American Equipment of CMSF - · PDF fileAmerican Equipment of CMSF ... M1 Abrams, general:...

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1 American Equipment of CMSF This manual Copyright ww2steel.com, 2015. Combat Mission Shock Force © 2007 (and later modules) of Battlefront.com, Inc. Introduction: Vehicles M1A1HC Abrams M1A1HC Abrams (Marine) M1A1 FEP Abrams (Marine) M1A1SA Abrams M1A1SA TUSK Abrams M1A2 Abrams M1A2 SEP Abrams M1A2 SEP TUSK Abrams M2A3 Bradley IFV M2A3 Bradley IFV w/ ERA M3A3 Bradley CFV M3A3 Bradley CFV w/ ERA M7A3 Bradley BFIST M7A3 Bradley BFIST w/ ERA M707 Knight AAV-7A1 AAVC-7A1 M1126 Stryker ICV w/ M2 HMG M1126 Stryker ICV w/ Mk-19 GL M1127 Stryker RV w/ M2 HMG M1127 Stryker RV w/ Mk-19 GL M1128 Stryker MGS M1130 Stryker CV M1131 Stryker FSV M1132 Stryker ESV M1134 Stryker ATGM LAV-25 LAV-AT LAV-C2 LAV-25 A2 LAV-AT A2 LAV-C2 A2 MTVR 6x6 Armored Truck Mk23 7 Ton Truck (unarmored) M114 HMMWV M1114 HMMVW (with M240 MG) M1114 HMMVW (with M2 HMG) M1114 Humvee w/ Mk19 Grenade Launcher M1046 TOW Humvee Local additions (Red Force) Bunkers Spies Antitank Weapons M136 AT-4 Javelin ATGM Shoulder-launched Multipurpose Assault Weapon (SMAW) M72A7 Light Anti-Tank Weapon (LAW) Small Arms and Support Weapons M16A4 rifle M16A4 rifle w/M203 Grenade Launcher M4A1 (5.56mm Rifle) M4A1 w/M203 Grenade Launcher M-249 (5.56mm SAW) M40A3 Sniper Rifle M-110/SR-25 (7.62mm SASS) M-107 (.50 cal Sniper Rifle) M-240B (7.62mm MG) M32 Multiple Grenade Launcher M2 (.50 cal HMG) Mk-19 (40mm Grenade Launcher) Artillery Support M224 60mm Mortar M252 81mm Mortar M120 120mm Mortar M198 155mm Howitzer (Towed) M109A6 155mm Howitzer (Self Propelled) Air Support OH-58 AH-64 AH-1W Super Cobra (Marines) A-10 AV-8B II+ Harrier (Marines) F-15 F-16 F/A-18D Hornet

Transcript of American Equipment of CMSF - · PDF fileAmerican Equipment of CMSF ... M1 Abrams, general:...

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American Equipment of CMSF This manual Copyright ww2steel.com, 2015.

Combat Mission Shock Force © 2007 (and later modules) of Battlefront.com, Inc.

Introduction:

Vehicles

M1A1HC Abrams

M1A1HC Abrams (Marine)

M1A1 FEP Abrams (Marine) M1A1SA Abrams

M1A1SA TUSK Abrams

M1A2 Abrams M1A2 SEP Abrams

M1A2 SEP TUSK Abrams

M2A3 Bradley IFV M2A3 Bradley IFV w/ ERA

M3A3 Bradley CFV

M3A3 Bradley CFV w/ ERA M7A3 Bradley BFIST

M7A3 Bradley BFIST w/ ERA

M707 Knight AAV-7A1

AAVC-7A1

M1126 Stryker ICV w/ M2 HMG M1126 Stryker ICV w/ Mk-19 GL

M1127 Stryker RV w/ M2 HMG

M1127 Stryker RV w/ Mk-19 GL M1128 Stryker MGS

M1130 Stryker CV

M1131 Stryker FSV M1132 Stryker ESV

M1134 Stryker ATGM

LAV-25 LAV-AT

LAV-C2 LAV-25 A2

LAV-AT A2

LAV-C2 A2 MTVR 6x6 Armored Truck

Mk23 7 Ton Truck (unarmored)

M114 HMMWV M1114 HMMVW (with M240 MG)

M1114 HMMVW (with M2 HMG)

M1114 Humvee w/ Mk19 Grenade Launcher M1046 TOW Humvee

Local additions (Red Force)

Bunkers

Spies

Antitank Weapons

M136 AT-4

Javelin ATGM Shoulder-launched Multipurpose Assault

Weapon (SMAW)

M72A7 Light Anti-Tank Weapon (LAW)

Small Arms and Support Weapons

M16A4 rifle M16A4 rifle w/M203 Grenade Launcher

M4A1 (5.56mm Rifle)

M4A1 w/M203 Grenade Launcher M-249 (5.56mm SAW)

M40A3 Sniper Rifle

M-110/SR-25 (7.62mm SASS) M-107 (.50 cal Sniper Rifle)

M-240B (7.62mm MG)

M32 Multiple Grenade Launcher M2 (.50 cal HMG)

Mk-19 (40mm Grenade Launcher)

Artillery Support

M224 60mm Mortar

M252 81mm Mortar M120 120mm Mortar

M198 155mm Howitzer (Towed) M109A6 155mm Howitzer (Self Propelled)

Air Support

OH-58

AH-64

AH-1W Super Cobra (Marines) A-10

AV-8B II+ Harrier (Marines)

F-15 F-16

F/A-18D Hornet

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Night defensive scramble of Marines’ M1A1HC FEPs.

M1 Abrams, general: Rheinmetall 120mm L/44 M256 smoothbore, two .30 cal M240 MGs: coax, and external to the loader’s

hatch on a ring skate mount. Approximately 8100 produced in various models.

The fire control computer creates a ballistic solution by compensating for:

• Range by laser rangefinder in mantlet.

• Ammunition type • Ammunition temperature

• Air temperature

• Barometric Pressure • Crosswind

• Lead angle for target speed (simply derived from the tracking rotation rate of the turret on the target)

• Tilt sensor • Boresight data for that specific tank

• Muzzle Reference System detects barrel droop and warpage from firing or unequal heating (like

sunlight on the top of the barrel)

AGT-1500, 1500hp turbine engine. Uses about 1gal/mile and burns about 12gal.hour at idle (high

consumption). Can burn pretty much any fuel. Very quiet compared to a diesel. Capable of 45mph governed or in excess of 60 mph in ‘battle override’ (ungoverned mode with over 2000hp). Was to be

replaced by a common engine with the Crusader, but was shelved when the Crusader was cancelled. The

new engine, the LV100-5, used many less parts, was lighter, quieter, and burned less fuel.

There are two smoke grenades launchers, on either side of the turret. The Army uses six barrel mounts, the

Marines use eight barrel launchers with completely separate tubes (the easiest way to distinguish Army Abrams from Marines). Engine smoke has been largely disabled because of the switch from diesel to JP-8

as the standard fuel, which can cause fires when injected into the smoke manifold.

Army Abrams distribution (approximate, 20 samples/ level)

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M1A1HA (Heavy Armor) Added 1st generation depleted uranium armor components. Some tanks were

later upgraded with 2nd generation depleted uranium armor components, and are unofficially designated M1A1HA+. (Not in game.)

M1A1HC Abrams (Heavy Common)

Ammunition:

120mm: 34 rounds, HEAT *17, APFSDS *17 12.7mm: API *1000

7.62mm: >11k (confirmed >11k)

Smoke Salvos: 2

Added new 2nd generation depleted uranium armor components, digital engine control and other small

upgrades common between Army and Marine Corps tanks.

The Army version does not have the turret mounted APU, the Marine version does.

Marine version has the Missile Countermeasures Device (MCD), the AN/VLQ-8A electro-optical jammer

used to jam SACLOS missile systems, laser rangefinders and target designators. The Marine version also

has two eight tube launcher with separate tubes which can also be loaded with chaff.

APFSDS vs T-72M, front:

2km, static: 19/20 (95%)

1km, static: 18/18 (100%)

1km, fast, dirt: 7/11 (64%)

1km, fast, dirt, 4x m crater: 1/9 (11%)

“Made in China” seen

in Abrams rear turret

bustle. I always said

the gave was very

realistic!!!

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M1A1HC Abrams (Marines)

Ammunition: 120mm: 34 rounds, HEAT, APFSDS

12.7mm: >1k

7.62mm: >11k Smoke Salvos: 2, 8 smoke grenades / salvo giving only about 50° of frontal coverage.

Can be differentiated from Army versions by the 8 tube smoke grenade launchers and the EO jammer. See FEP model for EO jammer performance.

