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Top 10 online entrance examination classes Introduction, comparison and price (1400 entrance examination update)

2020.09.19 12:38 hassandokht Top 10 online entrance examination classes Introduction, comparison and price (1400 entrance examination update)

Introduction, comparison and price of the top 10 online entrance exam classes for the 1400 entrance exam
Every day, more and more students are moving to online entrance exam classes. But really, what is the reason for so much acceptance of online classrooms by institutions, professors and students? Are Internet classes useful? Are the returns of these classes like the game of face-to-face classes? Wouldn't it be better for students to be in the classroom directly and learn face to face with the teacher? Of course, sometimes there are criticisms like this, why are all the good facilities for Tehranians? Why should other cities be unaware of the education of Tehranians? Can't the teachers of good schools and colleges in Tehran go to other cities? Let us answer these questions one by one in the rest of this article

In the online entrance exam school, you will be present in the virtual classroom, you will talk live with the teacher, the assignments and exams will be followed seriously, and you can access the class from anywhere in the world.

As an educational activist and entrance exam counselor, I witnessed online classes before 1997. Prior to this year, most educational packages were made available to students in the form of videotapes or DVDs, and were not very successful.

In the academic year leading up to the 98th entrance exam, the acceptance of absentee classes increased significantly. So that in face-to-face and in-person counseling, a number of kids kept asking me if a certain teacher was good in the classroom? Is Tom Land better or Clasino? Isn't it better to go online instead of face-to-face class? And…

But the Corona crisis, which before the 99th entrance exam, was a unique opportunity for the 99th entrance exam classes! People who were unfamiliar with the online class or did not even agree at all with online education; They had to use and enjoy it. Corona questioned the old rule, and many individuals and teachers were forced to change course.

Given the interest, familiarity and use of the young and up-to-date generation, as well as increasing the penetration of the Internet in life, the popularity of online classes for children will certainly increase in the coming years.

Dr. Moinuddin, part of the article "Corona Crisis and Opportunity Building in Online Education"
To answer the many questions that have been asked, we must accept the fact that students are becoming more and more interested in online classes. But what are the advantages of online classes over face-to-face classes? In the following article, we will discuss the benefits of online classes:

Advantages of online entrance exam classes:
1- Access from all over the world
Online class caused educational justice to be observed in the true sense of the word. In previous years, the best teachers and the best educational services were present in Tehran, but now, thanks to the Internet, students in disadvantaged areas have the least facilities with a mobile phone, tablet or personal computer. They can use the online classes of the best entrance exam professors. All students anywhere in Iran can attend the class with internet access. It does not matter if, for example, the best professor of mathematics in Iran comes to your city and holds a conference or a class or not! Wherever you are in Iran, your distance from the right class is just one click.

You can not fall behind the class schedule while traveling and the online world has all kinds of air for you! Wherever you travel, just take your mobile phone or laptop with you.

2- Lower cost:
One of the main advantages of online classes is that they cost less than face-to-face classes. Certainly not every choice is cost effective, but we are talking about institutions and professors who are the brands of Tehran and the best professors in their city. The cost of attending the classes of one of the professors of the Tehran brand for a private meeting is definitely very, very high. In some cases, a meeting costs one million tomans or two million tomans. If you can choose online classes, you can pay much more for this. Of course, I emphasize again that the professors you choose must be well-known professors and brands.

From another point of view, it is not more economical for entrance exam schools to hold online classes. Firstly, they pay for the event and space and space. Secondly, the school has no restrictions on enrollment and can hold a 100-person class with much lower tuition instead of a 20-person high-tuition class.

3- Save travel time:
Time is of the essence for a college student. Aside from the cost savings of a Minecraft student, it is one of the greatest benefits of online classes. When you used to work hard, the daily traffic to other classes and face-to-face schools was reduced to zero. Your parents are no longer supposed to take you to class and school. With online classes, you can add to your entrance exam time.

4- Comfort and peace of mind
It doesn't matter what you wear to class or your hair is messy or your face is not watery. It does not matter anymore because in online classes, comfort and conditions are completely in the student's interest.

