Metamort
Member
+19|7113
I realize there are other armor guides, but this is based solely on improving APC combat.

======================================================================

Sections:
I. Introduction

II. Racking up the points
. 1. The Strategy
.. 2. Basics of APC Weapons

III. APC vs APC

IV. APC vs Tank

V. 'Convoys' (and the appropriate kit)
. 1. Supply
.. 2. Engineer
... 3. Anti-Tank
.... 4. Squadplay

VI. Contributions
. 1. Tin_Whisker
.. 2. Jobarra

VII. Conclusion

======================================================================


I. INTRODUCTION

This guide is to help you to better aid your team and yourself, by losing fewer tickets and taking more in an APC, an often overlooked piece of armor.


II. RACKING UP THE POINTS

1. The Strategy: Obviously, the best way to get the most points is to kill as many enemies as possible. Stay near enemy spawning areas; APCs mow down infantry better than tanks because of their higher rate of fire and spash damage on the main gun (but don't actually spawncamp! Provide covering fire so your infantry can take the flag, then move on). If the commander or an ally spots enemy armor or APC, head that way; remember, the most important part of being an APC is engaging enemy armor assets.

2. Basics of APC Weapons: There are two weapons - the main gun, and a wire-guided rocket. The main gun is a rapidly firing explosive cannon that deals light damage to vehicles per shot but has a heavy splash. Because of the splash, these APCs decimate infantry, because a direct hit or a few splash hits takes them out. This gun is very important against vehicles, too, however - fired long enough, it can deal significant damage to other APCs, tanks, and choppers. It can destroy transport, but it is far easier to fire the rocket at them with a few main gun shots sparsed in to finish them off if needed. The second weapon is far more important - the wire-guided missile is much like a TOW or SRAW missile, dealing damage somewhere in the middle of the two. However, unlike the aforementioned missiles, the APC missile is fired from the top or side of your screen, so you have to be a slight distance away from the enemy vehicle to allow the missile to compensate and hit the target straight on the crosshair. The missile doesn't like to change direction much, but if you move the mouse around wildly, you will probably miss. Keep the crosshair trained on the target (with tanks, the front tread, right under the main cannon, or the back are the weakest spots. Against APCs it doesn't matter). If the target is moving, try to lead it (it is nearly impossible to be picky about where you hit on a tank moving perpendicular to you, so just try to hit it period)


III. APC vs APC (linebacker, LAV-25, etc.)

Many people will tell you that APC vs APC combat takes no skill - It's just missile, then point and click, right? However, it is essential that you move fast against enemy APCs - Move directly toward them, parallel to the way their facing, and go full speed past them while continually firing. If they haven't fired their missile, this is a good way to cause them to miss; the turret can't move as fast as you can going past them. How many shots you hit them with the main gun is key - the missile can't do anything after the first shot. If you're gun is close to overheating slow down a little. Whatever you do, DONT JUMP OUT until you get the 'You killed so-and-so' message; trust that you are a better pilot and that they have just slightly less health because you fired more times. They will probably jump out and be destroyed by their APC's explosion or you'll finish them with your gun. If you're anti-tank (Info on kits covered in pt. V), it may be wise to fire the missile and a few shots with the main gun, then go around a corner, jump out, and take out your Eryx, SRAW or RPG-7 to finish them off with minimal damage to your own APC. Note that if you are against >1 APC you should just fire your missile and run away; you will lose unless a) you have supplies, b) they don't have supplies, c) not both of them are engineer, and d) one of them misses with their rocket (or even better, hits their ally ;) )


IV. APC vs Tank (aka, T-90, M1A2, etc.)

When you're an APC against a tank, it's important you take them by surprise with your missile, then quickly go around a corner so they can't retaliate with their main gun. Tanks move more slowly, get started from idling slower, and their turret can't move as fast as you. Speed is your advantage- use it. Go perpendicular to the way the tanks facing - this gives them a broad, but one time, target, if you're going from the cover of one building to the other. Fire while they're in your sight and make sure you hit them. Note that a rocket does more damage to the treads or right under the main cannon's barrel. If you come from behind, unloading with the main gun to the back or treads will do significant damage but you will still have to hide until the rocket reloads again. This method works very well in Karkand and Warlord. Stay out of their sight until your rocket is reloaded, then try to come out where they're not expecting you - fire your second rocket and pound them with the main gun. If you've been shot once already, this may save you from death if they can't turn the turret fast enough to hit you. Smoke can help at this point; otherwise, it's up to chance whether your main gun or theirs will finish first. NEVER just sit there against a tank! If nothing else, turn and retreat (either perpendicular or parrallel) full speed. At least you will have another chance to surprise them.

