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MANUAL

2011 UIG ENTERTAINMENT GMBH . Alle Rechte vorbehalten . nderungen, Irrtmer und Druckfehler
vorbehalten . Graviteam, 2010. All rights reserved. Noviy Disk, 2010. All rights reserved. ND Games
is a part of Noviy Disk Company. www.ndgames.ru
Software, graphics, music, text, names, and manual are copyrighted. This software and manual must not be
copied, reproduced, or translated, and must not be reproduced, in whole or in part, in any electronic medium
or machine-readable form, without the prior written consent of UIG Entertainment GmbH. Most hardware and
software brands in this manual are registered trademarks and must be treated as such.

Epilepsy warning
Some people may experience loss of consciousness or epileptic seizures when exposed
to certain light effects or flashes of light. Certain graphics and effects in computer games
may trigger an epileptic seizure or loss of consciousness in these people. Previously
unknown predispositions for epilepsy may also be stimulated. If you or someone in your
family has epilepsy, please consult your doctor before playing this game. If you experience symptoms such as dizziness, blurred vision, eye or muscle spasms, unconsciousness, disorientation, or any sort of involuntary motions or cramps while playing this
game, turn the device off IMMEDIATELY and consult a doctor before playing again.
Technical information/Hotline
support @uieg.de

CONTENT

Game Manual . . . . . . . . . . . . . . . 4

Tank Manual . . . . . . . . . . . . . . 33

LIST OF ACRONYMS . . . . . . . . . . . . . . . 4
1 INSTALLATION . . . . . . . . . . . . . . . . . . 4
1.2 Additional Software . . . . . . . . . . . . 4
1.3 Installation . . . . . . . . . . . . . . . . . . . 5
1.4 Activation . . . . . . . . . . . . . . . . . . . . 5
1.5 Deinstallation . . . . . . . . . . . . . . . . . 5
1.6 Game Options . . . . . . . . . . . . . . . . 5
2 GAME DESCRIPTION . . . . . . . . . . . . . 6
3 EXTRAS . . . . . . . . . . . . . . . . . . . . . . 6
4 SUPPORT . . . . . . . . . . . . . . . . . . . . . 8

ABBREVIATION LIST . . . . . . . . . . . . . . 32
1 TANKS . . . . . . . . . . . . . . . . . . . . . . 32
1.1 T-62 . . . . . . . . . . . . . . . . . . . . . . . 32
Table 1.1 . . . . . . . . . . . . . . . . . . . . . . 33
Table 1.2 . . . . . . . . . . . . . . . . . . . . . . 33
1.3. . . . . . . . . . . . . . . . . . . . . . . . . . . 35
1.2 M60A1 Tank . . . . . . . . . . . . . . . . . 36
Table 1.4 . . . . . . . . . . . . . . . . . . . . . . 37
Table 1.5 . . . . . . . . . . . . . . . . . . . . . . 37
Table 1.6. M60A1 Armor . . . . . . . . . . . 38
2 TANK CONTROLS . . . . . . . . . . . . . . . 39
2.1 Basics . . . . . . . . . . . . . . . . . . . . . 39
2.2 Basics . . . . . . . . . . . . . . . . . . . . . 39
Table 2.2 . . . . . . . . . . . . . . . . . . . . . . 41
2.3 Driver Seat . . . . . . . . . . . . . . . . . . 42
2.4 Gunner seat . . . . . . . . . . . . . . . . . 42
Table 2.3 Gunners Gear . . . . . . . . . . . 42
Table 2.4 Main Gunner Controls . . . . . 43
2.5 Commander Seat . . . . . . . . . . . . . 43
Table 2.5 Commander Gear . . . . . . . . 44
Table 2.6 Commander Controls . . . . . 44

CONTROLS . . . . . . . . . . . . . . . . . 9
Operation Manual . . . . . . . . . . 14
ABBREVATION LIST . . . . . . . . . . . . . .
1 OPERATIVE MODE . . . . . . . . . . . . . .
1.2 Tactic Battles . . . . . . . . . . . . . . . .
1.4 Statistics . . . . . . . . . . . . . . . . . . .

14
14
17
20

Tactics Manual . . . . . . . . . . . . . 22
ABBREVIATION LIST . . . . . . . . . . . . . .
1 TACTICAL MODE . . . . . . . . . . . . . . .
1.1 Troops Deployment . . . . . . . . . . .
1.2 Order System . . . . . . . . . . . . . . . .
1.3 Battle . . . . . . . . . . . . . . . . . . . . . .
1.4 End of Tactic Phase . . . . . . . . . . .

21
21
21
23
26
29

History Manual . . . . . . . . . . . . 45
WAR HISTORY . . . . . . . . . . . . . . . . . . . 45

Game manual
LIST OF ACRONYMS
Btry
UFHP
AI
LMB

Artillery Battery
Upper Front Hull Plate
Artificial Intelligence
Left Mouse Button

1 INSTALLATION
1.1 System Requirements
MINIMAL

Recommended

Processor

AMD Athlon 2 4200+ Intel


Pentium D 3GHZ

AMD Athlon 64 X2 6000+ Intel


Core2Duo E8400 3 GHz

Memory

1 Gb

2 Gb

Video

ATI Radeon HD 2900 256Mb


nVidia GeForce 8800 256Vb

ATI Radeon HD 4870 512 Mb


nVidia GeForce GTX 280 512 Mb

Sound

DirectX 8 compatible

DirectX 9 compatible

Operation System

Windows Vista

Windows Vista SP2 or Windows 7

NOTE!
-Your video card must support Pixel/Vertex Shader 3.0.
-You need Administrator rights to install the game.

1.2 Additional Software


For the best of performance, you have to install some additional software you find in docs\
support\redists folder in the games root folder. We also recommend that you make sure
you have the latest video card drivers installed.
The latest updates download sites: Microsoft DirectX http://www.microsoft.com/directx
drivers nVidia http://www.nvidia.co.uk/page/home.html ATI/AMD drivers - http://www.amd.
com/uk/Pages/AMDHomePage.aspx
The necessary software will be installed automatically when you install the game!

1.3 Installation
Insert the Game DVD-ROM and wait for the Installer to start. If you have Autorun feature
turned off, start setup.exe from the Game DVD-ROM and follow onscreen instructions.
Downloadable Version: download and activate the game and follow onscreen instructions.

1.4 Activation
The game is protected and must be activated online. Once the game is registered, DVD
is not required. Your Serial Number is either written on your DVD or sent you by email
(downloadable version). You can activate the game 3 times and deactivate it 10 times; total
number of installments is 13. We recommend that you deactivate the game before changing
your hardware or operating system; in this case youll have 1 extra activation.
In case you spent all your activations without breach of contract, please contact our Support.

1.5 Deinstallation
To uninstall the game, please open Control Panel and find Add\Remove programs. Choose
Steel Armor: Blaze of War and click Remove. You also can remove the game through Start\
Programs\Steel Armor: Blaze of War\Deinstall.

