CM Black Sea Manual
CM Black Sea Manual
COM
COMBAT MISSION
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BLACK SEA
TABLE OF CONTENTS
Introduction ..................................................................................................................................................... 4
Back Story.................................................................................................................................................. 4
What's New .............................................................................................................................................. 10
Installation & Licensing................................................................................................................................ 18
Tutorial ........................................................................................................................................................... 21
Training Campaign Overview .................................................................................................................. 21
Mission 1: Basic Gunnery Range ............................................................................................................ 22
Mission 2: Advanced Gunnery Range ..................................................................................................... 31
Mission 3: Fire Support Training.............................................................................................................. 37
Mission 4: Practical Exercise ................................................................................................................... 47
Campaign End ......................................................................................................................................... 52
Formation Encyclopedia .............................................................................................................................. 53
United States Army................................................................................................................................ 53
Infantry Brigade Combat Team ........................................................................................................... 53
Armored Brigade Combat Team ......................................................................................................... 55
Stryker Brigade Combat Team ............................................................................................................ 56
Shared Formations .............................................................................................................................. 58
Ground Forces of the Russian Federation ................................................................................................ 58
Motor Rifle Brigade .............................................................................................................................. 58
Tank Brigade ....................................................................................................................................... 62
Shared Formations .............................................................................................................................. 63
Ukrainian Ground Forces .......................................................................................................................... 64
Mechanized Brigade ............................................................................................................................ 64
Tank Brigade ....................................................................................................................................... 68
Shared Formations .............................................................................................................................. 69
Equipment Encyclopedia ............................................................................................................................. 71
United States Army ................................................................................................................................... 71
United States Army Vehicles ............................................................................................................... 71
United States Army Small Arms .......................................................................................................... 84
United States Army Special Weapons ................................................................................................ 88
United States Army Artillery Support................................................................................................... 93
United States Army Air Support .......................................................................................................... 94
United States Army UAV Support ....................................................................................................... 95
Russian and Ukrainian Ground Forces ..................................................................................................... 97
Russian and Ukrainian Ground Forces Vehicles ................................................................................ 97
Russian and Ukrainian Ground Forces Small Arms ......................................................................... 121
Russian and Ukrainian Ground Forces Special Weapons................................................................ 125
Russian and Ukrainian Ground Forces Artillery Support .................................................................. 132
Russian and Ukrainian Ground Forces Air Support .......................................................................... 135
Russian and Ukrainian Ground Forces UAV Support ....................................................................... 138
Icons and Reference ................................................................................................................................... 139
Credits .......................................................................................................................................................... 146
COMBAT MISSION
INTRODUCTION
Foreword
Sometime in 2009, we determined the setting for Combat Mission: Black Sea: a fictional future
conflict between NATO, Ukraine, and Russia in the year 2017. A few years later, the details of
this conflict were fleshed out and work began on creating the unique military formations and
equipment that would participate in such a conflict. In the midst of development, the
unthinkable happened, and conflict actually came to Ukraine during the spring of 2014.
After much internal discussion we decided to move forward with the development of Combat
Mission: Black Sea. We prefer that our Combat Mission releases cover historical or fictional
modern topics, and in that regard Black Sea is still a fictional story. However, the previously
written back story for the game was slightly altered to take into account 2014's real life events.
To be clear: Combat Mission: Black Sea is a hypothetical conflict between NATO and Russia
set in 2017, not a depiction of present day events such as the Crimean Crisis or the War in
Donbass.
War in real life is a terrible, horrible thing that should only be embarked upon as an absolute last
resort. Combat Mission: Black Sea is thankfully still a fictional story, and likely to remain so
unless our global leaders and populace collectively lose their minds. The stories that will be
created within this game can serve as a grim reminder of the human cost incurred when
diplomacy and decency fail.
Important
This supplemental manual for Combat Mission: Black Sea contains reference information specific
to the Black Sea setting. A tutorial is also included. For more general information on the
Combat Mission engine, such as specific information on game features, please to refer to the
Game Engine Manual.
Back Story
Russian and Ukrainian relations chill considerably beginning in 2014 as a result of the Crimean
Crisis and the separatist rebellion in Donbass. After a tense period, the situation stabilizes
somewhat as the separatists in eastern Ukraine are checked. Russia and Ukraine partially
draw down their mobilizations. Moving forward, however, relations between Ukraine, the North
Atlantic Treaty Organization (NATO), and Russia remain very strained over the recent events.
Tensions soon flare up again after the new pro-western Kiev government makes a dramatic
announcement: Ukraine intends to join NATO and the European Union (EU) by 2018. In
response to the Crimean Crisis of 2014, Ukraine also continues to deny Russia the use of land
connections to move goods into Crimea. The loss of this route combined with the inefficiency
of moving goods across the Black Sea soon puts Crimea into an economic crisis.
Russia strongly denounces these developments as acts of aggression, and declares that a NATO
member on Russia's border would be a direct threat to Russian national security. Russia also
points to Crimea's economic problems as a Kiev-manufactured crisis, one which will be
worsened by the spread of the EU. The Russian government states that they will take any
steps necessary to protect their national security, the well-being of Crimea, and any Russianspeaking people living in Ukraine.
The United States and NATO see Ukraine as an opportunity to expand their influence eastward
and further weaken Russian influence on Eastern Europe. With the help of NATO advisors, the
BLACK SEA
Ukrainian military begins reforms in order to qualify for NATO membership. This process
includes joint training exercises between Ukrainian and NATO forces, some of which take
place on Ukrainian soil. NATO also backs Ukraine in their isolation of Crimea from land
connections to Russian territory, with the justification that the referendum joining Crimea to
Russia was illegal, and that Crimea is an occupied territory. As a result of the strained
tensions, the United States Armed Forces increases the amount of troops and equipment sent
to Europe for rotational training; a thin pretense for having more troops and logistical
stockpiles near Ukraine.
In late 2016, the situation explodes when the Ukrainian government drops a bombshell: Ukraine
will join NATO by the end of 2017. The separatist sentiments that have been simmering for
years in eastern Ukraine erupt and soon armed revolt returns to the Donbass region. A local
referendum is hastily conducted that splits the region into an autonomous state. The new
separatist leadership formally asks Russia to provide security troops during the transition.
Before Ukraine can move more forces to the region, Russian troops are quickly moved across
the border into the Donbass region with the stated mission of a peacekeeping operation to
restore order.
The Kiev government refuses to recognize the referendum and begins the process of deploying
more troops to the Donbass region. A tense standoff results as the Ukrainian and Russian
militaries stare each other down on the border of the new state. As in Crimea, local Ukrainian
military bases and outposts are surrounded and isolated by Russian troops, while roads
leading in and out of the region are closed. Ukraine accuses Russia of performing another defacto invasion, and Russia responds that their peacekeepers are there by invitation, that the
people of eastern Ukraine have a right to self-determination which must be respected by the
Kiev government and the West.
During early 2017, the gears of war begin to turn. Russian units in Joint Strategic Command
South and West begin mobilizations. Russian combat units fill their manpower shortages and
deploy along Russia's shared borders with Ukraine. Although officially labeled training
exercises by the Russian government, Western observers note that important logistical and Air
Force elements usually not used for training have also mobilized or heightened readiness.
Additional Russian troops are moved to Crimea.
In response to the observed Russian mobilizations, Ukraine begins to mobilize low-readiness
units and call up reservists. An expeditionary NATO force comprised of American and
European military units is moved to eastern Poland, adjacent to the Ukrainian border. An
American mechanized unit on rotational training in Germany joins them. The United States
begins to prepare logistically by moving more prepositioned supplies and equipment to
Germany, while transportation plans for stateside units to be moved overseas are put in
motion.
On a morning in early June 2017, the situation comes to a head when a firefight erupts between
Russian and Ukrainian forces at one of the isolated garrisons. The violence claims the lives of
multiple soldiers on both sides. The next morning, fighting breaks out on the border, and the
conflict begins.
COMBAT MISSION
June
Fighting breaks out between Russian and Ukrainian forces in eastern Ukraine. Russian forces
move quickly from the Luhansk and Donetsk areas into Ukraine. Ukraine scrambles to react,
moving forces to block the Russian advance. The NATO expeditionary force moves into
Ukraine, intending to establish a "line in the sand" in central Ukraine along the Dnieper River.
Some of the NATO expeditionary force moves to reinforce the Kiev defenses.
In a matter of days, Russian forces smash through Ukrainian defenses in eastern Ukraine and
reach the Dnieper River. The NATO expeditionary force, combined with Ukrainian units, meets
the Russians in battle along the river. The Russian advance is temporarily halted where the
NATO units have stiffened the defenses around Kremenchuk and Dniprodzerzhynsk, but the
NATO expeditionary force is not large enough to guard the entire river. The Russians simply
bypass their defenses by crossing the Dnieper River to the south between Dnipropetrovsk and
Zaporizhia, then roll up along the west side of the river.
Fearing that any delays in ending Ukrainian resistance will allow NATO to deploy more troops,
Russia enacts Plan B: strike hard against major Ukrainian cities in an attempt to bring Ukraine
to the negotiating table. A two-part offensive is launched against Odessa and Kiev, as Russian
forces poised along the northeastern border and in Crimea roll forward. Ukraine is forced to
keep their best units in the north to protect Kiev, while the NATO fleet in the Black Sea lands
Marines at Odessa to protect the city from capture as Russian forces move out of Crimea.
BLACK SEA
July
Ukraine, emboldened by NATO military aid, continues to resist despite the threat to Kiev and
Odessa. Russia, desiring a conclusion to the fighting before even more NATO troops arrive,
continues its advance. The deterrent effect that NATO had hoped the presence of their
expeditionary force would have on the Russian advance does not materialize.
NATO expeditionary forces defending the Dnieper River in central Ukraine are outnumbered and
outflanked by the Russian crossings to the south. Eventually they are forced to fall back to the
more defensible region between Kirovohrad-Cherkasy-Kremenchuk to protect Kiev and buy
more time until reinforcements can arrive.
The Russians achieve a breakthrough in the Kirovohrad-Cherkasy-Kremenchuk area as the
Ukrainian and NATO defenses are bypassed or brushed aside, and there is little standing
between them and Kiev to the north. Kiev is now threatened by a two-prong offensive from
both the east and the south.
NATO reinforcements arrive through Poland and western Ukraine just in time to address the
Russian pressure on Kiev. NATO launches a counter-offensive from western Ukraine into
central Ukraine, while reinforcements are sent to bolster the Kiev defenses.
COMBAT MISSION
BLACK SEA
10
COMBAT MISSION
What's New
Since Red Thunder
Combat Mission: Black Sea includes the following new or enhanced features. The following list
only contains major new features. The list of tweaks and smaller changes to the simulation of
modern equipment are too numerous to list here.
Note: Black Sea uses Version 3 of the Combat Mission game engine.
Consequently, new features are focused on bringing our modern
equipment up to date as opposed to general engine changes.
Amphibious Vehicles
Water is no longer an obstacle! Most Russian and Ukrainian vehicles are now capable of
swimming across the surface of water obstacles, giving them enhanced tactical utility. The
following vehicle families, along with all of their variants, are capable of amphibious
movement: BMP, BTR, BRDM, MT-LB.
Amphibious vehicles are capable of moving through Water, Ford Deep, and Reeds terrain. Marsh
and Deep Marsh ground types remain impassable to amphibious vehicles. Ordering a vehicle
to move through water is as simple as issuing any normal movement command onto or across
water. When it reaches the water, the vehicle will automatically begin swimming.
Some notes on amphibious movement:
- Amphibious movement speed is capped at a relatively slow maximum swimming speed,
regardless of the movement command given.
- Passengers and crew cannot dismount or bail out if the vehicle is in deep water (not a Ford),
and if the vehicle is destroyed while in deep water, all passengers and crew are instantly lost.
11
BLACK SEA
- Tactical and MALE UAVs carry laser designators for precision artillery missions. Smaller
hand-launched micro UAVs, such as the RQ-11B Raven and ZALA 421-08, are too small to
carry laser designators.
- Observe missions last indefinitely. The UAV will not depart until shot down or ordered.
- UAVs are much better at spotting and IDing vehicle targets than infantry targets. Units in
motion are also much easier to spot. Enemy infantry inside a building are essentially invisible.
- Observe missions have a much higher chance of detecting enemy targets if set to a Point
target, which will encompass a 50m diameter circle. Area targets cover much more ground but
have a lower resolution. Linear missions function like area missions.
- Unlike air support assets, most UAVs are not armed. Currently the only armed UAV in Black
Sea is the MQ-1C Gray Eagle. This UAV can perform Observe missions or attack targets like
an air support asset.
- UAVs are highly vulnerable to AA fire. Although difficult to detect due to their small size,
UAVs fly slowly and have no defensive countermeasures. Once detected, a UAV will be shot
down fairly quickly if the enemy possesses AA weapons that are capable of attacking it (each
UAV entry in the Equipment Encyclopedia lists what can fire upon it).
- If the controller for a micro UAV (such as a Raven or ZALA) is killed or incapacitated while
the UAV is in the air, the UAV will crash and be destroyed. Larger UAVs will automatically
cancel the Observe mission.
Electronic Warfare
Don't want modern radio and satellite communications nets for your scenario? Shut them down! A
new scenario environmental setting that can be independently set for either side simulates
electronic warfare attacks allows you to degrade or completely disable electronic
communications, forcing even Information Age forces to communicate without the benefit of
modern technology.
Electronic warfare is represented in the game through a Data editor setting. (it is also available in
the QB setup window). There are two settings: Blue Electronic Warfare Strength, and Red.
The setting for one side will negatively affect the enemy systems. So for example, if Blue EW
strength is set to Strong, then the Red player will feel the effects of Strong EW. These settings
do NOT cancel each other out! So you could theoretically set both to Medium and both sides
would have seriously degraded comms. Once in battle, you can see what the EW strength is
for both sides by checking the Conditions panel.
The available EW strengths are None, Light, Medium, and Strong.
NONE:
No EW assets are deployed against the enemy. Systems are unaffected.
LIGHT:
- Hand-held "walkie-talkie" radio communications are degraded. Manpack radios (as
carried by "radio operator" soldiers), and vehicle-mounted radios are unaffected.
- Hand-held satellite communications links via PDA devices are degraded. Vehiclemounted satellite stations such as FBCB2 and Constellation are unaffected.
- UAV Support Mission delivery times are lengthened and UAV spotting ability is degraded
due to electronic interference.
MEDIUM:
- Hand-held radio equipment no longer functions.
12
COMBAT MISSION
- Manpack radio and vehicle-mounted radios still function but are degraded.
- Hand-held satellite communications links via PDA devices no longer functions.
- Vehicle-mounted satellite stations such as FBCB2 and Constellation are degraded.
- Delivery times for Artillery, UAV, and Air Support Missions are much longer due to comms
interference.
- UAV spotting ability is further degraded.
- Precision artillery missions of all types are not available.
- The ability of on-map Surface to Air Missiles (SAMs) to detect and engage aircraft is
degraded.
STRONG:
- All radio and satellite communications links are disabled. Units must maintain C3 links via
verbal face-to-face communications or visual hand signals.
- Artillery, Air Support, and UAV Support Missions now have an extreme delay, often over
20 minutes. UAV spotting ability is extremely degraded.
- On-map SAM ability to detect and engage aircraft/UAVs is highly degraded.
Precision Artillery
Many fire support assets in Black Sea have access to precision artillery shells. These special
support missions fire only one artillery shell per gun, but they are guided shells with much
higher accuracy and precision. Precision missions do not have a spotting phase; the shells
arrive (hopefully) on target with no warning. Precision missions are very useful for attacking
enemy armored vehicles that typically need a direct or near-direct hit to knock them out of the
fight, or for targeting a specific building or location while trying to avoid collateral damage.
American 155 mm artillery, Russian 122 mm and 152 mm, and Ukrainian 152 mm artillery have
precision ammunition. American and Russian 120 mm mortars have "near-precision" rounds
that while still very accurate, are not quite as accurate artillery precision ammunition.
Other important notes for precision artillery missions:
- Precision missions must use a Point target.
- Russian and Ukrainian precision missions are laser-guided, which requires that the spotter
team possess a laser designator. American precision missions are GPS-guided, which do
not require a laser designator.
- Precision missions do not have a duration. The maximum number of shells that can be
dropped during a mission is one per gun.
13
BLACK SEA
Once a valid projectile is detected, an on-board computer almost instantly identifies the weapon
along with its vector. Just as quickly an intercept path is calculated, and a launcher shoots
projectiles to destroy or damage the incoming threat. Even if the incoming projectile is not
destroyed, its penetrating capability is usually heavily degraded by damage from the
projectiles.
Some notes on the use of APS:
- Only specific vehicles have APS available as an option: M1A2 SEPv2 Abrams, M2A3
Bradley, M3A3 Bradley, M7A3 Bradley, T-72B3, T-90AM, Oplot-M, and BMP-3M.
- Most APS only protects against rockets, missiles, and large HEAT warheads. Other threats,
such as tank sabot or autocannon rounds, artillery shells, small arms, or grenades, are not
intercepted. The Javelin missile is also immune to Arena, as the diving profile is too steep for it
to intercept.
- Incoming rockets or missiles that have been intercepted are still an explosive threat to nearby
infantry and unbuttoned crew.
- APS have a limited number of shots before they are expended and will no longer function
during the scenario. This number will vary depending on the system.
- Attacking simultaneously with two or more attacks makes it more likely that the APS will not
be able to reset in time to intercept all of the attacks.
- There is a small chance that APS may simply fail to intercept a threat.
- Coverage around the vehicle depends on the specific APS system. Some systems such as
Trophy and Arena on Russian tanks have 360 degree coverage, while others such as Zaslon
and Arena on BMPs do not protect the rear of the vehicle.
Airburst Munitions
High explosive shells fired from many ground weapons are now even deadlier thanks to their
ability to airburst directly above the target, or even just behind cover such as a wall or building
window! This capability is possible due to the proliferation of integrated laser rangefinders,
targeting computers, and programmable munitions. Airburst capability is available at the squad
level to United States rifle squads in the form of the M25 CDTE as well as to vehicles such as
Abrams tanks, Oplot-M tanks, BMP-3s, BTR-82As, and T-90AMs.
14
COMBAT MISSION
you should prioritize finding and attacking their AA assets. If you can destroy them, your
aircraft will be unimpeded in carrying out their missions.
Note: Cursory research will show that many of the fixed wing aircraft and
UAVs present in Black Sea are easily capable of exceeding the
maximum engagement altitude for the AA platforms currently present
in the game, being able to essentially fly above their maximum range. For
our simulation purposes we have assumed that the airspace is hotly
contested on the frontlines, with the constant threat of fighter aircraft
combat patrols and long range / high altitude SAM systems making
high altitude attacks on ground targets an untenable proposition.
