ARMOR CREW COORDINATION & COMMS
MANEUVERING
- Orient. Command to get either the vehicle or gunner to align themselves to a specific direction. There are different orientation methods possible, described in the next section.
- Hull down. Command to get the tank into a hull down position. More details (such as orientation direction) are given as necessary.
- Turret down. Command to retreat the tank into a masked, turret-down position.
- Jockey left/right. Command to maneuver the tank into concealment, shift left or right, then pop back up. Described in more detail later.
ENGAGEMENT
- Firing. Gunner alert to let the crew know he is firing his weapons.
- Long/Over. Commander or gunner has observed a shot that went over the target. Gunner must adjust lower to hit the target.
- Short. Commander or gunner has observed a shot that landed in front of the target. Gunner must adjust up to hit the target.
- More lead / less lead. Gunner needs to apply more or less lead to hit the target, based on the fall of his previous round.
- Hit. Commander or gunner has observed a shot that hit the target directly.
- Up. Main gun is ready to fire. Typically given after a reload.
- SMOKE, SMOKE. Emergency command from the driver or gunner to have the commander deploy smoke immediately and have the driver maneuver evasively. Note that if smoke needs to be employed in a non-emergency situation (ie – to screen infantry movements), the command becomes “Deploy smoke" and is spoken with less of an “oh shit!" intensity.
READINESS
- On target. Gunner is on-target and ready to fire. Can also use “Tally", an air brevity term.
- Don’t see/Not seen/No vis. Gunner cannot see the target that has been described to him. Can also use “No joy", an air brevity term.
When directing the movement or gunnery of a tank or armored vehicle, several methods of orientation can be employed. They are as follows.
- Orient. The command “Orient" informs the gunner or driver to align with the commander’s orientation using the vehicle radar. This method is extremely quick and easy for the commander and gunner/driver but will not be as accurate as giving a bearing. Example usages follow.
- “Gunner, orient." Gunner turns turret to face the direction of the commander turret.
- “Driver, orient." Driver turns vehicle to face the direction of the commander turret.
- “Driver, orient on gunner." Driver turns vehicle to face the direction of the gunner’s turret.
- Compass bearing. Using the digital compass the commander will read of his bearing to allow the gunner/driver to traverse to the same bearing. This method is very accurate and generally the preferred method to use. Example usages follow.
- “Gunner, orient 235″. Gunner will orient to a heading of 235.
- “Gunner, target, 115, tank." Gunner must traverse to 115 degrees to spot and engage a tank.
- “Gunner, your sector of fire is from 070 to 165." Gunner will scan an arc stretching from 070 to 165 degrees until directed otherwise.
- Clock orientation. When using the clock method, the hull of the vehicle forms the 12 o’clock reference. Note that this method is not terribly accurate and should only be used at close ranges. It can also be used by any crew member (driver, passenger, loader) that spots a target which the turret crew hasn’t seen yet.
- “Driver, friendly truck in trail at our 5 o’clock". Driver becomes aware of the fact that a friendly vehicle is nearby in a given direction. If he needs to back up unexpectedly, he can attempt to avoid maneuvering to the 5 o’clock position in the hopes of avoiding hitting friendlies.
- Relative direction. Relative directions are the simplest and most coarse orientations possible – this is simply the act of saying “Left", “Right", “Front-left", et cetera. Relative directions are most commonly used when guiding the driver or shifting fire from a known point. Example usages follow.
- “Driver, friendly infantry on our left, very close." Driver becomes aware of friendlies nearby, which causes him to be more cautious in his maneuvering.
- “Gunner, orient right, scan the treeline." Gunner will maintain an orientation to the right of the vehicle as it moves, scanning the designated treeline for enemy targets.
- “Gunner, from your last shot, shift right one hundred meters and engage that bush line." Gunner will shift his fire to a bush line near where his last shot landed and engage it.