5- Ability to review and repeat the class
Students who use online or offline classes can always review the classes and learn the lessons several times, each time more accurately, as if the tutor were at home and you have the opportunity to repeat the lessons. This is difficult to do in face-to-face classes

6- Relaxation while learning
The main concern of students and teachers in face-to-face classes is that people with the same level of knowledge are not present
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2020.06.06 13:45 mike22712 My guide to Anti-Tank Guided Missiles: I explain how ATGMs work and address some common misconceptions with pictures and videos to better visualize what happens.

This week I aim to explain Anti-Tank Guided Missiles (ATGM) to people. Whenever an ATGM video becomes popular on this subreddit people always seem to be confused with how they work and usually ask the same few questions. Today I am going to attempt to answer some of these questions so that you guys can better understand what happens in these ATGM videos.
"What is an Anti-Tank Guided Missiles and how does it work?"
Since there are many types of ATGMs and I can't explain every one of them, I will just explain how the most common ATGM, the BGM-71 TOW, works[5]. The TOW is controlled by a set of long, thin wires that are unrolled from the back of the missile after it is launched from the tube, which allows the operator to control the missile in the air by looking through the optics of the launcher and making adjustments. In this video you can actually see the wires coming out the back of the missile during flight.
A video showing the launch process . Firstly a soft launch motor fires - just to get the missile out of the tube. As the missile leaves the tube it opens up it's wings in 2 stages. First the 4 wings - roughly in the middle of the missile - open up; then the 4 wings on the back of the missile open up. Picture showing the wings. While the 4 wings on the back of the missile open up, the flight motor of the missile fires and burns for 1.6 seconds bringing the missile up to a speed of 1,000 km/h[2]. All this happens in under 3 seconds.
After the flight motor is burned out the missile simply glides onto target[3]. The missile launcher has IR tracker on it that looks for the IR beacon (the bright red light on the back of the missile you see in videos). This combined with information fed to the launcher by the gyroscope and traversing unit tells the launcher where the missile is[4]. The optical tracking and command functions within the system guide the missile along the gunner's line of sight until it reaches it's target[1].
"The missile looks so slow. Why don't they just dodge the missile?"
This is by far the largest misconception about ATGMs. Most of these videos are recorded from right next to the launcher so we see the missile following a relatively straight flight path. This, combined with the fact that the targets are usually kilometres away makes it looks like these missiles are slow. This is definitely not the case.
First of all, I will point out the the TOW missile (the most common ATGM[6]) does not move at a constant speed. The missile accelerates to a peak speed of 320 m/s then slows down and glides the rest of it's 3,750 meter range[7][8] The TOW missile moves at an average speed of 188 m/s or 675 km/h[9] That means a TOW is covering two football fields a second on average. This video of an ATGM coming in sideways perfectly demonstrates their speed. Different ATGMs have different speeds but their speeds are fairly similar to the TOW's[11][12].
"Can't they see the missile coming and dodge it?"