1.6 Game Options


1.6.1 Antialiasing.
3D rendering method used in the game does not allow antialiasing. Please turn off forced
antialiasing in the driver options (set Application Choice). You can turn on ingame antialiasing: choose 2.6 (Smooth Graphics) and 2.16 (Integrated Antialiasing) game options.
With 2.6 option on, the visible edges look a bit smoother. 2.16 option provides dynamic
frame smoothing; it doesnt work with extensive camera/object movements. With this option
on, fast-moving objects look somewhat blurry. It is not recommended to use this option with
slower video cards (such as GF8600 GF6600) or low memory cards (up to 320Mb); in
this case, smoothing will be turned off. Also, it will not work with option 2.7 (Wider Dynamic
Range) turned off or blocked or if the video card doesnt support Pixel Shaders version 3.0
Both smoothing types can be turned on simultaneously.
1.6.2 Screen Resolution.
2.1 option allows to set screen resolution* (full screen mode only); with 2.2 option you can
set 3D buffer size. Current desktops resolution is highlighted with yellow. 6.3 option turns
on full screen mode*. 3D buffer size seriously affects the game performance: for GeForce
7600/6600 and Radeon 1800/1600 cards the buffer size should not exceed 1024-1280
points in width. With buffer size lesser than the screen, the graphics get blurry.
* Is not recommended

2 GAME DESCRIPTION
Steel Armor: Blaze of War is a realistic tank simulator with tactic elements.
The game is presented in two equally important parts:
- operational: the gamer choose the battlefield area, replenish and reinforce his/her army
and repairs his/her vehicles;
- tactic: the gamer gets into actual battle, drives his/her tank and commands his/her units.
There is no ready mission in the game; the gamer creates his/her own game which dramatically increases replayability.
The goal is to win a few battles in any of four operations taking command over tank units of
either the Soviet or Iranian or Iraqi or Angolan Army.
Each of the operations dictates its own strategies:
1) Afghanistan: first of all, destroy enemys fire points and support your motor-rifle troops;
2) Iran classic tank clashes with an outnumbering enemy;
3) Angola full-fledge mobile warfare involving all type of corps.
Depending on operation, the gamer will have either Soviet T-62 tank or American battle tank
M60A1.
The gamer can drive his/her tank from drivers seat and shoot from the gunners place as
well as command his/her tank crew and the whole of the unit from the commanders seat.
The gamer will be assigned a variety of tasks:
- scout and attack enemy positions;
- defend gamers own positions;
- occupy and defend settlements;
- support infantry;
- ambush the enemy, and break out of encirclements.
The gamer can complete his/her tasks either commanding a single tank (tank platoon) or
commanding more units in the Tactical Map Mode.
Each battle brings the gamer and his/her troops experience points and (probably) awards.
After a battle, Statistics Mode turns on, and the gamer can check his/her results, see detailed report of his/her tanks and units shooting performance and the list of sustained hits.

3 EXTRAS
3.1 Addons and Patches
Patches, addons and MODs are installed via an inbuilt utility activated from the Main Menu,
or by the update.cmd file in the root folder. The utility interface is shown at Ill 6.1 .
Ill 6.1. - Addon and Patch Utility Interface: A) List of installed updates and patches (author,
version, status)

B) Maximize Priority Button C) Minimize Priority Button D) Addon Turn On Button E) Addon
Turn Off Button F) Install New Patch or Addon Button G) Turn Off All Addons Button H) Delete
Addon Button I) Save and Continue Button J) Dont Save and Exit Button
Update priorities sort from top down. The main game is of the lowest priority. You can use
several different updates changing the same resources.
In case the game cant work correctly after an update installation, please turn the update
off. Each of the updates has its own folder, and its resources never mix with the core game
resources, as well as with other updates resources.
Updates are installed into data\mtc80\<update name> folder in the root game folder. The
user must have the rights to change the folder.
Please Remember: when you install an update, turn it on/off, or change their order, all
profiles saved battles are deleted!
! data\mtc80\dev_updates in the root folder is for developers updates and patches only!
Please do not install your updates into this folder!
NOTE! System updates (created by the game developers) cannot be turned on/off, only
removed.
NOTE! Before removing an update, please turn it off and start the Update Utility.
3.2 Saving a game
In Operative Mode, your progress is saved automatically in the users\
profiles\<profile>\<operation name>.opsave folder after each phase. The .opsave_ file
saves the start position of the gamers current turn.
In Tactical Mode, you can save the game while positioning your troops (as well as in the
actual battle). To save during a tactical battle, exit to the Game Menu and press Save and
Exit button. The game will be saved in the users\profiles folder. In Fast Battle or Operation
modes, you can save once for a profile. A diskette icon appears on the Fast Battle button
or in the Operations table. To continue your operation (or your fast battle), click the diskette
icon. To remove a saved game, right-click the diskette icon.
Please notice that any saved game is deleted when:
- a new operation starts;
- you right-click the diskette icon in the Main Menu;
- Fast Battle starts;
- you save again;
- the battle is over (Statistics Mode is turned on).
The save file takes up to 500Mb of HD free space so please make sure you have at least
1Gb free before you start the game.

4 SUPPORT
Developers site http://graviteam.com http://graviteam.com/forum/index.php?board=4.0
Forum/Support Discussion http://forum.sukhoi.ru/forumdisplay.php?f=180
Thank you for purchasing our game!

Nr

Name

Key 1

General
1

Controls

F1

Statistics Panel

F2

Order Panel

F3

Deployment Panel

F3

Unit List

F4

Show Key Points

F5

Show Markers

F6

Show Hits In Real Time

F8

Minimap

F9

10

Map

F10

11

Time Speed x 2

F11

12

Time Speed x 4

Ctrl+F11

13

Screenshot

F12

14

Find Selected Unit

Ctrl+F

15

Game Menu

ESC

16

Pause/Continue

Enter

17

Tactic Info & Directions

18

Exit

Alt+F4

19

Select Unit

LMB

20

Order

RMB

21

Show/Hide Interface

Ctrl+Back

22

Turn On Binoculars

Tab

Deployment
23

Finish Deployment

Enter

24

Move Units

25

Rotate Units

Key 2

26

Dismount

27

Occupy Vehicles

28

Dig A Trench/Defend

Orders To Subordinates
28

Quick Orders Menu

Space

29

Attack Mode

30

Movement Mode

31

Defense Mode

32

March Mode

33

Stop

34

Set Sector

35

Set Aim Priority

36

Shell An Area

37

Dismount

38

Occupy Vehicles

39

Fire Allowed

40

Backfire Only

41

Tanks In The First/Last Line

42

Move Along The Road

43

Stealthy Movement

44

Fast Move

45

Line Of Sight/Fire

46

Scope

Ctrl+~

47

Armor-Piercing Capability

48

Protection

49

Camera Lock

10

Formations
50

Line/Echelon

Ctrl+L

51

Column

Ctrl+C

52

Without Formation

Ctrl+N

53

Dispersed Formation

Ctrl+P

54

Normal Formation

Ctrl+O

55

Close Order Formation

Ctrl+I

56

1 Line Formation

Shift+I

57

2 Line Formation

Shift+O

58

3 Line Formation

Shift+P

Select Unit
59

Select Platoon # (1-8)

Alt+<N>

60

Select Unit # (1-8)

Shift+<N>

61

Select Artillery Only

62

Select Infantry Only

63

Select APCs Only

64

Select Tanks And SPGs Only

Groups
65

Select Group #N

<figure N>

66

Give The Group #N

Ctrl+<figure N>

Camera Controls
67

Up

Num7/Home

PageUp

68

Down

Num9/End

PageDown

69

Left

Num1/A

Arrow left

70

Right

Num3/D

Arrow right

71

Forward

Num8/W

Arrow up

72

Back

Num2/S

Arrow down

11

73

Turn Left

Num4

74

Turn Right

Num6

75

Look Up

RCtrl+Num8

76

Look Down

RCtrl+Num2

77

Height

Mouse Wheel

78

Camera Initial Position

Num5

79

Camera To The Ground

RCtrl+Num5

80

Camera Movement Mode

LMB + RMB

81

Cameras Rotation Mode

SMM

Operative Phase
82

Hide Platoon Icons

SPACE

83

Next Turn Phase

Enter

84

Unit Statistics

F1

85

Briefing

F2

86

Back to Menu

Esc

87

Select Platoon

LMB

88

Order platoon to attack or move

RMB

89

Order platoon to retreat

MMB

90

Zoom In

Num+

91

Zoom Out

Num

92

Move the map right

Num4

93

Move the map left

Num6

94

Move the map down

Num8

95

Move the map up

Num2

96

Center the map

Num5

97

Zoom Control

Mouse Wheel

98

Map Movement Mode

99

Unit Menu

SPACE

12

Operation Editor
100

Next Frame

Page Down

101

Previous Frame

Page Up

102

First Frame

Home

103

Record

Ctrl+S

104

Read

Ctrl+L

105

Show Sides

F1

106

Show Units

F2

107

Show Markers

F3

108

Show Square Numbers

F4

109

Show Tactic Points

F5

110

Remove Tactic Point

Delete

111

Add Tactic Point

Insert

112

Panel #N

<N>

113

Zoom In

Num+

114

Zoom Out

Num

115

Left

Num4

116

Right

Num6

117

Up

Num8

118

Down

Num2

119

Center the Map

Num5

120

Zoom Control

Mouse Wheel

121

Map Movement Mode

122

Show Numbers Mode

Tab

13

Operation manual
ABBREVATION LIST
Btry
UFHP
AI
LMB
LFHP
OS
IB
IB
RMB
AT Gun
MMB
AD

Artillery Battery
Upper Front Hull Plate
Artificial Intelligence
Left Mouse Button
Lower Front Hull Plate
Operation System
Infantry Battalion
Infantry Brigade
Right Mouse Button
Anti Tank Gun
Middle Mouse Button
Armor Division

1 OPERATIVE MODE
Every operation consists of several turns. A turn consists of the following phases: players
turn, AIs turn, battle, results. Turn starts with a briefing (Ill 1.1) and operation schemes.

