Am I surprising you? ERhm, I have a feeling that there won't be too many
FAQs for this game. This is one of those games like the other realistic
games, such as Delta force (no FAQs), Rogue Spear (no Unofficial FAQs),
etc. There aren't a lot of FAQs for realistic games. The record is set by
Counter-Strike, with about 3 FAQs, which isn't too bad. However, I feel it
won't have too many. If I'm wrong ... I'll just have to delete this I

Anyway, I'm FullBurst41, and for those who don't know me, be happy.
You've just met the rudest and most annoying guy in galactic space, only
known as FullBurst41, FullBurst for friends. :) NO that must be "full" for
friends. Ahem, anyway, i hope I'm not that rude, I just flood some people on
IRC when they lied/tricked/annoyed me, so that I can blast them off the net.

If you know me, it must be from IRC, or from my other FAQ, for Red Alert 2.
I got a lot of good responses from people, but some bad aswell. Although
most of them were quite ... weird. I if you found my FAQ crap, I won't kill
you or something, I am just a lousy author, let's blame it on that shall we?

The Operation Flashpint FAQ I'm writing will certainly be quite large. I'm
trying to make all of my FAQs as large and informative as possible. I don't
want to keep anything from people, they need to know everything that I
know, and that other people know.

This FAQ may include informative chatlogs, how to edit, stuff like that, my
own editor compositions etc. etc. Also, this guide will feature a
tour (I hope at least). I'll try to tell you the interesting spots on
islnads, so
you can have some fun too. Also, walkthroughs and strategiies for
multiplayer and singleplayer can't be forgotten. That'll be the main purpose
for the FAQ. The rest? Oh weapon descriptions, Unit descriptions, island
breakdowns, useful links, mods descriptions and in-depth look, links to my
own created stuff (if it will come ... but it is quite probable), stories
about my
experience with the game... I like to ramble on about things that happened
to me, and you'll have to share in the pain, sorry.

More will be added as I feel like doing it. However, since the game is not
released yet, I'll be limited to demo mission walkthrough, and maybe even a
sight-seeing tour for the island. But of course, all the descriptions for
and weapons featured in the demo. I can't wait until the full version comes
out ... but unfortunately I'll have to, and you will too. So bare with me
your comrades, as the Soviet slaughtering is getting closer (no offense

Oh and before I forget, I'll add the classes you can play in the game, one
the cool gizmos in the game I guess. So ... until the full version, I'll be
with this demo of mine. Or maybe ... maybe I'll be able to get my hands on
the press demo, but I guess I can't spoil anything with that thing ... but
certainly love it though.

Okay Copyright blablabla, all the usual stuff, just don't make money with my
FAQ, tell me where you want to post my FAQ (what the URL is), and I'll
probably give you permission, except if I have something against you
persoanally, and even then. Just ask, and I'll give you an answer.

Man, now I'm writing 2 FAQs, meaning 2X the emails. And if my thoughts
are true about this community of OFP being twice as large as that one of
Red Alert 2, I'll have ........ a lot of emails. Dang!

So enough rambling, let's take a look at what this game is all about!

This is it ... It's finally here! OPERATION FLASHPOINT!!!!!! Demo. :( Shit
dude! I want the full version of this frickin' game. This demo contains ...
ONLY ONE MISSION!!!!!!!!!!! Whyyyy good god? Whyyyyyyyyyy! Why don't I
get a press demo? Why? Oh my good God why? Give me a press demo, or
I'll hack it off your servers! Common! Oh shit I'm wasting KBs, I have to
think about the ADSL users among us hehehehehehe. Ahem, yeah well.

So, what the heck is this game? Basically, it's 100X the size of Delta
combined with a Godlike UT AI, but then a little less agressive. With this I
mean, If you shoot at somebody, they search for cover, they don't run at
you, strafing around all your bullets.

So what's in there for the rest? Uhm, a Mission Editor, which allows you to
make single missions, or just make your own Campaign. If the mission
editor is in the demo, it'll be my most joyful day yet. My first campaigns
pop out with the demo, but because I'm not sure if it will be in or not
(haven't heard that it would be in, os probably not DAMN!), I can only plan
things. I'll let you take a look at what I hope to acomplish, but please
note that there is still a big chance that I won't be able to do what I want
do, for reasons such as: ont-so-modfriendly game, not-too-good Island
editor, etc. etc... So, here's some junk you've read before a lot,

This FAQ and all the stuff that isn't ripped off of any site/manual/official
source, is Copyright 2001 FullBurst41. I would like to point out to
webmasters that tactical information about weapons and vehicles is not
"Copyrightable", since that information isn't one of their own inventions.
This means, that if anybody would like to loot my view of the weapon,
game-based, he'd have to ask me, but if I'd post something that I found at
an official (military) source, he is free to rip it off, and I can't do a
thing about it, because it isn't mine. This also applies to taking
from sites, that is official, and that can be found at military websites or
documentation. Just trying to make that clear.

I. Game Basics
II. Vehicles
III. Weapons and Equipment
IV. Singleplayer:
1) Campaign Mission Walkthroughs.
2) Single Missions Walkthrough
V. Multiplayer
1) Deathmatch and Variants
2) Capture the Flag
3) Co-Operative Missions
4) Available Multiplayer Missions (no game modes)
VI. Advanced Field Tactics.
VII. Mission Editor
1) How it works.
2) My own creations
3) Upcming
VIII. Cheats.
IX. Contact Information
X. Credits and Final Junk

Good, now let's take a look.

NOTE: This is still a very incomplete version of the FAQ, since only the
demo is available right now. Once the full version is out, regular updates
this FAQ will fill in all the incomplete sections that are still present ...
I find no junk to put in them that is.

Ah, welcome newbies! No, that's a wrong term. There'll be a lot of people
looking in this section, not necesarily because they are new to this kind of
game, but because this game can be so frickin' hard due to the realism. I
think you'd better go in the army for a moment, and when you feel you have
the skill, try the game. Oh, then I'm a newbie too I suppose. That's fine.
So, I'll go over the controls, all available Game Modes, both Singleplayer
and Multiplayer. I'll also go over the classes with you, and what you can
expect to see in the game. For weapons and vehicles, you can take a look
in their respective sections. Also, some main tactics can be found here, to
always keep in mind while crossing the battlefield. I advise you to memorize
as much as you can, or hold a small paper with you, so you can refer to it
you're in trouble or in one of those tight spots you are bound to get into.
Another thing to take note of, is that your tactics will defer as you gain
control of vehicles, new weaponry and so on. If you slaughter a Russian
sodlier, who carried a PK machinegun, it would be wise to take it off of him
if you were carrying an M16. Not that an M16A2 is impressively bad or
something, but a PK can rip through things like a mad bull. Ratatatatatata!
In general, a PK is better than an M60, but that's entirely up to your
so I won't interfere if you prefer your old-school M60. It's a very cool gun
grant you that. Also, taking over Soviet vehicles is something different
your main US junk. In most cases, a russian vehicle is better armed than its
US counterpart, excluding the Abrams of course. The US do have some
advantages though, like the A-10, PBRs, Cobras, and Abrams Tanks. Ok,
let's start with the FAQ shall we?


Campaign: This is the main storyline bit of te game. Basically it's a series
linear missions, where your main goal will be to clear out all three islands
Soviets; You will pilot a variety of vehicles throughout the campaign. In
missions, you'll have to be a helicopter pilot, in another you'll have to
tanks around and decimate enemy forces via ground. Or just run around as
standard infantry soldier, as part of a squad or alone. Don't think you're
going to do a Delta Force mission if you are alone. Don't try to pick
rather avoid them. Try to keep the enemies you fight to a minimum, and
never engage vehicles unless you have the means to destroy them
(weaponry or another vehicle you are commanding). You can make new
campaigns with the Mission Editor, to keep the game fresh.

Single Missions: These are stand-alone, non-linear missions, having no
real connection to eachother. These can be seen as the Quick Missions in
Delta Force, or any Single MIssions in Jane's Combat Simulations games.
Want to know anything else? It's interesting to know that one of the Single
MIssions will be D-Day, not really the original Operation Overlord beach-
storming, but a 1985 modern version, which will probably be everybody's
favorite mission, or one of their favorites. You can read some more about
the D-Day mission in a preview made by the now-famous DnA and Sith.
Check it out! And although they got killed in the end, they still have some
intersting information. :)

Deathmatch: Oh common! Do I have to explain this to ya? Ok if you insist:
It's basically, Free For All. You don't work in teams or anything, just
at anything that isn't you, yeah it's basically that! Run people over with
5-Ton truck, kick their asses with the guns of a BMP-1. You have the island
as your battlefield ... and Im' not sure how that will be done yet, I mean
you can't run around the whole island searching your enemies. One little
piece of advice for you: Don't have mercy with anybody. This is a bad world
... they'll take advantage of you before you know it! Ahem yeah what am I
rambling about anyway, I didn't have to tell you that, you already knew.
However, this mode is only for fun, or for the doom-newbies among us. But
please, don't make this your primary mode of play, PLEASE!!!!! It is NOT
what tis game is all about.

Team Deathmatch: Guess this will be in, the little more intellegent version
of Deathmatch, but still quite mindless. You are part of a team and you hve
to kill off all the members of the enemy team. Only thing to keep in mind is
that you may never get seperated from your team members, unless some
tactic of yourse demands it. You're stronger in group then alone, don't ever
forget that.

Capture the Flag: Aaahhhhh, I hate this game mode. In every game that
has multiplayer feature in it, there's this. And I hate it! It's not the
thing, but the mindless concept of having to capture a flag and bringing it
back to your own base! Ugh! Luckily, Operation Flashpoint makes it a little
less harsh for me... Their mode is like this:
You start in your base, lots o' Ammo Crates and stuff. This is your base,
but there is NO flag here. However, your flag is located in a base a little
further from your camp. There are also vehicles around in your strongholds.
The enemy has the same outline. They also start witha  respawning base
and flag base. Your job will be to bring the enemy flag to your flag base to
score a point. In UT and Q3, even HL, the CTF games were quite boring.
ONly thing that set them apart was the map, and the placement of flags,
that was all. Here, you can take all sorts of vehicles, and weapons don't
around mindlessly. They are put in bases, not scattered around the map, in
the most unlikely places. It will still not be my favorite, but I'll
certainly play it
a lot more. Don't bother with Quake, just take OFP and you ave it all!
what I always say...

Take the Town: Good Heavens! Finally! Woooooohoooooo! The mode I'm
looking forward to soooooooooooo badly. You start off with your buds in a
town on the island. Your job is ot take over the other people's town marked
on the map. It will require a lot of strategy to take towns, and to complete
the game. Much better than Deathmatch! I don't know how the towns are
outfitted yet, what fortifications are in and such. I guess I'll find out
enough. I look forward to doing air raids ont heir pethetic towns, and then
bring in my best men and take over the whole thing, backing them up with
some tanks (may not work ... we'll see).

Co-Operative Campaign: This is basically you and a bunch of friends
playing through a campaign. I'm not sure if this campaign is different from
the singleplayer one, in terms of missions, but I think so. This will enable
you to use the skill of your friends if you need the extra power. More info
this mode coming as soon as I get it.