You can definitely see or hear an ATGM missile flying towards you and dodge it and there have been cases of that happening but it is very rare and you pretty much have to be facing the missile to avoid it. This video shows a cameraman looking directly at an ATGM as it is fired at him shows how hard it is to react. The cameraman was looking directly at the ATGM launcher and still struggled to react in time. This video shows an ATGM flying over a technical. By the time you hear the ATGM it is very likely your fate has already been determined. In the vast majority of cases by the time your brain registers the noise of the missile after it has either already hit you or gone over you.
"Why don't they have people looking out for ATGMs? I see so many videos of them getting hit with ATGMs"
People need to realize that these things are being fired from ranges of 1,000+ meters the overwhelming majority of the time with some shots coming from as far away as 5,000 meters away. In this video you can see how suddenly it happens. One minute you are looking for targets to fire at, from the back of your trusty Toyota technical and the next you are dead. It is incredibly difficult for someone to spot an ATGM or it's launcher with just the naked human eye on something as wide as a front line especially if that human is badly trained and motivated. Footage from a Turkish outpost showing how hard it is to spot them. If you are not concentrating they may look like a bird in the distance.
"ATGMs are not effective against infantry."
ATGMs are not intended to kill infantrymen but they definitely are effective when they hit a group of infantry. Smaller ATGMs, like the 9K111 Fagot, that have smaller warheads (1.75 kg in the case of the Fagot[14]) are not particularly effective against infantry but the larger ATGMs such as the TOW (3.9 kg warhead[13]) and the 9M133 Kornet (4.6 kg warhead[10]) can be devastating against groups of infantry. NSFW: This video showing a Kornet hitting a group of SAA infantrymen shows you how devastating they can be. In this video a TOW hits a group of 10 SAA infantrymen and only 1 is left barely standing. These ATGMs can have absolutely horrific effects on infantry.
"Why are they shooting a $60,000 missile at a $20,000 pickup?"
Soldiers are not accountants and don't really care about how much their equipment costs. This applies especially to the time period when Syrian Rebels were receiving large quantities of TOW missiles for free. If you set up a ATGM launcher in an area and a legitimate target appears like a pickup truck or 2 or 3 infantrymen then you take the shot. War rarely makes sense financially (or any other respect) and can't be viewed through the lens of how much the weaponry you are using costs versus the cost of the weaponry/manpower you are destroying.
Master thread for all my collections and compilations. Huge shout out to the ATGM tracker Jakub Janovsky for helping me with this article. The videos he sent me and videos obtained from his Syrian Civil War archive made this article this article possible. He also went through the article and made suggestions on what I should add.
Sources:[1] [2] [3] [4] TOW Weapon System, Headquarters, Department of the Army, 17 August 1994 [1] Chapter 1. 1-1 Characteristics. [2] Chapter 1. 1-5 Internal Components and Sequence of Operations. Table 1-2 [3] Chapter 1. 1-5 Internal Components and Sequence of Operations. Table 1-2. [4] Chapter 1. 1-5 Internal Components and Sequence of Operations .C
[5][6] Visually confirmed rebel ATGM use (per type since the start of the SCW)
[7] The Life and Times of the TOW Missile
[8][9] U.S. INTELLIGENCE AND SOVIET ARMOR" Paul F. Gorman Page 18, Paragraph 2.
[10] Kornet anti-tank guided weapon captured by Syrian Islamist rebels
[11] Introduction to the 9M113 Konkurs ATGM Technical specifications
[12] AT-5 SPANDREL Anti-Tank Guided Missile
[13] Raytheon Hughes BGM-71 TOW[14] Fagot Anti-tank guided missile
submitted by mike22712 to CombatFootage [link] [comments]