Fun at the range:

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M1A1SA Abrams (Situational Awareness)

M1A1AIM v.1 (Abrams Integrated Management): added (FLIR) and Far Target Locate sensors, a tank-infantry phone,

communications gear, including FBCB2 and Blue Force

Tracking, to aid in crew situational awareness, and a thermal sight for the .50 caliber machine gun.

M1A1AIM v.2/M1A1SA (Situational Awareness): Upgrades

similar to AIM v.1 tanks + new 3rd generation depleted uranium armor components. 57.2 tons.

Ammunition storage is the same as the HC.

M1A1SA TUSK Abrams

See separate page for TUSK info.

Transparent Armor Gun Shield (TAGS) on loader’s M240. Flexible .50 mount, but later models will have CROWS with a remote M2 or Mk19, similar to the Stryker’s M151 Protector remote mount. 300 .50 cal

APDS rounds are carried for the gun mounted M2.

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M1A1 FEP Abrams (Marines) M1A1FEP (Firepower Enhancement Package): Similar upgrade to AIM

v.2 for USMC tanks.

AN/VLQ-8A covers the frontal arc, degrees covered unknown, it is possible to mount multiple systems.

Jammer DOES jam TOW, even for supporting vehicles. It was noticed that a LAV-AT had TOW missiles

going wild. If the Abrams crew bails out temporarily, the jammer shuts down and the TOW can be used.

EO jammer capability:

Confirmed Jam: TOW: LAV-AT

Negative Jam: AT-3 (MCLOS), Javelin

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M1A2 Abrams

CITV added. Combat Identification Panels on front of turret. Box on doghouse (sights) gone. The M2 is

now in a flexible mount that must be unbuttoned to fire. Has 2nd gen armor upgrade (M1A1SA has 3rd

gen). Carries 36 ready 120mm rounds.

M1A2 SEP Abrams (Systems Enhancement Package)

3rd gen armor upgrade with graphite coating. APU looks different. Exactly 1,000 .50 cal.

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M1A2 SEP TUSK Abrams (Abrams TUSK kits):

Transparent Armor Gun Shield (TAGS) on loader’s M240. Flexible .50 mount, but later models will have

CROWS with a remote M2 or Mk19, similar to the Stryker’s M151 Protector remote mount. 300 .50 cal

APDS rounds are carried for the gun mounted M2. ERA side skirts. Slat armor is also added to the rear, but not pictured.

Kits stay in theater and transfer from unit to unit as they rotate through.

Pic above (removed, replace with 2 pics) shows different APU box for M1A1SA and M1A2 SEP, and the presence of the SEP’s CITV. Note that there are two boxes at on the hull rear the lower of the two is the

interphone, unsure of the top one. (Below) Showing detail of the CITV, TAGS shield, flexible .50, the top

of the CIP panels, rear of the gun mounted remote .50, and the top of the APU on the turret bustle-

identifying this as the M1A2 SEP TUSK.

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M2A3 Bradley IFV (Infantry Fighting Vehicle)

M2A3 Bradley IFV w/ ERA

Crew: 3+9 (Actually 3+6or7, see below.)

Ammunition:

TOW-2 T-HEAT: 5 (should be 5+2=7) 25mm HE-I: 690, APFSDS: 210 (900 total)

7.62MM: 2200

(For infantry use): Javelin: 2 (one launcher)

M136 / AT-4 (84mm) HEAT: 3

40mm HE: 44, HEDP: 44 (88 total) 7.62mm: >2k

NOTE: In the game the M2A3 can carry nine infantry, while the real one can only carry 7, and just barely (some still claim it’s still 6 in reality). This is not a mistake, it is for the sanity of the players. Normally a

rifle platoon has a complicated splitting procedure to fit all of the men (1+9+9+9 = 28) into (7*4=28) seats.

Engineer vehicles

only have a

driver and

gunner, leaving

room for a ten

man engineer

team.

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M3A3 Bradley CFV (Cavalry Fighting Vehicle)

M3A3 Bradley CFV w/ ERA

Crew: 2+4 (Gunner & Driver, Can’t unbutton without infantry onboard.) (Wiki says 3+2, which is what I remember as well.)

Ammunition: TOW-2 T-HEAT: 12

25mm HE-I, APFSDS: >1k

7.62MM: >4K (For infantry use):

Javelin: 2 (one launcher)

M136 / AT-4 (84mm) HEAT: 3 40mm HE, HEDP: 88

7.62mm: >3k

TOW reload takes about 40 seconds for ONE tube.

3750 max range on TOW, must be stationary to fire.

A3 model has the Commander's Independent Viewer (CIV) on the right rear of the turret.

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M7A3 Bradley BFIST

M7A3 Bradley BFIST w/ ERA

Crew: 3+2

Ammunition:

25mm HE-I, APFSDS: 900

7.62MM: >2k

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AAV-7A1

Crew: 3+25(4+24 for HQ units)

Ammunition:

40mm HE: 192

40mm HEDP: 672 12.7mm AP-I: >1k

2x smoke salvo

(For infantry use):

Javelin: 2 (no launcher) M136 / AT-4 (84mm) HEAT: 3

SMAW (83mm) HEAT: 6, HEDP: 6

M72A2 / LAW (66mm) HEAT: 6 40mm HE, HEDP: 36, HE: 36

7.62mm: >2k

5.56mm: >4k

APC with huge carrying capacity and ammo.

Turret houses a Mk19 and .50 cal. Tons of ammo for the Mk19.

AAVC-7A1 (below, right)

Crew: 4+9

Ammunition:

(None)

(For infantry use):

M136 / AT-4 (84mm) HEAT: 2

M72A2 / LAW (66mm) HEAT: 4 40mm HE, HEDP: 18, HE: 18

7.62mm: >1k 5.56mm: >2k

Company command vehicle only. More radios (some shown in pics below). Turret removed,

unarmed, no smoke.

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Stryker general:

Strikers do well against light vehicles such as BDRMs. The .50 takes a bit of continuous fire to knock out

the BRDM, but the Strikers seem impervious to the 14.5mm.

Very roughly 50% survivable versus RPG-7s. Occasionally they are relatively functional, but usually

something important is damaged.

Helpses!

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M1126 Stryker ICV w/ M2 HMG (Infantry Carrier Vehicle)

M1126 Stryker ICV w/ Mk-19 GL

Crew: 2+11 (A Co HQ vehicle has been seen as 1+12)

Ammunition: 12.7mm: >2k -or- 40mm HE: 96, HEDP: 336 (48 round belts)

4 smoke salvos (on CROWS mount)

(For infantry use):

Javelin: 3 (one launcher)

M136 / AT-4 (84mm) HEAT: 2 40mm HE, HEDP: 40

7.62mm: >3k

5.56mm: >3k

Infantry can unbutton and fire, but appear vulnerable to top attack even when buttoned. Does have

CROWS and fires buttoned, but if the weapon controls get damaged, the vehicle is a taxi.

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M1127 Stryker RV w/ M2 HMG

M1127 Stryker RV w/ Mk-19 GL

Crew: 2+5

12.7mm: >2k -or- 40mm HE: 96, HEDP: 336 (48 round belts)

2 smoke salvos (on hull)

(For infantry use):

Javelin: 3 (one launcher) M136 / AT-4 (84mm) HEAT: 2

40mm HE, HEDP: 40

7.62mm: 400

5.56mm: >3k

Does NOT have the CROWs, so must be unbuttoned to fire or reload. If the gunner is killed, infantry will not take his position to fire, the vehicle becomes a taxi. Infantry cannot unbutton or fire in any

circumstance (but can call in support, like an onboard HQ). 7.62 ammo dropped as the squads do not carry

the M240.

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M1128 Stryker MGS (Mobile Gun System)

Crew: 3

Ammunition: 105mm HE :10, HEAT: 6, APFSDS: 2 (varies, but a total of 18)

12.7mm AP-I: 400

7.62mm: >3k 2 smoke salvos (on hull) (untested)

Can fire if the autoloader is damaged, but presumably takes longer.

The gun and its coax are gyrostabilized. The .50 appears to be a flexible mount, so presumably must unbutton to fire. It does have IR optics, of course.

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M1130 Stryker CV (Commander's Vehicle)

Crew: 2+5

Ammunition:

12.7mm: >2k

4 smoke salvos (on CROWS mount) (untested for this specific vehicle)

(For infantry use): M136 / AT-4 (84mm) HEAT: 1

5.56mm: >1k

Infantry protection and CROWS are similar to M1126.

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M1131 Stryker FSV (Fire Support Vehicle)

Crew: 2+3

Ammunition:

12.7mm: >2k

2 smoke salvos (on hull, see text below)

(For infantry use):

M136 / AT-4 (84mm) HEAT: 1 5.56mm: >1k

Presumably faster artillery connection.

