their
machineguns to fire at enemy positions through the window aswell. They
are good recovery helicopters, aswell as direct air support against heavy
units like tanks and such. It has someheavy weaponry, including up to 20
81-mm rocket pods on each wing, SWATTER ATGMs, or other anti-tank
rockets. So, I repeat, this is not a transport only helicopter! This babe is
very capable in combat.

So ... excited to take on this uniform yet? You also get your own weapon.
While I still disagree with the choice of BI to NOT implement any handguns
in the game (pilots always carry standard sidearms), I'll have to live with
it.
You get a nice little CAR-15 Carbine, isn'tthat nice? Talking about
realism...
You are absolutely important to your squad/army, if you are to take out
enemy armor fast and decisively, without losing most of your own
tanks/losing completely.

Saboteur
--------
This is your sneaky bastard. If you aren't familiar to sneaking, I wouldn't
take this class just yet.This is one of th most difficult classes to master,
and
it's certainly an adrenaline-rushing one. The missions of the Saboteur are
mainly to sneak into enemy bases, and destroy certain objectives, perform
reconnisance duty, or to take out key targets (defenses) to let in your
enemy without losing too much. If you want to get some experience, play
stealth-oriented games, like No One Lives Forever (not realistic, but you
still have to sneak, and you get maximum scores if you are), Rogue Spear
(some missions MUST be done stealthily, and overall it is a better
strategy), maybe even SWAT 3, but that's a more Assault-oriented game. I
must caution you however, that sneaking doesn't just come, or can't just be
practised. If you are the assault-type, you won't just learn to sneak,
because you won't have the patience for it. Of course, you'll be able to
sneak to some degree, but sometimes you'll have to stay in the same
position for minutes, observing the movement of guards. I myself am an
assault-type person. I can sneak to a certain extent, but I'm not patient
enough to do it the Commandos style way (remember that game? That was
the main reason I didn't like it, the guard evasion). He comes equiped with
an MP5SD, which comes in handy for its sneaky shit, while he gets a
bunch of Satchel Charges to blow stuff up with. It has a large blast radius
50 meters, and can blow up walls, vehicles and buildings (tents and stuff).


That's about it. Enjoy!


SQUAD COMMANDING.
-----------------
Welcome Commander! In the event that you do make it to the top of a
squad, you might consider this reading.

When commanding a simple squad of soldiers, it is always important to
keep the medic alive. While he can't just save your soldiers from anything,
but when someone is wounded, he might be able to get him some fix-ups,
depending on what wound he has.

While a medic is important, this game is still about war, and war needs to
be waged sometimes. Make sure to cover your AT and AA soldiers if they
come under fire, as it is vital to you and any other nearby units that your
heavy soldiers stay alive to fight the heavier foes. You must always
remember: Just because you are infantry, doesn't mean you can't do
anything.

RuleZ of Engagement:
- Never engage an enemy alone, always attack with others. If you spot an
enemy soldier, it's allways safer to attack with more than one man. Of
ocurse, there are those missions where you are left on your own. In those
cases, you should make sure you are in deep cover, and your enemy(s)
won't have enough time to retaliate until it's too late. In all ther cases,
split
up your squad if you have to, in groups of 2. Do it Rainbow Six style. You
have an assault team, a sniper team etc. etc.
- Don't play this game like you play Quake. Don't take your grenade
launcher and shoot 2 meters in front of you, aiming at the ground. Use
explosive weapons at long distance. Especially if you are using a LAW, it is
very advisable for you to stay away from your warhead as it explodes, or
you're dead (pretty much dead that is).
- Send in Recons to get a good view of what's going on. you want to know
the exact enemy positions. As a recon, you need to remember that you
may not show yourself to your enemy, do it the Klingon way, CLOAK (or
Romulan whatever you like). Yeah, I told you, this is no Quake-style game,
so no cloaking devices/invisibility or whatever you like to call it. You
want to
know exact info on the placement of vehicles and troop deployment, so that
you could send in Saboteurs with the information you acquired, or plan a
quick but deeadly assault on the weakest portion of their stronghold. Never
blindlesly go across enemy lines, praying you'll stay alive long enough to
say "I love you" to your girlfriend as she is getting angree with you
(social
problems??? anyone?). Okay so OFP is not really a good social life
builders, but who cares? Uhm. Yeah well. Also, this scouting can be done
by fast aircraft, but this is far more "brutal", as the enemy knows what
you're up to, and will no doubtedly strengthen everything up (as far as he
can do that of course).
- One golden piece of advice: Always remember, the AI must choose
specific classes to be able to do a certain thing, but you can do anything
you like. Even if you are a machinegunner, you can crawl into a helo and
scratch some tankhull. Don't you ever forget that.
- Cut off enemy convoys. In the event soldiers need immediate repairs or
ammo, trucks are sent to the enemy's position. your job will be to take
those out, crippling the enemy. Thing is, you must know his supply route,
and try to stay hidden from any enemy defenders (if they are hidden), so
that they would be completely surprised by your grenades/rockets. Or, you
could take an aircraft and destroy them swiftly if you wish. But of course,
since htis is the squad section, you should know that if you send grenadiers
or other soldiers with explosives, try to send them alone under cover. Try
to
sneak them in there somehow. Another method of dealing with the convoy,
is to mine the routes. Do that, and you'll have some spare time to do other
things. Best thing is, if those mines go off under those trucks, and
infantry
men are stationed along the roads to defend them, big chance is they'll die
too. This allows you to move in and take the supply routes yourself,
defending them at all cost. Anything that tries to pass through, goes down.
- Defend your supply routes whatever the cost. This is not a game
ofrespawning weapons. If the resupply/repair trucks are destroyed, you'll be
in a heap of trouble, waiting until the next few can arrive. Station some
heavily armed soldiers there (MGs and AA soldiers would be nice), or keep
a few lighter vehicles around. And for the more flight simish people, you
can also use air patrols, another effecient way to protect your routes from
the BIG targets. However, if you are hoping to defend them against
infantry, they'll have to be very dumb to get discovered by you. you can't
just see anything, you're limited to what you can see and what not. This is
why I prefer the first 2 methods, except if the enemy is using heavy force
to
take your supply routes. Also, it's nice to have a quick force available for
when the time comes that the enemy comes in with his forces to take your
supplies. Have a few Black Hawks and Cobras/Mi24s to strike down your
opponent. Losing your supplies, is undoubtedly one big step towards losing
the mission.
- Quick attack strategy: One thing I lke to do in realistic gameslike this,
is to
strike areas of the enemy's stronghold (like a city) that are of little
importance to your initial attack. This way, you can spare you some
valuable time, in which you can complete your assigned objectives, destroy
assigned targets etc. etc. This is a often usedtactic in games that allow
it.
It's very hard to find a way to implement his strategy in Counter-Strike for
example. However, this game really gives you the ability to exploit this
tactic, and if the enemy has to defend a big area, this will probably work!
The best defense against this, is to keep every part of your territory
evenly
protected. And when the enemy comes in, first check if you can be sure
there are no extra forces that would surprise you, and then move in to help
the heavily outnumbered forces. Don'tlet yourself be fooled to let an area
be undefended, but as a human you should know what areas to critically
defend, and where to keep your presence intermediate.
- Town Defense: If in a mission you have to defend a town from enemy
attack, a wise thing to do is to station troops in buildings. Use them as
"Guard Towers" to say it that way. This will take some pressureoff your
other forces which are still on the ground. However, keep your eyes open
for aircraft, as they will make short work of your Guard Tower, very short
work that is. Snipers should consider a roof of a building, as it doesn't
really
give them limitations of a window (if you can get up the roof of course).
The
problem is, you can't just shoot explosive weapons through a window. That
just won't work!
- The MOST important rule of them all: WHENEVER YOU DETECT
ENEMY PRESENCE, SIGNAL YOUR BUDS TO TELL THEM WHERE
EXACTLY THE ENEMY IS POSITIONED OR IS MOVING TO. IF YOU DO
NOT DO THIS, YOU RISK COMPREMISING THE MISSION BECAUSE OF
YOUR LACK OF INTELLEGENCE. ALSO IF YOU ARE VIEWING THE
ENEMY BASE, TELL YOUR FELLOW SQUADS WHERE THE HEAVY
DEFENSES ARE CONCENTRATED AND SO ON AND SO ON... IF YOU
DO NOT STICK BY THIS RULE, YOU WILL HOPELESSLY DIE.


VEHICLES
--------
Not all about Flashpoint is squads and M16s! Actually, one of the biggest
aspects of the game lies here, with the vehicles. Imagine this game without
vehicles... Would you want to traverse 145 square KMs on foot? Or would
you rather kill yourself? Anyways, vehicles are necesary to both transport
and kill others, infantry and vehicle alike. There are both ground and air
units, although the ground units are much vaster in number. However, air
units are evenly, maybe even more, valuable than ground units. They are
meant to deliver quick but heavy strikes, transport infantry quicly across
the
battlefield, while minimizing risk of getting killed. This section will
detail
certain tactics and rules you should take note of.

Heavy transportation vehicles.

These are those transports like trucks. They can carry supplies, weapons,
and soldiers.

- Keep in mind, don't just drive somewhere without you knowing where you
are going, because these things don't go that fast, and tanks will pummel
you before you know it. You do have some bullet proof windows, but
anything that explodes will rip you to pieces. Therefore, superb
intellegence
is needed, you must know exactly what lies ahead, if there is any enemy,
where is he? What is it? Vehicle, infantry? What class? This are all things
you must keep in mind if you are to survive this game.
- Protect these vehicles at all cost, especially if they are carrying
equipment
and weapons, because you'll need every piece of equipment you can get.
Don't waste them! Protect the roads they are going to pass through, even
use vehicles if you need to, the enemy is sure to want to destroy these
trucks. I know I know, it would be far easier if they were transported by
helicopter, but of course these games need to be a little difficutl... as if
it
wasn't difficult enough already!
- MOve as fast as you can. While these babies don't go very fast, stay at
top speed at all times when transporting infantry to dangerous ground. If
you have to go off-road, try to hide yourself somehow, drive on small,
bushy roads with lotsa trees and stuff, so that it is harder to spot you. Do
everything you can to stay alive ... truckdriver is a dangerous job these
days...
- The roadblock: hehe! If you need something fun, and you have some
trucks tospare, just put them as a roadblock, to get them destroyed by
tanks for sure... Scratch this will ya?



Light Transport Vehicles

You know... jeeps and stuff. These are infantry-transports only, but there
are some variants of these vehicles, like ambulances and stuff. Use these
wisely, and take a look at what I made below:

- Move fast: as with the trucks, you are not the strongest vehicle around,
but you are far faster. Move at top speed when you can, but try to keep
your vehicle away from trees will ya? Or you'll keep the thing out of
service,
and you'll have to go on foot right away, which isn't a nice thing when
you're
in the middle of nowhere... believe me. While you usually have an Mg to fire
at enemy threats, you should be careful on what target you shoot. i wouldn't
advise you to fire at tanks, because they'll aim their nice little gun at
you
and blow you to shreds. What you can do however, is quickly deploy your
men when you know threats are nearby, and take on tanks with your AT
soldiers when they get in range.
- The better roadblock vehicle? Well yeah, but still not the best. It is
good
for anti-infantry defense though. Watch out for Grenadiers or AT soldiers,
as they will make quick work of you. You can try it if you like... it may be
worth it.
- suppressive fire. When you deploy your men, keep a gunner inside, and
let him give your comrades some extra firepower, by firing in the direction
if
enemy forces, hoping to take some out before your men reach the contact
zone. This suppressive fire technique can help your ass when you are
facing enemy armor, to divert some attention away from your infantry.
While you are pinning the tanks down with your MG, the AT Soldier/LAW
soldier goes in and destroys those vehicles (a LAW is pretty powerful, it
won't be a problem).
- Keep these vehicles handy. When your helos are unavailable at the time,
this is the fastest vehicle to get your men out of tight situations ... or
get
them into such situations of course. If you look at the M113 of the NATO,
you'll see that these vehicles can also go across water, while at a much
slower speed, so you can get your infantry to a safe place. This makes the
M113 a favorite for beach assaults with soldiers ... WWII style!


IFVs (Infantry Fighting Vehicles)

These are also able to transport infantry, but they are more meant to
destroy than to transport. Take the BMP-1, a true killing machine. It has a
nice little gun (BIG that is), an MG too, so ti can take on heavy armor
single-handedly, while keeping some distance to increase your chance of
survival. Look at these:

- MOve fast: Again! Again! Again, again and again. Now it isn't for fleeing
purposes, but to keep your chance of being hit by deadly tank shells and
rockets minimal. While you can't fire your cannons at full speed, try to
keep
your speed as high as you possibly see thick, because tanks won't hesitate
to blow you to hell with their sometimes bigger than 120MM cannons, which
are certain death for an IFV. You are the spearhead of your attack force,
you can kill infantry fast, hoping there isn't much in the ways of an AT
soldier of course, and you can destroy light vehicles nicely. Tanks though,
are a different matter. While you can still destroy them yourself, you must
make sure you hit it, while it misses you. If that isn't the case, you're
pretty
much dead!
- The "Sweep": OK, this is a sort of suppressive fire technique, so listen
up.
If you have several IFVs together, and an infantry group si about to move in
to take down enemy soldiers, it may be wise to do the following, bombard
the area. Aproach the target area, and start shelling in the direction of
the
designated targets. This way, you have a chance of killing enemy forces so
that they are severely weakened when your squads arrive. However, if you
want to completely surprise enemy soldiers, this might not be a good idea,
as they will run for cover, and I mean RUN.
- Some sort of roadblock technique for you: Place your IFV(s) to defend a
certain area. Let the gunner's look very sharply ... and from the moment
you see something, fire the main gun, and rain down bullets at them. It will
be very hard to get past your roadblock, but tanks are still better.
However,
since you can use all tanks in the offensive you are planning, it might be
cheaper to place IFVs instead of tanks, as they are still quite effective
even
at long range. ONly thing that will be better if you station tanks, is that
they
have better anti-air defenses than the usual IFV does.


Heavy Armor

Ok, now everybody knows these right? These are the tanks that role in on
your position and blow you to bits with their imensily powerful cannons.
They are mainly used for offensive measures, or for stationary defense.
Tanks are both outfitted with a heavy cannon, and several MGs +possible
anti-air support. Take a look at this:

- The rush technique??? NOt so advisable, this is no RTs game remember.
However, the thing that is smartest, is that you take acurate intellegence
on
the area you wish to attack, and strike at the enemy's weak point. This way
you can spare both tanks and lives ... another important aspect of this
game right? While tanks can sustain some damage, it is still wiser to strike
strategically, instead of just rushing into enemy territory, hoping you'll
destroy them all, that just won't work.
- Stationary defense: This is another thing that you shouldn't do if you are
nearsighted hehe. If you find a good position, a driver wouldn't really be
necesary, but keep them available, if you need to change position. The only
thing you'll do in this position, is monitor enemy activity. Once you see an
enemy come into your line of fire, you shoot, with everything you have,
everything. If you have a good number of tanks available to your defense,
let them truly shell everything. These babies are also good to eliminate
boats that are delivering suppressive fire that you want to get rid of.
Another important thing you can do with your tanks, is kill enemy
parachutists before they can get to the ground ... if you canaim acurately
enough of course. Also, with AA MGs, you can take out helicopters easily,
and you can always try bringing down an A-10 that is flying low.
- Well ... last advice ... runover people! If you see some Soldiers firing
their
small arms at you, just run them over! It's cool! You know what I'm
sayin'...


Heavy Weaponry

Simply put ... SCUD launchers. It's just to include these, there isn't
anything
important to say about tactics, escept for this one:

- You just happen to have one of the deadliest weapons around, but it's
also very easy to destroy if you let it undefended, as it can'tjust do
anything
defensive by itself. you'll have to put a good defensive position around
your
SCUD launcher, as it is very valuable to your forces. Remember that, and
you'll be fine... Watch out for quick helo strikes, or A-10s coming in for a
deadly cannon strafe... you'll be doomed!


Sea Units

These are basically the small boats you can toy around with, as they are
very valuable in beach landings, to give that unmissable cover fire for your
beach assaulters. And once they are on, fire your MGs to get some extra
value!!!

- Keep in mind, you are a suppressive fire deliverer, you are mainly around
to help out infantry on shores and stuff. owever, this makes you a very
tempting targets for heavy armor or IFVs, as they can probably reach you
with their cannons. The only thing you can do, is try to stay as far as
possible at first, only delivering cover fire on the edge and a little
further of
the beach, and once the infantry takes out some armor, move further ... but
make sure the coast is clear before you move in to get your men a little
more fire.
- Oh ... just one thing you might want to keep in mind. In a beach landing,
there'll be a lot of infantry, infantry of both sides. Just make sure you
don't
kill your own people, or you'll be in lots of pain.


Aerial Units

These are manily support units, but very important support units. You can't
live without them. They are meant to take out key strong points of the
enemy.

- Just look at this as Longbow 2 or Falcon 4, it's not entirely a flight sim
in
OFP, but the same rules can help you further in the game. If you are a
master of one of thse games, you have a good chance of surviving inside
your plane/helo. Also, there's a new sim by Razorworks, Commanche vs.
Ka-52, a very good but difficult sim. While the helicopters in OFP aren't as
modern as those in that game, it can give you a head start in the flying
skills. While I don't know of any SAM launchers in the game, there are a lot
of anti-air weapons in the game, including Stingers, portable SAMs, and a
large variety of MGs on armored vehicles. Try to avoid them, stay clear of
them if you can.
- One thing you can do, which is quite strategical, you might want to
deliver
heavy air raids on an enemy infested area before moving in armor and
infantry units. This way, you can take out the heavy resistance before your
heavy hitters come in, giving them a much higher chance of survival than
they usually would. Also, ocasional air raids to destroy enemy key points
won't hurt at all.
- Defensive strikes are one of the most important thing int he game. When
you know the enemy is moving towards your positions, have a capable
aircraft go in and take out as much as it can, to seriously weakek their
efforts. HOwever, keep in miond, just because you are in an aircraft,
doesn't mean you are invincible. Anything can kill you however, you can kill
everything, get the picture?
- Of course, not all about aircraft is combat. there are some helicopters
that
can transport infantry across the battlefield. These are the Black Hawk, the
Hind, and the HIP. If you want a good transport helicopter and combat
capable chopper at the same time, take the Hind, it's the advantage the
Soviets have over the NATO bastards.
- If you know a good route to an enemy base which you can take with your
chopper (transport chopper that is), use it so that you can deliver swift
strikes to cripple certain positions. you can let an air raid take out some
heavy defenses there first, it's all your choice, and what can be done or
suits the mission best.
- Something to A-10 pilots: If you are shot down, and you manage to eject
from the aircraft, stay calm at all cost. You'll probably land behind enemy
lines, which means you are incredibly outnumbered, and even more so
outgunned. Try to get a rescue chopper there, but since your A-10 didn't
really apreciate the way you flew, a chopper won't do it any better. If a
chopper is not an option, you'd better find a way to get the fuck outta
there.
As a pilot, you have a carbine, which isn't bad, but you can't just kill
everybody as if they were Delta Force AI infantry (no offense ... ahem).
Consider your situation, and based on information obtained about the
enemy defenses (if any was obtainedbefore you crashed), use this to your
advantage and find a way out.

