Anti-vehicle Handbook - UNITAF Force Manual (FM)




Anti-vehicle Handbook
The FM outlines our core skills, policies and guides to ensure every member stands ready for the mission ahead.



FM/G48 - Introduction to Skill Cards

Guide
FM/BG-214 - What is a Skill Card
Guide

A Skill Card compiles relevant information for specific combat areas from the UNITAF Force Manual and plays a crucial role in the peer-to-peer training system. It facilitates evaluations among members, highlighting individual strengths and weaknesses. This feedback enables members to see exactly where they currently excel and where they may need improvement providing a clear focus for training development. The card includes essential Guide, Policy, and Skill information and assigns skills to a starting Tier level, indicating the stage at which these skills should be mastered and integrating them seamlessly into the Tier Progression system.

Guide
FM/BG-408 - Getting ratings on your skill card
Guide

To enhance your Skill Card ratings in UNITAF you should actively seek evaluations from more experienced members.

  1. Identify: Refer to the training team of the skill card you are looking for ratings on
  2. Request: Politely ask these members to monitor your performance during operations and practices, or even ask them to give you 1-1 observation privately, specifying the skills you'd like to be evaluated on.
  3. Participate: Engage in exercises and operations as frequently as possible. The more you're involved, the more opportunities experienced members will have to evaluate your abilities.

This proactive strategy ensures that your evaluations are based on comprehensive observations across multiple scenarios, providing a clearer and more accurate reflection of your skill levels. Over time, this approach to gathering feedback will help you pinpoint areas for improvement, aiding in your overall development and progression in UNITAF.

Guide
FM/BG-409 - Rating other skill cards
Guide

Rating other's Skill Cards in UNITAF is an integral part of the peer-to-peer training system, fostering a culture of continuous feedback and development, you can only rate skill cards if you have been appointed to the Training Team of the skill cards combat area.

  1. Understand: Familiarise yourself with the skill definitions and proficiency level criteria outlined in the Skill Cards. This ensures your evaluations are grounded in the established framework.
  2. Observe: When evaluating peers, consider their performance over a range of recent operations and practices. Look for consistency and adaptability in their skills across different scenarios. Ensure your ratings are objective, based on observed performance rather than personal relationships. Fair evaluations help maintain the integrity of the training system.
  3. Feedback: Aim to offer feedback where you can that is constructive and actionable. Highlight strengths while also suggesting areas for improvement, helping your peers understand how they can develop their skills further.

After making an assessment, update the Skill Card in a timely manner. This keeps records up-to-date and allows for immediate reflection and action on the feedback. By actively participating in the rating process, you contribute to the growth of your peers and the overall effectiveness of UNITAF's training ecosystem.

FM/G92 - Training Teams

Guide
FM/BG-456 - Introduction to Training Teams
Guide

The 'Training Team' is a specialised group within the unit responsible for overseeing and managing the evaluation and improvement of a specific combat area. Comprising appointed individuals including Chief Instructors, Staff Instructors, Training Instructors, and Observers, the team operates under the guidance of Training Command. Each member has distinct roles and responsibilities, ranging from providing subject matter expertise to facilitating training sessions and assessing skill levels. Together, they ensure that training standards are met, skills are effectively taught and practiced, and feedback is provided to enhance individual and unit proficiency in specific combat areas.