THE TANK/VEHICLE COMMANDER IN DETAIL
Tank/Vehicle Commanders have a great many responsibilities and things they must stay aware of in order to effectively employ their vehicles and keep their crews alive. The following sections detail some of the more significant aspects of what they are expected to do.
- Ensure your crew is aware of where likely enemy threats are, and is oriented as best as possible before any contact is made. Predicting where the enemy is and looking in their general direction is far better than being caught by surprise and having to react to their fire.
- Prioritize your threat selection and engagement based on the capabilities and imminent danger posed by the enemy. Enemy armor and ATGM systems are always the highest priority, followed by unguided rocket soldiers, and finally everything else.
- Once your hull-down tank has been spotted and has received or is likely to receive incoming fire, go turret down and jockey to a new position. Jockeying is described in further detail a bit later on – it is simply the act of changing positions in a concealed manner so that the tank can pop up in a different location each time it engages the enemy.
- Avoid moving straight forward from an over watch position or battle position. Jockeying to a new position or backing away from the position and going around on the low ground are usually better choices.
- Stay on low ground as much as possible. Moving on top of of ridge lines and over hilltops will skyline the vehicles.
- You should only move as fast as your gunner can accurately observe and engage targets. Blitzing through an area will generally result in you taking fire that could have been avoided with a more deliberate movement scheme.
- Commanders must remember that the driver has restricted field of view. When referencing landmarks, bear in mind that they must be between 11 and 1 O’clock and at roughly the same elevation for the driver to be able to see them, unless he is turned out. Some tanks, like the Slammer, do not allow a driver to turn out due to the design of the turret.
- When moving, taking the time to explain the desired position for the tank to end up at as well as the route to use will allow the driver to carry out the movement with minimal supervision. This may not be possible at all times, but when there is time for it, it can increase situational awareness by allowing the commander to scan for threats instead of focus so much on navigating the driver.
- While driving in formation with other vehicles, or in close support of friendly infantry, keep in mind that your driver will not be able to see them. Commanders must guide the driver in such situations.
- There will be a short delay when ordering the driver to stop, or execute any other command, due to the time it takes for armored vehicles to come to a stop. Give commands 1-2 second in advance or give commands such as “Driver, advance 10m" or “Driver, advance to the next intersection".
- As a vehicle commander, you should always be communicating the gunner’s area of responsibility. Using bearings, clock ray or landmark reference are some of the many methods to set your gunners left and right of arc.
- Set your gunner’s rules of engagement and keep them updated as the situation evolves. “Hold Fire", “Priority Targets Only" or “Fire at Will" are the most common. “Priority Targets Only" will inform the gunner to only engage targets that pose a threat to your vehicle or other friendly forces. It is generally advised to have a gunner set to “Fire at will" to ensure the quickest reaction to threats.
- Use your gunner’s improved optics to observe distant targets. Your gunner will be able to aim at anything suspicious that you can’t identify through the commander periscope and get a clearer ID on it – you simply need to orient him on such suspicious things in the first place.
- Continually inform your crew of the positions of friendly elements to maintain their situational awareness. As the vehicle commander, the rounds that come from your vehicle are ultimately your responsibility. Ensure that they’re only being sent towards the enemy.
- Your view through the commander’s periscope will be different from the gunner’s view through the primary gun sight, due to the commander being elevated somewhat. Remember this when working with your gunner, as terrain features could block line of sight from one of the view ports for him without necessarily obstructing your view.
- Keep the gunner’s orientation in mind when moving in close terrain or urban areas. The cannon extends past the side of the vehicle when at the 9 or 3 o’clock and can collide with passing objects. While this will not damage the cannon in Arma 3, it will jar the vehicle and disrupt movement.
COMMANDER INITIATED ENGAGEMENT
A commander initiated engagement (CIE) is similar to the contact report used by infantry, but tailored towards the equipment and requirements of armored vehicle crews.
