Version 1 / 5min read / Updated Tue 25 Feb 2020 / 85 views
Anti-Tank Rifleman, Light ("LAT")
Fireteams will typically carry light anti-tank weaponry if enemy armor is expected to be present in an area. Generally, this will result in the team's rifleman being given a single-shot light anti-tank weapon like the AT-4 or M136. The anti-tank rifleman will carry out their normal rifleman duties, and in the event that enemy armor is encountered, they will immediately transition into anti-tank mode and attempt to take it out based upon their team and squad leader's directives.
As their name implies, light anti-tank launchers are an effective weapon for usage against light armor such as armored personnel carriers, while heavier armor such as that found on main battle tanks will require multiple impacts from LAT weaponry to defeat.
An anti-tank rifleman prepares to fire their AT-4 at enemy light armor
Note that if the standard rifleman role is replaced by an anti-tank gunner in the fireteam, the AAR becomes the junior role, followed by the anti-tank gunner, the AR, and finally the FTL. This is to ensure that the junior team member does not have anti-tank responsibilities, as they can be rather significant roles in the missions that need them.
Are proficient with their assigned anti-tank weapon and are able to engage enemy armor with confidence out to at least 300 meters.
The more, the merrier - 300m is the bare minimum expected. To attain this proficiency, AT riflemen are expected to spend 'range time' engaging stationary and moving targets at various distances until they are confident in their first-shot abilities.
Take only the shots they know they can hit.
Due to it being a single-shot weapon, an AT rifleman cannot afford to miss their shot. When in doubt, if time and the tactical situation allow for it, don't hesitate to pass the AT off to a player who is more proficient if you feel that you cannot be successful with it - preferably before combat starts.
Aim for the flanks, rear, or top of an armored vehicle.
Armored vehicles tend to have their heaviest armor in the front, with the sides, rear, and top being thinner and more favorable places to hit them. Bear in mind that flank shots will have a chance to induce a "mobility kill" via 'tracking' (destroying the tank tracks) a tank. A tank that has been "mobility killed" is still a threat if the turret is still functional, so ensure that it is fully knocked out with an additional AT shot from another squad member.
Take cover once they've fired their anti-tank weapon.
Tank crews tend to react with anger towards being shot at by things that can actually harm them. If firing a hard-launch weapon, the backblast will kick up a dust signature that will allow a tank crew to spot you if you do not take cover or relocate.
Know the capabilities and limitations of their weapon and utilize the principle of "volley firing" on targets when in doubt of a one-shot kill.
Light anti-tank weapons have a tendency to not be terribly effective against medium and heavy armor. With this in mind, anti-tank personnel are expected to work towards using "volley firing" to engage difficult targets (either heavy armor or difficult shots). Volley firing is the act of having multiple anti-tank gunners ready to engage a target at the same time. This maximizes the chance to knock out a target - if one gunner misses, the other can adjust and fire a killing shot. Or, for heavy armor like tanks, multiple hits can be delivered in the span of seconds.
Are familiar with the backblast danger presented by their weapon, and know how to clear it.
In some mods, anti-tank weapons produce a hazardous backblast when they are fired - typically in the form of a cone extending 60-90° from the rear of the launch tube, and producing damage anywhere from 30-60 meters behind the launcher. The backblast of most anti-tank weapons has the capacity to kill or seriously wound those who are in the danger area, though it falls off over distance significantly. Some weapons are designed to have "soft-launch" capabilities that reduce or remove the backblast hazard, but you're unlikely to find light anti-tank weapons with such a feature.
To prevent their anti-tank weapon from injuring or even killing friendly troops, an anti-tank rifleman must "clear backblast" before firing their weapon.
When preparing to make an anti-tank shot, the gunner quickly scans to their left and right while loudly declaring other players to "Clear backblast!". The gunner's scan is intended to give them visibility on who or what may be behind them, and help them visually verify that the backblast area is clear of friendly personnel.
Any team members nearby, upon hearing "Clear backblast!" spoken immediately shift position out of the danger area.
Anyone who has cleared the danger area, upon visually scanning it, is expected to declare "Backblast all clear!" to let the gunner know that they are able to safely fire.
Upon hearing "Backblast all clear!", or having visually confirmed that the area is clear, the anti-tank gunner confirms their sight picture before loudly declaring "Rocket!" and firing the weapon.
Firing from Enclosures
Firing anti-tank weapons indoors can be very hazardous to your health. 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 PCML can be safely fired out of an enclosed space, but RPGs, AT-4s, SMAWs, and other common hard-launch anti-tank weapons cannot.
UNITAF Standard Operating Proceedure (SOP) is adapted from two primary source materials - in addition to our own experience and past learnings:
US Army Techniques Publication, Infantry Platoon and Squad (ATP 3-21.8) ->view online
Dyslexi's Tactics, Techniques, & Procedures for Arma 3 (TTP3) -> view online