From M1127: Does NOT have the CROWs, so must be unbuttoned to fire or reload. If the gunner is killed,

infantry will not take his position to fire, the vehicle becomes a taxi. Infantry cannot unbutton or fire in any circumstance (but can call in support, like an onboard HQ).

An M1127 but with more antennae and two less passenger seats. Laser designator (just like the M1127). 12 smoke launchers (48 candles) deployable in two huge, 360° rings all the way around the vehicle. Does

not carry the infantry ammunition provisions of the M1127.

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M1132 Stryker ESV (Engineer Support Vehicle)

Crew: 2+11 (An HQ vehicle has been seen as 1+12)

Ammunition:

12.7mm: >2k

4 smoke salvos (on CROWS mount)

(For infantry use):

Javelin: 3 (one launcher) M136 / AT-4 (84mm) HEAT: 2

40mm HE, HEDP: 40

7.62mm: >3k 5.56mm: >3k

(Fm M1126): Infantry can unbutton and fire, but appear vulnerable to top attack even when buttoned. Does have CROWS and fires buttoned, but if the weapon controls get damaged, the vehicle is a taxi.

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M1134 Stryker ATGM (Anti Tank Guided Missile)

Crew: 4

Ammunition: TOW-2 T-HEAT: 10

7.62MM: >2K

4 smoke salvos (on launcher)

From Bradley:

TOW reload takes about 40 seconds for ONE tube. 3750 max range on TOW, must be stationary to fire.

4*3 smoke launchers give two small screens over the frontal arc. M240 is on a pintle mount, likely requiring being unbuttoned to fire it.

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LAV-25, LAV-25 A2 (left in the pic)

Crew: 3+6

Ammunition:

25mm HEI: 450, APDS 180

7.62MM: >1K

(For infantry use): M136 / AT-4 (84mm) HEAT: 2

LAW (66mm) HEAT: 2

40mm HE: 18, HEDP: 18

7.62mm: >1k

5.56mm: >4k

M240 is on a pintle mount, likely requiring being unbuttoned to fire it. A2 has slightly better armor (and a

more simple muffler and bigger rear doors, and on the -25 model the ammo cans have been moved to the

sides of the turret).

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LAV-AT (on left, below)

LAV-AT A2

Crew: 4

Ammunition:

TOW-2 T-HEAT: 16 7.62MM: >1K

M240 is on a pintle mount, likely requiring being unbuttoned to fire it. A2 has slightly better armor (and a more simple muffler and bigger rear doors).

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LAV-C2

LAV-C2 A2 (on left)

Crew: 7 positions total, crew 2-3, pax 4-5

Ammunition:

7.62MM: >1K

(For infantry use):

M136 / AT-4 (84mm) HEAT: 1

LAW (66mm) HEAT: 2 7.62mm: >1k

5.56mm: >2k

Battalion and Company command vehicles. M240 is on a pintle mount, likely requiring being unbuttoned

to fire it. A2 has slightly better armor, giving better protection vs heavy MGs, and even some protection

against autocannons (and a more simple exhaust).

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MTVR 6x6 Armored Truck

"Ready to Accept Armor" (RTAA). These models have upgraded cab mounts, armored flooring, upgraded

suspension, and air conditioning.

Crew: 3+16

Ammunition:

12.7mm: >1k

(For infantry use):

M136 / AT-4 (84mm) HEAT: 3

SMAW (83mm) HEAT: 6, HEDP: 6 M72A2 / LAW: 6

Javelin: 2 (no launcher)

40mm HE, HEDP: 36, HE: 36 7.62mm: >2k

5.56mm: >4k

A rolling armory. Crew dismounts with NVGs, 3 LAW, & M16A4s. These LAW are NOT counted in the

6 available for infantry. Infantry CAN mount and obtain equipment when the crew is dismounted, but

cannot drive or shoot.

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MTVR 6x6 Truck

(Mk23 7 Ton Truck. The Mk 25 has a 20k lb winch.)

Crew: 3+16

Ammunition: (For infantry use): M136 / AT-4 (84mm) HEAT: 3

SMAW (83mm) HEAT: 6, HEDP: 6

M72A2 / LAW: 6 (plus the crew gets 3 more!) Javelin: 2 (no launcher)

40mm HE, HEDP: 36, HE: 36

7.62mm: >2k 5.56mm: >4k

The crew in the back cannot be given targeting commands. Crew dismounts with NVGs, 3 LAW, & M16A4s. These LAW are NOT counted in the 6 available for infantry. Infantry CAN mount and obtain

equipment when the crew is dismounted, but cannot drive.

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LMTV (Armored)

Crew: 3+12

Ammunition:

12.7mm: 800

(For infantry use): Javelin: 2 (NO launcher)

M136 / AT-4 (84mm) HEAT: 3

40mm HE: 36, HEDP: 36

7.62mm: >3k

5.56mm: >3k

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M1114 HMMWV

armored to resist shell fragments and

up to 7.62mm

Crew: Varies, 4-5 seats total

Ammunition: (For infantry use):

7.62mm: 400

5.56mm: 500

All HMMWVs are available to both the Army and Marines. Marine crews often carry heavy weapons.

Dismountable weapons: apparently only some Marines & Army assault platoons have this capability.

When commanded to bail out the crew served weapon (M2, Mk19, TOW) is dismounted and usable.

If the vehicle has a crewman showing the weapon, it will dismount, if it shows all rifles, it will not.

Note that there is no way for the crew to grab any of the infantry ammo, even if it fits their weapon!

Coming back and reloading still leaves it empty upon dismount.

M1114 HMMVW (with M240 MG)

Ammunition:

7.62mm: 250

(For infantry use): 7.62mm: >1k

5.56mm: 500

NV: 800/200

Took a direct hit on the gun mount

from an RPG-7- knocked out the MG, but drivable with no casualties.

Loads in < 10 sec.

Does not dismount.

M1114 HMMVW (with M2 HMG)

Ammunition: 12.7mm: 100

(For infantry use):

12.7mm: 500 5.56mm: 500

NV: 800/200

(Dismounted Marines)

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M1114 Humvee (with Mk19)

40mm HEDP: 48

(For infantry use):

40mm HE: 48 40mm HEDP: 192

5.56mm: 500

NV: 800/200

Total of 288 40mm grenades, 6 belts. Marines do not carry the HE belt.

(Dismounted Marines)

M1046 TOW Humvee

Ammunition:

TOW-2 T-HEAT: 6 (For infantry use):

7.62mm: 500

5.56mm: >1k

NV: 2000/400 TOW reload takes about 40 seconds

Range: 65-3750 must be stationary to

fire. IF TOW MOUNT IS

DAMAGED TRY TO

DISMOUNT, IT MAY STILL

WORK!!!

(Dismounted Marines)

M707 Knight

(For infantry use):

M136 / AT-4 (84mm) HEAT: 1

7.62mm: 400

5.56mm: 500

NV: 2500/200

FS3 operator can fire his rifle.

(Does not dismount.)

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Local additions (Red Force)

Bunkers: Blue force can use bunkers too, including the MGs.

Remember, locals can gather intel for both sides! (If added to the Blue OOB.)

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Antitank Weapons

BGM-71D TOW2:

Ammunition: TOW2 T-HEAT: 3 (for

dismounted launcher) Range: 65 - 3750m

Warhead: 149mm

Deploy: 3mins Pack up: 10min! Reload: 25 sec

Inside: N

Penetration: 900mm RHAe, single warhead

Irregular flight path makes very

susceptible to trees. Often jammed if there is an FEP nearby when firing at

ranges >600m. The giant launcher is

EASILY spotted, even when hiding.

Available:

many vehicles;

(dismounted) Army , only in the Infantry Battalion Assault Platoons;

(dismounted) Marines in Combined Anti-Armor Teams and the Anti-Armor Platoon

Dismounted Marines get FBCB2 and a couple more grenades.

TOW from an M1134, dismounts use the same missile, tube rear says “71D”. There should be a standoff

probe on the front. This looks like a 71C/ ITOW with the probe still retracted. The D/TOW 2 model is 900

RHA, single warhead. E/TOW 2A is 900 with a tandem warhead. F/TOW 2B is a top attack with an explosively formed penetrator and 4200m range.

The TOW missile is used on these mounted platforms:

M2, M3 Bradley (excluding BFIST)

M1134 Stryker

LAV-AT M1046 Humvee (some dismount)

(No British)

Canadian LAV III TOW German Wiesel TOW-2

(Possibly the AH-1 helicopter.)

