Battlefield 4 Basic Armor Crewman Course - 2nd Battalion School of Armor - Student Manual
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7CAV FM.2.1.BF4.TNKR 2nd Battalion School of Armor Battlefield 4 Basic Armor Crewman Course Student Manual Developed by Major Aaron Fox and Sergeant First Class Ken Bowmore 1
7CAV FM.2.1.BF4.TNKR Table of Contents Table of Contents ................................................................................................................................................2 Chapter One - Introduction ......................................................................................................................................3 2.1 – Terrain Features...........................................................................................................................................5 2.2 – Route Planning.............................................................................................................................................9 2.2.1 – Terrain Association Technique .............................................................................................................9 Chapter Three – Tanker Communication .............................................................................................................. 10 3.1 – Nato Phonetic Alphabet ........................................................................................................................... 10 3.2 – Crew Commands ....................................................................................................................................... 11 Chapter Four – Equipment .................................................................................................................................... 12 4.1 - Main Battle Tank ....................................................................................................................................... 12 4.2 - M1 Abrams- Specifics ................................................................................................................................ 12 Chapter Five - Armament And Equipment ............................................................................................................ 13 5.1 - Kit............................................................................................................................................................... 15 5.2 - Tank Crew .................................................................................................................................................. 15 Chapter Six – Movement And Maneuvers............................................................................................................. 16 6.1 - Formations................................................................................................................................................. 16 6.2 - Terrain ....................................................................................................................................................... 18 6.3 - Overwatch ................................................................................................................................................. 19 6.4 - Maneuvers ................................................................................................................................................. 19 Chapter Seven – Gunnery ...................................................................................................................................... 22 7.1 – Gunner's Primary Sight – Line Of Sight ..................................................................................................... 24 7.2 - Engaging Targets ....................................................................................................................................... 25 7.3 – Sensings/Shot Adjustment: ...................................................................................................................... 26 7.4 Engagement Process.................................................................................................................................... 28 7.4.1 Target Acquisition ................................................................................................................................. 28 7.4.2 Target Detection ................................................................................................................................... 28 7.4.3 Target Identification ............................................................................................................................. 29 7.4.4 Target Confirmation ............................................................................................................................. 30 7.4.5 Suppressive Fire .................................................................................................................................... 31 2
7CAV FM.2.1.BF4.TNKR Chapter One - Introduction Welcome to the Basic Armor Crewman Course for Battlefield 4. The purpose of this course is to introduce students to the main battle tank and provide training for its effective use on the battlefield. At the end of this course, students will be able to: Operate a main battle tank in an efficient and safe manner. Coordinate and communicate as part of a cohesive tank crew. Work with infantry and light armor assets to maximize effective firepower. React to threats with appropriate force to ensure vehicle and soldier safety. Completing this course will further your career within the 7th Cavalry Regiment and prepare you for duties as a tank commander or tank driver. Good luck, and welcome to armor training. 7th Cavalry Regiment Recruit Training Command United States Army Armor School Fort Benning, Georgia 3
