Fighting Vehicle Crew Manual

## Types of Fighting Vehicles

There are a lot of different ground vehicles, many of them are designed for specific jobs, while also being able to do other jobs. Effectiveness can vary a lot, especially when it comes to old and new vehicles, where the older ones have much more limitations than the newer ones.

**Armoured Personnel Carrier**, is a broad type of armoured vehicles designed, and designated to transport personnel to or from combat zones. Typically armed with armaments smaller than 20mm.

* Primary Use: Move personnel as close as possible to their objective and transport or evacuate friendlies away from the combat zone.
* Secondary Use: Provide fire support for advancing friendly troops, also can function as mobile cover, however be aware that APCs are usually lightly armored.

**Infantry Fighting Vehicle**, is designed and designated to fight infantry, soft to medium vehicles as well as structures. Where some may be used to transport personnel, or carry weapons to take out air-vehicles or heavier land-vehicles. Typically armed with armaments larger than 20mm.

* Primary Use: Fight and suppress enemy groups of infantry, soft to medium vehicles as well as structures.
* Secondary Use:  Provide mobile cover for advancing friendly troops, function in an AT/AA role depending on armament, provide battlefield transport to friendly troops.

**Main Battle Tank**, is a heavier armored vehicle used as a key component in modern warfare, and seldom operates alone. Usually equipped with heavy firepower to fight other vehicles and hostiles.

* Primary Use: Fight any land-vehicles, buildings, cover and groups of enemies
* Secondary Use: Support as mobile cover against hostile fire, engaging enemy air assets.

**Specialized Vehicles/AFV** This is an umbrella for military vehicles that does not fit the above categories.

* Tank Destroyers: Vehicle that is most ways like a fast IFV, but it carries anti-tank armaments. Use of this type of vehicle is to flank/ambush enemies, and mainly target vehicles and buildings.
* Self-Propelled Anti-Aircraft Guns: Vehicles designed to take out air vehicles. They can be used against land vehicles and groups of enemies if needed, usually armed with missiles or autocannons.
* Reconnaissance Vehicle: Usually the size of IFV or smaller, but lighter armour and weapons, usually faster. Mainly used for reconnaissance, and support for infantry. They are also often modified versions of IFVs and possibly even APCs.
* Artillery/Self-Propelled Guns/Mortars: Usually not player controlled, but if available these can be important for mission success. Usually placed deep into friendly territory, supporting from many kilometres away. In smaller and closer support you can find mortar carriers with the same generalized role, closer to the enemy.
* Engineering Vehicles: Multipurpose vehicle, generally used for transport of construction equipment, demolition and clearing, or transport of engineers.
* Vehicles commonly used by normal infantry.
	+ LUV: Light Utility Vehicle, a broad term for typically wheeled vehicles used in support and transport roles, and sometimes patrol roles. These vehicles come in dozens of setups, some are armored, some are not. Also often armed with a variety of different armaments ranging from machineguns to anti-tank or anti-ari assets.
	+ MRAP: Mine-Resistant Ambush Protected, is a type of vehicle specifically designed for patrol and fighting purposes. They are protected against small-arms fire as well as IEDs or Mines, however their level of protection varies. They are often also armed with different armaments, and come in different setups, much like LUVs.
	+ Trucks: Logistic vehicles, usually used to support friendly forces with logistics, reinforcement and etc behind the front-line.

## Crew and Roles in the Vehicles

Usually these vehicles have a crew of 2-6 people, although 2-3 is the usual. A well coordinated crew eliminates the usual weaknesses of an armored vehicle, such as low-visibility and complex operating.

* **Commander**, the leader, usually the most experienced in the vehicle crew. Commanders are responsible for coordinating, communication, planning, spotting and target designation. In many of the vehicles, the commander has control of a coaxial or a mounted gun, and in many vehicles control one of the countermeasures mounted on the vehicle. If a vehicle does not have a commander or the commander is unavailable, these responsibilities usually go to the next most experienced crew member, which is usually the gunner.
* **Gunner**, usually the next most experienced in the vehicle crew, in two-man vehicles, he will usually be the commander. The gunner’s responsibility is scanning for enemies, operating the weapon and suppressing targets as well as spotting and assisting the commander.
* **Driver**, a vehicle crew operator responsible for the movement of the vehicle. Usually the last in line of succession when it comes to vehicle leadership, his primary objective is to operate the vehicle per commander’s request. His responsibilities also include, observation and spotting, as well as scanning for any land-based explosives en route.
* **Other**:
	+ **Loader**, Likely the less experienced vehicle crew member, or designated reserve commander. And can also be used to assist the commander in many of his responsibilities. This role is also usually only found in MBTs and specialized vehicles. The role in some vehicles speeds up reloading and may have access to a mounted gun or a coaxial.
	+ **Additional Gunners**, is a position in some of the vehicles, depending on the vehicle it may or may not be crewed by a permanent member, sometimes it may be crewed by the transported troops. These positions can be taken over by the crew if empty and if by switching their position they don’t endanger the vehicle.

## Roles in: Combat and Tactics

**While outside combat or traveling**, You can turn out to get higher situational awareness, but this will expose you to small arms fire.

**While stationary or in combat**, try keeping a “hull down” position, this means you are keeping your hull behind cover, only exposing your turret.

**Close Combat**, especially in cities is what you want to avoid, you never know where someone with anti tank capability could hide, you already suffer from limited view. But when you have to, make sure every angle is covered. Infantry should be moving in front and behind every vehicle.

**Ranged/Sniper/Overwatch**, Your weapons have a lot more range than small arms, especially with cannons and missiles. You can stay as far back you like, as long you have vision and the accuracy to shoot the enemy.

**Mobile Cover**, this tactic exposes you alot, but at the same time, it gives cover to your allied infantry. When doing this, it's important that infantry and crew have good communication, and the vehicle is going in a speed infantry can follow.

* Going forward expecting the enemy to be front: Infantry directly behind watching forward and to the sides.
* Going forward expecting the enemy to be to one side: Infantry opposite direction of where you expect enemy.
* Going towards a compound: Infantry on opposite side, keeping lookout for every opening and window, once they get to another cover, the vehicle can go away from the compound or enter with the infantry.

**Flanking**, moving around your enemy where you believe their weak spots are, this tactic is rarely used unless friendlies have control of what's happening and are able to help around that area.