Aircraft in Black Sea are assumed to be operating at lower altitudes in
order to avoid the above mentioned threats, thus bringing them within
range of the AA systems in the game. However, aircraft are only
vulnerable to AA fire at certain moments in their mission when they are
closest to the battlefield, typically just before and after attacking a
target.
Expanded Soldier Night Vision Systems
Darkness is not the impediment to combat that it once was. Individual night vision gear for
soldiers has proliferated rapidly in recent years. American soldiers are equipped with the stateof-the-art AN/PSQ-20 Enhanced Night Vision Goggle (ENVG), a device that fuses night vision
and thermal imaging systems, while more of their weapons are equipped with lightweight
thermal imagers. Russian and Ukrainian troops can be equipped with both monocular night
vision goggles and weapon-mounted night vision sights. What's more, these night vision
systems are now automatically equipped in low light conditions!
BLACK SEA
15
USER INTERFACE
* Two new camera control modes have been introduced in addition to the traditional Combat Mission controls:
First Person Shooter (FPS), and Real Time Strategy (RTS). These new camera controls allow a player the
choice to control the in-game camera in a way that is more familiar to other game genres.
* Hotkey Unit Groups. Select units and assign them to number keys for quick navigation during gameplay.
* New Load New Game dialog screen. The list of scenarios can now be sorted by size, length, or alphabetically.
* Improved Saved Game dialog screen. The list of scenarios can now be sorted by newest file, oldest file, or
alphabetically, or filter between single player and PBEM saves. Save games can be deleted in the game.
* Visual Hotkey binding. A new dialog in the Options menu allows you to specify and view key assignments.
* KIAs are shown in the Soldier/Crew Panels to track soldiers lost during the game.
* The Ammo Panel has been redesigned: Ammunition is now listed by name and in discrete quantities instead
of with icons and depleting bars.
* Option to disable music separate from other game sounds.
UNITS
* FoW floating icons. FoW floating icons. Instead of getting a general area "?" icon and then immediately
progressing to an accurate 3D representation, now there is an inbetween stage where you get a icon that
represents the general category of enemy unit and no 3D representation. This tells the player "you know
roughly what the unit is, but nothing more specific than that."
* Command lines are back! Command and Control (C3) links can now be shown on the battlefield, allowing you
to quickly determine whether subordinate units are in contact with their headquarters. Use Alt-Z.
* Expanded floating icon categories. New unique floating icons have been added for Ammo Bearer, Recon,
Engineer, MANPADS, LMG, Light Truck (Antitank), SPAA.
* Dismounted vehicles function as Ammo Dumps, allowing formations to have reserve ammo stored separately
on map (automatically distributed for certain Skill Levels).
* Player-placeable static defenses and fortifications such as trenches, barbed wire, and mines.
* Active Protection Systems (APS) are now available for some vehicles.
* Some vehicles can salvo fire two ATGMs simultaneously at the same target.
* Vehicles with laser warning receivers will display hit text warning the player that they have been lased. The
vehicle will then rotate towards the threat, deploy smoke launchers and back up to cover, unless it is
immediately preoccupied with another task such as engaging an enemy vehicle or moving.
COMBAT AND SIMULATION
* Ground units are now able to fire at attacking aircraft using self-propelled anti-aircraft vehicles, emplaced antiaircraft guns, or shoulder-launched MANPADS units. Aircraft that are fired upon may have their combat
effectiveness diminished, be forced to abort the mission, or even be shot down.
* Soldiers with assault rifles are more likely to use aimed semi-automatic fire at distant targets instead of burst
fire. Soldiers fire weapons faster at short ranges. MGs fire longer, more accurate bursts. More realistic and
varied RoF of automatic weapons. Ammo bearers and heavy weapon assistant soldiers generally use their
weapons only at shorter ranges.
* Soldiers can surrender to nearby enemy units and possibly be "rescued" by nearby friendly units. This
replaces the "routing" behavior from CMSF.
* Wide range of weather types and environmental effects, including rain, fog, heavy winds (with ballistic effects),
different types of ground conditions, animated water effects, and more...
* Vehicles and soldiers equipped with night vision and thermal vision have a significantly improved boost to
spotting abilities in low visibility conditions such as night.
* Buttoned-up armored vehicles spot enemies to their flanks less effectively.
* Improved UI display for timing of preplanned artillery missions also indicates what delay would be after the
battle begins.
* Small arms fire causes more suppression than before.
MAPS AND ENVIRONMENT
* Game performance for large maps has been increased while load times for large maps have been improved.
* Maps can now be up to 8 kilometers long or wide (up from 4 kilometers). However, total map size is still
restricted to 16 square kilometers. This means that you can make a 2 kilometer wide map that is 8
kilometers long!
* Conduct combat operations in lush rural landscapes, dense urban settings, or anywhere in between.
16
COMBAT MISSION
* Heavy Rocks, Heavy Forest, Marsh, and Deep Marsh block all vehicle movement, while Deep Marsh
additionally blocks infantry movement.
* Water terrain types added: Water, Reeds, Deep Ford, and Shallow Ford. Infantry can cross Deep Ford and
Shallow Ford, while non-amphibious vehicles can only cross Shallow Ford.
* Bridges are now available as a terrain type. Bridges come in multiple varieties, including wooden foot bridges,
small rural stone bridges, large concrete traffic bridges, and even railroad bridges. Bridge lengths vary from
16 meters to 600 meters long.
* New and improved tree and bush models added, representing a variety of European species ranging in size
from small shrubs to towering evergreens. Forest ground tiles can accompany them for proper forest terrain.
* Generic buildings can now be up to 14 stories high, and have sloped roofs available in addition to flat roofs.
SOLDIERS
* Dynamic, context sensitive equipment loadouts for individual soldiers depending on what weapon and
equipment are carried.
* Expanded Soldier details. A completely new way of assigning models and textures allows greater flexibility
and variety of how Soldiers look in the game. It also allows for more flexible Modding possibilities.
* When available, pre-made soldier appearance options can be toggled in the editor or QB Purchase screen by
using the Appearance button. For example, this allows the player to choose between Ukrainian troops
equipped with either new digital camouflage uniforms or older TTSKO uniforms.
* Night vision equipment, such as goggles and weapon sights, will be automatically and visually equipped in
scenarios with low-light conditions.
* Many new soldier animations, stances and positions, including kneeling and sitting positions for crew served
weapons, pistol firing animations, hand grenade throwing, crew functions, first aid, and much more...
* Automatic ammo sharing between nearby soldier Units.
FIRE SUPPORT
* On-map mortars, both dismounted and vehicle-mounted, are now available. On-map assets such as mortars
are able to fire in both direct and indirect modes, using their own spotters or separate forward observers.
* Spotters are now restricted to directing only one Artillery or Air Support Mission at a time. Assets can now be
group fired by shift-left-clicking them, allowing more than one Asset to be assigned to the same Mission.
EXCEPTION: Spotters directing one UAV Observation Mission can also simultaneously direct one Artillery
or Air Support Mission.
* Player-placeable Target Reference Points (TRPs) allow simulating prepared support strikes and ambushes.
Support missions aimed at TRPs do not require LOS from the spotter, or any spotting phase.
* Precision artillery missions are available for Point targets. These missions are only available for certain artillery
assets and 120mm mortars.
* UAV Support Missions are now available. These missions use UAV support assets which can share spotting
information with the player and ground units.
* Helicopter and UAV Support Assets no longer require Line of Sight (LOS) for the spotter to call in a mission. In
other words, the mission can be called anywhere on the map.
COMMANDS
* Scout Team Command splits off 2 men to act as scouts.
* Target Armor Arc Command. Instructs units to engage only armored units within the specified arc. As with
nearly every Command, outcome varies greatly depending on unit quality and battlefield conditions.
* Target Briefly Command. Tells a unit to fire all its guns on a designated spot for 15 seconds, then cease fire.
Issuing the command repeatedly increases the duration in increments of 15 seconds.
* Mark Mines Command for Engineer teams and squads.
* Waypoint dragging. A waypoint can be clicked on and moved by dragging it to a new location.
* Grouped Spacebar Command system. Instead of getting all of the commands in a big list when the Spacebar
is used, instead you get four groups of commands: Movement, Combat, Special, and Administrative.
Selecting one of these presents the Commands specific to that Commands Group.
* For vehicles with more than two weapons systems, such as an IFV armed with ATGMs, cannon, and MGs, the
Target Light Command will fire only MGs on the target, while the Target Command will allow all weapon
systems to be fired.
GRAPHICS AND PERFORMANCE
* Shaders.
* Faster graphics, including FPS improvements, especially for infantry-heavy maps and faster video cards.
* Possible speed improvements depending on video card hardware and drivers.
* Movie Mode.
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COMBAT MISSION
License Overview
Combat Mission: Black Sea is protected by an online activation system that helps us restrict the
illegal distribution of the software with minimal annoyance and intrusion for the legitimate
customer.
Activation / Licensing
When you first run Combat Mission: Black Sea, you will be prompted to activate your copy after
the initial install. In most cases all you need to do is:
a) Make sure the computer on which you have installed the game has an active
connection to the internet
b) Choose "Online Activation" from the dialog window
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Additional Activations
Our End User License Agreement allows you to have the game activated on one PC and one
backup PC. Our online activation system enforces this limit, but will allow you two additional
activations without asking questions (so called "Overflow Activations"). These Overflow
Activations are meant to be used when you switch to a new PC and would like to continue
playing the game on the new PC.
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COMBAT MISSION
Please note: only the original Battlefront.com version of the game uses our
online activation system. If you have purchased your game elsewhere
(e.g. in a store), then you probably have a retail version of the game,
which does NOT use our online activation system.
Activation Link
This is the shortcut link to activate your Module. You MUST run this for the first time after
installation, and any time you need or wish to re-activate your module. This link is only used
for activation, and once activated, you do not need to use it to launch the game.
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TUTORIAL
This tutorial and the accompanying training campaign will teach you the basics of tactical warfare
in the Combat Mission environment. If you are new to Combat Mission, we highly recommend
that you follow this tutorial. If you are a Combat Mission veteran, you can safely skip the
tutorial, although you may wish to play the campaign to familiarize yourself with modern
weaponry and vehicles, especially if you have never played Combat Mission: Shock Force.
During this tutorial, your controls will never be restricted and you are allowed to command your
troops as you see fit. With the exception of a few step-by-step instructions for tricky
procedures, you should view this text as more of a guide, instead of a rote series of steps to
follow. There is a saying that "no plan survives first contact with the enemy", and that saying
applies to Combat Mission as well! Because Combat Mission strives to simulate the chaos and
unpredictability of real battlefields, it is possible that through good or bad luck, events will
deviate from the outcomes described in this text. In these cases, you should do what every
good battlefield commander would do: adapt to the situation and follow the spirit of the tutorial
instructions.
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COMBAT MISSION
For this campaign you may select either play mode, but WEGO is recommended since the
rest of this text will assume that you are playing in WEGO mode. You will be prompted at
the start of every mission in the campaign to choose a play mode.
Select Veteran skill level. Skill level primarily affects Fog Of War (FOW) and fire support. The
higher the skill level, the less you will know about enemy units and the longer it takes for fire
support, such as artillery, to arrive.
After you have selected your play mode and skill mode (WEGO and Veteran recommended for
the tutorial), hit "OK".
You will now be given the campaign briefing. This briefing will inform you of the entire campaign's
scope and details, accompanied by an assortment of maps. Left-click "OK" to move to the first
scenario of the campaign. After the loading screen, you will again find yourself at a briefing
screen, this time for the first mission. You should read all briefings carefully for information that
may be vital to your mission, but with a glance at your maps you can glean the basic facts.
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On the left is the Unit Info Panel(1), where you will find basic information about the selected unit,
including what type of unit it is, its name, experience, ammunition levels, and so on. The next
box to the right (2) shows what special equipment the unit is carrying, such as binoculars,
night vision equipment, and rocket launchers.
The center panel, called the Team Info Panel (3), gives detailed information about each soldier in
the squad, such as what weapon they are carrying, whether they possess a specialty skill, and
whether they are wounded. Each column represents a different team within the squad.
The panel furthest to the right (4) is the Command Panel. Here you can select Commands to give
to the selected unit. The Commands are separated into four tabs by function: Movement,
Combat, Special, and Admin. Move between tabs by either using the hotkeys F5-F8 or by
pressing the buttons above the panel: M for Movement, C for Combat, S for Special, and A for
Admin. You can also bring up a pop-up list of Commands by pressing the Spacebar. In this
mission we will only be concerned with the Movement and Combat tabs. Don't worry about
what all the Commands mean just yet; we will get to them later.
At the bottom-right of the interface (5), you will find the Menus button. Left-clicking this button will
bring up various game menus, such as the mission briefing, a list of hotkeys, a save game
function, or an option to exit the mission. The big red button will start the turn (6), while the
buttons above that will advance the turn, pause the game, and control the replay feature in
WEGO play mode. The white numbers tell you how much time remains before the mission
ends.
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COMBAT MISSION
Take some time to explore the interface. You should also take a look at the Hotkeys window
within the menu options (5), where you can find some commonly used keyboard shortcuts. If
you ever want to know more about the equipment displayed in the User Interface, such as
rifles and tank models, you can consult the Encyclopedia chapter of this manual.
Your troops are almost ready to begin their training, but first you must learn how to use the
camera.
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Selecting Units
A unit in Combat Mission is a vehicle or a group of soldiers that receives commands and act
together as a group. Soldier units are typically either teams of 2-7 men or squads of 2-3
teams. When you give a command to a squad unit or team unit, all of the soldiers in that unit
will carry out the command. Each vehicle is always a single unit. Each unit is marked with a
floating icon that floats above it on the battlefield.
To select a unit, left-click on the floating icon or on any of the soldiers in the unit. The floating icon
will blink and pulsing green circles will appear underneath the soldiers. To select a group of
units, press and hold the Shift key, then, while holding down the left mouse button, drag a box
around the units you wish to select. In this manner, you can give multiple units the same
movement or targeting command. You can also select all of the units within a small formation,
such as a platoon, by double-clicking on the floating icon of any of the units in the platoon.
This will automatically select all of the units belonging to the platoon. You can also select
multiple units by holding the Shift key while you left-click on units.
Move Out!
Your first objective is to move your platoon to the objective labeled "(1) Range Control". The
objective is signified by white text floating above tinted ground. To fulfill this objective you must
move a unit onto this zone. You can toggle the display of objects by pressing ALT-J.
1. Select your platoon headquarters (HQ) by left-clicking on the floating icon that
resembles a flag.
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COMBAT MISSION
Repeat this process for your three rifle squads following the HQ. Assign them Move commands to
anywhere in the objective area. You can move troops into buildings by simply left-clicking on
the building. If the building is more than one floor tall, a prompt will pop up asking you to
choose which floor you want to move the unit to. Try moving one of your rifle squads into a
building; you will know that you have successfully set a waypoint in the building if a waypoint
appears inside the building, and the building turns translucent while the rifle squad is selected.
Note: Use the hotkey Alt-P to activate Show All Move Paths: this will
allow you to see other units' movement orders when you have a unit
selected.
Your orders for this turn are complete! When you are ready to watch the
action, left-click the red button in the lower right-hand corner of the
screen.
You will now watch for sixty seconds as the game plays. Remember,
you will not be able to modify or give any new orders until sixty
seconds have elapsed. The Move command orders soldiers to walk
at a relaxed pace, without undue regard for potential enemy activity.
This command is useful for moving units long distances without tiring
them out. Some units are that tired, burdened with an excessive load
or carrying very heavy equipment may also be restricted to Move
and will not be able to move any faster.
You will notice that, as the first soldiers move over the objective space,
the tinted coloration disappears and a message informs you that
your unit has reached the objective. This is a "Touch" objective, and
entering it once will award you victory points; you will not have to
occupy it for the entire battle. All of the objectives in this mission are
Touch objectives. In contrast, "Occupy" objectives require you to
keep troops inside the objective zone to earn victory points. If enemy troops are also in an
"Occupy" objective, then the objective is contested and neither side will be awarded points.
You can either watch your troops move for the full sixty seconds, or you can left-click the red
button to end the replay phase immediately and skip to the next turn. If you watch the full sixty
seconds, you will see a "DONE" text pop up, at which point you should left-click the red button
to enter the next turn. You will then be back in Command Phase and can give your units fresh
commands, or modify pre-existing ones that have not been completed yet.
Reminder: If you mess up an order and want to re-do it, press the
Backspace key to delete the last waypoint.
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After issuing your orders and beginning the action, you will notice that your troops automatically
move around obstacles in their path, such as the tall walls around the compound. Units usually
do not follow your commands precisely, and will alter their path as needed to avoid obstacles
and take advantage of terrain. Depending on where you where place the Quick commands, it
may take one or two turns for your troops to reach the objective.
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COMBAT MISSION
Reminder: If you mess up an order and want to re-do it, press the
Backspace key to delete the last waypoint.
Advance the turn. Your units will move to each of the waypoints in the order they were laid down.
At each waypoint (the white pyramid-shaped joints connecting the colored lines), they will
change movement speeds as commanded, so you will see your troops change from a walk to
a jog as they arrive at the waypoint that separates the Move and Quick commands. You'll also
notice that waypoints are color-coded to the type of command they use: blue for Move, yellow
for Quick, orange for Fast, and so on. During the command phase, you can edit the movement
command used by an already existing waypoint by left-clicking on the colored line and
selecting a new movement command. The color of the line will change to match the new
command. Left-click anywhere on the map to stop editing the waypoint.
You can combine multiple waypoints and movement commands in as many combinations as you
want. Multiple waypoints are especially useful when following terrain features such as curved
roads. You can adjust the location of waypoints after you place them by left-clicking the
waypoint and then dragging it across the map.
Target Practice
It will probably take a couple of turns for your troops to reach the smalls arms range, depending
on how fast you move them. When they reach it, they will automatically align themselves along
the wall, spot targets, and begin shooting.
Combat Commands
For the most part, your troops will intelligently select their own targets without any need for
commands from you. However, sometimes you will want to specify a target for your units.
Select one of your units and open the Combat command panel (hotkey F6). Left-click on
Target, then move the cursor onto the map. A line will be drawn between your unit and the
cursor's location. This line indicates your line of fire (LOF) and the distance to the target in
meters. If the line is light blue, you have a clear LOF and can fire at the target. If the line is
dark blue and pink, then the line of fire is blocked somewhere along the way and you cannot
BLACK SEA
29
fire at the target. A grey line means that you can issue a fire order, but not all of the soldiers in
the unit can see the target and fire at it.
Select the Target command and left-click on one of the walls, or buildings to designate it as a
target, then advance the turn. Your unit will shoot at it until you order it to stop by using the
Clear Target order in the Combat command panel.