That will be all ... goo dluck!


That's about it for the newbie section... I'll update this if necesary.

-------------------------------------
------------------
-------------------------------------
------------------
------------------------------------------------
II. Vehicles.
*************
Welcome to the Vehicles section, where you will find detailed information
on each of the vehicles in OFP. There are three main types of vehicles:
ground-based vehicles, airborne vehicles, and sea-bound vehicles. While
most of the vehicles are ground-based, the other types are certainly evenly
important.


NOTE: I use the WEG for information on vehicles and weapons, but
because it doesn't have a lot of American weapons and vehicles, I'll have to
take it from ofp.net. This means that the "Tactical Description" for each
item is or from the WEG, or from Sevenths webpage.

Last minute info: No more rippin' from Seventh. I've found my source, it is
at www.military.com, good search engine through its resources. This solves
the American problem, so that I can stick to the WEG for all Russian shit.
There's only one thing still not really ... nice. I searched for a
description of
the M60 tank. When I compared it with that one of Seventh, I discovered
that we had the same one. But since this just one case, and since I'm sure
he didn'twrite it himself, I feel free to post it here aswell.

Ground-Based Units
==================
Transportation
==============
NATO
====
5T Truck
--------
This 5-ton baby is mainly a transport vehicle for weapons and equipment,
but it can also carry a good number of infantry. It doesn't go very fast
(surprised?), but it has some durability. Because of its cargo, it is vital
to
protect it. If not, you risk losing very valuable suplies which you can
ALWAYS use.

Tactical Description:
None at the moment.

M113A1
------
This is a very capable and all-purpose transport. It can hold a squad, has
an MG to defend itself from light enemy resistance, goes fairly fast on main
roads, and can also go amphibious to cross water. This allows it to get
infantry out of tight situations to a safe place before they get all killed.
This
vehicle is very important in your war effort, treat them as you do any other
valuable vehicle, with grace.

Tactical Description:
US Armored Personnel Carrier
M113A1_____________________________________________________
_______
Weapons & Ammunition
Types
.50 cal cupola MG
Slap, API, API-T,
Ball, Ball-T,
Incendiary, I-T
Typical
Combat Load
2,000
SYSTEM
Alternative Designations: INA
Date of Introduction: 1964
Proliferation: At least 46 countries
Description:
Crew: 2
Troop Capacity: 11 passengers
Combat Weight (mt): 11.20
Chassis Length Overall (m): 4.90
Height Overall (m): 1.80
Width Overall (m): 2.70
Ground Pressure (kg/cm 2 ): .55
Automotive Performance:
Engine Type: 215-hp Diesel
Cruising Range (km): 483
Speed (km/h):
Max Road: 64
Max Off-Road: INA
Average Cross-Country: INA
Max Swim: 5.8
Fording Depths (m): Amphibious
Radio: Various, including intercom
Protection:
Armor, Turret Front (mm): N/AѕNo turret
Applique Armor (mm): Yesѕanti-mine armor on bottom
Explosive Reactive Armor (mm): Available
Active Protective System: N/A
Mineclearing Equipment: N/A
Self-Entrenching Blade: N/A
NBC Protection System: N/A
Smoke Equipment: N/A
ARMAMENT
Main Armament:
Caliber, Type, Name: .50 cal (12.7 x 99) heavy machinegun, M2HB
Rate of Fire (rd/min): 450-550 cyclic
Loader Type: Belt feed
Ready/Stowed Rounds: 250/1750
Elevation (°): -20/+60
Fire on Move: Yes
Auxiliary Weapon: N/A
ATGM Launcher: N/A
Firing Ports: None
FIRE CONTROL
FCS Name: N/A
Main Gun Stabilization: N/A
Rangefinder: N/A
Infrared Searchlight: N/A
Sights w/Magnification:
Gunner:
Day: Open ladder sight, 1x
Field of View (°): INA
Acquisition Range (m): 2,000
Night: N/A
Commander Fire Main Gun: No
VARIANTS
More than 100 variants have been produced in numerous countries,
with 7.62-mm MGs, 40-mm automatic grenade launchers, 90-mm
recoilless rifles, and turrets with 20-to-76-mm cannons. The following
are US variants. Command variants are M577 and M114 (C&R).
Self-propelled mortars are M125 (81-mm) and M106A2 (4.2-inch).
The M901/ ITV ATGM launcher vehicle is a common variant. The
M163 SP air defense gun has a 20-mm Vulcan cannon; and M730 is a
Chapparral AD missile launcher. Other variants include ambulances,
recovery and engineer vehicles.
M113A2: This multi-national variant features mobility improvements.
One version is being developed with the Giat TS90 90-mm cannon.
M113A3: Changes for this multi-national variant include a new power
train and increased armor protection.
AIFV: The multi-national IFV variant has M113A3 armor upgrades, a
stabilized turret with 25-mm gun, and a 7.62-mm MG.
VCC-1: Italian M113 copies are supplemented by this variant
MAIN ARMAMENT AMMUNITION
Caliber, Type, Name:
.50 SLAP (sabot light armor penetrator)
Maximum Aimed Range (m): 2,000
Max Effective Range (m):
Day: 2,000
Night: INA
Armor Penetration (mm): INA
.50 Cal Ball
Maximum Aimed Range (m): 2,000
Max Effective Range (m):
Day: 1,000
Night: N/A
Armor Penetration (mm): INA
Other Ammunition Types: Ball-T, Incendiary, I-T, API, API-T
NOTES
The M113A1 is a variant of the gasoline-powered M113. Armors available
include
Rafael Enhanced Add-on Armor Kit (EAAK), Creusot-Marrel
plate armor, and SNPE explosive reactive armor. Thermal and TV sights
are also
available.

M-152 US Jeep
------------
Nothing reallys pecial here. It's a fast transport, but I prefer the M113.
It is
better suited for dangerous situations than this one. Still, if you want a
quick getaway, you might consider taking this one for a ride Just make sure
you don't smash the trees will ya?

Tactical Description: None!

That's it for now...


Soviets
=======
UAZ Transport Vehicle
---------------------
You can compare this one wit the M113, but Soviet. It has good speed,
better than the M113 as far as I know. It's a good vehicle if you don't have
access to helicopters. Use it to its full potential.

Tactical Description:
Russian 0.6 mt 4 x 4 Utility Truck UAZ-469
_________________________________
SYSTEM
Alternative Designations: INA
Date of Introduction: 1973
Proliferation: Widespread
Description:
Troop Capacity: 2 in front, 5 in rear
Weight (mt):
Gross Vehicle Weight: 2.4
Curb: 1.6
Length Overall (m): 4
Height Overall (m): 2
Width Overall (m): 1.8
Payload on/off Highway (kg): 600
Number of Axles: 2
Ground Clearance (mm): 300
Turning Radius (m): 6.5
Wheels:
Size (in): 8.40x15
Central Tire Pressure Regulation System: No
Run Flat: No
AUTOMOTIVE
Engine: Inline 4, 70 hp, gasoline
Cooling: Water
Cruising Range (road) (km): 730
Speed (km/h): 100
Fuel Capacity (liters):
Left Tank: 39
Right Tank: 39
Towing Capability (kg):
Off Highway: 850
On Highway: 850
Gradient (loaded) (°): 60
Fording Depths (m): .58
Trench Crossing Width (mm): INA
CARGO SPACE
Height (mm): 400
Width (mm): 1,400
Length (mm): 1,000
Cargo Bed Area (m 2 ): 1.6
VARIANTS
UAZ-469B: Export; lower off-road performance
Ambulance: 1 stretcher patient and 1 attendant
NOTES
The UAZ-469 replaces the earlier UAZ-69.


URAL Truck
----------
This is basically the 5T-trucks of the NATO. Again, these are very vital to
protect, so do your best, it can cost you both lives and valuable equipment,
which you do not want to risk, do you?

Tactical description:
Russian 4.5 mt 6 x 6 Cargo Truck Ural-375D
_______________________________
SYSTEM
Alternative Designations: INA
Date of Introduction: 1965
Proliferation: Widespread
Description:
Troop Capacity: 3 in cab, 24 in rear
Weight (mt):
Gross Vehicle Weight: 13.2
Curb: 8.4
Length Overall (m): 7.36
Height Overall (m): 2.68
Width Overall (m): 2.67
Number of Axles: 3
Ground Clearance (mm): 410
Turning Radius (m): 10.8
Side Slope (°): 32
Vertical Step (mm): 800
Gradient (loaded) (°): 65
Fording Depths (m): 1.49
Trench Crossing Width (mm): 875
Wheels:
Size (in): 14x20
Central Tire Pressure Regulation System: Yes
Run Flat: INA
AUTOMOTIVE
Engine: V8, 180 hp, gasoline
Cooling: Liquid
Cruising Range (road) (km): 650
Speed (km/h): 75
Fuel Capacity (liters):
Main Tank: 300
Aux Tank: 60
Towing Capability (kg):
Off Highway: 5,000
On Highway: 10,000
CARGO SPACE
Height (mm): 872
Width (m): 2.43
Length (m): 3.9
Cargo Bed Area (m 2 ): 9.5
VARIANTS
URAL-375: Observation hatch and unimproved powertrain
URAL-375E: Decontamination vehicle
URAL-375N: 2,000 kg additional payload
URAL-375S: Truck-tractor
URAL-375T: Equipped with winch
NOTES
Besides functioning as a general cargo carrier, the Ural-375D is used as a
prime
mover for light and medium artillery. The Ural-375 chassis also
serves as a base for the BM-21 MRL, POL tankers, vans, and cranes. The
Ural-4320
began to replace the Ural-375D around 1978.

BMP-1
-----
While there are 2 succesors of this vehicle already, the BMP-2, and BMP-3,
only the BMP-2 was released before the gametime. However, it was only a
year old or something like that, while the original was and still is widely
used. The BMP-1 can both transport infantry and protect them. There are
also firing ports inside the BMP-1, which allows passengers to open fire on
incoming targets, while still being protected by armor. Tihs makes it more
of
an IFV than a regular transport. It is mainly its job to pin down tanks, and
it
surely has the weapons for it. It has one main gun, which is quite powerful,
and also a machinegun mounted on the vehicle. This makes it a good anti-
infantry and anti-armor unit, while still allowing it to travel quite fast
and
transporting a number of soldier into battle, protecting it with more armor
than any other regular transport vehicle for the Soviet Union. Overall, this
is
a fantastic choice. Of course, it doesn't have an all that big troop
capacity
(6), but that's only a small drawback if you look at its capabilities.

Tactical Description:
Russian Infantry Fighting Vehicle BMP-1P
_________________________________
Weapons & Ammunition
Types
73-mm gun
HEAT-FS
HE
ATGM
AT-4/-4B/-5/-5B
7.62-mm coax MG
Typical
Combat Load
40
(est) 16
24
4
2,000
SYSTEM
Alternative Designations: BWP-1 (Poland), see NOTES
Date of Introduction: 1974
Proliferation: At least 7 countries
Description:
Crew: 3
Troop Capacity: 6 passengers
Combat Weight (mt): 13.3
Chassis Length Overall (m): 6.74
Height Overall (m): 2.15
Width Overall (m): 2.94
Ground Pressure (kg/cm 2 ): 0.57
Automotive Performance:
Engine Type: 300-hp Diesel
Cruising Range (km): 600
Speed (km/h):
Max Road: 65
Max Off-Road: 40-45
Average Cross-Country: INA
Max Swim: 7
Fording Depth (m): Amphibious
Radio: R-123, or R-173
Protection:
Armor, Turret Front (mm): 19-23
Applique Armor (mm): N/A
Explosive Reactive Armor (mm): Available
Active Protective System: N/A
Mineclearing Equipment: KMT-8 plow available
Self-Entrenching Blade: N/A
NBC Protection System: Collective
Smoke Equipment: Six 81-mm smoke grenade launchers, VEESS
ARMAMENT
Main Armament:
Caliber, Type, Name: 73-mm smoothbore gun 2A28/Grom
Rate of Fire (rd/min): 7-8
Loader Type: Autoloader
Ready/Stowed Rounds: 40 / 0
Elevation (°): -4/+33
Fire on Move: Yes, but only 10 km/h or less (est)
Auxiliary Weapon:
Caliber, Type, Name: 7.62-mm (7.62x 54R) machinegun, PKT
Mount Type: Coax
Maximum Aimed Range (m): 1,300
Max Effective Range (m):
Day: 1,000 / 400-500 on the move
Night: 800
Fire on Move: No
Rate of Fire (rd/min): 250 practical / 650 cyclic, 2-10 round bursts
ATGM Launcher:
Name: 9P135M2
Launch Method: Tube-launched
Guidance: SACLOS
Command Link: Wire
Launcher Dismountable: Yes
Firing Ports: 4 on each side, 1 in left rear door
FIRE CONTROL
FCS Name: 1PN22M1
Main Gun Stabilization: N/A
Rangefinder: Stadiametric
Infrared Searchlight: OU-3GK
Sights w/Magnification:
Gunner:
Day: 1PN22M1, 8 x
Field of View (°): 15
Acquisition Range (m): 1,300
Night: 1PN22M1, 6.7x
Field of View (°): 6
Acquisition Range (m): 800-1,000 based on light
Commander Fire Main Gun: No
VARIANTS
BMP-1PG: This recently offered Russian upgrade is similar to BMP-1P
with an added AG-17 30-mm automatic grenade launcher and other
options, including thermal sights.
BMP-1PK: Command variant, with addition of R-126 and R-107
transceiver. A small telescoping antenna is mounted on right rear.
Firing ports and telescopes on right side are blocked off.
MAIN ARMAMENT AMMUNITION
Caliber, Type, Name:
73-mm HEAT-FS, PG-9
Maximum Aimed Range (m): 1,300
Max Effective Range (m):
Day: 800, but 600 or less on the move in 2-4 round bursts
Night: 800-1,000
Tactical AA Range: INA
Armor Penetration (mm): 335 (RHA)
73-mm HEAT-FS, NFI
Maximum Aimed Range (m): 1,300
Max Effective Range (m):
Day: 1,000/ 600 or less on the move
Night: 800-1,000
Tactical AA Range: INA
Armor Penetration (mm): >400 (RHA)
Russian Infantry Fighting Vehicle BMP-1P continued
________________________
Worldwide Equipment Guide
2-22
73-mm HE, OG-9M1
Maximum Aimed Range (m): 4,500
Max Effective Range (m):
Day: 1,300/ 600-1,000 on the move
Night: 800-1,000
Tactical AA Range: INA
Armor penetration (mm): INA
Other Ammunition Types: OG-9, OG-9M
Antitank Guided Missiles:
Name: AT-5/SPANDREL
Warhead Type: Shaped charge (HEAT)
Armor Penetration (mm): 650 (RHA)
Range (m): 4,000
Name: AT-5B/Konkurs-M
Warhead Type: Tandem shaped charge (HEAT)
Armor Penetration (mm): 925 (RHA)
Range (m): 4,000
Name: AT-4/SPIGOT
Warhead Type: Shaped charge (HEAT)
Armor Penetration (mm): 480 (RHA)
Range (m): 2,000
Name: AT-4B/Factoria
Warhead Type: Tandem Shaped charge (HEAT)
Armor Penetration (mm): 550 (RHA)
Range (m): 2,500
NOTES
The prototype IFV, known as BMP, was not fielded. lnitial BMP production
variant, BMP-A, was halted with insignificant numbers. The baseline
production IFV, BMP-1, has an AT-3/SAGGER antitank guided missile. The
BMP-1P
upgrade is widely fielded, with an AT-4/-5 ATGM launcher
replacing the AT-3 launcher. The vehicle also added smoke grenade
launchers.
This variant should generally be portrayed where OPFOR calls for
the BMP-1. For applications where a robust and modernized OPFOR is
expected, use
AT-5B ATGM. The AT-4/-4B ATGMs are less likely to be
employed on this vehicle.
Other options are spall liners, air conditioning, and a more powerful
engine.
A
French SNPE explosive reactive armor (ERA) kit and others are
available for use on the BMD-1. However, during dismounted troop
movement, ERA
would be a hazard. Thus, passive armor is more likely; and
ERA application is doubtful. Additional armor application may jeopardize
amphibious capability.
Russian AG-17 30-mm automatic grenade launcher modification is
available for use
on BMP-1P. Russian KBP offers a drop-in one man turret, called
Kliver, with a stabilized 2A72 30-mm gun, a 4 Kornet ATGM launcher,
thermal
sights, and improved fire control system.
The Russian Alis thermal gunner's sight is available. The Slovenian TS-F
ATGM
thermal night sight has a detection range of 4,500 m and a
recognition range of 2,000 m.

And here's an extra:
BMP-1 Armored Personnel Carrier



Function: Soviet Union's first tracked Armored Personnel
Carrier.


Description: The BMP-1 is a tracked, amphibious, fully enclosed
armored personnel carrier armed with a 73mm smoothbore cannon,
one
7.62mm coaxial machine gun and the AT-3 SAGGER antitank
guided
missile (ATGM). The BMP-1 represents a significant improvement
over
the wheeled BTR series in all aspects, including mobility,
firepower, and survivability. Fielded in 1966, the BMP-1 has
been
modified to serve as a common chassis for a number of additional
vehicle types. No longer in production, the BMP-1 has been
surpassed
by the BMP-2 and 3 in both service in the Russian army as well
as
export abroad.


General Characteristics, BMP-1 Armored Personnel Carrier

Transmission:
Manual with five forward gears and one reverse


Engine:
6 cylinder diesel engine producing 290 horsepower


Length:
22 feet (6.7 meters)


Width:
9 feet (2.74 meters)


Height:
7 feet (2.13 meters)


Combat Weight:
14 tons


Cruising Range:
372 miles (600 kilometers)


Speed:
Maximum: 40 mph (65 kph), or 45 mph (70 kph) for
limited
periods

Cross Country: 28 mph (45 kph)



Obstacle Crossing:
Trench: 8.2 feet (2.5 meters)
Slope: 31 degrees


Crew:
Three: driver, gunner and commander (who serves as
squad
leader when the the infantry squad dismounts)


Armament:
Main: 73mm 2A20 smoothbore cannon

Secondary: One AT-3 SAGGER ATGM, one 7.62mm PKT
coaxial
machine gun


Ammunition:
40 73mm cannon rounds (fin stabilized HEAT only)

2,000 7.62mm machine gun rounds


Introduction Date:
1966





Variants:
BMP-A: Also known as the Model 1966, this was the original
version of the BMP. It has a shorter bow compared to its
successor, the BMP-1 and does not have a Nuclear,
Biological,
Chemical (NBC) protection system.

