Syrian Equipment of CMSF

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1 Syrian Equipment of CMSF This book ww2steel.com, 2015 Combat Mission Shock Force 2007 (and later modules) of Battlefront.com, Inc. Introduction: Syrian Vehicles T-54B (static) + T-55 (static) T-55 (1974) T-55MV T-62 (1972) T-62 (1975) T-62M T-62MV T-72M (early) T-72M T-72M1 T-72M1V T-72M1V (2001) T-72M1V TURMS-T T-90SA BMP-1 BMP-1P BMP-2 BMP-3M BRDM-2 (AT-3) BRDM-2 (AT-5) BTR-60PB BRDM-2 ZSU-23-4 Shilka Technicals UAZ-469 Zil-131 Bunkers Antitank Weapons SPG-9 (73mm Recoilless Rifle) AT-3 (multiple variants) AT-4 (multiple variants) AT-7 AT-13 AT-14 Gun launched missile systems RPG-7V RPG-7D3 (airborne version of the RPG-7V) RPG-16 RPG-18 RPG-29 Small Arms and Support Weapons Makarov (9mm Pistol) AKM (7.62mm Rifle) AKS (7.62mm) RPK (7.62mm LMG) RPD (7.62mm LMG ) AK-74 (5.45mm Rifle ) AK-74 w/gp-30 Grenade Launcher AKS-74 (5.45mm) AKS-74U (5.45mm) RPK-74 (5.45mm LMG) SVD Dragunov (7.62mm Sniper Rifle) PK/PKM (7.62mm MG) DShK (12.7mm MG) KPVT (14.5mm MG) AGS-17 (30mm Grenade Launcher) Artillery Support M mm Mortar M mm Mortar Type mm Rocket BM21 122mm Rocket D30 122mm Howitzer (Towed) 2S1 122mm Howitzer (Self Propelled) M46 133mm Field Gun Air Support MiG-23 MiG-21bis Su-25 Su-22M Su-17M Mi-24P Mi-24D 1

2 Inf, Static Tanks Mech Inf, Res Tank Co Mech Inf, Tank Co Rep Guards, Tanks Co Excellent T-55 T-72M (Early) T-72M1V T-90SA Good T-72M1V, 60% T-55, T-72M (Early), T-90SA, T-62MV, 40% T-54B T-62(75) T-72M1V TURMS-T T-55MV Average T-54B T-62(75) T-62MV, T-72M1V TURMS-T Fair Poor T-54B T-54B T-62(75), T-62(72), T-55(74) T-62(75), T-62(72), T-55(74) T-55MV T-72M1, T-72M, T-62MV, T-55MV T-72M1, T-72M T-72M1V TURMS-T, T-72M1V (2001) T-72M1V (2001) Static T-54B & T-55: These older, non-running tanks are used only in infantry units in batteries of three. The T-55 is a 1970 model. Ammunition: 100mm: 34 rounds, 43 in the T-55, APFSDS (APDS usually in static), HEAT, HE 12.7mm: 200 rounds 7.62mm: 3,000 rounds D-10 main gun, DShK on loader s hatch, SGMT coax. Static T-54B destroyed by 73mm from rear at 50m (two shots). 2km bunker spotting avg: Buttoned: 1:25 sec Unbuttoned: 35 sec Note for all T-54/55s that the command tank is pictured. Subordinate platoon tanks have only the left (to the tank) antenna. Reload about 11 sec. 2

3 T-55 (1974): The gyrostabilized guns will help these still mobile tanks. KTD-2 laser rangefinder and other fire control upgrades. Still very vulnerable to AT weapons. Ammunition: 100mm: 43, APFSDS/ APDS, HEAT, HE 12.7mm: 200 rounds 7.62mm: 3,000 rounds Available: Mech Inf, Reserve Tank Company, poor - fair equipped. Accuracy: HE vs Truck, front: 1km, static: 12/20 (60%) APFSDS vs T-72M, front: 2km, static: 10/21 (48%) 1km, static: 10/11 (91%) 1km, fast, road: 20/22 (91%) 1km, fast, dirt: 7/15 (47%) 1km, fast, dirt, 4x m crater: 3/20 (15%) Testing accuracy while moving on cratered terrain. 3

4 T-55MV: (game designation) Highly advanced upgrade of the T-55. The main gun can launch the 9M117 Bastion missile in an AT-10 (Stabber) system. Other upgrades include the Volna fire control system, an improved engine, improved night vision, Kontact ERA, smoke grenades on the right turret side, and other small improvements. Protected against light, outdated AT weapons, but by no means modern. Deficiencies are still somewhat poor night performance and inadequate gun performance to fight composite armor tanks. Tests show the night vision system to give reliable tank identification at only about 300m in perfect conditions. See missile section for details. Ammunition: 100mm: 43, AT-10, APFSDS, HEAT, HE 12.7mm: 200 rounds 7.62mm: >1,000 rounds Available: Mech Inf, Tank Company, fair - good equipment. Launching an AT-10. 4

5 T-62 (1972): This is a nearly stock T-62M mm gun. Improved night vision supposedly out to m. Ammunition: 115mm: 40; 12* APFSDS, 6* HEAT, 22* HE 12.7mm: 300 rounds 7.62mm: >2,000 rounds (No smoke) Available: Mech Inf, Reserve Tank Company, poor - fair equipped. From close range, a 115mm APFSDS cut right through this T-55MV. Amazingly, it passed right under the gun and between the crewmen. The only damage was minor, to the track. The T-62 s more powerful gun sometimes over-penetrates at close range. 5

6 T-62 (1975): KTD laser rangefinder added. Ammunition: 115mm: 40, APFSDS, HEAT, HE 12.7mm: 300 rounds 7.62mm: >2,000 rounds Armor: Available: Mech Inf, Reserve Tank Company, fair - good equipment. 6

7 T-62M: Appliqué armor added. Able to fire the laser guided 9K118 Sheksna/ AT-12 Swinger (same missile as the AT-10 but able to be fired in the 115mm). Ammunition: 115mm: 40, APFSDS, HEAT, HE, inc 5x AT mm: 300 rounds 7.62mm: >2,000 rounds Armor: Available: Mech Inf, Reserve Tank Company, fair - good equipment. 7

8 T-62MV: Same as the T-62M with Kontact ERA. Ammunition: 115mm: 40, APFSDS, HEAT, HE, inc 5x AT mm: 300 rounds 7.62mm: >2,000 rounds Armor: Available: Mech Inf, Tank Company, fair - good equipment. 8

9 T-72M (Early): KTD-1 laser rangefinder. Ammunition: 125mm: 39, APFSDS, HEAT, HE 12.7mm: 300 rounds 7.62mm: >2,000 rounds Armor: Available: Mech Inf, Reserve Tank Company, good - excellent equipment. 9

10 T-72M: Appliqué armor added to the hull front and smoke grenade launchers. Ammunition: 125mm: 39, APFSDS, HEAT, HE 12.7mm: 300 rounds 7.62mm: >2,000 rounds Armor: Available: Mech Inf, Tank Company, poor - fair equipment. 10

11 T-72M1: Czech export model. Slightly more main gun ammo. Ammunition: 125mm: 44, APFSDS, HEAT, HE 12.7mm: 300 rounds 7.62mm: >2,000 rounds Armor: Available: Mech Inf, Tank Company, poor - fair equipment. 11

12 T-72M1V: Upgraded Czech export model. Kontact ERA armor added. (The V designation is just for the game.) Ammunition: 125mm: 44, APFSDS, HEAT, HE 12.7mm: 300 rounds 7.62mm: >2,000 rounds Armor: Available: Mech Inf, Tank Company, good - excellent equipment. 12

13 T-72M1V (2001): Russian upgrade to the Czech T-72. Kontact-5, 3rd gen reactive armor, upgraded suspension, more powerful engine, improved gun that can fire the 9M119 missile, remotely operated AAMG, combined gunner/ commander thermal imaging system ( m range, supposedly), new fire control system, gun stabilization, and GPS. The Kontact-5 armor was able to defeat the Abrams APFSDS ammunition of the time, but new ammo supposedly can penetrate. A semi capable night fighter, it was able to repeatedly hit Abrams tanks at ~1500m at night, causing damage but no penetrations Ammunition: 125mm: 44, APFSDS, HEAT, HE, inc about 9x AT mm: 300 rounds 7.62mm: >2,000 rounds Armor: Available: Republican Guards, Tank Company, poor - fair equipment. A Javelin: unfortunately pretty much always one shot, one kill. 13

14 T-72M1V TURMS-T: A further Italian upgrade to the Russian upgraded Czech T-72. The commander gets a day/ night stabilized, panoramic periscope. The gunner s sight is also stabilized, has thermal, laser ranging, and a digital fire control computer. Fire control inputs include wind, pressure, barrel wear, ammo type, and more. Ammunition: 125mm: 44, APFSDS, HEAT, HE, inc about 11x AT mm: 300 rounds 7.62mm: >2,000 rounds Armor: Available: Republican Guards, Tank Company, fair - good equipment. 14