2017.10.30 02:01 RAKtheUndead M60 Patton & BMP-2 - do these statistics look right?

I'm planning on running a modern military game some time in the future and have been planning ahead with the equipment that the PCs would be expected to see. One thing that I've found particularly difficult to work with is statting out vehicles in the absence of a full vehicle creation system optimised for Fourth Edition. As a result, I've worked based on what I could determine from the descriptions (on which mine below are heavily based) and stat lines given for various vehicles in GURPS High-Tech, but I'm not sure if I've quite got things right. In particular, I'm more concerned about the optics and radio systems than I am the armour values, but there may be some other details that need tweaking.
General Dynamics M60A3 Patton (USA, 1978-1987)
The M60A3 Patton was introduced in 1978 as an incremental upgrade of the design that had served as the main battle tank of the United States Army since 1960. Introduced two years before the M1 Abrams, it served in coordination with the M1 for several years before being resigned to a reserve role with the National Guard. The M60 was phased out of US service in 2005, but remains in a front-line role with several other nations today.
The M60A3 Patton is markedly inferior to modern MBTs, with substantially thinner armour, a less powerful weapon, obsolete night-fighting equipment and a high profile. However, it can hold its own against most of its contemporaries and remains an affordable and powerful weapon system against less heavily-armed opposition.
The gunner and loader are positioned in the main turret along with the tank's main armament: a 105mm M68 tank gun (see stats for Royal Ordnance L7) with 63 rounds (30 APFSDS, 20 HEAT, 13 mixed HEP and smoke), with 13 stored for ready use in the turret. An FN M240 machine gun (HT p.134) with 5,950 rounds is mounted coaxially, with two six-shot smoke dischargers facing the turret front (two reloads). The gunner has an 8x day sight (+3 Acc), a 4,900 yard laser rangefinder (+3 Acc) and a targeting computer (+1 Gunner). At night, the gunner uses a passive 8x image-intensifying sight (+3 Acc and Night Vision 7). Turret rotation takes three Ready manoeuvres per facing.
The commander is also positioned in the turret. He fires a General Electric M85 machine gun (see Browning M2HB, HT p.133) with 900 rounds which is positioned in an external mount on the turret roof. Inside the turret, he has an 8x passive image-intensifier sight (+3 Vision and Night Vision 7) for observation and operates an AN/VRC-12 radio (25-mile range).
The driver sits in the body. He has a passive image-intensifier sight for night-time driving. He can generate a smokescreen using the engine’s exhaust.
Back armour is DR 110, top armour is DR 100, underside armour is DR 50. The turret has DR 715 on the front, DR 385 on the sides, DR 155 on the back and DR 70 on the top.
TL: 7 ST/HP: 183 Hnd/SR: -3/5 HT: 10x Move: 2/15 LWt.: 52 Load: 3.7 SM: +5 Occ.: 4S DR: 720/205 Range: 300 Locations: 2CTX [1]
[1] Higher DR is for body front; lower DR is for body sides
Royal Ordnance L7, 105x607mmR (based on stats in GURPS Vehicles Lite for Third Edition)
TL: 7 Acc: 5+3 Range: 3,300/36,000 EWt: 2,820/40 RoF: 1 Shots: 1(6) ST: 72M Bulk: -15 Rcl: 10 LC: 1
Fires APFSDS (6dx24(2) pi++), HEAT (6dx6(10) cr ex with 6dx4 cr ex linked), HESH (6dx16(0.5) pi++ with 6dx6 cr ex)
Kurganmashzavod BMP-2 (Russia, 1980-present)
The BMP-2 was introduced in 1980 in response to various flaws found in its revolutionary predecessor, the BMP-1. The low-pressure 73mm gun of the BMP-1 was replaced by a 30mm autocannon, while the 9M14 Malyusha anti-tank guided missile was replaced with a launcher for either the 9M111 Fagot or 9M113 Konkurs missiles. The BMP-2 was heavily produced not only in the Soviet Union, but also in India and the former Czechoslovakia. It was also exported widely throughout the world.
The BMP-2, while an aging weapons platform, remains one of the most numerous and effective IFVs in service. Its autocannon provides powerful support for the infantry squad that it carries, while the anti-tank missile provides some form of protection against more heavily armoured vehicles.
The gunner is positioned in the main turret and fires a 30mm Tulamash 2A42 autocannon with 500 rounds (340 HEI, 160 APDS). A KMZ PKT (use stats for KMZ PK, HT p.134) with 2,000 rounds is mounted coaxially, with two three-shot smoke dischargers facing the turret front (two reloads). The gunner has a 4.75x day sight (+2 Acc). At night, the gunner uses a 5x image-intensifying sight (+2 Acc and Night Vision 7) with an IR searchlight (0.2 mile range). Turret rotation takes two Ready manoeuvres per facing.
The commander also rides in the turret. He has a 4.75x day sight (+2 Vision) for observation, along with a high-angle 1.2x/4x sight for observing aerial targets (+2 Vision), while at night, he uses a 4x image-intensifying sight (+2 Acc and Night Vision 7) with an IR searchlight (0.5 mile range). He operates a scrambled radio (12-mile range). A launcher for the 9M111 Fagot or 9M113 Konkurs anti-tank guided missile is mounted on the turret roof between the gunner's and commander's hatches on an external mount.
The driver sits in the body. For night-time driving, one of the day periscopes can be replaced with an active/passive night-vision scope with an IR headlight (70-yard range). A smokescreen can be generated by either injecting fuel into the exhaust manifold or using the six grenade projectors mounted on the turret.
Up to seven passengers may also sit in the body behind the turret. They may fire their personal weapons through firing ports on the side and rear of the vehicle: three on either side of the hull and one on the left door.
Top and underside armour is DR 17. The turret has DR 85 on the front, DR 65 on the sides, DR 42 on the back and DR 17 on the top.
TL: 8 ST/HP: 123 Hnd: -3/5 HT: 12f Move: 2/20 LWt: 15.2 Load: 2 SM: +4 Occ.: 3+7S DR: 95/50 Range: 370 Locations: 2CtX [1]
[1] Higher DR is for body front; lower DR is for body sides
submitted by RAKtheUndead to gurps [link] [comments]

2017.03.31 22:48 undertakerwwefan How far does TOW sight?