NOTE: This is not all. Multiplayer isn't just a bunch of modes you get and
play with it. Multiplayer matches are usually missions wit 2 teams with
oposing goals. It's a little like counter-Strike but different, because they
have the rules of the mode they are playing on. In OFP, rules are dictated
by the objectives bound to that mission. Maybe it's easier to compare it a
little to Assault in Unreal Tournament, but then the OFP manner. The good
thing about the missions, is that they are rather small, and that they are
easily transferable. They have a mximum size of something around 100KB,
which makes online transfer of missions a piece of cake. That will be it for
now folks!

Actually, fro what I understand, for human players there isn't much
difference of taking a specific class, only that they get their hands on
favorite country weapons easier. This is because humans can basically
pilot everything and do everyting available to you. AI however, is a
story. If they want to pilot a certain aircraft, they will need apilot to
around with the vehicle. Here are the different classes:
NOTE: All classes get binoculars, do not listen to people that tell you that
only officers get them, that's rubbish.

Cannonfodder. That's the shortest description I can give you. What's the
use of a soldier? No one knows. At least in unrealistic games they aren't
any use, as there is always something better then a simple measily soldier.
Everything that is alone in OFP, can be considered quite dead. Soldiers in
OFP will be needed in several situations, ranging from scouting, to main
defense and offense jobs. Other classes get limitations and extras to what
they can do, while the soldier stays a non-mutated class, which basically
means he can do a lot of jobs that don't require specific expertise. A
gets standard weaponry, being an Assault Rifle (M16A2/AK74). Don't
underestimate these, but don't overestimate them either... They are good
for the main jobs, bu vs. armor, they are quite hard to keep alive. If the
people were so stupid to expose themselves to enemy fire, and you killed
the gunner(s) and Commander quickly, you'll have an advantage over your
opponent. He'll have to rearrange his positions inside the vehicle, giving
you some spare time to flee, or to try to destroy/kill everybody inside the
vehicle. Another good use for the soldier, is suppressive fire. When other
classes need to reach an objective, and don't have the means necesary to
get there, soldiers can draw some considerable attention away from them,
allowing the other class to do what they have to do. And tell me, who's so
crazy to stay in the line of sight of a soldier delivering suppressive
That's why I would like to have an M249 in this game, but it won't be... so,
you aren't really a crack at anything, or your clan/team tactic demands it,
take a soldier, you'll always be able to help someone.

AT Soldier
Ahahaha, now you thought you were invincible in that APC eh? You
thought you could kill every and all infantry units oposing you eh? Think
again, as these will kill you faster than you can say "What the heck?"
While they still carry automatci rifles, their main purpose is to take on
armored units. Their weapons vary from AT4s to RPGs, depending on thier
country, US and Russia respectively. They can destroy light vehicles
(APCs, Jeeps) with a single rocket, in most cases that is. It will be the
other's duty (especially the Soldiers) to protect these infantry units from
normal soldiers, as they are quite vulnerable to them. Remember, these are
no Quake Rocket Launchers! They don't just gib everything you shoot at!
These weapons are mainly used to take out ARMORED targets!!!!!!!! While
they are still quite able to kill enemy soldiers, but I wouldn't waste my
rockets on soldiers, while there are more dangerous targets to take out with
these weapons. however, MOrtar Soldiers are more effective against
infantry, but are quite inacurate, so this leads us to another critical
point in
in mind!!!!!

This is your man! What he does? Basically kick other people's butts, that's
it! They are the dudes with the heavy (both in power and weight) weapons.
They are THE class of choice for suppressive fire. They are quite essential
to a squad, to cover the more qpzxialized classes in the game, while still
BEING covered by soldiers or snipers. They can deliver a lot of suppressive
fire while a medic is doing the best he can to heal a certain unit. And
another thing, they can cover the presence of snipers! One thing to take
note of though, they divert a lot of attention to them, which makes them
bound to get shot at, and probably one of the first of the squad to get
This is because, they can take on almost everything, including some light
transport vehicles. If you want the best results for a machinegunner, I'd
take a few snipers, some bodyguard soldiers and the MG. While the
snipers wreak some havoc, the MG gives cover fire, to mask (or try to
mask) the Sniper's presence, which will let the Sniper take out more targets
without diverting unnecesary attention to him. This is a quite important
class, so don't overlook it.
Weapons: The MG carries the heaviest automatic infantry-weapons in the
game. The Americans stick with thier old-fashoined M60, which is a belt-fed
macinegun, very loud, very powerful. It is known that the M60 strikes fear
the hearts of its enemies, because it makes such a "frightning" noise! Well,
beware if some guy with his M60 comes rushing to ya, better take cover
and pick him off ... if you can. The Russians however, have the PKT
general purpose machinegun. This is my baby! It's lighter than the M60,
and doesn't have to loose any power for it. It is my personal choice for a
machinegun. If you are an American machinegunner, and you (or your
squad) takes out a machinegunner, drop your M60 for one of the soldiers,
while you take the PKT, it's a good adition to your forces. One more thing.
you are a different class than a Machinegunner, and you can get your
hands on a machinegun (especially for soldiers and other heavy-action
classes), TAKE IT!!!  Don't leet it just lie there, taking the chance some
other dude smarter than you will grab it! This game ma be real, it's still
SO real thatyou can get killed, so take everything you want, don't bother
thinking about your comrades weapons, unless they have none (that's a
little stupid standpoint though...).

The most essential class in OFP. You can ramble along about your frickin'
gun, but who will be there to help you out if you get shot yourself? If you
so lucky to stay alive, because the wound isn't that severe, you'll want to
get treatment, to get you running again. While it isn't just possible to
you up to full strength like in those unrealistic combat games, the medic
might be able to heal you enough so that you can fight. The medic has its
own defensive weapon, but it's bound to get targeted (don't let that uniform
of yours think that you are invincible), because the enemy army will try to
get the advantage the bastardy way ... killing your Medic of course. Try to
keep this pal alive as long as possible. Keep him out of the battles, but
medics may try to pick off some people with his weapon. As a medic, seach
for cover as much as you can, to keep out of the sight of a sniper, whic
be your primary enemy in the field. You must do your best to stay alive, as
your squad depends on you. This is probably the most adrenaline-rushing
class of all, as if you die, it's a big disadvantage for your team, and by
way ... you're dead too.

Another very important class. These aren't really present in the squad at
the time of combat, but they rather camp in deep cover, trying to take out
any targets of oportunity, without drawing unnecesary attention to
themselves. Or, snipers can have missions alone, or in special Sniper
Teams, which are given specific orders and must do their best to find a
superb place to deploy their rifles and take out designated targets, which
takes me to the next note. In most situations, snipers are given specific
targets to take out. However, in OFP, unless your mission demands it,
you'd better try to help out your squad anyway you can, blowing enemy
soldiers to hell as fast as you can, as silently as you can. Teh weapons for
Snipers are outfitted with scopes, which help them zoop in on targets in the
distance. However, Sniping is not what it was in other FPS games. You'll
have to check it out to see what I mean. It's not the usual sniping
techniques that will help you out this time, you'll have to adapt to the new
(but the REAL) techniques. These rifles come with "targets", which show
you how you have to aim to hit a certain target. The NATO gets the M21,
an old-fashoined rifle, while the Soviets snipe with the Dragunov Standard
Issue Sniper Rifle. Another thing that snipers must look out for, is that
don't get killed by other Snipers, but in the mean time, try to eliminate
snipers that threaten your soldiers. Oh and one more thing. The AI
responds very intellegently to snipers. First off, they'll try to locate you
searching forthe way the bullets came from, taking cover, and supplying
suppressive fire for any teams that might still be under threat of the
sniper(s). This makes being a sniper no easy task, as the AI will be
crawling up to your position, or vehicles might creep up behind you, as you
are concenterating on getting enemy soldiers. That's another thing you
have to worry about: Vehicles. Youa ren't really able to take on full-sized
tanks yourself, unless you can take out a Commander or gunner if they are
standing out of their cover (hatches are open).

Anti-Aircraft Soldier
Another soldier you'll need in certain situations. there's nothing more
irritating then a Hind wizzing over your head, trying to locate you. And
it does, unleashing its deadly cannons upon your filthy heads. Those
cannons can sweep an area quicly, due to their high rate of fire, and the
speed of the helicopter. Also, I'd get the heck out of the way when it drops
few rocket pods near your position, as that would mean certain death for
you. Anyways, what are you dupposed to do about htese pests? Well, you
have your Anti-Aircraft Soldier standing there, waiting to be used. And
finally, it gets the opportunity. While I'm not absolutely positive on what
Russians will get, the NATO gets the allmighty Stinger. I hate this weapon.
You know why? Because it is so effective. NOw you say: Why the hell is he
complaining about a gun if it is so effective? Well, it's simple: I remember
the old days, flying my F/A-18 Hornet in one of those state-of-the-art
Combat Flight Simulators, when suddenly, without warning, I see a missile
coming right at me. Totally shocked (didn't know infantry could fire SAMs
yet), I tried to evade, still not knowing where the darned missile came
I couldn't detect any SAM launchers, and certainly not any aircraft in the
direct area. Then, BAAAAAM! Eject. Booom. Parachute wouldn't work.
Shiiiiiiit. Then ... I suddenly saw this sneaky bastard, a Russian soldier
graphics in those days...) with that stupid thing  in his hands. I could've
smashed the screen to pieces! Beaten by a soldier!!! Common! I destroyed
25 T-72s with my group of 4, but then suddenly some stupid I-don't-know-
anything nerdy came in and shot me down! Arrgh! And since I was shot
down by Russians, it can very well be that in OFP the Russians also get
Stingers... However, I think they'll get some SA superb missile launcher of
theirs. It will probably a GRAIL, GREMLIN or GROUSE, but I can't confirm
any of those. So, just to make it short, use these to take out helicopters
possibly A-10s if you are on the Russian side. Taking out the A-10s is
especially essential, as they are faster than the other aircraft, and are a
nightmare to any armored vehicle. Also, those bastards have imense guns
(6 barrels), so I wouldn't try to get it gun to gun with you, as it won't
about your AK74 a lot, it will just mow you down, and laugh at your
foolishness. Also, taking out troop transports can save you a lot of mess
later on. Take out the Mi-17s/Mi-24s or Black Hawks to make sort work of
the soldiers inside (except if they are VERY low). Don't overlook this
call upon it if you need it, you can't survive without it if the enemy calls
its helicopters and airplanes (for the NATO that is).

Mine Soldier
This is another class that can affect the whole mission. How? Well, he has
teh job of mining roads that the enemy will probably take. If you indeed
know these roads, I'd say that this is a good defensee against tanks, but
everybody knows that the enemy will try to take the off-road trajects. The
disadvantage the vehicles have in those spots however, is that they cannot
move at high speed, often going very slow. This is excelent for AT soldiers
or helicopters. And if the enemy takes the main roads, he'll stumble upon
your mines. Cabam! Die! No more armored vehicle! You get a few AT
mines as this class, not sure of the different types yet... I'll fill this
in later.

The pilot is the guy that controls the aircraft present in OFP. Available
units are:


- Ah1 Cobra: A very deadly and powerful helicopter, mainly used for anti-
tank missions, but can defend itself against other helicopters with its
Sidewinder missiles. It has a powerful cannon too. overall, a very
dangerous enemy if you are Russian, you must try to take it down as fast
as you can, before it takes out your armor.