Policy
FM/BP-457 - Chief Instructors
Policy
  • Designated member of the unit serving as a subject matter expert in a specific combat area
  • Minimum of 1 and maximum of 2 may be assigned to any combat area
  • Acts as a senior advisor to unit command, providing guidance on potential changes and advising on ongoing discussions
  • Active participant in training, application, and observation of combat area skills
  • Holds the highest weighted opinion among all other roles
  • Accountable to both the Staff Instructor and Training Command
  • Appointment made at the discretion of Training Command
Policy
FM/BP-458 - Staff Instructors
Policy
  • Member of J7 Staff responsible for overseeing a specific combat area, its training and training team
  • Minimum of 1 and maximum of 2 per skill card; each staff member can oversee up to 4 skill cards in total
  • Serves as the primary point of contact in the combat area for Training Command, Chief Instructors, Instructors, Observers, and the wider unit
  • Ensures adequate training and practices are conducted through the training team
  • Appoints and removes Training Instructors and Observers as needed, based on advice from Chief Instructors and in collaboration with Training Command
  • Collaborates with Policy staff to implement changes and distribute them upon publication by Unit Command
  • Holds the second highest weighted opinion among the roles involved
  • Actively participates in training, application, and observation of combat area skills
  • Accountable to Training Command and appointed at their discretion
Policy
FM/BP-459 - Training Instructors
Policy
  • Unit member appointed as a Training Instructor in a specific combat area, having transitioned from the role of Observer
  • Recognized by the training team as a well-rounded individual capable of effectively teaching relevant combat area skills in group settings
  • Possesses a solid understanding of the combat area skills
  • Holds the third highest weighted opinion among the roles involved
  • Limited to a maximum of 6 Training Instructors per combat area
  • Actively engages in training, application, and observation of combat area skills
  • Accountable to both the Staff Instructor and Chief Instructors
Policy
FM/BP-460 - Observers
Policy
  • A member of the unit who is appointed as an Observer in a specific combat area, who in the eyes of the training team is trusted to assess others in a non-teaching capacity in the combat areas skills.
  • Typically a starting role on route to Training Instructor.
  • Holds the lowest weighted opinion.
  • Maximum of 8 per combat area
  • Active in the training, application and observation of combat area skills.
  • Accountable to the Training Instructors and Chief Instructors.

FM/G18 - Vehicle class identification

Guide
FM/BG-101 - Vehicle identification overview
Guide

Vehicle identification is a useful skill for anyone on the battlefield, and a requirement for many of the more specialised roles. While some vehicles pose only a minimal threat, some can halt an entire platoon by themselves. As such accurate identification is crucial to good situational awareness, planning and tasking.

  • Identifying a vehicle can be done at three levels of depth:
    • Vehicle class
    • Subclass within vehicle class
    • Specific vehicle model
  • Not all vehicles within a class fall under a subclass.
  • Vehicle identification covers only military vehicles. 
  • Any other vehicle should be referred to by it's common name, e.g.
    • pickup 
    • truck
    • bicycle
    • jetski
Guide
FM/BG-129 - Common terminology for vehicle identification
Guide
  • Auto-cannon: an automatic gun with a caliber between 20-60 mm
  • Cannon: a gun bigger than an auto-cannon
  • Direct fire: firing a weapon within the line-of-sight of the user of the weapon in a (relatively) flat trajectory
  • Indirect fire: firing a weapon outside the line-of-sight of the user of the weapon
T-I+ Skill
FM/BS-102 - Identify light vehicles
T-I+ Skill

Rapidly identify a light vehicle as being:

  • Wheeled
  • Not armed with an autocannon or larger
  • Not classified as an AFV

Those at higher proficiency are able to identify the subclasses as:

  • Technical: civilian vehicle adapted for military use
  • MRAP: mine resistant and protected against small arms
  • Truck: military truck
A column of US Army M1114 uparmored HMMWV (or Humvee)

Above: A column of US Army M1114 uparmored HMMWV (or Humvee)

T-I+ Skill
FM/BS-103 - Identify AFVs
T-I+ Skill

Rapidly identify a AFV as being:

  • Wheeled or tracked
  • Armed with nothing to cannon, intended for direct fire
  • Protected against at least small arms

Those at higher proficiency are able to identify the subclasses as:

  • APC: armed with up to a heavy machine-gun
  • IFV: armed with an autocannon
  • Assault gun: armed with a cannon
  • ATGM carrier: armed with ATGMs (anti-tank guided missile) as primary armament
US Army M1126 Stryker AFV on patrol

Above: US Army M1126 Stryker AFV on patrol

T-III+ Skill
FM/BS-104 - Identify tanks
T-III+ Skill

Rapidly identify a tank as being:

  • Tracked
  • Turreted
  • Protected against at least auto-cannon fire
  • Having a cannon capable and intended for direct fire

There are no subclasses.