You can also order a unit to fire at a specific enemy unit by left-clicking the Target command and
then left clicking on either the enemy unit itself or the floating icon above it. Your unit will then
attack it until it is destroyed, out of sight or range, or your unit is no longer capable of firing.
Issuing a Target order against the ground or a building will order the unit to perform what is known
as Area Fire. The unit will fire at the terrain without knowing whether it is hitting any enemy
units or not. Area Firing units will spread their shots around to cover the nearby terrain, and
will automatically switch to target enemy units if they appear in the nearby area.
Note: The Clear Target command does not tell a unit to stop firing
altogether, it just tells the unit that they are no longer required to fire at
the target previously specified. If Clear Target is used, the unit will
return to firing at will on its own targets.
More Toys!
After five minutes have elapsed (this should happen while your men are using the small arms
range), reinforcements will arrive on the east end of the map. Two M1A2 Abrams main battle
tanks and two M2A3 Bradley infantry fighting vehicles have arrived on the road. With these
beasts, you have some real firepower! Move the tanks up to the objective "(5) Gunnery
Range". They will automatically spot and begin firing at enemy target tanks, changing targets
as each is destroyed. Don't worry, these enemy tanks are just targets, and will not shoot back.
Target Light
Tanks and other armored fighting vehicles are usually equipped with not only a main gun, but also
secondary machineguns. Although vehicle units will usually choose the most appropriate
weapon to engage a target with, you may want to save main gun ammunition by not wasting it
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COMBAT MISSION
on low-threat infantry targets. Giving vehicle units a Target Light command from the Combat
command panel tells them to engage a target with secondary weapons only, such as
machineguns. Try giving one of your Abrams a Target Light command aimed at a building on
the gunnery range.
You can use the Clear Target command to erase the Target Arc command. The tank will then
continue to fire at targets, but it will no longer be constrained by the Target Arc command.
An alternative to Target Arc is Target Armor Arc. It functions the same as Target Arc, except that
a unit with this command will only engage enemy armored vehicles within its arc, and will
leave soft targets like infantry alone. This is useful if you do not want your anti-tank weapons
to reveal themselves too soon against enemy scouts.
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- ATGMs cannot be used at extremely close ranges, because they require a certain amount of
distance in order to stabilize in flight and acquire the target. The minimum required range
will differ depending on the exact model of ATGM.
- ATGMs can be intercepted and destroyed by passive and active protection systems, which
are discussed later in this text.
Airburst Munitions
Your Abrams are equipped with shells capable of airbursting above soft targets such as infantry.
Many top line vehicles in Black Sea, such as most main battle tanks, BMP-3Ms and BTR82As, have this capability. The handheld M-25 CDTE "Punisher" used by US rifle squads has
an airburst fuse setting as well. Airburst weapons are advantageous because they can
explode above obstacles such as walls, negating much of the protection that enemy infantry
gain from them. To see this in action, order your Abrams to fire at the top of the building
downrange labeled "Airburst Target".
End
You have now completed all objectives for the mission. When you are ready to move on to the
next battle, select "Cease Fire" from the Menus panel. This will end the scenario. Press "OK"
to move past the After Action Report (AAR) screen to the next scenario (we will address the
AAR screen in Mission 3).
At this point, you will be prompted to save your campaign progress. You should always make a
unique save file at the beginning of every mission in a campaign; you might want to backtrack
or replay a mission.
Setup Phase
Setup Phase is a special phase that occurs at the beginning of every scenario. During this time
the battle is paused and you may arrange your forces around the setup zone instantly by using
movement commands. The blue-tinged ground underneath your soldiers is called a Setup
Zone, and is a special zone that exists only during the Setup Phase. There can be up to three
different Setup Zones present per side.
A unit placed within a Setup Zone must start the battle somewhere within that same setup zone. A
unit that is not in any setup zone is locked in place until the battle begins. During Setup Phase,
you can give all units starting orders for the first turn, which they will immediately begin to
execute when the battle begins. For this mission you don't need to move your units in the
Setup Zone, but you can rearrange them if you wish. In future missions, how you arrange your
forces within the Setup Zone can be vitally important, especially if you are defending.
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COMBAT MISSION
Spend the first couple turns of the mission driving the Ukrainian BTR-4Es to the "Dismount"
objective, and then have their passengers dismount there. Remember, you can either use the
Dismount command, or simply give the passengers any movement command and they will
automatically dismount while they carry out their orders.
You should be careful about driving a vehicle laden with passengers in view of the enemy: one
lucky shot from an ATGM or tank could destroy a whole rifle squad along with the vehicle!
While armored personnel carriers and infantry fighting vehicles provide some degree of
protection from small arms and shell splinters, any hits from bigger guns are likely to cause
major damage to the passengers.
Stacking Commands
Let's get your Ukrainian infantry to the small arms firing range. We'll use this movement as a
chance to show how stack multiple commands on a single waypoint.
Select one of the Ukrainian rifle squads that have just dismounted from their BTR. Open the
Movement command panel (hotkey F5), select Quick, and place a waypoint just shy of the
Small Arms Range, on the dirt road that runs adjacent to it. Use the picture on the next page
as a guide.
Select the Quick movement waypoint by left-clicking on the colored line. The line will highlight,
indicating that any orders you give will edit the waypoint. Open the Special commands panel
(hotkey F7), and select Pause. A five second counter will appear above the waypoint. Once
the unit reaches the waypoint, it will wait five seconds before moving on to the next waypoint.
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Left-clicking the Pause order repeatedly will increase the length of the pause and eventually
remove it. Set Pause to 5 seconds (00:05) and left click anywhere on the screen to deselect
the waypoint.
What you have just done is stack commands. A waypoint can contain one command each from
the Movement, Combat, and Special command tabs. Stacking commands allows you to dictate
very sophisticated orders to your units. The next waypoint you plot will contain a Movement
and Combat order stacked on it. Refer to the picture as a guide.
Ensure that your infantry squad is still selected and that the first waypoint is not highlighted. Open
the Movement command panel and select Slow. Slow orders your units to crawl on the
ground. This movement command is very slow and tiring, but allows for maximum protection
and concealment. Left-click inside the "Small Arms Range" objective to order them to crawl to
it. Next, select the Slow waypoint by left-clicking on its line, open the Combat command panel
(F6), and give the unit a Target Arc that covers a portion of the firing range. Notice that the
orange arc comes out of the waypoint, and not the current position of the unit. The unit will
adopt this covered arc as soon as it reaches the waypoint.
To summarize your units orders, they will Quick move up to the range, pause for five seconds,
Slow move (crawl) to the "Small Arms Range" objective, then adopt a Covered Arc covering
the range.
Repeat these instructions or mix it up with your own commands for the rest of the Ukrainian rifle
platoon.
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COMBAT MISSION
primarily designed to be portable so that their operators can keep up with the squad. These
weapons are a dangerous threat to most armored vehicles within about 150 meters, although
the frontal armor of main battle tanks is enough to defeat these light anti-tank weapons.
However, American rifle squads typically have another fun toy for fighting tanks...
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length of material that the jet must penetrate, as well as breaking up the jet before it can enter
the interior of the vehicle. Against a long rod penetrator such as from a tank's SABOT round,
some advanced ERA can deflect or damage the rod.
The mechanism of most ERA can be defeated by a tandem-charge HEAT warhead. The warhead
uses two shaped charges, with the first being a precursor warhead that punches a channel
through the ERA or detonates it prematurely, before the larger primary warhead strikes the
regular armor underneath.
Vehicle Interface
Select one of the Stryker or BTR vehicle units. Make sure you select the vehicle itself, and not
one of the passenger units. You will notice that the Team Info Panel in the center of the UI
strip has been replaced with a new panel that provides detailed information on the selected
vehicle.
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COMBAT MISSION
The middle sub-tab with the wrench icons shows the status of vehicle subsystems. Individual
vehicle subsystems, such as the gun, tracks, engine, radio, etc can be damaged or destroyed
individually. A green square means that the subsystem is in optimal condition, a yellow or
orange circle means that the subsystem is damaged, and a red "X" means that the subsystem
has been destroyed. Destroyed or damaged subsystems will be at the top of the list.
The last sub-tab with the shield icon lists general protection levels against various projectiles.
From top to bottom the threats are: HEAT projectiles (ATGMs, rockets), large shells (tank
gun), medium shells (30mm autocannon), and small arms (machine gun or rifle). From left to
right the icons represent protection against those threats from the front, left and right sides,
and rear. The white-blue icons below list which types of special protective systems the vehicle
is equipped with. You can also look up their meaning in the Icons and Reference chapter.
Blast
Units possessing demo charges or breach kits have access to a special movement command
called Blast. Blast allows a unit to expend a demo charge or breach kit to blow through a tall
wall or the side of a building. Additionally, enemy units on the other side will be heavily
suppressed.
To give a Blast command, position a unit carrying demo charges or breach kits next to a wall or
building. Open the Movement command panel (F6) and select the Blast command. Place the
destination on the other side of the wall, or inside the building. The unit will go prone for a
period of time (up to 10-30 seconds) before blasting its way through the wall. Use your breach
team to practice the Blast command throughout the MOUT training complex.
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BM Oplot Tanks
At some point during your field exercises, you will receive reinforcements. A platoon of three BM
Oplot main battle tanks have arrived on the east edge of the map. These advanced Ukrainian
tanks are available for you clean up any enemy units left on the map. If you do not want to
mop up, you can simply move on by using the Cease Fire function.
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COMBAT MISSION
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subsystem tab in the vehicle info panel (it is the middle tab). "IR Optics" will be listed here if
the vehicle possesses such technology.
Now we will do some practical exercises to demonstrate the spotting system and the advantages
of night vision.
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COMBAT MISSION
verbal, satellite (vehicle station), and satellite (PDA). The more ways in which two units are
linked, the stronger the connection. The unit info panel displays connections to its higher HQ.
Note: You can toggle the display of "command lines" to show whether your
HQs and their subordinates have a C3 connection by pressing Alt-Z.
The brighter the line, the stronger the link. A black line means that there
is no C3 link, and thus no data will be shared.
With the lessons on C3 links out of the way, it's time to start using some big guns!
Support Missions
As mentioned before, fire support comes in three forms: artillery, air support, and UAVs. Artillery
support can be either off-map, or be on-map mortars. Air support and UAVs are always
considered off-map. This means that they are not a visible unit that you can control and move
around, but are instead interacted with through the support panel.
To start, we are going to use some on-map mortars.
Deploy Weapon
Before your mortars can be fired, they must be set up. Many crew-served weapons
such as mortars, some tripod-mounted ATGMs, and heavy machine guns must be
Deployed before they can be fired. Find and select one of your mortar teams by
the Range Control buildings (their floating icons looks like a mortar). Open the
Special commands panel (hotkey F7). Click Deploy Weapon to order them to deploy their
mortar. Repeat this for the other mortar team.
Advance the turn. The mortar teams will be busy deploying the weapon for a period of time, in this
case about a minute and a half. The duration varies depending on the specific weapon. While
the mortars are setting up, select all of the JTAC and forward observer teams (their floating
icons resemble binoculars) and move them to the roofs of the OP towers they are next to. The
two towers are OP 1 and OP 2. When the mortar teams have finished setting up, the white
"Not Deployed" text will disappear from the weapon info panel.
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In this case the mortars are already in contact with the fire support teams on OP 1 and OP 2: the
FO is linked to the mortars by the communications equipment that the fire support and mortar
HQ possess, allowing the HQ to pass on the fire support teams commands to the mortars.
Select the fire support team. Their icon looks like a pair of binoculars. These teams
are extremely valuable assets that are specialized at calling in support missions
more quickly than HQ teams. Depending on their nationality, they may also have
access to more powerful artillery that HQ teams cannot contact. Guard them
carefully! It is usually prudent to give them a short Target Arc Command, so that they will not
fire at enemy soldiers and attract attention to themselves.
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COMBAT MISSION
2. For Target Type, select Point Target. The cursor will turn orange and you will now pick the
target. Left-click on one of the buildings within the "Artillery Range" area. You will also notice
that a glowing green line connects both the spotter and the mortar team to the target.
3. For Mission, select Medium. This defines how intensively the mortar will fire. A Heavy mission
will cause the mortar to fire as fast as possible, while a Harass mission will order it to fire
rounds only occasionally, conserving ammunition. Emergency missions shorten the length of
the call for fire at the risk of greater inaccuracy; only use these missions in true emergencies!
4. For Duration, select Medium. This tells the mortar how long to fire. Quick fire missions last a
very short time, while Maximum fire missions last until all ammunition has been expended.
5. For Effect, choose General. General missions will cause the shell to explode upon contacting
an obstacle. These missions are best when you are attacking a building, fortification, or
vehicle. The Personnel setting causes the shells to airburst above the target, which is most
effective against enemy infantry in the open or in woods.
6. Confirm the fire mission. If you mess anything up or change your mind, you can cancel here
and restart the call for fire without penalty.
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If you open the Support panel again with the FO selected, you'll notice that the other assets have
a "Spotter Busy" text over them. A spotter team can only direct one support mission at a time.
Once the current mission has been cancelled or entered "fire for effect", they can create a new
support mission.
You can assign multiple support assets to a single support mission by shift-left-clicking on multiple
assets.
With the other mortar, you can attack another target of your choosing. Choose the Personnel
effect to see airburst rounds in action. Remember that you will need to select another team to
act as the spotter, since a team can only spot for one mission at a time.
Within a turn or two, the support mission should begin. After receiving the fire mission and
preparing, the spotter and support asset will enter "spotting" phase. During this time, a single
round will be shot every now and then. It may be very inaccurate, but the spotter will adjust the
shots until the target area is hit. Once the spotting rounds hit the target area, the asset will "fire
for effect" and begin firing full-speed on the target.
Note: On-map mortars can also fire directly on battlefield targets without
using a spotter if they can see the target from their position. Although
this means that they can bring rounds on target much faster, it also
makes them vulnerable to enemy counterfire. The enemy will usually
make spotted mortar teams a priority target!
Target Reference Points
Along with your mortars, you also have three platoons of M109A7 Paladins for artillery support.
These are more powerful support assets than your mortars. Artillery is a higher-level asset
than mortars, which means that it takes longer for the fire-for-effect to arrive.
Fortunately, you have a special fortification "unit" called a Target Reference Point (TRP). You can
find it by looking for an orange symbol on the ground in the vicinity of the "TRP" landmark.
TRPs are sites where your artillery has "dialed in" and crunched the math necessary to fire on the
site quickly and accurately, without the need for spotting adjustments. Ordering a mission near
these points results in a shorter delay until delivery, greater accuracy, and zero warning to
your opponent that a barrage is incoming. Furthermore, your spotter does not need to have a
visual LOS on the TRP to order the fire mission. Needless to say, this is a huge advantage,
especially if you possess heavy artillery.
Unlike all other units, TRPs are not restricted to set up zones and may be placed anywhere on the
map during the Setup Phase. However, once the game has begun, TRPs can never be
moved. TRPs are also secret: your opponent will not know where they are, although he will
probably find out the hard way!
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This time, the TRP has already been placed for you. In future scenarios, you should place TRPs
on objectives that are likely to be heavily defended, obvious enemy routes of advance, and in
"dead space" that your units cannot see but you suspect that the enemy will try to move
through.
Pre-Planned Bombardments
Support missions made during Setup Phase arrive instantly beginning with the first turn, without
the need for preparation or spotting. You can even set a delay so that the mission arrives 5,
10, or 15 minutes after the mission has begun. Also, each spotter team can manage an
unlimited number of Support Requests as long as they are made during Setup Phase. This
represents pre-planned support strikes that do not need active involvement from the spotter
team.
Note: Thick smoke from artillery missions will not block spotting with
thermal sights. Smoke from many vehicle-deployed smoke grenades,
however, will block thermal sights.
Precision Support Missions
Many fire support assets in Black Sea have access to precision artillery shells. These special
support missions fire only one artillery shell per gun, but they are guided shells with much
higher accuracy and precision. Select either of your fire support teams and choose an enemy
tank as a Point target. Under Mission, select Precision. Precision missions do not have a
spotting phase; the shells arrive (hopefully) on target with no warning. Precision missions are
very useful for attacking enemy armored vehicles that typically need a direct or near-direct hit
to knock them out of the fight, or for targeting a specific building or location while trying to
avoid collateral damage.
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45
Note: Russian and Ukrainian precision missions require that the spotter
team possess a laser designator.
Note: Precision missions must use a Point target.
Air Support Missions
Select the JTAC team in OP 1. Their floating icon, like the fire support team, looks
like a pair of binoculars. JTAC teams are an example of a special unit called Air
Controllers. Air controllers are personnel specially trained for directing air strikes.
Air controller units (typically referred to as JTAC or TACP teams in US service)
get a significant bonus to delivery time and accuracy when ordering an air strike.
Anti-Aircraft Fire
Once the aircraft arrive and begin attacking targets, they may be attacked by special vehicles on
the map, near the "AA Site" landmark. These vehicles are Tunguskas, a self-propelled antiaircraft (SPAA) vehicle. Anti-Aircraft (AA) assets will attack any air support or UAV units that
are currently performing Strike or Observe missions on the battlefield.
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Currently, AA units fall into two general categories: Surface to Air Missiles (SAMs) and AntiAircraft Artillery (AAA). Tunguskas are special in that they have both missiles and cannons for
attacking aircraft. SAMs can attack any air asset other than micro UAVs. AAA can attack all
assets. The degree to which the AA fire is effective will depend on the AA platform and the air
asset involved. AA fire can miss the aircraft, drive it away and force it to abort the attack, or hit
and damage or destroy the aircraft.
If you expect to encounter enemy aircraft, you should carefully position any AA assets you might
have so that they do not get attacked by ground forces. If you are facing an enemy with AA,
you should prioritize finding and attacking their AA assets. If you can destroy them, your
aircraft will be unimpeded in carrying out their missions.
Now that you know of the importance of these Tunguskas, you should order some artillery strikes
to destroy them. A couple of Precision strikes should do the trick! Once you destroy the
Tunguskas, feel free to order some more airstrike missions to experiment.
End
This concludes the tutorial for this mission. You can continue to use fire support against the
remaining targets on the battlefield, or you can move on by using the Cease Fire function.
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The objective area is composed of densely packed buildings. This indicates that the final assault
is going to be urban combat, and that typically indicates close range combat against enemy
infantry. The large patch of woods between your setup zone and the objective area has decent
cover and a clear line of sight over open ground. This makes it an ideal location for some of
your units (such as the Bradleys) to set up a base of fire to attack the objective area from afar.