- A-10 Warthog: I LOVE this one. It is ideal for taking out helicopters, and
course, tanks all the way! With its powerful cannon, it can destroy anything
it comes across. Don't spare anyone! They also have Sidewinder air-to-air
missiles, together with a variety of bombs they can carry. All in all, this
one's even tougher than the Cobra, because its added speed. This craft
can also be used to destroy buildings, it's a better choice than the Cobra

- UH-60 Black Hawk: The NATO transport heli. You can use this chopper to
take control of the doorguns, which is a special feature of the Black Hawk.
It can carry up to 8 soldiers, and carry them at god speed around the
islands. It isn't quite good as a combat helicopter, but it is ideal for
transportation. And of course, you can parachute out of a Black Hawk,
which is really cool.


- Mi-24 Hind: This is the main helicopters for the Russians. It has the
advantage ofer the Cobra because it can carry soldiers aswell. It is an
overall good craft to take out ground targets, but can defend itself against
aircraft. Just don't try to take on A-10s with your cannon, they'll shoot
out of the skies nicely, there won'g be much left of that Hind of yours...
helicopter has the advantage over the Black Hawk, because it can carry its
passengers into dangerous situations, while still being able to survive most

- Mi-17 HIP: Thi is the first real error I've found in Seventh's awesome
webpage, that is that it says that the Mi-17 is primarily a transport
helicopter, and he constantly talks about the Mi-8. While the Mi-8 is the
direct predecesor of the Mi-17, it doesn't mean it isn't different from the
8. First off, let me tell you that this is somewhat a more specialized
of the Mi-24. It has a lot of loadouts, and can do basically everything,
jamming to recovery. In most situations, it will come armed with dual
7.62mm cannons, but sometimes it may come with dual 23mm cannons,
which is great help of course. It can transport troops and they can use
machineguns to fire at enemy positions through the window aswell. They
are good recovery helicopters, aswell as direct air support against heavy
units like tanks and such. It has someheavy weaponry, including up to 20
81-mm rocket pods on each wing, SWATTER ATGMs, or other anti-tank
rockets. So, I repeat, this is not a transport only helicopter! This babe is
very capable in combat.

So ... excited to take on this uniform yet? You also get your own weapon.
While I still disagree with the choice of BI to NOT implement any handguns
in the game (pilots always carry standard sidearms), I'll have to live with
You get a nice little CAR-15 Carbine, isn'tthat nice? Talking about
You are absolutely important to your squad/army, if you are to take out
enemy armor fast and decisively, without losing most of your own
tanks/losing completely.

This is your sneaky bastard. If you aren't familiar to sneaking, I wouldn't
take this class just yet.This is one of th most difficult classes to master,
it's certainly an adrenaline-rushing one. The missions of the Saboteur are
mainly to sneak into enemy bases, and destroy certain objectives, perform
reconnisance duty, or to take out key targets (defenses) to let in your
enemy without losing too much. If you want to get some experience, play
stealth-oriented games, like No One Lives Forever (not realistic, but you
still have to sneak, and you get maximum scores if you are), Rogue Spear
(some missions MUST be done stealthily, and overall it is a better
strategy), maybe even SWAT 3, but that's a more Assault-oriented game. I
must caution you however, that sneaking doesn't just come, or can't just be
practised. If you are the assault-type, you won't just learn to sneak,
because you won't have the patience for it. Of course, you'll be able to
sneak to some degree, but sometimes you'll have to stay in the same
position for minutes, observing the movement of guards. I myself am an
assault-type person. I can sneak to a certain extent, but I'm not patient
enough to do it the Commandos style way (remember that game? That was
the main reason I didn't like it, the guard evasion). He comes equiped with
an MP5SD, which comes in handy for its sneaky shit, while he gets a
bunch of Satchel Charges to blow stuff up with. It has a large blast radius
50 meters, and can blow up walls, vehicles and buildings (tents and stuff).

That's about it. Enjoy!

Welcome Commander! In the event that you do make it to the top of a
squad, you might consider this reading.

When commanding a simple squad of soldiers, it is always important to
keep the medic alive. While he can't just save your soldiers from anything,
but when someone is wounded, he might be able to get him some fix-ups,
depending on what wound he has.

While a medic is important, this game is still about war, and war needs to
be waged sometimes. Make sure to cover your AT and AA soldiers if they
come under fire, as it is vital to you and any other nearby units that your
heavy soldiers stay alive to fight the heavier foes. You must always
remember: Just because you are infantry, doesn't mean you can't do

RuleZ of Engagement:
- Never engage an enemy alone, always attack with others. If you spot an
enemy soldier, it's allways safer to attack with more than one man. Of
ocurse, there are those missions where you are left on your own. In those
cases, you should make sure you are in deep cover, and your enemy(s)
won't have enough time to retaliate until it's too late. In all ther cases,
up your squad if you have to, in groups of 2. Do it Rainbow Six style. You
have an assault team, a sniper team etc. etc.
- Don't play this game like you play Quake. Don't take your grenade
launcher and shoot 2 meters in front of you, aiming at the ground. Use
explosive weapons at long distance. Especially if you are using a LAW, it is
very advisable for you to stay away from your warhead as it explodes, or
you're dead (pretty much dead that is).
- Send in Recons to get a good view of what's going on. you want to know
the exact enemy positions. As a recon, you need to remember that you
may not show yourself to your enemy, do it the Klingon way, CLOAK (or
Romulan whatever you like). Yeah, I told you, this is no Quake-style game,
so no cloaking devices/invisibility or whatever you like to call it. You
want to
know exact info on the placement of vehicles and troop deployment, so that
you could send in Saboteurs with the information you acquired, or plan a
quick but deeadly assault on the weakest portion of their stronghold. Never
blindlesly go across enemy lines, praying you'll stay alive long enough to
say "I love you" to your girlfriend as she is getting angree with you
problems??? anyone?). Okay so OFP is not really a good social life
builders, but who cares? Uhm. Yeah well. Also, this scouting can be done
by fast aircraft, but this is far more "brutal", as the enemy knows what
you're up to, and will no doubtedly strengthen everything up (as far as he
can do that of course).
- One golden piece of advice: Always remember, the AI must choose
specific classes to be able to do a certain thing, but you can do anything
you like. Even if you are a machinegunner, you can crawl into a helo and
scratch some tankhull. Don't you ever forget that.
- Cut off enemy convoys. In the event soldiers need immediate repairs or
ammo, trucks are sent to the enemy's position. your job will be to take
those out, crippling the enemy. Thing is, you must know his supply route,
and try to stay hidden from any enemy defenders (if they are hidden), so
that they would be completely surprised by your grenades/rockets. Or, you
could take an aircraft and destroy them swiftly if you wish. But of course,
since htis is the squad section, you should know that if you send grenadiers
or other soldiers with explosives, try to send them alone under cover. Try
sneak them in there somehow. Another method of dealing with the convoy,
is to mine the routes. Do that, and you'll have some spare time to do other
things. Best thing is, if those mines go off under those trucks, and
men are stationed along the roads to defend them, big chance is they'll die
too. This allows you to move in and take the supply routes yourself,
defending them at all cost. Anything that tries to pass through, goes down.
- Defend your supply routes whatever the cost. This is not a game
ofrespawning weapons. If the resupply/repair trucks are destroyed, you'll be
in a heap of trouble, waiting until the next few can arrive. Station some
heavily armed soldiers there (MGs and AA soldiers would be nice), or keep
a few lighter vehicles around. And for the more flight simish people, you
can also use air patrols, another effecient way to protect your routes from
the BIG targets. However, if you are hoping to defend them against
infantry, they'll have to be very dumb to get discovered by you. you can't
just see anything, you're limited to what you can see and what not. This is
why I prefer the first 2 methods, except if the enemy is using heavy force
take your supply routes. Also, it's nice to have a quick force available for
when the time comes that the enemy comes in with his forces to take your
supplies. Have a few Black Hawks and Cobras/Mi24s to strike down your
opponent. Losing your supplies, is undoubtedly one big step towards losing
the mission.
- Quick attack strategy: One thing I lke to do in realistic gameslike this,
is to
strike areas of the enemy's stronghold (like a city) that are of little
importance to your initial attack. This way, you can spare you some
valuable time, in which you can complete your assigned objectives, destroy
assigned targets etc. etc. This is a often usedtactic in games that allow
It's very hard to find a way to implement his strategy in Counter-Strike for
example. However, this game really gives you the ability to exploit this
tactic, and if the enemy has to defend a big area, this will probably work!
The best defense against this, is to keep every part of your territory
protected. And when the enemy comes in, first check if you can be sure
there are no extra forces that would surprise you, and then move in to help
the heavily outnumbered forces. Don'tlet yourself be fooled to let an area
be undefended, but as a human you should know what areas to critically
defend, and where to keep your presence intermediate.
- Town Defense: If in a mission you have to defend a town from enemy
attack, a wise thing to do is to station troops in buildings. Use them as
"Guard Towers" to say it that way. This will take some pressureoff your
other forces which are still on the ground. However, keep your eyes open
for aircraft, as they will make short work of your Guard Tower, very short
work that is. Snipers should consider a roof of a building, as it doesn't
give them limitations of a window (if you can get up the roof of course).
problem is, you can't just shoot explosive weapons through a window. That
just won't work!
- The MOST important rule of them all: WHENEVER YOU DETECT

Not all about Flashpoint is squads and M16s! Actually, one of the biggest
aspects of the game lies here, with the vehicles. Imagine this game without
vehicles... Would you want to traverse 145 square KMs on foot? Or would
you rather kill yourself? Anyways, vehicles are necesary to both transport
and kill others, infantry and vehicle alike. There are both ground and air
units, although the ground units are much vaster in number. However, air
units are evenly, maybe even more, valuable than ground units. They are
meant to deliver quick but heavy strikes, transport infantry quicly across
battlefield, while minimizing risk of getting killed. This section will
certain tactics and rules you should take note of.

Heavy transportation vehicles.

These are those transports like trucks. They can carry supplies, weapons,
and soldiers.

- Keep in mind, don't just drive somewhere without you knowing where you
are going, because these things don't go that fast, and tanks will pummel
you before you know it. You do have some bullet proof windows, but
anything that explodes will rip you to pieces. Therefore, superb
is needed, you must know exactly what lies ahead, if there is any enemy,
where is he? What is it? Vehicle, infantry? What class? This are all things
you must keep in mind if you are to survive this game.
- Protect these vehicles at all cost, especially if they are carrying
and weapons, because you'll need every piece of equipment you can get.
Don't waste them! Protect the roads they are going to pass through, even
use vehicles if you need to, the enemy is sure to want to destroy these
trucks. I know I know, it would be far easier if they were transported by
helicopter, but of course these games need to be a little difficutl... as if
wasn't difficult enough already!
- MOve as fast as you can. While these babies don't go very fast, stay at
top speed at all times when transporting infantry to dangerous ground. If
you have to go off-road, try to hide yourself somehow, drive on small,
bushy roads with lotsa trees and stuff, so that it is harder to spot you. Do
everything you can to stay alive ... truckdriver is a dangerous job these
- The roadblock: hehe! If you need something fun, and you have some
trucks tospare, just put them as a roadblock, to get them destroyed by
tanks for sure... Scratch this will ya?