15 T-90SA: Top of the line (at the time) Russian export tank. SA is technically the Algerian version. The modern fire control system adds a dual axis stabilization system giving true fire on the move capability. Other improvements include a modern IR gunsight, a commander s display screen (slaved to the gunner s view), Shtora defensive system, which in this model appears to only provide automatic deployment of IR blocking smoke. Like similar systems, the T-90 must be stopped to fire the 9M119 missiles. Protected by Kontact- 5, but the top is standard ERA. While a great tank, especially relative to other Syrian equipment, it is considered vastly inferior to NATO equipment. The commander does not have his own independent sight and cannot search for and designate targets, or take control of the gunner s controls. The armor is inferior to that of western tanks, and the gun system apparently has trouble penetrating western tanks armor. Ammunition: 125mm: 47, APFSDS, HEAT, HE, inc about 11x AT mm: 300 rounds 7.62mm: >2,000 rounds Armor: Available: Republican Guards, Tank Company, good - excellent equipment. 15

16 BMP-1: Must be stopped to fire missile or (practically) the unstabilized main gun. Remember that the AT-3B/ 9K11 Malyutka has a minimum range of 500m! No smoke. No differentiation found in infantry equipment carried depending on role; always the same. Crew: 2+9 Ammunition: AT-3B HEAT: 4 73mm: 40, HE, HEAT 7.62x54R: 500 (For infantry use): PG-7V HEAT: 5 (no launcher!) 7.62*39: x54R: >1k 5.45mm: >2k Armor: Very vulnerable to 14.5mm and even 12.7mm. Available: Mech Inf, Reserve, poor equipment. Bad Good Mech Infantry Reserve BMP-1 BMP-1P (4A) Mech Infantry BMP-1P (4A) BMP-1P (4C) Republican Guards BMP-2 Special Forces BMP-3M 16

17 BMP-1P: (BMP-1PK with antenna on right rear) There are two different versions, each properly modeled, one with an AT-4A, the other with an AT-4C with the thermal imager. Other than the launch system, the vehicles are identical. The AT-4 removes the minimum range of the missile, and the wire guided SACLOS system is much more accurate. Crew: 2+9 Ammunition: AT-4 T-HEAT: 4 73mm: 40, HE, HEAT 7.62x54R: 500 (For infantry use): PG-7V HEAT: 5 (no launcher!) 7.62*39: x54R: >1k 5.45mm: >2k Armor: Very vulnerable to 14.5mm, quickly destroyed at 100m from the front. Available: AT-4A: Mech Inf, Reserve hiqh quality equipment, Mech Inf, low quality equipment. AT-4C: Mech Inf, hiqh quality equipment. Performance: 73mm destroyed a static T-54 from the rear with two shots from 50m. 17

18 BMP-2: (Untested) This missile, developed for vehicles, still presumably cannot be fired on the move. It is still a wire guided SACLOS. See missile section for details. Crew: 2+8 Ammunition: AT-5A HEAT: 4 30mm: 500 * HE-I, AP 7.62x54R: 500 (For infantry use): PG-7V HEAT: 5 (no launcher!) 7.62*39: x54R: >1k 5.45mm: >2k Available: All Republican Guards BMP units. 2km HEI results vs bunker. No 1st round hits. Sometimes off by >1km! Usually adjusts to hits in about 40 rounds. 18

19 BMP-3M: Tons of weapons, tons of ammo, an entire ten man squad of infantry, but very light armor. Turret weapons are a 100mm cannon (firing both HE and missiles), coax 30mm autocannon, and coax 7.62mm MG. On either front corner of the hull is another 7.62mm MG. The missiles are AT-10/ 9M117M1 Arkan laser guided ATGMs which are also fired from the main gun up to a range of 4000m (5500 according to Wikipedia). Despite laser guidance and gun stabilization they still appear to have to be stopped to fire the missiles. See missile section for details. Crew: 2+10 Ammunition: 100mm: 40, HE AT-10 T- HEAT: 8 30mm: 500, HE-I, APDS 7.62x54R: >1k (For infantry use): PG-7V HEAT: 5 (no launcher!) 7.62*39: x54R: >5k 5.45mm: >2k Available: All Special Forces BMP units. 3UBK23-3: m 750mm after ERA 19

20 BRDM-2 (AT-3C): Equipped with six ready launchers for the high performance AT-3C. Don t forget the 500m minimum range, and since it is this vehicle s ONLY WEAPON, don t bother using in short range engagements. Crew: 2 Ammunition: AT-3C HEAT: 14 Available: (Non-exhaustive) Mech Infantry, Self Propelled ATGM, low quality. 20

21 BRDM-2 (AT-5): Equipped with five ready launchers for the high performance AT-5B. Crew: 2 Ammunition: AT-5B HEAT: 15 Available: (Non-exhaustive) Mech Infantry, Self Propelled ATGM, high quality. 21

22 BTR-60PB: The 14.5mm quickly and easily ripped through the front of a BMP-1P at 100m. Crew: 2+9 Ammunition: 14.5mm: x54R: 500 (For infantry use): PG-7V HEAT: 5 (no launcher!) 7.62*39: x54R: >1k 5.45mm: >2k Available: All BTR units. 22

23 BRDM-2: Pictured is a BRDM-2U with extra radios. 50 round belts for the heavy MG. Crew: 4+2 Ammunition: 14.5mm: x54R: >2k (For infantry use): PG-7V HEAT: 3 (no launcher!) 7.62*39: mm: >1k Available: All BRDM units. 23

24 ZSU-23-4 Shilka: GM-575 (modified general purpose) chassis. Four liquid cooled, radar guided, 23mm guns with a rate of fire of about 900 RPM, 3600 RPM combined (60 rounds per second!). That s enough that even a short burst will rip everything off of the outside of even a main battle tank (and completely disable it). Penetration is 25mm@400m. NOT night capable. Ammunition: 23mm API: 2000 Armor: Steel, 9mm turret, up to 15mm hull Available: Mech Inf Flak battery only. 24

25 Technicals: How much ammo? Doesn t really matter, does it? Pickup: 1+9, no ammo. Taxi: 1+4, no ammo. Pickup w/ ZSU-23-3: Fighters only, 3+1, 600 rounds of AP-I Pickup w/spg-9: 3+1, PG-9N HEAT * 15 Pickup w/ DShK: 3+1, 12.7mm * 300 Pickup w/ PK: 3+1, 7.62*54R * 500 Taxi (VBIED) that the AI doesn t know how to use. Bomb? Did he say bomb? The passenger gets out and works as a spy. UAZ-469: Crew: 3+6 Ammunition: None 25

26 Zil-131: Basic truck. Available as a separate, three truck platoon to infantry units. Crew: 1+11 Ammunition: RPG-7 launcher and 8 PG-7V rockets. 7.62*39: : >3k 26

27 Bunkers: The Syrian bunkers come in 3 forms. The first bunker/ shelter has no installed weapon nor stored ammo. The MMG Bunker has a PKM with 5,000 rounds. The HMG Bunker has a DShK with 2,000 rounds. All hold 9 men, max 5 can fire at once, engaging targets at least 80 from center. Heavy Weapons will not deploy/ fire inside the bunker. Shoulder fire-able weapons such as MMGs, RPGs (obviously shouldn t), and even sniper rifles appear not to fire. (PKM tested) It appears that only normal rifles fire. Protection is very good, but high volumes of accurate fire, or HE, to the firing slit can quickly cause casualties. Bunker Placement: Bunkers must be placed so that the lowest point beneath them will be the height of the bunker. Unlike CM1, bunkers are always level in CMSF, lowering the ground to make this happen. It will look correct in the Scenario Builder, but will look like this as soon as you start the game. 27

28 IEDs: Small Cell IED. 7 casualties. Hard to use. You click the device, and target anywhere to activate for any unit, or target a specific unit to wait for that unit to pass within range. Then it waits for the CENTER of that unit to pass by. So, if only half of a squad lays down right next to it, but the other half is 50m away, no kaboom (bc the center is 25m away). No such issue for vehicles. Unrealistic, completely, for detection of IEDs. In the game IEDs are COMPLETELY UNDETECTABLE until they explode, even to engineers, even in the middle of a clear street. (The VBIED is an exception.) 28

29 Syrian Infantry ATGM and Mech Infantry Reserve ATGM Platoons consist of a command squad with four teams. There are a pair of AT-3B ATGMs (AT-4As for high quality Mech Inf Reserve) and a pair of SPG-9 recoilless launchers. The section is not separable, you must take at least 2* ATGM or 2* SPG. SPG-9 Spear: Ammunition: (10 total) OG-9V HE: 3 PG-9 HEAT: 5 PG-9VNT: 2 Range: m Warhead: 73mm Deploy: 1.5 mins Pack up: 1.9 mins Reload: 20 sec 4 man team. Recoilless (unguided). Inaccurate even at ~400m; must be very close to effectively engage vehicles. Nearly worthless against infantry due to inaccuracy and small HE charge. AT-3 Sagger/ 9K11 Malyutka: AT-3Bs are MCLOS (Manual Command Line Of Sight) that requires the operator to track the target with the optics (> 1km) the entire flight time AND control the missile with a joystick at the same time. The practical hit rate varies between 25%-2%. AT- 3C&D are SACLOS (Semi Automatic Command), requiring tracking only of the optics on the target, automatically guiding. Must be tracked all the way to the target and the speed is only m/s! The three man team carries one or two RPG-18s, because of the horrible minimum range. The minimum range is caused by an initial climb and gyro stabilization delay. Another serious tactical problem is that this team must be in place well before the threat arrives. (Game note: In an incredibly gamey annoyance, the RPG-18 man (not the gunner) will not fire unless the AT-3 has finished deploying, even when empty!!!) The only way around this it to put the team in a building where the AT-3 cannot deploy. Ammunition: AT-3B/D HEAT: 5 Range: m Warhead: 125mm Deploy: 5mins Pack up: 37sec Reload: 20 sec Penetration: B: 400mm RHAe, single warhead, MCLOS C: 460mm RHAe, single warhead, SACLOS D: 800mm RHAe?, unspecified model so single/ tandem warhead, SACLOS Available: B: Infantry (all exc quality RMIB) / low end Mech Inf / Fighter ATGM C: BRDM-2 AT-3. D: Fighter Command ATGMs that are fairly equipped. 29