BMP-1: Also known as the Model 1976 this was the base
production model from which all variants were designed.

BMP-1K: The command variant of the BMP-1. It differed from
the
BMP-1 in that it carried additional communications
equipment
and had the rifle firing ports welded shut. In addition
the
troop compartment was redesigned to accommodate folding
tables
and map charts. Can be used as a battalion level command
vehicle.

BMP-1P: The AT-3 SAGGER ATGM has been replaced by the
AT-4
SPIGOT ATGM. Additionally, smoke grenade launchers have
been
mounted on the turret rear.

BMP-1PK: Command variant of the BMP-1P. Similar to the
BMP-1K,
it has additional communications equipment and has been
modified to serve as a command vehicle. BMP-R: Also known
as
the BRM, BRM-1 and BMP M1976, this variant serves as a
cavalry
recon vehicle. The turret is larger and has had ATGM
launcher
removed. The back deck of the hull has been redesigned
with
two smaller hatches rather than the four large ones found
on
the BMP-1.

BRM-1K: Also known as the BMP M1976/2 this variant is
based
off of the BRM-1 with the PSNR-5K (NATO designation TALL
MIKE)
battlefield surveillance radar mounted in the rear section
of
the turret. Also included in the vehicle's sensor package
are
the DKRM-1 laser rangefinder, ARRS-1 location device, IMP
mine
detector and 1PN33B night vision devices. For navigation
the
BRM-1K uses the TNA-1, IG11N gyro-compass and the 1T25
survey
device.

BMP KShM: Also known as the BMP M1978 it is a heavily
modified
BMP-1K with additional communications gear and a
telescoping
radio antenna for increased transmission range.

BMP-SON: Also known as the PRP-3, this is a BMP-1 modified
to
serve as an artillery reconnaissance and fire support
vehicle.
The turret has been redesigned to include two forward
opening
crew hatches equipped with observation periscopes as well
as
a
large spotting optics. A large telescoping optical device
is
mounted on the left rear corner of the turret. The 73mm
gun
has been removed and replaced by a 7.62mm machine gun.
Mounted
on the rear of the vehicle is the SMALL FRED (NATO
designation) battlefield surveillance radar. As with the
command variants, the BMP-SON has an augmented
communications
package. The BMP-SON has a crew of 5.

PRP-4: This is essentially an upgraded and improved
version of
the PRP-3 (BMP-SON). Externally, the only difference is an
additional fairing on the right side of the turret.

IRM: Amphibious Engineer Reconnaissance Vehicle. Based on
the
BMP-1, it uses the BMP-1 engine and suspension in a new
hull
design. Designed to perform specialized engineer missions
such
as mine detection and river bottom reconnaissance the IRM
has
two retractable mine detection devices mounted low on the
bow
and rapidly deployable snorkel. The IRM is propelled
through
the water via two shrouded propellers.

BMP-PPO: A heavily modified BMP-1 designed to serve as a
mobile training center. The turret has been removed and
eight
roof mounted cupolas each equipped with a TNPO-170 and
type
MK-4 observation device, have been installed for trainees
under instruction.

OT-90: Czechoslovakian version of the BMP-1. The turret
has
been replaced with the standard Czechoslovakian APC
turret,
equipped with a 14.5mm machine gun and a 7.62mm machine
gun,
found on the OT-64 8x8 wheeled APC.

BVP-1: Czechoslovakian produced BMP-1.

DP-90: Maintenance/recovery version of the OT-90.

MP-31: Air defense version of the BMP-KShM mobile command
post.

MU-90: Mine laying version of the OT-90. The turret has
been
removed and the opening covered by sheet steel.

SVO: Mine clearing version of the BMP-1. The turret has
been
removed and a hedgehog type launcher has been installed in
the
troop compartment.

VPV: Maintenance/recovery version of the BMP-1. The turret
and
troop hatches have been removed and a crane has been
installed
on the roof of the troop compartment.

VP-90: Reconnaissance version of the OT-90. Similar to the
BMP-R in all other respects.

BMD-1 IFV
----------
This is an air-transportable IFV. It has similar weapons to the BMP-1, the
only difference being the 3 MGs it has, compared to only 1 on the BMP-1. It
can carry about 6 troops. However, it isn't very fast, going at a maximum of
65 on a fine road. It's a good all-around IFV, has firing ports, so extra
fire
support can be given y infantry. Take a look to the tactical side, it's
quite an
interesting vehicle, a worthy concurrent to the BMP-1.

Tactical Description:
Russian Airborne Fighting Vehicle BMD-1
______________________________________
Weapons & Ammunition
Types
73-mm gun
HEAT
HE
AT-3/a/b/c/Imp ATGM
HEAT
HE
7.62-mm coax MG
2x 7.62-mm bow MG
Typical
Combat Load
40
(est) 16
24
4
3
1
2,000
4,000
SYSTEM
Alternative Designations:
Date of Introduction: 1969
Proliferation: At least 1 country
Description:
Crew: 2
Troop Capacity: 5 passengers (+1)
Combat Weight (mt): 13.3
Chassis Length Overall (m): 6.74
Height Overall (m): 2.15
Width Overall (m): 2.94
Ground Pressure (kg/cm 2 ): 0.57
Automotive Performance:
Engine Type: 240-hp Diesel
Cruising Range (km): 600
Speed (km/h):
Max Road: 65
Max Off-Road: 40-45
Average Cross-Country: INA
Max Swim: 7
Fording Depth (m): Amphibious
Radio: R-123M
Protection:
Armor, Turret Front (mm): 23 or Antibullet
Applique Armor (mm): See NOTES
Explosive Reactive Armor (mm): See NOTES
Active Protective System: N/A
Mineclearing Equipment: N/A
Self-Entrenching Blade: N/A
NBC Protection System: Collective
Smoke Equipment: VEESS
ARMAMENT
Main Armament:
Caliber, Type, Name: 73-mm smoothbore gun, 2A28/Grom
Rate of Fire(rd/min): 7-8
Loader Type: Autoloader
Ready/Stowed Rounds: 40 / 0
Elevation (°): -4/ +33
Fire on Move: Yes, but only 10 km/h or less (est)
Auxiliary Weapons:
Caliber, Type, Name: 7.62-mm (7.62x 54R) machinegun, PKT
Mount Type: Coax
Maximum Aimed Range (m): 1,300
Max Effective Range (m):
Day: 1,000/400-500 on the move
Night: 800
Fire on Move: Yes
Rate of Fire (rd/min): 250 practical / 650 cyclic, 2-10 round bursts
Caliber, Type, Name: 7.62-mm machinegun, PKT
Mount Type: Bow (ball-mounted)
Maximum Aimed Range (m): 1,000
Max Effective Range (m):
Day: 1,000/ 400-500 on the move
Night: N/A
Fire on Move: Yes
Rate of Fire (rd/min): 250 practical / 650 cyclic, 2-10 round bursts
ATGM Launcher:
Name: 9P111
Launch Method: Rail-launched
Guidance: MCLOS
Command Link: Wire
Launcher Dismountable: Yes
Firing Ports: 1 on each side, 1 in left rear door
FIRE CONTROL
FCS Name: INA
Main Gun Stabilization: N/A
Rangefinder: Stadiametric
Infrared Searchlight: Yes
Sights w/Magnification:
Gunner:
Day: 1PN22M1, 8x
Field of View (°): 15
Acquisition Range (m):
Night: 1PN22M1, 6.7x
Field of View (°): 6
Acquisition Range (m): 800-1,000, based on light
Commander Fire Main Gun: No
VARIANTS
BMD-1K: Command IFV (FSU), with added R-126 and R-107.
BMD-1M: Variant with improved ventilation and road wheels.
BMD-1P: Widely fielded IFV with AT-4/5 replacing AT-3.
BMD-1PK: Company commander variant (FSU) of BMD-1P.
BMD-2: Widely fielded variant with a 30-mm automatic gun and with
AT-3 ATGM launcher replaced by AT-4/5 ATGM launcher.
BTR-D: Stretched (6-road wheel) armored multipurpose transporter
variant, with two 7.62-mm MGs but no turret. This chassis has been
used for a variety of other airborne vehicles.
Russian Airborne Fighting Vehicle BMD-1 continued
____________________________
Worldwide Equipment Guide
2-18
MAIN ARMAMENT AMMUNITION
Caliber, Type, Name:
73-mm HEAT-FS, PG-9
Maximum Aimed Range (m): 1,300
Max Effective Range (m):
Day: 800, but 600 or less on the move
Night: 800
Tactical AA Range: INA
Armor Penetration (mm): 335 (RHA)
73-mm HEAT-FS, NFI
Maximum Aimed Range (m): 1,300
Max Effective Range (m):
Day: 1,000, but 600 or less on the move
Night: 800-1,000
Tactical AA Range: INA
Armor Penetration (mm): >400 (RHA)
73-mm HE, OG-9
Maximum Aimed Range (m): 1,300, 600 or less on the move
Max Effective Range (m):
Day: 1,300, but 600 or less on the move
Night: 800-1,000
Tactical AA Range: INA
Armor penetration (mm): INA
73-mm HE, OG-9M1
Maximum Aimed Range (m): 4,500
Max Effective Range (m):
Day: 1,300, but 600 or less on the move
Night: 800-1,000
Tactical AA Range: INA
Armor Penetration (mm): INA
Other Ammunition Types: OG-9M
Antitank Guided Missiles:
Name: AT-3, -3A, -B
Warhead Type: Tandem HEAT
Armor Penetration (mm): 410 RHA
Range (m): 3,000
Name: AT-3C
Warhead Type: Tandem HEAT
Armor Penetration (mm): 520 RHA
Range (m): 3,000
Name: AT-3C Imp/ Polk (Slovenian)
Warhead Type: Precursor with HEAT
Armor Penetration (mm): 580 RHA
Range (m): 3,000
Name: Malyutka-2 (Russian)
Warhead Type: Tandem HEAT
Armor Penetration (mm): 800 RHA
Range (m): 3,000
Name: Malyutka HE (Russian)
Warhead Type: Frag-HE
Armor Penetration (mm): N/A
Range (m): 3,000
NOTES
Vehicle can be parachute landed with airborne troops onboard. Height can
be
lowered.
Russian KBP offers a drop-in one-man turret, called Kliver, with a
stabilized
2A72 30-mm gun, a 4-Kornet ATGM launcher, thermal sights, and
improved fire control system. The Russian Volgorod Tractor Plant offers the
B30
turret (a drop-in one-man turret with 2A42 30-mm gun, 7.62-mm
coax MG, and a 9P135M launcher for AT-4/-5 ATGM). A Russian AG-17
30-mm
automatic grenade launcher is available for BMD-1.
Other options are spall liners, air conditioning, and a more powerful
engine.
A
French SNPE explosive reactive armor (ERA) kit and others are
available for use on the BMD-1. However, during dismounted troop
movement, ERA
would be a hazard. Thus, passive armor is more likely; and
ERA application is doubtful. For amphibious use, additional armor
application is
unlikely.
The Slovenian TS-M ATGM thermal night sight has a detection range of
4,500m and
a recognition range of 2,000m.
The AT-3 HE-Blast ATGM is used for killing personnel and destroying
bunkers and
other fortifications.
The AT-3C Polk features a nose probe, an improved motor for increased
velocity,
lower smoke noise signature and a SACLOS launcher with
improved sights.


Tanks and Heavy Armored Vehicles
================================
NATO
====
M-60 US Tank.
-------------
This is a very intermediate tank if you ask e. The Abrams has far more
power than this one, and that's why the Abrams is clearly it's successor.
While it gives protection to its ocupants quite well, don't plan on taking
the
fight to a bunch of T-80s, or you're going to be dead before you actually
know what's going on.

Tactical Description:
M 60 Tank Profile
The M60 Patton main battle tank is now primarily
found
in US Reserve and National Guard units, but served
as
the primary US main battle tank for two decades
prior to
the introduction of the M1. Developed from the M48
Patton series, the M60 was fitted with a 105mm main
gun
and manned by a four-man crew. Criticized for its
high
profile and limited cross-country mobility, this
durable
tank proved reliable and underwent many updates over
its
service life. Initially produced in 1960, over
15,000
M60s were built by Chrysler and first saw service in
1961. Production ended in 1983, but 5,400 older
models
were converted to the M60A3 variant ending in 1990.
This
tank saw action with the Israeli forces during the
Yom
Kippur War in both the Sinai and the Golan Heights.
During Operation Desert Shield/Desert Storm the 1st
Marine Expeditionary Force fielded 210 M60A1s to
support
the Saudi-Marine effort into Kuwait City.
Besides its main gun, the M60 series tanks are
equipped
with a 7.62mm M240 coaxial machine gun and 12.7mm
M85
antiaircraft gun. Power is provided by a Continental
AVDS-1790-2C 750 hp V-12 engine and an Allison
CD-850-6/6A powershift crossdrive transmission.


Weight60 tons
Length32'4"
Width13'6"
Height12'6"
Ground Clearance18in
Track Width 28in
Forward speed30 mph
Reverse speed10 mph
Engine750 hp Continental AVDS-1790 V-12 diesel
Vertical obstacle climb49 in
Maximum width ditch108 in
Fording Depth48 in
Main Gun105mm/51cal M68 rifiled gun with 63
rounds
Coaxial machinegunM240 - 7.62mm with 5,950
rounds
Commander's machinegunM85 - .50 cal
antiaircraft
gun with 900 rounds
Sensors and Fire ControlM21 solid state along
ballistic computer, AN/VVG-2 ruby laser
rangefinder usable by both commander and
gunner,
AN/vsg-2 Tank thermal Sights (TTS) withlaser
rangerfinder and Mercury-Cadmium-Telluride
(HgCdTe) IR detector for passive night and
dust
vision

Variants:
M60A1 (principal production model from 1963 to 1980)
w/British-designed L7 105mm rifled gun w/thermal
sleeve
and fume extractor (63 rounds)
M60A2 (production began in 1974) w/152mm Shillelagh
gun/missile system (13 missiles and 33 rounds).
Sarcastically referred to as the "Starship" by its
crews
due to its complexity, the M60A2 was an overall
disappointment. During testing, numerous problems
with
the new turret arose, and production did not
commence
until 1973, and actually ceased in 1975. Eventually
the
new turrets were scrapped. Phase-out of the
SHILLELAGH/M60A2 system from active Army units was
completed in 1981.
M60A3 w/Tank Thermal Sight (TTS), hybrid solid-state
ballistic computer, laser rangefinder, and turret
stabilization system

M1A1 Abrams Main Battle Tank
---------------------------
This is the powerhouse of the American armies. It houses a four-man crew:
a driver, loader, gunner, and commander. There are a lot of mgs on this
baby, compared to other tanks. One thing I find quite strange, is that the
game states the Abrams is already in M1A1 form, while the M1A1 was just
produced in that year. They must've gotten hold of some quite fast!
Anyways, there's a good amount of info here, take a look, and enjoy!

M1 Abrams Tank



Function: Main battle tank (MBT).


Description: The M1 has a very angular appearance, reflecting
the
modular nature of its armor components, with the turret mounted
centrally on the hull. The M1 has a crew of four. The driver
sits
centered in the hull and forward of the turret, while the
loader,
gunner and tank commander occupy the turret, with the loader
situated to the left of the main gun and the gunner and tank
commander sitting in tandem on the right side. The driver's
hatch
has three periscope vision blocks which provide for forward
vision.
The center vision block may be removed and replaced with an
AN/TVS-2
low-light periscope. The engine is mounted in the rear of the
vehicle with the exhaust coming out from a louvered grill
centrally
mounted in the rear of the hull. The M1 utilizes a torsion bar
suspension with seven pairs of cast aluminum road wheels and two
return rollers. The drive sprocket is to the rear, an idler
compensation wheel is located forward, and there is a gap
between
the first and second pair of road wheels. The M1 has armored
skirts
running the full length of the track. M1 track is made up of
vulcanized rubber blocks (M156 variety) or removable rubber pads
(M158.)
The turret is also angular in appearance, with the main gun
mounted
in an exposed mantlet in the center of the turret face. The M68
rifled cannon is equipped with a metal thermal shroud, a bore
gas
evacuator located two-thirds of the way down on the barrel, and
is
equipped with a Muzzle Reference System collimator on the muzzle
itself. The M240 coaxial (COAX) machine gun is located to the
right
of the main gun, with the flash tube extending through the main
gun
mantlet. The Gunner's Auxiliary Sight (GAS) aperture is located
below the COAX flash tube on the right side of the main gun. The
M1
has two turret access hatched, mounted side by side, in the
middle
of the turret roof. The loader's hatch, located on the left
side, is
equipped with a pintle mounted M240 7.62mm machine gun. The
hatch
itself is equipped with a single vision periscope on a rotating
base. When not in use, the drivers AN/TVS-2 sight may be used in
the
loader's hatch vision block. The tank commander's hatch is
ringed
by
vision periscopes and the Commander's Weapon Station cupola is
equipped with an M2 HB caliber .50 machine gun. The M2 may be
fired
while the commander is "buttoned up" but the commander must be
exposed to reload the weapon. The CWS can be reconfigured to
fire an
M240 as a replacement weapon. The Gunner's Primary Sight
(GPS) is
located forward of the commander's cupola. The GPS is housed in
an
armored box with hinged doors shielding the optics when not in
use.
The GPS is divided into two halves; a clear glass window for
normal
daylight viewing and an IR transparent Germanium coated window
for
the thermal imaging sight. The Laser Range Finder (LRF) is fired
through the daylight window. There are individual sponson boxes
located on either side of the turret for equipment storage.
These
boxes are approximately three feet (1m) long and are bracketed
by
a
three-rail cargo rack which runs the length of the turret side.
The
smoke grenade launchers are located on either side of the
turret,
forward of the turret sponson boxes. There are mounting points
for
two radio antennae, one on either side of the turret rear, and
the
cross wind sensor is mounted upright in the center of the turret
rear. A cargo bustle rack is mounted on the rear of the turret
and
runs the length of the turret rear (in early production M1s this
rack was omitted and a fabric cargo net mounted in it's place.
An
Auxiliary Power Unit (APU) may be mounted in the turret bustle
rack
or on the rear of the hull.


