Thread: Atgm
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Old November 22nd, 2013, 07:42 PM
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Default Re: Atgm

Quote:
Originally Posted by jivemi View Post
Here's something from a CIA report on the '73 Yom Kippur War:

"Antitank Weaponry.
The most effective tank killer in this war was the tank--90 percent of the Arab tanks and at least 75 percent of the Israeli tanks destroyed during the war were hit by enemy tanks.

Antitank missiles such as the Sagger, RPG-7, LAW, and TOW could be countered by appropriate tactics, although they represented a new and dangerous presence on the battlefield."
Not sure that's the case anymore & the game reflects this well enough.

First generation ATGMs were more of a bother while modern ones seriously restrict armor movement. Possibly one reason why the likes of small mortars & GL launchers are gaining favour. They are good for supporting attacks against dug in positions & have the range vs ATGMs.

In game terms first generation have an accuracy of 60 or so modern stuff 90, one you have a good chance of avoiding the other not so much.

Russia was not worried about first generation ATGMs but took the threat very seriously when 2nd generation ATGMs were issued in numbers.

Also I seem to remember in Iraq more tanks were killed by Bradleys than Abrams.

Modern ATGMs are a game changer there are not many sides that don't have ATGMs in the later eras but try playing vs a side without them.
If you have a mech formation with say a platoon of tanks you will take minimum losses.
Infantry scouts & fires the odd shot at retreating units.
APC/IFV can give faily close support without worry & are your major killers.
Tanks, set them to only engage infantry above say 400m & they will reserve fire for any armor that shows up.
Now just move forward & clear anything that's not dense terrain because you can now operate as intended.
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