7CAV FM.2.1.BF4.TNKR Unsafe Acts Any unsafe acts on any of the ranges or during the classroom portion could result in you being removed from the course, or have further negative action. Unsafe acts are, but are not limited to: - Negligent Discharge - Misuse or Unsafe Usage of Explosives - Friendly Fire (Blue On Blue) Always ensure you point your weapon system away from the cadre and instructors. Do not operate, move, or otherwise commandeer any armored vehicle until instructed to do so. Honor Code Violations As stated in the 7th Cavalry Rules and Regulations, lying and cheating is not allowed at any time. If you do not understand the material, do not lie to your instructors. When we reach a qualification phase and you have no idea what to do, this is a good indicator you did not pay attention and lied that you did. This behavior will not only result in removal from the course, but a Negative Counseling Statement as well. Honor Graduates Some troopers that perform above the standard may be selected as an Honor Graduate. Honor Graduates can be considered for special duties within their platoon. Go/No Go Exercises Receiving a “No Go” on an exercise means you must retry this task, and are not eligible for completion of the course. You must receive a “Go” to move on to the next phase. 4
7CAV FM.2.1.BF4.TNKR 1. Hill: A point or small area of high ground from which the ground 2.1 – Terrain Features slopes down in all directions; Contour lines forming concentric circles. The inside of the smallest closed circle is the hilltop. Good point for reference for movements, but would leave a tank open for observation and fire. 2. Ridge: A line of high ground with height variations along its crest; contour lines forming a “U” or “V” with the closed end pointing away from high ground. You do not want your vehicle to be silhouetted by crossing over a ridge as it exposes the vehicle to observation and fire. 5
7CAV FM.2.1.BF4.TNKR 3. Saddle: A dip/low-point along a ridge crest; either lower ground between two hill tops or a break in the level crest. A saddle is not necessarily the lower ground between to hilltops; It may simply be a dip or break along a level ridge crest. If you are in a saddle, there is higher ground in two opposite directions and lower ground in the other two directions. A saddle is normally represented as an hourglass or a figure-eight shaped contour lines. 4. Valley: Reasonably level ground bordered on the sides by higher ground. Contour lines form a “U”. Lines tend to parallel stream before crossing. Contour lines crossing a stream always points upstream. Generally has maneuver room and might contain a stream. 6
7CAV FM.2.1.BF4.TNKR 5. Depression: Low point or hole in the ground with higher grounds on all sides; closed contour lines that have tick-marks pointing toward low ground. Usually only depressions that are equal to or greater than the contour interval will be shown on the map. Useful for hull-down or, in some cases turret-down positions. 6. Draw: Like a valley but normally has less developed stream course than a valley. No level ground and little or no maneuver room. Ground slopes upward on the sides and toward the head of the draw. Contour lines form a “V” with the point of the “V” toward the head of the draw. These present the quickest travel speeds up an inclined position. 7
7CAV FM.2.1.BF4.TNKR 7. Spur: Short, continuously sloping line of higher ground jutting out the side of a ridge; often formed by two roughly parallel streams cutting down a ridge. Contour lines depict a spur with the “U” or “V” pointing away from high ground. Good area to have forward observer, but leaves vehicle exposed to enemy observation and fire. 8. Cliff: A vertical or near-vertical slope; it is an abrupt change of the land. A cliff may be shown on a map by contour lines being close together or touching, or by a ticked carrying contour line. The tick always points toward lower ground. Cannot be traversed up and will make vehicle combat ineffective if driven off of. 8
7CAV FM.2.1.BF4.TNKR When you receive a movement order, your first three concerns are: 2.2 – Route Planning Speed/Urgency: How quickly am I needed there? How quickly can I get there? Cover/Concealment: How can I evade detection? How can I deny the enemy my movement? Survivability: How can I ensure that we can bring our fire power to the destination in fighting condition? Terrain Association is navigation technique that uses terrain or man- 2.2.1 – Terrain made features to serve as land markers or checkpoints for Association Technique maintaining direction of movement. It can be used anywhere, day or night, as long as there are distinguishable terrain features. You use terrain association when moving from the unit area to the motor pool. You walk down the road or sidewalk using intersections or buildings to steer or turn on (landmarks or checkpoints). In the field, with few roads and buildings, you use features for your axis and checkpoints. When planning or adjusting your route, you should consider the following: Tactical. You must select the route that provides the most favorable tactical advantage and meets the mission requirements. Avoid sky-lining open areas and danger areas like streams or crossing on roads and hilltops. Your tactical concern is survival. The mission is causing you to move to your objective. Cover and concealment is most tactically important aspect of planning your route. Ease of movement. Always pick the easiest route that the tactical situation will allow. However, you achieve surprise by doing the unexpected. A difficult route increases your chance or getting hung up or lost. A difficult route may be noisy, may damage or make combat ineffective the fighting vehicle before you get to your objective. Boundaries. It is impossible to travel in a straight line, with or without a compass. Pick an axis or corridor to travel along. Pick boundaries you will be able to spot. Hard-top roads, streams, high grounds, and railroads all make good boundaries. If you start to wander too far off course, you will 9