30 AT-4A Spigot/ 9M111 Fagot: Ammunition: AT-4A HEAT: 5 Range: m Warhead: 120mm Deploy: 1.5mins Pack up: 20sec Penetration: 400mm RHAe Available: Mech Inf ATGM, Quality Mech Inf Reserve ATGM Fagot translates to Bassoon, a tube instrument, named similarly to the Bazooka. The missile is SACLOS, wire guided by the launcher, signaled by an IR light bulb in the rear of the missile. These three man teams no longer carry the RPG since there is no short range dead zone with this system. AT-4C Spigot / 9M111M Faktoriya: Ammunition: AT-4C HEAT: 5 Range: m Warhead: 120mm Deploy: 2mins Pack up: 20sec Penetration: 400mm RHAe Available: Quality RMIB ATGM Fighter Command ATGMs, Avg + Night vision, believed to be a thermal imager capable out to supposedly 2500m. Longer guidance wires and a better rocket boost the range. AT-5 Spandrel/ 9M113 Konkurs: Ammunition: (depends on platform) Range: m (Wikipedia) Warhead: 135mm Deploy: N/A Pack up: N/A Penetration: 600mm (AT-5A), mm (AT-5B), both are tandem Available: BMP-2 (AT-5A), BRDM-2 AT-5 (AT-5B) Wire guided SACLOS. Designed for vehicles but can be fired from the AT-4C infantry launchers. Launcher has a countermeasure detection system for systems like Shtora, to alert the operator to switch to MCLOS (manual guidance) mode. 9M113M (AT-5B) has an extended probe and better penetration. 30

31 AT-7 Saxhorn/ 9K115 Metis: Ammunition: AT-7-HEAT: 5 Range: m Warhead: 94mm Deploy: 1.2mins Pack up: 20sec Penetration: unknown, single Available: (non-exhaustive) Rep Grds, Recon Company, ATGM, Poor AT-13 / 9K115-2 Metis-M: Ammunition: AT-13 T-HEAT: 5 Range: m Warhead: 130mm Deploy: 1.5mins Pack up: 20sec Penetration: 950mm RHAe, Tandem Available: Poor- most Fair quality Rep Grds ATGM Night vision. 31

32 AT-14/ 9M133 Kornet: Ammunition: AT-14 T-HEAT: 5 Range: m+ Warhead: 152mm Deploy: 1.5mins Pack up: 20sec Penetration: ~1100mm RHAe, Tandem Available: Some fair and all Average + Rep Grds ATGM Thermal night vision is standard. SACLOS laser guidance. Gun launched Systems: AT-10 Stabber/ 9M117 Bastion: 100mm smoothbore gun launched missile. This missile is also used in an infantry launcher, the BMP-3, and 115mm guns as the AT-12 (Swinger). They are laser guided and supposedly not prone to radio or optical jamming. The earliest have single warheads with 600mm RHA penetration after ERA. Must track during entire flight time. Cannot be used on the move. The newer versions have tandem warheads, penetrate 750mm RHAe after ERA and have a range of 6000m (5500 for the BMP-3 version). AT-12 Swinger / 9K118 Sheksna: 115mm chambered 9M117, missile is the same. AT-11 Sniper / 9M119 Svir, 9M119M Refleks: 125mm missiles. Ranges are /5000m respectively. Penetration mm RHAe (tandem warhead). 32

33 Small, shoulder launched Anti-tank weapons: RPG-7V1, RPG-7D3: RPG-7V1 with PG-7VR. Ammunition: Varies considerably, see table Range: m (~200m max effective ) Warhead: 93mm Deploy: None, All RPG-7V1, RPG-7D3, and RPG-16D tested, and do fire in buildings. Pack up: 20sec Penetration: Varies considerably, see table Available: RPG-7V1: Combatants, All; Fighter, all squads, plus command RPGs poor-fair (RPG-29 at higher); Infantry, All; Mech Infanrty, All (RPG-18s come with some AT-3 teams issued to poor quality ATGMs); Republican Guards, All; RPG-7D3: Special Forces, better equipped units (worse get RPG-16D) RPG-7D3: 2 piece for airborne troops. Can fire all modern RPG-7 ammo, inc. tandem warhead, HEAT, HE, and Thermobaric rounds. Effective range is ~200m, closer is definitely better due to accuracy factors. There are seven loadouts carried: PG-7VR PG-7VL PG-7V OG-7V TBG-7V 105mm 2x HEAT 93mm HEAT 85mm HEAT HE T/B Total Pen 600 (RA)/ 750 RHAE >500mm RHAE 260mm RHAE None None PG-7V HEAT: 85mm single, 260mm RHA Carried in vehicles in X quantities 33

34 PG-7VL HEAT: 93mm single, >500mm RHA PG-7VR HEAT: mm tandem, 600 (vs RA) to 750 (no RA) mm RHA OG-7V HE: 40mm HE only warhead TBG-7V: 105mm thermobaric These are carried by:.5) Combatants, All 1) Inf, RMIB, Inf Co s; Inf, RIB, Inf Co & HW Co Plt s (not Co HQ) Inf, Militia, all; Mech Inf, RMIB (BMP), all; Mech Inf, RMIB (BTR), all; 2) Inf, RIB, HW Co HQ; 3) Inf, RMIB, HW Co HQ; Inf, RIB, HW Co HQ; Mech Inf, MIB (BMP), all; Mech Inf, MIB (BTR), all; R.G. MIB (BMP), Inf Plt s, HQ & 1st & 2nd squads (3rd squad has load 4); 4) R.G. MIB (BMP), Inf Plt s, 3rd squad (HQ & 1st & 2nd squads have load 3); Fighter, all (that have RPG-7, Command Fair+ get RPG-29); 5) S.F., AIB, Inf Co s (Eng Co gets load 6) (Low end units often get RPG-16D) S.F., MAIB, Inf Co s (Eng Co gets load 6) (Low end units often get RPG-16D) 6) S.F., AIB, Eng Co (Inf Co sget load 5) (Low end units often get RPG-16D) S.F., MAIB, Eng Co (Inf Co sget load 5) (Low end units often get RPG-16D) 34

35 The middle launcher is the only one identified in game, used for all RPG-7 and RPG-16. All Rockets are present in game. Battlefront promotional pic. RPG-16D: Ammunition: (PG-16) 58mm HEAT * 8 Range: m Warhead: 58mm Deploy: None Pack up: 20sec Penetration: 300mm, single Small, light, two piece version of the standard RPG-7 for airborne use. Fires only one type of grenade, PG-16 HEAT, with limited penetration or effect vs. ERA. Longer effective range (400m) than the RPG-7 due to a larger rocket but lighter warhead (that fits into the tube.) Considered inferior to the RPG-7D3. (shared models except no warhead on RPG-16) Tested effective against sides and rear of T

36 RPG-18: Based on the U.S. M72 LAW captured in Vietnam. 200m range. 64mm single warhead can penetrate ~375mm RHAe. Unguided, disposable weapon. Accuracy really seems to suck. Can be fired inside (tested). RPG-29: Ammunition: PG-29V * 3, TBG-29V * 2 Range: m Warhead: 105mm Deploy: None Pack up: 20sec Penetration: 750 (600 after ERA), tandem Available: (non-exhaustive) Fighter Command RPG fair+ 2 man crew, night vision, laser rangefinder. Named the Vampir in Russian. Breech loader like most full tubes. The 1PN51-2 night sight can be fitted to supplement the normal optical sight. In uncommon form the rocket completely burns before exiting the tube, more like a recoilless rifle than most ATMs. It flies to the target solely on launch inertia and is unguided. Ammo types are the PG-29V tandem warhead anti-armor and the TBG-29V thermobaric (fuel/air) anti-personnel/ anti-structure. From Soviet tests it is capable of penetrating the front of T-80 and T-90 tanks equipped with ERA. The front of a British Challenger II with ERA was penetrated in Iraq, as well as a separate incidents that penetrated the rear and side Abrams tanks. The Therm warhead has been tested against, and is ineffective vs. tanks. CAN be fired from within buildings! Relatively accurate, especially at closer ranges. 36

37 A raised berm (below) works well, but is too exposed. A better protected version would be good. A normal trench does not work properly as bullets fired by the MG hit the dirt about 5m ahead of the team (or go into the sky). An elevated trench (above). Makes crew served weapons invincible to bullets (until the trench is flanked) because the gun fires through the trench, but incoming does not. Unfortunately gamey. Works appropriately for ATGMs and normal infantry though. The short walls (also above) beyond did not allow the DShK or PKM to fire over/ through. A shallow trench (below) has the same problem as a normal trench. 37

38 Craters (above): The PKM team on the left cannot see out or fire when prone. Super craters are even worse about effective fighting for a squad. The rifleman on the right is in a medium crater. He is highly exposed, but can see and fight. Light (smallest) craters also give very little protection. Rooftop Inside Building Balcony 38

