Talk:New Infantry Guide
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Playing RAT
The Rifleman (Anti-Tank) is the fire teams primary means of defense against enemy armored vehicles. He is usually equipped with a single-shot disposable launcher, manuals for which can be found here, here and here. A basic understanding of those launchers is desirable, since most of the time, those launchers will not just be the primary Anti-Tank weapon of the Platoon, but also the only. Since each of them are only good for one shot, hitting the target is imperative. Two factors especially need to be considered for this purpose: range to the target and speed of the projectile. Due to the relatively tall arc the rockets make, the RAT needs to estimate the range to the target correctly, though the rule of thump is: the closer the target, the better. Depending on the weapon, a misjudgement by just 50 meters at 200 meters distance can already lead to a near miss. Another important factor with AT is shot-placement: Wether it is the empty passenger compartment of an APC or the ERA brick on a T-72, hitting the target does not always destroy it. In ArmA, different sub-systems such as Engines, Turret and Tracks. Your round may go in between them, doing little damage if any, or just disable part of the enemy vehicle, immobilizing it or disabling its main gun. Thus, as a general rule, try to aim for the hull of the enemy vehicle right below the turret. This area contains vital crew such as the gunner and commander and is usually the place the guns ammunition is kept, thus increasing the chance for a catastrophic kill if hit there. An important consideration here is ERA, Explosive Reactive Armor. Those armor plates are designed to explode outward if hit, neutralizing the projectile that set them off.
((just keeping this here since it is too long for the actual guide))