On the Konkurs simulator, it doesn't seem the telescope sight sights very far. Less than 1 km.
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2017.02.12 16:42 JackiXxIscariot [CONFLICT] Iranian Operations against the BLA

Iranian Balochistan,
The Iranian Armed Forces and Supreme Leader attempted dealing with the BLA at first, sending BLA leadership a letter stating the following.
To: The Leadership of the BLA
From: Supreme Leader of the Islamic Republic of Iran, Seyyed Hassan Khomeini,
If the BLA expels ALL Pakistani Fighters and ceases this unnecessary violence, the Islamic Republic of Iran would be glad to enter into negotiations with the Balochi people, to increase Balochi freedoms, properly develop your region economically, perhaps even discuss a level of semi-autonomy. However, this can't be done at the point of a gun, a gun which is provided by and whose fighters are financed by the BLA in Quetta!
However if Pakistani Forces loyal to the government in Quetta continue to occupy Iranian soil, this will be treated as a foreign aggression and treated accordingly. I'm sympathetic to the plight of the Balochi people, that's why Iran supported the Balochi people against Pakistan, however you CAN NOT and WILL NOT achieve what you want through arms. Through dialogue Iran and the Balochi people can transform Iranian Balochistan into a center of trade, bringing great wealth to your people, and a degree of semi-autonomy. However, this will not be possible if you remained armed and supported by a foreign government in Quetta.
Supreme Leader of the Islamic Republic of Iran, Seyyed Hassan Khomeini,
Iranian Army Deployments -
Iranian Infantry Weapons PC9 Combat Pistol
SMT 9 6.5 Light Submachine Gun
SMT 9 Submachine Gun
Nakhjir Sniper Rifle
Siyavash Sniper Rifle
Sayyad Anti-Material Rifle
PKM T-80 Machine Gun
Doshka Heavy Machine Gun
Saegheh Rocket Propelled Grenade Launcher
RPG-29 Rocket Propelled Grenade Launcher
Dehlavie ATGM
Shershen ATGM
9M113 Konkurs ATGM
77th Infantry Division
77th Infantry Division Infantrymen 15,000 : Deployed to Bam
T-72B4 MBT’s:120
BMP-2D IFV’s:200
Boragh APC’s:200
Safir-4 4x4 Tactical Vehicles:300
Neynava 4x4 Multipurpose Tactical Trucks:500
KrAZ-6322 6x6 Multipurpose Logistics Trucks:120
Tank Passage Bridge Vehicles:10
Hunter Armor Recovery Vehicles:30
Taftan 2 Armored Mine Clearing Vehicles:30
HM41 Self-Propelled Howitzer:72
58th Takavar Division
58th Takavar Brigade Special Forces 10,000 Deployed to Iranshahr
BRDM-SE Reconnaissance Patrol Vehicle:100
BMP-2D IFV’s:400
Arlan MRAP:300
Safir-4 4x4 Tactical Vehicles:500
Neynava 4x4 Multipurpose Tactical Trucks:200
HM20 Hadid 122-mm MRLS’s:72
Saberin Takavar Battalion
Saberin Takavar Battalion Elite Special Forces 1,000 Deployed to Zabol
Mil Mi-8AMTSh Assault Helicopters:50
Safir-4 4x4 Tactical Vehicles:100
Basij Deployments -
Basij Mobilization Resistance Forces
Basij Mobilization Resistance Forces Armed Shia Militiamen 60,000 1/2 deployed to Zabol and 1/2 deployed to Saravan
Safir-4 4x4 Tactical Vehicles:2,000
Neynava 4x4 Multipurpose Tactical Trucks:3,000
HM20 Hadid 122-mm MRLS’s:108
Iranian Army Aviation Deployments - Deployed to 1/2 deployed to Zabol 1/2 deployed to Bam
IAIO Toufan II Attack Helicopters: 72
Shabaviz 2-75 Multipurpose Utility Helicopters USA/Iran Medium Utility 180
Iranian Air Force Deployments - Deployed to Kerman Air Force Base
HESA/CAC FC-1 Block 3 Multirole Fighter:72
Sukhoi Su-34 Strike Fighters:30
Ghods Mohajer-4 MALE UAV's:100
Iranian Naval Aviation Deployments - Deployed to Bushehr Naval Aviation Air Station
5x Embraer E-99 AEW&C Aircraft
3x Embraer R-99 ELINT Aircraft
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2017.02.12 16:39 JackiXxIscariot [CONFLICT] Iranian-Turkish Operations within the Iranian Kurdish Region