39 Small Arms and Support Weapons Mag, Ammo/bar?, 17m, 32m, 50m, 100m, 200m, 300m, 400m, 500m, 700m, 1000m, 1500m, max range AGS-17 (30mm Grenade Launcher) KPVT (14.5mm MG) DShK (12.7mm MG) PK/PKM (7.62mm MG) RPD (7.62mm LMG ) RPK (7.62mm LMG) RPK-74 (5.45mm LMG) SVD Dragunov (7.62mm Sniper Rifle) AKM (7.62mm Rifle) AKS (7.62mm) AK-74 (5.45mm Rifle ) AK-74 w/gp-30 Grenade Launcher AKS-74 (5.45mm) AKS-74U (5.45mm) Makarov (9mm Pistol) 39

40 AGS-17: Ammunition: 87 * 30mm HE (of two types? Shows 82 HE plus 5 HE.) VERY oddly, non-reserve units get 203 rounds per pair of GLs, so each squad will have either or (reloads belts in 19? round intervals, sort-of, 15 second reload) Range: 1730m Night Vision: NV 800/200 (if equipped, see below). Deploy: 21 sec; Can t deploy in buildings, but can on roofs. Pack up: 17 sec Available: Infantry, Indep, GL plat or Res GL Plat; Penetration: Sheet metal only. Only found in Infantry, Independent Grenade Launcher Platoon. Each platoon has two sections of three GLs, total six. Reserve units have 31 men, non-reserve have only 26 men, but both first squad GLs get night vision (very rare for Infantry, the only other being very rare AT-4C launchers- not even on the static tanks)! Not particularly effective. Disappointing results, due to the small HE only projectiles. Ineffective against even lightly armored vehicles. Only somewhat effective vs. infantry. Fast ROF, those 87 rounds are gone quick! For comparison, the Marines Mk19 teams, also 4 man, carry 144 rounds of 40mm HEDP, and that ammo will absolutely shred a BRDM, from the front, within a couple of hits. (In the same test run with the AGS-17, below, possibly the first Mk19 round hitting the BRDM caused it to burn, from the front, from 175m!) The German used GMG is just as effective as the Mk-19, but the 2 man team only carries 64 grenades, which disappear quick! At any rate, the AGS-17 is BY FAR THE LEAST EFFECTIVE. BRDM-2: Dumped an entire belt of 19 into the side at 120m. Similar to a BTR, gunner & turret were still functional, though radio, optics, and wheels were destroyed. 6/6 inside okay. BRDM-2: ~40 rounds, F, ~100m. Again, gunner & turret (14.5, 7.62, Wpn Controls, Engine) were still functional, though radio, optics, and wheels were destroyed. 6/6 inside okay. KPVT (14.5mm MG) 40

41 DShk: Ammunition: 12.7mm AP * 450 (350 for 3 man), (reloads belts in 50 round intervals, 15 second reload) Range: 2000m Deploy: 23 sec; Can deploy in buildings and on roofs! (Building redeployment bug.) Pack up: 20 sec Available: Infantry, RMIB or RIB, HW Co; Infantry, Indep, HMG plat; (4 man) Fighter Command; (3 man) Older tanks, technicals, HMG bunkers Penetration: BRDM-2: F, ~30 rounds, 158m BTR-60PB: F, 150m, Imm & Heavy dmg, but gunner/ turret still fully functional BMP-1: F, 160m, light dmg only; BMP-1: RF 36m, Imm BMP-1: S, 40m BMP-1: R, ~30 rounds, 85m BMP-1: R, ~20 rounds, 95m T-62(72): LF 89m, Imm very quickly! 41

42 PKM: (PK not seen.) Ammunition: 7.62*54R * 700 (500 for 2 man fighter), (reloads in 100 round intervals, 7+ second reload) Range: 1000m Deploy: 20 sec; Can deploy in buildings and on roofs! (Building redeployment bug.) Pack up: 13 sec Available: Infantry, RIB, Co HQs; Indep, MG plat; (3 man) Mech Inf, all battalions, Inf Cos, Weap Plts, 4x PKM ea; (No Indep s), (3 man) Rep Guard, all battalions, Inf Cos, Weap Plts, 4x PKM ea; (No Indep s), (3 man) (None in SF as dismount weapons.) Fighter Command; 2x 2 man teams each. Many vehicles (PKT or PKM) Can fire undeployed. Inside buildings or in trenches it MUST fire undeployed. In trenches it deploys IN the trench so it shoots the dirt ahead, in buildings it gets stuck in the deploying bug, RPD: 7.62*39mm LMG, Ручной Пулемёт Дегтярёва, PПД (RPD, Ruchnoy Pulemyot Degtyaryova or "Degtyaryov light machine gun"). Actually ready in 1944, but not widely distributed until Replaced the full sized cartridge DP, replaced by the RPK. 700 RPM, Two 50 round, non-disentegrating belts are linked into 100 round drums. 42

43 RPK (7.62mm LMG) RPK-74 (5.45mm LMG) 43

44 SVD: 7.62*54R AKM: 7.62*39, 30 round magazine. A modernized version of the AK-47. Usually seen with a slant muzzle brake. Stamped receiver instead of AK-47 milled receiver. Carried by most Infantry units. AKMS (7.62*39mm) Used by the commanders of Infantry Static Tanks. 44

45 AK-74 (5.45mm Rifle ) Not used in game, but the model is present as a placeholder for the PM pistol in Ak-74 equipped units (such as tank crews)! AKS-74 w/gp-30 Grenade Launcher AKS-74 (5.45mm) AKS-74U (5.45mm) 45

46 Makarov (9mm Pistol) (Uses AKM or AK-74 models in game.) Syrian Grenade, Smoke looks the same. Infantry, Militia 46

47 INFANTRY Overview: Night vision: EXTREMELY RARE, and only in the form of the AGS-17 and the AT-4C. The AGS-17 is only found in the Infantry, Independent, Grenade Launcher Platoon. Of these, only the first squad GLs get NV. (So, only 2 per GL Platoon.) The AT-4C launchers of the Infantry, RMIB, HW Co, 1st Plt, only high quality units get any, then only two launchers (for the entire battalion). (NV inop on static tanks)! Note: AT-3s are WORTHLESS at night! (500m minimum range.) Reserve Motorized Infantry Battalion: 1 Btn: A Co: 1P 2P 3P B Co: 1P 2P 3P C Co: 1P 47

48 2P 3P D Co HQ: AT: XO: AT P 1 HMG P 2 HMG P Optional AT-4 for better equipment. 48

49 ATG SPG RPG DShK RPK SVD AK Mak Reserve Motorized Infantry Battalion Support Veh: Btn: mm mortar 2 UAZ-469 Btn Inf Co: mm mortar Co Plt Plt Plt Inf Co: mm mortar Co Plt Plt Plt Inf Co: mm mortar Co Plt Plt Plt HW Co: UAZ-469 Co Plt Plt Plt Equipment quality only changes the ATGMs from AT-3/ RPG-18 to AT-4C (all high quality ATGM). AT: POOR-FAIR Infantry companies rely on each infantry squad having an RPG-7V1, 3 per platoon. The entire battalion (via the heavy Weapons Company) only gets two AT-3 or AT-4, and two SPG-9. These heavy AT weapons would have significant difficulty against modern armor. Other Heavy Weapons: GOOD - NONE, 8 DShK, but only in a separate Heavy Weapons Company. Infantry Companies have no heavy weapons. Small Arms: AKM, a few rare AK-74s or AKS-74 in AT teams; RPK. Night vision: RARE, only in very well equipped units that get the AT-4C, which comes with a thermal imager, two for the entire battalion. This would at least assist with directing support and situational awareness. Integrated Support: LIGHT, 2 82mm mortars per infantry company. Combat Vehicles: NONE Transport:: FEW, 2 UAZ-469 for the HW Co. It carries no additional ammo, but can carry all available heavy weapons (DShK, SPG-9, etc.) Less troops than the Reserve Infantry Battalion, but with mortars, 2 ATGMs, and rare but possible night vision. RMIB has one less platoon/ Co, but one more Co per Bn. 49

50 ATG SPG RPG DShK PKM RPK SVD AK Mak Reserve Infantry Battalion Support Veh: Btn: None None Btn Inf Co: Co Plt Plt Plt Plt Inf Co: Co Plt Plt Plt Plt Hvy Co: Co Plt Plt Plt Plt Equipment does not vary in quality. AT: POOR, Relies solely on each infantry squad having an RPG-7V1, 2 per platoon. There are no ATGMs, and nothing that can affect armor at range. Other Heavy Weapons: GOOD, 2 DShK, 2 PKM - attached to each Company. Small Arms: AKM, RPK Night vision: NONE. Integrated Support: NONE. Combat Vehicles: NONE. Transport:: NONE. 50

51 ATG SPG RPG-7V1 DShK PKM RPD SVD AKM Mak Militia Battalion Support Veh: Btn: None None Btn Inf Co: Co Plt Plt Plt Plt Inf Co: Co Plt Plt Plt Plt Inf Co: Co Plt Plt Plt Plt Equipment does not vary in quality. AT: POOR, Relies solely on each infantry squad having an RPG-7V1, 2 per platoon. There are no ATGMs, and nothing that can affect armor at range. Other Heavy Weapons: NONE. Small Arms: AKM, RPD Night vision: NONE. Integrated Support: NONE. Combat Vehicles: NONE. Transport:: NONE. Less troops than the RIB and RMIB. Has no heavy weapons, no support, no combat vehicles, no transport, and short range AT weapons only. As weak as modern infantry can get, but this should be expected. 51