Reconnaissance
Although it is certain that the primary enemy defenses are around the objectives, it is likely that
some defenses or outposts are established elsewhere on the map. You will have to find out
where the enemy is, or you may get ambushed! Even if there are not any enemy ambushes
waiting for you, moving carefully and making maximum use of cover and concealment may
allow you to see them before they see you. The first foe to see the other often wins the day.
The first step is to send some rifle teams forward to conduct reconnaissance and get an idea of
where the enemy is. The ideal observation post contains concealment, such as foliage or
buildings, to hide you from enemy eyes and is higher in elevation so that as much of the map
can be observed as possible. In case your rifle teams stumble upon the enemy and get in
trouble, having their Bradleys overlooking their advance from a distance can be helpful.
Take a rifle squad and split it using the Split Teams command in the Admin command panel (F8).
Split into two, your rifle team will be able to cover more ground and if an enemy vehicle spots
them, they won't take as many casualties. Send the rifle team forward through the areas that
your attack will advance through soon, while their Bradley looks over them from a distance.
The Hunt movement Command will tell them to advance at a cautious pace, with weapons at
the ready. If any enemy is spotted or they are fired upon, the units will stop moving
immediately and await further orders. Hunt also maximizes spotting at a cost to speed and
fatigue. Hunt is a useful command when you want a unit to probe for enemy units, without
risking overextending itself and running into trouble.
Note: the woods here can be dense, making it hard to see the ground. You
can temporarily toggle off the appearance of foliage by pressing Alt-T.
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51
enough, will begin to value conserving their lives over following your orders.
Each unit's morale status can be seen in the Unit Info Panel. A colored indicator (the colored fan)
tells you how suppressed the unit is. The more intense or accurate the enemy fire, the higher
the level of suppression will be, and the more likely the unit will sustain unfavorable penalties.
Taking casualties will cause even higher amounts of suppression. Moving a unit away from
enemy fire (or stopping the enemy from shooting at it) will allow the suppression to wear off
and the morale state to eventually improve.
Always monitor your troops' suppression levels throughout the battle and try not to push them too
hard. If a unit receives a large amount of accurate enemy fire, it may become "Pinned", where
it is still in relatively good order but will ignore your movement commands. You can lose
control of your units even further if their morale continues to drop. If the unit's morale state is
enclosed by a red box then the unit is so demoralized that it will not respond to your
commands at all. The unit may even run away or surrender to the enemy! If a unit's morale
becomes seriously degraded, it becomes "brittle", incurring a significant morale penalty for the
rest of the battle. If a unit becomes brittle, the light next to the suppression meter will light up.
How much suppression a soldier or vehicle can take depends on its Motivation. A unit with high
Motivation will be able to receive more enemy fire before becoming suppressed than a unit
with poor Motivation. A unit with high Motivation will also rally faster after being suppressed.
If you select your platoon leader, you will notice a "+1" next to their name in the unit information
panel (1). This means that they exert a positive leadership bonus on all units under his
command. The details of what this bonus entails are intentionally murky, but the gist is that
units under their command will perform their jobs better than units under the command of a
leader without a bonus. Leaders may have a -2, -1, 0, +1, or +2 leadership bonus; yes, that
means that you can even get bad leaders! But that doesn't mean you should hide your less
than stellar leaders in a corner somewhere, because HQs are always vital in C3 links.
In the lower left corner (2) of the Unit Info Panel you will see what organizational C3 levels the unit
is linked to, and whether they are currently connected to them. A green dot means that they
are connected, and a red X means that they are not. If they are connected, then information
and leadership bonuses can be shared. How efficiently this sharing happens depends on the
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type of C3 established (3), as discussed previously in the last mission. The most effective
leadership is always through the close verbal C3 link.
What does this mean for you in the current scenario? Keep your HQ unit near your assault force.
The leader will confer his leadership bonus to them, and they will most likely need it.
Campaign End
Although the tutorial is over, the learning will never end, as there are a near-endless number of
tactical situations to experience. With a game as richly detailed and complex as Combat
Mission, you will never stop learning and becoming a better tactical commander. With three
more campaigns, dozens of scenarios, an endless Quick Battle system, online opponents, and
a thriving internet community creating new campaigns and scenarios, you have years of
combat ahead of you.
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FORMATION ENCYCLOPEDIA
The following section is a quick reference for the formations and units available in Combat
Mission: Black Sea. Entries for formations give a brief description, notes on any special
features of the formation, and a list of special vehicles and equipment used by the formation.
To investigate the formation in detail, it is recommended that you purchase the formation in the
game editor. From there you can examine its structure down to the team and squad level, and
you can load the formation in 3D View to examine individual soldiers and vehicles within the
formation.
Cavalry Squadron
The cavalry squadron functions as the reconnaissance unit for the IBCT. The cavalry squadron
consists of a mix of motorized and dismounted reconnaissance units.
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Structure:
x2 Cavalry Troop [motorized]
Cavalry Troop [dismounted]
Special Notes:
1. Cavalry organization terms: squadron = battalion, troop = company.
2. Line soldiers in recon platoons have higher amounts of thermal weapon sights and
communications gear such as PDAs and manpack radios.
Associated Special Equipment: M1200 Armored Knight, M1167 TOW Humvee, M120 mortar,
RQ-11B Raven UAV
LRS Platoon
Long Range Surveillance (LRS) units are specially trained units used for intelligence gathering,
operating deep behind enemy lines for long periods. A LRS unit that has done its job will not
get involved in a firefight unless absolutely necessary, so things have gone terribly wrong if an
LRS platoon appears in a Combat Mission scenario!
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4. Bradley CFVs that carry recon teams have an acquirable Javelin launcher and extra
missiles. Be sure to have the squad grab this launcher before exiting the Bradley if you
expect to encounter enemy armor.
Associated Special Equipment: M3A3 Bradley, M7A3 Bradley, M1064A3 mortar carrier, RQ11B Raven UAV
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Antiarmor Company
The antiarmor company is composed of specialized tank destroyer Stryker variants that can be
allocated within the brigade to counter enemy tank threats. This is the only formation that
possesses the M1134 ATGM Stryker.
Structure:
x3 Antiarmor platoons
Associated Special Equipment: M1131 Fire Support Stryker, M1134 ATGM Stryker
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Shared Formations
The following formations are identical across all US Branches.
MANPADS Platoon
A MANPADS platoon is the US Army's air defense unit in Combat Mission: Black Sea. The
platoon contains eight Stinger Surface-to-Air Missile (SAM) teams, which are divided into two
sections. Bring MANPADS along with you if you expect to be attacked by Russian air support.
Special Notes:
1. Each two-man Stinger team drives a Humvee. These Humvees are stocked with extra
Stinger missiles for reloads.
2. The Stinger MANPADS can attack any Russian air support with the exception of micro
UAVs such as the ZALA 41-08.
Associated Special Equipment: Stinger SAM
Supply Section
This is a generic truck unit that can represent any number of convoys put together by supply
units. LMTVs within the supply section are stocked with generous amounts of ammunition for
various small arms and anti-tank weapon systems.
Special Notes:
1. With LMTVs selected, the supply section is an excellent way to stockpile extra ammunition
for resupplying combat units, especially Infantry branch units which lack other means of
transport or replenishment.
2. Don't forget that you can turn the entire supply section into a large ammo dump by selecting
the Dismounted option under Vehicle Status in the editor!
Associated Special Equipment: LMTV, M1151 Humvee, M1152 Humvee
COLT Section
COLT stands for Combat Observation Lasing Team. COLT units are typically brigade-level
forward observer teams that specialize in precision targeting for fire support.
Associated Special Equipment: M1200 Armored Knight
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4. The battalion-level ATGM platoon contains larger ATGM systems that have better tankkilling power and longer range. For this platoon the AT-4C and AT-14 Kornet are available.
5. The company-level ATGM squad emphasizes short range defense and portability. The AT-7
and AT-13 are available for this squad.
6. Vehicles transporting ATGMs, automatic grenade launchers, and mortars carry additional
ammo for these weapon systems.
Associated Special Equipment: BTR-80A, BTR-80AK, BTR-82, BTR-82K, BTR-82A, AT-4C,
AT-7, AT-13, AT-14, AGS-17, AGS-30, 2B11, 2B14 demo charges
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Antitank Battalion
Motor rifle brigades have a single antitank battalion. This battalion consists solely of tank
destroyers; vehicles specialized in destroying enemy main battle tanks.
Structure:
x2 Antitank Battery
Special Notes:
1. Available tank destroyers are the 9P157-2 Khrizantema, 9P149 Shturm-S, and the BRDM-2
(AT-5). Out of these, the 9P157-2 Khrizantema is by far the most effective tank destroyer,
while the BRDM-2 (AT-5) is the least.
2. Two platoons of MT-12 Rapiras are available as off-map fire support.
Associated Special Equipment: BRDM-2 (AT-5), BRDM-2M (AT-5), 9P157-2 Khrizantema,
9P149 Shturm-S, MT-12 artillery battery
Sniper Platoon
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Sniper platoons provide the motor rifle brigade with marksman teams that can be parceled out to
rifle units as needed for missions. Although these teams would usually be separately assigned
to motor rifle units in the form of attached Specialist Teams, the sniper platoon in its whole
form is included for you to use as you see fit for custom scenarios.
RPO Platoon
Platoons of specially trained soldiers equipped with the RPO-M "Shmel" can be attached to units
expected to attack fortified defenses or engage in urban combat. RPO teams would usually be
separately assigned to motor rifle units in the form of attached Specialist Teams, the RPO
platoon in its whole form is included for you to use as you see fit for custom scenarios.
Special Notes:
1. Transport vehicles carry additional rockets for the RPO teams to acquire.
Associate Special Equipment: RPO-M "Shmel", MT-LBM, MT-LBM-6MA, MT-LBM-6MB
Tank Brigade
Tank Battalion 31
Tank battalions assigned to tank brigades have the same basic structure and equipments as the
motor rifle brigade tank battalions described above, with one difference: they have three tank
companies instead of four, for a total of 31 tanks in the battalion.
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1. One motor rifle company has been divided up amongst the tank companies, resulting in one
rifle platoon per tank company. The company HQ and sniper section are attached to the
battalion HQ.
Associated Special Equipment: T-72B3, T-90A, T-90AM, BMP-2, BMP-2M, BMP-3, BMP-3M,
BMP-3M (ERA), BMP-3M (Shtora), BMP-3M (Arena), Igla, demo charges
Shared Formations
The following formations are identical across all Russian Branches.
Sapper Company
An engineer company with roughly one platoon of engineers riding in trucks.
Special Notes:
1. Engineer squads are the only unit that possesses demo charges, other than breach teams.
Associated Special Equipment: Demo charges
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1. The Tunguska can attack all air and ground units with autocannons, with the exception of
MQ-1C Gray Eagles while observing.
2. SAMs from the Tunguska can engage all aircraft and UAVs with the exception of micro
UAVs such as the ZALA 421-08 and RQ-11B Raven, and MQ-1C Gray Eagles while
observing.
Associated Special Equipment: 2K22 Tunguska
Supply Section
This is a generic truck unit that can represent any number of convoys from supply units.
Special Notes:
1. Don't Forget that you can turn the entire supply section into a large ammo dump by
selecting the Dismounted option under Vehicle Status in the editor!
Associated Special Equipment: GAZ-2975 Tigr, Ural-4320, UAZ-469
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Mechanized brigades typically have a single tank battalion. The tank battalions of mechanized
brigades have a special structure, with three tank companies possessing thirteen tanks each
in platoons of four.
Structure:
x3 Tank Company
Special Notes:
1. The Oplot-M has an APS variant available. APS and non-APS Oplot-M variants can be
mixed together, but otherwise the entire battalion must use the same tank model.
Associated Special Equipment: T-64BV, BM Bulat, Oplot-M
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Mortar Battery
Special Notes:
1. The entire battalion (except for battalion HQ vehicles) must be mounted in either the BTR70 or BTR-4E. Of these, the BTR-4E is the superior choice due its 30 mm autocannon and
mounted ATGMs.
2. The battalion-level antitank platoon contains larger ATGM systems that have better tankkilling power and longer range. For this platoon the AT-4C and Skif are available.
3. Company-level ATGM emphasize short range defense and portability. The AT-7 and Corsar
are available.
4. Vehicles transporting ATGMs, SPG-9s, automatic grenade launchers, and mortars carry
additional ammo for these weapon systems.
5. Some soldiers in the recon platoon have night vision sights for their rifles.
Special Associated Equipment: BTR-70, BTR-70K, BTR-4E, AT-4C, Skif, AT-7, Corsar, SPG-9,
AGS-17, 2B11
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Mountain infantry battalions are special units that belong to mountain infantry brigades. For
Combat Mission purposes the mountain battalion is a modified mech rifle battalion, with larger
rifle squads and more attached support unit grouped together into a fire support company. The
standard vehicle for this battalion is the BMP-2.
Structure:
Recon Platoon
Sapper Platoon
x3 Mountain Rifle Company
Fire Support Company
Mortar Battery
Special Notes:
1. Mountain infantry rifle squads are larger than their mech rifle counterparts.
2. The fire support company is a unique formation, containing grenade launcher, antitank, air
defense, and RPO platoons.
3. Vehicles transporting ATGMs, SPG-9s, automatic grenade launchers, MANPADS, RPOs,
and mortars carry additional ammo for these weapon systems.
4. The Sapper platoon possesses demo charges, useful for blasting new entry points in urban
environment.
5. Some soldiers in the recon platoon have night vision sights for their rifles.
Special Associated Equipment: BMP-2, BMP-2K, BRM-1K, AT-4C, SPG-9, AGS-17, Igla, 2B11,
demo charges
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1. The MT-12 and MT-12K Rapira can be used as an on-map antitank gun or as off-map
artillery
2. MT-LBs towing the antitank guns carry additional ammo for the gun.
Special Associated Equipment: MT-12, MT-12K, 9P149 Shturm-S, MT-LB
ATGM Battery
A simple formation containing nine Shturm-S tank destroyers divided into three platoons.
Special Associated Equipment: BRDM-2, 9P149 Shturm-S
Sniper Company
Sniper companies provide the mechanized brigade with marksman teams that can be parceled
out to units as needed for missions. Although sniper teams would usually be separately
assigned to units in the form of attached Specialist Teams, the sniper platoon in its whole form
is included for you to use as you see fit for custom scenarios.
RPO Platoon
Platoons of specially trained soldiers equipped with the RPO-A "Shmel" can be attached to units
expected to attack fortified defenses or engage in urban combat. Although RPO teams would
usually be separately assigned to motor rifle units in the form of attached Specialist Teams,
the RPO platoon in its whole form is included for you to use as you see fit for custom
scenarios.
Associate Special Equipment: RPO-A "Shmel"
Tank Brigade
Tank Battalion 31
Three tank battalions are assigned to Ukrainian tank brigades. These battalions mirror the
Russian structure, with platoons of three tanks adding up to ten tanks per company, and thirty
one tanks total.
Structure:
x3 Tank Company
Special Notes:
1. The Oplot-M has APS variants available. APS and non-APS Oplot-M variants can be mixed
together, but otherwise the entire battalion must use the same tank model.
Associated Special Equipment: T-64BV, BM Bulat, Oplot-M
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Tank brigades typically have a single motor rifle battalion assigned to them, usually a BMPequipped battalion. This battalion is identical to the one described above for mechanized
brigades.
Shared Formations
The following formations are identical across all Ukrainian Branches.
Sapper Company
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MANPADS Company
MANPADS batteries consist of soldier armed with the shoulder-launched Igla SAM. The battery
has three platoons, each with nine Igla teams riding in BTR or MT-LB transport.
Special Notes:
1. Igla operators carry only one missile with them, but acquirable reloads are available in their
transport vehicles.
2. SAMs can engage all aircraft and UAVs with the exception of micro UAVs such as the ZALA
421-08 and RQ-11B Raven.
Supply Section
This is a generic truck unit that can represent any number of convoys from supply units.
Special Notes:
1. Don't forget that you can turn the entire supply section into a large ammo dump by selecting
the Dismounted option under Vehicle Status in the editor!
Associated Special Equipment: Ural-4320, UAZ-469
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EQUIPMENT ENCYCLOPEDIA
The following section is a quick reference for the vehicles and weapon systems available in
Combat Mission: Black Sea. It is by no means exhaustive and should be seen as a starting
point for research; interested players will find countless and more detailed materials available
in printed and online media.
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APS Variant: The M1 Abrams can be equipped with an Active Protection System (APS) such as
the Trophy system that can defeat incoming projectiles. Although there are United States Army
APS programs in development, within the timeframe of this game and facing the prospect of a
well-equipped enemy military, it is likely that commercial off-the-shelf APS such as Trophy
would be procured for tanks and AFVs.
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APS Variant: Like the M1 Abrams, Bradleys can be equipped with an active protection system
like the Trophy.
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M3A3 Bradley
The M3A3 Bradley Cavalry Fighting Vehicle (CFV) is a reconnaissance variant of the M2 Bradley.
Used by cavalry and reconnaissance formations, the M3 CFV is only slightly different from the
standard Bradley, the chief differences being more radios, TOW missiles, and ammunition for
the 25 mm and 7.62 mm guns, and lower passenger capacity than the M2 IFV. The firing ports
for passengers have been covered.
ERA Variant: An M3A3 Bradley equipped with BRAT explosive reactive armor.
M7A3 Bradley
The M7A3 Bradley Fire Support Vehicle, also known as the B-FiST, is a variant of the Bradley
specialized for coordinating artillery fire support. The Bradley's TOW missiles have been
swapped for fire support and observation equipment, including target designation equipment
for laser-guided munitions and more communications gear.
ERA Variant: An M7A3 Bradley equipped with BRAT explosive reactive armor.
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Externally mounted fuel tanks and a sealed CBRN system also help improve crew
survivability. Additional protection can be added in the form of slat armor, explosive reactive
armor, or active protection systems.
The Stryker is an 8x8 vehicle, able to drive in 4-wheel drive or 8-wheel drive. The powerpack is a
Caterpillar C7 260 kW diesel engine shared by many medium trucks, with an Allison 3200SP
transmission. The Stryker can reach speeds up to 100 km/h on roads. The vehicle can also
change the air pressure in all tires to adapt to different terrain or speeds, and has a run-flat
capability.
M1126 Stryker
The M1126 Infantry Carrier Vehicle (ICV) is the standard Armored Personnel Carrier (APC)
variant of the Stryker vehicle family, and the most common variant. The M1126 ICV carries the
rifle squads of Stryker units, providing them with armored protection and organic direct fire
support with a heavy machine gun or automatic grenade launcher.
ERA Variant: Strykers can be equipped with the Stryker Reactive Armor Tile (SRAT) kit to
increase protection against shaped charge HEAT weapons. This upgrade adds reactive armor
blocks to the sides and front of the vehicle, in place of slat armor. This setup reduces the width
and length of the vehicle, allowing it to maneuver in tighter spaces.