A section of US Army M1A2 SEPv2 Tanks engaging enemy forces

Above: A section of US Army M1A2 SEPv2 Tanks engaging enemy forces

T-III+ Skill
FM/BS-108 - Identify artillery
T-III+ Skill

Rapidly identify artillery as being:

  • Towed, wheeled or tracked
  • Having a cannon or rocket tubes intended for indirect fire

Those at higher proficiency are able to identify the subclasses as:

  • Towed artillery: cannot move by itself
  • Self propelled artillery: cannon/rocket tubes are mounted on a wheeled or tracked vehicle
M119 Howitzer towed artillery unit in it's deployed configuration

Above: M119 Howitzer towed artillery unit in it's deployed configuration

T-III+ Skill
FM/BS-105 - Identify anti-air
T-III+ Skill

Rapidly identify anti-air being:

  • Primarily inteded for engaging helicopters or planes

Those at higher proficiency are able to identify the subclasses as:

  • AAA (anti-air artillery): primary armament is one or more guns
  • SAM: primary armament is surface-to-air missiles
ZSU-23 Shilka Anti-Aircraft System

Above: ZSU-23 Shilka Anti-Aircraft System

T-IV+ Skill
FM/BS-109 - Identify helicopters
T-IV+ Skill

Rapidly identify a helicopter as being:

  • Capable of powered flight
  • Generating lift with one or more horizontally spinning fixed rotors

Those at higher proficiency are able to identify the subclasses as:

  • Utility helicopter: armament is only intended for self defense (e.g. a door gun)
  • Attack helicopter: armament is intended for offensive use (e.g. rocket pods)
US Army AH-64D Apache Gunship

Above: US Army AH-64D Apache Gunship

T-IV+ Skill
FM/BS-465 - Identify tiltrotor aircraft
T-IV+ Skill

Rapidly identify tiltrotor aircraft as being:

  • Capable of powered flight
  • Generating lift with one or more horizontally spinning rotors capable of rotating in flight

There are no subclasses.

T-IV+ Skill
FM/BS-107 - Identify planes
T-IV+ Skill

Rapidly identify a plane as being:

  • Capable of powered flight
  • Generating lift with wings

Those at higher proficiency are able to identify the subclasses as:

  • Cargo plane: military plane used to ferry cargo or passengers
  • Attack plane: slower flying aircraft intended for ground attack
  • Fighter plane: fast flying aircraft intended to fight other planes
US Air Force A-10A Warthog releasing a GBU-48 Enhanced Paveway II

Above: US Air Force A-10A Warthog releasing a GBU-48 Enhanced Paveway II

FM/G24 - Vehicle model identification

Guide
FM/BG-130 - Identifying a BTR-60/70/80
Guide

As the main APC of the Soviet/Russian army the BTR has a crew of 3 that sits at the front, a passenger compartment in the middle with a door on each side of the vehicle and a rear-mounted engine. It is armed with either a 14.5mm MG or a 30mm auto-cannon and is amphibious. 

When targeting this vehicle you should: shoot at it frontally or from the rear, as side shots are tricky and it is easy to hit the passenger compartment missing vital components.

A pair of Chedaki BTR-60 APCs

Above: A pair of Chedaki BTR-60 APCs

Guide
FM/BG-131 - Identifying a BMP-1
Guide

The BMP-1 is one of the most common types of Soviet/Russian IFVs, it has a crew of 3 that sits in the middle of the vehicle, a passenger compartment in the rear and a front mounted engine. It is armed with a 76mm cannon, and some versions are also equipped with an ATGM and is amphibious. 

