Matsozetex 89 Report post Posted November 8, 2018 (edited) The following is a guide for the Ironside (Tank Crew) role present in the server: I heavily suggest you go through this guide chronologically! Ironside Basics Spoiler Your purpose The Ironside role itself is dedicated to driving the tanks present in the Ironside spawn. Ironside tankers are effectively engineers, hence: Ironside role allows people to drive, gun and command in tanks Ironside role allows people to repair vehicles if they have a tool kit Main battle tanks and tank destroyers (referred to as Tanks in general) are effectively used 1-2km outside of the AO with their main job being to destroy enemy vehicles. SPAAGs (Self propelled anti air guns, the Cheetah) are effectively used near the base to defend helicopters and other aircraft or to be positioned 1-2km outside of the AO to attack enemy aircraft. Ironside spawn The spawn location consists of 5 tank spawns to choose from: M2A4 Slammer UP MBT-52 Kuma T-100 Varsuk Or T-140 Angara Rhino MGS UP IFV-6a Cheetah Some of these vehicles are also set on specific spawn timers, hence, be vigilant when using them: T-100 Varsuk and the T-140 Angara have a 90 minute respawn timer IFV-6a Cheetah has a 30 minute respawn timer Other vehicles will respawn almost instantly upon destruction or despawn Ammo Types Spoiler Overview The plethora of tanks have differing ammo types for their main weapon, here are the following rounds and their acronyms: Armour Piercing (AP) High Explosive Anti Tank (HEAT) High Explosive (HE) AP Anti-vehicle rounds which rely on kinetic energy (KE) to pierce armour. Used exclusively for defeating vehicle armour and reinforced structures. They do not have any explosive filling and are only useful against single targets. HEAT Dual-purpose munition that combine the traits of both HE and AP rounds, using an (initial) explosive charge along with a kinetic penetrator submunition. Useful for bypassing ERA and slat cages, as the explosive charge will trigger or destroy the ERA/slat cage first, allowing the kinetic submunition to pass through intact. HE Anti-personnel rounds used for infantry targets and unarmoured/lightly-armoured ground vehicles. They are also quite effective at razing unreinforced military structures and civilian buildings. Due to lacking a kinetic penetrator, they are essentially useless against heavily-armoured vehicles like Main Battle Tanks (MBT) Note: In previous versions of the game, HEAT used to be sub-divided into Tandem and not. Now all HEAT shells have primary and secondary charges. Protection Spoiler A Quick Note! Arma 3 uses a simulated armor thickness and penetration system. All heat projectiles are tandem, they have a HE primary charge followed by a KE secondary charge. Hence HEAT defeats slat and ERA. When the hull's hitpoints reach 0, it is the destruction of the tank, other modules such as the engine and fuel tank can soak up shots. Armour There are a total of three armour types: Composite Armour Explosive Reactive Armour Slat/Spaced Armour Composite Armour Composite armor is modeled simply within the game, if the armor value of a tank is lesser than the penetration of a projectile shot at it, it will penetrate and do damage. Explosive Reactive Armour This is an add on armour type that is innately present on some of the tanks. It provides single use protection against AP and HE based projectiles. Slat/Spaced Armour This is an add on armour type that is innately present on some tanks but can be mounted on others. Like ERA, it provides single use protection against AP and HE based projectiles. Once destroyed, it provides no protection whatsoever and can be easily destroyed by light cannon fire or by crashing into objects. Slat armour can be mounted at any vehicle service when you are driving the tank and the engine is off. IR Smoke IR Smoke or smoke charges is a way to prevent infantry and IFV fired ATGMs from striking your tank. When the enemy missile is locked or in flight towards you, the commander can press [C] to pop a smoke charge which will enhance your chances of dodging that missile. CSAT and You Spoiler Checkpoint Now we know about differing types of ammo and how the armour on our tank can deal with different incoming tank rounds. However, we have not discussed man portable weapons and their effect on us. RPG-7 This launcher is commonly wielded by Syndikat who have a