7CAV FM.2.1.BF4.TNKR know it. With boundaries to keep you straight, you need to know where along your corridor you are. You do this with checkpoints. The best checkpoint is a line or linear feature that you cannot miss. A linear feature across your corridor, or axis, is crossed no matter where you are in the axis. Use hard-top roads, railroads, power lines, perennial stream, rivers, and valleys. Determine the distance between checkpoints. Distance is the cause of the most navigation errors. Estimate or measure the distance from one checkpoint to another where possible. Chapter Three – Tanker Communication Pronunciation of letters and numbers varies based on the native 3.1 – Nato Phonetic language and habits of the speaker, or even agency. To eliminate Alphabet this, a standard of pronunciations have been developed and shared amongst NATO units. See Table 3.2 for Letters and Digits. A B C D ALPHA BRAVO CHARLIEDELTA (al fah) (brah voh) (char lee) (del tah) E F G H ECHO FOXTROTT GOLF HOTEL (ech oh) (foks trot) (golf) (hoh tell) L I J K LIMA INDIA JULIET KILO (lee (indee ah) (jewlee ett) (key loh) mah) P M N O PAPA MIKE NOVEMBER OSCAR (pah (mike) (no vem ber) (oss cah) pah) S T Q R SIERRA TANGO QUEBEC ROMEO (see air (tang (keh beck) (row me oh) rah) go) U X V W UNIFORM XRAY VICTOR WHISKEY (you nee (ecks (vik tah) (wiss key) form) ray) Y Z 1 2 10
7CAV FM.2.1.BF4.TNKR YANKEE ZULU ONE TWO (yang key) (zoo loo) (wun) (too) 3 4 5 6 THREE FOUR FIVE SIX (tree) (fow er) (fife) (six) 7 8 9 0 SEVEN EIGHT NINE ZERO (sev en) (ait) (nin er) (ze ro) 3.2 – Crew Commands CREW COMMANDS ALERT COMMAND RESPONSE “CREW “MOUNT TANK” Crew Mounts Tank ” Crew Dismounts Tank And Meets At The “DISMOUNT TANK, RALLY ” ” Respond In Order: “CREW “CHECK” ” “DRIVER READY” “GUNNER READY” “LOADER READY” “TC READY” TC Will Then Add: “TANK READY” Possible alternate responses for “CREW CHECK” are: “READY”, “NOT READY”, or “INJURED”, proceeded by station name. e.g.: “DRIVER READY”, “DRIVER NOT READY”, “DRIVER INJURED” 11
7CAV FM.2.1.BF4.TNKR Chapter Four – Equipment In this chapter will explore 4.1 - Main Battle Tank the type of equipment you will use during the course of your training. You will be introduced to the tank and its armaments, plus what you should carry in your kit when operating a tank in the field. The main battle tank fills the heavy direct fire role of the United States military. It is employed by both the United States Army and the United States Marine Corps. Carrying a bigger gun and employing thicker armor than any other vehicle in the United States Armed Forces, the main battle tank is an extremely powerful weapon. The primary main battle tank of the United States military is the M1A2 Abrams. Designer: Chrysler Defense 4.2 - M1 Abrams- Specifics Crew: 4 Powerplant: Honeywell AGT1500C gas turbine engine Speed: 56 km/h Weight: 68 tons Length: 32 feet (gun forward) Width: 12 feet The M1 Abrams was designed in 1972 to replace the aging M60 Patton medium tank and was developed on the canceled West German MBT-70, first designed in 1962. Introduced into the US Army's inventory in 1980, the M1 first saw combat service in 1991 during Operation: Desert Storm and has since seen service during Operation: 12
7CAV FM.2.1.BF4.TNKR Enduring Freedom and Operation: Iraqi Freedom. Chapter Five - Armament And Equipment As a third-generation main battle tank, the M1 Abrams is capable of fielding a variety of different armaments and can be quickly adapted to any combat situation. ARMAMENT The main weapon of the M1A2 is the M256 120mm smooth- bore cannon, designed by the Rheinmetall Corporation of Germany. Engagement ranges approaching 4,000 meters were successfully demonstrated during Operation: Desert Storm. It is possible to shoot beyond visual range with this weapon. The primary ammunition is the armor-piercing, fin-stabilized, discarding sabot (APDS-FS) round, which features a depleted uranium penetrating warhead. Several other types of ammunition are available, such as the XM1111 laser-guided shell (Guided Shell) and the M1028 Anti- Personnel Round (Canister Shot). A fifty-caliber Browning M2 machine gun is located in a powered mount at the Commander's station and is equipped with a 3x magnification sight. An M240 is mounted co-axially with the main gun (Co-Axial LMG). It is in a fixed mount and is aimed with the main gun to suppress enemy ground troops. It can also be replaced with an M2 fifty-caliber machine gun (Co-Axial HMG). There are several types of advanced rounds available to the gunner. One is the High-explosive anti-tank (HEAT) warhead, which is made of an explosive shaped charge that uses the Munroe effect to create a very high-velocity partial stream of metal in a state of superplasticity that can punch through solid armor. 13
