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Vehicle Threat Brief
By EricJ
Let’s face it, there’s
not much of a pure vehicle threat in GR:AW. However, as limited
it really is… it can still be a threat. The Mexican
Army depicted in GR:AW uses three types:
- Panhard
- M1A1 Abrams
- Mi-28 “Havoc”
The Mi-8/17 you just
see, it’s not really represented well, and honestly
it’s funny in a way how they have a mixture of American,
French, and Russian equipment. Granted it’s a fictional
world, but countries, such as Kuwait, uses a mix of the types.
Anyways we’re not talking about a country’s defense
policy but talking about what they’re going to do to
you. Which is of course try and kill you.

Armed Version

Transport Version (Static)
Panhard VBL (Véhicule Blindé
Léger)
The Panhard comes in two types,
unarmed transport, and armed transport. The unarmed transport
just contains a squad of soldiers, and one driver, and remains
for the most part a static prop, rather than a moving vehicle.
I mention the lowly driver because he’s the only person
you can get 9mm ammo from, for either your Glock 18, Beretta,
or MP5SD6. The other members carry a mix of G36Es and at least
one HK21E. Expect them to drive up and try to ambush you for
the armed version. But the reality is that they are meant
to “slow” you down. If you played the missions
you just know where to expect them. Suffice to say, you see
one, you can expect it to disgorge a squad. For the armed
version, just add a ring mounted HK21E and you’ll be
set.
The key to killing a Panhard is accurate fire depending
on profile. Stop wasting time on the wheels, shoot out the
windows. It’s possible to kill the driver and the TC
(Tank Commander, the passenger seat on the right) if you put
a few bullets into there. Also you’re able to shoot
the squad in the back through the back windows. Note that
either a bug or designed, they can and will fire back at you.
Naturally this applies to either version. Usually though with
the armed version, your priority target is naturally the gunner,
with his super stabilized HK21E. Other ways is to watch it
closely. If he’s gonna stop, he’s going to drop
the squad, and everybody except the gunner is going to bail
out, find cover, and turns into a semi prolonged firefight,
depending how retarded your AI reacts, or any other reason
for that matter. Once the doors open, start hosing the area
around it:

Like real life, a lot of body parts are visible, start shooting
them. Eventually you’ll neutralize an entire squad and
hopefully none will shoot back. However, the key to this operation
first, is of course is to neutralize the gunner:

A few good aimed shots will do the
job, and then move on to wasting everybody else.
In some cases, such as most missions, they will drive in your
general path, drop soldiers off and reinforce any position
(such as a sniper position) or setup a delaying action. Only
in the last part of Bulldog should you really get over there
and take action, and as well Coup d’ etat. Most of the
time, take your time when going for your objective.
In Quarterback,
it will actually roll by your path. Launch a grenade at it.
Hopefully (though only once really) can you kill the entire
vehicle by causing it to roll over. Unfortunately I’ve
done it once, and numerous times have I tried that again,
no luck. However it was pretty interesting watching it in
the TacView do that. Also if you get a lucky shot inside the
vehicle with your grenade launcher, you can destroy the vehicle:
Note that it will take two grenades (hand-thrown or launched)
to do the job:

Depending on the carried squad’s position, you may or
not get some extra kills due to their position relative to
the vehicle. However, sometimes they may never get out:

Just take whatever secondary
or primary, and shoot him through the window. Take his ammo
if necessary. Also I only noticed this when I heard the vehicle
running and investigated, and well…..
Along with hitting the driver when he’s stationary,
if you get a lucky shot while he’s driving:

As in real life, the vehicle
will roll until it stops, and this is where it stopped at.
Note the soldiers in the back will after a minute, start bailing
out. So watch the back doors if they’re facing towards
you, and then start chopping them down.
It should be noted that you can use a ZEUS-MPAR but why? Only
a couple missions actually need you to use it, so just carry
more ammo packs and be done with it. Plus you can never get
an RPG, so it’s kinda moot right? Aimed fire is the
key. Save the missile for bigger things.
It should be noted that the vehicle is the centerpiece of
any of such patrols designed to slow you down. Overall just
hit it first, knock out the gunner as always, as you are going
to face armed versions more often than the vanilla transport
ones. Key thing to remember, if you see it moving, it’s
armed. If there’s .50 cal’s or other built up
defenses, then you’ll face the transport ones, however
in Quarterback, you will face an armed one at a checkpoint,
so that’s the only exception to the rule.
Image courtesy of ToW-DeUcEsWiLd
M1A1 Abrams
Well, do I need to
say not to mess with it openly? In Coup d’ etat, you
really don’t have much of an option, as well; you can’t
complete the mission if you don’t kill it. Thing is,
you need the ZEUS-MPAR, no way around it. It will use its
main cannon (HEAT round) and of course it’s coaxial
M240C on you. Yes, don’t mess with it. In Strong Point,
if you sneak right, you don’t have to ever worry about
it shooting you. In Ready for Bear, and Fierce Resistance,
it’s also not an option. However, in both missions,
you do have tank support, and should use it if you don’t
have a ZEUS-MPAR. Unfortunately the missile imparts such a
weight restriction you’re better off using the tanks.
However, everybody knows the quickest way to kill a tank is
this missile system, so we’re going a couple routes
here. First we’ll use missile tactics, and then we’ll
use tank warfare.
Missile tactics is simple, get a lock on fast, and kill it.
The game is scripted so you can kill it and that’s it.
No twenty missiles are needed. Key point is to aim for the
back of the tank. The M1A1 runs off of a turbine engine, i.e.
a converted jet engine. A lot of heat emanates from the back,
and is the best aspect to engage it. Unfortunately tanks are
vulnerable to infantry, so what’s the best way the Mexicans
handle it? Have their own infantry support the tanks. While
in Ready for Bear it’s not a real issue, sort of, Fierce
Resistance it is, as well as Coup d’ etat. Other than
that, lock on and let it fly.
Tank on tank warfare is limited to what they do. Let them
handle their business when they fight. As some already know,
the only options via TacView/CrossCom are “Move”
and “Attack”. Like a Ghost, you can move it around,
but it’s huge, and will mainly follow the streets, no
offroad action here, as well most of the combat is of course
urban/industrial. Other than that, it will do what the scripted
AI does, blow stuff up. Due to friendly explosive bugs, it
will pound the crap out of bunker positions, but won’t
kill anything, but another tank. Weird isn’t it? A 120mm
HEAT from an enemy tank will blow you up, while your tanks
will do nothing. Anyways, let’s stop a possible rant.
A key thing is to get it moving and control movement. In both
of those missions, you have to preplan your attack to a degree.
The tanks are huge and so therefore not so much slow, but
in reality, just cumbersome in such an environment. Move your
tanks so that if you send the lead first, predict generally
where it will stop at the end of its waypoint, and position
the trail tank accordingly. Again let it just kill what it
wants.
In Ready for Bear, let it kill the tanks, you and your
special ed soldiers deal with the dismounts. Tell it to attack
and just chill out for a bit. They’re going to duel.
And always let your tanks get in the first shot. Generally
that’s how I attack them, and generally how it works.
Also if you kill one tank and it survived, pull it back, move
the fresh one up (tip from Gamepressure.com)
and let it tackle the next one because if you lose one in
Ready for Bear, mission failed. In Fierce Resistance, you
can lose a friendly tank without totally failing the mission.
Can’t do nothing about that one ladies and gentlemen,
that’s warfare. But if you so choose, carry that ZEUS-MPAR.
Just don’t depend on your special ed soldiers to use
it correctly.

Mi-28 “Havoc”
The Mi-28 Havoc you only have to face
four times. I mean, they fly by you three times, kinda like
a teaser. The thing is….. if you know how to handle
the joker once, do it again. I mean okay, in Quarterback it’s
going to mess you up. In the other
missions…. not sure, as while in Ready for Bear, they
were a threat. Okay, the point is that while in reality they
are a serious threat. In GRAW however, if you actually let
your special ed soldiers shoot at it, let them.
The key is
a lot of bullets, and a lot of ammo depending on your weapon.
Suffice to say Full Auto or aimed bursts will do the trick.
While it’s suggested to use the ZEUS-MPAR… don’t,
at least in my opinion. It takes too long for a lock, and
by that time the gunner in the helo is already adjusting its
fire on to you. It flits around, which I’m sure in reality
it could. Plus you’re in an urban environment. Buildings.
First when you spot it, fire full auto at it. Okay realistically
will all of your bullets hit? Of course not. That’s
why you should carry a weapon where you can get the ammo off
of the dead enemies. Simply because you’re going to
need it. So what you do once you do see it afterwards, go
defensive. Put your team in a semi-circle around you.
The
thing for that is you are going to get them scanning, and
they’re going to fire. Whether they actually hit it
or not is not your concern, as that’s YOUR objective,
as always, you are the reason moves along. Stupid GRIN scripting
that way, but such as it seems. Let your teammates handle
the Big One and you concentrate on scanning the air for it.
Once you see it, start shooting at it heavily until it eventually
it dies.
One of the main reasons you set up in a semi-circle, is to
keep the enemy gunner from getting a weapons lock with its
missiles. Sure it’s going to fire its cannon, kinda
common sense, but you must prevent it from doing such. Reason
being missile systems need time to lock on, and you can’t
lock on if you’re dodging bullets. Oh sure you’re
in one of the best attack helicopters, but humans are humans. |