small chance to spawn inside an AO. RPG-7s for Main battle tanks are an annoyance, they can damage ERA or Slat and any external modules like the tracks or the gun. This projectile is dumb fired, therefore IR smoke has no effect on its guidance. It has a penetration depth of 300mm. RPG-42 This launcher is way more common in the field. Compared to the RPG-7 it has a longer range but still is dumb fired. This projectile has more penetration than the RPG-7, being 650mm. This commonly used launcher is a threat to both the Rhino MGS UP and IFV-6a Cheetah. Titan MPRL Compact Of the two guided missile launchers, this is more common. It has the shared highest penetration of the four launchers you are likely to face in the field. The missile itself can be fired straight at your tank or via a top down approach which is dangerous as most tanks lack decent armour or ERA at the top of their turrets. Using IR smoke is recommended in this circumstance as it can very easily go through standard armour. This launcher has a penetration of 900mm. 9M135 Vorona This is the biggest threat to any tank, it has the shared highest penetration of 900mm with the Titan compact and IR smoke has no effect on its guidance. Therefore the only way to deal with this launcher is to have heavy armor, retreat after the enemy fires or pray for something to take the hit. Tank Analysis Spoiler There are 6 vehicles that are available to the Ironside role, which have unique and differing characteristics. Note: "hp" refers to the hitpoints a specific piece of armor or module has "(s)" means a module shares some of its hitpoints with the hull of a tank, hence, if this module is damaged, it will deduct from the hull of the tank. If a number follows, it is the percentage that is shared. "(st) means a module shares some of its hitpoints with the turret of a tank. The same rules apply with the "(s)" tag. "dmg" refers to the damage a shell can do. If the number before the dmg tag has a forward slash, it is accounting for the HE primary charge and KE secondary charge of a tandem round. "pen" refers to the penetration of a shell type "eff" refers to the effective armor of a tank 1. M2A4 Slammer UP Spoiler Class: Main Battle Tank Armament: 1x 120mm Cannon w/ 48 Rounds 1x 7.62mm Coaxial Machine gun w/20x200 Rounds 1x 12.7mm Commander Machine Gun w/ 4x200 Rounds 1x Smoke Generator Main gun Ammo Type: 24 APFSDS – T (884mm pen, 500 dmg) 12 HEAT - MP -T (600mm pen, 95/510 dmg) 12 HE- T (250 dmg) Armour and Health: Composite (900mm eff) ERA: Hull (Front/Sides) and Turret (Front/Sides) - 100 hp each Hull - 1620hp Engine - 360hp (s 20%) Fuel Tanks - 270hp (s 10%) Tracks - 650hp Turret - 270hp Barrel - 540hp Commander HMG - 90hp Crew Positions: Driver Commander Gunner 6 x Passenger Mobility: Top Speed: 64 km/h Pros: Most armoured Front mounted Engine protects crew and hull hitbox Lots of ammo Can carry infantry Cons: Large Profile Second Slowest "Verdict, use the Slammer as a tank to assist an infantry charge, you can carry infantry and also you are very resistant to infantry wielded AT weapons." 2. MBT-52 Kuma Spoiler Class: Main Battle Tank Armament: 1x 120mm Cannon w/ 44 Rounds 1x 7.62mm Coaxial Machine gun w/ 10x200 Rounds 1x 12.7mm Commander Machine Gun w/ 2x200 Rounds 1x Smoke Generator Main gun Ammo Type: 20 APFSDS – T (926mm pen, 500 dmg ) 12 HEAT – MP – T (600mm pen, 95/510 dmg) 12 HE- T (250 dmg) Armour and Health: Composite (800mm eff) Slat: Hull (Rear/Sides) and Turret (Rear/Sides) - 200hp Hull - 1280hp Engine - 480hp (s 50%) Fuel Tank - 400hp (s 30%) Tracks - 650hp Turret - 640hp Barrel - 640hp Commander HMG - 80hp Crew Positions: Driver Commander Gunner Mobility: Top Speed: 72 km/h Pros: Fastest Tank Jack of All Trades Cons: Lacking protection against AP Reduced Ammo capacity "Verdict, use the Kuma is a jack of all trades, it has good armor while not sacrificing on mobility, a better gun than the NATO vehicles. It is versatile" 3a. T-100 Varsuk Spoiler Class: Main Battle Tank Armament: 1x 125mm Cannon w/ 40 Rounds 1x 7.62mm Coaxial Machine gun w/ 10x200 Rounds 1x 12.7mm Commander Machine Gun w/ 2x150 Rounds 1x Smoke Generator Main gun Ammo Type: 16 APFSDS – T (889mm pen, 550 dmg) 12 HEAT– T (650mm pen, 150/533 dmg) 12 HE- T (300 dmg) Armour and Health: Composite (850mm eff) ERA: Hull (Front/Sides) and Turret (Front) - 100hp Hull - 1020hp Engine - 468hp (s 30%) Fuel Tanks - 425hp (s 30%) Tracks - 650hp Turret - 680hp Barrel - 680hp Commander HMG - 250hp Crew Positions: Driver Commander Gunner Mobility: Top Speed: 71 km/h Pros: Second Fastest Tracked Vehicle Low Profile Highest Gun Damage Stats Cons: Weakest Hull Hitpoints Reduced Ammo "Verdict, the Varsuk is a tank that traded armor for sneakiness, use the speed and low profile to sneak up on, and punish enemies." 