7CAV FM.2.1.BF4.TNKR Another is the Smart Target-Activated Fire and Forget (XM943 STAFF), an American-made experimental 120mm tank gun shell that engages targets from above. ADDITIONAL EQUIPMENT The M1 Abrams is able to mount a variety of gadgets and equipment to aid in the destruction of enemy forces or defense of the tank and its crew. The turret can be fitted with two six-barreled M250 smoke grenade launchers, one on each side of the main gun (IR Smoke). The standard smoke grenade contains a phosphorus compound that masks the thermal signature of the vehicle to the enemy and will defeat incoming guided missiles. Sensors, integrated into the hull and turret of the tank, are able to detect obstructions and personnel moving within the vicinity of the tank (Proximity Scan). An improved loading system can be installed to improve loader speed and reduce crew fatigue (Autoloader). The Gunner's Primary Sight-Line of Sight (GPS-LOS) can be outfitted with a 3x zoom function (Zoom Optics) or a Thermal Imaging System (Thermal Optics), and the commander has access to the Independent Thermal Viewer that provides him with independent, stabilized day and night vision with a 360 degree view, automatic sector scanning, and automatic target cuing of the gunner's sight. (CITV Station). The hull of the tank can be fitted with the TUSK system of reactive armor bricks (Reactive Armor) or a special anti-thermal coating to mask the tank from thermal sensors (Thermal Camo). Other equipment includes: Thermal Camo Fire Extinguisher Gunner Soflam Reactive Armor Gunner Thermal Sabot Shell Gunner Incendiary Active Protection Experiment with each to test how they behave and synergize with the other equipment 14
7CAV FM.2.1.BF4.TNKR Selection of additional equipment will be at the discretion of the task force commander. If no commander is present, you are able to field equipment at your discretion. As a tanker, you must always ensure that your personal 5.1 - Kit equipment is at hand at all times. Survivability of the tank and its crew is paramount in any combat engagement. Assuming you are not operating with other infantry forces, your personal kit should contain the following: A carbine, such as the M4, to engage troops if forced from the tank. Your standard issue sidearm. A blowtorch to repair the tank in the field. A compact anti-tank rocket launcher, such as the MBT LAW or SMAW. These weapons and tools correspond with the Engineer kit and should be utilized if you are operating without infantry support. If you are to be operating with infantry support and field engineers are present, you may utilize your preferred kit. Due to the simplified nature of main battle tanks in Battlefield 5.2 - Tank Crew 4, only two crew positions are represented. These two positions are Tank Commander and a combination of Driver and Gunner. TANK COMMANDER The TC is responsible to the operation commander and his own equipment, the reporting of logistical needs, and the tactical employment of his tank. He briefs his crew, directs the movement of the tank, and submits all reports. He is an expert in using the tank's weapon systems and executing land navigation. The TC must know and understand the mission and operation commander's intent. He must be prepared to assume the duties and responsibilities of the operation commander in accordance with the succession of command. These requirements demand that the TC maintain situational awareness by using all available optics for observation 15
7CAV FM.2.1.BF4.TNKR and by eavesdropping on radio transmissions. The absence of a loader also means the TC assumes a greater degree of responsibility for air and anti-tank missile watch. When operating independent of direct supervision, the TC will be in command of the mechanized force, including any infantry and light armor operating within. On top of this, the TC is also responsible for the deployment of the M2 HMG when engaged. If unlocked, the TC can also employ the CITV station to lock onto targets for the Driver/Gunner. DRIVER/GUNNER The driver/gunner moves, positions, and stops the tank. He also searches for targets and aims and fires both the main gun and the co-axial machine gun. While driving, he constantly searches for covered routes and for covered positions to which he can move if the tank is engaged. He maintains his tank's position in formation and watches for visual signals. Chapter Six – Movement And Maneuvers The fundamental mission of the tank is to close with and destroy the enemy. The tank's ability to move, shoot, communicate, and provide armored protection is a decisive factor on the modern battlefield. It moves, attacks, defends, and performs other essential tasks to support the company team or troop mission. The tank can survive and win in battle, however, only if its crew is well trained, effectively led, and highly motivated. You must be aggressive, and your tactics must reflect the tempo and intensity of maneuver warfare. Training will prepare you to operate in hostile territory with the enemy to your front, flanks, and rear. Formations are specific arrangements of men, material, or vehicles 6.1 - Formations to maximize their effectiveness. Formations have many uses and the ability to quickly change formation to adapt to a changing 16