52 ATGM SPG-9 AGS-17 RPG-7V1 DShK PKM RPK SVD AK Makarov Support Vehicles Independent Units MG Plt HMG Plt GL Plt R MG Plt R HMG Plt R GL Plt Eng Plt FO Sec UAZ-469 AT Plt Equipment quality only changes the Static Tank Battery between T-54B and T-55. The AT platoon seems to only get the AT-3B/ RPG-18 (not the AT-4 found in quality RMIB). Reserve units, FO, and the Antitank Platoon carry the AKM, non-reserve HW units and Engineers carry the AKS-74. Engineer platoons have two nearly identical 5 man squads (one is the HQ squad), each carry 2 explosives for a total of 4 per platoon. They carry no AT weapons. The FO s UAZ can carry six additional troops (to the 3 man FO team), but carries no additional ammo. The (non-reserve) Grenade Launcher platoons have six GL squads in three sections of two. The first squad of each section carries night vision! Earlier observation not seen during this research: sometimes get an RPG-18 The Static Tank Battery consists of a platoon of three T-54B or T-55 with a 3 man crew (no driver). These do not appear to have any night vision functional. The Truck Platoon is three Zil-131 trucks, each with only a driver. Each carry an RPG-7 launcher, 8 PV- 7V HEAT rockets, >3k rounds of 5.45mm ( which is extremely rare and only in the mechanized battalion of the Infantry units), and 800 rounds of 7.62*39. Within the Infantry units only AK and RPK/ RPD can be resupplied. 52

53 ATGM SPG AGS-17 RPG-7V1 DShK PKM RPK-74 SVD AK Makarov MECHANIZED INFANTRY Mech Infantry Battalion (BMP) Support Veh: x 120 M (see text) Btn x 120 M 1 BMP-1K FO UAZ Rc Plt BMP-1 Inf x 120 M 12 BMP-1 Co BMP-1 Inf Plt BMP-1 Inf Plt BMP-1 Inf Plt BMP-1 W Plt BMP-1 Inf x 120 M 12 BMP-1 Co BMP-1 Inf Plt BMP-1 Inf Plt BMP-1 Inf Plt BMP-1 W Plt BMP-1 Inf x 120 M 12 BMP-1 Co BMP-1 Inf Plt BMP-1 Inf Plt BMP-1 Inf Plt BMP-1 W Plt BMP-1 Weaps (see text) Co UAZ AT Plt BMP-1 Equip quality: BMP-1P with AT-4A or -4C. Weaps Co ATGMs from AT-4A to AT-4C. (Not Recon Plat - always AT-4A.) AT: VERY GOOD, The 41 BMPs with AT-4 and 73mm guns, plus four infantry AT-4. The infantry companies still completely rely on squads RPG-7V1, 4 per platoon. Total 45 ATGM platforms and 37 RPG-7 launchers. Other Heavy Weapons: FAIR, 4 PKM/ company. Small Arms: mostly AK-74/ AKS-74, RPK-74. Night vision: NONE-GOOD, poor equipment units still get no night vision, but quality units BMPs have the AT-4C with thermal imager on EACH BMP, plus three infantry AT-4C (not the recon one) give 44 thermal imagers for the battalion. The riflemen still have no NVGs. Integrated Support: GOOD, 12* 120mm mortars total, 2 per infantry company Combat Vehicles: GOOD, 12 BMP/ Co, 41 in total; great weapons systems but poor armor. Transport:: FULLY MOTORIZED 53

54 ATGM SPG AGS-17 RPG-7V1 DShK PKM RPK SVD AK Makarov Reserve Mech Infantry Battalion (BMP) Support Veh: x 120 M (see text) Btn x 120 M 1 BMP-1K FO UAZ Rc Plt BMP-1 Inf x 120 M 12 BMP-1 Co BMP-1 Inf Plt BMP-1 Inf Plt BMP-1 Inf Plt BMP-1 W Plt BMP-1 Inf x 120 M 12 BMP-1 Co BMP-1 Inf Plt BMP-1 Inf Plt BMP-1 Inf Plt BMP-1 W Plt BMP-1 Inf x 120 M 12 BMP-1 Co BMP-1 Inf Plt BMP-1 Inf Plt BMP-1 Inf Plt BMP-1 W Plt BMP-1 Weaps UAZ Co UAZ AT Plt Very similar to the BTR battalions. Has the unmotorized reserve AT Platoon, but retains the AT-4A in the recon platoon. Equip quality: BMP-1 (AT-3) to BMP-1P (AT-4A). Weaps Co ATGMs from AT-4A to AT-4C. (Not Recon Plat - always AT-4A.) AT: GOOD-VERY GOOD, The 39 BMPs have (difficult to employ) AT-3 and 73mm guns; these provide substantial AT capability even if difficult to employ. Higher quality units get BMP-1P with AT-4A, with close range capability which GREATLY improves AT capability. The entire battalion only gets five infantry AT-4. The infantry companies still completely rely on squads RPG-7V1, 4 per platoon. With 44 ATGM platforms and 37 RPG-7 launchers AT capability is FAR beyond BTR/ inf units. Other Heavy Weapons: FAIR, 4 PKM/ company. Small Arms: mostly AKM, RPK, rare AK-74/ AKS-74 seen in AT units. Night vision: RARE, only in well equipped units that get the AT-4C, which comes with a thermal imager, max 4 for the entire battalion. Integrated Support: GOOD, 12* 120mm mortars total, 2 per infantry company Combat Vehicles: GOOD, 12 BMP/ Co, 39 in total; great weapons systems but poor armor Transport:: EXCELLENT, Almost fully motorized. The Weapons Co is without, and there is insufficient room to fit into other companies transport. They can load into BMPs if someone else walks. 54

55 ATGM SPG AGS-17 RPG-7V1 DShK PKM RPK-74 SVD AK Makarov Mech Infantry Battalion (BTR) Support Veh: BTR x 120 M (see text) Btn x 120 M 1 BTR-60 FO UAZ Rc Plt BTR-60 Inf x 120 M 12 BTR-60 Co BTR-60 Inf Plt BTR-60 Inf Plt BTR-60 Inf Plt BTR-60 W Plt BTR-60 Inf x 120 M 12 BTR-60 Co BTR-60 Inf Plt BTR-60 Inf Plt BTR-60 Inf Plt BTR-60 W Plt BTR-60 Inf x 120 M 12 BTR-60 Co BTR-60 Inf Plt BTR-60 Inf Plt BTR-60 Inf Plt BTR-60 W Plt BTR-60 Weaps (see text) Co UAZ AT Plt BTR-60 Differences to RMIB (BTR): In almost all units individual weapons are newer models (AKS-74, RPK-74). The Weapons Company is now fully motorized (with 2 BTRs) and oddly has the Co HQ radioman deleted, but there is still a radio in each UAZ (and BTR). One of the four AGTM squads has been moved to the Battalion s Recon Platoon, which has traded the 3 BRDM for 2 BTR, and included an ATGM (AT-4A)! This makes the recon platoon a complete, though tiny, fighting unit. Equip quality only changes the Weaps Co ATGMs (not Recon Plat - always an AT-4A) from AT-3/ RPG- 18 to AT-4C (all high quality ATGM). AT: POOR-FAIR Infantry companies still completely rely on squads RPG-7V1, 4 per platoon. The entire battalion only gets four AT-3 or AT-4. Other Heavy Weapons: FAIR, 4 PKM/ company. Small Arms: mostly AKS-74, RPK-74. Night vision: RARE, only in well equipped units that get the AT-4C, which comes with a thermal imager, max 3 for the entire battalion. Integrated Support: GOOD, 12* 120mm mortars total, 2 per infantry company Combat Vehicles: POOR, 12 BTR/ Co, 41 in total; plentiful but limited capability Transport:: FULLY MOTORIZED 55

56 ATGM SPG AGS-17 RPG-7V1 DShK PKM RPK SVD AK Makarov Reserve Mech Infantry Battalion (BTR) Support Veh: R BTR (see text) (see text) Btn x 82 M 1 BTR-60 FO UAZ Rc Plt BRDM-2 Inf x 120 M 12 BTR-60 Co BTR-60 Inf Plt BTR-60 Inf Plt BTR-60 Inf Plt BTR-60 W Plt BTR-60 Inf x 120 M 12 BTR-60 Co BTR-60 Inf Plt BTR-60 Inf Plt BTR-60 Inf Plt BTR-60 W Plt BTR-60 Inf x 120 M 12 BTR-60 Co BTR-60 Inf Plt BTR-60 Inf Plt BTR-60 Inf Plt BTR-60 W Plt BTR-60 Weaps UAZ Co UAZ AT Plt None Equipment quality only changes the ATGMs from AT-3/ RPG-18 to AT-4C (all high quality ATGM). AT: POOR-FAIR Infantry companies rely on each infantry squad having an RPG-7V1, 4 per platoon. The entire battalion (via the heavy Weapons Company) only gets four AT-3 or AT-4. Both would have significant difficulty against modern armor. Other Heavy Weapons: FAIR, 4 PKM/ company. Small Arms: AKM, a few rare AK-74s or AKS-74 in AT teams; RPK. Night vision: RARE, only in well equipped units that get the AT-4C, which comes with a thermal imager, four for the entire battalion. Helps direct support and situational awareness. Integrated Support: GOOD, 2 120mm mortars / infantry company; 6 82mmmortars at Bn level. Combat Vehicles: POOR, 12 BTR/ Co, 37 in total, plus 3 BRDM-2; plentiful but limited capability Transport:: EXCELLENT, Almost fully motorized. The Weapons Co is without, and there is insufficient room to fit into other companies transport. They can load into BTR/ BRDM if someone else walks. 56

