T-62 Longevity Tips
Posted: 2008-02-11 11:05
It's late, I don't want to sleep, and I feel like typing, so I will present some very basic tips on keeping the T-62 alive on Fools Road.
The T-62 in game is a ... watered down version of the real one, but it will suffice. My beloved Militia has the advantage of armour superiority, but the terrain all over the map (especially around Helicopter, Train, and Warehouse) give the British a powerful advantage in Heavy AT applications (however all attempts to kill my T-62 with HAT have all failed).
With the British Warrior and Scimitar being ineffective against the T-62, it none the less perplexes me as to why the faster Warrior and similarly (to the T-62) speedy Scimitar crews don't simply run away from, and use evasive tactics to survive attacks from, the T-62. Instead, these fools sit and attempt to kill you. Use this to your advantage. 2 HEAT or 2 SABOT rounds are sufficient to destroy either one.
The T-62 doesn't have, in game, the luxury of the turret gunner. However, the militia does get 2 of these, and a full 6 man squad is truly needed to keep these beasts running.
A six man squad is to consist of two sappers for repairs and mine removal. These will use a technical (one driver, one 12.7mm gunner) as a fast recon vehicle. On the move, it is difficult to attack them with LAT perpendicular to their course. Using this, a recon team ranging ahead of the tanks by 100m can make hidden enemy infantry positions known by the LAT missile's smoke trail. In addition, they can spot and remove mines.
The T-62 is to be crewed by two crewman each. Despite the fact that you think all tanks you see instantly belong to you, it is best to allow a singular armour squad to use both of these, so that resupply and repairs are done speedily, and both tanks can cover each other on the move.
It is unwise to leave the roads in favor of cross country travel unless necessary. The barrel has a collision mesh, and this reduces the tanks ability to act in closed in areas, and can become stuck on the hills in the areas off the roads.
Foolish tankers, can easily waste these vehicles on mines, or being C4'd by British troops when the tank has brought itself into close order. It is best to avoid areas you cannot look all around you in, and you must send a technical ahead to draw fire, as well as fend off surprise infantry maneuvers.
With these simple techniques, you are assured to have victory on Fools Road.
The T-62 in game is a ... watered down version of the real one, but it will suffice. My beloved Militia has the advantage of armour superiority, but the terrain all over the map (especially around Helicopter, Train, and Warehouse) give the British a powerful advantage in Heavy AT applications (however all attempts to kill my T-62 with HAT have all failed).
With the British Warrior and Scimitar being ineffective against the T-62, it none the less perplexes me as to why the faster Warrior and similarly (to the T-62) speedy Scimitar crews don't simply run away from, and use evasive tactics to survive attacks from, the T-62. Instead, these fools sit and attempt to kill you. Use this to your advantage. 2 HEAT or 2 SABOT rounds are sufficient to destroy either one.
The T-62 doesn't have, in game, the luxury of the turret gunner. However, the militia does get 2 of these, and a full 6 man squad is truly needed to keep these beasts running.
A six man squad is to consist of two sappers for repairs and mine removal. These will use a technical (one driver, one 12.7mm gunner) as a fast recon vehicle. On the move, it is difficult to attack them with LAT perpendicular to their course. Using this, a recon team ranging ahead of the tanks by 100m can make hidden enemy infantry positions known by the LAT missile's smoke trail. In addition, they can spot and remove mines.
The T-62 is to be crewed by two crewman each. Despite the fact that you think all tanks you see instantly belong to you, it is best to allow a singular armour squad to use both of these, so that resupply and repairs are done speedily, and both tanks can cover each other on the move.
It is unwise to leave the roads in favor of cross country travel unless necessary. The barrel has a collision mesh, and this reduces the tanks ability to act in closed in areas, and can become stuck on the hills in the areas off the roads.
Foolish tankers, can easily waste these vehicles on mines, or being C4'd by British troops when the tank has brought itself into close order. It is best to avoid areas you cannot look all around you in, and you must send a technical ahead to draw fire, as well as fend off surprise infantry maneuvers.
With these simple techniques, you are assured to have victory on Fools Road.