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Javelin ATGM

Ammunition: Javelin: 2 (2 man team)

Range: 75 - 2500m

Night Vision: (Not tested) Warhead: 127mm

Deploy: 0sec Pack up: 20sec

Reload: 20 sec Inside: Y

Penetration: unknown, tandem, top attack capable

Available:

Top attack, tandem warhead, max 2500m range (seeker

limitation), fire and forget. Long “aiming” stage required by thermal seeker cool down. If target disappears after

launch (such as behind trees) it still tracks and kills (in TA

mode). Not susceptible to FEP’s jamming.

BMP-1: 411m, RF, TA mode, KO

BMP-1: 401m, RF, TA mode, KO

T-72M1V TURMS-T: 1104m, RF, TA, KO

T-72M1V TURMS-T: 872m, TF top, TA, KO

M136 AT-4

Ammunition: Single shot HEAT

Range: 250m implied by manual as max effective

Night Vision: (Not tested)

Warhead: 84mm Reload: N/A

Inside: Y

Penetration: >400mm RHAe for HEAT types. Available:

Lighter, single shot version of the Carl Gustav. Not reloadable. CS (Confined Space) version can fire indoors.

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Shoulder-launched Multipurpose Assault Weapon (SMAW)

Ammunition: 1 Therm, 2 HEAT, 2 HEDP (per 2 man team)

Range: 15-600m

Night Vision: (Not tested) Warhead: 83mm

Deploy: 0sec Pack up: 20sec

Reload: 10 sec Inside: Y (Has a SIGNIFICANT backblast, but in game it fires indoors.)

Penetration: HEAT(HEAA) 600mm RHAe, Therm and HEDP can eliminate light armor only.

Available:

Marines only. Israeli design. Highly customized 9mm spotting rifle mounted on side of launch tube.

(Game projectiles look like M136 ones.) Therm is the Mk80 Novel Explosive used in Afghanistan. HEDP is the Mk3. HEAT is the HEAA Mk6 (with a TOW style probe on the front). Game manual shows a max

range or 500m, game shows 600m. Manual says best effective range is 150-250m.

BRDM-2: 22m with HEDP, RF, KO

BRDM-2: 91m with HEAT, Rear, KOB

BRDM-2: 41m with HEDP, RR, KO

M72A7 Light Anti-Tank Weapon (LAW)

Ammunition: Single shot HEAT

Range: ~280m+

Night Vision: (Not tested) Warhead: 66mm

Reload: N/A Inside: Y

Penetration: ~200mm RHAe

Available: Used by the Marines. The A7 model has a Picatinny rail for lasers, night optics, etc; still a throw away

tube. Accuracy: 100m: 36%, 200m: 21%.

T-55(74): 109m , LR turret, KO T-55(74): FUH, light

T-55(74): F, engine destroyed + light

T-55(74): F, track hit & destroyed T-55(74): F, track hit & destroyed

T-55(74): FUH, light

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Small Arms and Support Weapons

M16A4

AN/PEQ-2 IR targeting laser & illuminator, ACOG sights.

M16A4/M203

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M4 (5.56mm)

M4A1 w/M203 Grenade Launcher

M32 Multiple Grenade Launcher

Seems to fire HE given results vs BMPs.

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M-249 (5.56mm SAW) FN Minimi; Army and Marines

M-240B/ M240G (7.62mm MG) FN MAG; Deploys with 700 rounds in both 3 and 4 man teams. 240G

used by Marines. Army use 240B.

M2 (.50 cal HMG)

Humvee crew deploys with 110 AP, 300 API. Max Range: 2000; Deploy: 23sec; Pack-up: 21sec

110 round belts, 10 sec reload

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Mk-19 (40mm Grenade Launcher)

Humvee crew deploys with 144 HEDP grenades. Max Range: 2200; Deploy: 23sec; Pack-up: 20sec Quickly and easily eliminates BMPs. 48 round belts. Long reload.

BRDM-2: 175m, F, seemed to light on the first hit. 11 grenades downrange, vehicle was well in flames.

M110/ Mk11: SR-25, 7.62*51mm M16 variant.

M82A3 (Marines), M107 (Army): Virtually identical Barrett .50 cal sniper rifles.

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M40A3 (Marines)

Remington 700 customized by the Marines. .308/ 7.62*51. 5 round internal magazine. This scope appears

to be the 3-12*50.

Marines Sniper rifles are a mix of Mk11 and M82A3 at high end, and a mix M40A3 and M82A3 for low.

Army sniper teams seem to always be one M110 and one M82A3.

U.S. M67 Grenade. Generally helps to pull the pin and let fly the spoon

first.

AN-M8 SMOKE HC: An infantry smoke grenade. Hard to employ and

only makes a small puff of smoke for a short period of time (and uses the

unit’s target command, so suppressing fire is not possible).

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USMC / Army Ranks

Lt Colonel, O5

Major, O4

Captain, O3

1st Lt, O2

2nd Lt, O1

Sergeant Major, E9 (Star, 3+4)

First Sergeant, E8 (Diamond, 3+3)

Master Sergeant, E8 (Rifles, 3+3)

Gunnery Sergeant, E7

Staff Sergeant, E6

Sergeant, E5

Corporal, E4

Lance Corporal, E3

Private First Class, E2

(None) Private, E1

Lt Colonel, O5

Major, O4

Captain, O3

1st Lt, O2

2nd Lt, O1

Sergeant Major, E9 (Star, 3+3)

First Sergeant, E8 (Diamond, 3+3)

Master Sergeant, E8 (Blank, 3+3)

Sergeant First Class, E7

Staff Sergeant, E6

Sergeant, E5

Corporal, E4

Specialist, E4

Private First Class, E3

Private, E2 (blank E1 also “Private”)

Marines do not shorten the Sergeant designations, they are said full length. “PFC” is used. Junior Marines,

especially below Corporal may simply be “Marine”.

Army uses "sergeant major", "first sergeant", and "sergeant". A funny slang one is “E-Fuzzy” or “Fuzzy”

because the velcro rank patch on the ACU is empty.

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Army Infantry

The Infantry Battalion consists of significant HQ elements, a scout platoon, 3 rifle companies, a weapons

company, and a heavy mortar section. 482 men total.

Battalion HQ group is ten men in four unarmed HMMWV. There is a JTAC and a forward observer.

Next is a Scout Platoon. There are eight armored Humvees, average and better equipped unit get the first

vehicle as an M707, low quality get a Humvee with a Mk19/3. (Both seem to call in arty at the same speed,

but the 707 has much better night vision, presumably day spotting as well. Personally, I’d rather have the Mk19!) Being a scout unit (not a weapons platoon), the heavy weapons do not dismount. The next seven

vehicles are M2 equipped, though the 2-3 man squads vary. Regardless of quality, the 22 men include 6

40mm UGLs, and 9 M136 are carried. A capable scout unit.

Following that are three Rifle Companies. 144 Men, 2 TOW, 3 Javelin.

HQ has an unarmed Humvee and includes an FO and sniper. An Assault Platoon five Humvee, one .30 cal, one Mk19, one .50 cal, and two M1046 with TOW. The

HQ’s M240 does not dismount. 15 men total.

Three Rifle Platoons have no vehicles. There are 39 men with two crew served M240, a Javelin (with two missiles), and six M136.

2* 60mm M224 Mortars (does NOT vary).

The Weapons Company is simply an HQ plus a single Assault Platoon (above). Five armed Humvee,

dismountable, plus the Co HQ unarmed Humvee.

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Equip quality: M707/ Mk19 scout platoon vehicle detailed above, 120 or 81mm mortars attached to Bn.

AT: EXCELLENT, 8 dismountable TOW, 9 Javelin, 63 M-136. Other Heavy Weapons: EXCELLENT. Vehicle weapons (except the scout platoon) DO dismount!.

Dismountable (in addition to the TOWs and Javelins) are 4 Mk19, 4 M2, and 18 crew served M240!

Small Arms: M4, M249 Night vision: COMPLETE

Integrated Support: VERY GOOD. 4* 120/81mm, 6* 60mm mortar.

Combat Vehicles: GOOD. 27-28 lightly armored Humvees only, but many carry good weaponry. Transport: PARTIALLY MOTORIZED under light armor.

The Engineer Company has only 42 men and only one Humvee. Each platoon has 18 engineers with

explosive charges. No AT, heavy weapons, or integrated support.

Truck Platoon: Four armored LMTV, 12 men. Carries supplies and a .50 cal. Note that there are two

Javelin per truck, but no launcher. There are 3 M-136, so the platoon by itself can potentially have some close range AT capability, though this should be considered generally unrealistic.

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The Recon Squadron is basically a light recon battalion, with 56 Humvee and 248 men. There is a normal

battalion HQ, and three company sized recon units called troops. This is NOT a full combat unit, it is a recon unit.

The Squadron HQ is ten men in four unarmed HMMWV. There is a JTAC and a forward observer.