57 ATGM SPG-9 AGS-17 RPG-7V1 DShK PKM RPK SVD AK Makarov Support Vehicles Mech Infantry Independent Units Rec Co BMP-1P Rec BRDM Co BRDM-2 Res Rec BRDM Co BRDM-2 SP AT Plt (all) (see text) AT Plt Res AT Plt The Recon Company has a company command BMP-1PK and two recon platoons, identical to the battalion level one. The ATGM appears to always be the AT-4A. Both Recon BRDM Companies have a company command BRDM, plus six more split between two platoons. Platoons are identical to the one in the Reserve Mech Inf Bat. No differences in equipment quality. Only difference between reserve and regular is AKM/ AKS-74. Tank and Reserve Tank Companies have 3 platoons of 3, plus a Co HQ tank, for 10 tanks per company. Tank Companies have: T-72M (poor-fair) T-72M1 (poor-fair) T-55MV (fair-good) T-62MV (fair-good) T-72M1V (good-excellent) Reserve Tank Companies have: T-55 (1974) (poor-fair) T-62 (1972) (poor-fair) T-62 (1975) (fair-good) T-62M (fair-good) T-72M (early) (good-excellent) The Forward Observer sections also only differ in AKM/ AKS-74, both are 3 men in a UAZ-469. All Self Propelled AT platoons have a command BRDM-2 and three ATGM BDRMs. The low end regular and all reserve units have AT-3s, high end regular units have the much more capable AT-5B (the only platform for this, the most capable AT missile available to Mech Infantry units, other than tank launched missiles). The AT Platoon is the same as the reserve units, 14 men in five teams with four ATGM launchers, either AT-3 or AT-4C, the latter being substantially better for a number of reasons. Reserve AT Platoons are the only place the SPG-9 is seen in the Mech Infantry unit tree. These teams are identical to the Infantry AT platoons, except that the high end unit is the less capable AT-4A (low end still AT-3/ RPG-18). These have an infantry squad rather than a team for command. Flak Batteries are a platoon of three ZSU-23-4 Shilka. 57

58 ATGM SPG AGS-17 RPG-7V1 DShK PKM RPK-74 SVD AK Makarov REPUBLICAN GUARDS Mech Infantry Battalion (BMP) Support Veh: x 120 M (see text) Btn x 120 M 1 BMP-2K FO UAZ Rc Plt BMP-2 Inf x 120 M 12 BMP-2 Co BMP-2 Inf Plt BMP-2 Inf Plt BMP-2 Inf Plt BMP-2 W Plt BMP-2 Inf x 120 M 12 BMP-2 Co BMP-2 Inf Plt BMP-2 Inf Plt BMP-2 Inf Plt BMP-2 W Plt BMP-2 Inf x 120 M 12 BMP-2 Co BMP-2 Inf Plt BMP-2 Inf Plt BMP-2 Inf Plt BMP-2 W Plt BMP-2 Weaps (see text) Co UAZ AT Plt BMP-1 Equip quality: Only change is in the Weapons Co, the ATGM changes from AT-3D, AT-4C, AT-7 to AT- 13. Recon Plt is always an AT-7. AT: VERY GOOD, The 41 BMPs with AT-5A and 30mm guns, plus four infantry AT-3/7/13. The infantry companies still completely rely on squads RPG-7V1, 4 per platoon. Total 45 ATGM platforms and 37 RPG-7 launchers. Other Heavy Weapons: FAIR, 4 PKM/ company. Small Arms: mostly AK-74/ AKS-74, RPK-74. Night vision: NONE-RARE, the three ATGMs available to roughly fair quality units are the AT-4C with thermal imager is actually the best NV device available; the AT-7 (recon) does NOT, the AT-13 does have at least a poor quality imager. The BMP-2 has no NV, actually making it vastly inferior to the high quality Mech Inf BMP-1(4C) in that regard. The riflemen still have no NVGs. Integrated Support: GOOD, 12* 120mm mortars total, 2 per infantry company Combat Vehicles: GOOD, 12 BMP/ Co, 41 in total; great weapons systems but poor armor. Transport:: FULLY MOTORIZED 58

59 ATGM SPG-9 AGS-17 RPG-7V1 DShK PKM RPK SVD AK Makarov Support Vehicles Rep Guard Independent Units Rec Co BMP-2 FO Sec UAZ-469 AT Plt BMP-2 The independent recon company consists of two platoons, identical to the Battalion level recon platoon, plus a BMP-2K command vehicle. Always has the AT-7 ATGM. The guards tank company has three platoons of three, plus a company command tank, 10 tanks total. T-72M1V (2001) (poor-fair) T-72M1V TURMS-T (fair-good) T-90SA (good-excellent) The FO section is the same as always, 3 man (AKS-74), UAZ. The AT platoon carries the great AT-13 at lower levels, to most fair quality units. Some fair quality units and all average of higher carry the excellent AT

60 ATGM SPG AGS-17 RPG-7D3/ -16D PKM RPK-74 AKS-74/ GP30 SVD AK Makarov SPECIAL FORCES Airborne Infantry Battalion Support Veh: x 82 M (none) Btn x 82 M Inf x 82 M (none) Co Inf Plt Inf Plt Inf Plt Inf x 82 M (none) Co Inf Plt Inf Plt Inf Plt Inf x 82 M (none) Co Inf Plt Inf Plt Inf Plt Eng (none) Co Eng Plt Eng Plt Equip quality: Only change is in the Battalion ATGMs, which change from AT-13 to AT-14. AT: FAIR, Though very capable, there are only two AT-13 or AT-14 for the entire battalion, at battalion level. Also at battalion level are a pair of SPG-9. Infantry companies have squad level RPG-7D3. Engineers have RPG-16D. Total 2 ATGM, 2 SPG, and 31 RPG launchers. Other Heavy Weapons: NONE. Small Arms: modernized versions of the AKS-74, AKS-74U, RPK-74. Night vision: POOR, there are 26 total night vision devices for the infantry. The 4 FOs and 11 platoon level are good 800/200m units. The 9 sniper imagers do not seem to do anything, the team only getting 300/0 performance (unaided). The AT-13 unit is very poor, the same as a non NV vehicle (500/200). The AT-14 is very good, if the battalion gets them, with 2000/300m recognition. Most squads still have no NVGs. Integrated Support: FAIR, 12* 82mm mortars total, 2 per infantry company Combat Vehicles: NONE. Transport:: NONE. (Other than aircraft ) 1st squad of each platoon has a GPS unit. Engineer platoons are 25 men in 5, 10, 10 man squads. The HQ squad has GPS, good NVG, and 4 explosives. 2&3 squads each have 6 explosives. Total 16 explosives/ platoon, 32/ battalion. 60

61 ATGM SPG AGS-17 RPG-7D3/ -16D PKM RPK-74 AKS-74/ GP30 SVD AK Makarov Mech Airborne Infantry Battalion Support Veh: x 82 M 32 BMP-3M Btn x 82 M 2 BMP-3M Inf x 82 M 10 BMP-3M Co BMP-3M Inf Plt BMP-3M Inf Plt BMP-3M Inf Plt BMP-3M Inf x 82 M 10 BMP-3M Co BMP-3M Inf Plt BMP-3M Inf Plt BMP-3M Inf Plt BMP-3M Inf x 82 M 10 BMP-3M Co BMP-3M Inf Plt BMP-3M Inf Plt BMP-3M Inf Plt BMP-3M Eng (none) Co Eng Plt Eng Plt Nearly identical to the unmechanized unit. The SPGs have been deleted, and the infantry platoon snipers also. 32 BMP-3s have been added. Equip quality: Only change is in the Battalion ATGMs, which change from AT-13 to AT-14. AT: GOOD, 32 BMP-3 with 100mm guns and very capable AT-10 missiles. Though very capable, there are only two AT-13 or AT-14 for the entire battalion, at battalion level. Infantry companies have squad level RPG-7D3. Engineers have RPG-16D. Total 34 ATGM and 31 RPG launchers. Other Heavy Weapons: NONE. Small Arms: modernized versions of the AKS-74, AKS-74U, RPK-74. Night vision: GOOD, there are 17 total night vision devices for the infantry. The 4 FOs and 11 platoon level are good 800/200m units. The AT-13 unit is very poor, the same as a non NV vehicle (500/200). The AT-14 is very good, if the battalion gets them, with 2000/300m recognition. Most squads still have no NVGs. The 32 BMP-3M have great 2400/400 units. Integrated Support: FAIR, 12* 82mm mortars total, 2 per infantry company Combat Vehicles: VERY GOOD. 32 BMP-3M Transport:: EXCELLENT, Almost fully motorized. The Engineer Co is without, and there is insufficient room to fit into other companies transport. They can load into the BMPs if someone else walks. 1st squad of each platoon has a GPS unit. Engineer platoons are 25 men in 5, 10, 10 man squads. The HQ squad has GPS, good NVG, and 4 explosives. 2&3 squads each have 6 explosives. Total 16 explosives/ platoon, 32/ battalion. 61