.50 cal Variant: An M1126 Stryker equipped with an M2 .50 caliber heavy machine gun.
Mk. 19 Variant: An M1126 Stryker equipped with a Mk. 19 40 mm automatic grenade launcher in
its RWS. The vehicle is otherwise identical to the .50 cal variant.
M1127 Stryker
The M1127 Reconnaissance Vehicle (RV) is a recon variant of the Stryker equipped by Stryker
rifle battalion scout platoons and Stryker cavalry squadrons. For observation and enemy
identification, the M1127 RV is equipped with a Long-Range Advanced Scout Surveillance
System (LRAS3). This multi-sensor system gives the crew advanced observation and
surveillance capabilities. The LRAS3 has second-generation FLIR, GPS, laser rangefinder and
an electro-optical day camera. All of this information is fed directly into the onboard FBCB2
system. The M1127 RV is equipped with either a .50 cal HMG or a Mk. 19 grenade launcher;
however unlike the M1126 ICV it does not have a RWS.
ERA Variant: An M1127 Stryker equipped with SRAT explosive reactive armor.
.50 cal Variant: An M1127 Stryker equipped with an M2 .50 caliber heavy machine gun.
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Mk. 19 Variant: An M1127 Stryker equipped with a Mk. 19 40 mm automatic grenade launcher.
The vehicle is otherwise identical to the variant armed with the .50 cal HMG.
M1128 Stryker
The M1128 Mobile Gun System (MGS) is an armored fighting vehicle variant of the Stryker armed
with a 105 mm cannon. The MGS provides Stryker units with mobile direct fire support against
fortified infantry positions. Although it can be used as an anti-armor asset in an emergency, it
has thin armor and a very limited supply of APFSDS rounds.
The 105 mm cannon is a Royal Ordnance L7 rifled cannon, the same used on the initial 80s
variants of the M1 Abrams. The cannon is mounted in a special RWS with stabilization, an
autoloader (rare for US combat vehicles), a fire control system, and a coaxial M240C
machinegun. A pintle-mounted M2 .50 cal HMG is also accessible from the commander's
hatch. A big drawback is its limited storage space for 105 mm rounds.
Originally assigned to Stryker rifle companies, MGS platoons have been moved to the battalion
level, with one MGS platoon of three vehicles per rifle battalion.
ERA Variant: An M1128 Stryker equipped with SRAT explosive reactive armor.
M1129 Stryker
The M1129 Mortar Carrier (MC) provides Stryker rifle and cavalry formations with self-propelled
mortar fire support. The M1129 MC is armed with a rear-facing 120 mm mortar that fires
through an opening in the top of the vehicle. In addition to the standard load of high explosive
and white phosphorus shells, the vehicle also carries precision guided mortar munitions, able
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to strike pinpoint targets with GPS guidance. A pintle-mounted M240 is also provided for selfdefense against enemy infantry.
ERA Variant: An M1129 Stryker equipped with SRAT explosive reactive armor.
M1130 Stryker
The M1130 Commander Vehicle (CV) is the command vehicle variant of the Stryker. Assigned
primarily to battalion and some company headquarters units, the M1130 CV acts as a
communication and information hub for Stryker formations. The CV is equipped with additional
communications equipment and a .50 cal HMG mounted on the standard RWS.
ERA Variant: An M1130 Stryker equipped with SRAT explosive reactive armor.
M1131 Stryker
The M1131 Fire Support Vehicle (FSV) is the standard fire support variant of the Stryker. The
FSV has additional communications equipment and the FS3 system, similar to the LRAS3
found on the M1127 RV Stryker. For self-defense the FSV has a .50 cal HMG.
ERA Variant: An M1131 Stryker equipped with SRAT explosive reactive armor.
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M1132 Stryker
The M1132 Engineer Squad Vehicle (ECV) is used by combat engineers within the brigade
engineer battalion. The ECV is equipped with mine detectors and obstacle clearing systems,
including a plow mounted on the front for clearing mines on paved surfaces and small
amounts of debris. For self-defense the ECV has a .50 cal HMG mounted on the standard
RWS.
ERA Variant: An M1132 Stryker equipped with SRAT explosive reactive armor.
M1134 Stryker
The M1134 Anti-Tank Guided Missile (ATGM) Vehicle is the brigade-level anti-tank vehicle for
Stryker brigade combat teams. The M1134 Stryker is equipped with a dual TOW launcher,
allowing it to destroy armored and fortified targets up to 4,500 m away. A pintle-mounted M240
is also provided for self-defense against enemy infantry.
ERA Variant: An M1134 Stryker equipped with SRAT explosive reactive armor.
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M1064A3
The M1064A3 is a self-propelled mortar carrier variant of the M113, a 60s-era APC that although
obsolete in its original role has continued service in many specialized support roles. The
M1064A3 is the standard mortar carrier for armored brigade combat teams. The primary
weapon is an M121 120 mm mortar that fires to the rear of the vehicle, and for self-defense a
.50 cal HMG is equipped.
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Humvee
The High Mobility Multipurpose Wheeled Vehicle (HMMWV), most commonly known as the
"Humvee", is the United States Army's standard light utility vehicle. The Humvee began
service in 1984 as a universal platform to replace all 1/4-1 1/4-ton utility vehicles; over 280,000
Humvees have been built since then. Dozens of variants of the Humvee exist, fulfilling various
utility and combat roles in every military formation.
Humvees have four-wheel drive with independent suspensions and run-flat tires. The Humvee
can ford up to 0.76 m without fording kits equipped, and can climb a 60% incline. The V8
engine can reach speeds up to 89 km/h at maximum weight.
The original unarmored Humvee model was the M998. After combat experience in Somalia where
the Humvee's vulnerability in urban combat was exposed, the M1114 armored Humvee was
put into production. The M1114 introduced armor that could resist small arms fire, air
conditioning, and a turbocharged engine. With the advent of the Global War on Terror, the
emphasis on improved armor became front and center. Beginning in 2008 the M1151 Humvee
was fielded, featuring engine and chassis improvements to better carry armor kits.
The Humvee was originally designed to operate behind the front lines, where light armor and high
mobility were more desirable than high survivability. However, the Humvee found itself thrust
into front line combat with operations in Somalia and the Global War on Terror. As a result,
numerous armor packages have been developed to increase the vehicle's survivability, at the
cost of much heavier weight, reduced mobility, and mechanical stress on the vehicle chassis.
Humvees equipped with these armor kits are called "up-armored" Humvees. Humvees in this
game are equipped with the FRAG 5 armor kit, which features more heavily armored doors
and side armor, providing protection against 7.62 mm bullets and shell fragments.
M1151 Humvee
The M1151 Enhanced Armament Carrier is a new version of the Humvee, designed to bear the
heavy weight of add-on armor. The M1151 has a heavier chassis and a more powerful engine,
allowing it to carry more weight than previous versions. The M1151 is the standard four-seat
version, with a fifth space for a gunner in the center. In Humvees equipped with mounted
weapons, the gunner's station is surrounded with a simple turret and gunshield.
.50 cal Variant: Equipped with a turret-mounted M2 .50 caliber heavy machine gun.
Mk. 19 Variant: Equipped with a turret-mounted Mk.19 grenade launcher.
M240 Variant: Equipped with an M240 medium machine gun.
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M1152 Humvee
The M1152 is a flatbed variant of the M1151 Humvee, with a larger cargo and passenger
capacity. It is generally used as a troop or cargo carrier.
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M1167 Humvee
The M1167 TOW Carrier is an anti-tank variant of the M1151 Humvee, replacing the M1046 TOW
Carrier in service. The M1167 is armed with a TOW anti-tank guided missile system, giving
infantry formations a mobile anti-tank weapon.
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Originally used by special operations forces, the M4A1 is an improved version of the M4,
replacing the burst fire mode with a fully automatic mode. The fully automatic trigger group has
the benefit of a more consistent trigger pull. The M4A1 also features a heavier barrel and
ambidextrous fire controls.
In Army service the M4A1 comes by default with the Aimpoint M68 Close Combat Optic (CCO).
The M68 CCO is a red dot reflex sight used in lieu of iron sights. Additionally all M4A1s in
combat service are equipped with the AN/PEQ-16, a multifunction laser sight that emits visible
and infrared (IR) aiming lasers as well as visible and IR flashlights.
ACOG Attachment: In place of the M68 CCO, many M4A1s are equipped with the Advanced
Combat Optical Gunsight (ACOG) manufactured by Trijicon. Unlike the M68's 1x magnification
and battery powered red dot, the ACOG has 4x magnification and reticles that are fiber optic
and tritium illuminated.
LWTS Attachment: Some M4A1s are equipped with the AN/PAS-13(V1) Light Weapon Thermal
Sight (LWTS) to enhance their effectiveness in low visibility situations. The LWTS can clip onto
the top Picatinny rail. The LWTS has a magnification of 1.55x with a maximum target
recognition range of 550 m.
Cartridge..........................5.56x45 mm NATO
Action..............................Gas-operated, rotating bolt
Feed system....................30 round box magazine
Rate of fire.......................Semi-automatic, automatic (700-950 rds/min)
Muzzle velocity.................880 m/s
Effective range.................Point target: 300 m, area target: 500 m
M110 SASS
The M110 Semi-Automatic Sniper System (SASS) is supplied by Knight's
Armament Company to the United States Army to replace the boltaction M24 Sniper Weapon System. The M110 SASS was first fielded
in combat in 2008 by the 10th Mountain Division. Similar in design to the Mk 11 Mod 0 (SR25), the M110 SASS has a new buttstock, modular rail system, and suppressor. The M110
uses a Leupold 3.5-10x variable power daytime optic, which can be supplemented by an
AN/PVS-30 night vision sight that clips onto the rifle in front of the scope.
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CSASS variant: In 2012, the United States Army made requests to manufacturers to modify the
M110 into a Compact Semi-Automatic Sniper System (CSASS). Firing the same ammunition
as the M110 SASS but shorter and lighter, the M110 CSASS is suited as a squad or platoon
Designated Marksman Rifle (DMR).
Cartridge..........................7.62x51 mm NATO
Action..............................Gas-operated, rotating bolt
Feed system....................20 round box magazine
Rate of fire.......................Semi-automatic
Muzzle velocity.................783 m/s
Effective range.................800 m
M107A1
Also known as the M82, Barrett, or Light Fifty, the M107 is an anti-material
sniper rifle produced by Barrett Firearms Manufacturing. Long and
unwieldy, with a large round and a long effective range, the M107A1 is
best used against enemy vehicles and as an explosive ordnance disposal (EOD) weapon.
Contrary to popular belief, it is legal to use .50 caliber sniper rifles against enemy personnel.
The M107 uses a Leupold 4.5-14x Mark 4 daylight scope, with an AN/PVS-13(V)3 Heavy
Weapon Thermal Sight (HWTS) for night operation. The HWTS has a magnification of
3.3x/10x and a maximum target recognition range of 2,200 m.
The M107A1 replaced the M107 in production in 2011. The M107A1 features multiple
improvements over its predecessor, including a cylindrical muzzle brake and a weight
reduction of five pounds.
Cartridge.........................50 BMG
Action.............................Recoil-operated, rotating bolt
Feed system...................10 round box magazine
Rate of fire......................Semi-automatic
Muzzle velocity................853 m/s
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Effective range................1,800 m
M240L
The M240 is a general-purpose machine gun used extensively by the
members of NATO. Originally designed by the Belgian manufacturer
Fabrique Nationale, the M240 has been in use by the United States
Armed Forces since 1977. The M240 can be fired from a bipod or tripod by dismounted
infantry, and is commonly mounted on light vehicles or used as a coaxial machine gun.
The M240 is typically equipped with the M145 Machine Gun Optic. This American variant of the
Canadian C79 optical sight has 3.4x magnification, an illuminated reticle and is optimized for
use on machineguns. For low-visibility operations, the M240 can also be equipped with a
Medium Weapon Thermal Sight (MWTS) and AN/PEQ-16.
Although relatively heavy for a medium machine gun, the M240 is regarded for high reliability. The
M240B was the standard infantry variant in United States Army service, but beginning in 2010
the improved M240L began the replacing the M240B in combat units. The M240L brings a
host of improvements, the foremost being a significant 2.5 kg weight reduction by using
titanium components. The M240C remains as the standard coaxial variant for many combat
vehicles such as the Abrams and Bradley.
Cartridge..........................7.62x51 mm NATO
Action..............................Gas-operated, open bolt
Feed system....................Linked 100 or 200 round belt
Rate of fire.......................750-950 rds/min
Muzzle velocity.................853 m/s
Effective range.................Bipod: 800 m, tripod: 1,800 m
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M9A1
The Beretta M9 is a pistol of Italian design adopted as the standard service
pistol of the United States Armed Forces since 1985, replacing the
venerable M1911A1. The M9 is a military version of the Beretta 92F,
with modifications to improve durability and ergonomics. The M9A1 update added a Picatinny
rail to the underside of the barrel and a beveled magazine well.
Cartridge.........................9x19 mm Parabellum
Action.............................Short recoil
Feed system...................15 round box magazine
Rate of fire......................Semi-automatic
Muzzle velocity................381 m/s
Effective range................50 m
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effective flash suppressor, a quick change barrel, and the elimination of the need to set or
maintain headspace and timing. A lighter tripod for ground mounting is included.
Cartridge................50 BMG
Action..................Short recoil-operated
Feed system..........Linked belt
Rate of fire..............485-635 rds/min
Muzzle velocity.......890 m/s
Effective range.......1,800 m
M136 CS AT4
The AT4 is a single-shot disposable recoilless rocket launcher designed in
Sweden by Saab Bofors Dynamics. Designated the M136 AT4 by the
United States Armed Forces, the AT4 is used as a squad-level disposable light anti-tank
defense weapon. The AT4's 84 mm HEAT warhead is most effective against light and medium
armored vehicles, although it can be effective against main battle tanks if fired at the side or
rear of the tank. The explosive effect of the warhead is also useful against enemy infantry,
especially those in bunkers or buildings.
The Confined Space (CS) variant of the AT4 is specially designed for urban warfare. The CS has
a saltwater countermass in the rear of the launcher to absorb the dangerous backblast. This
allows the weapon to be fired from confined spaces such as buildings without risk of injury.
Effective range................Point target: 300 m, area target: 500 m
Muzzle velocity................290 m/s
Armor Penetration...........420 mm RHAe
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FGM-148 Javelin
The FGM-148 Javelin is a man-portable, fire-and-forget, anti-tank missile employed by
dismounted infantry to defeat enemy armored combat vehicles up to and including Main Battle
Tanks. The Javelin has a range of approximately 2,500 m. It is equipped with an infrared
imaging (I2R) system and a fire-and-forget guided missile.
The Javelins normal engagement mode is a top-attack, diving flight profile to penetrate a tanks
most vulnerable armor, though it can also fire in direct-attack mode to engage targets with
overhead cover or with greater horizontal vulnerability. A "soft launch" capability allows
employment from within buildings and enclosed fighting positions. The Javelin accomplishes
this by ejecting the missile a short distance from the launcher before the main rocket motor
ignites.
The Javelin consists of a missile in a disposable launch tube and a reusable Command Launch
Unit (CLU). The CLU houses the trigger mechanism, an integrated day/night sighting device
for surveillance and target acquisition, built-in test capabilities, and associated electronics. The
CLU provides the capability for battlefield surveillance, target acquisition, missile launch, and
damage assessment.
The round consists of a disposable launch tube assembly, battery coolant unit (BCU), and the
missile. The missile locks on to the target before launch using an infrared focal plane array
and on-board processing, which also maintains target track and guides the missile to the
target after launch. Because the missile is guided by infrared imaging and not SACLOS,
targets with laser warning receivers will not detect a Javelin that has locked onto them. The
tandem warhead uses two shaped charges, with the first being a precursor warhead that
punches a channel through any Explosive Reactive Armor (ERA) before the larger primary
warhead strikes the base armor underneath.
Effective range............75-2,500 m
Guidance system........Imaging Infrared,
....................................radio-guided
Armor Penetration.......600+ mm RHAe
BGM-71 TOW
The BGM-71 Tube-launched, Optically-tracked, Wire-guided (TOW) is an ATGM designed by
Hughes Aircraft Company and began service in 1970. Now produced by Raytheon, the TOW
is widely used across the world. United States Army vehicles armed with the TOW include The
M1134 Stryker, M2, and M3 Bradleys.
Light infantry also use the TOW for self-defense against enemy vehicles, with the TOW mounted
on M1167 Humvees or ground-mounted on a tripod as the M220 launcher. The M220 has
recently been upgraded with the M41 TOW Improved Target Acquisition System (ITAS). The
ITAS includes a new target acquisition system, fire control system, and lithium battery
attached to the launch tube. The TOW includes a second-generation FLIR and laser
rangefinder. The weapon is equipped with new TOW-2B missiles, which feature a top-attack
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penetrator that shoots down at the target to attack thin top armor, and a switch to radio missile
guidance instead of wires.
Effective range................200-5,200 m
Guidance system........SACLOS, radio..................................................guided
Armor Penetration............800-900 mm
.........................................RHAe
FIM-92 Stinger
The FIM-92 Stinger is a man-portable Surface-to-Air Missile (SAM) widely used across the world
as a light air defense system. The Stinger is a passive SAM that is shoulder-launched by a
single operator. The Stinger has also been adapted for service on various vehicles and slowflying aircraft such as UAVs and helicopters. The Stinger launches a 10 kg, 1.52 m long
missile with a small ejection motor to push the missile a safe distance before the solid rocket
motor engages and carries the missile to its target. Once in the air, the missile accelerates to
750 m/s, or Mach 2.2. The missile is guided by an infrared homing guidance system to detect
IR signatures emitting from the target. The target is attacked with a 3 kg warhead with an
impact or proximity fuse.
Effective range............4,800 m
Guidance system.......Infrared homing
M224A1 60 mm Mortar
The M224 is the standard United States Army light mortar, providing light infantry rifle companies
with organic fire support. The M224 replaced the WW2-era M2 60 mm mortar in 1978. Like all
United States mortars currently in service, the M224 is smooth bore and muzzle loading. The
M224 mortar system consists of four pieces: a cannon, bipod, baseplate, and sight unit. The
mortar is typically crewed by three soldiers. The M224 can fire High Explosive (HE) or White
Phosphorus (WP) rounds. HE rounds use a multi-option Fuse that, with a simple hand twist
before firing, can be selected to proximity burst, near-surface burst, impact burst, or delay
burst. In 2011 the M224A1 began service. This new variant uses lighter and simpler
components to reduce the weight of the overall system by 4 kg.