7CAV FM.2.1.BF4.TNKR tactical environment is paramount to the success and safety of the tank platoon. Depending on the number of tanks participating in the engagement, any number of formations can be used. The most common formations are listed below. Echelon The echelon is considered by many to be the oldest tactical formation in the history of warfare. In an echelon, units are station diagonally, with each unit behind and to the right (or left) of the lead unit. Echelon formations are used because of the excellent range of vision offered to each participant in the formation and the large, overlapping fields of fire that it gives to each tank in the formation. This formation is especially useful if attacks are expected from the flanks. Wedge The wedge formation is most typically seen when an armored force is attacking an objective due to the large amount of firepower brought to bear in front of the formation. In a wedge, units are arranged to form a triangle with the lead unit at the apex. Column A column is a movement formation in which units are arranged one behind the other. This formation provides excellent coverage of the flanks but leaves the front and rear of the column poorly defended. In urban combat that takes place on roads or in major cities, this is typically the only formation tanks can achieve. Line Also called the “basic squadron advance,” the line is most often used by tanks traversing open terrain in which the threat is expected from the front. Units are arranged next to each other and move as one cohesive line. 17
7CAV FM.2.1.BF4.TNKR 6.2 - Terrain Analysis of the terrain within the combat area will greatly influence how a tank platoon is deployed and utilized. Knowing what your tank can traverse, what obstacles will hinder its movement, and what terrain elements could be used for cover will greatly increase your chances of survival. Of all the limiting factors that inhibit tank operations, none has a more decisive effect than terrain. Terrain may dictate the number of tanks that can be employed, but it will seldom prohibit their employment entirely. The full striking power of tanks is best achieved over rolling terrain that permits massing and exploitation of their cross-country mobility. Nevertheless, between the extremes of terrain – rolling terrain as opposed to impassable terrain – there is considerable ground that can be negotiated by tanks. Roads provide one of the most common routes for battlefield transportation. They are used for delivering supplies and other needed materials to units on the front lines. Paved, well-maintained roads allow for the greatest speed and mobility, while unpaved roads allow moderate speeds and mobility. Traversing terrain off-road will provide the slowest top speed and least stability. Tanks should always utilize the best possible ground for movement. Good terrain provides cover while allowing a fast advance. Dead ground (ground that cannot be seen into) and backs of hills allow this type of movement. Tanks should always move around hills and never over them. Moving a tank over a hill is called “going tracks up” and allows a belly shot on the tank. Before 18
7CAV FM.2.1.BF4.TNKR moving, decide where you want to go, how will you get there, and what obstacles will impede your advance. Never stop in the open, but only in some form of cover. Cover can be a slight depression or behind a building. The main type of movement tanks use today is called “overwatch”. 6.3 - Overwatch Overwatch is when one tank moves while another provides support. It is particularly useful when only two tanks are operating or when a tank platoon has been split up. Overwatch can be utilized in many ways. LEAP FROG To execute a leap frog maneuver, the covering tank will inform the tank to move and how far he can support him with effective fire. The moving tank will then advance to the best firing position possible, take up position, and inform the covering tank how far he can then support him. The covering tank will then move forward and past the the new covering tank as far forward as possible while staying under covering tank effective fire range. This is continued as long as necessary. CATERPILLAR The caterpillar method of overwatch is very similar to leap frog, varying only in one way. With caterpillar, the rear supporting tank moves forward to the same position that the forward tank has moved into and takes over his position. The forward tank will move forward again, take up position, and then the rear covering tank will move forward and take up the forward tank’s position again. TRAIL The trail method of overwatch is when both tanks move at the same time, one a distance away from the other. The rear tank covers the forward tank while moving at the same time. While this method allows for the quickest movement, it also provides the least security. This method should only be used when contact is not likely. Also, both tanks must still move with cover in mind so if contact is made they can quickly take cover and get into a firing position. Keeping the tank in operation is vital to the success of any 6.4 - Maneuvers mission. Survivability of the vehicle depends solely on the crew and 19
7CAV FM.2.1.BF4.TNKR its ability to respond to threats, position the tank in such a manner as to deny the enemy a shot, and maneuver out of harm's way. Understanding how to maximize the survivability of the vehicle while maintaining tactical advantage is paramount. The following maneuvers can be used to that end. HULL DOWN A tank is “hull down” when the hull, or main body of the tank, is below a hill or otherwise behind cover while the turret remains exposed. This allows the crew to continue putting rounds downrange while providing minimal exposure to enemy fire. When hull down, the tank is able to quickly retreat from combat should it begin taking fire. TURRET DOWN A tank is “turret down” when both the hull and the turret are below a hill or otherwise behind cover. Though this does not allow the crew to engage targets, it does allow the vehicle to maneuver without being observed by the enemy. SMOKE SCREEN The smokescreen provides excellent concealment when engaged in combat. In addition, the smoke grenades will defeat 20