When targeting this vehicle you should: shoot frontally or from the side and from the rear only with APFSDS. Shooting from the front will take out the engine, when shooting from the side aim from the front half of the vehicle, as everything behind the turret is passenger compartment. Hitting from the rear will not damage the vehicle unless it can penetrate deep into the vehicle.

A pair of Russian BMP-1 IFVs

Above: A pair of Russian BMP-1 IFVs

Guide
FM/BG-132 - Identifying a BMP-2
Guide

The BMP-2 is an improved BMP-1 equipped with a 30mm autocannon instead of the 76mm cannon.

Russian BMP-2M IFV

Above: Russian BMP-2M IFV

FM/G16 - Using man-portable launchers

Guide
FM/BG-80 - Firing from enclosures
Guide

Firing anti-tank weapons indoors can be very hazardous. Avoid doing so when possible as the backblast can kill or seriously injure you due to the restrictions of the structure.

Soft-launch weapons like the Javelin or NLAW can be safely fired out of an enclosed space, but RPGs, AT-4s, SMAWs, and other common hard-launch anti-tank weapons cannot.

T-I+ Skill
FM/BS-82 - Choose an appropriate firing position
T-I+ Skill

Use a firing position that provides:

  • as good of a shot as possible on the target
  • the best possible cover
  • no backblast hazard (like an enclosed space)
T-I+ Skill
FM/BS-83 - Alert others of intent to fire
T-I+ Skill

When preparing to make an anti-vehicle shot, quickly scan the surrounding area while loudly declaring others to "Clear backblast!". The scan is intended to give visibility on who or what may be behind the launcher and help visually verify that the backblast area is clear of friendly personnel.

T-I+ Skill
FM/BS-84 - Check backblast is clear
T-I+ Skill

Declare "Backblast clear!" to let the gunner know that they are able to safely fire, after clearing the danger area by visually scanning it.

T-I+ Skill
FM/BS-85 - Alert and fire the rocket
T-I+ Skill

Upon hearing "Backblast clear!", or having visually confirmed that the area is clear, confirm the sight picture, loudly declare "Rocket!" and then fire the weapon.

FM/G19 - Roles in an a weapons team

Policy
FM/BP-110 - Weapons team gunner
Policy
  • Senior member of the team.
  • Carries the weapon.
  • Chooses the firing position for the team.
  • Engages targets and listens to his assistant-gunner's directions.
  • Decides on the best engagement method to use on the given target.
Policy
FM/BP-111 - Weapons team assistant gunner
Policy
  • Junior member of the team.
  • Equipped with binoculars, he carries additional ammo for the weapon and acts as a spotter for the gunner.
  • Gives adjustments to the gunner's fire, scans for, and prioritizes enemy targets and emplacements.
  • Provides ammo to the gunner when required.
Guide
FM/BG-112 - Crew served weapons
Guide

Crew served weapons are weapons which whether static or mobile, require multiple personnel to function properly. Good examples of Crew Served Weapons are Mortars or Artillery, or Heavy Machine Guns on static emplacements where when disassembled, require two people to be carried.

FM/G14 - Disposable launchers

Policy
FM/BP-113 - What classifies as a disposable launcher?
Policy

A disposable launcher is a man-portable launcher that meets the following criteria:

  • Is not guided
  • Is not re-loadable (i.e. is single-use/disposable)
LAT Rifleman prepares to fire the M136 Light anti-tank launcher

Above: LAT Rifleman prepares to fire the M136 Light anti-tank launcher

Guide
FM/BG-579 - Unguided launcher ranges
Guide

The following table contains the effect range of various launchers against the different types of targets, and the maximum range after which the warhead will self-destruct.