Operation
Enemys movements
Allies movements

Ill. 1.1. - Briefing


During your turn (Ill.1.2), you can move your platoons, attack the enemy, and replace units
and/or vehicles (special units will automatically run repair, reinforcement and refueling
tasks.) You can also view the unit, platoon, and operation statistics.

14

III. 1.2. Operative Phase


To move to the next phase, press [ENTER].
A turn lasts for approx. 4 real time hours (depending on operation settings.)
The battlefield is divided into 1x1 km cells (1 unit). You can move over to any cell with the
exception of the shaded cells lining the perimeter. A cell can belong to any of the sides or
be neutral. Red cells belong to allied troops, blue ones are taken by the enemy. Shaded cells
are distributed by the scenario.
Some cells are marked by flags. Such cells are called key points and give victory points to
their owners. Players goal is to capture and keep as many of key points as possible. Table
1.1 shows point importance/victory point rate.
Table 1.1
Victory point rate
Cell Type

Not Marked

Small

Medium

Large

Victory Point

Victory Point
(encircled)

1/3

2/3

4/3

8/3

If a marked cell is encircled, it brings 3 times less victory points. The side getting more
victory points is victorious. A key point brings victory points multiplied by 5 (once). Shaded
cells are taken by fresh and reserve units. Such units cannot attack or join tactical battles.
Around a platoon Visibility Radius is shown (the distance the platoon can detect an enemy
at.) Enemy platoons that are not visible for the allied troops are not shown (you can turn this
kind of visibility on with a special setting.) Visible units data (type and statistics) are shown

15

after the first battle. Some unit types (such as scout platoons) get visible only when they
reach a neighboring cell.
To terminate an operation, go to General Statistics ([F1] in Platoon and Units List) and press
End Operation button.
1.1 Movements
Player can move and change his/her platoons. Left click a platoon. Cells you can move it to
will be shown in green (Ill. 1.2.) You can move a platoon once in a turn. Dispersed platoons
and reserve forces are not moveable.
Under a platoons icon the commanders name is shown. Red and green: players platoons;
blue: enemy platoons; yellow: allied troops under IA control. Green platoons are platoons you
can use in a tactic phase. Commanders names background shows platoons condition in
red: brighter is the color, more losses the platoon suffers.
Platoon mobility defines the distance a platoon can move to: infantry can walk one cell or so
while motorized and tank units move times faster. Movements are restricted by:
1) enemy in neighboring cells (you can move one cell only);
2) landscape (woods and rivers slow you down, a road let you move a bit farther);
3) an active unit in the cell blocks the cell completely.
NOTE! If a unit is not connected to a perimeter cell, it got encircled and is not available for
reinforcement, refueling or repairs.
Platoons that were dispersed at a tactic phase move by themselves randomly. In case it
moves to a free cell under allied forces control, it become active and can fight again. There
is a slight chance a dispersed platoon gets active in a neutral cell and a very low probability
it gets back to active in a free enemy cell. Right click a platoon (playing your turn) to open
its statistics window. Platoon type icons are shown in Table 1.2.
A hatched circle shows a platoon that stays in the same cell for several turns. It means, you
can get them entrenched at the tactic phase. A small circle shows encircled platoons.
Table 1.2 Platoon Types
Icon

Description
T-62 or T-55 tank platoons

M-60 tank platoon

AT platoon

Recoilless guns battery

16

FSV Ratel 90 support platoon

Olifant Mk IA tank platoon

BTR-60 motor-rifle platoon

BMP-1 motor-rifle platoon

Paratrooper platoon

Infantry platoon

Artillery battery

BMP M113 Motor infantry


platoon

Battery ATGM

Scout unit (foot)

Grenade launcher platoon

Mortar battery

Reinforcement march platoon.


Reinforces platoons at 1
cell distance. Automatically
disbands the moment all of the
personnel are used up.

Ammunition and fuel depot.


Supplies platoons at 1 cell
distance. Not moveable.

Mobile repair shop (MRS).


Repairs vehicles and weapons
at 2 cell distance.

Supply trucks. Supply neighboring cell platoons with fuel and


ammunition.

Unknown platoon type. By


default, enemy platoon types
are hidden till the first battle
starts.

1.2 Tactic Battles


To start a battle, attack an enemy platoon based in an adjacent cell. Left click your platoon
then right click the enemy platoon you want to attack. A flame icon will appear and an arrow
pointing at the attack direction. You can start a battle in tactic phase: left click a battle icon.
To avoid a battle, right click the icon. Your platoon, if possible, will retreat to an adjacent

17

(horizontally) cell under your control. The enemy will take the attacked cell without struggle
(Ill. 1.3.)
If your platoon have attacked or moved in the current turn, it cant dig trenches (to entrench
a platoon, it must stay put for 2 full turns.) If a platoon gets into a battle right after a movement, it gets a bit exhausted.
If an attacking platoon is attacked by an enemy platoon, its moral decreases. A platoon
under attack cannot move.
In tactic battle phase, you choose a battle to start [LMB]. All active platoons from the cells
adjacent to the battle cell (if those are not perimeter cells) can get into the battle.
A platoon that hasnt attacked or moved can dig foxholes in tactic phase. After 2 full turns
without movement, it can dig trenches.
Try to meet an enemy attack in a defensive stance. Keep troops together; be careful not to
put support units such as artillery or mortar batteries under fire without a good defense.
Tactic Battle. Left click to start the fight.
Platoon on defensive
Enemy Key Point
Ill. 1.3. Tactic phase. A platoon that is attacked by tanks or attacks enemy units, who
probably have tanks, receives (if possible) a special ammunition load of subcaliber or armorpiercing projectiles.
1.3 Platoon personnel and condition. In the first phase of a turn Player can change his/her
platoons personnel and check their condition. Change to Statistics mode: press [F1] or right
click on the platoon you want to view (Ill. 1.4.)
Reserve forces are available at the first turn.
You can use the vehicles in the battle.
Reserve platoon. You can use it in a few turns.

III. 1.4 - Platoon Condition

18

On the right you see your Platoon Panel. On the left is Reserve Units List. Select a platoon
to see its units. To exchange units, first left click a unit on the right and then choose a unit
to put in its place from the left. After that, click any of the selected units to exchange. The
same operation can be executed by the corresponding menu button. Please remember that
a unit can be exchanged only once in a turn!
You can exchange reserve units:
in every platoon at the first turn of operation;
in later turns, in reserve platoons only.
Question mark next to a unit icon marks units and vehicles that never participate in the
real-life operation but could in theory. You can forbid such units selection through a menu
setting.
Star marks historic units you cannot replace till they are destroyed (usually it means loss of
platoon/company commanders.)
Units must belong to the same type: commander can be exchanged for another commander,
guns for guns or machineguns, tanks for tanks.
NOTE! Some platoons can share personnel and vehicles reserves. Men from a destroyed
unit move to their platoon active units.
1.3.1 Personnel reinforcement and vehicle repairs.
Vehicles are repaired by repair platoons
marked at the operative phase map by . Repair platoon includes a few repair teams; each
team can repair a vehicle or a single heavy weapon per turn (4-8 man-hours.) Teams automatically repair vehicles and guns up to 2 cells away. For an encircled platoon, the distance
is 1 cell only.
NOTE! You cant use vehicles and guns in a battle if they are being repaired.
March platoons marked with serve as reinforcements. A march platoon includes several
rookie units. Platoons in the adjacent cells are reinforced automatically. A used up march
platoon is disbanded. You can set repair and reinforce priorities: left click a units icon in the
list. An exclamation mark will appear and the unit will be reinforced before the others. Left
click again to remove the priority.
Supply trucks and transport aircrafts bring ammunition and fuel from permanent depots.
Platoons in the adjacent cells are resupplied automatically.
Personnel of march platoons (as well as of repair and supply teams) can fight but they are
equipped with light weapons only and are almost useless in the combat. If a march unit or
repair team is destroyed, your reinforcement and repair possibilities decrease.