Light Transport Vehicles

You know... jeeps and stuff. These are infantry-transports only, but there
are some variants of these vehicles, like ambulances and stuff. Use these
wisely, and take a look at what I made below:

- Move fast: as with the trucks, you are not the strongest vehicle around,
but you are far faster. Move at top speed when you can, but try to keep
your vehicle away from trees will ya? Or you'll keep the thing out of
and you'll have to go on foot right away, which isn't a nice thing when
in the middle of nowhere... believe me. While you usually have an Mg to fire
at enemy threats, you should be careful on what target you shoot. i wouldn't
advise you to fire at tanks, because they'll aim their nice little gun at
and blow you to shreds. What you can do however, is quickly deploy your
men when you know threats are nearby, and take on tanks with your AT
soldiers when they get in range.
- The better roadblock vehicle? Well yeah, but still not the best. It is
for anti-infantry defense though. Watch out for Grenadiers or AT soldiers,
as they will make quick work of you. You can try it if you like... it may be
worth it.
- suppressive fire. When you deploy your men, keep a gunner inside, and
let him give your comrades some extra firepower, by firing in the direction
enemy forces, hoping to take some out before your men reach the contact
zone. This suppressive fire technique can help your ass when you are
facing enemy armor, to divert some attention away from your infantry.
While you are pinning the tanks down with your MG, the AT Soldier/LAW
soldier goes in and destroys those vehicles (a LAW is pretty powerful, it
won't be a problem).
- Keep these vehicles handy. When your helos are unavailable at the time,
this is the fastest vehicle to get your men out of tight situations ... or
them into such situations of course. If you look at the M113 of the NATO,
you'll see that these vehicles can also go across water, while at a much
slower speed, so you can get your infantry to a safe place. This makes the
M113 a favorite for beach assaults with soldiers ... WWII style!

IFVs (Infantry Fighting Vehicles)

These are also able to transport infantry, but they are more meant to
destroy than to transport. Take the BMP-1, a true killing machine. It has a
nice little gun (BIG that is), an MG too, so ti can take on heavy armor
single-handedly, while keeping some distance to increase your chance of
survival. Look at these:

- MOve fast: Again! Again! Again, again and again. Now it isn't for fleeing
purposes, but to keep your chance of being hit by deadly tank shells and
rockets minimal. While you can't fire your cannons at full speed, try to
your speed as high as you possibly see thick, because tanks won't hesitate
to blow you to hell with their sometimes bigger than 120MM cannons, which
are certain death for an IFV. You are the spearhead of your attack force,
you can kill infantry fast, hoping there isn't much in the ways of an AT
soldier of course, and you can destroy light vehicles nicely. Tanks though,
are a different matter. While you can still destroy them yourself, you must
make sure you hit it, while it misses you. If that isn't the case, you're
much dead!
- The "Sweep": OK, this is a sort of suppressive fire technique, so listen
If you have several IFVs together, and an infantry group si about to move in
to take down enemy soldiers, it may be wise to do the following, bombard
the area. Aproach the target area, and start shelling in the direction of
designated targets. This way, you have a chance of killing enemy forces so
that they are severely weakened when your squads arrive. However, if you
want to completely surprise enemy soldiers, this might not be a good idea,
as they will run for cover, and I mean RUN.
- Some sort of roadblock technique for you: Place your IFV(s) to defend a
certain area. Let the gunner's look very sharply ... and from the moment
you see something, fire the main gun, and rain down bullets at them. It will
be very hard to get past your roadblock, but tanks are still better.
since you can use all tanks in the offensive you are planning, it might be
cheaper to place IFVs instead of tanks, as they are still quite effective
at long range. ONly thing that will be better if you station tanks, is that
have better anti-air defenses than the usual IFV does.

Heavy Armor

Ok, now everybody knows these right? These are the tanks that role in on
your position and blow you to bits with their imensily powerful cannons.
They are mainly used for offensive measures, or for stationary defense.
Tanks are both outfitted with a heavy cannon, and several MGs +possible
anti-air support. Take a look at this:

- The rush technique??? NOt so advisable, this is no RTs game remember.
However, the thing that is smartest, is that you take acurate intellegence
the area you wish to attack, and strike at the enemy's weak point. This way
you can spare both tanks and lives ... another important aspect of this
game right? While tanks can sustain some damage, it is still wiser to strike
strategically, instead of just rushing into enemy territory, hoping you'll
destroy them all, that just won't work.
- Stationary defense: This is another thing that you shouldn't do if you are
nearsighted hehe. If you find a good position, a driver wouldn't really be
necesary, but keep them available, if you need to change position. The only
thing you'll do in this position, is monitor enemy activity. Once you see an
enemy come into your line of fire, you shoot, with everything you have,
everything. If you have a good number of tanks available to your defense,
let them truly shell everything. These babies are also good to eliminate
boats that are delivering suppressive fire that you want to get rid of.
Another important thing you can do with your tanks, is kill enemy
parachutists before they can get to the ground ... if you canaim acurately
enough of course. Also, with AA MGs, you can take out helicopters easily,
and you can always try bringing down an A-10 that is flying low.
- Well ... last advice ... runover people! If you see some Soldiers firing
small arms at you, just run them over! It's cool! You know what I'm

Heavy Weaponry

Simply put ... SCUD launchers. It's just to include these, there isn't
important to say about tactics, escept for this one:

- You just happen to have one of the deadliest weapons around, but it's
also very easy to destroy if you let it undefended, as it can'tjust do
defensive by itself. you'll have to put a good defensive position around
SCUD launcher, as it is very valuable to your forces. Remember that, and
you'll be fine... Watch out for quick helo strikes, or A-10s coming in for a
deadly cannon strafe... you'll be doomed!

Sea Units

These are basically the small boats you can toy around with, as they are
very valuable in beach landings, to give that unmissable cover fire for your
beach assaulters. And once they are on, fire your MGs to get some extra

- Keep in mind, you are a suppressive fire deliverer, you are mainly around
to help out infantry on shores and stuff. owever, this makes you a very
tempting targets for heavy armor or IFVs, as they can probably reach you
with their cannons. The only thing you can do, is try to stay as far as
possible at first, only delivering cover fire on the edge and a little
further of
the beach, and once the infantry takes out some armor, move further ... but
make sure the coast is clear before you move in to get your men a little
more fire.
- Oh ... just one thing you might want to keep in mind. In a beach landing,
there'll be a lot of infantry, infantry of both sides. Just make sure you
kill your own people, or you'll be in lots of pain.

Aerial Units

These are manily support units, but very important support units. You can't
live without them. They are meant to take out key strong points of the

- Just look at this as Longbow 2 or Falcon 4, it's not entirely a flight sim
OFP, but the same rules can help you further in the game. If you are a
master of one of thse games, you have a good chance of surviving inside
your plane/helo. Also, there's a new sim by Razorworks, Commanche vs.
Ka-52, a very good but difficult sim. While the helicopters in OFP aren't as
modern as those in that game, it can give you a head start in the flying
skills. While I don't know of any SAM launchers in the game, there are a lot
of anti-air weapons in the game, including Stingers, portable SAMs, and a
large variety of MGs on armored vehicles. Try to avoid them, stay clear of
them if you can.
- One thing you can do, which is quite strategical, you might want to
heavy air raids on an enemy infested area before moving in armor and
infantry units. This way, you can take out the heavy resistance before your
heavy hitters come in, giving them a much higher chance of survival than
they usually would. Also, ocasional air raids to destroy enemy key points
won't hurt at all.
- Defensive strikes are one of the most important thing int he game. When
you know the enemy is moving towards your positions, have a capable
aircraft go in and take out as much as it can, to seriously weakek their
efforts. HOwever, keep in miond, just because you are in an aircraft,
doesn't mean you are invincible. Anything can kill you however, you can kill
everything, get the picture?
- Of course, not all about aircraft is combat. there are some helicopters
can transport infantry across the battlefield. These are the Black Hawk, the
Hind, and the HIP. If you want a good transport helicopter and combat
capable chopper at the same time, take the Hind, it's the advantage the
Soviets have over the NATO bastards.
- If you know a good route to an enemy base which you can take with your
chopper (transport chopper that is), use it so that you can deliver swift
strikes to cripple certain positions. you can let an air raid take out some
heavy defenses there first, it's all your choice, and what can be done or
suits the mission best.
- Something to A-10 pilots: If you are shot down, and you manage to eject
from the aircraft, stay calm at all cost. You'll probably land behind enemy
lines, which means you are incredibly outnumbered, and even more so
outgunned. Try to get a rescue chopper there, but since your A-10 didn't
really apreciate the way you flew, a chopper won't do it any better. If a
chopper is not an option, you'd better find a way to get the heck outta
As a pilot, you have a carbine, which isn't bad, but you can't just kill
everybody as if they were Delta Force AI infantry (no offense ... ahem).
Consider your situation, and based on information obtained about the
enemy defenses (if any was obtainedbefore you crashed), use this to your
advantage and find a way out.

That will be all ... goo dluck!

That's about it for the newbie section... I'll update this if necesary.

II. Vehicles.
Welcome to the Vehicles section, where you will find detailed information
on each of the vehicles in OFP. There are three main types of vehicles:
ground-based vehicles, airborne vehicles, and sea-bound vehicles. While
most of the vehicles are ground-based, the other types are certainly evenly

NOTE: I use the WEG for information on vehicles and weapons, but
because it doesn't have a lot of American weapons and vehicles, I'll have to
take it from ofp.net. This means that the "Tactical Description" for each
item is or from the WEG, or from Sevenths webpage.

Last minute info: No more rippin' from Seventh. I've found my source, it is
at www.military.com, good search engine through its resources. This solves
the American problem, so that I can stick to the WEG for all Russian shit.
There's only one thing still not really ... nice. I searched for a
description of
the M60 tank. When I compared it with that one of Seventh, I discovered
that we had the same one. But since this just one case, and since I'm sure
he didn'twrite it himself, I feel free to post it here aswell.

Ground-Based Units
5T Truck
This 5-ton baby is mainly a transport vehicle for weapons and equipment,
but it can also carry a good number of infantry. It doesn't go very fast
(surprised?), but it has some durability. Because of its cargo, it is vital
protect it. If not, you risk losing very valuable suplies which you can

Tactical Description:
None at the moment.

This is a very capable and all-purpose transport. It can hold a squad, has
an MG to defend itself from light enemy resistance, goes fairly fast on main
roads, and can also go amphibious to cross water. This allows it to get
infantry out of tight situations to a safe place before they get all killed.
vehicle is very important in your war effort, treat them as you do any other
valuable vehicle, with grace.