 Static point targetMoving point targetArea targetMaximum
AT-4 (M136)300m150m500m2100m
NLAW800m800m1000m1000m
MAAWS500m400m800mDoes not self-destruct
SMAW250m (HEDP) / 500m (HEAA)250m500m1800m
M72 LAW200m100m400mUnknown
PzF 3400m300m500mUnknown
T-I+ Skill
FM/BS-76 - Hit static targets within the effective range of the unguided man-portable weapon system
T-I+ Skill

Hit non-moving (static) targets:

  • Within the effective range of the weapon
  • While using a unguided weapon system
T-II+ Skill
FM/BS-99 - Hit moving vehicle targets within the effective range of the unguided man-portable weapon system
T-II+ Skill

Hit moving (non static) targets:

  • Within the effective range of the weapon
  • While using an unguided weapon system
T-III+ Skill
FM/BS-125 - Aim at the correct part of a vehicle with an unguided launcher
T-III+ Skill

When shooting an unguided rocket, use the following criteria to determine the part of a vehicle to aim for:

  • Will the rocket penetrate? Generally the front of the vehicle will be the strongest part, while the rear will be the weakest. Impact angle should be as close to 90° as possible.  
  • Will the rocket cause damage? The rocket needs to hit a certain part of a vehicle to do damage to it. The best components to hit are the turret and the engine, with worst being the passenger compartment. Keep in mind different types of ammunition will affect the type and amount of damage a vehicle takes from a hit.
From top left to bottom right: Rear, Flank, Frontal, Frontal Oblique, Rear Oblique

Above: From top left to bottom right: Rear, Flank, Frontal, Frontal Oblique, Rear Oblique

T-III+ Skill
FM/BS-127 - Prioritize targets for man-portable weapon system
T-III+ Skill

Prioritize vehicle targets based on the following factors:

  • Urgency of the threat: immediate threats should be engaged first, with vehicles posing no threat either engaged last or not engaged at all.
  • Success chance: every engagement should have the highest possible likelihood to succeed. In any case, refrain from shooting when:
    • the target is out of range
    • the target is moving too fast
    • the target cannot be effectively damaged
  • Future considerations: do not engage vehicles when doing so might have negative effect later. e.g. shooting an AT-4 at a technical, when expecting BMPs.
T-II+ Skill
FM/BS-631 - Engage structures with a launcher
T-II+ Skill

Engage a structure using a launcher, after obtaining permission from the element leader, by:

  • hitting inside the structure with an HE warhead
  • hitting the outside of the structure with a warhead that has a penetrating effect (e.g. HESH)

FM/G21 - Reloadable unguided launchers

Guide
FM/BG-116 - What is a medium anti-tank team (MAT)?
Guide

A medium anti-tank (MAT) team is a rocket team that is capable of delivering accurate and deadly direct-fire against tanks, bunkers, buildings, and other suitable hard targets. They are commonly attached to a platoon when assaulting fortified positions or when enemy armored assets are expected. Two example MAT weapons are the SMAW and MAAWS launchers.

Policy
FM/BP-117 - What classifies as a reloadable unguided launcher?
Policy

A reloadable unguided launcher is a man-portable launcher that meets the following criteria:

  • Is not guided
  • Is reloadable
  • Often has multiple round types for a variety of uses
AT Rifleman (Medium) engaging a Russian IFV with a M2 Carl Gustav

Above: AT Rifleman (Medium) engaging a Russian IFV with a M2 Carl Gustav

Guide
FM/BG-579 - Unguided launcher ranges
Guide

The following table contains the effect range of various launchers against the different types of targets, and the maximum range after which the warhead will self-destruct.

 Static point targetMoving point targetArea targetMaximum
AT-4 (M136)300m150m500m2100m
NLAW800m800m1000m1000m
MAAWS500m400m800mDoes not self-destruct
SMAW250m (HEDP) / 500m (HEAA)250m500m1800m
M72 LAW200m100m400mUnknown
PzF 3400m300m500mUnknown
T-I+ Skill
FM/BS-76 - Hit static targets within the effective range of the unguided man-portable weapon system
T-I+ Skill

Hit non-moving (static) targets:

  • Within the effective range of the weapon
  • While using a unguided weapon system
T-II+ Skill
FM/BS-99 - Hit moving vehicle targets within the effective range of the unguided man-portable weapon system
T-II+ Skill