Agrocasey wrote:

I have also found that if you are in an open area, such as Gulf of Oman, where you can't hide, and you're up against a tank, the best thing to do is to circle them. If you keep moving around them, they won't be able to keep their turret trained on you, thus allowing you to take down their health before they can do to much damage to you.
V. CONVOYS (and appropriate kits)

In any map with more than one armor vehicle, they should stick together. However, this is often not possible because your allies suck or are just armor whores who want to rack up the points instead of the wins. My example of a convoy will be on Strike at Karkand 64-player map; There are 2 APCs and one tank for each side. If these 3 stay together, any other armor they encounter can be obliterated instantly by two APC missiles and a tanks main gun. (I suggest firing second or third in the convoy - you're more likely to get the killing shot!) Here I will digress and talk about tanks a little - if you are the tank pilot, stay in front! You are the most armored and it takes two TOWs or 2-4 AT rockets to take you out. With two engineer-driven APCs behind you you are unstoppable anyway. They will also most likely catch any C4 or AT mines headed toward you.

1. Support: In a 3-armor convoy, the TANK should be support; if the tank is in front, it is more likely to be destroyed but also more expendable than a tank with the engineer. Also, you get 4 chances to resupply - the APCs rockets and main gun have ammo counts instead of the tank's infinite machinegun, allowing you to rack up even more supply points every time your allies fire.

2. Engineer: The only time you should be supply is in the tank of a 3 (or more)-armor convoy - otherwise, you should be engineer. As part of a convoy and engineer, you will rack up the repair points, if you just run into the allies you will get a fraction of one as you repair the surface damage you inflicted. Every time your convoy fights against a TOW-Mounted, Anti-Tank, or other armor enemy, you will probably get a repair point.

3. Anti-Tank: When solo in an APC it is often best to be Anti-Tank so you will still be useful after you jump out. If you are engineer your repairing chances will be few and far between, and you won't often have a chance to repair after jumping out. IF you are anti-tank and caught in an APC at 1/4 hp with no visible enemies around, call for supplies and use the commo rose to ask for repair - someone will come along before the enemy armor if you just destroyed them. It is sometimes useful to have an anti-tank in an armor convoy, but it is best if they come along as a passenger or in a car instead of being a pilot.

4. Squadplay: (Idea contributed by Paranoid101) It is often a good idea to be a squadleader if you are piloting an APC. If you are against a convoy and have a few seconds to hide, you can tell your squadmates to spawn as anti-tank to aid you, or when capping a flag anyone can spawn and help. As a mobile armored spawn point you can take most flags quickly - with 2 people a flag takes less than 15 seconds to take, but with one a lot of people could spawn before you take it. Also remember to keep moving, even with squadmates defending your back - one missed enemy could mean a TOW or C4 on your ass.


VI. CONTRIBUTIONS

Tin_Whisker wrote:

APC as an Armored PERSONNEL Carrier!  Have you ever been MEC commander on Karkand when an APC rolls up to your asset base?  4 guys hop out, cap your flag, blow your assets and you are fucked, especially if they stay and defend it.

How to not get own'd by Spec. Ops.  This is important for the solo APC'er, Always be moving, always keep your 'head on a swivel' rotate around watching for spec. ops. those little bastards will blow you up quick if your not watching.  When capping a flag, rotate though your cameras, I find it effective to use the 3rd person rear view when capping flags, the crafty spec. ops. will think he is unseen when he walks up behind you.  A quick step on the reverse and you have a squashed spec. ops.

APC as infantry support.  Use your infantry wisely, stay somewhat in a pack of frendlies.  You can protect them as a moving barrier to advance to the next flag.  You can be support or medic and effectively help support your team.  Take out the biggest infantry threats like the guy sitting in a vodnik mowing down your teammates.  Once you start owning, the enemy will start spawning as spec. ops. and/or anti-tank.  This is when your group of freindlies are needed in keeping you alive.