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Effective range..........70-3,490 m (HE)
Rate of fire.........30 rds/min maximum,
...........................20 rds/min sustained
M252A1 81 mm Mortar
The M252 is the standard United States Army medium mortar, providing light infantry rifle
battalions with organic fire support. The M252 is an American version of the British L16A2
mortar and replaced the M29 mortar in service in 1987. The mortar is typically crewed by four
soldiers. The M252 can fire High Explosive (HE) or White Phosphorus (WP) rounds, with the
same fuse options as the 60 mm
M224A1 mortar. In 2011 the M252A1
began service. This new variant uses
lighter and simpler components to
reduce weight of the system by 9.4 kg.
Effective range............91-5,935 m (HE)
Rate of fire.......20-30 rds/min maximum,
........................8-16 rds/min sustained
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Note: Like many air support assets in Black Sea, the Apache Longbow
support asset can be purchased with two different loadouts: "Normal"
and "Antitank". Antitank loadouts emphasize ATGMs and air to
surface missiles, while normal loadouts have more bombs and rockets.
AH-64E Apache Guardian
Also previously known as the Block III Upgrade, the
AH-64E Guardian features numerous high-tech
upgrades. New composite rotor blades and more
powerful engines give the Guardian better flight
characteristics, including speed, climb, and max
payload. The Guardian is also equipped with new
digital data communications, the joint tactical
radio system, and improved radar.
Most interestingly, the Guardian flight crew has the
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capability to interface with and control UAVs such as RQ-7B Shadow or MQ-1C Gray Eagles
that operate alongside Apaches in aviation regiments. This capability allows the Apache-UAV
pair to replace Kiowa scout helicopters, removing the need for human pilots to risk themselves
in scouting missions. With this system the UAV and attack helicopter can act as a pair, with
the UAV searching for targets for the Apache to attack. Even if the flight crew does not directly
control the UAV, they can receive imagery from its camera payload and use its laser
designator to mark targets for the Apache's weaponry.
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RQ-11B Ravens are vulnerable to AAA fire while performing Observe missions, but cannot be
attacked by SAMs. If the controller for the UAV is killed or incapacitated while the Raven is in
the air, the Raven will be destroyed.
RQ-7B Shadow
The RQ-7B Shadow is a tactical reconnaissance UAV issued to Brigade
Combat Teams, with one platoon of four UAV per brigade. The
Shadow is used to provide organic real time tactical intelligence, target
acquisition, surveillance, and battle damage assessment to the brigade
combat team.
Takeoff is assisted by a pneumatic launcher, similar to how aircraft are
launched from carriers. While in flight, the Shadow is controlled by an operator in a Humveemounted Ground Control Station (GCS). The Shadow has an operating range of 125 km, a
cruising speed of 130 km/h, and weighs 170 kg.
A fleet upgrade program began in 2010 that added the POP300 payload system, and increased
the wingspan to 6.1 m in order to increase mission endurance time to 9 hours. The POP300
payload system includes a gimbal-mounted EO/IR (Electro-Optical/InfraRed) high resolution
camera and a laser designator. The EO/IR payload sensors have sufficient resolution to detect
and ID an armored personnel carrier from 2,100 m AGL at a standoff distance of 3-5 km.
RQ-7B Shadows are vulnerable to AAA and SAM fire while performing Observe missions.
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T-64BV
The T-64BV is currently the most numerous main battle tank in Ukraine's inventory. Introduced in
the late 1970s, the T-64B is an upgrade from the older T-64A. The T-64B has improved armor
protection, including a stronger glacis. T-64BVs are a variant that further improves protection
against HEAT ammunition by attaching Kontakt-1 ERA blocks to the outer surface of the tank.
In addition, Tucha smoke grenade launchers are installed. The armament is upgraded with the
2A46 125 mm smoothbore cannon. Other new systems included a new stabilizer, autoloader,
and fire control. Although an aging vehicle and outclassed by other tanks in Black Sea, the T64BV can still be a threat if handled properly.
Due to the degration of Cold War stocks, T-64BVs in Ukrainian service are no longer equipped
with ATGM ammunition.
BM Bulat
Sometimes known as the T-64BM Bulat, this is an extensive upgrade package to prepare the T64 for the modern battlefield. Protection is greatly upgraded with the installation of modern
Nozh ERA, which has been designed to minimize damage to adjacent ERA blocks. In addition,
composite armor has been added to the front of the hull and turret, and an automatic fire
extinguishing system has been installed.
The cannon has been replaced with a KBA-3 125 mm smoothbore cannon that fires APFSDS,
HE, and T-HEAT rounds. The Bulat can also fire Kombat Anti-Tank Guided Missiles (ATGMs)
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through the cannon, extending the range at which it can engage enemy targets. Kombat is a
laser-beam riding missile with a maximum range of 5,000 m, and has a tandem HEAT
warhead capable of penetrating up to 750 mm of armor.
Other new systems include the same fire control system as the T-84, the TKN-4S commander's
sight, and the TPN-4E Buran-E night vision system. Propulsion is provided by an 850 hp
5TDFM diesel engine.
T-72B3
The T-72B3 is a Russian refurbishment and modernization program for the T-72 tank with the
intent of extending its service life alongside the T-90 series of main battle tanks until the new
generation of tanks is fielded. The T-72B3 is equipped with a new fire control system and
ballistic computer to increase its ability to rapidly and accurately engage targets. A new SosnaU gunner sight with thermal imager gives the tank increased ability to spot targets in night and
poor weather conditions. Digital communications are also included.
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For defense, Kontakt-5 third-generation ERA is fitted to the vehicle front, top, and sides. A
modernized version of the Tucha smoke grenade launcher is equipped, replacing the older
black smoke that required extra time to form a screen with new bursting IR-blocking white
smoke that forms a concealment screen almost immediately.
APS Variant: A T-72B3 outfitted with the Arena active protection system. Arena is the successor
to the Drozd system, which was developed in the 1970s in response to the RPG threat in
Afghanistan. Experiences against RPGs in Chechnya prompted Russia to develop the Arena
system, which can be mounted on tanks and the BMP-3M.
BM Oplot
Sometimes known as the T-84 Oplot-M, the BM Oplot is a major modernization of the T-84. The
tank's protection has received major upgrades, including new multilayer armor and Duplet
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ERA, which has been designed to better defend against tandem HEAT warheads and
minimize damage to adjacent ERA blocks. A new welded turret features a separate
ammunition compartment with blowout panels, as seen on the Abrams tank. This compartment
is designed to direct explosions away from the crew compartment, which can potentially save
crew lives even after catastrophic damage. Hull sides have rubber skirts hanging over the
wheels for additional protection against light weapons. The Oplot-M also has the Varta
optronic countermeasure system.
The BM Oplot's KBA-3 125 mm smoothbore cannon fires APFSDS, PPHE, and T-HEAT rounds.
A new autoloader has been designed to work with the ammunition compartment. Air burst
munitions allow the tank to fire air bursts at infantry targets. In addition to normal shells, the
BM Oplot can also fire Kombat ATGMs through the cannon, extending the range at which it
can engage enemy targets. Kombat is a laser-beam riding missile with a maximum range of
5,000 m, and has a tandem HEAT warhead capable of penetrating up to 750 mm of armor. A
PKT 7.62 mm machine gun is mounted coaxially, and a 12.7 mm machine gun is mounted on
the roof.
The BM Oplot has a suite of modern digital systems, including a GPS navigation system, and a
digital communication system. Other electronic systems include a PTT-2 thermal imager, and
a PNK-6 commander's panoramic sighting system. Accuracy is maintained with stabilizers and
a TIUS-VM ballistic computer. Like the Abrams, both the gunner and the tank commander can
aim and fire the main gun.
APS Variant: A variant of the BM Oplot equipped with the Zaslon Active Protection System
(APS).
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T-90A
The T-90A quickly replaced the T-90 in production. The T-90A features a fully welded turret, a
new V-92S2 1,000 hp turbine engine, and most importantly a new ESSA thermal imaging
sight. The export version of the T-90A is the T-90S.
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T-90AM
A modernized version of the T-90A, the T-90AM could potentially be the most advanced tank in
Russian service. Numerous subsystems have been upgraded in the tank. The new "Kalina"
fire control system has automated tracking for moving targets, and stabilized integrated
daylight/thermal optics. The T-90AM includes information system upgrades in the form of
inertial navigation systems, GLONASS satellite navigation system, and the Constellation-2M
satellite communications system, an analogue to the United States FBCB2 program. These
battle management upgrades greatly increase the situational awareness of the tank crew.
The T-90AM is equipped with advanced "Relikt" ERA, the successor to Kontakt-5. Relikt was
developed in response to new US kinetic energy penetrators such as the M829A2 which were
designed to penetrate Kontakt-5. Relikt is claimed to be twice as effective as Kontakt-5, and
effective against tandem warheads and APFSDS rounds.
The commander is equipped with a panoramic sight and remote controlled UDP T05BV-1 weapon
station with a 7.62 mm machine gun. A new ammunition stowage arrangement places many of
the tank shells in a blast compartment, increasing crew survivability by directing the blast of
exploding shells away from the crew compartment. Other subsystem upgrades include slat
armor protecting the rear of the tank, a new autoloader, a 1130 hp diesel engine, automatic
transmission, and a new 2A46M-5 cannon.
The export equivalent of the T-90AM is the T-90SM.
APS Variant: A T-90AM outfitted with the Arena active protection system.
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BMP-2
The BMP-2 is the second generation vehicle of the BMP family of infantry fighting vehicles, and
the standard IFV of the Ukrainian ground forces. Soon after the BMP-1 entered service it was
discovered that, among other problems, the main armament (in the form of a 73 mm cannon
and a 9M14 Malyutka (AT-3 Sagger) ATGM) was not sufficiently accurate and that the armor
could not sufficiently protect the vehicle from .50 caliber machine guns. Design on the BMP-2
began in 1972 to address these shortcomings, and the new model entered service in 1980.
The BMP-2 uses a chassis that is mostly similar to the BMP-1. The armament has been
significantly upgraded, however, with a 2A42 30 mm autocannon and roof-mounted 9P135M
ATGM launcher equipped with 9M113 Konkurs (AT-5 Spandrel) missiles. These weapons are
part of a new and larger two-man turret
BMP-2K
The BMP-2K (K = "Komandirskaya", or "Command") is a command variant of the BMP-2. Extra
communications gear has been installed in the form of more radios and, more recently in
Russian service, a Constellation-2M satellite communications system. Externally the vehicle
can be quickly recognized by the presence of an additional antenna.
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BMP-2M
The BMP-2M is a modernized variant of the BMP-2 usually sold as an export vehicle. The BMP2M replaces the Konkurs ATGM with two 9M133 Kornet (AT-14) launchers mounted on either
side of the turret. In addition, the BMP-2M is capable of salvo firing two missiles almost
simultaneously at the target to increase the chances of a kill. An automatic grenade launcher
is also fitted. The BMP-2M is equipped with modernized sights and fire control system. A
modernized version of the Tucha smoke grenade is equipped, replacing the older black smoke
that required extra time to form a screen with new bursting IR-blocking white smoke that forms
a concealment screen almost immediately. Although still lightly armored, the presence of four
AT-14 launchers makes this vehicle a lethal adversary to any battlefield opponent.
Two different versions of the BMP-2M are being produced by different factories. The version
currently in Combat Mission is the "Berezhok" version, while the other version is the
"Kurganmashzavod", named after the factory that is producing it.
BMP-3
The BMP-3 is one of the newest additions to the BMP family of vehicles, and represents a
significant upgrade from the BMP-1 and BMP-2 with an entirely new chassis. The BMP-3
began life as the chassis for a light tank prototype called the Obyekt 685. Although this tank
did not enter service, the chassis was modified to become an infantry fighting vehicle, and the
resulting BMP-3 entered service in 1987.
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The BMP-3 is extremely heavily armed for an infantry fighting vehicle. The 2A70 100 mm rifled
gun can fire low-velocity high explosive shells with devastating effect against soft targets and
is fed by an autoloader. The 100 mm gun can also engage vehicles with the 9M117 (AT-10
Stabber) missile and "Basnya" ATGM system. To complement this gun the BMP-3 also sports
a 2A72 30 mm autocannon fed with high explosive and armor piercing rounds for engaging
lighter targets. Both are aimed using the SOZH gunner sight. Additionally, the Ainet fuse
system allows the vehicle to airburst 100 mm HE-FRAG shells just above targets. Finally, the
vehicle has three PKT medium machine guns, one mounted coaxially and two located in the
bow which can be operated by the passengers.
For observation the BMP-3 is equipped with a TKN-3MB day/night sight, SOZH gunner's sight,
and an IR searchlight. For protection the BMP-3 uses aluminum armor, with additional spaced
armor on the front. Six modernized IR-blocking smoke grenade launchers and an automatic
fire extinguisher are also equipped. Unlike most IFVs which have the engine in the front, the
BMP-3's 500 hp UTD-29M engine is located in the right rear of the hull, underneath the troop
compartment. This arrangement also provides a smoother ride for the passengers compared
to the BMP-2. Like other Russian IFVs, the BMP-3 is amphibious with very little preparation,
using a water jet for propulsion.
BMP-3K
The BMP-3K is a command variant of the BMP-3. Extra communications gear has been installed
in the form of more radios and, more recently, a Constellation-2M satellite communications
system. Externally the vehicle can be quickly recognized by the presence of an additional
antenna and the lack of the bow machine guns.
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BMP-3M
The BMP-3M is a modernized variant of the BMP-3 and the most advanced Russian IFV currently
in service. Numerous electronic and observation systems have been upgraded, including a
SOZH-M gunners sight, Vesna-K thermal imager, TKN-AI commander's vision device, and
Constellation-2M satellite communications system. Extra armor has been added to the vehicle
sides for protection against .50 caliber armor-piercing rounds. Mobility has been improved with
a 660 hp UTD-32 engine.
ERA Variant: The BMP-3M can be equipped with Explosive Reactive Armor (ERA) blocks over
the sides and front. The vehicle retains its amphibious capability.
Shtora Variant: The BMP-3M can be equipped with the Shtora electro-optical jammer system.
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Arena Variant: BMP-3Ms can be equipped with the Arena active protection system. Arena is the
successor to the Drozd system, which was developed in the 1970s in response to the RPG
threat in Afghanistan. Experiences against RPGs in Chechnya prompted Russia to develop
the Arena system, which can be mounted on tanks and the BMP-3M.
9P157-2 Khrizantema-S
The 9P157 is an advanced Russian tank destroyer based on the BMP-3 hull and has been in
service since 2005. The vehicle 9P157 fires the 9M123 "Khrizantema" (AT-15 Springer)
supersonic anti-tank guided missile. The Khrizantema was designed to destroy modern main
battle tanks such as the Abrams, and has a tandem HEAT warhead with a penetration value of
about 1,200 mm RHAe.
The 9P157 carries its missiles in pairs on launch rails that extend above the turretless hull. After
firing, the missiles are automatically reloaded from an internal magazine. Missiles can be
guided by SACLOS and radar systems, and both missiles can be fired almost simultaneously
in a dual salvo, giving the Khrizantema a better chance to punch through APS. The 9P157 is
equipped with thermals, advanced optics, and a millimeter wave band radar system that allows
it to detect and track targets through any weather and obscurants such as smoke.
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BRM-1K
BRMs (Boevaya Razvedyvatelnaya Mashina, or "Combat Recon Vehicle") are highly modified
combat reconnaissance variants of BMPs. The BRM-1K is based on the BMP-1 chassis. The
BRM-1K is equipped with a variety of surveillance equipment, including laser rangefinders,
radio direction finders, ground surveillance radar, WMD detection devices, night vision
devices, and extra communications equipment including a mast antenna. Vehicle firepower is
slightly downgraded with the deletion of the ATGM and most firing ports.
BRM-3K
The BRM-3K is a combat reconnaissance version of the BMP-3 designed in the 1990s and
intended to replace the BRM-1K. Like the BRM-1K, the BRM-3K sheds some weaponry and
infantry carrying capacity in exchange for a suite of sophisticated sensors and communications
equipment. Surveillance equipment includes the 1PN71 thermal sight, 1PN61 night vision
sight, and a mast-mounted 1RL-33-1 ground surveillance radar. The vehicle is also fitted with
navigation systems and communications systems for radio and data links. A modernized
version of the Tucha smoke grenade is equipped, replacing the older black smoke that
required extra time to form a screen with new bursting IR-blocking white smoke that forms a
concealment screen almost immediately.
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PRP-4M
The PRP-4M is an artillery reconnaissance vehicle based on the BMP-1 chassis. The PRP-4
replaced the PRP-3 in the 1980s, and the PRP-4M is a further modernized variant developed
in the late 1980s. PRPs are regularly assigned to anti-tank battalions and artillery regiments
for target acquisition. The PRP-4M is equipped with extra communications and navigation
equipment, including a 1PN71 thermal sight, laser rangefinders, ground surveillance radar.
The PRP-4M is lightly armed, with only a PKT medium machinegun mounted in the turret.
Tunguska
The 9K22 Tunguska, known to NATO as the SA-19 Grison, is a Self-Propelled Anti-Aircraft
(SPAA) system first fielded by the Soviet Union in 1982. The Tunguska is designed to protect
motor rifle and tank brigades from low-flying enemy air assets such as aircraft, helicopters,
and UAVs. The Tunguska began life in the 1970s as a replacement for the ZSU-23-4, after it
was determined that 30 mm cannons (such as those found on the Tunguska) were much more
effective at engaging enemy close attack aircraft than the 23 mm cannons on the ZSU. The
Tunguska is equipped with dual 2A38 30 mm autocannons and eight ready-to-launch 9M311
Surface-to-Air Missiles (SAMs). The presence of two weapon systems gives the Tunguska
more flexibility in engaging aerial targets, allowing it to engage short range targets with the
faster guns (which also have the benefit of not being fooled by deployed countermeasures),
and long range targets with missiles.
The Tunguska is a tracked armored vehicle, allowing it to keep pace with the frontline combat
units that it is usually tasked to protect. The armor protection is light, but enough to protect the
crew from small arms fire and shell splinters. Unlike most vehicles or Soviet design the vehicle
is not amphibious, with a max fording depth of 1 m. The Tunguska is propelled by a V-46
turbocharged multi-fuel diesel engine and can reach speeds of 65 km/h on roads.
The 2A38 cannons fire alternately with a combined rate of fire at up to 5,000 rounds per minute,
and are able to engage targets at ranges up to 4,000 m away and up to 3,000 m in altitude.
Because the guns can depress to -10 degrees, they can also be used to attack ground targets,
and can be used with devastating effect against lightly armored and infantry targets. Even
tanks should respect the Tunguska's cannons, since their high rate of fire will quickly scour
exposed subsystems such as optics from the tank's surface and quickly reduce the tank's
combat effectiveness. The guns can be used in radar or optical guidance modes, allowing the
gunner to either allow the radar system to automatically aim the guns or aim them himself with
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a stabilized 1A29 optical sight. The optical sight is most useful for targets that the radar cannot
easily acquire, such as ground targets and UAVs with minimal radar cross-sections.