Hit moving (non static) targets:

  • Within the effective range of the weapon
  • While using an unguided weapon system
T-III+ Skill
FM/BS-125 - Aim at the correct part of a vehicle with an unguided launcher
T-III+ Skill

When shooting an unguided rocket, use the following criteria to determine the part of a vehicle to aim for:

  • Will the rocket penetrate? Generally the front of the vehicle will be the strongest part, while the rear will be the weakest. Impact angle should be as close to 90° as possible.  
  • Will the rocket cause damage? The rocket needs to hit a certain part of a vehicle to do damage to it. The best components to hit are the turret and the engine, with worst being the passenger compartment. Keep in mind different types of ammunition will affect the type and amount of damage a vehicle takes from a hit.
From top left to bottom right: Rear, Flank, Frontal, Frontal Oblique, Rear Oblique

Above: From top left to bottom right: Rear, Flank, Frontal, Frontal Oblique, Rear Oblique

T-III+ Skill
FM/BS-127 - Prioritize targets for man-portable weapon system
T-III+ Skill

Prioritize vehicle targets based on the following factors:

  • Urgency of the threat: immediate threats should be engaged first, with vehicles posing no threat either engaged last or not engaged at all.
  • Success chance: every engagement should have the highest possible likelihood to succeed. In any case, refrain from shooting when:
    • the target is out of range
    • the target is moving too fast
    • the target cannot be effectively damaged
  • Future considerations: do not engage vehicles when doing so might have negative effect later. e.g. shooting an AT-4 at a technical, when expecting BMPs.
T-II+ Skill
FM/BS-631 - Engage structures with a launcher
T-II+ Skill

Engage a structure using a launcher, after obtaining permission from the element leader, by:

  • hitting inside the structure with an HE warhead
  • hitting the outside of the structure with a warhead that has a penetrating effect (e.g. HESH)

FM/G22 - Guided launchers

Guide
FM/BG-119 - What is a heavy anti-tank (HAT) team?
Guide

The heavy anti-tank team (HAT) wields the most deadly anti-tank infantry-carried weapon systems available. When heavy armor is expected, they are great assets to have attached to the platoon. HAT in Arma 3 comes most typically in the form the Javelin missile.

Policy
FM/BP-120 - What classifies as a guided launcher?
Policy

A guided launcher is a man-portable launcher that meets the following criteria:

  • Is guided
  • Is re-loadable (in most cases)
  • Often has multiple round types for a variety of uses
AT Specialist (Heavy) prepares to fire the FGM-148 Javelin Missile

Above: AT Specialist (Heavy) prepares to fire the FGM-148 Javelin Missile

T-IV+ Skill
FM/BS-121 - Use thermal optics to find targets
T-IV+ Skill
  • Use the thermal optics to find targets
  • Differentiate between active vehicles and disabled/destroyed vehicles
MH-6 Observer performs a battle damage assessment using thermal imaging

Above: MH-6 Observer performs a battle damage assessment using thermal imaging

T-IV+ Skill
FM/BS-122 - Use the correct attack type for the correct job (top down vs direct)
T-IV+ Skill
  • Use top-down attack mode wherever possible to hit the top armour (almost always the weakest part of the vehicle).
  • Use direct attack mode in situations when firing from confined spaces, or forests where top-attack would be hazardous.
T-III+ Skill
FM/BS-127 - Prioritize targets for man-portable weapon system
T-III+ Skill

Prioritize vehicle targets based on the following factors:

  • Urgency of the threat: immediate threats should be engaged first, with vehicles posing no threat either engaged last or not engaged at all.
  • Success chance: every engagement should have the highest possible likelihood to succeed. In any case, refrain from shooting when:
    • the target is out of range
    • the target is moving too fast
    • the target cannot be effectively damaged
  • Future considerations: do not engage vehicles when doing so might have negative effect later. e.g. shooting an AT-4 at a technical, when expecting BMPs.
This page generated 1.39MB in 0.1016 seconds.