There are two Motorized Recon Troops. Each HQ has nine men, including an FO team, in three Humvee,

two with M240 (no dismount) and the third unarmed. Attached are two 120mm mortars. Each of three scout platoons varies greatly with quality. Each has 23 men and four infantry carried

M-136. The seven Humvee break down as follows: (I prefer low quality!) The TOW do not

dismount (scouts).

M707 M240 M2 Mk19 TOW

Avg-Exc 3 1 1 0 2

Poor-Fair 1 1 2 2 1

There is a third (non-motorized) Recon Troop. HQ has two unarmed Humvee and a two team sniper squad. Troop totals Attached are two 60mm mortars.

Each (of two) Scout Platoons have 33 men and a single M240 Humvee.

Equip quality: changes are only the vehicles of the scout platoons, described above

AT: FAIR-GOOD, 2-4 TOW launchers per motorized scout platoon gives 6-12 TOW Humvees per

squadron. These could be particularly deadly against tanks, especially older tanks at night! Infantry launched weapons are a bit more rare, but there are still 12 M136 per platoon, and 36 per squadron.

Other Heavy Weapons: NONE. Vehicle weapons do NOT dismount (recon unit).

Small Arms: M4, M249

Night vision: COMPLETE

Integrated Support: FAIR. 2* 120mm, 4* 60mm mortar.

Combat Vehicles: FAIR. Humvees only, but some carry good weaponry. Transport: MOSTLY MOTORIZED under light armor.

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Army Stryker Infantry

Battalion is 61 Stryker, 4 Humvee, 493/520 (MOUT) men, and a total of 42 Javelin launchers, 124 Javelin missiles, and 152 M136. Battalion HQ is 19 men total. There are two M1130, a JTAC team in an

M1131, two snipers, and an unarmed Humvee. Attached are either 120mm or 81mm mortars

(quality). Directly attached to battalion is a Scout Platoon. There are 24 men in four M1127 (mix of .50 cal and

Mk19). In the Strykers are 4 Javelin launchers and 12 Javelin missiles, and 8 M136. The infantry

carry 5 more M136. The M1127s are a mix of Mk19 and .50 cal, seemingly random. There are THREE Rifle Companies. Each have 18 Stryker, a Humvee, 158 / 167 (MOUT) men, and a

total of 14 Javelin launchers, 42 Javelin missiles, and 47 M136.

Company HQ totals 17 men in two M1126, an FO in M1131, and a sniper team in an unarmed Humvee. In the Strykers are 2 Javelin launchers and 6 Javelin missiles, and 5 M136. Attached

are a pair of 81mm or 61mm mortars (quality).

Three platoons, standard or MOUT in 4* M1126. (Same as Bradley units, PLUS MG TEAMS.)

Standard: 45 men. 2* M240 teams, 3

rifle teams with (each) 2* M249, 2*

M203, and 2* M136. BOTH: (inc veh) 4 Javelin launchers,

12 Javelin missiles, 14 M136.

MOUT: 48 men- 3 extra men in the HQ team, 3

M136 transferred to HQ, 4 explosive charges per

assault team (12 total), the three squads can split 3 ways instead of 2, and can no longer fit in Strykers

(3 man M240 walks by default).

Forth platoon is single platoon of three M1128 MGS (105mm gun).

(Comparative breakdown for both Stryker Battalions on next page.)

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Equip: Sniper rifles more M110 at high and .50 cal M107 at low. Artillery gets the larger available at high.

AT: EXCELLENT, beyond excellent. Either battalion carries 46 Javelin launchers, 138 Javelin missiles, and 152 M136, plus 9* M1128 MGS with the 105mm cannon. Properly employed, this unit is almost

immune to attack from armor.

Other Heavy Weapons: FAIR. 18* M240 MMGs. Small Arms: M4, M249

Night vision: COMPLETE

Integrated Support: FAIR. 4* 120-81mm, 6* 81-60mm mortar.

Combat Vehicles: FAIR. Strykers only, light weapons except the MGS, moderate armor.

Transport: FULLY MOTORIZED under light armor (*). * The exception is a detached MOUT platoon.

There ARE enough seats, but the way the game splits up the units you cannot split the squads to USE all of the seats. Using the two company M1126 which are nearly empty, the company and larger units can

move fully motorized.

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Cavalry troop: 85 men in 14 M1127 and an M1131; 14 Javelin launchers, 42 Javelin missiles, 44 M136.

HQ has 13 men in 2 M1127 and an FO team in an M1131; 2 Javelin launchers, 6 Javelin missiles, 5 M136. Each platoon is 24 men in 4 M1127, 4 Javelin launchers, 12 Javelin missiles, 13 M136. Each squad gets

a heavier weapon of an M203, or some with an M240 at higher quality.

Antitank Company: 44 men in an M1126, M1131, and 9* M1134 with TOW. For the entire company

only the three man HQ team and two man observer team are not combat vehicle crewmen. The two

command vehicles add a Javelin launcher, three Javelin missiles, and three M136.

Engineer Company: 13* M1132 ESV. Each platoon has 3* 6-man squads of engineers, each with an M4

and a demo charge. Each vehicle carries full AT weaponry totaling 13 Javelin launchers, 39 Javelin missiles, and 26 M136.

Supply Platoon: 7 men (single man HQ) in 4 Humvees with M2 or M240, based on quality.

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Army Heavy Infantry

Equip: Sniper rifles more M110 at high and .50 cal M107 at low. Bradleys get ERA at higher. The M1s change through several variants. The scout m707s do NOT change.

AT: EXCELLENT, beyond excellent. Either battalion carries 44 Javelin launchers, 88 Javelin missiles,

and 189/183 (MOUT) M136, plus the TOW missiles and autocannons of the Bradleys, plus the 120mm guns of the 29 Abrams tanks. This unit is almost immune to armor (or anything else on the ground).

Other Heavy Weapons: NONE. (The M240s of the Stryker unit are deleted.)

Small Arms: M4, M249 Night vision: COMPLETE

Integrated Support: POOR. 4* 120mm mortars at Bn level only.

Combat Vehicles: EXCELLENT. Multirole, very capable vehicles. Transport: FULLY MOTORIZED mostly inside Bradleys, all under some armor.

NOTE: As discussed in the Bradley section, real Bradleys only hold seven troops, and just barely. The game allows 10 (engineer) and 9 (infantry) so that the 9-man infantry squads will not have to split

every squad to load up. It is an intentional compromise for playability, NOT a mistake.

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The Combined Arms Battalion has 29 M1, 41 M2, 3 M3, 3 M7, 3 M707, 2 MG Humvee, and 5 unarmed

Humvee. There are 523/541 (MOUT) men, and a total of 44 Javelin launchers, 88 Javelin missiles, and 189/183 (MOUT) M136.

Bn HQ: 2 man HQ team in an M7A3 BFIST Bradley, two snipers teams and a JTAC in three UA Humvees,

and Abrams. Attached directly are a scout platoon, and 2* 2* 120mm mortars.

Scout Platoon: 30 men in 2 Humvees with M2 or M240 (no dismount), based on quality, 3 M3A3

Bradley, and 3* M707. For infantry use, including the Bradleys’ stores, there are 3 Javelin launchers, 6 Javelin missiles, and 12 M136.

2* Armored Company: 58 men in 14 Abrams and a Humvee. Co HQ is 2 Abrams and a 2-man JTAC

team in an unarmed Humvee. Attached are three platoons of 4 Abrams each.

2* Mech Infantry Company: 135/144 (MOUT) men in 14* M2A3 and an M7A3 BFIST. Loses the attached mortars of the Stryker units. 14JL, 28 JM, 60/57 (MOUT) M136.

HQ are 15 men in 2 M2 Bradley and an M7A3 BFIST (containing a forward observer team). 2

Javelin launchers, 4 Javelin missiles, and 6 M136. Three platoons each have four M2A3 containing: (Same as Stryker units BUT NO MG TEAMS.)

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Standard: 40 men. 3 rifle teams with

(each) 2* M249, 2* M203, and 2* M136. (Inc veh) 4 Javelin launchers, 8

Javelin missiles, 18 M136.

MOUT: 43 men- 3 extra men in the HQ team, 2

M136 transferred to HQ, 4 explosive charges per assault team (12 total), the three squads can split 3

ways instead of 2. (Inc veh) 4 Javelin launchers, 8

Javelin missiles, 17 M136.

Engineer Company: 88 men in 13* M2A3 (Engineer variant with no commander.) 13JL, 26 JM,

57 M136. Command is a single M2A3 with a 2-man Co HQ. Each platoon has four, 2-crewmen M2A3 and three 6-man engineer squads. Only dismountable AT are the Bradleys’ stores: 4JL,

8 JM, 18 M136.

The Cavalry Troop has two of the Scout platoons normally attached to the Combined Arms battalion. 70

men total. 7 M3A3, 1 M7A3 BFIST, 4 MG Humvee, 6 M707. 9JL, 18 JM, 33 M136.