History: Fielded in February 1980, the M1 General Abrams main
battle
tank revolutionized armored warfare. Incorporating an advanced
shoot-on-the-move fire control system, a thermal imaging sight,
a
1500 horsepower gas turbine engine and an advanced armor
design
similar to the Chobham armor developed in England, the M1 was
the
most lethal armored vehicle in the world. Conceived in 1971 as a
replacement for the aging M60 tank, which was itself an
extension
of
the 1050s era M 47/48 program, the M1 was going to be of a
completely new design, establishing a new family of American
main
battle tanks. Providing the Abrams with a true shoot on the move
capability, the fire control system automatically corrects for
range, turret slew (motion) rate, crosswind, and tank axial tilt
(cant). In addition, the gunner manually enters ammunition or
weapon
type, air and ammunition temperatures, barometric pressure, and
gun
tube wear, while range is instantly calculated by a Nd:YAG
(Neodymium doped Yttrium Aluminum Garnet) near infrared laser
rangefinder. Lastly, the gunner can compensate for gun tube
deformation (caused either by heat generated from firing the
cannon
or atmospheric changes) through the use of a muzzle reference
system, which allows for a rapid realignment of the cannon and
the
gunner's primary sight.

The Chobham armor built into the M1 represents a veritable leap
in
armor technology. Composed of layers of metal, ceramics, and
spaces,
this new armor is far superior to RHA (Rolled Homogeneous Armor)
in
defeating kinetic and chemical energy weapons. To increase crew
safety and survivability, all of the M1's ammunition is stored
in
armored compartments which are designed vent dangerous gasses
and
fragments away from the crew in the event of an ammunition
explosion. The crew and engine compartments are equipped with
an
automatic fire suppression system, utilizing numerous fire
detection
sensors and pressurized Halon gas, which can react to and
suppress a
compartment fire in less than 250 ms.

To survive on the NBC (Nuclear, Biological, Chemical)
battlefield
the M1 is also equipped with both an over pressurization and air
sterilization system which will protect the crew from these
hazards
and allow them to continue combat operations without having to
wear
protective overgarments and masks while buttoned up inside the
vehicle.

Lastly, the M1 was the first land combat vehicle to utilize a
gas
turbine multi fuel engine, which offers a higher power to weight
ratio than any other contemporary tank power plant and gives the
Abrams unparalleled tactical mobility and cross country speed.
The
M1 retains the M68 105mm rifled cannon used on the M60 series
tanks,
which was originally based on the British M7 105mm cannon
design,
and is capable of firing both rifled and fin stabilized
ammunition.
In addition, the M1 is equipped with two M240 7.62mm machine
guns;
one mounted coaxially with the main gun and fired by gunner, and
the
other mounted at the loader's station. The Commanders Weapon
Station
(CWS) is equipped with an M2 heavy barrel Caliber .50 machine
gun.
The CWS can be reconfigured to fire the M240 machine gun as a
substitute.) The M1 is equipped with a pair of M250 red
phosphorus
smoke grenade launchers and is capable of generating smoke by
injecting diesel fuel into the engine exhaust.

Originally designated the XM1, the first production model was
designated the M1, of which 2,374 were built between 1982 and
1985.
In 1984 the M1IP (Improved Product) was introduced, which was
outwardly identical to the M1, but which incorporated a number
of
internal automotive, electronic and armor improvements.
Production
of the M1IP was halted at 84 tanks in 1986, when the Lima and
Detroit tank plants were reconfigured to produce the up-gunned
120mm
M1A1.
In 1992 a study was conducted evaluating the feasibility of
upgrading the Army's fleet of M1s to M1A2 SEP (Standard
Equipment
Package) standard and low rate production was approved in 1994.
Since then the Army had agreed to convert 547 M1s to the M1A2
SEP
standard.

M1A1 Main Battle Tank



Function: Main battle tank (MBT).


Description: The M1A1 is an improved version of the M1 Main
Battle
Tank (MBT). It includes a 120mm smoothbore main gun, an NBC
overpressure protection system, improved suspension and
powertrain
and an improved armor package. In 1988 the M1A1 design was
further
improved by the addition of depleted uranium (DU) to the tank's
armor matrix. M1A1s assigned to the Marine Corps' tank
battalions
were further modified to include a Position Location Reporting
System (PLRS) as well as a Deep Water Fording Kit (DWFK.) As
with
all tanks in the M1 line, the M1A1 utilizes a 3x-10x primary
sight
with both ambient light and thermal (infra red) capabilities
which
allow the gunner to acquire, identify and engage targets in all
weather conditions and at ranges out to 2.5 miles. Furthermore,
crew
safety is enhanced by storing all main gun ammunition in an
armored
compartment with specially built "blow out" panels which will
redirect explosive energy away from the crew in the event the
ammunition is damaged.


General Characteristics, M1A1

Inventory:
U.S. Army: 4,796
U.S. Marine Corps: 221


Manufacturer:
General Dynamics (Land Systems Division)


Transmission:
Allison X-1100-3B hydrokinetic transmission, fully
automatic with four forward and two reverse gear
ratios.



Engine:
Lycoming Textron AGT-1500 (multi-fuel) gas turbine
engine delivering 1500 horsepower


Length, Gun Forward:
385 inches (9.78 meters)


Width:
144 inches (3.66 meters)


Height:
114 inches (2.89 meters)


Combat Weight:
67.7 tons (61.4 metric tons)


Cruising Range:
289 miles (465.29 kilometers) without NBC system

279 miles (449.19 kilometers) with NBC system


Speed:
Maximum: 42 mph (67.72 kph)
Cross Country: 30 mph (48.3 kph)


Obstacle crossing:
Vertical: 42 inches (106.68 centimeters)

Trench: 9 feet wide (2.74 meters)

Slope: 60 degrees at 4.5 mph (7.24 kph)



Crew:
Four: driver, loader, gunner and tank commander


Armament:
Main: 120mm M256 main gun

Secondary:
.50 caliber .50 M2 machine gun
7.62mm M240 machine guns


Ammunition:
40 120mm Cannon rounds (combination of kinetic
energy
(SABOT) and High Explosive Anti Tank (HEAT) shaped
charge)

1,000 Caliber .50 machine gun rounds

12,400 7.62mm NATO machine gun rounds

24 M8 red phosphorus smoke grenades


Sensors:
Cant sensor

Cross wind sensor

Laser rangefinder

Automatic lead input to ballistic fire control
solution
computer


Secondary armament:
TOW missile
7.62mm machine gun


Sight radius:
8 degrees at 10 power


Ground Clearance:
19 inches (48.26 centimeters)


Introduction date:
1985


Unit Replacement Cost:
$4,300,000


SOVIETS
=======
T-55AMV
-------
This is a very standard tank; It has a 100mm gun, anti-tank rocket launcher,
Coax MG, and anti-air MG. The coax is 7.62, while the AA MG is 12.7mm.
It doesn't really make a good tank compared to the T-80s, so watch your
step in the battlefield with these. Take out targets of oportunity, but
don't
push it ok?

Tactical Description:
Russian Main Battle Tank T-
55AMV_______________________________________
Weapons & Ammunition
Types
100-mm rifled gun
APFSDS-T
HEAT
Frag-HE
ATGM
7.62-mm coax PKT MG
12.7-mm AA MG
Typical
Combat Load
(mix est) 43
14
3
21
5
1,250
500
SYSTEM
Alternative Designations: INA
Date of Introduction: 1983
Proliferation: At least 3 countries
Description:
Crew: 4
Combat Weight (mt): 40.5
Chassis Length Overall (m): 6.20
Height Overall (m): 2.32
Width Overall (m): 3.60
Ground Pressure (kg/cm 2 ): 0.89
Automotive Performance:
Engine Type: 620-690 hp Diesel
Cruising Range (km): 390/600 with extra tanks
Speed (km/h):
Max Road: 50
Max Off-Road: 35
Average Cross-Country: 25
Max Swim: N/A
Fording Depths (m): 1.4 Unprepared, 5.5 with snorkel
Radio: R-173, R-173P, R-124 intercom
Protection:
Armor, Turret Front (mm): 200 (base T-55 armor)
Applique Armor (mm): Rubber screens and box armor
Explosive Reactive Armor (mm): 1st Gen raises to KE/700-900
against HEAT; 2nd Gen raises to 450-480 KE/700-900 HEAT
Active Protective System: Russian Drozd APS available
Mineclearing Equipment: Roller-plow set, and plows available
Self-Entrenching Blade: No
NBC Protection System: Yes
Smoke Equipment: Smoke grenade launchers (4x 81-mm each side of
turret), and 24 grenades. Vehicle engine exhaust smoke system
ARMAMENT
Main Armaments:
Caliber, Type, Name: 100-mm rifled gun, D-10T2S
Rate of Fire (rd/min): 5-7
Loader Type: Manual
Ready/Stowed Rounds: INA
Elevation (°): -5 to +18
Fire on Move: Yes (gun rounds only--ATGMs require a short halt)
Auxiliary Weapon:
Caliber, Type, Name: 7.62-mm (7.62x 54R) Machinegun PKT-T
Mount Type: Turret coax
Maximum Aimed Range (m): 2,000
Max Effective Range (m):
Day: 800
Night: 800
Fire on Move: Yes
Rate of Fire (rd/min): 250 rpm practical, 800 cyclic, 2-10 rd bursts
Caliber, Type, Name: 12.7-mm (12.7x108) AA MG DShKM
Mount Type: Turret top
Maximum Aimed Range (m): 2,000
Max Effective Range (m):
Day: 1,500
Night: N/A
Fire on Move: Yes
Rate of Fire (rd/min): 80-100 practical, 600 cyclic, 2-10 rd bursts
ATGM Launcher :
Name: D-10T2S gun
Launch Method: Gun-launched
Guidance: SACLOS, Infrared laser-beam rider
Command Link: Encoded laser-beam
Launcher Dismountable: No
FIRE CONTROL
FCS Name: Volna
Main Gun Stabilization: M1 Tsiklon 2-plane
Rangefinder: KDT-2 Laser
Infrared Searchlight: L-4
Sights w/Magnification:
Gunner:
Day: TShSM-32PV, 3.5x and 7x
Field of View (°): 18 and 8
Acquisition Range (m): 4,000
Night: 1K13
Field of View (°): INA
Acquisition Range (m): 800-1,300, gun rounds only
Commander Fire Main Gun: No
VARIANTS
More than a dozen countries have produced upgraded T-55 variants
with similar capabilities in protection and lethality. Many countries
have upgraded to a larger main gun.
T-55AMV is derived from a line of variants of T-55 MBT. T-55A
added an NBC protection system. T-55M added the Volna fire control
system (with ATGM launcher), improved gun stabilization and sights,
improved engine, new radio, and increased protection. That included
side skirts, smoke grenade launchers, applique armor, and fire
protection. T-55AM added bra armor, an armor band around the turret
for 180° coverage. The -AMV upgrade means substitution of ERA for
the bra armor. Variants ending with -1 denote replacement of the
engine w/V-46 engine from T-72 MBT.
The Ukraine and Syria will upgrade to the T-55AMV standard.
Russian Main Battle Tank T-55AMV
continued______________________________
Worldwide Equipment Guide
4-12
T-55AM2B: Czech version of T-55AMV with Kladivo fire control.
T-55AM2: Variant does not have ATGM capability or Volna FCS.
T-55AM2P: Polish version of T-55AMV but with Merida FCS.
T-55AMD: Variant with the Drozd APS instead of ERA.
T-55AD Drozd: Variant with Drozd but not Volna FCS and ERA.
MAIN ARMAMENT AMMUNITION
Caliber, Type, Name:
100-mm BM-8 Russian
Maximum Aimed Range (m): 2,500
Max Effective Range (m):
Day: 1,500
Night: 800-1,300
Armor Penetration (mm): 200 at 1,000 meters
100-mm APFSDS-T, BM-25
Maximum Aimed Range (m): 2,500
Max Effective Range (m):
Day: INA
Night: 800-1,300
Armor Penetration (mm): INA
100-mm APFSDS-T, BM-412M, Romanian
Maximum Aimed Range (m): 2,500
Max Effective Range (m):
Day: 2, 000+ (est)
Night: 800-1,300
Armor Penetration (mm): 418 at 2,000 m, 380 at 3,000 m
100-mm APFSDS-T, M1000, Belgian
Maximum Aimed Range (m): 2,500
Max Effective Range (m):
Day: 2,500 (est)
Night: 800-1,300
Armor Penetration (mm): NATO triple heavy target, 4,500 m
100-mm HEAT, BK-17
Maximum Aimed Range (m): 2,500
Max Effective Range (m):
Day: 1,000 (est)
Night: 800-1,000 (est)
Armor Penetration (mm): 380
100-mm Frag-HE, OF-32
Maximum Aimed Range (m): 4,000
Max Effective Range (m):
Day: <2,500
Night: 800-1,300
Armor Penetration (mm): INA
Other Ammunition Types: A variety of other rounds within the range
noted above are available. They include the GIAT NR 322/ NR 352
APFSDS-T and Slovak JPrSv AP-T with ranges beyond 2,000 m.
Antitank Guided Missiles:
Name: AT-10/BASTION
Warhead Type: Shaped charge (HEAT)
Armor Penetration (mm): 650 (RHA)
Range (m): 4,000 (day only, see NOTES)
Name: AT-10 Improved
Warhead Type: Tandem shaped charge
Armor Penetration (mm): 700 (RHA) behind ERA
Range (m): 4,000 (day only, see NOTES)
NOTES
The 1K13 sight is both night sight and ATGM launcher sight; however, it
cannot
be used for both functions simultaneously.
T-55s with "bra armor", semi-circular add-on armor, have turret protection
increased to 330 mm (KE) and 400-450 mm (CE). Other improvements
available include a hull bottom reinforced against mines, better engines,
rubber
track pads, and a thermal sleeve for the gun.
Optional sights and fire control systems include the Israeli El-Op Red Tiger
and
Matador FCS, Swedish NobelTech T-series sight, and German Atlas
MOLF. The Serbian SUV-T55A FCS, British Marconi Digital FCS, South
African
Tiger, and Belgian SABCA Titan offer upgraded function. One
of the best is the Slovenian EFCS-3 integrated FCS.
A variety of thermal sights is available. They include the Russian/French
ALIS
and Namut-type sight from Peleng. There are thermal sights available
for installation which permit night launch of ATGMs.


T-72
----
Ah, that's a lot better. While still not as good as the T-80, it is a very
capable and dangerous tank. It is getting quite old now, and it has received
some updates, which you can see in the tactical description below. If you
can snatch one of these, I suggest you use it as you should use it, to kill.
Teh tank has a nice 125mm main gun, ATGM launcher, coax MG, and the
AA gun we all know. This makes for a very capable tank, altogether being
able to attack all kinds of targets, both ground and air targets.

Tactical Description:
Russian Main Battle Tank T-72B
_________________________________________
T-72B w/Kontakt ERA
Weapons & Ammunition
Types
125-mm smoothbore gun
APFSDS-T
HEAT
Frag-HE
ATGM
7.62-mm coax MG
12.7-mm AA MG
Typical
Combat Load
45
(mix est) 15
3
21
6
2,000
300
SYSTEM
Alternative Designations: T-72S (export), SMT M1988
Date of Introduction: 1985
Proliferation: At least 2 countries
Description:
Crew: 3
Combat Weight (mt): 44.5
Chassis Length Overall (m): 6.91
Height Overall (m): 2.19
Width Overall (m): 3.58
Ground Pressure (kg/cm 2 ): 0.90
Automotive Performance:
Engine Type: 840-hp Diesel
Cruising Range (km): 500/ 900 with external tanks
Speed (km/h):
Max Road: 60
Max Off-Road: 45
Average Cross-Country: 35
Max Swim: N/A
Fording Depths (m): 1.2 Unprepared/5.0 with snorkel
Radio: R-173 and R-134
Protection:
Armor, Turret Front (mm): 520/950 against HEAT
Applique Armor (mm): Side of hull over track skirt, turret top
Explosive Reactive Armor (mm): Kontakt or Kontakt-5 ERA
Active Protective System: Arena available
Mineclearing Equipment: Roller-plow set, and plows available
Self-Entrenching Blade: Yes
NBC Protection System: Yes
Smoke Equipment: Smoke grenade launchers (8x 81-mm left side of
turret), and 32 grenades. Vehicle engine exhaust smoke system.
ARMAMENT
Main Armament:
Caliber, Type, Name: 125-mm smoothbore gun 2A46M/ D-81TM
Rate of Fire (rd/min): 4-6/2 in manual mode
Loader Type: Autoloader (separate loading) and manual
Ready/Stowed Rounds: 22/23
Elevation (°): -6 to +14
Fire on Move: Yes, up to 25 km/h. Depending on the road and
distance to the target, most crews may halt before firing.
Auxiliary Weapon:
Caliber, Type, Name: 7.62-mm (7.62x 54R) Machinegun PKT
Mount Type: Turret coax
Maximum Aimed Range (m): 2,000
Max Effective Range (m):
Day: 1,000
Night: 800
Fire on Move: Yes
Rate of Fire (rd/min): 250 practical, 600 cyclic in 2-10 round bursts
Caliber, Type, Name: 12.7-mm (12.7x108) AA MG NSVT
Mount Type: Turret top
Maximum Aimed Range (m): 2,000
Max Effective Range (m):
Day: 1,500/1,000 antiaircraft
Night: N/A
Fire on Move: Yes
Rate of Fire (rd/min): 200 practical, 600 cyclic in bursts
ATGM Launcher:
Name: 2A46M
Launch Method: Gun-launched
Guidance: SACLOS, Laser beam rider
Command Link: Encoded infrared laser beam
Launcher Dismountable: No
FIRE CONTROL
FCS Name: 1A40-1
Main Gun Stabilization: 2E42-2, 2-plane
Rangefinder: TPD-K1M laser rangefinder
Infrared Searchlight: Yes
Sights w/Magnification:
Gunner:
Day: TPD-K1, 8
Field of View (°): 9
Acquisition Range (m): 3,000 with LRF, 5,000 without
ATGM/Night: 1K13-495 5.6x (8x ATGM)
Field of View (°): 6, 40 min (5 ATGM)
Acquisition Range (m): INA
Commander Fire Main Gun: No
VARIANTS
T-72BK: Commander's variant with additional radios
T-72BM: Version with Kontakt-5 explosive reactive armor. This
system is being fielded and is available for export.
T-72S/Shilden: Russian export T-72A upgraded to be comparable to
the T-72BM standard. Although similar to the T-72BM, it may have
less turret front protection. The early T-72S tank has Kontakt ERA, as
shown above.
T-90: Successor to T-72BM. This tank has been tentatively approved
for production and adoption as a standard tank, alongside the T-80U,
for the Russian army. The T-90 uses the gun and 1G46 gunner sights
from T-80U, a new engine, and thermal sights. Protective measures
include Kontakt-5 ERA, laser warning receivers, and the SHTORA
infrared ATGM jamming system.
Russian Main Battle Tank T-72B continued
________________________________
Worldwide Equipment Guide
4-16
MAIN ARMAMENT AMMUNITION
Caliber, Type, Name:
125-mm APFSDS-T, BM-42M
Maximum Aimed Range (m): 3,000
Max Effective Range (m):
Day: 2,000-3,000
Night: 850-1,300
Armor Penetration (mm): 590-630 at 2,000 meters
125-mm Frag-HE-T, OF-26
Maximum Aimed Range (m): 5,000
Max Effective Range (m):
Day: INA
Night: 850-1,300
Armor Penetration (mm): INA
125-mm HEAT-MP, BK-29M
Maximum Aimed Range (m): 3,000
Max Effective Range (m):
Day: INA
Night: 850-1300
Armor Penetration (mm): 650-750
125-mm HEAT, BK-27
Maximum Aimed Range (m): 3,000
Max Effective Range (m):
Day: INA
Night: 850-1,300
Armor Penetration (mm): 700-800
Other Ammunition Types: Giat 125G1 APFSDS-T, Russian BM-42
and BM-32 APFSDS-T. Note: The Russians may have a version of the
BM-42M with a DU penetrator.
Antitank Guided Missiles:
Name: AT-11/SVIR
Warhead Type: Shaped charge (HEAT)
Armor Penetration (mm ): 700 behind ERA/800 conventional
Range (m): 4,000
Name: AT-11B/INVAR
Warhead Type: Tandem Shaped charge (HEAT)
Armor Penetration (mm ): 800 behind ERA /870 conventional
Range (m): 4,000
NOTES
The T-72B is the second main variant from the original Russian T-72 tank
(after
T-72A).
The 1K13-49 sight is both night sight and ATGM launch sight. However, it
cannot
be used for both functions simultaneously. A variety of thermal
sights is available. They include the Russian Agava-2, French SAGEM-
produced
ALIS and Namut sight from Peleng. Thermal gunner night sights
are available which permit night launch of ATGMs.
The more recent BK-27 HEAT round offers a triple-shaped charge warhead
and
increased penetration against conventional armors and ERA. The
BK-29 round, with a hard penetrator in the nose is designed for use against
reactive armor, and as an MP round has fragmentation effects. If the BK-29
HEAT-MP is used, it may substitute for Frag-HE (as with NATO countries)
or
complement Frag-HE. With three round natures (APFSDS-T,
HEAT-MP, ATGMs) in the autoloader vs four, more antitank rounds would
available
for the higher rate of fire.