Tactical Description:
US Armored Personnel Carrier
Weapons & Ammunition
.50 cal cupola MG
Slap, API, API-T,
Ball, Ball-T,
Incendiary, I-T
Combat Load
Alternative Designations: INA
Date of Introduction: 1964
Proliferation: At least 46 countries
Crew: 2
Troop Capacity: 11 passengers
Combat Weight (mt): 11.20
Chassis Length Overall (m): 4.90
Height Overall (m): 1.80
Width Overall (m): 2.70
Ground Pressure (kg/cm 2 ): .55
Automotive Performance:
Engine Type: 215-hp Diesel
Cruising Range (km): 483
Speed (km/h):
Max Road: 64
Max Off-Road: INA
Average Cross-Country: INA
Max Swim: 5.8
Fording Depths (m): Amphibious
Radio: Various, including intercom
Armor, Turret Front (mm): N/AæNo turret
Applique Armor (mm): Yesæanti-mine armor on bottom
Explosive Reactive Armor (mm): Available
Active Protective System: N/A
Mineclearing Equipment: N/A
Self-Entrenching Blade: N/A
NBC Protection System: N/A
Smoke Equipment: N/A
Main Armament:
Caliber, Type, Name: .50 cal (12.7 x 99) heavy machinegun, M2HB
Rate of Fire (rd/min): 450-550 cyclic
Loader Type: Belt feed
Ready/Stowed Rounds: 250/1750
Elevation (∞): -20/+60
Fire on Move: Yes
Auxiliary Weapon: N/A
ATGM Launcher: N/A
Firing Ports: None
FCS Name: N/A
Main Gun Stabilization: N/A
Rangefinder: N/A
Infrared Searchlight: N/A
Sights w/Magnification:
Day: Open ladder sight, 1x
Field of View (∞): INA
Acquisition Range (m): 2,000
Night: N/A
Commander Fire Main Gun: No
More than 100 variants have been produced in numerous countries,
with 7.62-mm MGs, 40-mm automatic grenade launchers, 90-mm
recoilless rifles, and turrets with 20-to-76-mm cannons. The following
are US variants. Command variants are M577 and M114 (C&R).
Self-propelled mortars are M125 (81-mm) and M106A2 (4.2-inch).
The M901/ ITV ATGM launcher vehicle is a common variant. The
M163 SP air defense gun has a 20-mm Vulcan cannon; and M730 is a
Chapparral AD missile launcher. Other variants include ambulances,
recovery and engineer vehicles.
M113A2: This multi-national variant features mobility improvements.
One version is being developed with the Giat TS90 90-mm cannon.
M113A3: Changes for this multi-national variant include a new power
train and increased armor protection.
AIFV: The multi-national IFV variant has M113A3 armor upgrades, a
stabilized turret with 25-mm gun, and a 7.62-mm MG.
VCC-1: Italian M113 copies are supplemented by this variant
Caliber, Type, Name:
.50 SLAP (sabot light armor penetrator)
Maximum Aimed Range (m): 2,000
Max Effective Range (m):
Day: 2,000
Night: INA
Armor Penetration (mm): INA
.50 Cal Ball
Maximum Aimed Range (m): 2,000
Max Effective Range (m):
Day: 1,000
Night: N/A
Armor Penetration (mm): INA
Other Ammunition Types: Ball-T, Incendiary, I-T, API, API-T
The M113A1 is a variant of the gasoline-powered M113. Armors available
Rafael Enhanced Add-on Armor Kit (EAAK), Creusot-Marrel
plate armor, and SNPE explosive reactive armor. Thermal and TV sights
are also

M-152 US Jeep
Nothing reallys pecial here. It's a fast transport, but I prefer the M113.
It is
better suited for dangerous situations than this one. Still, if you want a
quick getaway, you might consider taking this one for a ride Just make sure
you don't smash the trees will ya?

Tactical Description: None!

That's it for now...

UAZ Transport Vehicle
You can compare this one wit the M113, but Soviet. It has good speed,
better than the M113 as far as I know. It's a good vehicle if you don't have
access to helicopters. Use it to its full potential.

Tactical Description:
Russian 0.6 mt 4 x 4 Utility Truck UAZ-469
Alternative Designations: INA
Date of Introduction: 1973
Proliferation: Widespread
Troop Capacity: 2 in front, 5 in rear
Weight (mt):
Gross Vehicle Weight: 2.4
Curb: 1.6
Length Overall (m): 4
Height Overall (m): 2
Width Overall (m): 1.8
Payload on/off Highway (kg): 600
Number of Axles: 2
Ground Clearance (mm): 300
Turning Radius (m): 6.5
Size (in): 8.40x15
Central Tire Pressure Regulation System: No
Run Flat: No
Engine: Inline 4, 70 hp, gasoline
Cooling: Water
Cruising Range (road) (km): 730
Speed (km/h): 100
Fuel Capacity (liters):
Left Tank: 39
Right Tank: 39
Towing Capability (kg):
Off Highway: 850
On Highway: 850
Gradient (loaded) (∞): 60
Fording Depths (m): .58
Trench Crossing Width (mm): INA
Height (mm): 400
Width (mm): 1,400
Length (mm): 1,000
Cargo Bed Area (m 2 ): 1.6
UAZ-469B: Export; lower off-road performance
Ambulance: 1 stretcher patient and 1 attendant
The UAZ-469 replaces the earlier UAZ-69.

URAL Truck
This is basically the 5T-trucks of the NATO. Again, these are very vital to
protect, so do your best, it can cost you both lives and valuable equipment,
which you do not want to risk, do you?

Tactical description:
Russian 4.5 mt 6 x 6 Cargo Truck Ural-375D
Alternative Designations: INA
Date of Introduction: 1965
Proliferation: Widespread
Troop Capacity: 3 in cab, 24 in rear
Weight (mt):
Gross Vehicle Weight: 13.2
Curb: 8.4
Length Overall (m): 7.36
Height Overall (m): 2.68
Width Overall (m): 2.67
Number of Axles: 3
Ground Clearance (mm): 410
Turning Radius (m): 10.8
Side Slope (∞): 32
Vertical Step (mm): 800
Gradient (loaded) (∞): 65
Fording Depths (m): 1.49
Trench Crossing Width (mm): 875
Size (in): 14x20
Central Tire Pressure Regulation System: Yes
Run Flat: INA
Engine: V8, 180 hp, gasoline
Cooling: Liquid
Cruising Range (road) (km): 650
Speed (km/h): 75
Fuel Capacity (liters):
Main Tank: 300
Aux Tank: 60
Towing Capability (kg):
Off Highway: 5,000
On Highway: 10,000
Height (mm): 872
Width (m): 2.43
Length (m): 3.9
Cargo Bed Area (m 2 ): 9.5
URAL-375: Observation hatch and unimproved powertrain
URAL-375E: Decontamination vehicle
URAL-375N: 2,000 kg additional payload
URAL-375S: Truck-tractor
URAL-375T: Equipped with winch
Besides functioning as a general cargo carrier, the Ural-375D is used as a
mover for light and medium artillery. The Ural-375 chassis also
serves as a base for the BM-21 MRL, POL tankers, vans, and cranes. The
began to replace the Ural-375D around 1978.

While there are 2 succesors of this vehicle already, the BMP-2, and BMP-3,
only the BMP-2 was released before the gametime. However, it was only a
year old or something like that, while the original was and still is widely
used. The BMP-1 can both transport infantry and protect them. There are
also firing ports inside the BMP-1, which allows passengers to open fire on
incoming targets, while still being protected by armor. Tihs makes it more
an IFV than a regular transport. It is mainly its job to pin down tanks, and
surely has the weapons for it. It has one main gun, which is quite powerful,
and also a machinegun mounted on the vehicle. This makes it a good anti-
infantry and anti-armor unit, while still allowing it to travel quite fast
transporting a number of soldier into battle, protecting it with more armor
than any other regular transport vehicle for the Soviet Union. Overall, this
a fantastic choice. Of course, it doesn't have an all that big troop
(6), but that's only a small drawback if you look at its capabilities.

Tactical Description:
Russian Infantry Fighting Vehicle BMP-1P
Weapons & Ammunition
73-mm gun
7.62-mm coax MG
Combat Load
(est) 16
Alternative Designations: BWP-1 (Poland), see NOTES
Date of Introduction: 1974
Proliferation: At least 7 countries
Crew: 3
Troop Capacity: 6 passengers
Combat Weight (mt): 13.3
Chassis Length Overall (m): 6.74
Height Overall (m): 2.15
Width Overall (m): 2.94
Ground Pressure (kg/cm 2 ): 0.57
Automotive Performance:
Engine Type: 300-hp Diesel
Cruising Range (km): 600
Speed (km/h):
Max Road: 65
Max Off-Road: 40-45
Average Cross-Country: INA
Max Swim: 7
Fording Depth (m): Amphibious
Radio: R-123, or R-173
Armor, Turret Front (mm): 19-23
Applique Armor (mm): N/A
Explosive Reactive Armor (mm): Available
Active Protective System: N/A
Mineclearing Equipment: KMT-8 plow available
Self-Entrenching Blade: N/A
NBC Protection System: Collective
Smoke Equipment: Six 81-mm smoke grenade launchers, VEESS
Main Armament:
Caliber, Type, Name: 73-mm smoothbore gun 2A28/Grom
Rate of Fire (rd/min): 7-8
Loader Type: Autoloader
Ready/Stowed Rounds: 40 / 0
Elevation (∞): -4/+33
Fire on Move: Yes, but only 10 km/h or less (est)
Auxiliary Weapon:
Caliber, Type, Name: 7.62-mm (7.62x 54R) machinegun, PKT
Mount Type: Coax
Maximum Aimed Range (m): 1,300
Max Effective Range (m):
Day: 1,000 / 400-500 on the move
Night: 800
Fire on Move: No
Rate of Fire (rd/min): 250 practical / 650 cyclic, 2-10 round bursts
ATGM Launcher:
Name: 9P135M2
Launch Method: Tube-launched
Guidance: SACLOS
Command Link: Wire
Launcher Dismountable: Yes
Firing Ports: 4 on each side, 1 in left rear door
FCS Name: 1PN22M1
Main Gun Stabilization: N/A
Rangefinder: Stadiametric
Infrared Searchlight: OU-3GK
Sights w/Magnification:
Day: 1PN22M1, 8 x
Field of View (∞): 15
Acquisition Range (m): 1,300
Night: 1PN22M1, 6.7x
Field of View (∞): 6
Acquisition Range (m): 800-1,000 based on light
Commander Fire Main Gun: No
BMP-1PG: This recently offered Russian upgrade is similar to BMP-1P
with an added AG-17 30-mm automatic grenade launcher and other
options, including thermal sights.
BMP-1PK: Command variant, with addition of R-126 and R-107
transceiver. A small telescoping antenna is mounted on right rear.
Firing ports and telescopes on right side are blocked off.
Caliber, Type, Name:
73-mm HEAT-FS, PG-9
Maximum Aimed Range (m): 1,300
Max Effective Range (m):
Day: 800, but 600 or less on the move in 2-4 round bursts
Night: 800-1,000
Tactical AA Range: INA
Armor Penetration (mm): 335 (RHA)
73-mm HEAT-FS, NFI
Maximum Aimed Range (m): 1,300
Max Effective Range (m):
Day: 1,000/ 600 or less on the move
Night: 800-1,000
Tactical AA Range: INA
Armor Penetration (mm): >400 (RHA)
Russian Infantry Fighting Vehicle BMP-1P continued
Worldwide Equipment Guide
73-mm HE, OG-9M1
Maximum Aimed Range (m): 4,500
Max Effective Range (m):
Day: 1,300/ 600-1,000 on the move
Night: 800-1,000
Tactical AA Range: INA
Armor penetration (mm): INA
Other Ammunition Types: OG-9, OG-9M
Antitank Guided Missiles:
Warhead Type: Shaped charge (HEAT)
Armor Penetration (mm): 650 (RHA)
Range (m): 4,000
Name: AT-5B/Konkurs-M
Warhead Type: Tandem shaped charge (HEAT)
Armor Penetration (mm): 925 (RHA)
Range (m): 4,000
Warhead Type: Shaped charge (HEAT)
Armor Penetration (mm): 480 (RHA)
Range (m): 2,000
Name: AT-4B/Factoria
Warhead Type: Tandem Shaped charge (HEAT)
Armor Penetration (mm): 550 (RHA)
Range (m): 2,500
The prototype IFV, known as BMP, was not fielded. lnitial BMP production
variant, BMP-A, was halted with insignificant numbers. The baseline
production IFV, BMP-1, has an AT-3/SAGGER antitank guided missile. The
upgrade is widely fielded, with an AT-4/-5 ATGM launcher
replacing the AT-3 launcher. The vehicle also added smoke grenade
This variant should generally be portrayed where OPFOR calls for
the BMP-1. For applications where a robust and modernized OPFOR is
expected, use
AT-5B ATGM. The AT-4/-4B ATGMs are less likely to be
employed on this vehicle.
Other options are spall liners, air conditioning, and a more powerful
French SNPE explosive reactive armor (ERA) kit and others are
available for use on the BMD-1. However, during dismounted troop
movement, ERA
would be a hazard. Thus, passive armor is more likely; and
ERA application is doubtful. Additional armor application may jeopardize
amphibious capability.
Russian AG-17 30-mm automatic grenade launcher modification is
available for use
on BMP-1P. Russian KBP offers a drop-in one man turret, called
Kliver, with a stabilized 2A72 30-mm gun, a 4 Kornet ATGM launcher,
sights, and improved fire control system.
The Russian Alis thermal gunner's sight is available. The Slovenian TS-F
thermal night sight has a detection range of 4,500 m and a
recognition range of 2,000 m.