Supply Platoon: 7 men (single man HQ) in 4 Humvees with M2 or M240, based on quality.

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Marines Infantry

The Marine Infantry Battalion is a huge unit of 604 men.

Infantry Battalion HQ is 19 men in two unarmed Humvees and two M707. Inside each M707 is a Fire

Control team of five men with both an air controller a forward observer. There are two 2-man Javelin teams. 2JL, 4JM.

Directly attached to Bn is a Scout Sniper Platoon of only 20 men, no vehicles. 6 snipers w/ M82 or M40

for low end, Mk11 or M82 for high. Also directly attached to Bn are 4* 2* 81mm mortar.

Next is the Combined Antiarmor Team. There are 58 men in 16 Humvee. All heavy weapons except

the HQ Mk19. There are 4* Mk19, 6* M2, and 6* TOW. The men carry M16s and M4s. There are three Rifle Companies. 169 men, 2 JL, 4 JM, 27 M-136, 27 LAW, 6 SMAW, 30 SMAW M.

Each has 3*60mm mortars. HQ is 13 men including two observer teams and two Javelin teams.

2JL, 4JM. Each large platoon has 52 men, 2 SMAW launchers, 2 M240, 9 grenade launchers, 9 M-136, 9 LAW, and 2 explosive charges. A large, powerful, multi-role unit.

Equip: Primarily, the M16/M203 are replaced with M32 MGLs at high levels. AT: VERY GOOD. Unlike Army units, it only has 6 dismountable TOW, 8 JL, 16 JM, 18 SMAW, 81

LAW, and 81 M136.

Other Heavy Weapons: VERY GOOD. The Humvees of the AT Team have dismountable heavy weapons. The non-AT HWs are 3 Mk19, 6 M2, and 18 M240G.

Small Arms: M16, M4, M249, and M32 MGLs for high quality units.

Night vision: COMPLETE Integrated Support: POOR. 8* 81mm mortars at Bn level, 9 60mm mortars at Co level.

Combat Vehicles: FEW. Humvees only.

Transport: RARE. Add an AAV Company for motorization.

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An ENORMOUS unit of 707 men. The MEU also includes six AV-8B and six Super Cobra, these must

be added separately with an appropriate loadout. Light on heavy armor, but the infantry is equipped with tons of heavy weaponry. Unlike the smaller Army units that have tons of Javelins, the

entire MEU only has 8 JL, but still has 40 JM. Also, there are 125 M-136, 176 LAW, 18 SMAW

launchers, and 234 SMAW missiles! Unit HQ 14 men including a Fire Control Team and two Javelin Teams. 2 JL, 4 JM. Directly attached are 4*2*81mm and 3*2*155mm (M777).

Light Armored Recon Plt: 36 men in 4 LAV-25, 2 LAV-AT. 4*4-man teams. 8 M-136, 16 LAW.

Combined Antiarmor Platoon:. There are 58 men in 16 Humvee. All heavy weapons except the HQ Mk19 dismount. There are 4* Mk19, 6* M2, and 6* TOW. The men carry M16s and M4s.

Scout/ Sniper Platoon: 20 men, no vehicles. 6 snipers w/ M82 or M40 for low, Mk11 or M82 for high

Engineer Platoon: 36 men, 24 demo charges, 7 LAW.

Tank Platoon: 16 men in 4 M1 Abrams.

AAV Platoon: 36 men, 12 AAV-7. 24 JM, 36 M136, 72 LAW, 144 SMAW M. Room for 300 troops!

3* Rifle Companies: 169 men, 2 JL, 4 JM, 27 M-136, 27 LAW, 6 SMAW, 30 SMAW M. Each has 3*60mm mortars. HQ is 13 men including two observer teams and two Javelin teams. 2JL, 4JM.

Each platoon has 52 men, 2 SMAW launchers, 2 M240, 9 grenade launchers, 9 M-136, 9 LAW,

and 2 explosive charges. A large, powerful, multi-role unit.

Equip: M16/M203 are replaced with M32 MGLs at high levels. LAVs get the better armor A2 model,

Abrams goes from HC to FEP model. AT: VERY GOOD. 6 TOW, 8 JL, 16 JM, 18 SMAW, 81 LAW, and 81 M136. EXCELLENT++ if you

count the attached air assets.

Other Heavy Weapons: VERY GOOD. CAAT Humvees dismount HWs. 3 Mk19, 6 M2, 18 M240G.

Small Arms: M16, M4, M249, and M32 MGLs for high quality units.

Night vision: COMPLETE

Integrated Support: EXCELLENT++. 6* AV-8B, 6* Cobra, 6* 155mm, 8* 81mm, 8* 81mm mortars at Bn level, 9 60mm mortars at Co level. (Air assets must be selected separately though.)

Combat Vehicles: GOOD. 4 M1, 6 LAV, 12 AAV, 20 Humvee (mostly armed). Transport: PARTIAL. The AAV Company has 300 seats, but you can only fit one squad per Amtrack, so

a AAV Company is almost entirely used by a single rifle company, though there are MANY open seats.

There are a few open seats in the LAV-25s and Humvees. The total seats is 300 in Amtracks, 3+22 in Humvees, 8 in LAVs; 333 total. Total unseated men are 563, so even perfectly utilized… they don’t fit.

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The Light Armored Battalion is 335 men (156 dismounts) in 60 LAV. HQ is 5 men in 2 LAV-C2.

Directly attached to Bn are 4*2*81mm mortars. There are three Recon Companies.

Each Recon Company has 3* Rifle Platoons and an AT Platoon. 110 men, 52 dismounts. 27 M-136,

54 LAW.

Each Recon Platoon has 28 men in 4 LAV-25. 16 of these men are dismounts. 8 M136, 16 LAW. Each Recon AT Platoon has 16 men, all crew of the 4* LAV-AT.

Equip: LAVs get the better armor A2 model at high levels. AT: GOOD. 83 M136 and 166 LAW

Other Heavy Weapons: NONE.

Small Arms: M16, M4, M203. Night vision: COMPLETE

Integrated Support: FAIR. 4*2*81mm mortars at Bn level

Combat Vehicles: GOOD. 5 LAV C2, 39 LAV-25, 16 LAV-AT

Transport: COMPLETE, ARMORED. Fit with a few seats to spare.

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The Engineer Company has three platoons identical to the MEU platoon. No vehicles. 24 LAW.

The HMG Platoon is 28 men with four M2 and two Mk19. No vehicles or AT. The Antitank Platoon is 23 men with 8 TOW launchers, 3 missiles each (24 total). No vehicles.

The Antiarmor Platoon is 19 men. 8 Javelin teams with 2 missiles each (16 total), the second man in the

2-man teams carry M16/M203. The Truck Platoon is 12 men in 4 MTVR, high quality are armored. Can boost AT capability through

onboard stores (plus the crew gets 3 LAW of their own). Total: 8JM, 12 M136, 36 LAW, 48 SMAW

missiles. The Escort Platoon is 12 men in 4 armed Humvee with M2 or high quality get Mk19s. The crew gets 3

LAW each, 12 total.

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Marines Armor

Tank Battalion: 279 men in 56 Abrams and 18 various Humvees.

HQ: M707 & 2 UA Humvee with ten men including a Fire Control Team.

Scout Platoon: Being a scout platoon, the HWs do not dismount, but the unit is very well equipped with great small arms. Of the 24 men, there are 13 riflemen, 7 M249 SAW, 4 MGL 40mm, and 6

M136. The vehicles are 2 M707, 2 M2, 2 Mk19, and 2 TOW.

Antiarmor Platoon: The 6 TOW launchers do dismount, the M240 does not. 21 men.

4* Tank Company: Three platoons each plus 2 Co HQ tanks = 14 Abrams, 56 crewmen.

3* Tank Platoon: Each with four Abrams. 16 crewmen.

AAV Company: 116 men in 38 AAV-7. Stores include 74 JM, 113 M136, 226 LAW, and 444 SMAW M!

Room for 933 troops, can easily move the entire MEU!

HQ: 2 4-man crews in an AAVC-7A1 (the only one in the game), and a 4 man crew AAV-7.

3* Tank Company: Three platoons each with 36 men in 12 AAV-7. Stores include 24 JM, 36 M136,

72 LAW, 144 SMAW M. Room for 300 troops per company!

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Artillery Support

M224 60mm Mortar

Light bombardment with anti-armor ammo: T-72M1V TURMS-T: fast immobilizations and occasional

weapons system damage, quickly eliminates BMP-1s. 8 smoke

M252 81mm Mortar 7 smoke

M120 120mm Mortar 6 smoke

M777 155mm Howitzer

M109A6 155mm Howitzer

All U.S. artillery can fire smoke, general, anti-personnel, and anti-tank ammunition. The (old format) table

below shows displayed game times, not actual timed missions, and can vary greatly.