When you are a solo APC'er be anti-tank when you meet the tank and he doesn't see you, your first shot should be from your Eryx, hop back in and then shoot the missle, then the cannon should finish him off before he can get a second (or maybe even a first) shell off.

If your not in a convoy, know where your other armor is.  I've been in a few scrapes, where I get 'chased' by a tank.  It is very easy to lead an enemy tank into the waiting barrel of your tank if you know the map well.

Don't ignore the APC if someone else is driving it.  Spawn as anti-tank and hop in the APC.  An APC with an anti-tank as a passenger, should be able to take out a tank fairly easily.  I also love it when you're a passenger and once again a spec. ops. comes up behind you and you blast him with the passenger guns.

Jobarra wrote:

When a passenger in an APC:
1) Be sure to spot everything you can.  Even infantry that you are about to kill with the passenger guns.  Why?  Because if you miss, and the infantry is a spec ops, you have probably just killed everyone in your vehicle.  I don't know many people who aren't spec ops who go running up to an APC.  Sure, sometimes it's better to do that when you want to get under the cannon fire, but most of the time, you are running up to the vehicle because you want to toast it.  If you spot the infantry, the capable driver has a VERY good chance of evading any c4 chucking.  If you spot and it happens to be a sniper, well, you know you don't have much to worry about from them so the driver can move with relative impugnity.

2) Should you make it to a spawn point and you notice that there are free vehicles.... GET OUT AND TAKE ONE OF THOSE VEHICLES.  The power of a convoy of vehicles is often underestimated.  While one advantage of taking the vehicle is that you are now more protected and more able to kill infantry, the other HUGE advantage is that you are stripping the enemy of vehicles that THEY can use against YOU.
VI. CONCLUSION

So thats my guide. I hope it helps those of you who think that APCs are useless and always go for the tank (note that this isn't actually a bad thing), as well as those who just needed help with APC combat.

Edit: And thanks for all the positive reviews as well as contributions!

Last edited by Metamort (2006-02-06 16:53:45)

Navyseal99
Unintentional Good-Guy
+0|7085
awesome post, good job!!!!
jord
Member
+2,382|7106|The North, beyond the wall.
I hope it helps those of you who think that APCs are useless and always go for the tank, as well as those who just needed help with APC combat.

i always go for the tank if both are there but this apc guide is helpful nice 1.
RDMC_old
Member
+0|7164|Almere, Holland

Metamort wrote:

I realize there are other armor guides, but this is based solely on improving APC combat.

Sections:
I. Introduction
II. Racking up the points
III. APC vs APC
IV. APC vs Tank
V. 'Convoys' (and the appropriate kit)
. 1. Supply
.. 2. Engineer
... 3. Anti-Tank
VI. Conclusion


I. INTRODUCTION

This guide is to help you to better aid your team and yourself, by losing fewer tickets and taking more in an APC, an often overlooked piece of armor.


II. RACKING UP THE POINTS

Obviously, the best way to get the most points is to kill as many enemies as possible. Stay near enemy spawning areas; APCs mow down infantry better than tanks (especially the LAV-25 and BTR-90) because of their higher rate of fire and spash damage on the main gun (but don't actually spawncamp! Provide covering fire so your infantry can take the flag, then move on). If the commander or an ally spots enemy armor or APC, head that way; remember, the most important part of being an APC is engaging enemy armor assets.


III. APC vs APC (linebacker, LAV-25, etc.)

Many people will tell you that APC vs APC combat takes no skill - It's just missile, then point and click, right? However, it is essential that you move fast against enemy APCs - Move directly toward them, parallel to the way their facing, and go full speed past them while continually firing. If they haven't fired their missile, this is a good way to cause them to miss; the turret can't move as fast as you can going past them. How many shots you hit them with the main gun is key - the missile can't do anything after the first shot. If you're gun is close to overheating slow down a little. Whatever you do, DONT JUMP OUT until you get the 'You killed so-and-so' message; trust that you are a better pilot and that they have just slightly less health because you fired more times. They will probably jump out and be destroyed by their APC's explosion or you'll finish them with your gun. If you're anti-tank (Info on kits covered in pt. V), it may be wise to fire the missile and a few shots with the main gun, then go around a corner, jump out, and take out your Eryx, SRAW or RPG-7 to finish them off with minimal damage to your own APC. Note that if you are against >1 APC you should just fire your missile and run away; you will lose unless a) you have supplies, b) they don't have supplies, c) not both of them are engineer, and d) one of them misses with their rocket (or even better, hits their ally )