I'd also like to give you piece of info, on a special version of the T-72,
the T-
72M1, used by Polish and Czech forces.

Polish/Czechoslovakian Main Battle Tank T-
72M1___________________________
Weapons & Ammunition
Types
125-mm smoothbore gun
APFSDS-T
HEAT
Frag-HE
7.62-mm coax MG
12.7-mm AA MG
Typical
Combat Load
44
(mix est) 15
7
22
2,000
300
SYSTEM
Alternative Designations: Russian T-72A
Date of Introduction: 1975
Proliferation: At least 7 countries
Description:
Crew: 3
Combat Weight (mt): 41.5 (without ERA)
Chassis Length Overall (m): 6.91
Height Overall (m): 2.19
Width Overall (m): 3.59
Ground Pressure (kg/cm 2 ): 0.90
Automotive Performance:
Engine Type: 780-hp Diesel
Cruising Range (km): 460/700 with extra tanks
Speed (km/h):
Max Road: 60
Max Off-Road: 45
Average Cross-Country: 35
Max Swim: N/A
Fording Depths (m): 1.2 Unprepared/5.0 with snorkel
Radio: R-173M
Protection:
Armor, Turret Front (mm): 500/560 against HEAT
Applique Armor (mm): Side of hull over track skirt, turret top
Explosive Reactive Armor (mm): 1st or 2nd Gen ERA available
Active Protective System: Arena or Drozd available
Mineclearing Equipment: Roller-plow set, and plows available
Self-Entrenching Blade: Yes
NBC Protection System: Yes
Smoke Equipment: Smoke grenade launchers (6x 81-mm each side of
turret), and 24 grenades. Vehicle engine exhaust smoke system.
ARMAMENT
Main Armaments:
Caliber, Type, Name: 125-mm smoothbore gun 2A46M/ D-81TM
Rate of Fire (rd/min): 4-6/2 in manual mode
Loader Type: Autoloader (separate loading) and manual
Ready/Stowed Rounds: 22/22 (22 in carousel)
Elevation (°): -6 to +14
Fire on Move: Yes, up to 25 km/h. Depending on the road and
distance to the target, most crews may halt before firing.
Auxiliary Weapon:
Caliber, Type, Name: 7.62-mm (7.62x 54R) Machinegun PKT
Mount Type: Turret coax
Maximum Aimed Range (m): 1,800
Max Effective Range (m):
Day: 1,000
Night: 800
Fire on Move: Yes
Rate of Fire (rd/min): 250 practical, 600 cyclic in 2-10 round bursts
Caliber, Type, Name: 12.7-mm (12.7x108) AA MG NSVT
Mount Type: Turret top
Maximum Aimed Range (m): 2,000
Max Effective Range (m):
Day: 1,500, 1,000 AA
Night: N/A
Fire on Move: Yes
Rate of Fire (rd/min): 200 practical, 600 cyclic in bursts
ATGM Launcher: N/A
FIRE CONTROL
FCS Name: INA
Main Gun Stabilization: 2E28M, 2-plane
Rangefinder: TPD-K1 laser rangefinder
Infrared Searchlight: Yes
Sights w/Magnification:
Gunner:
Day: TPD-K1 laser rangefinder sight, 8 x
Field of View (°): 9
Acquisition Range (m): 3,000 with LRF, 5000 without
Night: TPN-1-49, 5.5 x
Field of View (°): 6
Acquisition Range (m): 800
Commander Fire Main Gun: No
VARIANTS
T-72: Original Russian tank from which T-72 variants were derived.
T-72M: Original Polish and former-Czechoslovakian T-72-series tank
from which Polish/Czechoslovakian T-72M1 was derived.
T-72M differs from T-72 in replacing the right-side coincident
rangefinder with a centerline-mounted TPDK-1 LRF.
T-72A: The Russian variant differs from T-72 with the TPDK-1 LRF,
added sideskirts, additional armor on the turret front and top, smoke
grenade launchers, internal changes, and a slight weight increase. The
Russian export version and Polish/Czechoslovakian counterparts are
called T-72M1. Versions with Kontact ERA are known as T-72AV /T-72
M1V. Please note that some countries have inventories of T-72, T-72M
and T-72M1, with different versions of each variant. Also, many
variants were upgraded or modified. Some T-72M1s do not have
smoke grenade launchers or track skirts. Some T-72s/T-72Ms have
smoke grenade launchers. More reliable discriminators are armor and
rangefinder/FCS.
Polish/Czechoslovakian Main Battle Tank T-72M1
continued__________________
Worldwide Equipment Guide
4-18
T-72AK/7T-2M1K: Commander's variant with additional radios
T-72AM/Banan: Ukrainian T-72A upgrade with ERA, a new engine,
and additional smoke grenade launchers. The T-72AG
upgrade has a 1200-hp engine, Shtora-1 ATGM jammer, and 1G46
(T-80U) FCS with thermal night sights.
T-72M1M: T-72M1 variant upgraded to T-72B standard.
T-72M2/Moderna. Slovakian T-72M upgrade with new engine and
fire control, SFIM thermal sight, laser warning receiver, ERA, and 2 x
20-mm AA guns on turret
T-72M4CZ: Czech variant with TURMS FCS with thermal sight,
new engine, increased protection ERA, and 48t weight. T72M3CZ ia
a less radical upgrade-- for instance existing engine is modified.
T-72MP: Ukrainian upgrade with a 1,000-hp engine, added armor,
Shtora-1, and SAGEM FCS and thermal sights.
T-72S/Shilden: Russian export T-72A upgraded to T-72B standard.
M-84: Former Yugoslavian tank upgraded to T-72M1 standard, but
with indigenous sights. With an upgraded engine, the tank is
M-84A. A Croatian improved version of M-84 is M84A4/Sniper,
with improved fire control and thermal night sights. A Slovenian
upgrade uses the state-of-the-art and the well-marketed EFCS-3 FCS.
PT-91/Twardy: Polish upgrade tank with ERA, laser warning
receiver, smoke grenade launchers, and Tiger fire control system.
Sights include a thermal gunner night sight.
MAIN ARMAMENT AMMUNITION
Caliber, Type, Name:
125-mm APFSDS-T, BM-42M
Maximum Aimed Range (m): 3,000
Max Effective Range (m):
Day: 2,000-3,000
Night: 850-1,300
Armor Penetration (mm): 590-630 at 2,000 meters
125-mm Frag-HE-T, OF-26
Maximum Aimed Range (m): 5,000
Max Effective Range (m):
Day: INA
Night: 850-1,300
Armor Penetration (mm): INA
125-mm HEAT-MP, BK-29M
Maximum Aimed Range (m): 3,000
Max Effective Range (m):
Day: INA
Night: 850-1300
Armor Penetration (mm): 650-750
125-mm HEAT, BK-27
Maximum Aimed Range (m): 3,000
Max Effective Range (m):
Day: INA
Night: 850-1,300
Armor Penetration (mm): 700-800
Other Ammunition Types: Giat 125G1 APFSDS-T, Russian BM-42
and BM-32 APFSDS-T. Note: The Russians may have a version of the
BM-42M with a DU penetrator.
NOTES
A variety of thermal sights is available. They include the Russian Agava-2,
French SAGEM-produced ALIS and Namut sight from Peleng.
The more recent BK-27 HEAT round offers a triple-shaped charge warhead
and
increased penetration against conventional armors and ERA. The
BK-29 round, with a hard penetrator in the nose is designed for use against
reactive armor, and as an MP round has fragmentation effects. If the BK-29
HEAT-MP is used, it may substitute for Frag-HE (as with NATO countries)
or
complement Frag-HE. With three round natures (APFSDS-T,
HEAT-MP, ATGMs) in the autoloader vs four, more antitank rounds would
available
for the higher rate of fire.

I like that Ukraine version ... 1000 horsepower, sounds good enough for
me!

And here's some more!:
T-72 Main Battle Tank



Function: Soviet and Warsaw Pact Cold War main battle tank
(MBT).


Description: Where the T-64 was never exported from the Soviet
Union
the T-72 was a parallel design intended for distribution
throughout
the Soviet Bloc as well as exported through arms sales to other
nations. Similar to the T-64, the T-72 has the low, round turret
made from cast steel as well as the 2A46M 125mm smoothbore
cannon,
which, at the time, was the largest mounted on an MBT. In
addition,
the T-72 mounts a 12.7mm antiaircraft machine gun in the
commander's
station and a single 7.62mm machine-gun coaxial to the main gun.
Though outclassed by the T-80 and T-90 tanks which followed it,
the
T-72 is currently still in service with the Russian army as well
as
being produced for export.


General Characteristics, T-72 Main Battle Tank

Manufacturer:
Malyshev HMB Plant, Kharkov, Ukraine

UKBM Nizhny Tagil, Russian Federation


Transmission:
Automatic


Engine:
V-12 air cooled diesel producing 840 horsepower


Length. Gun Forward:
31.70 feet (9.66 meters)


Width:
11.75 feet (3.58 meters)


Height:
7.20 feet (2.19 meters)


Combat Weight:
44.5 metric tons


Cruising Range:
310 miles (500 kilometers); 403 miles (650 km) with
additional fuel tanks


Speed:
Maximum: 37 mph (60 kph)

Cross Country: 21 mph (35 kph)



Obstacle Crossing:
Trench: 2.85 meters
Slope: 32 degrees


Fording:
Without preparation: 3.9 feet (1.2 meters)

With Snorkel: 16.5 feet (5 meters)


Crew:
A three-man crew composed of a driver, gunner, and
tank
commander


Armament:
Main: 125mm 2A46M main gun

Secondary: One 12.7mm NSV antiaircraft machine gun
(commander's station); one 7.62mm PKT coaxial
machine
gun; 9K120 Svir (NATO designation AT-11 SNIPER)
cannon
launched, laser guided Anti Tank Guided Missile
(ATGM)
(T-72S, SK, BM)


Ammunition:
45 125mm cannon rounds (combination of kinetic
energy
(SABOT), High Explosive Anti Tank (HEAT) shaped
charge,
High Explosive-Fragmentation (HE-FRAG), cannon
launched
AT-11 ATGM)

300 12.7mm machine gun rounds

2,000 7.62mm machine gun rounds


Introduction Date:
1971





Variants:
T-72: Original production version from which all variants
are
derived. Fielded in 1971, equipped with 780 horsepower
diesel
V-12 engine. Tank is equipped with a 7.62mm PKT machine
gun
coaxially mounted on the right side of the cannon and a
12.7mm
NSV machine gun mounted in the commander's cupola.

T-72A: Basic Russian model. Differs from basic T-72 in
that it
incorporates a laser rangefinder, track sideskirts,
additional
armor on the turret top and front, smoke grenade launchers
and
is slightly heavier. Went out of production in 1985.

T-72AV: A model equipped with first generation explosive
reactive armor.

T-72B: Entered production in 1985. Incorporates increased
frontal armor in the turret. Known in the U.S. as the
"Dolly
Parton" version. Additionally, engine output is improved
to
840 horsepower. The T-72BK is the command variant of the
T-
72B
with additional communications equipment.

T-72BV: T-72B model equipped with first generation ERA.

T-72BM: T-72 B model with Kontakt-5 second generation
explosive reactive armor. All T-72s produced for export
are
currently being built to this standard.

T-72M: Polish-Czechoslovakian version of the basic T-72
tank.
The T-72M differs from the T-72 in that the coincident
rangefinder has been replaced with a laser rangefinder.
Went
out of production in 1985.

T-72M1: Export version of the T-72M. Equivalent to the
Soviet
built T-72A. Produced in Poland and Czechoslovakia. Went
out
of production in 1985.

T-72M1V: M1 model equipped with reactive armor. Equivalent
to
the T-72AV.

T-72S: T-72A model upgraded to be on comparable with the
T-72BM though lacking increased turret armor. May be
equipped
with first generation ERA. T-72SK is the command variant
with
additional communications equipment.

T-72CZ: Czechoslovakian M1 models upgraded with western
automotive, fire control and weapon system components.

T-80 Main Battle Tank.
----------------------
Now this is it. This is one of the most powerful tanks, together with the US
Abrams. If you look at the weapons loadout, the T-80 resembles the good
load of the T-72. Only difference here? It has an NSV for AA targetting,
which was different on the T-72. Still a nice 12.7mm gun. Main gun is the
same. However, the engine on the T-80 is far stronger than its T-72
counterpart. The T-80 has a 1000-hp (!) horsepower engine. Therefore, its
overall speed is faster. It has strong armor too, it can withstand a 120mm
round. Take a look at the tactical stuff for the T-80 battle tank.

Tactical Description:
Russian Main Battle Tank T-80B
_________________________________________
Weapons & Ammunition
Types
125-mm smoothbore gun
APFSDS-T
HEAT
Frag-HE
ATGM
7.62-mm coax MG
12.7-mm NSVT AA MG
Typical
Combat Load
45
(mix est) 15
3
21
6
1,250
500
SYSTEM
Alternative Designations: See NOTES
Date of Introduction: 1978
Proliferation: At least 1 country
Description:
Crew: 3
Combat Weight (mt): 44.5
Chassis Length Overall (m): 6.98
Height Overall (m): 2.22
Width Overall (m): 3.58
Ground Pressure (kg/cm 2 ): 0.87
Automotive Performance:
Engine Type: 1,000-hp or 1,100-hpGas turbine (multifuel),
Cruising Range (km): 370/ 500 with extra tanks
Speed (km/h):
Max Road: 70
Max Off-Road: 48
Average Cross-Country: 40
Max Swim: N/A
Fording Depths (m): 1.8 Unprepared, 5.0 w/snorkel, 12.0 with
BROD-M system
Radio: R-173, R-174 intercom
Protection:
Armor, Turret Front (mm): Defeat 120-mm rounds (triple layer)
Applique Armor (mm): N/A
Explosive Reactive Armor (mm): 1st Generation ERA available
Active Protective System: Available
Mineclearing Equipment: Mine rollers and plows available
Self-Entrenching Blade: Yes
NBC Protection System: Yes
Smoke Equipment: Smoke grenade launchers (4x 81-mm each side of
turret), and 24 grenades. Vehicle engine exhaust smoke system
ARMAMENT
Main Armaments:
Caliber, Type, Name: 125-mm smoothbore gun 2A46-2
Rate of Fire (rd/min): 6-8 (lower in manual mode)
Loader Type: KORZINA separate-loading autoloader and manual
Ready/Stowed Rounds: 28 in carousel/17 rounds stowed but readily
available for manual loading
Elevation (¦): -7 to +20
Fire on Move: Yes (30 km/h gun rounds/low speed or stop ATGMs)
Auxiliary Weapon:
Caliber, Type, Name: 7.62-mm (7.62x 54R) Machinegun PKT
Mount Type: Turret coax
Maximum Aimed Range (m): 2,000
Max Effective Range (m):
Day: 1,000
Night: 850-1,300
Fire on Move: Yes
Rate of Fire (rd/min): 250 practical / 650 cyclic, 2-10 round bursts
Caliber, Type, Name: 12.7-mm (12.7x108) AA MG NSVT
Mount Type: Turret top
Maximum Aimed Range (m): 2,000
Max Effective Range (m):
Day: 1,500 ground/1,600 for air targets (APDS)
Night: 800-1,300
Fire on Move: Yes
Rate of Fire (rd/min): 210 practical/ 800 air targets in bursts
ATGM Launcher:
Name: 2A46-2 tank gun
Launch Method: Gun-launched
Guidance: SACLOS
Command Link: Encoded radio frequency
Launcher Dismountable: No
FIRE CONTROL
FCS Name: FCS 1A33
Main Gun Stabilization: 2E26M 2-plane
Rangefinder: Laser
Infrared Searchlight: Yes
Sights w/Magnification:
Gunner:
Day: 1G42
Field of View (¦): INA
Acquisition Range (m): 5,000
Night: 1-4A
Field of View (¦): INA
Acquisition Range (m): 800-1,300 (est)
Commander Fire Main Gun: No
VARIANTS
T-80BV: Variant noted in the above line drawing has ERA mounted.
This variant is more likely for encounter by US forces.
MAIN ARMAMENT AMMUNITION
Caliber, Type, Name:
125-mm APFSDS-T, BM-42M
Maximum Aimed Range (m): 3,000-4,000
Max Effective Range (m):
Day: 2,000-3,000
Night: 850-1,300
Armor Penetration (mm): 590-630 at 2,000 meters
Russian Main Battle Tank T-80B continued
________________________________
Worldwide Equipment Guide
4-20
125-mm Frag-HE-T, OF-26
Maximum Aimed Range (m): 5,000
Max Effective Range (m):
Day: INA
Night: 850-1,300
Armor Penetration (mm): INA
125-mm HEAT-MP, BK-29M
Maximum Aimed Range (m): 4,000
Max Effective Range (m):
Day: 2,000-3,000
Night: 850-1300
Armor Penetration (mm): 650-750
125-mm HEAT, BK-27
Maximum Aimed Range (m): 4,000
Max Effective Range (m):
Day: 2,000-3,000
Night: 850-1,300
Armor Penetration (mm): 700-800
Other Ammunition Types: Giat 125G1 APFSDS-T, Russian BM-42
and BM-32 APFSDS-T. Note: The Russians may have a version of the
BM-42M with a DU penetrator.
Antitank Guided Missile:
Name: AT-8/SONGSTER
Warhead Type: Shaped charge (HEAT)
Armor Penetration (mm): 700 (RHA) conventional
Range (m): 4,000
NOTES
The T-80B and -BV variants are often misidentified as T-80. They are
visibly
different and bear other distinctions, such as T-80B/-BV capability for
launching AT-8/ Songster ATGM.
The night sight cannot be used to launch the ATGM. The daysight can be
used at
night for launching ATGMs if the target is illuminated.
A variety of thermal sights is available. They include the Russian Agava-2,
French SAGEM-produced ALIS and Namut sight from Peleng. There are
thermal sights available for installation which permit night launch of
ATGMs.
The 12.7-mm MG NSVT has both remote electronically operated sight
PZU-5 and gun-
mounted K10-T reflex sight.
The more recent BK-27 HEAT round offers a triple-shaped charge warhead
and
increased penetration against conventional armors and ERA. The
BK-29 round, with a hard penetrator in the nose is designed for use against
reactive armor, and as an MP round has fragmentation effects. If the BK-29
HEAT-MP is used, it may substitute for Frag-HE (as with NATO countries)
or
complement Frag-HE. With three round natures (APFSDS-T,
HEAT-MP, ATGMs) in the autoloader vs four, more antitank rounds would
available
for the higher rate of fire.
The ATGM may be launched while moving slowly (NFI). The AT-8 can be
auto-loaded
with the two halves mated during ramming; but the stub
charge is manually loaded.