Complete (min) Avg Interval (sec)

Guns Ammo FFE SGPA Hvy Med Lt Hvy Med Lt

M224 60mm 2 100 3 Y 2 2 5 1 1 3

M252 81mm 2 100 4 Y 2 3 5 1 2 3

M120 120mm 2 50 7 Y 3 4 6 4 5 7

M777 155mm 2 120 7 Y 28 28 44 14 14 22

M109A6 155mm 2 85 6 Y 21 21 28 15 15 20

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Air Support

OH-58

AH-64

AH-1W Super Cobra (Marines)

A-10

AV-8B II+ Harrier (Marines)

F-15

F-16CJ

F/A-18D Hornet

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OH-58:

L S 500 rounds, .50 cal M296, 9 passes 7x 57mm rockets, 1 pass

Light Support role only. Obviously can’t be used in the recon role it is intended

because it does not report back what it finds. Left pylon has the M296 .50 cal,

right pylon has a seven tube M260, 70mm rocket launcher. The rockets are effective, but a single pass of seven can only yield limited results. The .50 cal

can cause significant damage to the lightest armored vehicles, most tracked

armored vehicles will sustain light systems damage only.

AH-64:

LS 30mm M230,

see

details below

2x Hellfire Missile 30x 2.75” rockets in 4 passes

MS 4x Hellfire Missile 38x 2.75” rockets in 5 passes

LA (30mm ammo) 2x Hellfire Missiles 19x 2.75” rockets in 3 passes

MA (30mm ammo) 4x Hellfire Missiles 30x 2.75” rockets in 4 passes

HA (30mm ammo) 8x Hellfire Missiles 38x 2.75” rockets in 5 passes

Gun details: The AH-64 is the only aircraft in the game to have dual

ammo loadouts. The A-10 is the only other aircraft in the game to have different ammo quantity based on

configuration. The AT loads have two slots for the

gun. This may be to give a more potent burst (80 rounds total instead of 40) for use against armor , or

may reflect different ammo types being mixed. HEDP

is the most common round, with HE being secondary (API is not used due to possible damage to the gun).

Loadouts:

LS: 10 passes of 40 rounds each = 400 (counted

frames), the 30 rockets is

also weird because it can

only come from a partially

loaded pod (8,8,8,6).

MS: 20 Gun runs est. 800 rounds, rocket passes:

8,8,8,8,6 (2 pods of 19x).

This leaves one unused pylon or two Hellfire racks

with four empty rails.

Antitank loadouts, and where it starts to get complicated. Both ammo is fired until slot 2 runs out. They are both 40 rounds/ pass, which means 80 rounds per pass if both slots still have ammo.

LA: 5 passes, 333 rounds; 1-3= 80/ pass (both), 4=53 rounds (1, last 13 from 2), 5=40 rounds (1).

Slot 1= 200, 2= 133, 3= 2x Hellfire Missiles, 4= 19x 2.75” rockets in 3 passes

MA: 10 passes, 666 rounds; 1-6= 80/ pass (both), 7=66 rounds (1, last 26 from 2), 8-10=40 rounds (1).

Slot 1= 400, 2= 266, 3= 4x Hellfire Missiles, 4= 30x 2.75” rockets in 4 passes

HA: 15 passes, 1000 rounds; 1-10= 80/ pass (both), 11-15=40 rounds (1). 25 (tested twice) Slot 1= 600, 2= 400, 3= 8x Hellfire Missiles, 4= 38x 2.75” rockets in 5 passes

Hellfire tests too slow @ 200m/s. Gun has max capacity of 1200 rounds, but 1000 max in game.

Brit AH-1 / American AH-64 have same loadouts.

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AH-1W Super Cobra: (Marines)

LS 750 rounds,

20mm M197,

15 passes @ 50 rounds each

MS 76x 2.75” rockets in 10 passes

LA

MA 4x Hellfire Missile

HA 8x Hellfire Missile

Max capacity for the 20mm gun is 750 rounds, 15 passes makes 50 rounds per pass (verified by frames).

The gun is fairly ineffective, causing usually light damage even to lightly armored vehicles.

The medium support variant carries the most rockets of any U.S. platform, giving 10 passes totaling 76

rockets. These rockets are fairly dense, and give an acceptable dispersion pattern.

Medium and heavy AT loadouts carry Hellfires, 4 and 8 respectively. These are very effective.

A-10:

LA 3 passes, ~90 rounds/ each

6 passes, 30mm GAU-8

15 passes

2x Maverick Missiles

MA 2x 500lb unguided bomb 2x Maverick Missiles

HA 4x 500lb unguided bomb 4x Maverick Missiles

2 most outboard stations carry a pair of AIM-9 Sidewinder and an ECM pod.

4 other outboard (of main gear) pylons carry light ordnance such as rockets, and multiple launcher racks for

the AGM-65 Maverick. Inboard 4 racks carry heavy ordnance such as bombs.

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AV-8B II+ Harrier: (Marines)

LS 300 rounds,

25mm GAU-12,

4 passes @ ~75 rounds each

2x 500lb PGB (3x hit, 1 NI) 2x 500lb PGB (5m, hit)

MS 2x 1000lb PGB (2 direct hits) 2x 1000lb PGB (3 miss: 16m, 20m, 90m)

HS 2x 2000lb PGB (miss 12m, hit) 2x 2000lb PGB (2 hits, 15m miss)

LA 2x Maverick Missiles

MA 2x 500lb PGB 2x Maverick Missiles

HA 4x 500lb PGB 4x Maverick Missiles

Except the gun, the loadout is identical to F-16, F-18.

Six hardpoints. Gunpod left under fuselage and ammo magazine in a right pod under the fuselage, holding 300 rounds. The gun is a 25mm GAU-12

Air Support Assets:

Antitank Assets:

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F-15:

LA 4x 500lb PGB

MA 1x 2000lb PGB 2x 500lb PGB 3x 2000lb PGB

HA 6x 2000lb PGB

F-15E (light): 4 PGB, 12mC, Totals: 5 hits, 2 NI Buildings: 2 direct hit

Bunker, front, KO, 3 KIA, 5 WIA, 1 Okay

M1A1HC, KO T-72M1V(2001), KO

F-15E (med): 1 1x 3x direct hits; 21mC

2 2x 500lb; H, NI, NI, H; 12mC

3 3x 2000lb; H, M15m, M20m, M8m, H, H, H, H, M17m; 21mC (KIA @ 250m)

F-15E (hvy): 5 PGB, 21mC, Totals: 8 hits, 2 NI, no misses

Buildings: 2 direct hit Kills (everything): T-90SA, Challenger 2 Enhanced, Leopard 2A6, ZSU-23-4, T-55MV, BRDM-2

Caused a casualty at 380m, others at long but lesser ranges.

The attack on the BDRM caused damage to 7/8 other light vehicles within 80m.

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F-16CJ, F/A-18D Hornet (Marines):

LS 2x 500lb LGB 2x 500lb JDAM

MS 2x 1000lb LGB 2x 1000lb JDAM

HS 2x 2000lb LGB 2x 2000lb JDAM

LA 2x Maverick Missiles

MA 2x 500lb LGB 2x Maverick Missiles

HA 4x 500lb LGB 4x Maverick Missiles

Slot 1, Support: 12 very accurate hits, 4 hits, 4 NI

Slot 2, Support: 14 accurate hits, M70m, M50m, 16m, 20m, 90m, 15m

Slot 1, MA, HA: 2 direct hits, 8 hits, 2 NI

PGBs in slot 1 seem more accurate, and do not arm instead of miss.

12m crater for LS, 15m for MS, 21m for HS.

Air Support Assets:

Antitank Assets:

Identical Loadouts:

• American AV-8B & A-10 (except guns), F-16CJ, F/A-18D Hornet (Marines);

• British Harrier GR9, Tornado GR4, Typhoon F2;

• German Tornado IDS;

• Dutch F-16CJ, Tornado GR4;

• Canadian F/A-18D Hornet (CF-188).

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Aircraft Armament

12.7mm M296: (OH-58)

Left pylon mounted 12.7*99mm, ~600RPM. 50RPM duty cycle.

Infantry, prone in open, flat terrain, 1/8 casualties BRDM-2, side, 3KIA, 1WIA, 2 okay, immobilized, heavy damage

Bunker, front, 2/7 Cas.

Infantry, prone in open, flat terrain, no casualties Infantry, prone in open, flat terrain, 3/9 casualties

BMP-3, side, light damage only

BMP-3, RR, light damage only Bunker, front, no effect

Bunker, front, 2/9 Cas.