Iranian Kurdistan,
Seeing how 100,000 Iranian NAJA Security Forces and two regiments of the NOPO had previously been deployed to Iran’s Northwestern Kurdish Dominated Regions Saqqez was quickly stormed by assaults spearheaded by the two crack NOPO Regiments and supported by a NAJA division. While the remaining 80,000 members of the NAJA Security Forces literally locked down Iran’s Northwestern Kurdish area, while being joined by an additional 50,000 NAJA Security Officers and the 25th Takavar Brigade entered the region to provide additional assistance, as the 100,000+ strong NOPO and NAJA elements already deployed to Northwestern Iran in order to wipe out the Kurdish separatists who’d returned from Iraq and seized Saqqez. Due to the fighting in Saqqez, martial law was temporarily declared in Northwestern Iran by the Supreme Leader.
The Islamic Republic of Iran then immediately closed its border with “Kurdistan”, using the airborne assets already flying overhead in Operation Eagle Eye to fly surveillance over and detect groups of Kurdish separatists, illegally crossing into Iran. Their locations were then immediately given to the 25th Takavar Brigade, who sent units to finish off these groups of returning stragglers. Additional border security was placed along the border, with the Iranian Armies 35th Mechanized Division, the 64th Infantry Division of Umria, and the 79th Infantry Division, all being deployed along the Iranian side of the now closed border with Kurdistan, reinforcing Iranian Border Guards and NAJA Security Forces, who’d been guarding Iran’s border with the new fledgling state. This effectively sealed the border, as Iranian air assets flying as part of Operation Eagle Eye vectored Iranian forces in towards any groups attempting to cross into Iran from Kurdistan. However, additional air assets were deployed, as a constant flow of at least 36x Ghods Mohajer-4 MALE UAV’s operated over Iranian Kurdish areas that had seen violence and unrest, keeping a close watch on everything that was going on.
Despite the fact that the Kurds were stupid enough to attack a region that was already heavily defended with hundreds of thousands of NAJA Security Forces and Iranian Army Divisions, more and more the Iranian Intelligence apparatus and Iranian leadership began seeing all these Kurdish separatist movements as an American plot. Both the past and current Supreme Leader had wanted to make inroads with the United States but had been rebuffed by an American regime that was stuck in the 1980’s in their thinking of Iran…. However, these events now made it clear, the Supreme Leader would never again try and make ANY diplomatic inroads with the United States.
All air units deployed in Operation Eagle Eye
36x Ghods Mohajer-4 MALE UAV’s
Iranian Infantry Weapons PC9 Combat Pistol
SMT 9 6.5 Light Submachine Gun
SMT 9 Submachine Gun
Nakhjir Sniper Rifle
Siyavash Sniper Rifle
Sayyad Anti-Material Rifle
PKM T-80 Machine Gun
Doshka Heavy Machine Gun
Saegheh Rocket Propelled Grenade Launcher
RPG-29 Rocket Propelled Grenade Launcher
Dehlavie ATGM
Shershen ATGM
9M113 Konkurs ATGM
35th Mechanized Division Mechanized Troops: 15,000 Deployed across Iran's Northern Border with Kurdistan
T-72B4 MBT’s:120
Tosan Light Tanks:100
BRDM-SE Reconnaissance Patrol Vehicle:100
BMP-2D IFV’s:400
Thistle 4x4 Tactical Vehicles:200
Neynava 4x4 Multipurpose Tactical Trucks:300
KrAZ-6322 6x6 Multipurpose Logistics Trucks:120
HM20 Hadid 122-mm MRLS’s:72
*64th Infantry Division of Umria * Infantrymen 15,000 Deployed across Iran's Central Border with Kurdistan
T-72B4 MBT’s:120
BMP-2D IFV’s:200
Boragh APC’s:200
Safir-4 4x4 Tactical Vehicles:300
Neynava 4x4 Multipurpose Tactical Trucks:500
KrAZ-6322 6x6 Multipurpose Logistics Trucks:120
Tank Passage Bridge Vehicles:10
Hunter Armor Recovery Vehicles:30
Taftan 2 Armored Mine Clearing Vehicles:30
HM41 Self-Propelled Howitzer:72
*79th Infantry Division * Infantrymen 15,000 Deployed across Iran's Southern Border with Kurdistan
T-72B4 MBT’s:120
BMP-2D IFV’s:200
Boragh APC’s:200
Safir-4 4x4 Tactical Vehicles:300
Neynava 4x4 Multipurpose Tactical Trucks:500
KrAZ-6322 6x6 Multipurpose Logistics Trucks:120
Tank Passage Bridge Vehicles:10
Hunter Armor Recovery Vehicles:30
Taftan 2 Armored Mine Clearing Vehicles:30
HM41 Self-Propelled Howitzer:72
25th Takavar Brigade Special Forces 3,500 Deployed to Mahabad
BRDM-SE Reconnaissance Patrol Vehicle:200
BMP-2D IFV’s:200
Safir-4 4x4 Tactical Vehicles:300
Neynava 4x4 Multipurpose Tactical Trucks:100
HM20 Hadid 122-mm MRLS’s:36
Mil Mi-38 Medium Transport Helicopters: 75
NAJA Security Forces Internal Security Forces: 150,000 Deployed throughout the Iranian Kurdish Region
Rakhsh Internal Security Vehicles :2,000
Thistle 4x4 Tactical Vehicles:5,000
NOPO Elite Internal Security Forces: 4,000 Deployed to Saqqez
Arlan MRAP:200
M113BR APC's:200
Safir-4 4x4 Tactical Vehicles:100
submitted by JackiXxIscariot to GlobalPowers [link] [comments]