It is important that the commander is quick, clear and concise when giving a Commander Initiated Engagement. Passing the vital information in a timely matter will ensure the safety of yourself, your vehicle and other friendly elements. To this end, let’s take a look at the different components of a CIE.
- Alert. Identifying the position “Gunner" is the standard alert; however, the infantry word “Contact" or “Target" is also acceptable. This will alert the gunner a CIE is about to follow.
- Orient. There are three common methods to orient the gunner on target. Choosing which method will be determined by the VC’s preference and the difficulty for the gunner to find the target. They are the same as those detailed above in the “Orientation" section. In addition to giving the direction, the distance is also give, typically with the assistance of the vehicle’s laser rangefinder.
- Describe. Quickly describe what exactly the target is – for example, whether it is a tank or an enemy squad in the open. This will confirm for the gunner what his precise target is, which is of particular importance when multiple threats may be present in a given area. Brevity should be exercised in this step as speed is very important in a CIE.
- If the gunner observes the target, which should hopefully be the case, he will verbally state “On" to inform the VC he is observing the target. If the gunner cannot find the target the command “Not seen" will be used to inform the VC he needs to expound on the CIE to get on target.
- Once the gunner is on target, the commander will finish the CIE by designating the weapon system to be used (Coax, SABOT, HE, etc.) and end with the command “Fire".
- In the interest of saving time, which in turns saves lives in vehicle engagements, the commander can give the weapon system and “Fire when ready" command after step 3. This will inform the gunner to fire as soon as the target is in sight.
Once you have given a CIE and the gunner is engaging the target, begin to scan for other targets. Your gunner will be able to observe the target and finish it, while you should be worried about any other enemy threats that may be around. Ideally, you will spot a new threat and give your follow-on CIE commands just after the gunner has finished destroying the initial threat.
The following threats are the most common ones encountered by armored vehicles. I have avoided mentioning two other possible threats – cannons and artillery – which can be read about in other sections.
INFANTRY ANTI-TANK ROCKETS (AT)
Infantry anti-tank rockets are the unguided weapons most commonly found in infantry units to protect them against enemy vehicles and armor. They come in a variety of types, with some being single-shot disposable systems (AT-4, RPG-22, LAW), while others have a reloadable component with a variety of warhead types to select from, like the RPG-42.
Depending on their size and warhead, these can cause significant trouble for most armored vehicles. They will not outright destroy main battle tanks with a single shot as a general rule, but their stronger variants can do that to light and medium armored systems, and massing multiple launchers can greatly enhance their effectiveness.
Due to their unguided nature, AT rockets tend to have a relatively short effective range, particularly when employed against moving or obscured/masked vehicles. A long shot is considered to be beyond 400m, and none of them are capable of reaching a kilometer.
Anti-tank rockets are capable of causing mobility and firepower kills, as well as injuring any personnel embarked in a vehicle. The best way to avoid them is to be vigilant in scanning, utilize proper movement techniques, and be able to think like an enemy AT soldier and predict how they might be employed against you.
ANTI-TANK GUIDED MISSILES (ATGM)
ATGM’s come in three main types on the ground – infantry carried, such as the PCML or Titan, crew-served, such as the TOW, or crew-served vehicle-mounted. They are also featured on rotary- and fixed-wing aircraft, like the TOW, Hellfire, Skalpel, and Maverick missile systems.
ATGM’s are guided missiles with powerful warheads that can wreck armored vehicles with ease. They are incredibly dangerous weapon systems. The only defense against them is doing whatever you can to not be shot at – once they’re in the air, nothing short of vehicle armor and active defense systems can save you, and neither is 100% effective. Driving into thick concealment like trees or an urban area is the best option if either are nearby, as there’s a chance that the missile might impact a building or tree before it can make it to your vehicle.
ATGMs such as the BTR-K’s Titan can be fired in a wire-guided mode, allowing them to engage low-flying aircraft without needing to acquire a lock first.