62 ATGM SPG-9 AGS-17 RPG-29 PKM RPK-74 AKS-74/ GP30 SVD AK Makarov Support Vehicles Special Forces Independent Units SF Co x 82 M 11 UAZ-469 Co UAZ-469 Inf Plt UAZ-469 Inf Plt UAZ-469 Inf Plt UAZ-469 Eng Plt UAZ-469 FO Sec UAZ-469 AT Plt None The Special Forces Company really is an elite unit. Modern small arms, RPG-29s, 800/200 NVGs for each squad (the sniper ones still don t seem to work, they still spot at about 50/0). The UAZ-469 are worthless except for rear-area transport. TO MAKE AN ELITE, MODERN SOVIET ARMS UNIT, LOAD THESE TROOPS INTO BMP-3Ms! The Mech Airborne Infantry Company and Airborne Engineer Company are identical to the units attached to the Battalion. The Engineer Platoon is a different, small motorized one. It has 2 UAZ-469, each with 5 men, both with GPS & NVG. Squad 1 has 2 exp, Sqd 2 has 4 exp. All AKs. The FO section has the standard UAZ, 3 man team, but with 800/200 NVGs. A Arty, B Air. AT Platoons are AT-13/-14. The HQ squad gets NVGs, but otherwise same as all the others in structure. 62

63 Syrian Airborne (Special Forces) The majority of new units added to the Syrian side belong to the 14th Airborne Division, which is organizationally part of the Syrian Special Forces. The organization of the forces themselves, however, is significantly different. They are more or less a hybrid of a standard Mech Infantry force and Special Forces, which reflects the fact that in practice the Airborne designation is more name than practical fact. There are two types of Airborne Companies: Airborne Infantry and Mech Airborne Infantry. The basic difference is that the Mech Airborne use BMP-3s for transport and combat support, while Airborne Infantry are without armored support. The Airborne Infantry Platoon has a Sniper Team which isn t present in the Mech Airborne due to the limited seating capacity of the BMP-3s. The Syrians do not have enough BMP-3s for the entire Division, therefore the standard Airborne Infantry formations are the more common of the two. Airborne Rifle Squad The basic structure of an Airborne Rifle Squad is similar to the standard Army Mech Infantry in some ways, but not in others. The primary difference is that the Airborne forces, like Special Forces, are trained to operate in two Teams like US Army Squads. This gives them more tactical flexibility than the more common Syrian Army forces. Airborne forces wear the same camouflage uniform as the better quality Syrian Army units do. The standard rifle is the modern AKS-74U, which is a more compact version of the standard AKS-74 that has about half the effective range. Team A s punch comes from its modern RPK-74 and a AKS-74 with GP30 under barrel grenade launcher. The big firepower, however, is found in Team B in the form of the modern RPG-7D or, less commonly, the older RPG-16. More ammo is carried for the Team B s RPG than in Army formations, giving the Squad far more firepower than standard forces. Because of its particular mix of weapons the Airborne Rifle Squad has certain benefits and limitations in terms of range. At close range (100m and less), it is capable of using all of its weapons to great effect. At medium combat ranges ( m), it is a little less capable since the accuracy of the AKS-74U starts to drop off. At longer ranges (over 250m), the Squad is only capable of light suppressive fire from its RPK and RPG. Therefore, range must be treated as a very important tactical consideration when employing Airborne forces. Airborne Engineer Squad The Airborne forces have one Airborne Engineer Company per Airborne Battalion, consisting of two Platoons each. The Airborne Engineer Platoon has only two Squads instead of the normal three, however there are ten soldiers per Squad instead of eight. The Squad is similar to the standard Airborne Rifle Squad, consisting of two Teams with an RPK in Team A and a RPG-7D in Team B. The difference is that there are a lot of explosives carried in both Teams, thanks to the additional soldier in each. Airborne Anti-Tank Capabilities This is the special two piece airborne variant which is lighter than the standard RPG-7V. In addition to being lighter, which makes the Team more mobile, the standard rockets are the OG-7V (HE), TBG-7V (Thermobaric), and PG-7VR (Tandem Anti-armor). However, the older airborne RPG, the RPG-16, is probably still in service and therefore found occasionally. For heavier anti-armor weaponry the Airborne forces have the AT-13 and AT-14 ATGM systems at their disposal. These are the best available for Soviet/Russian equipped military and are quite formidable weapons. The ATGMs are few in number and allocated to the Battalion HQ, so they are not commonly seen on the battlefield. 63

64 UNCONVENTIONAL FORCES Fighter and Combatant teams have 3-5 men, depending on quality. Full 5 man teams will usually have either two LMGs or an SVD and an LMG. Combatants use the RPD, fighters the RPK. The only AT weapon carried is the RPG-7V1. (Other than by Fighter Command ATGM teams) Combatants teams can carry the RPG-7V1, 0% at poor quality, 10% at good, and 100% at excellent. Fighter teams have between 0% and 50% of having an RPG, better at higher quality but very random. Fighter teams that have an RPG will also have a AK-74 man. Teams that have an RPG have no LMGs or SVD. 64

65 Fighter Fighter Command: (~40 men) 1, 2-3 man Leader Team 2, 2 man PKM teams (Army uses 3 man teams) 1, 3 man DShK team (Army uses 4 man teams) 5, 2 man SVD sniper teams 5, 2 man RPG teams (poor-fair: RPG-7V1 fair+: RPG-29) 1, 4 man SPG-9 team 2, 3 man ATGM teams (poor: AT-3D, fair+: AT-4C or AT-14, can be mixed) AT: FAIR, Fighters have access to ATGMs at command level, poor quality are AT-3D, fair+ are excellent AT-4C and AT-14. Command (fair+) are commonly RPG-29s, but poor-fair command, and all noncommand, are the RPG-7V1. Other Heavy Weapons: RARE, command level PKM, DShK. Small Arms: AKM, AK-74, RPK, SVD. Night vision: NONE-RARE, Command level ATGMs only. The AT-3 has none, but the much more common AT-4C and AT-14 have 2000/300 imagers. Integrated Support: NONE Combat Vehicles: POOR, technicals only. Transport:: NONE Fighters: regular+ trained, fanatic. Combatant Combatant Command: (~25 men) 1, 2-3 man Leader Team, rare RPD 2, 2 man PKM teams (Army uses 3 man teams) --- 5, 1-2 man SVD sniper teams 5, 2 man RPG teams (RPG-7V1) AT: POOR-FAIR, Frequent squad level RPG- 7V1, none at poor quality, all squads will have an RPG at excellent. No ATGM access. Other Heavy Weapons: RARE, command level PKM, DShK. Small Arms: AKM, RPD, SVD Night vision: NONE Integrated Support: NONE Combat Vehicles: POOR, technicals only. Transport:: NONE Combatants: conscript-green, varying, but usually low motivation. Remember, locals can gather intel for both sides! (If added to the Blue OOB.) 65

66 Artillery Support 82mm Mortar (M1937): 80 rounds, 12 smoke, smoke persists ~4mins Req a command team or FO. Section: 2 tubes, Platoon: 3*2 tubes. 120mm Mortar (M1943): 60 rounds, 12 smoke, smoke persists ~5mins Req a FO. Section: 2 tubes, Platoon: 3*2 tubes. 107mm Rocket (Type 63): 72 rockets, 12 tubes per launcher, no smoke 160m impact radius. 3 salvos of 24 rockets (both launchers) Rocket artillery fires in increasing length salvos for high ROF missions. In long missions it goes to a nearly continuous barrage rather than salvo fire. 122mm Rocket (BM21): 240 rockets, 40 tubes per launcher, no smoke 160m impact radius. 3 salvos of 80 rockets (both launchers) 2H: 30sec on, 10min off, 4min on, 5min off, 4min on 122mm Howitzer (D30): 140 rounds, 30 smoke, smoke persists ~2mins A- 1st spot in X mins, FFE in 9-10, 30m impact radius 122mm Howitzer (2S1): 70 rounds, 16 smoke, smoke persists ~2mins 30m impact radius 130mm Field Gun (M46): 140 rounds, 30 smoke, smoke persists ~2mins 30m impact radius Type Ammo Smk FFE 2H 2M 2L 1H 1M 1L Req Rad M :36 2:43 4:50 4:15 5:29 9:34 HQ 30 M :55 5:50 9:42 6:37 11:52 19:46 FO 30 Type :00 10:00 30:00 25:00 25:00 75:00 FO 160 BM :00 20:00 60:00 50:00 50:00 150:00 FO 160 D :24 16:24 25:56 17:29 29:04 52:14 FO 30 2S :20 14:20 20:29 14:20 26:36 41:27 FO 30 M :24 16:24 25:56 17:29 29:04 52:14 FO 30 * Fire For Effect time is with a class A spotter, add about 1min for each class lower. 2 guns, heavy, 2 guns medium, etc: this is an approximate time from fire for effect to last round expended. Radius is an approximate max impact radius, rarely greater, NOT A SAFE DISTANCE! 66

