The Technical: A tactical overview from the eyes of a Digital Militiaman.
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Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
The Technical: A tactical overview from the eyes of a Digital Militiaman.
I've decided to put up a small thing about the technical, written from the perspective of the Militia. I will be using the map "Fools Road" as an example.
A technical is defined as a type of improvised fighting vehicle, typically a civilian or military non-combat vehicle, modified to provide an offensive capability.
The technical is one of the fastest (if not the fastest) vehicles in game. Armed with a rear-mounted 12.7mm machine gun capable of 360* traverse and a passenger-side 7.62mm RPK machine gun capable of 60* traverse, the technical shows obvious anti-infantry capability. It can carry up to and including 6 players: one driver, one passenger gunner, one rear gunner, one inside the back cabin, two hanging off the back. It shows obvious utility as a troop transport.
In a recent patch it became more resilient to off-road travel. I have used it, with success, in the rough and wooded areas off the main roads.
While it lacks in anti-armor capabilities, the technical is fast enough to avoid most AT attacks except against skilled AV players. Its ability to shoot and scoot quickly gives it far greater tactical flexibility than embedded MG's. The 12.7mm machine gun has another important use: Anti-Spandrel capability. While the Spandrel is capable of one-hit kills on a militia issue tank, the Technical is faster, more stable, and more maneuverable than it is. A lone Spandrel can easily be taken out by a technical or two on the prowl.
Because of this, a pair of technicals with full compliment is advised to back up your tank. This gives you eight boots on the ground, two mobile MG's, and a heavy gun to capture a territory.
On other maps, technicals are still useful. While they are ineffective against anything heavier than the BRDM-2, they are devistating against air insertions, both as a direct AA unit and as a fast moving counter to an LZ. They are also quick against known rally points and fire bases, capable of blowing past them and laying waste to a poorly defended territory.
The technical is a highly underrated vehicle that often gets stuck as a stationary gun platform. When properly used as a mobile MG and infantry support vehicle, it shines on the battlefield and is a serious force multiplier.
See you on the battlefield.
M.
A technical is defined as a type of improvised fighting vehicle, typically a civilian or military non-combat vehicle, modified to provide an offensive capability.
The technical is one of the fastest (if not the fastest) vehicles in game. Armed with a rear-mounted 12.7mm machine gun capable of 360* traverse and a passenger-side 7.62mm RPK machine gun capable of 60* traverse, the technical shows obvious anti-infantry capability. It can carry up to and including 6 players: one driver, one passenger gunner, one rear gunner, one inside the back cabin, two hanging off the back. It shows obvious utility as a troop transport.
In a recent patch it became more resilient to off-road travel. I have used it, with success, in the rough and wooded areas off the main roads.
While it lacks in anti-armor capabilities, the technical is fast enough to avoid most AT attacks except against skilled AV players. Its ability to shoot and scoot quickly gives it far greater tactical flexibility than embedded MG's. The 12.7mm machine gun has another important use: Anti-Spandrel capability. While the Spandrel is capable of one-hit kills on a militia issue tank, the Technical is faster, more stable, and more maneuverable than it is. A lone Spandrel can easily be taken out by a technical or two on the prowl.
Because of this, a pair of technicals with full compliment is advised to back up your tank. This gives you eight boots on the ground, two mobile MG's, and a heavy gun to capture a territory.
On other maps, technicals are still useful. While they are ineffective against anything heavier than the BRDM-2, they are devistating against air insertions, both as a direct AA unit and as a fast moving counter to an LZ. They are also quick against known rally points and fire bases, capable of blowing past them and laying waste to a poorly defended territory.
The technical is a highly underrated vehicle that often gets stuck as a stationary gun platform. When properly used as a mobile MG and infantry support vehicle, it shines on the battlefield and is a serious force multiplier.
See you on the battlefield.
M.

Former [DM] captain.
The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
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SuperTimo
- Posts: 2079
- Joined: 2007-07-31 09:25
Re: The Technical: A tactical overview from the eyes of a Digital Militiaman.
i think the .5 use (shoving lots of C4 on) was quicker and easier but hey this works too 

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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: The Technical: A tactical overview from the eyes of a Digital Militiaman.
nice guide cheo, Never really thought of using them to hunt spandrels b4.
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Marmorkaka
- Posts: 110
- Joined: 2007-11-15 17:48
Re: The Technical: A tactical overview from the eyes of a Digital Militiaman.
Ive used one on archer to take out enemy inf 500m away. Its a really effective asset.
Todays gratitude buys tomorrows happines.
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LeChuckle
- Posts: 664
- Joined: 2007-02-09 13:53
Re: The Technical: A tactical overview from the eyes of a Digital Militiaman.
the technical is the best budget apc
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sn1p3rslippinz
- Posts: 58
- Joined: 2008-05-29 00:21
Re: The Technical: A tactical overview from the eyes of a Digital Militiaman.
Great guide, i rarely see the technical being put to use like that, hopefully this will change that!