I'll post the explanation for the true T-80 here too, but only variants are
in
use today, so also the T-80U. The engine of this monster is even better.

Russian Main Battle Tank T-80U
_________________________________________
Weapons & Ammunition
Types
125-mm smoothbore gun
APFSDS-T
HEAT
Frag-HE
ATGM
7.62-mm coax MG
12.7-mm NSVT AA MG
Typical
Combat Load
45
(mix est) 15
3
21
6
1,250
500
SYSTEM
Alternative Designations: SMT (Soviet Medium Tank) M1989
Date of Introduction: 1987
Proliferation: At least 3 countries
Description:
Crew: 3
Combat Weight (mt): 46.0
Chassis Length Overall (m): 7.01
Height Overall (m): 2.20
Width Overall (m): 3.60
Ground Pressure (kg/cm 2 ): 0.92
Automotive Performance:
Engine Type: 1250-hp Gas turbine (multi-fuel), diesel on T-80UD
Cruising Range (km): 335 km/600 km with extra tanks
Speed (km/h):
Max Road: 70
Max Off-Road: 48
Average Cross-Country: 40
Max Swim: N/A
Fording Depths (m): 1.8 Unprepared, 5.0 w/snorkel, 12.0 with
BROD-M system
Radio: R-173, R-174 intercom
Protection:
Armor, Turret Front (mm): Against 120-mm ammunition
Applique Armor (mm): Side of hull , over track skirt
Explosive Reactive Armor (mm): Kontakt-5 2nd Generation ERA
Active Protective System: ARENA is available
Mineclearing Equipment: Roller-plow set and plows available
Self-Entrenching Blade: Yes
NBC Protection System: Yes
Smoke Equipment: Smoke grenade launchers (4x 81-mm each side of
turret), and 24 grenades. Vehicle engine exhaust smoke system.
ARMAMENT
Main Armaments:
Caliber, Type, Name: 125-mm smoothbore gun 2A46M-1
Rate of Fire (rd/min): 7-8 (lower in manual mode)
Loader Type: KORZINA separate-loading autoloader, and manual
Ready/Stowed Rounds: 28 in carousel/17 stowed (manual loaded)
Elevation (¦): -4 to +18
Fire on Move: Yes (gun rounds and ATGMs)
Auxiliary Weapon:
Caliber, Type, Name: 7.62-mm (7.62x 54R) Machinegun PKT
Mount Type: Turret coaxial
Maximum Aimed Range (m): 2,000
Max Effective Range (m):
Day: 800
Night: 800
Fire on Move: Yes
Rate of Fire (rd/min): 250 practical / 650 cyclic, 2-10 round bursts
Caliber, Type, Name: 12.7-mm (12.7x108) AA MG NSVT
Mount Type: Turret top
Maximum Aimed Range (m): 2,000
Max Effective Range (m):
Day: 1,500
Night: 800-1,300
Fire on Move: Yes
Rate of Fire (rd/min): 210 practical/ 800 air targets in bursts
ATGM Launcher:
Name: 2A46M-1 tank gun
Launch Method: Gun-launched
Guidance: SACLOS, Laser-beam rider
Command Link: Encoded infrared laser-beam
Launcher Dismountable: No
FIRE CONTROL
FCS Name: FCS 1A42
Main Gun Stabilization: 2342, 2-plane
Rangefinder: Laser
Infrared Searchlight: Yes
Sights w/Magnification:
Gunner:
Day: 1G46/PERFECT, 3.6/12x
Field of View (¦): INA
Acquisition Range (m): 5,000 (70%P-hit for ATGM)
Night: AGAVA-2
Field of View (¦): INA
Acquisition Range (m): 2,600 (gun rounds only)
Commander Fire Main Gun: Yes
VARIANTS
T-80UD: Version produced in the Ukraine with a 1000-hp diesel
engine instead of the turbine engine, and 1st generation ERA.
T-80UK: Command version with R-163-50K and R-163-U radios,
TNA-4 land navigation system, and an electronic fuze-setting device
that permits use of Ainet Shrapnel Round. The AGAVA thermal sight
provides a 2,600-meter night acquisition range.
T-84: Recent Ukrainian upgrade of T-80UD with a welded turret, a
French ALIS thermal sight, a more powerful engine, optional use of
ARENA active protection system (APS) and SHTORA-1 active IR
ATGM jammer system. Prototypes have been demonstrated, and the
tank is available for export.
Russian Main Battle Tank T-80U continued
________________________________
Worldwide Equipment Guide
4-22
MAIN ARMAMENT AMMUNITION
Caliber, Type, Name:
125-mm APFSDS-T, BM-42M
Maximum Aimed Range (m): 3,000-4,000
Max Effective Range (m):
Day: 2,000-3,000
Night: 800-1,300
Armor Penetration (mm): 590-630 at 2,000 meters
125-mm HE-Shapnel Focused-fragmentation, Ainet
Maximum Aimed Range (m): 5,000
Max Effective Range (m):
Day: 4,000
Night: 800-1,300
Tactical AA Range: 4,000-5,000
Armor Penetration (mm): INA
125-mm Frag-HE-T, OF-26
Maximum Aimed Range (m): 5,000
Max Effective Range (m):
Day: INA
Night: 800-1,300
Armor Penetration (mm): INA
125-mm HEAT-MP, BK-29M
Maximum Aimed Range (m): 4,000
Max Effective Range (m):
Day: INA
Night: 800-1300
Armor Penetration (mm): 650-750
125-mm HEAT, BK-27
Maximum Aimed Range (m): 4,000
Max Effective Range (m):
Day: INA
Night: 800-1,300
Armor Penetration (mm): 700-800
Other Ammunition Types: Giat 125G1 APFSDS-T, Russian
BM-42 and BM-32 APFSDS-T. Note: The Russians may have a
version of the BM-42M with a DU penetrator.
Antitank Guided Missiles:
Name: AT-11/SVIR
Warhead Type: Shaped charge (HEAT)
Armor Penetration (mm): 700 (RHA) behind ERA/800 conventional
Range (m): 5,000
Name: AT-11B/INVAR
Warhead Type: Tandem shaped charge
Armor Penetration (mm): 800 (RHA) behind ERA /870 conventional
Range (m): 5,000
NOTES
Line drawing is a T-80UD.
GTA-18A Auxiliary Power Unit is used when the engine is off.
The BK-29 round, with a hard penetrator in the nose is designed for use
against
reactive armor, and as an MP round has fragmentation effects. The
more recent BK-27 HEAT round offers a triple-shaped charge warhead and
50 mm
more penetration.
The electronic round fuzing system for Ainet rounds is available for other
tanks. This round uses technology similar to that for French Oerlikon's
AHEAD rouns. The round is specially designed to defeat targets by firing
fragmentation patterns forward and radially, based on computer calculated
settings from the laser range-finder and other inputs. Targets are
helicopters
and dug in or defilade priority ground threats, such as ATGM positions.
Rate of fire is 4 rd/min.
The 12.7-mm MG NSVT has both remote electronically operated sight
PZU-5 and gun-
mounted K10-T reflex sight.
The original night sight is the II Buran-PA (800-1300 meters range). The
sight
cannot be used to launch the ATGM. The daysight can be used at
night for launching ATGMs if the target is illuminated. A variety of thermal
sights is available. They include the Russian Agava-2, French SAGEM-
produced
ALIS and Namut sight from Peleng. There are thermal sights available for
installation which permit night launch of ATGMs.

ANTI-AIR UNITS
=============
SOVIETS
=======
ZSU "Shilka" anti-aircraft vehicle
----------------------------------
Wooooooow! I wouldn't like to fly low over these! The ZSU is an old buddy
of the Soviet armoy still in use. It is the perfect anti-helicopter weapon,
and
if jet planes fly low enough, they can be shot down aswell. The ZSU has 4
23mm cannons, which fire at a firing rate of roughly 850 rounds per minute,
which is deadly fast. This is an ideal weapon to prevent air strikes with
bombs from happening. Actually, I think the A-10 is very easy to shoot
down compared to the faster aircraft like the F-16, which goes more than
1200 mph faster than the A-10. Except if the A-10 stays at a distance and
fires its mavericks. If loading options support it, it might be better if
the A-10
fires its mavericks at the Shilkas, and once they are dead, come in with any
bombs left and its gun (which is VERY deadly), to finish off any target it
had
to destroy. To sum it all up, a necessity for the Soviets, if they want to
survive. Key positions to place them: Mix them in armor groups, or put them
close to vital installations and vehicles. Also, putting them in convoys
can't
hurt.

Tactical Description:
Russian 23-mm SP AA Gun ZSU-23-4
_____________________________________
Weapons &
Ammunition Types
4x 23-mm AA guns
HE-I
HEI-T
API-T
Typical
Combat Load
2,000
SYSTEM
Alternative Designation: Shilka
Date of Introduction: 1965
Proliferation: At least 28 countries
Description:
Crew: 4
Combat Weight (mt): 20.5
Chassis: GM-575 Tracked, six road
wheels, no track support rollers
Length (m): 6.5
Height (m):
Radar up: 3.75
Radar down: 2.60
Width (m): 3.1
Automotive Performance:
Engine Type: V6R-1 diesel
Cruising Range (km): 450
Speed (km/h):
Max. Road: 50
Radio: R-123
Protection:
NBC Protection System: Yes
ARMAMENT
Gun:
Caliber, Type, Name: 23-mm liquid-cooled
AA 2A7/2A7M
Rate of Fire(rd/min):
Practical: INA
Cyclic: 850-1,000
Reload Time (min): 20
Elevation ( o ) (-/+):-4° to +85°
Fire on Move: Yes
Reaction Time (sec): 12-18
FIRE CONTROL
Sights w/magnification:
Day and night vision devices:
Driver periscope: BMO-190
Driver IR periscope: INA
Commander periscope: TPKU-2
Commander IR periscope: TKH-ITC
IFF: INA
Radar: 1RL33M1
Name: GUN DISH
Function: Search and Tracking
Detection Range (km): 20
Tracking Range (km): 10
Frequency: 14.8 to 15.6 GHz
Frequency Band: J
Optical-mechanical computing sight: Part
of fire-control subsystem designated
as RPK-2
VARIANTS
(see NOTES)
MAIN ARMAMENT AMMUNITION
Types: HE-I, HEI-T, API-T
Range (m):
Max. Range: 2,500
Min. Range: INA
Altitude (m):
Max. Altitude: 5,100 (about 3,500 w/self-destruct
fuzing)
Min. Altitude: INA
Projectile Weight (kg):
HE-I: 0.18
HEI-T: 0.19
API-T: 0.189
Muzzle velocity (m/s): 950-1,000
Fuze Type:
HE-I: Point detonating
HEI-T: Point detonating
APT-T: Base detonating
NOTES
Ammunition is normally loaded with a ratio of three HE rounds to one AP
round.
ZSU 23-4 Shilka, is capable of acquiring, tracking and
engaging low-flying aircraft (as well as mobile ground targets while either
in
place or on the move). Resupply vehicles carry an estimated
additional 3,000 rounds for each of the four ZSUs in a typical battery.
Recent
(October 1997) information details ZSU-23-4
updates/modernization being offered by the Ukrainians that include: a new
radar
system replacing the GUN DISH radar, plus a sensor pod
believed to include day/night camera, and a laser rangefinder; and mounted
above
radar/sensor pod is a layer of six fire-and-forget SAMs,
believed to be Russian SA-18/GROUSE.


AIRCRAFT
========
AH-1W Cobra
-----------
This is one big, tough cookie. It has a 3-barrel 20mm cannon, which isn't as
good as that one of the A-10, but still kicks ass. On top of that, it can
carry
Sidewinder air-to-air missiles, which is good against any enemy helicopter
that mightengage you. If the enemy would have planes, these would be
even handier. And for anti-tank support, it has the oh-so-famous Hellfire
missile, or the TOW missile (I prefer the Hellfire). It also has rocket pods
to
boot, which is a very handy mass-infantry killer. Attracted yet? NO? My
god, this is the best chopper you'll find. While the Hind closely aproaches
the Cobra, in terms of combat, the Cobra is still better than the Hind. And
of
course, the Hind can still transport troops, which makes it an evenly strong
opponent.

Tactical Description:
The AH-1W Super Cobra forms the backbone of attack
helicopter
capability for the United States Marine Corps. The AH-1W
provides close-in fire support, fire-support coordination,
and
assault-fire suppression to Marine landing forces during
amphibious assaults and subsequent operations ashore. To
fulfill its mission, the Super Cobra is armed with a three
barrel 20mm gatling gun for close-in work and can engage
targets at ranges up to 2 km. The 20mm gun is mounted in
a
fully maneuverable turret under the nose of the
helicopter.
The Super Cobra has a crew of two, a pilot and a gunner,
both
of which can sight and fire the 20mm gun through helmet
mounted sights. It is also able to field TOW and Hellfire
missiles on its outboard pylons. The TOW (BGM-71) has a
range
of more than 3km and is a wire-guided system. The
Hellfire
(AGM-114) uses a laser guidance system to direct itself on
target and has a range of 7km. The crew of the Super
Cobra
can guide the Hellfire on target or it can be launched in
the
'fire and forget' mode utilizing laser target illumination
from ground forces or other air assets.

Additional armament for the Super Cobra is the Sidewinder
air-to-air missile. This missile is rail launched and has
a
range of more than 15km. The Super Cobra can also fire
70mm
unguided rockets armed with 12.7 cm Zuni rocket bombs or
submunition warheads.

The Super Cobra is currently undergoing refurbishment of
its
onboard electronics and optics packages and by October
2000
will be equipped with a FLIR (Forward Looking Infrared
Radar
and a NTS (Night targeting System) which will provide
improved
automatic target racking capability and integrate a laser
designator/rangefinder to enhance its role of close air
support.

In addition to its service in the United States Marine
Corps,
the Super Cobra is also flown by the defense forces of
Taiwan
and Turkey.


SOVIETS
=======
Mi-24/Hind Russian Attach Helicopter
-------------------------------------
Ok, these are the best the Russians have. It carries good weaponry, can
transport troops. On top of that, the troops can fire their weapons through
the Hind window, which is cool. I think the Hind is a good attack chopper.
While first I thought there was no use for the HIP in the game, the Russians
really need a multi-purpose chopper like the HIP. The Hind on its part, can
take out groups of armor, and deliver troops behind enemy lines safely.
Just stay away from the Cobras and A-10s, because those will try to shoot
you down with their sidewinders. You stand a chance in the cannon
department though, so don't worry about that. Just keep low profile when
you know enemy planes are nearby, and try to slip by ok?