2017.01.04 19:44 tyrnek [Meta] A Guide to Unspec Deckbuilding

Version 1.3


You're making a new deck, and under the "Specializations" tab there's lots of fancy deck specs. You're newish but have heard that some of these specs (Mech, Moto, Armored, etc) are somewhat viable, and tanks sound cool to you. You make a NORAD armored deck to go all Desert Storm on REDFOR and proceed to use it in every game as a learning tool.
Congrats, you just gimped yourself.
To understand why, you must realize that specializations at their best are very specialized no shit and at their worst are horribly ineffective. Overspecialization breeds weakness, and though certain deck specs are extremely strong on certain maps or sectors, this is usually because some aspect of the terrain allows this deck to mitigate its weaknesses and play its strengths. Put the same deck in a different scenario, and it will get run over.
What this means is that in general, an unspec deck will win over a specialized one. There are no inherent weaknesses to a good unspec deck outside of coalitional ones. A properly built unspec can handle almost every tactical situation thrown at it, while spec'd ones are usually only good under a specific set of circumstances. This means that unspec has options, so a good unspec player will be able to create a situation that the spec player will be unable to deal with by themselves - Armored meets APILAS, Moto meets any tank over 100 pts, Airborne meets AA, Support meets aggression, etc.
Can skilled players make specs work? All the time. However, the fact is that unspecs are the strongest deck type overall, due to their flexibility and relatively forgiving nature. All this means that unspec decks are probably the best choice for inexperienced players, as they provide the necessary tools to deal with almost any situation. Learning how to employ these tools is, of course, up to the player.


Each section will cover the units you should bring, the units you can bring, and the units you should avoid in order to have the most balanced, "meta" unspec deck possible. All of the following are recommendations and can be ignored if you have a more specific idea of what you want to do. If you are a new (<300 hours MP) player, however, your ideas probably wrong and you should try to follow the guide exactly and understand why the recommendations are what they are.