19

Transport planes can move over the whole of the battlefield (neutral and allied cells included) but only once; after that, a permanent depot appears at their landing point.
Note! There will be no repairs/supplies if a repair/supply platoon is set for reserve (at the
map perimeter.)

1.4 Statistics
Platoon statistics data are presented by two figures divided by - symbol. The first figure is
the sum and the second is the last tactic battle data. Statistics present: personnel, weapon
and vehicle losses, enemy personnel destroyed, vehicles and weapons captured, awards.
The current condition is also shown. Ammunition column shows relative resupply cost (% of
one ammunition load.)
Operation statistics: the second column presents platoon condition (active/destroyed); the
third shows each sides victory points. The next column shows losses and damages you
caused the enemy.

20

TACTICS manual
ABBREVIATION LIST
Btry
UFHP
AI
LMB
LFHP
OS
IB
IB
RMB
AT Gun
MMB
AD

Artillery Battery
Upper Front Hull Plate
Artificial Intelligence
Left Mouse Button
Lower Front Hull Plate
Operation System
Infantry Battalion
Infantry Brigade
Right Mouse Button
Anti Tank Gun
Middle Mouse Button
Armor Division

1 TACTICAL MODE
1.1 Troops Deployment
Upon Tactical Phase loading, the Troops Deployment Mode automatically turns on. Blue:
enemy areas; red: allied troops (you cant deploy here); white: square unavailable.
Deployment Mode interface is shown at Ill. 1.1. Squares available for deployment are
divided into 3232 m cells; each can contain one unit or a vehicle.
Each of the cells is marked by two frames (inner one and outer one). Outer frame shows the
cells availability. Dotted line: you cant dig trenches here; solid line: trench digging allowed.
Outer frame shows how good is the cell for deployment:
green

very good

yellow

good but you cant put artillery here

orange

Infantry preferred

red

Infantry only (e.g., the cell contains a


building)

21

Inner frame shows camouflage level . No frame: the units in the cell are fully visible .
Camouflage level by inner frame color:
green

excellent; very good for laying an ambush

yellow

good for hiding infantry units and machineguns

orange, red

poor

Quick unit selection


panel

Enemy key point

Enemy square

Enemy unit

Allies Square

Ally unit (
in trenches)
Gamers key point

Ill . 1 .1 . - Deployment Mode Interface


Select units to be moved . Select a mode in the Deployment Panel, new position and
direction (RMB) . The center of the selected group will be moved to the new point and the
units will keep their relative positions (whenever possible) .
If a unit cannot be moved, it will keep its position . You can order infantry to leave their
vehicles (Deployment Panel buttons .) Hold RMB and draw a line to turn the troops in a new
direction .
Select Unit + [SHIFT]: the unit will follow the mouse cursor . Let [SHIFT] go to drop the unit .
Platoon units can be placed into gamers squares if those are not taken by an allied AI . The
square must neighbor the platoons square . To find and show a unit, right click its icon in the
right of the Select Unit Panel .
Turn on automatic trench digging: select units and press [T] (Trench Digging at the
Deployment Panel) . The Defense icon will appear beside the units . Press again to turn off
Defense Mode . Red Defense icon: trench digging is not allowed (you cant dig in this cell;
cell occupied by a building; the units platoon has been moving in an operative phase and
hasnt got time to build a defense line .) In this case, in the end of the Deployment phase, the
units will take the nearest defense points: buildings or some old trenches .

22

Always check the right direction so that the troops housed in trenches and buildings could
fire effectively. In the first place, this concerns tugged guns, machineguns and SPGs.
Entrench guns so that they had an open arc of fire (no hills, embankments, thickets before
them). In the Defense Mode, small trees and bushes are removed from heavy weapon arcs
of fire.
If a platoon doesnt move or attack for a few operative turns, it can dig enhanced trenches.
SPGs, mortars and cannons will be dug deeper and get harder to hit from the flanks, and
infantry will dig trenches instead of foxholes. Some soldiers will be placed into foxholes
closer to guns, machineguns and SPGs.
1.2 Order System
All orders can be divided into three groups: (Ill. 1.2):
1) Movement orders: in the middle of the Order Panel. Here you can set the destination point
and direction.
Attack

Attack enemy positions. Infantry and vehicles will move according to


the situation: charge, retreat, outflank

Move

Troops take a strictly laid route

March

Troops move in columns as fast as possible and take defensive


stance at the destination point

Defense

Units wont keep formation and will take cover wherever possible:
in trenches, buildings, thickets, shell holes. To set fire direction,
hold RMB and draw a line. Without direction, the men will take the
nearest possible cover.

Movement orders are the only way to make selected units move. The orders are issued with
the Mode And Modifier Panel down left. Movement modes:
Formation

Line, column, no formation

Density

Density and number of the lines

Movement type

Take a road; stealthily; fast; tanks first

Fire orders: set fire priorities and limitations


2) The upper part of the panel contains Quick Orders. From here, you can cancel previous
orders or give simple commands (such as mount/dismount or turn).

23

Ill. 1.2. - Extended Order Panel

Move in the set direction [M]

Fire over a sector [G]

Attack a position [B]

Target Priorities [T]

March in columns [K]

Defense [N]

Cancel an order [X]

Set fire arc or turn [V]

Take positions in a vehicle or on a


vehicle [E]

Dismount [L]

Formation

Tanks first
[F]

Move
stealthily [H]

Density

Take a
road [R]

Move fast [J]

Number of lines

Fire
forbidden
[Ctrl+U]

Fire allowed
[Ctrl+Y]

Modifiers can be set for any of the order types and will prevail till the end of the tactic
phase.
Take a road modifier: units will move by a road only: it is faster; soldiers tire less; the
chance vehicles get stuck is very small. From the other hand, the chance to get ambushed
is higher.

24

Modifier tanks first: tanks take place in front of a column or infantry line. This is good for
attacking enemys infantry defenses.
Move stealthily modifier: units move as stealthily as possible taking low places and
bushes, crawling and without much fire.
Move fast modifier: soldiers move as fast as possible without much fire. If its dark,
vehicles turn on the lights.
Formation modifiers: soldiers will move either in line (angle) or in column or without
formation. Units will take their positions and will try to keep them as much as the terrain
and enemy actions allow. The line formations are very vulnerable for enemy fire.
Line moves in the direction set by a movement order. E.g., 45 degrees anticlockwise means
the line will move in this angle. Fire order sets fire direction for the selected units (press and
hold [RMB]). To cancel fire, right click the button. Artillery will use HE and shrapnel shells.
Shrapnel will blow up with a delay.
Press SPACE to turn on Quick Order Panel. Here you can use ready orders: march, move
fast, charge etc.
Use the following modifiers together: :
Order
March and take
defensive stance
Deployment

Movement

Tanks first

Take a
road

Move
stealthily

Formation

Density

Number of
lines

March

No

Yes

No

Column

Average

3
2-3

Movement

No

Yes

No

Column

High

Attack

Attack

Yes

No

No

Line

Average

Recon

Movement

Yes

No

Yes

Line

Low

Assault

Attack

Yes

No

No

Average/
High

2-3

Movement

Movement

Yes

No/Yes

No

Search Mode

Movement

Yes/No

No

No

Column

2
Low

Defense

Defense

Advance

Attack

No

No

Yes

Line

Average

3) Fire orders
Priorities [T]: sets priorities for selected units. It is more of a recommendation than an order.
If an aim cannot be hit or is out of the visibility or fire range, soldiers wont shoot. To cancel
priority, right click the button.
Fire arc [V]: set fire arc and distance. Any aim more than 100 m out of the sector will not
be fired at. This command is good for ambushes (the units will not fire till the very last