The 9M311 missiles that complement the Tunguska's guns can be used to engage low flying
aircraft and larger UAVs. The first 9M311 missiles had an effective range of about 8,000 m
and altitude of 3,500 m. Newer versions of the Tunguska have thermal sights and upgraded
missiles such as the 9M311-M1 which have increased that maximum range to 10,000 m,
although the effective altitude remains the same.
BTR-70
The successor to the venerable BTR-60, the BTR-70 is a modernization of the BTR series that
began service in 1972. Differences between the BTR-60PB and BTR-70 include heavier
armor, puncture resistant tires, and redesigned side doors that allow passengers to exit the
vehicle faster while providing them some protection as they exit. The turret sports a 14.5 mm
KPVT heavy machine gun as the primary weapon and a coaxial PKT. Armor protection is light,
but enough to protect crew and passengers from light small arms and shell splinters. The
BTR-70 remains the primary BTR of the Ukrainian Ground Forces.
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BTR-70K
A command vehicle variant of the BTR-70, with additional radios and antennas.
BTR-4E
The BTR-4E is Ukraine's modern take on the BTR platform, designed by the Kharkiv Morosov
Machine Building Design Bureau. The BTR-4 represents a major departure from the previous
BTR conventions. The turret has been replaced with a space for a Remote Weapon Station
(RWS), allowing the BTR gunner and commander to observe and fire the weapons from a
higher elevation while remaining safely within the hull. A variety of RWS modules can be fitted,
in this case the BM-7 Parus. The module is heavily armed for a BTR, with a 30 mm
autocannon, coaxial PKT, AGS-17 automatic grenade launcher, and two Barrier ATGM
launchers. The Parus is also equipped with a commander's independent day/night video
camera, gunner's day/night sight, laser rangefinder, and fire control system.
The hull of the vehicle has also undergone major changes, with the unconventional Soviet hull
layout being replaced with a western design. The engine and transmission have been moved
to the middle, with the troop compartment at the rear. Unlike a normal turret, the RWS does
not extend into the vehicle, allowing for a larger passenger compartment. Passengers exit the
vehicle through rear doors and roof hatches. The 3TD diesel engine can reach top speeds of
110 km/h on roads, and the vehicle is amphibious.
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BTR-80A
The BTR-80A is a BTR-80 fitted with the upgraded BPPU turret. This turret features a 30 mm
2A72 gun that replaces the 14.5 mm KPVT, as well as new optics in the form of the 1PZ-9 day
sight and the TPN-3 night sight.
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BTR-80AK
A command variant of the BTR-80A, fitted with extra communications equipment.
BTR-82
The BTR-82 is the latest production version of the BTR-80 in frontline Russian service. The BTR82 boasts a variety of improvements and modernizations over the BTR-80. The vehicle was
first publicly revealed in 2009, and officially began service in 2010.
The BTR-82 has slightly enhanced protection against heavy machine gun rounds, as well as a
spall liner to further protect crew and passengers. A double hull has been added for additional
protection against mines, and an automatic fire extinguisher system has been installed. A
modernized version of the Tucha smoke grenade is equipped, replacing the older black smoke
that required extra time to form a screen with new bursting IR-blocking white smoke that forms
a concealment screen almost immediately.
The BTR-82 is equipped with the new BPPU turret, although it retains its original armament unlike
the BTR-82A (see below). The night vision device has been replaced with a modern TKN-4GA
sight and a GLONASS navigation system has been installed. Mobility has been improved with
a new transmission, suspension, and a 300 hp engine, giving the BTR-82 a maximum road
speed of 100 km/h.
BTR-82A
This is the same vehicle as the BTR-82, but with the much more capable 2A72 30 mm gun
replacing the 14.5 mm KPVT heavy machine gun. The gun is dual-fed with HE-FRAG and
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APDS-T rounds, with a maximum range of 2,000 m during the day. Additionally, a
programmable fuse system allows the vehicle to airburst the 30 mm HE-FRAG shells just
above targets, diminishing the value of cover such as walls.
BTR-82K
A command variant of the BTR-82, fitted with extra communications equipment.
BTR-80 1V152
The 1V152 is a command and forward observer variant for Russian field artillery formations. This
variant is equipped with additional equipment such as range finders, observation devices,
GLONASS, and additional communications equipment for radio and data links. To make room
for this additional equipment, turret weaponry is removed, the forward hull houses only a PKT
7.62 mm machine gun, and the vehicle has reduced passenger capacity.
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MT-LBM-6MA
A modernized APC variant of the MT-LB, this vehicle has been fitted with a BTR-80 turret to
replace the old MT-LB turret. This upgrades the weaponry to include a 14.5 mm KPVT heavy
machine gun and a coaxial PKT 7.62 mm machine gun.
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MT-LBM-6MB
Another modernized APC variant, this time a BTR-80A BPPU turret has been fitted. The 2A72 30
mm cannon allows the MT-LB to defend itself against light armored vehicles.
9P149 Shturm-S
The 9P149, or "Shturm-S", is a tank destroyer variant of the MT-LB assigned to anti-tank
battalions and batteries. The vehicle is equipped with a 9K114 Shturm (known to NATO as the
AT-6 Spiral) ATGM launcher. The Shturm is armed with 9M114 or 9M114M Kokon missiles
and uses SACLOS VHF radio guidance instead of wire guidance to allow for faster and further
travel. The missile has a maximum range of approximately 7,000 m and the HEAT warhead
can penetrate up to 560-720 mm of armor (RHAe). This missile system is also commonly used
by attack helicopters.
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9K35 Strela-10M3
The 9K35 Strela-10 (SA-13 Gopher) is a Surface-to-Air Missile (SAM) variant of the MT-LB. The
Strela is armed with 9M37M or 9M333 SAMs, which have a maximum engagement range of
5,000 m and a maximum engagement altitude of 3,500 m. The missiles use a optical/infra-red
homing system with a triple channel guidance system to resist countermeasures. Laser
proximity and contact fuses instruct the missile to detonate upon reaching the target, which
can be enemy aircraft, helicopters, or UAVs.
The Strela is defenseless against ground vehicles and infantry, so be sure to protect it well!
2S24
The 2S24 is a self-propelled mortar carrier variant of the MT-LB, with a heavily modified
passenger compartment that carries the Podnos 82mm mortar, 83 mortar rounds, and mortar
crew.
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MT-LBu 1V14
Using the larger chassis of the MT-LBu, the 1V14 is a battery command and forward observer
variant. This variant is equipped with extra communication and observation equipment
BRDM-2M
A modernized version of the BRDM-2, this vehicle has had the GAZ-41 gasoline engine replaced
with a diesel engine and six smoke grenade launchers fitted to the rear of the turret.
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BRDM-2 (AT-5B)
Known to the Russian military as the 9P148, this variant of the BRDM-2 is armed with the 9M113
Konkurs (known to NATO as the AT-5 Spandrel) ATGM. The turret has been removed and a
rack of five ATGMs is mounted above the hull. The rack is reloaded via a small hatch to the
rear.
BRDM-2M (AT-5B)
Like the BRDM-2M, this variant has a new diesel engine. However, without a turret there are no
smoke grenade launchers.
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UAZ-469
The UAZ-469 is an all-terrain vehicle manufactured by UAZ starting in 1971. Widely used by the
Soviet Union and Warsaw Pact since it began service, the UAZ continues to be manufactured
and used today as a sturdy light truck that is able to drive in virtually any terrain. Technically
UAZs in use today are most likely UAZ-3151s and -31512s, modernized versions developed in
the 1980s. The vehicle is also used in the civilian and civil service sectors.
GAZ-2975 Tigr
The GAZ-2975, commonly known as the "Tigr", is a modern 4x4 multipurpose infantry mobility
vehicle adopted into service by the Russian Army beginning in 2006. Analogous in function
and role to the American Humvee, the Tigr is designed to transport troops and equipment both
on and off road in a variety of terrain and climates. The Tigr has a modular design that allows it
to be adapted for a number of roles. The Tigr is currently used in Russia mostly by Special
Forces, reconnaissance, and Ministry of the Interior forces.
Light armor provides moderate protection against small arms fire and a variety of available
engines allow for top speeds of 140 km/h on roads and 80 km/h off-road. Automatic tire
inflation allows the driver to adjust tire air pressure for different terrain types. Other features
include power steering, independent all-wheel torsion suspension, hydraulic shock adapters,
and an automatic fire suppression system in the engine compartment. The Tiger has a
generous cargo capacity, carrying up to half a ton of cargo or up to ten passengers. One
passenger can stand in a roof hatch with a mounted weapon or their personal firearm.
MG Variant: A Tigr equipped with a PKP 7.62 mm machinegun.
AGL Variant: A Tigr equipped with an AGS-17 automatic grenade launcher.
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Ural-4320
The Ural-4320 is a 6x6 general purpose truck that has been in production since 1977. The Ural4320 is designed to transport personnel and cargo both on-road and off-road. Reliable and
easy to maintain, the Ural-4320 has a V-8 diesel engine, a 5-speed manual transmission, and
6x6 all wheel drive. The Ural can reach speeds of 82 km/h and carry up to 6,000 kg of cargo.
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Action.............................Gas-operated, rotating bolt
Feed system...................30 round box magazine
Rate of fire......................Semi-automatic, automatic (650 rds/min)
Muzzle velocity................900 m/s
Effective range................500 m
AKS-74
The AKS-74 is a lightweight version of the AK-74 that replaces the fixed
stock with a skeletal side-folding metal stock. The AKS-74 is commonly
used by soldiers that need a lighter rifle that can fold up to be more
compact, such as armored vehicle crewmen, mountain infantry, air assault infantry, and
airborne infantry.
AKS-74U
The AKS-74U is a carbine variant of the AK-74, used by soldiers who need
to maneuver their weapon in tight spaces or carry a heavy load. As a
compact version of an assault rifle, the weapon has had its fixed stock
replaced with a skeletal folding stock and has a shorter barrel. Although much more
maneuverable, the lower muzzle velocity of the AKS-74U makes it more of a personal defense
weapon or submachine gun than an assault rifle. AKS-74Us are commonly carried by armored
vehicle crewmembers and RPG-7 gunners. Like the AK-74M, the AKS-74U in Russian service
can be equipped with the 1PN93-1 night vision sight for combat in low visibility conditions.
Cartridge.........................5.45x39 mm
Action.............................Gas-operated, rotating bolt
Feed system...................30 round box magazine
Rate of fire......................Semi-automatic, automatic (700 rds/min)
Muzzle velocity................735 m/s
Effective range................400 m
SVD
Also known as the Dragunov, the SVD is a semi-automatic sniper and
designated marksman rifle first produced in 1963. The Dragunov is
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widely used among former Soviet Union and Warsaw Pact forces as a sniper rifle and a
designated marksman rifle at the squad and platoon level. The SVD was designed as a long
range squad support weapon to complement shorter ranged assault rifles in the rifle platoon.
Because of its primary role as a designated marksman rifle, the SVD has been designed to be
well balanced and lightweight for maneuverability in battle, and semi-automatic instead of bolt
action to allow for faster rate of fire. The SVD is also durable, cheap to produce, and accurate
out to ranges of 800 m, longer if special ammunition is used. Most SVDs were manufactured
with a wooden stock, but newer models have a synthetic polymer black stock. A PSO-1
telescopic sight with 4x magnification is fitted in such a way that iron sights can still be used. In
Russian service a 1PN93-4 GEN III night vision weapon sight can be fitted for night
operations.
Cartridge.........................7.62x54 mm R
Action.............................Gas-operated, rotating bolt
Feed system...................10 round box magazine
Rate of fire......................Semi-automatic
Muzzle velocity................830 m/s
Effective range................800 m
RPK-74
The RPK-74 is a 5.45x39 mm light machine gun based on the AK-74
designed to complement the assault rifle variant at the squad level.
Modifications to the weapon focus on delivering sustained and accurate
automatic fire, including a longer and heavier barrel that can better withstand sustained
automatic fire and a folding bipod for better stability. Other modifications include a modified
gas system and return mechanism, as well as structural reinforcements to key points on the
weapon.
The RPK-74 serves alongside the bipod-mounted PKM as the standard squad automatic weapon
for Ukrainian rifle squads. An upgraded version of the RPK-74, the RPK-74M, is being
replaced in frontline Russian units by the PKP Pecheneg. A night fighting version, labeled the
RPK-74N and equipped with a NSPU-3 sight, is used by some Ukrainian recon troops.
Cartridge.........................5.45x39 mm
Action.............................Gas-operated, rotating bolt, closed bolt
Feed system...................45 round box magazine
Rate of fire......................Automatic (650 rds/min)
Muzzle velocity................960 m/s
Effective range................800 m
PKM
The PK is a 7.62 mm general-purpose machine gun widely used by Russia
and Ukraine in a variety of roles. Most PKs in service today are PKMs,
a lighter modernized version introduced in the late 1960s. The PKM has
an integrated bipod and is fed with a non-disintegrating ammunition belt held within a metal
box. When used with the bipod the PKM can be used as a squad automatic weapon. When
equipped with a tripod for a more stable firing platform, the PKM is a medium machine gun
that provides rifle platoons and companies with support fire (in this role, it is also known as the
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PKMS). In Russian service, a 1PN93-3 GEN II+ night vision sight can be attached for night
combat.
The PKT is a vehicle weapon variant, often found as a coaxial machine gun on armored vehicles.
For this role the stock has been removed, the barrel has been substituted with a heavier
version for better sustained fire, and an electric solenoid trigger is fitted for remote firing.
Cartridge.........................7.62x54 mm R
Action.............................Gas-operated, open bolt
Feed system...................Linked 100, 200, or 250 round belt
Rate of fire......................650-750 rds/min
Muzzle velocity................825 m/s
Effective range................800 m (bipod) 1,500 m (tripod)
PKP Pecheneg
The PKP "Pecheneg" is a modern squad automatic weapon modification of
the PKM machine gun used by the Russian military. The PKP has
recently replaced the RPK-74M as the standard squad automatic
weapon in Russian front line units. The PKM barrel has been replaced with a heavier version
that is non-detachable and is fitted with air cooling ribs. A new flash suppressor addresses the
significant muzzle blast from the PKM. The bipod has been moved closer to the muzzle,
granting better stability and accuracy for aimed fire. For night combat a 1PN93-3 GEN II+ night
vision sight can be attached.
Cartridge.........................7.62x54 mm R
Action.............................Gas-operated
Feed system...................Linked 100, 200, or 250 round belt
Rate of fire......................600-800 rds/min
Muzzle velocity................825 m/s
Effective range................800 m (bipod) 1,500 m (tripod)
Makarov PM
The PM (Pistolet Makarova, meaning "Makarov's Pistol") Makarov is a
semi-automatic pistol that has been in service since the 1950s. The
Soviet firearms designer Nikolai Makarov adapted the German Walther
Ultra to produce a pistol that would replace the WW2-era Tokarev TT-33 and Nagant M1895.
The Makarov has had a long service life due to its balance of simplicity, reliability, and
stopping power. In the Russian military the Makarov PM has been officially replaced by the
MP-443 Grach (or Yarygin PYa) as the standard service pistol, but in practice the PM is still
the primary service pistol for most Russian military units due its abundance compared to the
MP-443.
Cartridge.........................9x18 mm Makarov
Action.............................Blowback
Feed system...................8 round box magazine
Rate of fire......................Semi-automatic
Muzzle velocity................315 m/s
Effective range................50 m
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RPO-A Shmel
The RPO-A "Shmel" is a man-portable rocket launcher. The disposable
tube contains a 93 mm thermobaric rocket that is optimized for use
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against infantry targets in hard cover such as buildings or bunkers. The RPO-A is not very
effective against armored vehicle targets and should be reserved whenever possible for
infantry targets in urban terrain.
Effective range................250 m (point target), 1,000 m (area target)
RPO-M Shmel
A modernization of the RPO-A, the RPOM has been upgraded with a reusable
launch tube, improved handling, and a
new rocket that increases range and
accuracy.
Effective range......300 m (point target),
........................1,700 m (area target)
AGS-17
The AGS-17 is an automatic grenade launcher of Soviet origin. Originally designed to counter
hypothetical Chinese human wave attacks, the AGS-17 first saw combat in Afghanistan where
it became a popular ground support weapon for infantry. When used as an infantry support
weapon, the AGS-17 is fired from a tripod. It is also commonly mounted on vehicles as a
defensive or secondary weapon. Like other automatic grenade launchers, the AGS-17 is
brutally effective against infantry or unarmored vehicles, and moderately effective against
lightly armored vehicles.
Cartridge............................30x19 mm
Action..............................Blowback
Feed system....................30 grenade
.......................................linked belt
Rate of fire.........................400 rds/min
Effective range................1,700 m
AGS-30
The AGS-30 is a Russian modernization of the AGS-17 automatic grenade launcher. The AGS-30
is significantly lighter than its predecessor, weighing 15 kg less than the AGS-17. New GDD30 grenades give the AGS-30 an
increased maximum range over the
AGS-17.
Cartridge............................30x19 mm
Action..............................Blowback
Feed system....................30 grenade
.......................................linked belt
Rate of fire.........................400 rds/min
Effective range................2,100 m
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RPG-22
The RPG-22 is a disposable anti-tank rocket launcher based on the design
of the RPG-18. The RPG-22 uses a single-stage rocket with a 72.5 mm
HEAT warhead. The RPG-22 is commonly carried as a lighter anti-tank
alternative to the RPG-7 by Ukrainian soldiers who cannot afford to lug around a RPG-7 along
with its multiple grenades. The RPG-22 has a dangerous backblast and may suppress or
injure troops who use it indoors.
Effective range.....................200 m
Armor Penetration................400 mm RHAe
RPG-26
The RPG-26 is a disposable anti-tank rocket launcher. The RPG-26 uses a
single-stage rocket with a 72.5 mm HEAT warhead. The RPG-26 is
commonly carried as a lighter anti-tank alternative to the RPG-7 by
Russian soldiers who cannot afford to lug around a RPG-7 along with its multiple grenades.
The RPG-26 has a dangerous backblast and may suppress or injure troops who use it indoors.
Effective range.....................250 m
Armor Penetration................440 mm RHAe
SPG-9
The SPG-9 is a 73 mm recoilless, smooth-bore, breach loaded man portable antitank weapon that
fires a variety of anti-armor and anti-personnel ammunition. The SPG-9 can be carried fully
assembled over short distances, however usually it is broken down and carried in its
component pieces due to weight.