And here's an extra:
            BMP-1 Armored Personnel Carrier

            Function: Soviet Union's first tracked Armored Personnel

            Description: The BMP-1 is a tracked, amphibious, fully enclosed
            armored personnel carrier armed with a 73mm smoothbore cannon,
            7.62mm coaxial machine gun and the AT-3 SAGGER antitank
            missile (ATGM). The BMP-1 represents a significant improvement
            the wheeled BTR series in all aspects, including mobility,
            firepower, and survivability. Fielded in 1966, the BMP-1 has
            modified to serve as a common chassis for a number of additional
            vehicle types. No longer in production, the BMP-1 has been
            by the BMP-2 and 3 in both service in the Russian army as well
            export abroad.

                  General Characteristics, BMP-1 Armored Personnel Carrier

                        Manual with five forward gears and one reverse

                        6 cylinder diesel engine producing 290 horsepower

                        22 feet (6.7 meters)

                        9 feet (2.74 meters)

                        7 feet (2.13 meters)

                        Combat Weight:
                        14 tons

                        Cruising Range:
                        372 miles (600 kilometers)

                        Maximum: 40 mph (65 kph), or 45 mph (70 kph) for

                        Cross Country: 28 mph (45 kph)

                        Obstacle Crossing:
                        Trench: 8.2 feet (2.5 meters)
                        Slope: 31 degrees

                        Three: driver, gunner and commander (who serves as
                        leader when the the infantry squad dismounts)

                        Main: 73mm 2A20 smoothbore cannon

                        Secondary: One AT-3 SAGGER ATGM, one 7.62mm PKT
                        machine gun

                        40 73mm cannon rounds (fin stabilized HEAT only)

                        2,000 7.62mm machine gun rounds

                        Introduction Date:

                  BMP-A: Also known as the Model 1966, this was the original
                  version of the BMP. It has a shorter bow compared to its
                  successor, the BMP-1 and does not have a Nuclear,
                  Chemical (NBC) protection system.

                  BMP-1: Also known as the Model 1976 this was the base
                  production model from which all variants were designed.

                  BMP-1K: The command variant of the BMP-1. It differed from
                  BMP-1 in that it carried additional communications
                  and had the rifle firing ports welded shut. In addition
                  troop compartment was redesigned to accommodate folding
                  and map charts. Can be used as a battalion level command

                  BMP-1P: The AT-3 SAGGER ATGM has been replaced by the
                  SPIGOT ATGM. Additionally, smoke grenade launchers have
                  mounted on the turret rear.

                  BMP-1PK: Command variant of the BMP-1P. Similar to the
                  it has additional communications equipment and has been
                  modified to serve as a command vehicle. BMP-R: Also known
                  the BRM, BRM-1 and BMP M1976, this variant serves as a
                  recon vehicle. The turret is larger and has had ATGM
                  removed. The back deck of the hull has been redesigned
                  two smaller hatches rather than the four large ones found
                  the BMP-1.

                  BRM-1K: Also known as the BMP M1976/2 this variant is
                  off of the BRM-1 with the PSNR-5K (NATO designation TALL
                  battlefield surveillance radar mounted in the rear section
                  the turret. Also included in the vehicle's sensor package
                  the DKRM-1 laser rangefinder, ARRS-1 location device, IMP
                  detector and 1PN33B night vision devices. For navigation
                  BRM-1K uses the TNA-1, IG11N gyro-compass and the 1T25

                  BMP KShM: Also known as the BMP M1978 it is a heavily
                  BMP-1K with additional communications gear and a
                  radio antenna for increased transmission range.

                  BMP-SON: Also known as the PRP-3, this is a BMP-1 modified
                  serve as an artillery reconnaissance and fire support
                  The turret has been redesigned to include two forward
                  crew hatches equipped with observation periscopes as well
                  large spotting optics. A large telescoping optical device
                  mounted on the left rear corner of the turret. The 73mm
                  has been removed and replaced by a 7.62mm machine gun.
                  on the rear of the vehicle is the SMALL FRED (NATO
                  designation) battlefield surveillance radar. As with the
                  command variants, the BMP-SON has an augmented
                  package. The BMP-SON has a crew of 5.

                  PRP-4: This is essentially an upgraded and improved
version of
                  the PRP-3 (BMP-SON). Externally, the only difference is an
                  additional fairing on the right side of the turret.

                  IRM: Amphibious Engineer Reconnaissance Vehicle. Based on
                  BMP-1, it uses the BMP-1 engine and suspension in a new
                  design. Designed to perform specialized engineer missions
                  as mine detection and river bottom reconnaissance the IRM
                  two retractable mine detection devices mounted low on the
                  and rapidly deployable snorkel. The IRM is propelled
                  the water via two shrouded propellers.

                  BMP-PPO: A heavily modified BMP-1 designed to serve as a
                  mobile training center. The turret has been removed and
                  roof mounted cupolas each equipped with a TNPO-170 and
                  MK-4 observation device, have been installed for trainees
                  under instruction.

                  OT-90: Czechoslovakian version of the BMP-1. The turret
                  been replaced with the standard Czechoslovakian APC
                  equipped with a 14.5mm machine gun and a 7.62mm machine
                  found on the OT-64 8x8 wheeled APC.

                  BVP-1: Czechoslovakian produced BMP-1.

                  DP-90: Maintenance/recovery version of the OT-90.

                  MP-31: Air defense version of the BMP-KShM mobile command

                  MU-90: Mine laying version of the OT-90. The turret has
                  removed and the opening covered by sheet steel.

                  SVO: Mine clearing version of the BMP-1. The turret has
                  removed and a hedgehog type launcher has been installed in
                  troop compartment.

                  VPV: Maintenance/recovery version of the BMP-1. The turret
                  troop hatches have been removed and a crane has been
                  on the roof of the troop compartment.

                  VP-90: Reconnaissance version of the OT-90. Similar to the
                  BMP-R in all other respects.

This is an air-transportable IFV. It has similar weapons to the BMP-1, the
only difference being the 3 MGs it has, compared to only 1 on the BMP-1. It
can carry about 6 troops. However, it isn't very fast, going at a maximum of
65 on a fine road. It's a good all-around IFV, has firing ports, so extra
support can be given y infantry. Take a look to the tactical side, it's
quite an
interesting vehicle, a worthy concurrent to the BMP-1.