7CAV FM.2.1.BF4.TNKR incoming guided missiles and break the lock of any enemy targeting system. Use of smoke should be chiefly to cover the retreat of the vehicle from a hostile situation or to prevent a solid lock by enemy systems. It can also be used to cover the advance of infantry RETREAT If a tactical situation has turned sour and the tank is at risk of being overrun by troops on foot or other armor, it is always best to retreat to a safer position. The retreat should be done in the straightest possible route from the enemy so as to keep the forward armor facing the enemy. Smoke should be employed to cover the retreat. At the earliest possible time, once the tank is out of combat, the commander should dismount and repair the tank. Care must be taken before dismounting; the area around the vehicle should be clear of threats. URBAN COVER Buildings of any kind and construction provide ample cover for anti-tank infantry to engage the tank without being seen. This is especially true for buildings that overlook the tank, as the main battery cannot angle high enough to engage targets well overhead. it is the commander's responsibility to cover any and all points on contact to prevent an ambush 21
7CAV FM.2.1.BF4.TNKR Chapter Seven – Gunnery Your ability to effectively engage targets on the battlefield is a matter of life and death. To that end, you must be proficient in all of the weapons systems mounted to your tank. This includes the 120mm main battery, the co-axial machine guns, and the commander's mounted machine gun. Knowing your weapons systems inside and out will ensure you land the first shot every time. The Gunner's Primary Sight – Line of Sight (GPS-LOS) is the main aiming apparatus of the M1A2 Abrams. Developed by Raytheon, the GPS- LOS is a complex network of sensors, cameras, and computers that display all pertinent information on the gunner's main display. This enables the gunner to effectively engage his targets without using the primitive telescope optics of previous-generation tanks. The elements of the GPS-LOS, from top moving clockwise, are: 22
7CAV FM.2.1.BF4.TNKR COMPASS A standard compass tape to determine the direction of the main battery in relation to the map. It corresponds to the same compass tape on the minimap. SPEED The speed of the tank displayed in kilometers per hour. SIGHT MAGNIFICATION A text indicator of the current magnification of the sight. It also displays the current viewing mode. “60HZ” is standard, while “IR” is infrared. MASTER WARNING A visual and audible cue that the tank has been damaged. It can only be silenced by repairing the tank. GUN POSITION A graphic representation of the gun's position in relation to the hull. The point represents the front of the hull. The long line indicates the main battery's position. The smaller line indicates the machine gun's position in relation to both. RANGE The range, in meters, of the target centered in the reticule. It only reads up to two hundred meters before displaying a zero range. LOADED SHOT A text indicator of the loaded shot type and the gun's status. RDY indicates the weapon is ready to fire. WAIT indicates that the weapon is being loaded. AP indicates armor-piercing rounds. AGM indicates guided shells. CANISTER indicates canister shot. LMG and HMG denote the co-axial machine guns. 23
7CAV FM.2.1.BF4.TNKR SMOKE A visual representation of the smoke grenade launcher's status. READY indicates ready to discharge. WAIT indicates the launchers are being loaded. GUN ANGLE The angle, in degrees, the gun is currently at. Ninety degrees is perfectly level. The gun can be depressed twelve degrees (seventy-eight, indicated) or elevated twenty degrees (one hundred and ten, indicated.) RETICULE The main aiming reticule. The hollow circle in the center indicates the impact point of the main battery on a target within one hundred meters. The lines above and below the hollow circle, called mils, are used to determine the ballistic trajectory of rounds fired beyond one hundred meters. Each additional one hundred meters is represented by half a mil. For example, a target two hundred meters away will be successfully hit if positioned between the mils. For ranges beyond four hundred meters (the absolute lowest point of the indicated reticule), the gunner must have a spotter. The horizontal lines on either side of the hollow circle, also called mils, are used to determine the amount of lead to give a target. Assuming the target is moving ninety degrees to the main battery, the first set of mils indicate one hundred meters, and the second set indicates two hundred meters. In essence, you must fire when your target is within the specified area to achieve a hit. Terrain, visibility conditions, vehicle positioning, and fire distribution 7.1 – Gunner's planning dictate the distance (depth and width) a tank crew, section, Primary Sight – Line or platoon must cover. Each tank’s sector of fire and observation Of Sight must overlap with the sectors of adjacent tanks. Based on these factors, the TC and gunner must coordinate how they will cover the tank’s assigned sector, for both the offense and defense. Sectors of responsibility are areas assigned to each crew member for search and target acquisition. Standard sectors of observation depend on turret orientation for all crew members except the driver. 24