IV. APC vs Tank (aka, T-90, M1A2, etc.)

When you're an APC against a tank, it's important you take them by surprise with your missile, then quickly go around a corner so they can't retaliate with their main gun. Tanks move more slowly, get started from idling slower, and their turret can't move as fast as you. Speed is your advantage- use it. Go perpendicular to the way the tanks facing - this gives them a broad, but one time, target, if you're going from the cover of one building to the other. Fire while they're in your sight and make sure you hit them. This method works very well in Karkand and Warlord. Stay out of their sight until your rocket is reloaded, then try to come out where they're not expecting you - fire your second rocket and unload the  main gun. If you've been shot once already, this may save you from death if they can't turn the turret fast enough to hit you. Smoke can help at this point; otherwise, it's up to chance whether your main gun or theirs will finish first. NEVER just sit there against a tank! If nothing else, turn and retreat (either perpendicular or parrallel) full speed. At least you will have another chance to surprise them.


V. CONVOYS (and appropriate kits)

In any map with more than one armor vehicle, they should stick together. However, this is often not possible because your allies suck or are just armor whores who want to rack up the points instead of the wins. My example of a convoy will be on Strike at Karkand 64-player map; There are 2 APCs and one tank for each side. If these 3 stay together, any other armor they encounter can be obliterated instantly by two APC missiles and a tanks main gun. (I suggest firing second or third in the convoy - you're more likely to get the killing shot!) Here I will digress and talk about tanks a little - if you are the tank pilot, stay in front! You are the most armored and it takes two TOWs or 2-4 AT rockets to take you out. With two engineer-driven APCs behind you you are unstoppable anyway. They will also most likely catch any C4 or AT mines headed toward you.

1. In a 3-armor convoy, the TANK should be support; if the tank is in front, it is more likely to be destroyed but also more expendable than a tank with the engineer. Also, you get 4 chances to resupply - the APCs rockets and main gun have ammo counts instead of the tank's infinite machinegun, allowing you to rack up even more supply points every time your allies fire.

2. The only time you should be supply is in the tank of a 3 (or more)-armor convoy - otherwise, you should be engineer. As part of a convoy and engineer, you will rack up the repair points, if you just run into the allies you will get a fraction of one as you repair the surface damage you inflicted. Every time your convoy fights against a TOW-Mounted, Anti-Tank, or other armor enemy, you will probably get a repair point.

3. When solo in an APC it is often best to be Anti-Tank so you will still be useful after you jump out. If you are engineer your repairing chances will be few and far between, and you won't often have a chance to repair after jumping out. IF you are anti-tank and caught in an APC at 1/4 hp with no visible enemies around, call for supplies and use the commo rose to ask for repair - someone will come along before the enemy armor if you just destroyed them. It is sometimes useful to have an anti-tank in an armor convoy, but it is best if they come along as a passenger or in a car instead of being a pilot.


VI. CONCLUSION

So thats my guide. I hope it helps those of you who think that APCs are useless and always go for the tank, as well as those who just needed help with APC combat.
Good work! I just recently took out a tank that way it was allready damage by our tank and I know with an head on fight I would lose so I raced around the Hotel ( I was playing Karkand) Came behind the tank fired the missle and wham! 2 kills Apc's are so much better than tanks when used properly
-]Eucalyptus[-
I'm a MOO MOO STARRR!!1
+17|7172|Switzerland (Im not swiss tho)
Some parts of this sound a lot like the "Definitive Guide to Armor" in the Wiki section... However there are some new stuff (such as tank in front, support etc) that is worth mentioning. Nice job, but its only a small part of a larger guide. If you haven't noticed, the guide in the Wiki section has a lot of contributors. Perhaps you can add some parts of this guide to that one.
Metamort
Member
+19|7113
yeah, I read that guide and used a little bit of it (because I often use advice I saw in there) and I thought some of it needed to be mentioned even if it was redundent.
paranoid101
Ambitious but Rubbish
+540|7168
Good post mate

You could also add, go squad leader and act as a mobile armoured spawn point.