25

moment) . Press the button to cancel . When you set an arc, vehicles and guns move in the
set direction (along the center axis of the arc) . With arcs under 15 degrees, the order can be
used as a turn command (the arc will be highlighted with red) and arc will not be set . To
cancel an arc, right click the button . Ill 1 .3: Tactic Map Interface .
Selected Unit [LMB] - Select [RMB] - order Order Panel [LMB] - Select [RMB] - cancel
[LMB] - Select [RMB] - cancel

Active Units
LMB - Choose
RMB - Cancel

Unit Orders
LMB - Choose
RMB - Cancel

Ill . 1 .3 . - Tactic Phase Interface


Current orders visualization: command ranges, current commands and targets . Blue lines
show movement directions, orange lines show the current target . By default, the feature is
turned off . To see fire efficiency, turn on dynamic damage highlights [F8] .
By default, you start the game with Short Order Panel where you can set simple orders
without using modifiers . By default, the troops charge in line (angle), tanks in front of them .
Troops move fast in columns by the roads . Defense stance is taken without formation .
Hold [SHIFT] while choosing destination point to set a succession of orders .
1.3 Battle
The main goal is to occupy and hold maximum of territory (squares) . Changing from tactic
phase back to operative, the game counts each sides squares . In case the central square
where the tactic battle started was taken by the attacking side, the platoon which started
the battle moves there automatically . If the players squares are taken by the enemy, the
platoons get dispersed: they wont be able to take part in the battle or be controlled for a
certain time (see Operative Mode for details .)

26

In forced retreat, all squares will be taken by the advancing enemy. To see whos in control
of a given square, do the following:

Advantage

Any square is controlled by the side whose troops got superseding


overall effectiveness inside the square. Overall effectiveness is
defined by the number of soldiers, condition of the vehicles, morale
and the unit type.

Key points

Every key point inside a square increases corresponding sides overall effectiveness. Automatic keys (small flag) increase effectiveness
up to 1.2-2 times, historic points (marked by a big flag) increase
effectiveness 2-8 times. It means, the side in control of the points
can defend the square with minimum force.

To take a point, place either a platoon/company commander or vehicle or gun next to it.
Remember that in this case, infantry and motorized infantry are far more effective than
vehicles.
Advice:
1) Set simple and attainable operation goal.
2) Lay out simple clean-cut schemes.
3) Try to move your forces to the right place at the right time.
4) Push enemy into an untenable position.
5) Hit at the very time your enemy cannot strike back.
6) Seize the initiative.
7) Use your forces as effectively as possible.
Ambush the enemy and make your infantry units defend your artillery. Put scouts ahead to
intercept the enemy.
Platoon/company commanders fighting side by side with their men prevent panic and
increase defense. Place them a step behind the defense to let them cover their units field of
action. A commander let you advance even if the enemy furnishes a great resistance.
A Commander has two features: Commander Radius and Commander Level. Radius shows
the distance his commands work; Level defines effectiveness of his orders. The units inside
the Radius never panic, even under a heavy fire, and they never surrender or leave their
positions, even if the enemy gets closer or their weapons got broken.
If a Commander got wounded, his Radius and Level decrease. To see Radius and level, use
the [ \ ] key.

27

Commander Level by color:


Green

the highest level: the troops (almost) never panic and fight in the best
possible way

Yellow

middle level: the troops may cease fire and panic under heavy fire

Red, black

low level: the troops are prone to panic and surrender under heavy fire

Artillery spotters correct fire while shelling enemy positions, suppressing enemy firing
points, dispersing advancing enemy forces or setting a smoke screen.
Use flares to spot the enemy in the night.
To set target priorities, hold [T] and draw a frame around the targets. The targets will be
marked by crosses.
1.3.1 Penetration Diagrams. The diagrams show the distance the gunshot can penetrate
enemy vehicle at, or the distance an enemy weapons shot can penetrate your vehicle at.
The diagram is turned on by the Unit Panel buttons. If youve set a target, the diagram
automatically shows the target or its weapon.
Horizontal lines show defense levels (mm) for different parts and from different directions.
Broken lines show penetration levels for all ammunition used by a selected weapon.
Crossing points are marked by vertical lines; at the point where such line crosses a
horizontal line, the weapons maximum penetration distance is shown.
The penetration figures suppose 30 degree deflection from the normal. The data are not
the same as used in the game and are for reference only. The diagrams show approximate
figures without taking into account the armor quality. The distance may vary in different
conditions.
1.3.2 Tactic Map and Search. In the upper left you can see a Minimap [F9]. Press [F10]
to see it in detail; [Num+] and [Num-] keys zoom the Map in and out. Key Points: red
are controlled by the Player; blue are under enemy control; white points dont belong to
anybody. Visible enemy units are marked by blue dots, players units are marked with red.
Minimap also shows elevation contours, roads, buildings, forests, bushes, bodies of water
etc. In case Show Units Mode is on [F6] and fire arcs are set, they will be shown in blue.
1.3.3 Tactic markings. Map and Interface unit symbols (Table 1.1).

28

Table 1.1 Map and Interface unit symbols


Tank

SPG (on APC)

Assault Gun

Scout Platoon

APC (grenadier unit)

Mortar

Machinegun

Infantry Unit

Gun

Flamethrower

Commanding Unit

AT SPG

AT Gun

AT rifle

AT Gun (on APC)

Artillery spotter

Air spotter


1.4 End of Tactic Phase
Tactic Phase is at end if:
1) One of the sides retreats.
2) Both sides agree to cease fire.
3) Tactic Phase lasts over 60 min (or 30/120 min depending on settings.)
Retreat order ends Tactic Phase in 30 seconds; the whole of the area is captured by the
enemy. If your units couldnt retreat to the nearest squares, they got out of control for a
period of time.
To request cease of fire press
and wait for the enemy to agree. If the enemy already requested cease of fire, the button
turns green. Upon the agreement, the sides keep their respective squares. AI offers cease of
fire if its troops effectiveness is less than 25% of what it had in the beginning of the battle,
or if it doesnt intend an offensive. In the last case, it may offer to cease fire in the very
beginning of Tactic Phase. Cease Fire Request is shown in Events Panel (above Order Panel).
At the end of Tactic Phase the captured areas are shown:
Blue

enemy controlled

Red

player (ally) controlled

White

neutral

Turn on Show Control Points option [F5] to see the captured area. Vehicles abandoned in the
enemy territory are lost; vehicles left at the allied forces territory get back to battle. Vehicles
abandoned in neutral squares get back to battle with 0.5 probability.
1.4.1 Post Battle Statistics. The Player can check his/her (as well as enemys) units after-

29

battle condition by switching to Statistics Mode . In the bottom right of the table you can see
condition of every crew or unit . Losses and units destroyed by the unit are shown in pop-up
windows .
Platoons are marked with flags; units are marked with icons . Figures show personnel
number (active/lost) . Destroyed units and crews are shown in red . In the far right column
you see heavy weapons condition .
To see selected unit, press [Ctrl+F] or click it in the table .
If a unit is equipped with heavy vehicles, shell and bullet hit vectors (as well as distance,
projectile type, normal to surface, and damage) are shown .
Projectile types:
blue

shrapnel

dark blue

HE

yellow

subcaliber

green

cumulative

red

armor-piercing

white

incendiary

If a hit pierced armor, the vectors color will be brighter .