3b. T-140 Angara Spoiler Class: Main Battle Tank Armament: 1x 125mm Cannon w/ 44 Rounds 1x 7.62mm Coaxial Machine gun w/ 2x1000 Rounds 1x 12.7mm Commander Machine Gun w/ 1x500 Rounds 1x Smoke Generator Main gun Ammo Type: 20 APFSDS – T (889mm pen, 550 dmg) 12 HEAT– T (650mm pen, 150/533 dmg) 12 HE- T (300 dmg) Armour and Health: Composite (700mm eff) ERA: Hull (Front/Sides/Top) - 400hp Slat: Hull (Rear/Sides) - 200hp Hull - 1750hp Engine - 420hp (s 20%) Fuel Tanks - 350hp (s 10%) Tracks - 650hp Turret - 1600hp (s 25%) Barrel - 800hp (st 25%) Commander HMG - 500hp Crew Positions: Driver Commander Gunner Mobility: Top Speed: 68 km/h Pros: Plenty of Ammo High hull hitpoints Good when hull down Cons: Large Profile Low armor thickness "Verdict, the Angara is a defensive tank, with large amounts of hitpoints but suprisngly low armor values use the extra hp to delay your death and continue firing." 4. Rhino MGS UP Spoiler Class: Tank Destroyer Armament: 1x 120mm Cannon w/ 32 Rounds 1x .338 Coaxial Machine gun w/ 4x200 Rounds 1x 12.7mm Commander Machine Gun w/ 2x200 Rounds 1x Laser Designator 1x Smoke Generator Main gun Ammo Type: 16 APFSDS – T (884mm pen, 500 dmg) 8 HEAT – MP – T (600mm pen, 95/510 dmg) 8 HE- T (250 dmg) 4 ATGM LG (800mm pen, 150/630 dmg) Armour and Health: Composite (480mm armor) ERA: Hull (Front) and Turret (Sides/Rear) - 200hp Slat: Hull (Sides/Rear) - 200hp Hull - 672hp Engine - 768hp (s 10%) Fuel Tank - 480hp (s 30%) Wheels - 250hp Turret - 384hp Barrel - 480hp Commander HMG - 480hp Crew Positions: Driver Commander Gunner Mobility: Top Speed: 119 km/h Pros: Most mobile Possesses cannon that fires ATGMs Good HE Protection .338 Coaxial Gun Cons: Low Armor Low Ammo capacity for main gun "Verdict, use the Rhino as a long range sniper, the high speed on roads should allow to quickly drive to the AO and set up. Also use those extremely deadly ATGMs." 5. IFV-6a Cheetah Spoiler Class: Self-Propelled Anti Air Gun Armament: 2x 35mm Auto cannon w/ 680 Rounds (60 pen, 60 dmg) 4x Titan Anti Air Missile Launcher w/ 2x4 Missiles (80 dmg) 1x Smoke Generator Armour Type: Composite (500mm eff) Hull - 800hp Engine - 50hp (s 50%) Fuel Tank - 250hp (s 30%) Tracks - 650hp Turret - 400hp Barrels - 300hp Commander Camera - 50hp Crew Positions: Driver Commander Gunner Mobility: Top Speed: 60 km/h Pros: 16km Radar range Can defend against auto cannon fire Cons: No Commander defensive weapon Not effective against armour Will not stand against large caliber weapons (105mm and above) "Verdict, put the Cheetah in a position where it is both free from the threat of infantry and tanks, while also having good elevation to shoot down aircaft, as that should be your priority." There are some vehicles that can spawn that are not necessarily located at the Ironside spawn. This is a side mission reward. T-140K Angara Spoiler T-140K Angara Class: Main Battle Tank Armament: 1x 125mm Cannon w/ 44 Rounds 1x 7.62mm Coaxial Machine gun w/ 2x1000 Rounds 1x 12.7mm Commander Machine Gun w/ 1x500 Rounds 1x Smoke Generator Main gun Ammo Type: 20 APFSDS – T (889mm pen, 550 dmg) 12 HEAT– T (650mm pen, 150/533 dmg) 12 HE- T (300 dmg) Armour and Health: Composite (700mm eff) ERA: Hull (Front/Sides/Top) - 400hp Slat: Hull (Rear/Sides) - 200hp Hull - 1750hp Engine - 420hp (s 20%) Fuel Tanks - 350hp (s 10%) Tracks - 650hp Turret - 1600hp (s 25%) Barrel - 800hp (st 25%) Commander HMG - 300hp Crew Positions: Driver Commander Gunner Mobility: Top Speed: 68 km/h Pros: Plenty of Ammo High hull hitpoints Good when hull down 30mm commander auto-cannon Cons: Large Profile Low armor thickness "Verdict, the Angara is a defensive tank, with large amounts of hitpoints but suprisngly low armor values use the extra hp to delay your death and continue firing. An extra 30mm cannon is added on top of your 120mm cannon for extra firepower." Parting words: Tracked Tanks CANNOT Be Airlifted!! Edited January 29, 2020 by Matsozetex v2 Added More detail 5 1 Share this post Link to post Share on other sites