Just stand off the flag a little bit and your squad can keep attacking from your APC as you cover them.

Last edited by paranoid101 (2006-02-05 10:18:18)

paciopacio
Member
+0|7184
Well done.
Metamort
Member
+19|7113
Good idea, I'll add that in.
polarbearz
Raiders of the Lost Bear
+-1,474|7217|Singapore

Err. Pounding tanks with the main really helps. I prefer to blitz the tank with a 2 second main gun barrage (basically overheating it) and a rocket and then hauling ass. Leaves him smoking and you safe. Especially if you hit from behind.
Metamort
Member
+19|7113
I gotta say thanks for all the positive reviews!
sparklet
Banned
+34|7176|stop corecting my grammer!!!!!
you should add that the rocket does more damge to the tracks, back and side so does the cannon i can ALWAYS take out a tank with head to head it i shoot my rocket and fire the canon at the treads
Metamort
Member
+19|7113

sparklet wrote:

you should add that the rocket does more damge to the tracks, back and side so does the cannon i can ALWAYS take out a tank with head to head it i shoot my rocket and fire the canon at the treads
I got that in there a little bit ago; I wouldn't recommend going head to head though. Whenever I'm in a tank (and I'm not the best tank pilot) I can own any APC who tries to take me on head to head. Maybe if you get em from behind it's possible with the long time it takes them to turn the turret.
Rizen_Ji
Member
+41|7164|200m out and smiling at you.
Also the APC missiles are wire-guided like the AT rounds and TOW's so if you have the chance u can turn the missile, and on that note down flail around wildly after u fire ur missile or it will go off course.
Metamort
Member
+19|7113

Rizen_Ji wrote:

Also the APC missiles are wire-guided like the AT rounds and TOW's so if you have the chance u can turn the missile, and on that note down flail around wildly after u fire ur missile or it will go off course.
You may be right, I probably should include that for the real noobs to APCs. Also at close range you may miss because the missile comes from the top or side of the APC, which is not in the middle of your screen like the main gun is; you have to allow the missile a little compensation time. I'll add this in in a moment.
Agrocasey
Member
+0|7101
I have also found that if you are in an open area, such as Gulf of Oman, where you can't hide, and you're up against a tank, the best thing to do is to circle them. If you keep moving around them, they won't be able to keep their turret trained on you, thus allowing you to take down their health before they can do to much damage to you.
Metamort
Member
+19|7113

Agrocasey wrote:

I have also found that if you are in an open area, such as Gulf of Oman, where you can't hide, and you're up against a tank, the best thing to do is to circle them. If you keep moving around them, they won't be able to keep their turret trained on you, thus allowing you to take down their health before they can do to much damage to you.
I'll add that in as a quote
Jobarra
Member
+0|7109
The 'linebacker' models are not APCs.  They are specifically AA vehicles.  They may be mounted on APC chassis, but they are not Armored PERSONNEL Carriers.  Sorry to be nitpicky, but a guide is a guide   Good guide too.
Tin_Whisker
Member
+1|7129
Great guide.  I hope you can find these ideas helpful:

APC as a *ding ding* Armored PERSONNEL Carrier!  Have you ever been MEC commander on Karkand when an APC rolls up to your asset base?  4 guys hop out, cap your flag, blow your assets and you are fucked, especially if they stay and defend it.

How to not get own'd by Spec. Ops.  This is important for the solo APC'er, Always be moving, always keep your 'head on a swivel' rotate around watching for spec. ops. those little bastards will blow you up quick if your not watching.  When capping a flag, rotate though your cameras, I find it effective to use the 3rd person rear view when capping flags, the crafty spec. ops. will think he is unseen when he walks up behind you.  A quick step on the reverse and you have a squashed spec. ops.

APC as infantry support.  Use your infantry wisely, stay somewhat in a pack of frendlies.  You can protect them as a moving barrier to advance to the next flag.  You can be support or medic and effectively help support your team.  Take out the biggest infantry threats like the guy sitting in a vodnik mowing down your teammates.  Once you start owning, the enemy will start spawning as spec. ops. and/or anti-tank.  This is when your group of freindlies are needed in keeping you alive.