30

31

TANK manual
ABBREVIATION LIST
Btry
UFHP
AI
LMB
LFHP
OS
IB
IB
RMB
AT Gun
MMB
AD

Artillery Battery
Upper Front Hull Plate
Artificial Intelligence
Left Mouse Button
Lower Front Hull Plate
Operation System
Infantry Battalion
Infantry Brigade
Right Mouse Button
Anti Tank Gun
Middle Mouse Button
Armor Division

1 TANKS
1.1 T-62
T-62 is a soviet medium tank. It was created in 1960 as a major modification of T-55 model.
The tank retains the same classic look: engine is placed in the back of the vehicle, and
weapons and controls in the front (Ill.1.1).

Ill.1.1 T-62 mod 1972.

Ill.1.2 - Tanks Systems

32

A crew of four: driver, gunner, commander, and loader.


Tank boasts a 115 mm U-5TS L52 smoothbore gun (40 rounds) paired with 7.62 mm PKT
machinegun (2500 rounds; 250 round belts in 10 box magazines.) The gun is equipped with
two-plane Meteor stabilizer (maximum turret/gun angle 16 deg/sec horizontally and 4.5
deg/sec vertically). Normal recoil length is 350-415 mm. Empty cases are ejected through
an automatic hatch in the back of the turret.
The tanks ammunition: UBM3 rounds with subcaliber 3BM3 (22/5.5 kg); 3 UBK3 with
cumulative 5BK4 (26/12.97 kg); 3UOF1 with HE 3OF11 (28/14.86/2/9 kg.) You can see the
rounds at Ill. 1.3; their characteristics are shown in Table 1.1. A 2 m high target can be hit
with direct kinetic energy penetrator 3BM3 from 1870 m distance.

Ill.1.3 U-5TS rounds from left to right:3UBM3, 3UBK3, 3UOF1


Table 1.1
Rounds For U5-TS Gun
Projectile
Type

Round

Projectile

Projectile
Weight (kg)

Round
Weight (kg)

Muzzle Velocity (mps)

Kinetic Energy Penetrator

3UBM3

3BM3

5,5

22

1615

Cumulative

3UBK3

3BK4

12,97

26

900

HE

3UOF1

3OF11

14,86

28

905

Table 1.2
Table 1.2: 115 mm projectile penetration.
115 Mm Projectile Penetration For U5-TS Gun
Projectile/Distance (m)
3BM3

1000

2000

3000

300/130

270/100

240/90

3BK4

440/200

33

Gunners place is equipped with the telescopic jointed sight TS2B-41 (Ill . 1 .4a .) The vision
block offers changeable magnification, moveable distance correction gauge, light filter, and
gauge illumination . Optic characteristics of TS2B-41:
- magnification:
- scope:

x3,5 andx7

18 and 9

- diameter: 5,4 and 2,7 mm


- exit pupil stand-off:

25 mm

To fight effectively in low-light conditions, the tank is equipped with electro optical
periscope sight TPN-1-41-11 with 5 .5 magnifier and scope of 6 . The sight is used along
with searchlight L-2G with infrared filter which gives night vision possibility up to 800 m .
The Tank Commander can survey the battlefield through periscope far-range gauge sight
TKN-3 (Ill . 1 .4b) as well as use binoculars .

(a)

(b)

BP for KE BM3 shots; BK for BKS BK4; OF for OFS OF11; GT/T for twin-barreled
machine-gun PKT .
The gauge figures show distance in hundreds of meters: 2 for 200 m, 4 for 400 m etc .
Ill . 1 .4 Gauges: (a) sight TSB2B-41; (b) Commanders periscope TKN-3
Since 1972, 12 .7 mm DShKM machine gun is mounted in the top part of the turret . The
machine gun is mounted inside the turret near the loaders hatch . It is equipped with optic
collimator sight K-10T . The ammunition load is 300 rounds (six 50-round belts in six boxes) .
DShKM can shoot B-30 piercing bullets, B-32 piercing incendiary bullets, and piercing
incendiary tracer BZT bullets . The machinegun is used to destroy enemy personnel and nonarmored vehicles . B-32 bullets piercing ability is 14 mm at 500 m distance (normal), so the
bullet can be used against light-armored vehicles .
The armor is the same for the whole of the turret . The maximum armor thickness (the front
of the turret) is 211 mm with 17 degrees angle . For T-62 armor details, see Table 1 .3 .

34

1.3.
Table 1.3 T-62 Armor
Detail

Front, mm

Side, mm

Stern, mm

Roof/bottom, mm

Turret

211/17

160-104

65

30/86

Upper Body

100/30

80/90

45/60

15

Lower Body

100/55

80/90

45/17

20

The tank is equipped with target designation gear (commanders seat), directional
gyroscope GPK-59, and R-123 radio.
The engine is V-55V 580 hp diesel, the 37.5 ton tank can make up to 50 kmph. The engine
gets max 2000 rpm (230 kilogrammeter torsion torque under 1200-1400 rpm.)
The fuel system consists of four internal tanks (675 l.) The consumption rate is 174 g/hp
per hour. The chassis has five road wheels per side. T-62 tanks were equipped with T54/55
tracks with either silent blocks or metal hinges. The tracks used pin toothing.
The tracks were 580 mm in width; track pitch 137 mm. Metal track included 96 tracks
while rubber block track consisted of 97 tracks.
The tank was used in Afghanistan by the Soviet forces (the 5th Guard Motor-Rifle Division;
the 24th Guard Tank regiment) and was as well used by the Angolan Army (the 50th Cuban
Tank Division) and the Iraqi forces (the 6th Armor Division and 10th Detached Armor
Brigade.)

35

1.2 M60A1 Tank


The American M60A1 (mod. 1962) is a modification of the medium tank M48: the front part
of the tanks body was changed, and the armor became thicker. Up to the middle 80s, the
tank was the most important in the whole of the NATO forces. The tank boasts the classic
build: engine is placed in the rear, and all controls and fighting gear occupy front and middle
parts of the vehicle respectively (Ill. 1.5).

Ill. 1.5 M60A1 Tank


For the tanks design, see Ill. 1.6.

Ill. 1.6 M60A1 Layout


A crew of four: driver, gunner, commander (all in the right of the turret), and loader (left from
the gun.)
The tank boasts 105 mm rifled gun M68 (an American modification of the English L7) with
generous 63 round ammunition load; it is paired with 7.62 mm M73 machinegun (5950
rounds.) The gun and turret rotation mechanisms are electrohydraulic with manual back-up.
The tanks ammunition load (Ill. 1.7) consists of: piercing-subcaliber M392 with detachable
bottom plate; cumulative fin-stabilized M456; piercing-HE (plastic BB) M393A1. There also
are smoke white phosphorus shells M 416, and shrapnel M494. They are used to destroy
enemy targets and camouflage. For 105 mm shell characteristics, see Table 1.4.

36

Ill. 1.7 M68 ammunition, from let to right: M392, M456, M393A1, M416, M494
Table 1.4
M68 Gun Projectiles
Type

Projectile

Shell

Weight

Weight, kg

Initial
velocity,
mps

Piercingsubcaliber

APDS-T
M392 Shot

M392

5.78

18,57

1478

Cumulative

HEAT-T M456
Shell

M456

10.15

21,74

1173

Piercing-HE

HEP-T
M393A1 Shell

M393A1

11.23

21,16

732

Smoke

WP-T M416
Shell

M416

11.40

20,61

732

Shrapnel

APERS-T
M494 Shell

M494

14.04

24,92

823

105 mm projectile piercing ability is shown in Table 1.5.



Table 1.5
M68 Gun Projectile Piercing Ability
Projectile/Distance, m
M392

1000

2000

3000

290/120

240/100

456

400/160


The gunner seat is equipped with day-time x8 periscope M31 (Ill. 1.8); sometimes it can be
replaced with IR 32 sight. The guns mask is equipped with xenon searchlight. The gunner
can also use telescopic M105D sight (Ill. 1.8 b-c).