The SPG-9 has a rate of fire of 6 rounds per
minute and can fire either HE against
soft targets or HEAT against
hard/armored targets. The HE round has
an effective range of about 2,500 m,
though it can theoretically be used at
much greater distances. The HEAT
round can achieve 400 mm armor
penetration at any range up to 800 m.
Armor Penetration.....PG-9N HEAVT: 400 mm, PG-9VNT Tandem HEAT: 550 mm
AT-4C / 9K111
The 9K111 Fagot (NATO reporting name AT-4 Spigot) is an Anti-Tank Guided Missile (ATGM)
launcher developed in the 1960s to boost the anti-tank capability of Soviet BTR battalions. The
missile system consists of a launch tube, missile, guidance box, sight, and tripod, which when
complete weigh 22.5 kg. The latest missile developed is the 9M111M Faktoriya (AT-4C Spigot
C) with an increased maximum range, and an improved HEAT warhead.
AT-4 missiles, like many ATGMs, are guided via Semi-Automatic Command to Line Of Sight
(SACLOS), which means that an operator points a sighting device at the target while the
missile is in flight, allowing the fire control system to guide the missile to the target. SACLOS
guidance systems can be wire, radio, or beam-guided. Wire guidance systems deliver course
corrections to the missile through a thin wire connecting the in-flight missile and launcher.
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Radio guidance systems track the course of the missile through an IR strobe in the rear of the
missile, and send flight path corrections to the missile via a radio signal. Both methods require
that the operator keep the target in the weapon sights until the missile hits the target, making
the launcher vulnerable to counter-fire until then. If the shooter can be incapacitated or the line
of sight blocked before the missile hits the target, the missile will most likely miss.
Effective range....................75-2,500 m
Guidance system................SACLOS,
.......................................wire-guided
Armor Penetration.......600 mm RHAe
AT-7 / 9K115
The 9K115 Metis (NATO reporting name AT-7 Saxhorn) is a man-portable ATGM launcher that is
designed to be a lighter and more mobile version of the AT-4. The AT-7 is designed to support
company-level operations, providing short range ATGM capability to infantry on the move. The
AT-7 primarily differs from the AT-4 in having a lighter firing post and a missile with a smaller
fuel load. The lighter fuel load results in a shorter maximum range. The entire system weighs
10.2 kg. The AT-7 uses a booster to eject the missile from the launcher, allowing it to be used
in enclosed spaces with some careful positioning on the part of the operators. However, the
backblast can still be dangerous so your
soldiers will suffer a small amount of
suppression from firing AT-7s indoors in
Combat Mission.
Effective range....................40-1,000 m
Guidance system................SACLOS,
.......................................wire-guided
Armor Penetration........460 mm RHAe
AT-13 / 9K115-2
A modern replacement for the aging AT-7, the 9K115-2 Metis-M (NATO reporting name AT-13
Saxhorn-2) fulfills the same company-level anti-tank roles as the AT-7. The AT-13 features
increased maximum range, better
accuracy, and a significantly more lethal
tandem HEAT warhead, while retaining
light weight and mobility.
Effective range....................80-1,500 m
Guidance system................SACLOS,
......................................wire-guided
Armor Penetration........950 mm RHAe
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Corsar
The Corsar is a Ukrainian light ATGM designed to replace the AT-7. The Corsar is a modern
ATGM with excellent performance characteristics. The weight of the entire system including
missile is 18 kg, allowing the operator to easily keep up with their fellow infantry. Unlike many
other ATGMs, the Corsar is shoulder-fired, instead of being mounted on a tripod. The Corsar
launches a 105 mm missile tipped with a tandem HEAT warhead.
Effective range..................80-2,500 m
Guidance system................SACLOS,
..............................laser beam riding
Armor Penetration.......550 mm RHAe
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Skif
The Skif (export name, known as Stugna-P in Ukrainian service) is a man-portable ATGM system
designed by Ukraine as a replacement for the aging 91K111 AT-4. Like many other ATGMs,
the Skif is mounted on a tripod and acquires targets with a x16 optical sight or a thermal sight.
The Skif fires the R-2 tandem HEAT missile, which is also used by the BTR-4.
Effective range................100-5,000 m
Guidance system................SACLOS,
...............................laser beam riding
Armor Penetration..........800 mm RHA
Igla SA-18
The 9K38 Igla (known as the SA-18 Grouse to NATO) is a Soviet-designed Man-Portable AirDefense System (MANPADS). The Igla is shoulder-launched by a single operator, and fires a
missile with a 1.17 kg HE warhead. The missile can reach speeds of 800 m/s (Mach 2.3) while
a dual waveband infra-red guidance system guides it to the target. Maximum flight ceiling is
3,500 m.
Effective range.....................5,200 m
Guidance
system.................Infrared,
.................................dual waveband
Igla-S SA-24
The Igla-S is an improved variant of the Igla, beginning service in 2004 in the Russian military.
Known to NATO as the SA-24 Grinch, the Igla-S has a heavier 2.5 kg warhead, increased
range, a better seeker, and improved resistance to countermeasures.
Effective range......................6,000 m
Guidance
system................Infrared,
.................................dual waveband
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2B14 82 mm Podnos
The 2B14 Podnos is a medium mortar used primarily by Russian and Ukrainian light infantry and
airborne forces, although it can also be occasionally seen in service with mountain and motor
rifle infantry battalions.
Effective range.............95-4,270 m (HE)
Rate of fire........24-30 rds/min maximum
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Mi-24PM Hind F
An upgraded Mi-24P, with improved avionics,
communications gear, and new wings.
Mi-24PN Hind F
The Mi-24PN is the Russian military's newest
standard attack helicopter variant. A night flying
version, the Mi-24PN features TV and FLIR
cameras, rotor blade and wing modifications
borrowed from the Mi-28 Havoc, and fixed
landing gear.
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Mi-28N Havoc
The Mi-28 (NATO reporting name "Havoc") is a Russian dedicated attack
helicopter. Development of the Mi-28 began in the 1970s, but the
program was beset with cancellations and delays due to changing
priorities and competition with the Kamov Ka-50 helicopter. The Havoc
finally entered service in 2006 as the Mi-28N, an anti-tank attack
helicopter. The "N" variant is a night flying version equipped with FLIR
thermal systems and mast radar.
The Havoc uses a conventional modern attack helicopter setup. The Havoc
has a slender fuselage and tandem cockpits. The pilot has a helmet
mounted display that follows their gaze and allows them to designate
targets for the weapons officer. A nose-mounted integrated surveillance and fire control
system contains optics, television, and laser rangefinder. Composite plastic rotors resist direct
hits from up to 30 mm cannon, and the armored cockpit can withstand hits from .50 caliber
bullets. Two mid-mounted stub wings mount weapon hardpoints for 9M120 Ataka (AT-9 Spiral2) ATGMs and S-13 122 mm unguided rockets, the Havoc's chin mounts a 30 mm 2A42
autocannon.
Ka-52 Alligator
The Ka-52 Alligator (NATO reporting name "Hokum B") is a two-seat
variant of the Ka-50 attack helicopter. As a modern attack helicopter,
the Ka-52 is to be fast, agile, and armed with weaponry capable of
destroying enemy tanks and infantry. To aid its mission the helicopter
is equipped with FLIR, radar, a two seat side-by-side cockpit, and
digital communication systems for relaying target data.
Protective measures include a warning receiver and countermeasures for
SAMs, while the cockpit and vital systems are protected by armor
plating. The Ka-52 lacks tail rotor blades, and instead uses an unusual
coaxial rotor configuration where two large rotors are located one atop
the other on top of the helicopter, rotating in opposite directions. Armament includes 9K121
Vikhr ATGMs, 80 mm S-8 rockets, and a 2A42 30 mm autocannon with 460 rounds. The Ka52 also holds the distinction of being the first operational helicopter to include a pilot ejection
system.
Su-24M Fencer D
The Sukhoi Su-24 (known to NATO as the Fencer) is
an all-weather attack aircraft developed in the
1970s by the Soviet Union. The Fencer was
designed to attack ground and naval targets with
precision air strikes. The design includes
variable-sweep wings and a two seat side-by-side
cockpit. Hardpoints underneath the aircraft can
be equipped with up to 8,000 kg of ordnance,
including bombs or Kh-25ML air-to-ground
missiles.
The SU-24M, also called the "Fencer-D", was an upgrade program that began service in 1983.
The aircraft has a longer fuselage to accommodate a new refueling probe and attack radar
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setup. Other additions include a TV system, laser designator, inertial navigation, and digital
computer systems.
Su-24M2 Fencer D
A further modernization of the Su-24M, the M2 variant
features new navigation and weapons control
systems along with a new HUD.
Su-25 Frogfoot
The Sukhoi Su-25 is a single-seat, twin-engine jet
aircraft developed in the Soviet Union. It was
designed to provide close air support for the
Soviet Ground Forces. It is heavily armored and
easy to service.
The Su-25 is armed with one twin barrel 30 mm gun
in the bottom of the fuselage with 250 rounds.
There are eight pylons under the wings which can
carry up to 4,000 kg of air-to-ground weapons,
including 122 mm rockets, 515 kg bombs, and Kh25ML ATGMs. The Su-25 has an integrated GSh-30-2 30 mm cannon with 250 rounds.
Su-25SM Frogfoot
The three SM versions of the Su-25 are a
modernization upgrade that began around the
turn of the century. The SM program features
both system upgrades and refurbishments to
increase the service life of the Su-25 frame. A
new digital computer system with navigation and
attack systems is part of the upgrade, along with
a new Head-Up Display (HUD), warning
receivers, GLONASS, comms, and various other
electronic systems.
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COMBAT MISSION
Su-34 Fullback
The Su-34 is a Russian twin-seat fighter-bomber
developed starting in the 1980s and began service
in 2014. The Su-34 is able to fulfill a multitude of
air, ground, or naval missions in all weather and
environments.
The Su-34 shares much of its frame with the Su-27
Flanker, but has a new nose, forward fuselage, and
cockpit. Twelve hardpoints allow for up to 12,000
kg of ordnance, and the GSh-30-1 autocannon Su27 is retained.
Pchela-1T
Also known as the Yakolev Pchela-1T, this is a UAV used by Interior and
military forces for surveillance and by artillery brigades for observation
and target acquisition. The Pchela can carry a variety of TV and
infrared imaging payloads.
Pchelas are vulnerable to AAA and SAM fire while performing Observe
missions.
Orlan-10
The Orlan-10 is a tactical UAV used by the Russian military. The Orlan-10
is catapult launched and can reach a cruising speed of 150 km/h to a
flight ceiling of 5,000 m. The payload includes a photo camera, TV
camera, and infrared imager.
The Orlan-10 is vulnerable to AAA and SAM fire while performing
Observe missions.
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Excellent Defense
Good Defense
Average Defense
Bad Defense
Poor Defense
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COMBAT MISSION
Arena uses a Doppler radar to detect incoming threats. A computer uses the radar data to
determine the direction and speed of the incoming threat, then selects one of multiple silos to
engage it. An explosive charge is launched upwards and detonates above the vehicle,
spraying a stream of projectiles downwards into the path of the incoming projectile. When
mounted on BMP-3Ms, Arena covers threats within a 220 degree arc to the front, with the back
left unprotected. This setup allows infantry to follow behind the vehicle more safely. When
mounted on tanks, Arena has 360 degree coverage.
Zaslon provides protection over 360 degrees, and works by launching two explosive charges
outwards, which explode and deploy a fragmentation ring that destroys the incoming projectile.
Electro-Optical Jammer
Shtora-1 is an electro-optical jammer currently modeled the T-90A, T-90AM, and BMP-3M. Most
Shtora-1 installations use two electro-optical/IR dazzlers mounted on either side of the turret,
laser warning receivers, twelve aerosol smoke grenade dischargers, and a control system to
operate it. The T-90AM uses Shtora-1 but without the dazzlers.
When the electro-optical/IR dazzlers are activated (they can operate continuously), they interfere
with or jam SACLOS guidance systems used by many ATGM systems. When the laser
warning receivers detect that the vehicle has been "painted" by an enemy weapon laser range
finder, the Shtora-1 system detects the direction of the threat with an accuracy of about 4
degrees, warns the crew, and prompts them to automatically slew the turret towards the threat.
Next, the system launches the smoke grenades towards the threat to interfere with ATGM
guidance, giving the vehicle cover for retreat.
The Oplot-M has the Varta optronic countermeasure system. Like the Shtora-1 system, Varta
detects laser illumination from incoming ATGMs and dazzle them with active jamming while
automatically deploying aerosol smoke screens to hinder visibility.
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Slat Armor
Also known as cage armor, slat armor uses a grid of metal bars attached on top of a vehicle's
armor to protect against attacks from anti-tank weapons such as the RPG-7.
Smoke Launcher
Many armored vehicles are fitted with smoke launchers. When deployed, these launches eject
multiple smoke grenades to the front of the vehicle and form a defensive smoke screen so that
the vehicle can retreat or reposition safely. Many smoke launchers use IR-blocking smoke to
prevent vehicles with thermal imagers from peering through the screen.
Communication Links
Voice
Unit has verbal contact with
it's HQ, either face-to-face
or shouting distance
Visual (Distant)
Unit can see it's HQ at long
distance. Can use visual
signals to communicate.
Satellite (PDA)
Unit has satellite data link
with HQ through hand held
PDA or tablet.
Visual (Close)
Unit can see it's HQ at close range. Can
use hand signals to communicate.
Radio
Unit has radio contact with HQ, either hand
held "walkie talkie", manpack radio, or
vehicle-mounted radio station.
Satellite (Vehicle-mounted station)
Unit had satellite data link with HQ through
vehicle-mounted digital communications
system such as FBCB2 or Constellation.
Special Equipment
Night Vision Equipment
Numbers on this icon denote how many soldiers in the team or squad are
equipped with any type of night vision equipment. However, each soldier may
have multiple pieces of night vision equipment, such as night vision goggles plus
a night vision sight on their weapon.
Binoculars
Binoculars increase unit spotting ability at long range. Commonly carried by
small unit leaders, weapon crew members, scouts, observers, and officers.
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Laser Designator
Laser designators are used by forward observers and air controllers to mark
targets for attack. Laser designators aid in fire mission speed and accuracy.
Russian and Ukrainian precision fire support missions require that the spotting
team be equipped with a laser designator.
Demolition charge
Demo charges are carried by engineer specialists (also called pioneers or
sappers), as well as Breach teams. Demo charges can be used to attack
vehicles at close range, or can open entry points into buildings, walls, and
fortifications with the Black Command.
Breaching Kit
Breach kits function like demolition charges, except that they can only be used
against building sides and walls, not against fortifications or vehicles. Some
Russian recon and American rifle squads carry breach kits.
M136 AT-4
RPG-22
RPG-26
RPO-M
Javelin Launcher
Stinger Launcher
Igla Launcher
Surface-to-Air Missile
RPG-7
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Floating Icons
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Stryker Brigade
Armored Brigade
Tank Brigade
Tank Brigade
Specialist
Sergeant
Staff Sergeant
Master Sergeant
First Sergeant
Second Lieutenant
First Lieutenant
Captain
Major
Lieutenant Colonel
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Yefrytor
(Senior Private)
Mldshiy Serzhnt
(Junior Sergeant)
Strshiy Serzhnt
(Senior Sergeant)
Starshin
(Master Sergeant)
Leytennt
(Lieutenant)
Kapitn
(Captain)
Mayr
(Major)
Podpolkvnik
(Lieutenant Colonel)
Serzhnt
(Sergeant)
Strshiy Leytennt
(Senior Lieutenant)
Strshiy Soldat
(Senior Soldier)
Molodshiy Serzhnt
(Junior Sergeant)
Strshiy Serzhnt
(Senior Sergeant)
Starshyna
(First Sergeant)
Praporshchyk
(Master Sergeant)
Leytennt
(Lieutenant)
Strshiy Leytennt
(Senior Lieutenant)
Kapitn
(Captain)
Podpolkvnik
(Lieutenant Colonel)
Serzhnt
(Sergeant)
Strshiy Praporshchyk
(Sergeant Major)
Mayr
(Major)
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COMBAT MISSION
CREDITS
Project Lead
Christopher Nelson
Lead Artist
Cassio Lima
Game Design
Christopher Nelson
Game Engine Design
Charles Moylan
Stephen Grammont
The Battlefront Team
Charles Moylan
Stephen Grammont
Dan Olding
Martin van Balkom
Mike Duplessis
Fernando J. Carrera
Buil
Phil Culliton
Christopher Nelson
Programming
Charles Moylan
Phil Culliton
3D Models
Cassio Lima Studio
Dan Olding
Pete Wenman
Animations and
Models
Cassio Lima
2D Art
Cassio Lima Studio
Dan Olding
Mike Duplessis
Marco Bergman
Christopher Nelson
Kari Salo
Stephen Shields
Pete Wenman
Cover Art
Cassio Lima
Jean-Vincent Roy
Voice Actors
Nikita Machatov
Serhii Panov
Eugene Polyanichko
Aleksei Sokolov
Macintosh Port
Clay Fowler
Phil Culliton
Game Manual
Christopher Nelson
Quick Battles
Mark Ezra
Campaign Designer
Christopher Nelson
Scenario Designers
Scott Coulson
Alan K. Davis
Stephen Hilla
Ian Leslie
Nikita Machatov
Jon Martina
George McEwan
Jari Mikkonen
Christopher Nelson
Quentin Nelson
Josh Peterson
Kari Salo
Pete Wenman
Thomas West
Jurrie van der Zwaan
BLACK SEA
Beta Testers
Pete Abrams
Greg Anderson
Kip Anderson
Raymond Ardry
Marco Bergman
Steven Burke
Joe Callan
Jonathan Carruthers
Neil Clark
Jon Cochran
Maarten Coemans
John Costello
Scott Coulson
James Crowley
Thomas Daxner
Alan K. Davis
Benjamin Donaldson
Matt Dooley
Mark Ezra
Rick Felger
Mark Gibson
Michael Graham
Bil Hardenberger
Jean-Charles Hare
Roy Havens
Stephen Hilla
Todd Justice
Scott Johns
Gregory Keller
Toni Kuurila
James Landsfeld
Ian Leslie
Nikita Machatov
Steve Makarow
Jon Martina
Robert Massart
George McEwan
Ken McManamy
Jon Mead
Fred Meyer
Jari Mikkonen
Vincent Monaco
Wesley Netcher
Nicholas Moran
Quentin Nelson
Wesley Netcher
John Osborne
Douglas Peel
Josh Peterson
Kari Salo
Mark Saunders
Ian Schwulst
Florian Schroeder
Stephen Shields
Phillip Skelton
David Sluiter
Jeffrey Smith
Jon Sowden
Phil Stanbridge
Dima Stepanchuk
Luke Wallace
Pete Wenman
Thomas West
Karl White
Phil Williamson
Jurrie van der Zwaan
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