When you are a solo APC'er be anti-tank when you meet the tank and he doesn't see you, your first shot should be from your Eryx, hop back in and then shoot the missle, then the cannon should finish him off before he can get a second (or maybe even a first) shell off. 

If your not in a convoy, know where your other armor is.  I've been in a few scrapes, where I get 'chased' by a tank.  It is very easy to lead an enemy tank into the waiting barrel of your tank if you know the map well.

Don't ignore the APC if someone else is driving it.  Spawn as anti-tank and hop in the APC.  An APC with an anti-tank as a passenger, should be able to take out a tank fairly easily.  I also love it when your a passenger and once again a bastard spec. ops. come up behind you and you blast him with the pea shooters. 

And for god's sake when you are infantry, spot enemy armor, it makes 5x easier to kill enemy armor when you know its coming.
Jobarra
Member
+0|7109
Possible addition:
A rehash of what was stated above, and has been stated often.  Truthfully, it's a general strategy instead of a specific APC strategy.
"GIVE ME A RIDE!" or How to be the best passenger you can be:

When a passenger in an APC:
1) Be sure to spot everything you can.  Even infantry that you are about to kill with the passenger guns.  Why?  Because if you miss, and the infantry is a spec ops, you have probably just killed everyone in your vehicle.  I don't know many people who aren't spec ops who go running up to an APC.  Sure, sometimes it's better to do that when you want to get under the cannon fire, but most of the time, you are running up to the vehicle because you want to toast it.  If you spot the infantry, the capable driver has a VERY good chance of evading any c4 chucking.  If you spot and it happens to be a sniper, well, you know you don't have much to worry about from them so the driver can move with relative impugnity.

2) Should you make it to a spawn point and you notice that there are free vehicles.... GET OUT AND TAKE ONE OF THOSE VEHICLES.  The power of a convoy of vehicles is often underestimated.  While one advantage of taking the vehicle is that you are now more protected and more able to kill infantry, the other HUGE advantage is that you are stripping the enemy of vehicles that THEY can use against YOU.  I don't know how many times now that I have seen a home spawn taken and held because the 6 or so defenders refused to get into the empty tank.  Bam, that lone capper now has the power of a squad and quickly dispatches the defenders.  I don't care if you suck at vehicles and can't hit squat.  Just get in the vehicle to make the enemy have to destroy it instead of taking it.  Sure you can get killed if you are in a transport vehicle or jet/chopper just idling, but you still force the enemy to fire their weapons which can alert their presence to friendlies in the area.
Rizen_Ji
Member
+41|7164|200m out and smiling at you.
i say sticky request
Metamort
Member
+19|7113
Thanks for the contributions Tin_whisker and Jobarra, I've edited them into a new section of the guide
Metamort
Member
+19|7113

Jobarra wrote:

The 'linebacker' models are not APCs.  They are specifically AA vehicles.  They may be mounted on APC chassis, but they are not Armored PERSONNEL Carriers.  Sorry to be nitpicky, but a guide is a guide   Good guide too.
I've taken that out - I wasn't sure myself if that model counted as AA or as an APC, thanks
Rizen_Ji
Member
+41|7164|200m out and smiling at you.
linebackers r AA, but the linebackers and LAV use the same main gun. the linebacker just has ground to air missiles as opposed to wire-guided on the LAV's. and the linebacker has weaker armor.
Jobarra
Member
+0|7109

Rizen_Ji wrote:

linebackers r AA, but the linebackers and LAV use the same main gun. the linebacker just has ground to air missiles as opposed to wire-guided on the LAV's. and the linebacker has weaker armor.
I agree that they have similar guns, but the tactics aren't going to be the same for them as for the APCs.  You really should not be engaging Armored vehicles with an AA vehicle.  Plus they only have one extra spotter/support position in the vehicle while the APC has a true 4 extra spaces for personnel that are fully enclosed instead of an open turret position.  As far as I know, you can't snipe through the gunports of an APC(would be cool if you could, but nearly impossible if it's moving), while you CAN snipe the man sitting in the turret of the AA gun(not the driver).  I didn't realize the linebacker had weaker armor, although I wouldn't be surprised.

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