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Spuz36
- Posts: 533
- Joined: 2007-08-11 11:52
Re: The Technical: A tactical overview from the eyes of a Digital Militiaman.
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DeadSmile187
- Posts: 172
- Joined: 2007-12-17 16:24
Re: The Technical: A tactical overview from the eyes of a Digital Militiaman.
HEY thats me ! haha


"We're surrounded. That simplifies the problem!"
"You don't hurt 'em if you don't hit 'em."
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Dunehunter
- Retired PR Developer
- Posts: 12110
- Joined: 2006-12-17 14:42
Re: The Technical: A tactical overview from the eyes of a Digital Militiaman.
Yeah, some of the best AA in the game. Just hide a couple in a triangle shape, wait for a heli to enter the area...boom.
[R-MOD]Jigsaw] I am drunk. I decided to come home early because I can''t realy seea nyithng. I hthknk i madea bad choicce.
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Scot
- Posts: 9270
- Joined: 2008-01-20 19:45
Re: The Technical: A tactical overview from the eyes of a Digital Militiaman.
Remember though, that gunner is very vulnerable to sustained infantry fire and/or sniper fire, so keep on the move as much as you can.

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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: The Technical: A tactical overview from the eyes of a Digital Militiaman.
Actually if you come under fire when inside one, there's 95% chances of the .50 cal gunner getting shot off, however it gets worse if the driver gets shot out because then you become an instant siting duck begging to be turned into scrap.

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Epim3theus
- Posts: 1110
- Joined: 2007-01-03 13:23
Re: The Technical: A tactical overview from the eyes of a Digital Militiaman.
Under fire passengers, should tap F1 continuously to take over the wheel asap if the driver gets shot.
If you can read this the ***** fell off.
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McBumLuv
- Posts: 3563
- Joined: 2008-08-31 02:48
Re: The Technical: A tactical overview from the eyes of a Digital Militiaman.
Good guide, Cheo. Never thought of accompanying tanks with it, though I always try to use it as a "drive-by" tool, as it's very good at that. Using it's speed and firepower to your advantage really makes this an unstoppable vehicle when used against infantry, but if you stay in one spot for a period of time you've given up your biggest advantage.



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SocketMan
- Posts: 1687
- Joined: 2007-03-09 22:03
Re: The Technical: A tactical overview from the eyes of a Digital Militiaman.
Also carries an ammo crate (militia version)
Great asset if used properly.
Great asset if used properly.
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wookimonsta
- Posts: 681
- Joined: 2008-08-31 13:16
Re: The Technical: A tactical overview from the eyes of a Digital Militiaman.
you are forgetting driveby IED drops.
get someone with an ied on the seat in the back, he can drop IEDS in the car with very little chance of him getting shot. The best way to communicate is to have the driver honk his horn when to drop the ied, and when to blow it, since there is much less delay than voip.
also, most infantry will be busy shooting the gunner off the back, meaning you should get enough time to drive in, drop ied, drive out and blow it up. great for fireabases if you manage to sneak in from behind
i know people get pissy about this being a crappy tactic and i don't do it that often, but lets face it, if you got crappy guns, you need crappy tactics
get someone with an ied on the seat in the back, he can drop IEDS in the car with very little chance of him getting shot. The best way to communicate is to have the driver honk his horn when to drop the ied, and when to blow it, since there is much less delay than voip.
also, most infantry will be busy shooting the gunner off the back, meaning you should get enough time to drive in, drop ied, drive out and blow it up. great for fireabases if you manage to sneak in from behind
i know people get pissy about this being a crappy tactic and i don't do it that often, but lets face it, if you got crappy guns, you need crappy tactics
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Gunners87
- Posts: 344
- Joined: 2009-02-11 05:55
Re: The Technical: A tactical overview from the eyes of a Digital Militiaman.
The IED drop is a rather innovative idea.
Although I've long since given up on using the technical. There was some use when you were able to treat it as an emplacement gun in the munitions and storage bunker on Mestiza. And on Al Basrah, the British technical wasn't that much better in terms of protection and quality.
But on the American Insurgency Maps, the technical just doesn't do much against the Humvee, which feels like an unstoppable APC to me (I've seen it take a direct RPG hit to the front
?? 
I was thinking that the technical could have some success if employed in the back alleys of Karbala near the cache. And the technical can knock out the wheels of the Stryker.
Although I've long since given up on using the technical. There was some use when you were able to treat it as an emplacement gun in the munitions and storage bunker on Mestiza. And on Al Basrah, the British technical wasn't that much better in terms of protection and quality.
But on the American Insurgency Maps, the technical just doesn't do much against the Humvee, which feels like an unstoppable APC to me (I've seen it take a direct RPG hit to the front
I was thinking that the technical could have some success if employed in the back alleys of Karbala near the cache. And the technical can knock out the wheels of the Stryker.
Last edited by Gunners87 on 2009-02-14 05:27, edited 1 time in total.
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[101AD]Winters
- Posts: 21
- Joined: 2009-03-15 04:03
Re: The Technical: A tactical overview from the eyes of a Digital Militiaman.
Totally agree with your post, Ill give my squad hell if they wanna leave a technical as a fixed MG. I always offer to drive and get 2 people to gun so we can go around and mow infantry down.