67 Air Support 67

68 Mi-24D Hind D: gun runs are maybe 200 rounds each, rockets cover a large area due to low attack angle Hvy Sup 128x 57mm rockets, 4 passes of 32 2 FAB-250 Med Sup 1470 rounds, 128x 57mm rockets, 4 passes of 32 2 FAB-100 Lt Sup 12.7mm YAK-B, Hvy AT 4 passes 64x 57mm rockets, 2 passes of 32 4x AT-2 Med AT (~365/ pass!) 4x AT-2 Lt AT The Hind D is considered the first gunship version of the Hind, though it could still carry troops. It has a crew of three- the pilot, weapons operator, and a crew chief, and can carry an additional eight man squad. The crew chief also would have side MGs. The Hind has a large cargo area so it could actually carry reloads for its weapons, land nearby, reload, and continue attacking. Useful AT platform with Heavy and Medium Antitank loadouts. The gun is too weak, and rockets and bombs too inaccurate, for the other loadouts to do much good. Unguided bombs: Tests with the Hind D provided the following results (at night): 50m, 95m, 45m, 10m, 25m, 65m, 60m, 105m, 50m. These give a CEP of 56m, which is too big to be useful against a point target. Air Support Assets: Antitank Assets: 68

69 Mi-24P Hind F: Hvy Sup 80x 80mm rockets, 4 passes of 20 2 FAB-250 Med Sup 40x 80mm rockets, 2 passes of 20 2 FAB rounds, Lt Sup 30mm GSH-30-2K, Hvy AT 40x 80mm rockets, 2 passes of 20 8x AT-6 11 passes Med AT 4x AT-6 Lt AT The Hind F has many improvements. Among these are improved night fighting capability and greatly improved ordnance. It can carry the AT-6, and now not only on the tips, but also on the outboards, allowing 8 of these missiles to be carried. The increased lethality and accuracy (75%) of this newer missile are clear. The larger 80mm rockets, though the salvo is reduced from 32 to 20 rockets, have better effect, but are still wildly inaccurate. The unguided bombs are still nearly worthless. Certainly the largest improvement is the gun. You get 10 gun runs instead of 4 with the older Hind, and the 30mm gun can actually cause quite a bit of damage, even to the heaviest tanks. With the new gun, all loadouts are capable platforms. As the rockets and bombs are unreliable, the preferred loadout is still going to be Heavy AT. The HEAVY AT IS THE BEST SYRIAN AT AIR ASSET AVAILABLE, expect 8 heavily damaged tanks from guns, 1 from rockets, 5 from AT-6- totaling 14 tanks destroyed/ disabled per aircraft. Air Support Assets: Antitank Assets: An AT-6 impacts a Bradley. The ERA dispersed the jet, which did not penetrate. The rear of these vehicles is extremely vulnerable. 69

70 MiG-21bis: Hvy Sup 200 rounds, 64x 57mm rockets in 2 passes 2 FAB-500 Med Sup 23mm GSh-23-2L, 64x 57mm rockets in 2 passes 2 FAB-250 Lt Sup 4 passes (27-25 rounds/ pass) 4 FAB-100 Almost completely ineffective. The gun displays nearly irrelevant performance, the rockets are too inaccurate and too small to cause much damage what they do hit, and the dumb bombs go so far off target they are nearly pointless. It s 1950s technology in a precision era. Unguided, freefall (very high angle), Heavy gives a 17m crater, Med gives 12m, and light gives 9-10m. This shows probability of FAB-500, -250, and -100 for these crater sizes. One of the small ones actually managed to hit right next to a M3A3 ERA (not sure it was the intended target, of course), knocked the track off, and cause 2K, 1W, 1 OK (of 4). Vehicle was otherwise okay but written off KO. Air Support Assets: MiG-23: Hvy Sup 200 rounds, 40x 80mm rockets in 2 passes 2 FAB-500 Med Sup 23mm GSh-23-2L, 40x 80mm rockets in 2 passes 2 FAB-250 Lt Sup 4 passes (27-25 rounds/ pass) 4 FAB-100 Similarly loaded to the MiG-21, the MiG-23 is also highly ineffective. The gun s performance is miserable even (surprisingly) against lightly armored vehicles; perhaps it is always loaded with HE for air to air missions. The rockets are 80mm, which are an improvement. The bombs are still unguided, and though spectacular results can be achieved, it is extremely rare. Air Support Assets: 70

71 Su-17M Fitter C: H S 64x 57mm rockets, 2 passes of 32 4 FAB-500 M S x 57mm rockets, 2 passes of 32 4 FAB-250 rounds, L S 4 FAB mm H A 64x 57mm rockets, 2 passes of 32 4 guided missiles 1 FAB-250 NR-30, M A 6 passes 2 guided missiles 2 FAB-100 L A NR-30 gun with 80 rounds per gun, totaling 160 rounds. Five runs of 27 rounds, 6th run of 25 rounds. HA#3, MA#2, Missiles: 9-10m crater, ~20m long horiz, 18 descent profile, speed m/s, sometimes gives launch sound, sometimes not, ~3+ second launch to impact Miss results (known): (4 unk) 30, 30, 55, 110, 85, 90, 10, 10, 70, 40, 25, 45, 30, 25, 100; Misses: 19, Hit: 18/37=49%; CEP: 26m T-90SA, direct hit right top turret, Gunner KIA, moderate-heavy damage, KO Sultan, direct hit on top, 5/5 KIA, massive damage, burned ZSU-23-4, side/ top, 4/4 KIA, KO, burned 2 story building 8m*8m, TOTAL HITS: 15; 1st hit collapses roof, second levels building *TO DETERMINE CEP WITH UNK MISSES- take the average of the known misses for each unknown Original M model could not accept AS-10 missile. (No mention of AS-7.) THIS MAKES THIS PROBABLY AN AS-7, PERHAPS WHY THE SU-25 SEES A HIGHER HIT RATE. Air Support Assets: Antitank Assets: 71

72 Su-22M: H S 40x 80mm rockets, 2 passes of 20 4 FAB-500 M S x 80mm rockets, 2 passes of 20 4 FAB-250 rounds, L S 4 FAB mm H A 40x 80mm rockets, 2 passes of 20 4 guided missiles 1 FAB-250 NR-30, M A 6 passes 2 guided missiles 2 FAB-100 L A Export Su-17M3, downgraded engine and avionics (to Su-17M2, which did have an older laser designator). Factory: Su-52K, NATO: Fitter J. It should be able to use the Kh-25L/ML as it should have a laser designator and earlier developed equipment for handling the missile. Highest unguided miss seen so far at 184m, others: 75, 130, 75, 50, 50, 115, 70, 10, 15, 105, 70 Guided missiles (type unk) Speed measured repeatedly at ~600m/s, 18, 10m crater, ~20m long (same as Su-17) Miss results (all known): 45, 70, 50, 18, 90, 45, 20, 50, 50, 90, 55, 150, 25, 75, 70, 177, 30, 70; Misses: 18; Hit: 26/44=59%; CEP: 27m (attack on M1A1HC FEP missed by 70m, jammed? subsequent attack hit) (attack on T-90SA missed by 50m, perhaps jammed but that doesn t seem to be a function of SA model) 2 story building 8m*8m, TOTAL HITS: 21; 1st hit collapses roof, second levels building M1A1HC FEP, top/ front, 3KIA, 1WIA, Heavy damage, KO, burned T-72M1V, rear, 3/3 KIA, heavy damage, burned T-55(1974), 3 KIA, 1 WIA, KO M1A1HC FEP, top turret front, 3KIA, heavy damage, KO M1A1HC FEP, LF turret side, 2KIA, heavy damage, KO Air Support Assets: Antitank Assets: 72

73 Su-25: H S 40x 80mm rockets, 2 passes of 20 4 FAB-500 M S 250 rounds, 40x 80mm rockets, 2 passes of 20 4 FAB-250 L S 30mm 4 FAB-100 H A GSH-30-2, 40x 80mm rockets, 2 pass 4 guided missiles 4 FAB-250 M A 5 passes 4 guided missiles 4 FAB-100 L A 2 guided missiles Air Support Assets: Antitank Assets: Ten wing hardpoints. The outboard two are for R-60/ AA-6 Aphid missiles. The other eight can be used for just about any weapons configuration. Nose mounted Klen-P5 laser designator/ rangefinder. The guided missiles used by the AT loadouts are devastating, the high-angle, tighter pattern rockets are somewhat useful, the unguided bombs are nearly pointless, the gun is good but lacks ammo (compared to the Hind F). Unguided bombs: SU-25 CEP of ~57m. Virtually useless unless there is a large concentration of enemies. 12m crater diameter. (CEP data, m: 20, 41, 50, 15, 40, 130, 75, 75, 105, 20, 30, 115, 23) Missiles, type unconfirmed: 9m crater, Miss results (known): (3 unk), 90, 20, 60; Misses: 6; Hit: 25/31=81%; CEP 6m(!) 2 story building 8m*8m, Hits: 19 Sultan, direct hit on top, 5/5 KIA, massive damage, burned M1A2SEP TUSK, hit left top-side, 2 KIA, 2 WIA, KO Warrior (Wrap 2), 7/7 KIA, KO, burned BTR-60PB, top hit, moderate damage, burned 11/11 KIA Concrete bunker, top rear hit, 3K 2W 2 OK / 7 inside, KO T-72M1V, top turret, 3/3 KIA, massive damage, KO, burned Guns! 73

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