37

(a)

(b)

(c)

(a)(b)(c) Ill .1 .8 Scales: (a) Periscopic M31, (b-c) Telescopic M105D


The commander seat is equipped with optic monocular range-finder M17C (range 500-4400
m .)
Range-finder and some other gear data are analyzed by electric ballistic computer to set the
total vertical gun correction .
The modified turret has a commanders cupola (360 turn) with 12 .7 mm M85 machine-gun
(900 round ammunition load .)
The fire-prevention system is fully automated . The driver can use IR periscope assisted by
lights placed in the frontal armor plate .
The tanks armored protection is comparatively high: it has thick cast armor body and turret
with high stagger rate . Table 1 .6 describes the tanks armor:
Table 1.6. M60A1 Armor
Part

Front, mm

Side, mm

Rear, mm

Roof/bottom,
mm

Turret

178/35

76/35

51/10

24

Upper body

95/65

74-36

30

20

Lower body

140-85/55

74-36

41/30

19-13

With its Teledyne Continental AVDS-1790-2A/C diesel of 750 hp, the 49 .7 ton tank can move
as fast as 48 kmph . Its cruising endurance (coated road) is about 500 km .
The chassis consist of silent block tracks with rubber-coated bearing area and tread; road
wheels with a massive outer rubber tire; torsion cushioning system with hydraulic shockabsorbers .
Iran used the tank in the times of the Iran-Iraq 1980-1988 war (the 92nd Armor Division .)

38

2 TANK CONTROLS
2.1 Basics
1) To mouse-press interface buttons, hold [Ctrl] . 2) [Esc]: Quit to the Menu . 3) [F10]: Map,
[F9]: quit Map or bring up Minimap .
4) To control a device, right click its icon .
5) To turn a device on/off, click its icon or press the corresponding hotkey: [B], [N], or [M] .
6) To change mode or projectile type, right click its icon .
7) Left click to choose a subordinate or target .
8) Right click to carry an order .
9) To finish deployment and initial order phases, press [Enter] .
10) To cancel Pause, press [Pause] button or [Enter] (Map mode .)
11) Mouse wheel: use it to set range in various sights and gear . [Shift]: change range choice
speed .
2.2 Basics

Minimap

Tank Choice Panel

Projectile Type Tank or Platoon


Loading

Driving Controls

Sights Gears Seats

Positions Basics .
Ill . 2 .1: Interface

Special Functions

Ill . 2 .1 . - Interface Basics


Der Spieler kann jeden der vier Pltze besetzen: Fahrer, Richtschtzen, Kommandant oder
Ladeschtzen . Die Pltze werden mit den Tasten von [F5] bis [F8] oder durch Anklicken des
entsprechenden Knopfes [Strg+LMT] ausgewhlt . Siehe auch das Platzmen in III 2 .2 .

39

The player can take any of four seats: driver, gunner, commander, or loader. The seats are
chosen either by [F5-F8] keys or by pressing interface buttons [Ctrl+LMB]. See the seat
panel at Ill. 2.2.
Ill. 2.2 The Crew Seat Panel
Inactive seats are grey; the current players seat is green. Incapacitated crew members are
marked with red.
Every crew member can take two positions: inside or outside the tank (if the outside position
is possible.) You can switch the positions pressing [O]. The player can overview the crew
in two modes: first-person (main mode), and third-person [F3]. In the first-person view, the
camera is mouse-controlled. To bring observation devices closer, use the [Tab] key.
The player also can view the battlefield with observation devices: binoculars [B]
(commander seat, outside the tank); periscope and other sights ([V].) Switch the sights with
[Z] and [C] keys. [Tab] allows you to increase sights magnification. Press [H] to turn on
sights illumination, or [F] to turn on filter. Ill. 2.3 shows the Sight Control Panel.
Ill. 2.3 Sight Control Panel
With Info Panel (Ill. 2.4), you can receive and control information concerning the tanks
condition and the battle proceedings. Press [F3] to turn on outside camera to view the tank
from the outside.
Press [I] to view the damages the tank sustains, and the crews condition. Press [9] to
see key points in the battlefield. [0] switches enemy and allied troops marker mode: by
detachments/units, or turns the markers off.
Position display shows the direction of the players view relative to the tanks body.
Ill. 2.4 Info Panel
2.2.1 Controlling tank/tank platoon movements. You can do this from commander or gunner
seats (a game assumption) either through a special panel (bottom left) or by hot keys
(Table 2.1.) Movement orders allow you to change speed and direction as well as platoon
formation density.
2.2.2 Choose and load a projectile. Is possible from commander or gunner seats (a game
assumption) either through a special panel (bottom right) or by hot keys [1]-[3] (Table 2.2.)
Press [R] to order the gunner to load the projectiles up to the time there is no more, or the
order is cancelled. Right click the projectile icon to change the shell type (if the ammunition
load allows that.)
The projectile chosen is lighted with green; the projectile being loaded with blue, the
projectile loaded with red.

40

Table 2.1 Correcting Tank/Platoon Movement


Interface

Hot Key

Action

Hold [A] or [D]

Turn a tank/tank platoon. With the key pressed, the


turns angle is shown with an arrow (in thousandths.)
After the key is released, the turn is performed.

[W], [S]

Speed and direction (forward/back). Press the keys to


change.

[Ctrl+S], [Ctrl+W]

Distance between tanks (formation). For platoons only.

[X]

Stop tank/platoon.

[~]

Switch tank/platoon mode.

Table 2.2
For choosing projectile type and loading (drivers interface) see Ill. 2.5.
Interface

Hot Key

Action

[1]

Armor-piercing or subcaliber
projectile.

[2]

Cumulative or smoke
projectile.

[3]

HE, piercing-HE, or shrapnel


projectile.
Machine-gun ammunition
counter.

[R]

Load.

41

2.3 Driver Seat


From the driver seat, the player can drive the tank . Basics:
Movement controls
Switch to Tactic Command
mode

Minimap-Zoom

External camera mode

engine and headlights

Driver seat devices: Tanks


condition and current data

Ill . 2 .5 - Driver Seat Basic Interface


Movement controls: [WSAD]; [X] stop the tank . [O] - switch to march position . Please
remember press [B] to turn the engine on!
2.4 Gunner seat
From the gunner seat, the player can fire the main gun and use targeting gear .
Choose projectile with [1-3] keys; load with [R] .
[E] for a short stop; move again after the shot . [F] for filter; [H] for gauge ill .umination .
Change the sights magnification (when possible) with [Tab] . Press [G] to change the sights
scale (when possible .)
The gunners gear is shown in Table 2 .3 .
Table 2.3 Gunners Gear
Interface

Hot Key

Action

[B]

Azimuth meter shows the turrets angle to the


body (in degrees .)

[N]

Ballistic meter shows the target distance


calculated by the commander (with range-finder)
or by the gunner himself .

42

[M]

Arc clinometer shows angle in thousands.

[N]

Weapon stabilizer.

Set distance in range finder/sight with mouse wheel (if possible). Move gun and turret with
mouse; use arrows to quickly change the turret position or turn the gun. Left click to fire the
main weapon; right click to fire a secondary weapon.
Table 2.4 shows main gunner controls.
Table 2.4 Main Gunner Controls
Interface

Hot Key

Action

[E]

Shortstop. After the shot, the movement will. be


recommenced.

[T]

The distance data from Commander. Turns on


automatically if you choose a new target by
[Ctrl+left click].

[V]

Lean to the sight.

[Tab]

Change sights magnification.

2.5 Commander Seat


From the Commander Seat, the player can control the tanks crew, designate targets, set
targets, fire secondary weapons, command the platoon.
Basic commander interface is shown at Ill. 2.7.
Ill. 2.7. - Basic Commander Interface
[5]: choose fire mode. By default, your gunner acts independently. You can switch to full or
partial fire control mode. [6]: give the gunner the distance data (range finder mode); the
mode is turned on automatically as soon as you designate a target. Set sistance with mouse
wheel or [Home] and [End] keys. Press [T] to coordinate cupola and turret turns.
[I]: tank and crew condition report. [8]: block/unblock the hatches. [7]: repair a damaged
track.
For commander gear, see Table 2.5.

43

Table 2.5 Commander Gear


Interface

Hot Key

Action

[B]

Binoculars.

Shows the cupola position in relation to the


turret position.
[M]

Range finder or range-finding scale.