Bunker, side, no effect T-55(1974), rear, light only

BMP-2, side, light only

ZSU-23-4, side, light only but gunner casualty BRDM-2, immobilized, heavy damage, 1/6 casualties

Bunker, LF, 1/7 casualties

Infantry, prone in open, flat terrain, 1/9 casualties T-62MV, right rear, light only, smoke launcher inop

20mm M197: (AH-1W)

750 rounds (probably), 650 RPM (reduced due to recoil forces), 20*102mm T-72M1V(2001), RF, light damage only (2nd pass, front, moderate damage)

T-72M1V, LR, light damage only

BMP-3, side, light damage only, 1K, 1W / 6 M1A1HC, light damage only

T-55(1974), LF, light only

T-72M1V, front, moderate damage BRDM-2, LR, 2K, 1W, /6 KIA, wheels + light damage

BTR-60PB, rear, moderate damage

BMP-2, side, light (2nd pass: moderate damage) BMP-2, RR, mod

BRDM-2, 1W, /6 KIA, wheels

BMP-2, LR, light BMP-2, side, mod

25mm GAU-12/U Equalizer: (AV-8B)

5 barrel 25 mm Gatling-type rotary cannon, normally 3600 RPM. Based on the GAU-8. 25*137mm

M1127 Stryker, wheels, radio, heavy damage but everybody okay BRDM-2, 6/6 KIA, burned

BMP-2, side, 2/2 KIA, KO, immobilized with moderate damage but unoccupied

Infantry, prone in open, flat terrain, 3 KIA, 3 WIA, 1 okay /7 Infantry, prone in open, flat terrain, 3 KIA, 1 WIA, 4 okay /7

BTR-60PB, side, KO, burned

ZSU-23-4, RF, 4/4 KIA, KO, burned BMP-3, 6/6 KIA, KO, burned

BMP-3, LR, 6/6 okay, immobilized, heavy damage

Leopard 2A6, LR, heavy damage, targeting, IR inop T-55(1974), LF, track + light damage

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30mm M230E1: (AH-64)

API, HEI, HEDP 1200 rounds. 30*113mm. Bunker, LR, no effect

T-72M1V, side, moderate damage

T-72M1V, side, moderate damage T-55(1974), side, track + moderate

T-55(1974), side, track + moderate

T-72M1V, RF, moderate damage BTR-60PB, immobilized, driver WIA, moderate damage

BMP-2, radio, track, otherwise light damage

T-55MV, front, moderate, several secondaries from ERA blocks going off T-55(1974), RR, track + optics

Bunker, front, 2 WIA/9

BRDM-2, side, 6/6 KIA, burned BRDM-2, LF, 3/6 KIA, KO, burned

30mm GAU-8 Avenger: (A-10)

7 barrel rotary cannon, now fires a set 3900 RPM (used to be selectable low and high), usually deploys with

1174 rounds of ammunition, but 1350 can be loaded. 30*173mm. T-62MV, side, optics, tracks, heavy (2nd pass KOed)

T-62MV, front, 4/4 KIA, heavy damage, KO, burned

T-90SA, front, driver KIA, IR, track, heavy damage, KO T-90SA, rear, track, heavy damage

T-72M1V(2001), side, track, heavy damage, (2nd pass, RR, targeting, IR, radio), (3rd pass, no additional)

T-72M1V(2001), RF, track, heavy damage, (2nd pass, RR, targeting, IR, radio) Challenger 2 Enhanced, front, IR optics, heavy damage

M1A1HC, rear, track, radio, heavy damage, (2nd pass: IR Optics), (3rd pass: targeting, smoke)

BTR-60PB, RR, 2/2 KIA, KO, burned

BRDM-2, 6/6 KIA, no survivors, burned

T-55(1974), rear, heavy damage, track (2nd pass: front, driver WIA) BMP-2, LF, 5 KIA, 3 WIA, 2 okay, KO

BMP-2, LF, 2/2 KIA, KO, burned

2.75” Rockets, 7 and 19 tube launchers, 3.5m craters

T-55(1974), side, track only ZSU-23-4, front, heavy damage, KO, burned, 4/4 KIA

BTR-60PB, BRDM-2, destroyed in a single pass 8/8 KIA, no survivors, both burned

T-55(1974), right track

T-90SA, track, light damage

T-90SA, track, moderate damage

T-72M1V, left rear hull side, track moderate damage (second hit on same run split the track) T-72M1V, track + moderate damage

Infantry, prone in open, flat terrain, 1/8 casualties

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Hellfire AGM-114L tandem warhead + home on jam + antiradiation

20lb tandem warhead, 4m crater, ~ 250m/s Total Misses: 3 Unassessable: 1 (counts as hits) Total Hits: 34 Hit Ratio: 45/48=94%

8m*8m, 2 story building: Hits: 29, Misses: 3

ZSU-23-4, rear, heavy damage, KO, 1 WIA T-72M1V, 3/3 KIA, heavy damage, burned

BMP-2, KO, burn, 2/2 KIA

T-55MV, LF, track + light damage Challenger 2 Enhanced, left rear hull side, 4/4 KIA, heavy damage, burned

M1127 Stryker, side, 2/3 KIA, heavy damage, KO

T-72M1V(2001), 3/3 KIA, burned T-72M1V, LF, track only

BTR-60PB, 2/2 KIA, KO, burned

Leopard 2A6, side, KO, burned T-90SA, rear, KO

T-55(1974), LF, KO

T-90SA, side, driver KIA, track + light T-72M1V, rear, KO, burned

T-72M1V(2001), rear, KO, burned

AGM-65 Maverick, (AGM-65A Maverick Optical 1.5m CEP)

The -A model is no longer in U.S. service, and there’s no way you could get a 90% hit rate with a (manual) optical seeker, so the game seems to have been updated, but to what?

125 or 300lb warhead, generally an IR seeker

Measured: 21° angle, 317m/s (over the ground), 7m crater Total Misses: 3 Unassessable: 1 (counts as hits) Total Hits: 25 Hit Ratio: 25/27=93%

8m*8m, 2 story building: Hits: 14, Misses: 0

BMP-3, LR, 4/6 KIA, KO

T-90SA, side, 1 KIA,1 WIA, KO, burned (secondary explosion during dismount KIAed everyone)

Bunker, side, 9/9 KIA T-55(1974), 4/4 KIA, massive damage, KO, burn

T-55(1974), 4/4 KIA, heavy damage, KO

T-72M1V, 3/3 KIA, heavy damage, KO, burned T-55(1974), hull side, KO, burn

BMP-3, KO

Leopard 2A6, massive damage, KO ZSU-23-4, turret side, KO, burned

T-72MV, KO, burned

BMP-3, KO, burned

M1A1HC, top turret, KO

T-90SA, RR, KO, burned

T-72M1V(2001), LR, KO; *also caused an infantry casualty at just over 200m

500lb bomb:

8x8, 2 story building: 1 hits to destroy 16x16, 2 story building: 3 hits to destroy

T-90SA, KO

1000lb bomb:

8x8, 2 story building: 1 hits to destroy

16x16, 2 story building: 2 hits to destroy

T-62MV, KO

Bunker, side, 9/9 KIA, KO

2000lb bomb:

8x8, 2 story building: 1 hits to destroy

16x16, 2 story building: 2 hits to destroy

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From the CMSF manual:

CM:SF’s Munitions are divided into four broad categories: Dumb (Mk 80 series, Hydra, and Cannon)

Laser (LGB, Hellfire)

GPS (JDAM) Optical (Maverick, one type of SDB)

Munition ........................... Type Accuracy .50 cal M2 ..........................Dumb 10m CEP

20mm M210 HEI ................. Dumb 10m CEP

30mm Cannon .................... Dumb 5m CEP Mk82 LD (500#) .................. Dumb 110m CEP

Mk83 LD (1000#) ................Dumb 110m CEP

Mk84 LD (2000#) ................Dumb 110m CEP Mk66 Hydra ........................Dumb 30m CEP

GBU-12 LGB (500#) ............ Laser 1m CEP

GBU-16 LGB (1000#) ........... Laser 1m CEP GBU-10 LGB (2000#) ........... Laser 1m CEP

AGM-114 Hellfire ................. Laser 1m CEP

GBU-39 SDB (250#) ............GPS 1.2m CEP GBU-38 JDAM (500#) .......... GPS 10m CEP

GBU-32 JDAM (2000#) ......... GPS 10m CEP

GBU-31 JDAM (2000#) ......... GPS 10m CEP AGM-65A Maverick ............... Optical 1.5m CEP

GBU-40 SDB ....................... Optical 1.2m CEP