Tactical Description:
Russian Airborne Fighting Vehicle BMD-1
Weapons & Ammunition
73-mm gun
AT-3/a/b/c/Imp ATGM
7.62-mm coax MG
2x 7.62-mm bow MG
Combat Load
(est) 16
Alternative Designations:
Date of Introduction: 1969
Proliferation: At least 1 country
Crew: 2
Troop Capacity: 5 passengers (+1)
Combat Weight (mt): 13.3
Chassis Length Overall (m): 6.74
Height Overall (m): 2.15
Width Overall (m): 2.94
Ground Pressure (kg/cm 2 ): 0.57
Automotive Performance:
Engine Type: 240-hp Diesel
Cruising Range (km): 600
Speed (km/h):
Max Road: 65
Max Off-Road: 40-45
Average Cross-Country: INA
Max Swim: 7
Fording Depth (m): Amphibious
Radio: R-123M
Armor, Turret Front (mm): 23 or Antibullet
Applique Armor (mm): See NOTES
Explosive Reactive Armor (mm): See NOTES
Active Protective System: N/A
Mineclearing Equipment: N/A
Self-Entrenching Blade: N/A
NBC Protection System: Collective
Smoke Equipment: VEESS
Main Armament:
Caliber, Type, Name: 73-mm smoothbore gun, 2A28/Grom
Rate of Fire(rd/min): 7-8
Loader Type: Autoloader
Ready/Stowed Rounds: 40 / 0
Elevation (∞): -4/ +33
Fire on Move: Yes, but only 10 km/h or less (est)
Auxiliary Weapons:
Caliber, Type, Name: 7.62-mm (7.62x 54R) machinegun, PKT
Mount Type: Coax
Maximum Aimed Range (m): 1,300
Max Effective Range (m):
Day: 1,000/400-500 on the move
Night: 800
Fire on Move: Yes
Rate of Fire (rd/min): 250 practical / 650 cyclic, 2-10 round bursts
Caliber, Type, Name: 7.62-mm machinegun, PKT
Mount Type: Bow (ball-mounted)
Maximum Aimed Range (m): 1,000
Max Effective Range (m):
Day: 1,000/ 400-500 on the move
Night: N/A
Fire on Move: Yes
Rate of Fire (rd/min): 250 practical / 650 cyclic, 2-10 round bursts
ATGM Launcher:
Name: 9P111
Launch Method: Rail-launched
Guidance: MCLOS
Command Link: Wire
Launcher Dismountable: Yes
Firing Ports: 1 on each side, 1 in left rear door
Main Gun Stabilization: N/A
Rangefinder: Stadiametric
Infrared Searchlight: Yes
Sights w/Magnification:
Day: 1PN22M1, 8x
Field of View (∞): 15
Acquisition Range (m):
Night: 1PN22M1, 6.7x
Field of View (∞): 6
Acquisition Range (m): 800-1,000, based on light
Commander Fire Main Gun: No
BMD-1K: Command IFV (FSU), with added R-126 and R-107.
BMD-1M: Variant with improved ventilation and road wheels.
BMD-1P: Widely fielded IFV with AT-4/5 replacing AT-3.
BMD-1PK: Company commander variant (FSU) of BMD-1P.
BMD-2: Widely fielded variant with a 30-mm automatic gun and with
AT-3 ATGM launcher replaced by AT-4/5 ATGM launcher.
BTR-D: Stretched (6-road wheel) armored multipurpose transporter
variant, with two 7.62-mm MGs but no turret. This chassis has been
used for a variety of other airborne vehicles.
Russian Airborne Fighting Vehicle BMD-1 continued
Worldwide Equipment Guide
Caliber, Type, Name:
73-mm HEAT-FS, PG-9
Maximum Aimed Range (m): 1,300
Max Effective Range (m):
Day: 800, but 600 or less on the move
Night: 800
Tactical AA Range: INA
Armor Penetration (mm): 335 (RHA)
73-mm HEAT-FS, NFI
Maximum Aimed Range (m): 1,300
Max Effective Range (m):
Day: 1,000, but 600 or less on the move
Night: 800-1,000
Tactical AA Range: INA
Armor Penetration (mm): >400 (RHA)
73-mm HE, OG-9
Maximum Aimed Range (m): 1,300, 600 or less on the move
Max Effective Range (m):
Day: 1,300, but 600 or less on the move
Night: 800-1,000
Tactical AA Range: INA
Armor penetration (mm): INA
73-mm HE, OG-9M1
Maximum Aimed Range (m): 4,500
Max Effective Range (m):
Day: 1,300, but 600 or less on the move
Night: 800-1,000
Tactical AA Range: INA
Armor Penetration (mm): INA
Other Ammunition Types: OG-9M
Antitank Guided Missiles:
Name: AT-3, -3A, -B
Warhead Type: Tandem HEAT
Armor Penetration (mm): 410 RHA
Range (m): 3,000
Name: AT-3C
Warhead Type: Tandem HEAT
Armor Penetration (mm): 520 RHA
Range (m): 3,000
Name: AT-3C Imp/ Polk (Slovenian)
Warhead Type: Precursor with HEAT
Armor Penetration (mm): 580 RHA
Range (m): 3,000
Name: Malyutka-2 (Russian)
Warhead Type: Tandem HEAT
Armor Penetration (mm): 800 RHA
Range (m): 3,000
Name: Malyutka HE (Russian)
Warhead Type: Frag-HE
Armor Penetration (mm): N/A
Range (m): 3,000
Vehicle can be parachute landed with airborne troops onboard. Height can
Russian KBP offers a drop-in one-man turret, called Kliver, with a
2A72 30-mm gun, a 4-Kornet ATGM launcher, thermal sights, and
improved fire control system. The Russian Volgorod Tractor Plant offers the
turret (a drop-in one-man turret with 2A42 30-mm gun, 7.62-mm
coax MG, and a 9P135M launcher for AT-4/-5 ATGM). A Russian AG-17
automatic grenade launcher is available for BMD-1.
Other options are spall liners, air conditioning, and a more powerful
French SNPE explosive reactive armor (ERA) kit and others are
available for use on the BMD-1. However, during dismounted troop
movement, ERA
would be a hazard. Thus, passive armor is more likely; and
ERA application is doubtful. For amphibious use, additional armor
application is
The Slovenian TS-M ATGM thermal night sight has a detection range of
4,500m and
a recognition range of 2,000m.
The AT-3 HE-Blast ATGM is used for killing personnel and destroying
bunkers and
other fortifications.
The AT-3C Polk features a nose probe, an improved motor for increased
lower smoke noise signature and a SACLOS launcher with
improved sights.

Tanks and Heavy Armored Vehicles
M-60 US Tank.
This is a very intermediate tank if you ask e. The Abrams has far more
power than this one, and that's why the Abrams is clearly it's successor.
While it gives protection to its ocupants quite well, don't plan on taking
fight to a bunch of T-80s, or you're going to be dead before you actually
know what's going on.

Tactical Description:
                        M 60 Tank Profile
                        The M60 Patton main battle tank is now primarily
                        in US Reserve and National Guard units, but served
                        the primary US main battle tank for two decades
prior to
                        the introduction of the M1. Developed from the M48
                        Patton series, the M60 was fitted with a 105mm main
                        and manned by a four-man crew. Criticized for its
                        profile and limited cross-country mobility, this
                        tank proved reliable and underwent many updates over
                        service life. Initially produced in 1960, over
                        M60s were built by Chrysler and first saw service in
                        1961. Production ended in 1983, but 5,400 older
                        were converted to the M60A3 variant ending in 1990.
                        tank saw action with the Israeli forces during the
                        Kippur War in both the Sinai and the Golan Heights.
                        During Operation Desert Shield/Desert Storm the 1st
                        Marine Expeditionary Force fielded 210 M60A1s to
                        the Saudi-Marine effort into Kuwait City.
                        Besides its main gun, the M60 series tanks are
                        with a 7.62mm M240 coaxial machine gun and 12.7mm
                        antiaircraft gun. Power is provided by a Continental
                        AVDS-1790-2C 750 hp V-12 engine and an Allison
                        CD-850-6/6A powershift crossdrive transmission.

                              Weight60 tons
                              Ground Clearance18in
                              Track Width 28in
                              Forward speed30 mph
                              Reverse speed10 mph
                              Engine750 hp Continental AVDS-1790 V-12 diesel
                              Vertical obstacle climb49 in
                              Maximum width ditch108 in
                              Fording Depth48 in
                              Main Gun105mm/51cal M68 rifiled gun with 63
                              Coaxial machinegunM240 - 7.62mm with 5,950
                              Commander's machinegunM85 - .50 cal
                              gun with 900 rounds
                              Sensors and Fire ControlM21 solid state along
                              ballistic computer, AN/VVG-2 ruby laser
                              rangefinder usable by both commander and
                              AN/vsg-2 Tank thermal Sights (TTS) withlaser
                              rangerfinder and Mercury-Cadmium-Telluride
                              (HgCdTe) IR detector for passive night and

                        M60A1 (principal production model from 1963 to 1980)
                        w/British-designed L7 105mm rifled gun w/thermal
                        and fume extractor (63 rounds)
                        M60A2 (production began in 1974) w/152mm Shillelagh
                        gun/missile system (13 missiles and 33 rounds).
                        Sarcastically referred to as the "Starship" by its
                        due to its complexity, the M60A2 was an overall
                        disappointment. During testing, numerous problems
                        the new turret arose, and production did not
                        until 1973, and actually ceased in 1975. Eventually
                        new turrets were scrapped. Phase-out of the
                        SHILLELAGH/M60A2 system from active Army units was
                        completed in 1981.
                        M60A3 w/Tank Thermal Sight (TTS), hybrid solid-state
                        ballistic computer, laser rangefinder, and turret
                        stabilization system

M1A1 Abrams Main Battle Tank
This is the powerhouse of the American armies. It houses a four-man crew:
a driver, loader, gunner, and commander. There are a lot of mgs on this
baby, compared to other tanks. One thing I find quite strange, is that the
game states the Abrams is already in M1A1 form, while the M1A1 was just
produced in that year. They must've gotten hold of some quite fast!
Anyways, there's a good amount of info here, take a look, and enjoy!

            M1 Abrams Tank

            Function: Main battle tank (MBT).

            Description: The M1 has a very angular appearance, reflecting
            modular nature of its armor components, with the turret mounted
            centrally on the hull. The M1 has a crew of four. The driver
            centered in the hull and forward of the turret, while the
            gunner and tank commander occupy the turret, with the loader
            situated to the left of the main gun and the gunner and tank
            commander sitting in tandem on the right side. The driver's
            has three periscope vision blocks which provide for forward
            The center vision block may be removed and replaced with an
            low-light periscope. The engine is mounted in the rear of the
            vehicle with the exhaust coming out from a louvered grill
            mounted in the rear of the hull. The M1 utilizes a torsion bar
            suspension with seven pairs of cast aluminum road wheels and two
            return rollers. The drive sprocket is to the rear, an idler
            compensation wheel is located forward, and there is a gap
            the first and second pair of road wheels. The M1 has armored
            running the full length of the track. M1 track is made up of
            vulcanized rubber blocks (M156 variety) or removable rubber pads
            The turret is also angular in appearance, with the main gun
            in an exposed mantlet in the center of the turret face. The M68
            rifled cannon is equipped with a metal thermal shroud, a bore
            evacuator located two-thirds of the way down on the barrel, and
            equipped with a Muzzle Reference System collimator on the muzzle
            itself. The M240 coaxial (COAX) machine gun is located to the
            of the main gun, with the flash tube extending through the main
            mantlet. The Gunner's Auxiliary Sight (GAS) aperture is located
            below the COAX flash tube on the right side of the main gun. The
            has two turret access hatched, mounted side by side, in the
            of the turret roof. The loader's hatch, located on the left
side, is
            equipped with a pintle mounted M240 7.62mm machine gun. The
            itself is equipped with a single vision periscope on a rotating
            base. When not in use, the drivers AN/TVS-2 sight may be used in
            loader's hatch vision block. The tank commander's hatch is
            vision periscopes and the Commander's Weapon Station cupola is
            equipped with an M2 HB caliber .50 machine gun. The M2 may be
            while the commander is "buttoned up" but the commander must be
            exposed to reload the weapon. The CWS can be reconfigured to
fire an
            M240 as a replacement weapon. The Gunner's Primary Sight
(GPS) is
            located forward of the commander's cupola. The GPS is housed in
            armored box with hinged doors shielding the optics when not in
            The GPS is divided into two halves; a clear glass window for
            daylight viewing and an IR transparent Germanium coated window
            the thermal imaging sight. The Laser Range Finder (LRF) is fired
            through the daylight window. There are individual sponson boxes
            located on either side of the turret for equipment storage.
            boxes are approximately three feet (1m) long and are bracketed
            three-rail cargo rack which runs the length of the turret side.
            smoke grenade launchers are located on either side of the
            forward of the turret sponson boxes. There are mounting points
            two radio antennae, one on either side of the turret rear, and
            cross wind sensor is mounted upright in the center of the turret
            rear. A cargo bustle rack is mounted on the rear of the turret
            runs the length of the turret rear (in early production M1s this
            rack was omitted and a fabric cargo net mounted in it's place.
            Auxiliary Power Unit (APU) may be mounted in the turret bustle
            or on the rear of the hull.

            History: Fielded in February 1980, the M1 General Abrams main
            tank revolutionized armored warfare. Incorporating an advanced
            shoot-on-the-move fire control system, a thermal imaging sight,
            1500 horsepower gas turbine engine and an advanced armor
            similar to the Chobham armor developed in England, the M1 was
            most lethal armored vehicle in the world. Conceived in 1971 as a
            replacement for the aging M60 tank, which was itself an
            the 1050s era M 47/48 program, the M1 was going to be of a
            completely new design, establishing a new family of American
            battle tanks. Providing the Abrams with a true shoot on the move
            capability, the fire control system automatically corrects for
            range, turret slew (motion) rate, crosswind, and tank axial tilt
            (cant). In addition, the gunner manually enters ammunition or
            type, air and ammunition temperatures, barometric pressure, and
            tube wear, while range is instantly calculated by a Nd:YAG
            (Neodymium doped Yttrium Aluminum Garnet) near infrared laser
            rangefinder. Lastly, the gunner can compensate for gun tube
            deformation (caused either by heat generated from firing the
            or atmospheric changes) through the use of a muzzle reference
            system, which allows for a rapid realignment of the cannon and
            gunner's primary sight.