Tactical Description:
Russian Attack Helicopter Mi-24/HIND
____________________________________
Weapon & Ammunition Types Combat
Load
1x twin 30-mm gun or
12.7-mm 4 barrel turret gun
Other Loading Options
AT-2C or AT-6C ATGMs
80-mm S-8 rocket pods (20 ea.)
57-mm S-5 rocket pods (32 ea.)
GSh-23L twin 23-mm MG pods
250-kg bombs
500-kg bombs
External fuel tanks (liters)
750
1,470
2-12
2-4
2-4
940
4
2
500
SYSTEM
Alternative Designations: INA
Date of Introduction: 1976 (HIND D)
Proliferation: At least 34 countries
Description:
Crew: 2 (pilots in tandem cockpits)
Blades:
Main rotor: 5
Tail rotor: 3
Engines: 2x 2,200-shp Klimov TV3-117VMA
turboshaft
Weight (kg):
Maximum Gross: 11,500
Normal Takeoff: 11,100
Empty: 8,500
Speed (km/h):
Maximum (level): 335
Cruise: 295
Max "G" Force: 1.75 g
Ceiling (m):
Service: 4,500
Hover (out of ground effect): 1,500
Hover (in ground effect): 2,200
Vertical Climb Rate (m/s): 15
Fuel (liters):
Internal: 1,840
Internal Aux Tank (in cabin): 1,227
External Fuel Tank: 500 ea.
Range (km):
Normal Load: 450
With Aux Fuel: 950
Dimensions (m):
Length (rotors turning): 21.6
Length (fuselage): 17.5
Width (including wing): 6.5
Height (gear extended): 6.5
Main Rotor Diameter: 17.3
Tail Rotor Diameter: 3.9
Cargo Compartment Dimensions (m):
Floor Length: 2.5
Width: 1.5
Height: 1.2
Standard Payload:
Internal load: 8 combat troops or 4 litters
External weapons load: 1,500 kg
External load (no weapons): 2,500 kg
Survivability/Countermeasures:
Main and tail rotors electrically deiced.
Infrared signature suppressors can be mounted on
engine exhausts.
Radar warning receivers, IFF, Infrared jammer,
rotor brake, chaff and flares.
Armored cockpit.
ARMAMENT
Loaded combat troops can fire personal weapons
through cabin windows.
12.7-mm 4x Barrel Machinegun, YaKB-12.7:
Range (m): (practical) 1,500
Elevation/Traverse: 20° up to 60° down/ 120 o
Ammo Type: HEFI, APT, Duplex, DuplexT
Rate of Fire (rpm): up to 4,500 (pilot selectable)
OR
30-mm Twin Barrel Cannon, GSh-30K:
Range (m): (practical) 4,000
Elevation/Traverse: None (rigidly mounted)
Ammo Type: HEFI, HEI, APT, APE, CC
Rate of Fire (rpm): 300, or 2,000 to 2,600
Most Probable Armament: (HIND F pictured)
HIND D: Turret-mounted 4-barrel 12.7-mm
Gatling type machinegun, 57-mm rockets, AT-2C/
SWATTER ATGMs.
HIND E: Turret-mounted 4-barrel 12.7-mm
Gatling type machinegun or twin barrel 23-mm
turret gun, 57-mm rockets, AT-6C/ SPIRAL
ATGMs.
HIND F: Fixed 30-mm twin gun on the right
fuselage side, 57-mm rockets, AT-6C/
SPIRAL ATGMs.
AVIONICS/SENSOR/OPTICS
The ATGM targeting system uses a low-level
light TV, a laser designator, FLIR, air data
sensor, and a missile guidance transmitter.
Night/Weather Capabilities:
HIND D versions are primarily daytime
aircraft only. Some HIND E and Mi-35
series export versions have upgraded night
and weather capabilities, better avionics,
weather radar, autopilot, HUD, GPS, NVG
compatibility, more armor, and an increased
weapons load provided by the French com-pany
Sextant Avionique.
VARIANTS
Nearly all of the older HIND A, B and C
variants have been upgraded or modified to
the HIND D or E standard.
Mi-24D/HIND D: Direct air support.
Mi-24V/HIND E: Direct air support. Most
proliferated version.
Mi-24P/HIND F: Direct air support. The
fixed twin gun cut the turret profile, and
empty weight to 8,200 kg, while boosting
maximum gross weight to 12,000 kg.
Mi-24R/HIND G-1: NBC sampling. It has
mechanisms to obtain soil and air samples,
filter air, and place marker flares.
Mi-24K/HIND G-2: Photo-recon, and
artillery spotting. Has a camera in cabin,
gun, rocket pods, but no targeting system.
Mi-25: Export version of the HIND D.
Mi-35: Export version of the HIND E. The
Mi-35M has a twin barrel 23-mm gun.
Mi-35P: Export version of the HIND F.
NOTES
Available munitions are shown above; not all may be employed at one time.
Mission dictates weapon configuration. External stores are mounted on
underwing external stores points. Each wing has three hardpoints for a total
of
six stations. A representative mix when targeting armor formations
would be eight AT-6 ATGMs, 750x 30-mm rounds, and two 57-mm rocket
pods.
Additional missions include direct air support, antitank, armed
escort, and air to air combat. The aircraft can store an additional
ammunition
basic load in the cargo compartment in lieu of carrying troops. Armored
cockpits and titanium rotor head able to withstand 20-mm cannon hits.
Every
aircraft has an overpressurization system for operation in a NBC envi-
ronment.
The HIND's wings provide 22% to 28% of its lift in forward flight. In a
steep
banking turn at slower airspeeds, the low wing can lose lift while it is
maintained on the upper wing, resulting in an excessive roll. This is
countered
by increasing forward airspeed to increase lift on the lower wing. Be-cause
of this characteristic, and the aircraft's size and weight, it is not easily
maneuverable. Therefore they usually attack in pairs or multiple pairs,
and from various directions.

Mi-17/HIP Multi-Purpose Helicopter
----------------------------------
Ok, everybody that even DARES to think this is a transport and recovery
helicopter only, will die a hopeless death inside this chopper. While the
HIND still has better anti-tank weaponry, the HIIP is able to do anything
except for anti-aircraft missions. The HIP can carry a good number of
troops, so it can deliver them safely almost anywhere. If youlook at its
loading options, you'll be quite surprised. It can have the dual 23mm
gunpods, bombs, anti-tank guided missiles, rocket pods... enough to take
out anything that oposes you. I think this is a better extraction chopper
than
the HIND would be, because the HIND uses its troops as an attack
measure, it isn't really made to get them out of tight situations. It is
possible
of oourse, but a HIP is far better. This makes for the perfect helicopter:
the
Mi-18 HIM, both able to strike enemy convoys and units, both infantry and
armored, while being able to transport and recover troops it drops. I know I
was wrong about the chopper first, I thought it was useless to the game,
but it has its uses.

Tactical Description:
Russian Utility Helicopter Mi-17/HIP
______________________________________
Worldwide Equipment Guide
9-15
Weapon & Ammunition Types
2x 7.62-mm or 1x 12.7-mm MG
Other Loading Options
AT-2C or AT-3 ATGMs
57-mm rocket pods (16 each)
80-mm rocket pods (20 each)
250-kg bombs
500-kg bombs
12.7-mm MG pod
Twin 23-mm gun pods
Additional fuel tanks (liters)
Combat
Load
4-6
4-6
2
4
2
2
1,830
SYSTEM
Alternative Designations: Mi-8MT HIP H
Date of Introduction: 1981 (as Mi-17)
Proliferation: At least 22 countries
Description:
Crew: 3 (2x pilots, 1x flight engineer)
Blades:
Main rotor: 5
Tail rotor: 3
Engines: 2x 1,950-shp Isotov TV3-117MT
turboshaft
Weight (kg):
Maximum Gross: 13,000
Normal Takeoff: 11,100
Empty: 7,100-7,370 (variant dependant)
Speed (km/h):
Maximum (level): 250
Cruise: 240
Ceiling (m):
Service: 5,000-5,700 (variant dependant)
Hover (out of ground effect): 1,760
Hover (in ground effect): 1,900-3,980
(variant dependant)
Vertical Climb Rate (m/s): 9
Fuel (liters):
Internal: 445
Internal Aux Tank: 915 ea.
External Fuel Tank:
Port Tank: 745
Starboard Tank: 680
Range (km):
Normal Load: 495
With Aux Fuel: 1,065
Dimensions (m):
Length (rotors turning): 25.4
Length (fuselage): 18.4
Width: 2.5
Height: 5.7
Main Rotor Diameter: 21.3
Tail Rotor Diameter: 3.9
Cargo Compartment Dimensions (m):
Floor Length: 5.3
Width: 2.3
Height: 1.8
Standard Payload (kg):
Internal load: 4,000
External on sling only: 3,000
Transports 24 troops and cargo, or arma-ments
on 6x external hardpoints.
Survivability/Countermeasures:
Main and tail rotor blades electrically deiced.
Infrared jammer, chaff and flares.
ARMAMENT
Loaded combat troops can fire personal weapons
through cabin windows from inside cabin.
Most Probable Armament:
HIP H: Fitted with 2x 7.62-mm machineguns or
possibly 2x 23-mm GSh-23 gun packs in cabin,
57-mm rockets, and AT3/SAGGER ATGMs.
AVIONICS/SENSOR/OPTICS
Night/Weather Capabilities:
The Mi-17 is equipped with instruments,
avionics, Doppler radar, and a fully func-tioning
autopilot for operation in day, night,
and instrument meteorological conditions.
VARIANTS
Mi-17: A mid-life upgrade of the widely
proliferated Mi-8 HIP H medium assault/
transport helicopter. Initially, only the ex-port
version was known as the Mi-17. The
only visible differences between this vari-ant
and the older Mi-8s is that the tail rotor
is on the portside rather than the starboard
side, and crew armor plating.
Mi-17P: A descendent of the HIP K airborne
jamming platform characterized by large
rectangular antennas along the aft fuse-lage.
Mi-171/-17M/-17V: Also known as
Mi-8MTV, and a descendent of the
HIP H. The engines are upgraded to
2x 2,070-shp Klimov TV3-117VMAs
to allow greater rates of climb and
hover ceilings, yet performance char-acteristics
remain virtually unchanged
from the baseline Mi-17.
Mi-8: See separate entry.
NOTES
Available munitions are shown above; not all may be employed at one time,
mission dictates weapon configuration. External stores are mounted on
weapons racks on each side of the fuselage. The Mi-17 has six external
hardpoints. Additional missions include; attack, direct air support,
electronic
warfare, airborne early warning, medevac, search and rescue, and
minelaying.
Interior seats are removable for cargo carrying. The rear clamshell
doors open, an internal winch facilitates loading of heavy freight. Floor
has
tiedown rings throughout. The aircraft carries a rescue hoist capable to
150 kg. The Mi-17 is capable of single-engine flight in the event of loss of
power by one engine (depending on aircraft mission weight) because of an
engine load sharing system. If one engine fails, the other engine's output
is
automatically increased to allow continued flight. See also Mi-8.


III Weapons and Equipment.
**************************
NATO Weapons.
=============
Small Arms
==========
M16A2
------
This is the basic assault rifle for the US infantry in the 80s. It has
medium
range, has three action triggers too. You can set it to single-fire (most
acurate), burst-fire (still quite acurate, but loses some, better for
armored
targets, however I don't think you should think about armored units with
these weapons, leave that to the heavier soldiers), and full-automatic,
which is the least acurate, and is more for suppressive fire. While this is
certainly a quite capable gun, it has its disadvantages at burst and
full-auto.
If you are dealing with one target at a time, keep it at single-fire, butif
you
are in a full battle, bursts of three round might do you more good. Learn to
master this gun, you'll use it very often in Oeration Flashpint as a US
soldier. When a grenade launcher is attached to it, it becomes the M203.
The M17A2 has a 30 round magazine.

Tactical Description:
M16A2 5.56mm Rifle



Function: Infantry weapon.


Description: The M16A2 5.56mm rifle is a lightweight,
air-cooled,
gas-operated, magazine-fed, shoulder- or hip-fired weapon
designed
for either automatic fire (3-round bursts) or semiautomatic fire
(single shot) through the use of a selector lever. The weapon
has a
fully adjustable rear sight. The bottom of the trigger guard
opens
to provide access to the trigger while wearing winter mittens.
The
upper receiver/barrel assembly has a fully adjustable rear sight
and
a compensator which helps keep the muzzle down during firing.
The
steel bolt group and barrel extension are designed with locking
lugs
which lock the bolt group to the barrel extension allowing the
rifle
to have a lightweight aluminum receiver.


Background: The M16A2 rifle is a product improvement of the
M16A1
rifle. The improvements are:

- a heavier, stiffer barrel than the barrel of the M16A1;
- a redesigned handguard, using two identical halves, with a
round
contour which is sturdier and provides a better grip when
holding
the rifle;
- a new buttstock and pistol grip made of a tougher injection
moldable plastic that provides much greater resistance to
breakage;
- an improved rear sight which can be easily adjusted for
windage
and range;
- a modified upper receiver design to deflect ejected
cartridges,
and preclude the possibility of the ejected cartridges hitting
the
face of a left-handed firer;
- a burst control device, that limits the number of rounds fired
in
the automatic mode to three per trigger pull, which increases
accuracy while reducing ammunition expenditure;
- a muzzle compensator, designed to reduce position disclosure
and
improve controllability and accuracy in both burst and rapid
semi-automatic fire;
- a heavier barrel with a 1 in 7 twist to fire NATO standard SS
109
type (M855) ammunition which is also fired from the M249 Squad
Automatic Weapon (SAW). This further increases the effective
range
and penetration of the rifle cartridge. The M16A2 will also
shoot
the older M193 ammunition designed for a 1 in 12 twist.


General Characteristics, M16A2 5.56mm Rifle

Manufacturer:
Colt Manufacturing and Fabrique Nationale
Manufacturing
Inc.


Length:
39.63 inches (100.66 centimeters)


Weight With 30 Round Magazine:
8.79 pounds (3.99 kilograms)


Bore Diameter:
5.56mm (.233 inches)


Maximum Effective Range:
Area target: 2,624.8 feet (800 meters)

Point target: 1,804.5 feet (550 meters)



Muzzle Velocity:
2,800 feet (853 meters) per second


Cyclic Rate of Fire:
Cyclic: 800 rounds per minute

Sustained: 12-15 rounds per minute

Semiautomatic: 45 rounds per minute

Burst: 90 rounds per minute


Magazine Capacity:
30 rounds


Unit Replacement Cost:
$586

M-60 Machinegun
----------------
You really want a description for this one? Who doesn't know the feared
M60 machinegun eh? Well if you don't we can always go over it again... ok!
The M60 is a belt-fed, body-ripping machinegun. I think it's a little too
heavy
to be an assault rifle, don't you? I mean, the bullet is the 7.62 NATO
amunition, which is very deadly for human targets. However, I think there is
something wrong in the game (in the demo at least). The M-60 seems to
fire too fast. normally, if you'd fire an M-60 rapidly, ou'd come to a
fireing
rate of about 550 rounds per minute. But in the demo, it's almost as fast as
an M-16, maybe even equal or faster (not sure about yet). Everything I've
looked at, says the M-60 should fire at a 550 rounds per minute speed, and
those sources are official. So my guess is, or they made a little error in
the
firing rate statistics of the ame's weapon, or they just have a lousy source
of information (although that the first real error I've found)! :) Ok, so
now
that we have this straightened out, let's get back to the gun. It is carried
by
one guy, so not with 2 like my tactical shit suggests (it says it can be
done
both, in OFP it's carried by one individual), and they are vital to yourr
suppressive fire needs, as they are the way to do it. And because of this
error, it makes it even better! It can spray bullets all over the place, and
it'll
take some time before the gun rus out of ammunition, so you're basically in
good hands with this one. However, I still think the PKM is better in many
aspects. However, this is purely my personal feeling, and you are free to
question that.

Tactical Description:
M60 7.62mm Machine Gun



Description: The M-60 series general purpose machine gun is a
light
weight, belt fed, gas operated, air cooled weapon with fixed
headspace and timing to allow for the rapid exchange of barrels
during sustained firing situations. The M-60 can be carried and
operated by one individual, though it is common practice to
assign
the weapon to a fire team (gunner and assistant gunner, who
carries
an additional barrel and ammunition). The M-60 is equipped with
an
integral bipod assembly which can be used to stabilize the
weapon
during offensive operations. Optionally, the M-60 can be set up
on a
tripod for increased stability and long range accuracy. In
addition
to the basic M-60 there are two variant models; the M-60 C/D
(for
use on helicopters) and the M-60E3, a lighter version of the
basic
model used by the Marine Corps and U.S. Special Operations
Forces.


General Characteristics, M60 7.62mm Machine Gun

Length:
42.4 inches (107.70 centimeters)


Weight:
Weight: 18.75 pounds (8.51 kilograms)


Bore Diameter:
7.62mm (.308 inches)


Maximum Effective Range:
3609.1 feet (1,100 meters)


Maximum Range:
2.3 miles (3725 meters)



Muzzle Velocity:
2,800 feet (853 meters) per second


Rates of Fire:
Cyclic: 550 rounds per minute Rapid: 100 rounds per
minute* Sustained: 100 rounds per minute*
(* with barrel changes at each 100 rounds)


Unit Replacement Cost:
$6,000

M60E3 Description:
M60E3 - 7.62x51mm NATO - USA - 550 RPM - The M60 was
developed from
two German WWII weapons: the MG42 and FG42. In the earliest
prototypes, the belt feed mechanism of the MG42 machinegun was
welded onto the FG42 automatic rifle. Feeding from a
disintegrating
belt, the M60 is best used for suppressive fire. The main
advantage
over the smaller M249 is that the M60 fires 7.62mm NATO
ammunition,
thus penetrating even the heaviest body armor.
Tactics: Oso Vega's weapon of choice. Use short bursts to
control
the recoil. The high power 7.62x51mm will drop anything in it's
path
and it's unique sound will let your enemies know you mean
business.
Heavy and not as many rounds as the FN Minimi (M249). Iron
sights.

CAR-15 US Carbine
-----------------
I can imagine many fo you haven't heard of this gun, maybe if you hear M4,
you'll know what I'm talking about. The CAR-15 is mainly an older version
of the M4 as far as I know. While the M4 is very famous for its
compactness, and still being very deadly, so was the CAR-15. Because it
was so compact, it was used by special forces and vehicle crews. That's
why the pilot gets this one. While I strongly disagree with Bohemia
Intneractive not letting in handguns, the CAR-15 is still an excellent
weapon for a pilot if he would be downed by anti-air. However, it would
still
be more realistic if pilots get the standard sidearm of the US army, which
is
if I'm not mistaking, the Berreta 92FS or something. It was certainly a
Berreta pistol, not sure what type exactly though. Te Berreta replaced the
M1911 which was getting very old, but still in use by some organisations.
So anyways, I'm still happy there's an M4 in the game, I'll call it the M4,
because I'll be fair and tell you: Inever in my 14-year long life heard
about a
CAR-15, I think it's just another name for the M4, isn't it? I mean, you
have
one in Rogue Spear, but it's called the M4 there too, somebody please
shine some light on this? thanks. For now, I'll do as if the CAR-15 is the
same as the M4 until I am proved otherwise. So everybody that every
played Delta Force 2, wave your hands because finally you get your chance
to fire an M4 in a realistic game (ok now Delta Force may have been
realistic if you look at the damage system, but it wasn't realistic in terms
of
AI). Back to the M4. It is actually a more compact version of the M16, but
it
certainly doesn't have to suffer because of it. There are silnecers for thsi
gun, but this is an army game, no silencers allowed. :) Now I am sure, the
M4 is a modernized version of the CAR-15, but who cares. They are
basically the same, fire fast, can attach M203, have great acuracy, and are
quite lightweight. This all makes for a decent to very good weapon,
especially for a pilot. I think other people should get them, leave the
pistols
to pilots! Or give them a small but lousy weapon... I dunno, let's just give
a
reason like ... the US Army doesn't give lousy weapons to its soldiers! Yes
sir! Now I'm going to give you a description for a very modern weapons
compared to the original CAR-15, the M4A1. And that's not all... You get a
special version of it, some extra kit stuff. It is called: the M4A1 SOPMOD.
Take a look!

Tactical Description:
Colt M4A1 SOPMOD - 5.56x45mm NATO - USA - 825 RPM - The
M4A1 (Colt
Model 927) is the most recent variant of the CAR15 family. The
barrel length was specially selected to provide compactness
without
sacrificing reliability. The barrel is also contoured to provide
for
the attachment of a M203 grenade launcher. In addition, improved
handguards with double heat shields have been added to prevent
the
uncomfortable heating properties of earlier CAR15s during rapid
fire.

The Special Operations Particular Modification to the M4 Carbine
Accessory Kit (SOPMOD M4) was developed by the Crane Division,
Naval
Surface Weapons Center. The SOPMOD M4 kit allows the end-
user to
configure his/her weapon to individual preferences and mission
requirements. It is composed of mostly non-developmental and
commercial off-the-shelf accessories packaged together to
support
four M4/M4A1 carbines.