Set target with [Ctrl+LMB]. A set target will. be marked with a white dot; any target the
gunner is shooting at is marked with a red dot. The gunner can define the distance by
himself, or receive the data from the commander ([6].)
Movement order: [Ctrl+RMB] at the area. If you give orders to the whole of the platoon, the
destination point and target are set for all the tanks. Table 2.6 shows the most important of
the commander controls.
Table 2.6 Commander Controls
Interface

Hot Key

Action

[I]

Tank and crew condition


report.

[8]

Block the hatches.

[7]

Repair a damaged track.

Hold [T]

Coordinate cupola and turret


turn.

[6]

Designate the distance to


the gunner

44

[5]

Fire mode: automatic;


order target and shell type;
full commanders control.

[O]

March position.

In M60A1, you have to coordinate the cupola with the turret if you want to use the range
finder or binoculars, or change to the March Mode. You cannot give azimuth data to you
gunner using [T] key.
In T-62, Commander cannot control fire himself [5]. There is no range finder in the tank; to
find the distance, use far-range periscope gauge.

45

history manual
1 WAR HISTORY
1.1 Afghanistan 1979-1989.
The 40th Army brought to Afghanistan three motor-rifle divisions including following tank
corps: the 24th Guard Tank Regiment of the 5th Guard Motor-Rifle Division; 285th Tank
Regiment of the 108th Motor-Rifle Division, and the 234th Tank Regiment of the 201st
Motor-Rifle Division. Some motor-rifle regiments and brigades had T-62 tank battalions of
their own.
Tanks had a hard time in Afghanistan: the land was very hard to navigate, and the missions
were very much unusual. Tanks served as mobile fire points at block stations, as well
as guarded marching columns: a few tanks equipped with mine ploughs served as a
movement protection unit, and the rest of them moved along the column. If attacked, the
tanks left the road and covered automobiles which drove away from the dangerous place as
fast as they could.
T-62 tanks blocked and combed dangerous areas. They protected motor-rifle infantry and
landing forces and destroyed the most important targets. In one of such operations tanks
carried landing force and covered sappers while staying behind them. The tanks destroyed
enemy with guns and machineguns, and after that troopers combed spaces between them.
In a few days, the whole area was cleared and loads of weapons and ammunition were
captured. No vehicle or personnel losses were sustained although the enemy shot dozens
of grenades.
1.2 Iran 1980-1988
The Iraqi used T-62s in the Iran-Iraqi War (1980-1988). The best-known battle took place at
the Karkheh River south-east of Sousangerd.
At the end of 1980, Iraqi 6th Armor Division and 5th Infantry Division controlled Bostan area
(north of the Karkheh River), south quarters of Sousangerd, and South-West Ahvaz suburbs.
South of Ahvaz the 10th Armor Division was deployed. The 6th Armor Division included T-62
and T-55 tanks as well as BMP-1 vehicles with 90-100% manning levels.
The Iranian Regular Army assaulted Sousangerd.
The idea was to break Iraqi defense by several attacks from Sousangerd and north of Ahvaz,
and then encircle and destroy three Iraqi brigades south of Sousangerd. The assault was to
start on the left flank; and, with the enemy involved in this battle, it was planned to hit from
the right and rear and encircle main enemy forces.
The right wing of the assault group was presented by the 16th Armor Division (Chieftain
tanks and BTR M113; manning level 80%.) Left flank assault was carried by the 3rd Armor
Brigade of the 92nd Armor Division (manning level 80%) with M60A1 tanks; some of the 77
Infantry Division and 2 battalions of the the 55th Detached Airborne Brigade. The assault
was supported by 22nd Detached Artillery Group and a detached aircraft battalion.

46

In the swampy lowlands in the south, it was extremely hard to build defense lines and
roads. The army had to build bermed-up pockets of resistance and vehicle and personnel
covers as well as steep and high antitank walls.
In the beginning of the assault Iran had 2:1 favorable differential in forces. Iran hoped
to take enemy by surprise and in three days encircle and destroy Iraqi forces south of
Sousangerd.
The assault started in the night of January 4. The first hit took place north of Ahvaz in the
south direction with later south-west turn. The plan worked: they overthrew one motorized
infantry brigade of the Iraqi 5th Motorized Infantry Division and sent to flight a tank brigade
of the 10th Armor Division. Nevertheless, late on January 6 (after the south-west turn was
made) the 5th Motor-Rifle Infantry Division set a fierce defense, and Iranian forces had to
stop.
Early on January 7 the Iraqi forces made a heavy counterstrike. They attacked the 16th
Armor Brigade on the road from all directions: the 6th Armor Division hit from W and S, and
the 10th Detached Armor Brigade of the Republic Guard hit from SE and E. Two vanguard
Iranian armor brigades tried to form an East to West line but most of the tanks got stuck in
the mud and couldnt take a desired position or avoid fire.
Due to the low-visibility conditions (there were rain and fog), tanks opened fire at enemy
vehicles from less than 1000 m distance. Such shots were critical for Iranian Chieftains as
well as for Iraqi T-62s. Due to the bad weather and the rapid movements of the troops, the
aviation was all but useless.
Late on January 8, the battle was almost over. The Iranian forces returned to their initial
positions at Sousangerd but hold the new front south-west from Ahvaz. Iran lost 200 tanks
of 300; 140 of the lost vehicles were Chieftains. 40-50 Chieftains were damaged, the rest of
them either got stuck or ran out of fuel or broke and were abandoned by their crews.
The Iraqi lost 100 tanks of 350; 70 vehicles were damaged in the battle. They kept the
battlefield and so were able to repair their tanks while the Iranians lost all their abandoned
vehicles irretrievably.
1.3 Angola 19752002
In the second half of 1987 in Angola province of Cuando Cubango, a great battle between
the Governmental Forces and National Union for the Total Independence of Angola (UNITA)
took place. The Government was supported by Cuban volunteers, and UNITA was helped by
RSA forces.
In July and August of 1987 Soviet advisers helped Angola to prepare a big operation against
RSA-supported UNITA groups. Cuban units did not participate. Angolan brigades, with the
Soviet advisers in their ranks, advanced in SE direction, to the Mavinga, UNITAs advanced
base in Cuando Cubango province.
RSA sent to the Cuito, Cuanavale and Lomba rivers large forces including Oliphant tanks,
APCs (such as Ratel, Oland and Casspir), and long-range guns (155 mm G-5 mortars and

47

MLRS Valkyrie .) Early in October, the Angolan assault on UNITA south-east bases failed . The
RSA intervention tipped the scales, and Angola s position become rather precarious . RSA
and UNITA forces started an assault in hope to take the Government home-base in Cuito
Cuanavale .
The UNITA and RSA forces threw the Government army back over the Lomba river (the
Modular operation .) The most important part was played by RSA long-range artillery . It was
the first time the Oliphant tanks and Ratel-90 APCs joined a real battle .
The Government forces for some time kept the ground at the Chambinga river . In the
beginning of 1988, RSA and UNITA forces got close to the town (the Hooper operation .)
They all but destroyed the 25th Infantry Brigade . After that, Cuba sent to Angola their 50th
Tank Division, an elite unit equipped with T-62 tanks . Also, they sent MiG-23 planes piloted
by highly-experienced crews . The USSR provided Angola with new weapons, spare parts
and ammunition . With all that, Angola could stop UNITAs and RSAs advance and keep
bridgeheads at the left bank of the Cuanavale .
The RSA forces kept attacking the town . On March 23 of 1988, they carried one final assault
(the Parker operation .) Some of the Western diplomats tried to persuade the world that
the town was doomed . But nothing, not even heavy armored vehicles, could break Cuito
Cuanavale defenses .
At the same time, Cuban tank units equipped with Soviet T-54, T-55 and T-62 tanks made a
dash behind the RSA army and got to the Angola-Namibia border .

48

49

Notes

50

51

2011 UIG ENTERTAINMENT GMBH . Alle Rechte vorbehalten . nderungen, Irrtmer und Druckfehler vorbehalten . Graviteam,
2010. All rights reserved. Noviy Disk, 2010. All rights reserved. ND Games is a part of Noviy Disk Company. www.ndgames.ru

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