            The Chobham armor built into the M1 represents a veritable leap
            armor technology. Composed of layers of metal, ceramics, and
            this new armor is far superior to RHA (Rolled Homogeneous Armor)
            defeating kinetic and chemical energy weapons. To increase crew
            safety and survivability, all of the M1's ammunition is stored
            armored compartments which are designed vent dangerous gasses
            fragments away from the crew in the event of an ammunition
            explosion. The crew and engine compartments are equipped with
            automatic fire suppression system, utilizing numerous fire
            sensors and pressurized Halon gas, which can react to and
suppress a
            compartment fire in less than 250 ms.

            To survive on the NBC (Nuclear, Biological, Chemical)
            the M1 is also equipped with both an over pressurization and air
            sterilization system which will protect the crew from these
            and allow them to continue combat operations without having to
            protective overgarments and masks while buttoned up inside the

            Lastly, the M1 was the first land combat vehicle to utilize a
            turbine multi fuel engine, which offers a higher power to weight
            ratio than any other contemporary tank power plant and gives the
            Abrams unparalleled tactical mobility and cross country speed.
            M1 retains the M68 105mm rifled cannon used on the M60 series
            which was originally based on the British M7 105mm cannon
            and is capable of firing both rifled and fin stabilized
            In addition, the M1 is equipped with two M240 7.62mm machine
            one mounted coaxially with the main gun and fired by gunner, and
            other mounted at the loader's station. The Commanders Weapon
            (CWS) is equipped with an M2 heavy barrel Caliber .50 machine
            The CWS can be reconfigured to fire the M240 machine gun as a
            substitute.) The M1 is equipped with a pair of M250 red
            smoke grenade launchers and is capable of generating smoke by
            injecting diesel fuel into the engine exhaust.

            Originally designated the XM1, the first production model was
            designated the M1, of which 2,374 were built between 1982 and
            In 1984 the M1IP (Improved Product) was introduced, which was
            outwardly identical to the M1, but which incorporated a number
            internal automotive, electronic and armor improvements.
            of the M1IP was halted at 84 tanks in 1986, when the Lima and
            Detroit tank plants were reconfigured to produce the up-gunned
            In 1992 a study was conducted evaluating the feasibility of
            upgrading the Army's fleet of M1s to M1A2 SEP (Standard
            Package) standard and low rate production was approved in 1994.
            Since then the Army had agreed to convert 547 M1s to the M1A2

            M1A1 Main Battle Tank

            Function: Main battle tank (MBT).

            Description: The M1A1 is an improved version of the M1 Main
            Tank (MBT). It includes a 120mm smoothbore main gun, an NBC
            overpressure protection system, improved suspension and
            and an improved armor package. In 1988 the M1A1 design was
            improved by the addition of depleted uranium (DU) to the tank's
            armor matrix. M1A1s assigned to the Marine Corps' tank
            were further modified to include a Position Location Reporting
            System (PLRS) as well as a Deep Water Fording Kit (DWFK.) As
            all tanks in the M1 line, the M1A1 utilizes a 3x-10x primary
            with both ambient light and thermal (infra red) capabilities
            allow the gunner to acquire, identify and engage targets in all
            weather conditions and at ranges out to 2.5 miles. Furthermore,
            safety is enhanced by storing all main gun ammunition in an
            compartment with specially built "blow out" panels which will
            redirect explosive energy away from the crew in the event the
            ammunition is damaged.

                  General Characteristics, M1A1

                        U.S. Army: 4,796
                        U.S. Marine Corps: 221

                        General Dynamics (Land Systems Division)

                        Allison X-1100-3B hydrokinetic transmission, fully
                        automatic with four forward and two reverse gear

                        Lycoming Textron AGT-1500 (multi-fuel) gas turbine
                        engine delivering 1500 horsepower

                        Length, Gun Forward:
                        385 inches (9.78 meters)

                        144 inches (3.66 meters)

                        114 inches (2.89 meters)

                        Combat Weight:
                        67.7 tons (61.4 metric tons)

                        Cruising Range:
                        289 miles (465.29 kilometers) without NBC system

                        279 miles (449.19 kilometers) with NBC system

                        Maximum: 42 mph (67.72 kph)
                        Cross Country: 30 mph (48.3 kph)

                        Obstacle crossing:
                        Vertical: 42 inches (106.68 centimeters)

                        Trench: 9 feet wide (2.74 meters)

                        Slope: 60 degrees at 4.5 mph (7.24 kph)

                        Four: driver, loader, gunner and tank commander

                        Main: 120mm M256 main gun

                        .50 caliber .50 M2 machine gun
                        7.62mm M240 machine guns

                        40 120mm Cannon rounds (combination of kinetic
                        (SABOT) and High Explosive Anti Tank (HEAT) shaped

                        1,000 Caliber .50 machine gun rounds

                        12,400 7.62mm NATO machine gun rounds

                        24 M8 red phosphorus smoke grenades

                        Cant sensor

                        Cross wind sensor

                        Laser rangefinder

                        Automatic lead input to ballistic fire control

                        Secondary armament:
                        TOW missile
                        7.62mm machine gun

                        Sight radius:
                        8 degrees at 10 power

                        Ground Clearance:
                        19 inches (48.26 centimeters)

                        Introduction date:

                        Unit Replacement Cost:

This is a very standard tank; It has a 100mm gun, anti-tank rocket launcher,
Coax MG, and anti-air MG. The coax is 7.62, while the AA MG is 12.7mm.
It doesn't really make a good tank compared to the T-80s, so watch your
step in the battlefield with these. Take out targets of oportunity, but
push it ok?

Tactical Description:
Russian Main Battle Tank T-
Weapons & Ammunition
100-mm rifled gun
7.62-mm coax PKT MG
12.7-mm AA MG
Combat Load
(mix est) 43
Alternative Designations: INA
Date of Introduction: 1983
Proliferation: At least 3 countries
Crew: 4
Combat Weight (mt): 40.5
Chassis Length Overall (m): 6.20
Height Overall (m): 2.32
Width Overall (m): 3.60
Ground Pressure (kg/cm 2 ): 0.89
Automotive Performance:
Engine Type: 620-690 hp Diesel
Cruising Range (km): 390/600 with extra tanks
Speed (km/h):
Max Road: 50
Max Off-Road: 35
Average Cross-Country: 25
Max Swim: N/A
Fording Depths (m): 1.4 Unprepared, 5.5 with snorkel
Radio: R-173, R-173P, R-124 intercom
Armor, Turret Front (mm): 200 (base T-55 armor)
Applique Armor (mm): Rubber screens and box armor
Explosive Reactive Armor (mm): 1st Gen raises to KE/700-900
against HEAT; 2nd Gen raises to 450-480 KE/700-900 HEAT
Active Protective System: Russian Drozd APS available
Mineclearing Equipment: Roller-plow set, and plows available
Self-Entrenching Blade: No
NBC Protection System: Yes
Smoke Equipment: Smoke grenade launchers (4x 81-mm each side of
turret), and 24 grenades. Vehicle engine exhaust smoke system
Main Armaments:
Caliber, Type, Name: 100-mm rifled gun, D-10T2S
Rate of Fire (rd/min): 5-7
Loader Type: Manual
Ready/Stowed Rounds: INA
Elevation (∞): -5 to +18
Fire on Move: Yes (gun rounds only--ATGMs require a short halt)
Auxiliary Weapon:
Caliber, Type, Name: 7.62-mm (7.62x 54R) Machinegun PKT-T
Mount Type: Turret coax
Maximum Aimed Range (m): 2,000
Max Effective Range (m):
Day: 800
Night: 800
Fire on Move: Yes
Rate of Fire (rd/min): 250 rpm practical, 800 cyclic, 2-10 rd bursts
Caliber, Type, Name: 12.7-mm (12.7x108) AA MG DShKM
Mount Type: Turret top
Maximum Aimed Range (m): 2,000
Max Effective Range (m):
Day: 1,500
Night: N/A
Fire on Move: Yes
Rate of Fire (rd/min): 80-100 practical, 600 cyclic, 2-10 rd bursts
ATGM Launcher :
Name: D-10T2S gun
Launch Method: Gun-launched
Guidance: SACLOS, Infrared laser-beam rider
Command Link: Encoded laser-beam
Launcher Dismountable: No
FCS Name: Volna
Main Gun Stabilization: M1 Tsiklon 2-plane
Rangefinder: KDT-2 Laser
Infrared Searchlight: L-4
Sights w/Magnification:
Day: TShSM-32PV, 3.5x and 7x
Field of View (∞): 18 and 8
Acquisition Range (m): 4,000
Night: 1K13
Field of View (∞): INA
Acquisition Range (m): 800-1,300, gun rounds only
Commander Fire Main Gun: No
More than a dozen countries have produced upgraded T-55 variants
with similar capabilities in protection and lethality. Many countries
have upgraded to a larger main gun.
T-55AMV is derived from a line of variants of T-55 MBT. T-55A
added an NBC protection system. T-55M added the Volna fire control
system (with ATGM launcher), improved gun stabilization and sights,
improved engine, new radio, and increased protection. That included
side skirts, smoke grenade launchers, applique armor, and fire
protection. T-55AM added bra armor, an armor band around the turret
for 180∞ coverage. The -AMV upgrade means substitution of ERA for
the bra armor. Variants ending with -1 denote replacement of the
engine w/V-46 engine from T-72 MBT.
The Ukraine and Syria will upgrade to the T-55AMV standard.
Russian Main Battle Tank T-55AMV
Worldwide Equipment Guide
T-55AM2B: Czech version of T-55AMV with Kladivo fire control.
T-55AM2: Variant does not have ATGM capability or Volna FCS.
T-55AM2P: Polish version of T-55AMV but with Merida FCS.
T-55AMD: Variant with the Drozd APS instead of ERA.
T-55AD Drozd: Variant with Drozd but not Volna FCS and ERA.
Caliber, Type, Name:
100-mm BM-8 Russian
Maximum Aimed Range (m): 2,500
Max Effective Range (m):
Day: 1,500
Night: 800-1,300
Armor Penetration (mm): 200 at 1,000 meters
100-mm APFSDS-T, BM-25
Maximum Aimed Range (m): 2,500
Max Effective Range (m):
Day: INA
Night: 800-1,300
Armor Penetration (mm): INA
100-mm APFSDS-T, BM-412M, Romanian
Maximum Aimed Range (m): 2,500
Max Effective Range (m):
Day: 2, 000+ (est)
Night: 800-1,300
Armor Penetration (mm): 418 at 2,000 m, 380 at 3,000 m
100-mm APFSDS-T, M1000, Belgian
Maximum Aimed Range (m): 2,500
Max Effective Range (m):
Day: 2,500 (est)
Night: 800-1,300
Armor Penetration (mm): NATO triple heavy target, 4,500 m
100-mm HEAT, BK-17
Maximum Aimed Range (m): 2,500
Max Effective Range (m):
Day: 1,000 (est)
Night: 800-1,000 (est)
Armor Penetration (mm): 380
100-mm Frag-HE, OF-32
Maximum Aimed Range (m): 4,000
Max Effective Range (m):