7CAV FM.2.1.BF4.TNKR Crew members must know their assigned sectors of observation to ensure 360-degree coverage of the battlefield. When operating with the section or platoon, each tank’s 360-degree coverage will create overlapping fields of observation. During buttoned-up operations, the tank crew’s ability to acquire targets is reduced by at least 50 percent. The crew must make sure all vision blocks and sights are clear and free of obstruction Sectors are normally assigned as follows: • The TC’s sector of responsibility is 360-degrees. However, when the loader observes from the hatch, the TC observes from the left front of the gun mantle, clockwise, to the left rear of the turret. • The gunner’s sector is along the axis of the main gun, within the limits of the GPS in 3X magnification. • The loader’s sector is from the right front of the gun mantle, clockwise, to the right rear of the turret. The loader should be designated as primary air guard when he is not inside the turret. • The driver’s sector is forward, with the limits of his periscope between the front fenders. Targets acquired by a crew member are immediately reported to the 7.2 - Engaging Targets TC with an acquisition report. This target hand-over procedure may take place during any of the three target acquisition phases (detection, location, or identification) and must take place before the classification step of the target acquisition process. An acquisition report consists of three elements: Alerts (optional), description, and location (optional for gunner only). e.g.: “LOADER REPORT – MOVING TANK – LEFT FLANK.” When a target is spotted, it is imperative that whomever spots the target call out what it is, how far away it is, and where it is in relation to the tank. You must then wait for the gunner (or commander if the gunner spotted the target first) to also spot the target. The actual cadence would look like this: TC: Contact! Tank, four hundred meters, one o'clock! G: Identified! 25
7CAV FM.2.1.BF4.TNKR The commander then makes the decision to hold fire or engage the enemy. Vehicles or infantry that are directly assaulting the tank or the tank's position should be dealt with first. Attacking vehicles or infantry who have not yet spotted the tank and prove to be no threat should not be engaged unless no other targets are available. Engaging targets of this nature require first-shot hits to be effective. Once the commander has decided to fire, he gives the gunner the command. TC: Fire! G: On the way! The main battery is then discharged. The commander observes where the round lands and instructs the gunner to correct as necessary. If the target was hit, the commander calls out “Target!” This informs the gunner that his current angle is correct and subsequent shots should strike the target. When the main battery is loaded, the gunner calls out, “Up!” The commander can order subsequent rounds with fire commands or may give the gunner the option to fire at will. When discharging the main cannon, it is important to keep track of 7.3 – Sensings/Shot the shot through the barrel discharge to gain an understanding of Adjustment: shot corrections, especially if engaging targets from long to extreme ranges. Let’s take a look at the gunner/driver GUI once again. 26
7CAV FM.2.1.BF4.TNKR The small crosslike projection in the center of the screen is called the reticule. In Battlefield 4, each vertical line represents roughly a 5 meter vertical drop in height at 100 meters for a standard HEAT round. Each horizontal line represents a 5 meter disparity at 100 meters. Since there is no direct way to calculate leads and elevations in Battlefield 4, and since firing decisions are often made very quickly, tankers in Battlefield 4 will use Sensings to determine appropriate shot corrections. As a rule: the shot correction at any distance is equal to the optical distance between the impact point of the last shot and the intended impact point, as noted by the gunner. 27
7CAV FM.2.1.BF4.TNKR 7.4 Engagement Process 7.4.1 Target Acquisition Acquiring a target is a series of progressive and interdependent steps (or actions) that include searching, detecting, locating, and identifying it. Effective target acquisition requires a constant combined effort from each crewmember and squad member. SEARCH Crew and squad search (observation) is the act of carefully watching designated areas. The TC assigns a sector of observation (and target acquisition) to each crewmember and squad member. If the Bradley vehicle is in a hide position with the squad inside, then the TC positions an observer (or two) forward of the vehicle. Ground Search Techniques Rapid Scan. Use this method first to detect obvious signs of enemy activity quickly. (a) Center Out, Near to Far. From center of sector, scan rapidly, near to far. (b) Left and Right to Center, Near to Far. Orient left or right; scan rapidly, near to far. Overlap center of previously scanned sector. (c) Reverse. After completing one side, scan other side the same way. (d) TC Far to Near, Gunner Near to Far. The TC and gunner scan as this title implies. 7.4.2 Target Detection The crew searches for personnel, vehicles, equipment, or objects of potential military significance on the battlefield. A crewmember locates a target by searching, observing, and detecting. Once he does so, he gives all personnel the target location. How he does this depends on his specific position, unit SOP, and time available. When the TC locates a target, he can lay the gun and issue a fire command. This fixes the target's location for the gunner. The following paragraphs describe the eight most common target- location methods: 28