The kit includes four: Knight Armament Company's Rail Interface
System (RIS) forearm along with an optional vertical foregrip,
the
Trijicon Model TA01NSN 4x32mm Advanced Combat Optic Sight
(ACOG) as
the Day Optical Scope, KAC's backup iron sights in case of scope
failure, and an improved combat sling which allows for secure
cross
body / patrol carry.

Only two of following are included per kit: the Insight
Technologies
AN/PEQ2 Infrared Target Pointer/Illuminator for use with night
vision goggles, Insight Technologies Visible Light Illuminator
(mil-speak for flashlight), Trijicon's ACOG Model RX01M4A1
Reflex
Sight, KAC's Quick Attach sound suppressor which provides a 28db
reduction in sound signature even with M855 service ammunition,
and
an enhanced sliding buttstock which is contoured for user
comfort
and even has compartments for storing spare batteries for the
other
accessories.

Only one of the following is included per kit: KAC's Quick
Attach
M203 Grenade Launcher Mount, a quick attach sight for use with
the
M203, a M203 with a 9" barrel, a Insight Technologies AN/PEQ5
visible laser, a 2.25x Miniature Night Vision Sight (MNVS), and
a
carrying/storage case for kit accessories. If more of the
accessories are needed it is not uncommon for units to
cannibalize
the kits of inactive teams. The documentation for the kit does
not
require a rewrite if improved replacements for any of the
current
items can be found. As a result, this content list may have and
probably will change in the future.

M203 Grenade Launcher
---------------------
This is a grenade launcher attached to an M16A2 or CAR-15 (although I
am not sure you'll actually be able to attach one in OFP to the CAR-15).
This one's for area clearing (for infantry), or some anti-armor support if
needed. However, keep in mind that you can not fire these babies from
long range, as the max range is 400 meters. If you would look at these
weapons, you'd say they are quite powerful, and they are. Use these both
often, and carefully, because if you shoot it less than 31 meters away from
you, you risk being killed or severely wounded by your own grenade.
Remember: These are grenades, no Unreal Tournament Flak Grenades,
these are REAL grenades. People you played UT will certainly know what I
mean. All in all, a good adition in the field, a good adition to your M16
that
is. Try to snatch one if you can (if you're a soldier), from a dead
companion
or something... who knows. And if you find yourself under attack by some
BMP-1s, you could try and shoot some grenades at them, see how they'll
like that. AT soldiers are still better to do the job, but if you haven't
got
them, it's not a poor excuse atall.

Tactical Description:
M203 40mm Grenade Launcher



Description: The M203 40mm Grenade Launcher is used while
attached
to an M16A2 5.56mm rifle. It is a lightweight, compact, breech
loading, pump action, single shot launcher. The launcher
consists
of
a hand guard and sight assembly with an adjustable metallic
folding,
short-range blade sight assembly, and an aluminum receiver
assembly
which houses the barrel latch, barrel stop and firing mechanism.
The
launcher is capable of firing a variety of low velocity 40mm
ammunition.

The launcher also has a quadrant sight which may be attached to
the
M16A2 carrying handle and is used when precision is required out
to
the maximum effective range of the weapon.


History: The M203 was designed and procured as the replacement
for
the M79 grenade launcher of the Vietnam era.


General Characteristics, M203 40mm Grenade Launcher

Weight:
Launcher: 3 pounds (1.36 kilograms)

Rifle (M16A2): 8.79 pounds (3.99 kilograms)

Total (including 30 rounds): 11.79 pounds (5.35
kilograms)


Bore Diameter:
40mm


Maximum Effective Range:
Area target: 1148.35 feet (350 meters)

Point target: 492.15 feet (150 meters)



Maximum Range:
1312.4 feet (400 meters)


Minimum Safe Range:
Training: 426.53 feet (130 meters) Combat: 101.71
feet
(31 meters)


Inventory:
10,500


Unit Replacement Cost:
$601


SOVIET WEAPONS
==============
AK-74 Russian Assault Rifle
---------------------------
I remember encountering this fella for the first time in Rainbow Six, I
didn't
eve know it existed (I'm not an army freak, well a little aircraft freak,
not a
weapons freak). I knew the all famous AK-47 Kalashnikov, but this was
rather unfamiliar. It appeared that the AK74 was far superior to the AK-47,
in that it had better firing rate (still not quite fast though) and greater
acuracy. This is why the AK-47 is more like a terrorist weapon, and the AK-
74 is more like an army gun. I like this one, it is very acurate, is quite
stable, and is easy to run around with. It is a very worthy concurrent of
the
M16A2, I like it better than the M16 though. Now you can say the M16 is
still better because of its M203 capability, well the AK-74 has this ability
aswell, same stuff as before, we'll come to that later in the FAQ. I tell
you,
the Soviets were a very powerful army back then, and even though they still
are now, they've lost some ground in the last decade over the US. Whileno
doubtedly the russian air force is great and all, the Americans have the
better aircraft it seems. The MiX-29 still is a very hot baby to fly, but
it's
getting all aged over there in the russian Army. I visited a show-off of
naval
vessels in my country, and a Russian destroyer was there too, gosh that
thing looked like a mess! I mean, the things aren't bad themselves, but the
army there doesn't have enough money to keep their equipment in good
shape, that's the problem! Ok, after this ramble, let's look at what the
AK-74
has in store foryou. Pay close attention comrade, you will slaughter many
US soldiers with these.

Tactical Description:
Russian 5.45-mm Assault Rifle AK-74
_____________________________________
Ammunition
Types
5.45-mm cartridge
Ball
Ball-tracer
Incendiary-T
AP
Typical
Combat Load
300
SYSTEM
Alternative Designations: INA
Date of Introduction: 1974
Proliferation: Widespread
Description:
Weight (kg):
Loaded (with magazine): 3.95
Empty (w/o magazine): 3.4
Length (mm):
Overall: 880 (937 including muzzle brake)
Barrel: 415
Rate of Fire (rd/min):
Cyclic: 600
Practical:
Automatic: 100
Semiautomatic: 40
Operation: Gas
Feed: 30-rd detachable box magazine (40-rd used by RPK-74 LMG
is interchangeable)
Fire Mode: Selective, automatic or semi-automatic
SIGHTS
Name: INA
Type: Fore, pillar; rear, U-notch
Magnification: None
Night Sights Available: Yes. AK-74M N3 mounts an NSPU-3
VARIANTS
AKS-74: Folding-stock version with a Y-shaped, tubular stock.
AK-74M: Improves the basic AK-74 design by adding a folding plastic
stock, an improved mount for night vision or other sights.
AKS-74U: Submachinegun: modified version with a much shorter barrel
(207-mm) and a conical flash suppressor instead of a muzzle break. Its
overall length is 492 with stock folded.
AK-101: 5.56x45-mm (NATO) variant of the AK-74M.
AK-102: 5.56x45-mm (NATO) short-barrel (314-mm) variant of the
AK-74M.
AK-103: 7.62x39-mm variant of the AK-74M.
AK-104: 7.62x39-mm short-barrel (314-mm) variant of the AK-74M.
AK-105: 5.45x39-mm short-barrel (314-mm) variant of the AK-74M.
AMMUNITION
Name: 7N6
Caliber/length: 5.45x39-mm
Type: Ball
Range (m):
Effective: 500
Maximum: 800
Armor Penetration: INA
Muzzle Velocity (m/s): 880
Name: 7N10
Caliber/length: 5.45x39-mm
Type: Armor piercing
Range (m):
Effective: INA for AK-74 (800 for RPK-74)
Armor Penetration (mm): 16 @ 100 m 80% of time
Muzzle Velocity (m/s): INA for AK-74 (960 for RPK-74)
NOTES
The AK-74 is basically an AKM rechambered and rebored to fire a 5.45-mm
cartridge. The AK-74 can mount a 40-mm under-barrel grenade
launcher and a passive image intensifier night sight. The AK-74 is also the
basis for other 5.45-mm infantry weapons including the RPK-74 light
machinegun.

PKM General Purpose Machingegun
-------------------------------
This is it, the most powerful infantry-carryable MG in the game. Its
counterpart, the M-60, fires slower, is heavier, but they carry the same
ammunition though. A 7.62mm round, capable of penetrating any body
armor. If you find these on a dead buddy, or you are a US soldier and you
just shot a machinegunner in the head, keep it around! It'll save your ass a
lot. Just go prone with this baby, zoom and kick some ass! As with the AK-
74, you have a good effective range. I highly suggest you take this weapon
as a soldier (if you find it), or take it if you are a US machiegunner and
you
kill an enemy machinegunner (good luck!). The PKM also has a tank-
mounted variant, present on many tanks, IFVs, and APCs ot the Russian
army: the PKT.

Tactical Description:
Russian 7.62-mm General Purpose Machinegun
PKM________________________
Ammunition
Types
7.62-mm cartridge
Ball
Ball-tracer
Incendiary-ranging
API
API-T
Typical
Combat Load
INA
SYSTEM
Alternative Designations: (see VARIANTS)
Date of Introduction (PKM/PKT): 1971/1968
Proliferation: Widespread
Description:
Weight (kg):
Empty (w/o magazine) (PKM/PKT) (kg): 8.4/10.66
Loaded (with magazine): Varies with magazine
Ammo box (only) with 100/200-rd belt (kg): 3.9/8.0
Tripod (lightweight) (kg): 4.75
Length (mm):
Overall (PKM/PKT): 1,160/1,080
On tripod (PKS): 1,267
Barrel: 658
Barrel Change: Yes
Mount Type: Pintle, coaxial, bipod or tripod (Stepanov)
Mounted On: (see VARIANTS)
Rate of Fire (rd/min):
Cyclic: 650
Practical: 250
Fire Mode: Automatic
Operation: Gas
Feed: Belt, 100-rd belt carried in a box fastened to the right side of the
receiver. 25-rd belts can be joined in several combination lengths
(100/200/250)
SIGHTS
Name: INA
Type: Open iron sights
Sighting range (PKM/PKT) (m): 1,500/2,000
Magnification: None
Night Sights Available: Yes
VARIANTS
PKM: Squad machinegun
PKT: Tank-mounted coaxial, lacks stock, sights, bipod, has solenoid
electric trigger, longer heavier barrel.
PKS: Lightweight tripod-mounted infantry weapon
PKMS: Lightweight tripod-mounted variant of the PKS
PKB (PKBM): Pintle-mounted on APCs, SP guns, BRDM, BTRs,
has butterfly trigger rather than solenoid, double space grips, and
front and rear sights
AMMUNITION
Name: INA
Caliber and Length: 7.62x54-mm rimmed
Type: Ball
Max Range (PKM/PKT) (m): 3,800/4,000
Practical Range (PKM/PKT) (m):
Day: 1,000/2,000
Night: 300/INA
Armor Penetration @ 0 o obliquity @ 500 range (mm): 8
Muzzle Velocity (PKM/PKT) (m/s): 825/855
NOTES
The 7.62-mm general-purpose machinegun (PKM) is a gas-operated, belt-
fed,
sustained-fire weapon. The basic PKM is bipod-mounted but can also
fit in vehicle firing ports. It is constructed partly of stamped metal and
partly of forged steel. Compared to the US M-60, the PK-series
machineguns
are easier to handle during firing, easier to care for, and lighter. The
7.62x54R is a more powerful cartridge than the US with a slightly shorter
effective range.

NSV 12.7 Heavy Machinegun
------------------------
This isn't really used by infantry units, it's a mounted heavy MG. You can
find these on some tanks and APCs, for AA protection. Not much to say
about these but fire and kill! One thing to keep in mind though, is that you
won't be able to shoot down aricraft faster than helicopters. So don't even
think about trying to destroy an A-10 with this thing, because it is very
improbable that you will hit the craft.

Tactical Description:
Russian 12.7-mm Heavy Machinegun NSV/NSV-T
___________________________
Ammunition
Types
12.7-mm cartridge
API (B-32)
API-T (BZT-44)
HEI
Typical
Combat Load
300
SYSTEM
Alternative Designations: NSVS (tripod-stand mounted), Utyos
Date of Introduction: Early 1970s
Proliferation: Widespread
Description:
Weight (kg):
Total System (w/6T7): 43
Empty: 25
Loaded: INA
Tripod (6T7 tripod): 16
Length (mm):
Overall: 1,560
On 6T7 Tripod: 1,900
Width (on 6T7 tripod) (mm): 860
Height (on 6T7 tripod) (mm): 380
Barrel Life (rds): 5,000
Barrel Change Time (sec): 5
Barrel Weight (kg): 9.2
Mount Type: 6T7 (infantry) tripod or 6U6 (w/seat) universal tripod
Mounted On: (see VARIANTS)
Traverse (°): 360
Elevation (°): -5 to +75
Rate of Fire (rd/min):
Cyclic: 680-800
Practical: 100
Fire Mode: Automatic; short bursts (four to six) or long bursts (10 to
15) or continuously
Operation: Gas
Feed: Left or right from metal link belt from 50-rd boxes
SIGHTS
Name: INA
Type: Metallic sights, (tangent leaf rear and folding front post)
Sight Range (m): 2,000
Name: 10P50 Optical
Type: Day optical sight
Magnification: 3-6x
Name: 1PN52-1
Type: Night sight
Magnification: 5.3x
Name: 10P80 (used w/ 6U6 mount)
Type: AA collimating sight (aircraft speed to 300 km/h)
Name: 10P81 (used w/ 6U6 mount)
Type: Ground target sight
Name: K10-T (on NSVT for T-72/T-80)
Type: Reflex AA sight
VARIANTS
NSVT: Tank-mounted, (see NOTES)
AMMUNITION
Name: B-32
Caliber and Length: 12.7x108-mm
Type: Armor Piercing Incendiary
Max Range (ground) (m): 7,850
Effective Range (m):
AA: 1,000
Ground: 2,000
Armor: 800
Night (w/1PN52-1): 1,000
Armor Penetration @ 0 o obliquity @ 500/1,000m range (mm):
20/13.2
Muzzle Velocity (m/s): 860
NOTES
A tripod-mount (6T7) version is available for infantry use in a ground role.
However, the NSVT appears more commonly mounted on the turrets of
tanks as an antiaircraft machinegun. On the T-72 and the T-80, it has a
rotating
mount and can be fired from within the tank. The tank commander
employs the K10-T reflex sight to engage aircraft. On the T-72/T-80 mount
he
engages ground targets with metallic sights on the gun itself. The T-64
tank mounts a modified version with a fixed mount on the commander's
cupola. It
fires by means of an electrical solenoid when the tank is
buttoned up. An optic serves this purpose. Instead of the normal 50-round
ammunition belt container, the NSVT on the T-64 may use a larger belt
container holding 200 rounds.

Russian Under-barrel Grenade Launcher GP-30
-------------------------------------
This is basically the counterpart to the M203. These can be attached to the
AK-74s you'll probably carry around.

More coming soon...

-------------------------------------
--------
IV. Singleplayer.
*****************
Because of the game not being released yet, only thing I can give you at
the moment is a demo mission walkthrough. However, the mission is very
fun and quite challenging at times, so you won't get tired of the game by
playing it once. Also, you can roam around the island at your leasure, so do
it if you want, it's 145 square kilometers for you to explore and love...

Demo Mission: Rearguard.

Quick Overview: In this mission you have to engage an enemy position in a
village, destroy everything and kill everyone. Of course, there'll be a good
amount of surprises in this mission, like heavy tank assault and the end is
a
complete surprise ... it was to me.

Vehicles: M113, 5T-Truck, UH-60 Black Hawk, URAL truck, BMP-1, T-72,
ZSU. (that's about it I think).

Enemy resistance: Quite heavy at times. The BMP-1 is still killable, but if
you wait to move on to an objective, a bunch of T-72s will show up, and
that ain't pretty!


IX. Contact Information.
************************
While I was doing this project alone at first, yesterday afternoon somebody
offered to help me, I accepted of course. I'll give his e-mail in this FAQ
too,
in case you want to contact him for help that I can't give you. My e-mail
will
also be posted here of course.

Contacting the Authors:
By e-mail:
FullBurst41: bloodfreak@hotmail.com
DeathSpawn: kris_dea@yahoo.com

At IRC:
Go to the server irc.gamesnet.net, and join channel #operationflashpoint.
There's a shitload of cool people in there, check it out. And I'm around
there in the weekends, Wednesdayand Friday sometimes. When I have
cable, I'll be there constantly, but I don't have that yet so...

Forum:
Uhm actually Message Board, but it's quite the same ain't it? Anyway, the
GameFAQs message board of Operation Flashpoint will probably get quite
crowded as teh game wins popularity (it's already quite popular, only need
to get a FAQ up there). I'll be there too if I find the time, os check that
out if
you're stuck somewhere, or just want to discuss something.


X. Credits and final Junk.
*************************
First off, I'd like to give a lot of thanks to DeathSpawn, who's going to
help
me on this FAQ, lotsa thanks for that mate! Secondly, I have a few people
to thank erhm, you know the guyz who are part of websites that post my
FAQ and stuff, ahem here we go:
DnA, Sith, and Seventh of The Operation Flashpoint Network, DnA, and
Sith for being cool people over at IRC (coolest ops if you ask me), I never
catch Seventh, and if I catch him, he's busy with other things, so... I
can't
say anything about him being bad or good or whatever, all I know is his site
is superb. Never actually talked to that guy... sheeeee.
CJayC: The boss at GameFAQs (http://www.gamefaqs.com), who's been
willing to accept my junk without complaints, congrats CJayC!
Also, I'd like to greet all the regulars over at the Operation Flashpoint
channel, great guyz ... except for some, but that wouldn't fit in a Credits
section so...
Rhino for being my best bud for about 3 years now, great guy. My brother
for getting some stuff for my FAQ when I'm not around, thanx. NO I'm not
going to thank God, it's not scientifically proven that this dirtbag even
exists, so why would I? Erhm yeah, ok I'll pull this back. I don't want to
loose half of my readers because of this combination of words ... hehe.
Which brings me to the next one: All the people who dare reading this FAQ,
thanks for reading it, and I hope you'll want to keep checking back for
updates, I'll apreciate it. Tell me what you think of this FAQ, is it good?
Does it suck? What do you think, and don't be afraid to say that it sucks, I
won't mind, just don't start flaming bigtime, or I'll try to get hold of
your IP...
NObody says I will, I'll try. That's about it I think. If you feel
you/someone
else was forgotten, please let me know and I'll take a look if this is truly
the
case.

Contributors:
If you knew my Red Alert 2 FAQ, then you know that I never actually came
to putting the extras people mailed to me, certain problems made it even
more difficult. I'm planning to change all that. This time, I want to try
and
put everybody's shit in, good or bad. Just send! Ok, maybe I'll still take a
look if it wasn't already said, and if it's really crap, I may just delete
it.

That'll be all for now, next update will be here soon, next week. I expect
to
add a lot of the descriptions, I hope to finish most of it. I'll also add
the main
strategies for the walkthrough, and who knows what else!

FullBurst41, helped by DeathSpawn (please refer to the Contact
Information section to find out how to contact the authors)