Medium anti-tank, re-loadable - Anti-vehicle - United Task Force (UNITAF) Arma 3


P8-61 Medium anti-tank, re-loadable

UNITAF / Arma 3 / Anti-vehicle Procedures



Version 1 / 4min read / Updated Tue 25 Feb 2020 / 163 views


Attachment theory

While a platoon or company of infantry is a dangerous force to fight, it doesn't always carry the best weapon systems available at all times. Units are task-organized to fit their purpose - if the area of operations does not have enemy armor, why carry heavy anti-tank assets? If no aircraft are known to be operating in the area, nor likely to show up even in the most extreme circumstances, why bring anti-air missiles?

Whenever special weapons are needed to fulfill the mission, they come from higher organizational units and are attached to the company or platoon for specific missions. These heavier and more specialized weapons are significant force multipliers, and in this section we will go over the most common attachments you can expect to see, as well as how to best employ them and their particular skill sets.

 

Medium Anti-Tank Team

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.

 

A SMAW being employed from solid cover

 

About the MAT Launcher

A medium anti-tank launcher can come in a variety of forms, but they all share the following characteristics:

  • Crew-served.
    A MAT launcher is used by at least two players. One is the gunner, the other an assistant gunner that carries additional rockets and assists the gunner in the employment of the weapon. Additional ammo bearers may be assigned as the situation requires.
     
  • Reloadable.
    Unlike the basic light anti-tank launcher, a MAT launcher is reloadable. The gunner himself typically carries two rounds, with the assistant gunner having two or three more, giving them four to five rockets to use before needing resupply.
     
  • Scoped.
    Most MAT weapons you will use will have a magnified optic, allowing for better target discrimination and more precise aiming and post-shot damage assessment.
     
  • Multiple round types for a variety of roles.
    MAT weapons carry a range of rocket types that each have a specific use, allowing a MAT team to pick the best rocket type for the task at hand.

    • HEDP - High-Explosive Dual-Purpose. HEDP rounds are effective against light armor, walls, structures, bunkers, etc. They do a significant amount of area damage, and a fair amount of anti-armor damage.
    • HEAA - High-Explosive Anti-Armor. HEAA rounds are ideal against medium and heavy armor. They do very little area damage, but a great deal of anti-armor damage.
    • FTG - Follow-Through Grenade. The FTG rocket blows a hole in a wall and then projects and explodes an additional charge (the 'grenade') on the far side, causing additional casualties.
    • NE - Novel Explosive. Novel Explosives use thermobaric principles to cause extreme blast and pressure damage around their point of detonation. These are very effective against infantry and buildings.

 

 

MAT Team Organization & Responsibilities

Each MAT team consists of two people - a gunner and assistant gunner.

 

  • Gunner
    • Senior member of the team.
    • Carries the launcher.
    • Chooses the firing position for the team.
    • Engages targets and listens to his a-gunner's directions.
    • Decides on the best rocket type to use on the given target.

 

  • Assistant Gunner
    • Junior member of the team.
    • Equipped with binoculars, he carries additional rockets for the launcher and acts as a spotter for the gunner.
    • Gives adjustments to the gunner's spotting rifle and rocket fire, scans for, and prioritizes enemy armored targets and emplacements.
    • Provides rockets to the gunner when required.

 

The SMAW's high degree of accuracy and heavy punch make it great for hitting buildings and bunkers

 

MAT Team Tips

 

  • Know your rocket types.
    HEDP rounds do a lot of damage to infantry in a decent blast radius, as well as cause damage to structures, soft vehicles, and light armor. HEAA, by comparison, does much less 'splash' damage but does do a great deal of damage to armored vehicles.
     
  • When not fighting armor, the launcher's optic can be used to assist the infantry in spotting concealed or distant targets.
     
  • Reload in cover.
    Fire from different positions each time, as the situation permits. Backblast will give you away most of the time, so ensure that you move away from it after each shot.

 

A MAAWS launcher


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



Some aspects of this website are fictional. United Task Force is an online gaming organisation that simulates real-world military operations using Arma 3, a sandbox PC game and custom software. Any usage herein of logos, representations of nations or military organisations is done for the sole purpose of historical representation and under fair use.

The UTFN software, utfn.net and unitedtaskforce.net is the sole intellectual property of United Task Force (UNITAF) and it's IP rights holders, All rights are reserved. ©2019-2020