7CAV FM.2.1.BF4.TNKR Clock Method. The TC and gunner can use the clock method to locate the target. Twelve o'clock represents the direction of vehicle movement while traveling or the hull’s orientation (the direction the front of the vehicle is pointing) while stationary, for example, BMP, NINE O'CLOCK. The TC or gunner can use the turret position indicator or, on the A3, use the one in the biocular display. Sector Method. The sector method is similar to the clock method--it is quick and easy to use. The TC is most likely to use the sector method to indicate the target's direction of movement relative to that of the Bradley or, if the Bradley is stationary, relative to its hull orientation. Center sector is always to the front, for example, THREE TANKS, LEFT REAR. Traverse Method. The TC can use this fairly quick method to locate the target for the gunner. However, when his handstation malfunctions, the TC can use this method to guide the gunner on target, for example, TRAVERSE LEFT (OR RIGHT), STEADY, ON. Target identification consists of classifying a potential target by type, 7.4.3 Target describing it by nomenclature, and discriminating it as either friend Identification or foe. For example, the gunner might identify a potential target by classifying it as a tank, describing it as a T-55, and discriminating it as a foe. a. Classification. In classifying a target, the crew identifies a target by vehicle type (truck, tank, APC). Soldiers can quickly scan the target’s key recognition features, then classify it accordingly. For example, the gunner classifies a target as a tank because of the low silhouette, large gun tube, and tracks. b. Description. In describing a target, the crew identifies a target by nomenclature (M998, T-55, BMP) based on key recognition features. For example, they look at the target and note that the turret is smooth and rounded, that the gun tube's evacuator is at the end of the tube, and that the suspension system has no support rollers. He therefore describes the target as a T-55 tank. 29
7CAV FM.2.1.BF4.TNKR Confirming a target means rapidly verifying its initial identification 7.4.4 Target and discrimination. Confirmation The TC confirms a target after he initiates the fire command, at the same time the gunner completes the initial lay, and before he issues the execution element. The gunner also confirms the target. As he makes his final precise lay, he checks one last time to ensure that the target is hostile before he announces "IDENTIFIED." a. The TC finishes evaluating the nature of the target based on its identification and on the tactical situation. b. If the gunner confirms that the target is hostile, he completes his final lay and engages the target on order. (1) If the gunner determines that the target is friendly or unknown, he announces his confirmation to the TC as "FRIENDLY" or "UNKNOWN." (2) If he cannot determine the nature of the target, he announces "DOUBTFUL." (3) The TC then determines whether to continue or to end the engagement. c. The TC must know the tactical situation in order to help confirm targets. He gains his battlefield situational awareness from subordinates and higher elements. On ODS models that have FTCB2 and on the A3, the TC gets his battlefield situational awareness (SA) from the CTD, while the squad leader's display (SLD) provides battlefield awareness for the Bradley crew or squad. Observations. Everyone tries to observe where the round strikes relative to the target. If the gunner sees where the round goes, he announces at once that he does so, using specific terms (Figure 6- 26, page 6-30). This tells the TC that the gunner has control of the engagement and needs no subsequent fire command. It frees the TC to perform other tasks such as acquiring more targets, controlling the driver, navigating, or communicating. Only if the gunner announces "Lost," indicating that he did not see where the round went or where it struck, does the TC announce what he saw. If he does, he uses the same terminology. If the TC must also announce "Lost," then the driver must announce what he saw. The crew uses the following terms to describe where they observed the round go: (1) Target. The crew sees the round hit any part of the target with direct fire. (2) Lost." The crew says this if they see neither the round nor its effects relative to the target. (3) Over. The crew sees the round, tracer, or their effects pass over the target. (4) Short. Somewhere between the firing vehicle and the target, the crew sees the round, tracer, or effects. 30
7CAV FM.2.1.BF4.TNKR (5) Doubtful. The crew sees the round, tracer, or effects appear to the left or right of the target, but at the correct range. Although the observation "Doubtful" might not require a range correction, it always requires a deflection shift. When a crewmember observes "Doubtful…" he does so as "Doubtful Left" or "Doubtful Right." Suppressive fire is defined as "direct fire on known or likely target 7.4.5 Suppressive Fire locations to degrade one or more of the enemy's basic combat functions: moving, shooting, observing, and communicating." For effective suppressive fire, the gunner or commander must fire three to four distinct bursts into the target area. To conserve 25-mm ammunition, the crew uses the coax machine gun for suppressive fires up to 900 meters against unarmored vehicles or troops. Machine gun suppressive fire is usually effective in bursts of 10 to 15 rounds. 31
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