So a reduced-numbers run of Running Rabbit revealed that we tend to be a little bit... wasteful, with our anti-tank assets. As early as my first squad-command way back in a September run of Rebound, it was fairly evident that we love, love, love firing RPGs and AT-4's at anything that has an engine, whether or not it's really called for.[DvtS]Wilson wrote:The problem I tend to see in most of our missions with regards to vehicles and destroying them...once an enemy vehicle is announced EVERY player with AT rushes to launch a rocket at it, many missing in the process until someone gets it which is where I'd imagine the rockets get wasted!
Perhaps a workshop for AT training [...]
So, I have some quick thoughts on the matter, and I'd love some other people's input into the matter so that I or Tiger can design a workshop course around the "best practices" with regards to Anti-Tank launchers.
- Angle - Never hit an armored vehicle from the front unless absolutely necessary or unless it's absolute overkill (e.g. MAAWS vs BTR-60)
- Necessity - Don't use AT against "soft" vehicles like technicals, non-uparmored humvees, or trucks. Basically, if you can shoot out the driver or gunner without destroying the vehicle, do that instead and save the rocket! For sure, don't waste a rocket on a de-crewed vehicle unless it's linked to an objective. In addition - MAT and HAT should save their rockets for targets that the R(AT)s in the infantry squads can't deal with, such as BMPs or Tanks.
- Ordered shots - Currently we do a very free-for-all ordering process, resulting in four or five rockets being launched at one lone BTR-60, resulting in a waste of 3 or 4 AT rounds. Instead, let your SL know about the threat, and they can designate (by name, if possible) who is first-shot, who is on standby for the second-shot if the first one misses, and who is third. This ensures that the absolute minimum amount of force is used against each target. There's a CHKilroy video somewhere that features them doing exactly this against a BRDM, where they have to go through three AT shots to finally disable the thing, but if the first one had hit, then they'd have saved the other two launchers.
~ Ferrard