  • Pick at most 2, no duplicating CV types:
    • =<110 pt CV jeep (Ex: Yugo M-1107 MKŠk). Bonus if it's fast (>90 kph) offroad, since that lets it dodge booms better. Main advantage of this type of CV is that it's fast, cheap, and plentiful.
    • Command Infantry in a rocket helicopter with 2+ HE rockets (Ex: UK HQ Section in Lynx AH7). CV Inf is probably the most durable CV type in the game, being effectively invulnerable to indirect fire if it is microed properly in urban sectors. Fast helo is nice to make sure you cap forward spawn sectors quickly.
    • Armored CV with at least 2 top armor (Ex: Israeli Achzarit Pikud). The top armor is the most important one, since the greatest threat to most CVs is indirect fire in the form of bombs and artillery (which usually use the top armor value in their damage calculations). Front armor doesn't matter as much since you should pull out your CV long before it starts taking direct fire.
  • x1 Supply trucks over 15 pts. Bigger trucks are more supply-efficient per card (i.e. more total supply), which is usually what you want. 2 cards is usually unnecessary for all but the hungriest decks, and even then a FOB + truck combo might make more sense.
  • x0-1 FOB. This largely depends on your coalition and playstyle. The general rule is that if you expect to consistently use up more than 12000 supply in a game, a FOB is worth it. Otherwise, it's more efficient to stick with trucks.
  • Having less than 6 CVs total. Don't be the guy who loses all his CVs and has to have his allies spend 100+ points for him to cap an important sector that was left uncapped for 5 minutes.
  • Armored CVs without 2 top armor. The jump from 1 to 2 armor in W:RD is the biggest jump in protection level in the game, since 1 armor takes full damage from HE (read: arty and bombs) while 2 armor reduces by 60%, and direct hits use top armor in damage calculation.
  • Supply helicopters. Expensive, easy-to-see, and less supply-efficient than trucks, these are usually not worth it unless you have a very specific need for them.
  • CV helos. Easy to see and easy to kill, these do nothing a CV inf in a transport helo can't do far better except see, and that's not a critical factor for CVs.
  • Cheaper trucks are more viable since cheap is nice 1v1, and having more trucks in an area increases the resupply rate. FOBs are highly dependent on coalition.
  • CV snipey nature of this game makes x3 cards of CV a possibility.
  • FOBs are very nice to have because your team will need at least 1.
  • Some of these maps are very large, which means that supply helicopters might actually become a viable pick simply due to the amount of time it takes for things to get to the frontline.
  • Depending on the level of artillery spam proliferation and the length of the game, a FOB might become a necessity since your team will need 2 FOBs bare minimum.
  • It's possible to get away with only 3 total CVs because you have lots of allies. Still, it's best not to rely too heavily on them to do the things you should be responsible for.
  • Supply helos, being expensive, are usually even less viable.
  • Since Destruction is synonymous with arty spam, a FOB becomes much more important.


  • x2-3 Efficient grinding infantry (Ex: Suomi Jaakari 90, DDR Mot-Schutzen). Total cost of infantry + transport is =15 pts for lines or =20 pts for shocks. Always go for transports with 2+ front armor whenever possible. It's possible to use militia here, but that largely depends on transport choice.
  • x1 Infantry with 21+ AP, 20 RPM launchers (Ex: UK Fusiliers 90, Yugo Proleteri 90). These are the guys you use to kill vehicles and tanks in forests (and occasionally around towns). They often have decent anti-infantry loadouts for grinding purposes, but in general it's best to hold them back until you have a target that explicitly needs killing. If there are no 20 RPM launchers available, default to highest overall AP.
  • If available: x1 Eryx-type combat infantry of Shock training or higher (Ex: Yugo Padobranci 90, French Legion 90, Norwegian Fallskermjeger 90). Eryx-type = 1050m range AT missile with at least 25 AP. Not every coalition has them, but if it does, bring them. Are extremely difficult to dislodge from towns (and to a lesser extent, forests) due to 10-man Shock+ training coupled with excellent short-range ATGMs. US Light Riflemen 90 don't count.
  • x1 Dedicated ATGMs of 20+ AP. You usually want something fast (Spike, Chu-Mat), strong (Milan F3), or long-range (Konkurs-M). Upvetting is unnecessary unless accuracy is <50%.
  • x1-3 Quality fighting transports for some of your combat inf (Ex: Suomi XA-185KT, Canadian TH-495). This is usually something with an (auto)cannon and wheels/2+ front armor for >20 pts, has exceptional armament like a top-tier ATGM/amazing autocannon, or else has 2+ FAV for 5 pts. Armored MG/autocannon bawkses are generally better at fighting up-close inside forests, while ones with cannons/recoilless rifles are better to be used at a distance.
  • If available: x1 Unicorn transport (Ex: USSR BMP-3, Israeli Merkava IIA). Differs from the above in that for these things, you buy it for the transport and not the infantry inside. They usually cost 30+ points and have certain aspects that make them unique/cancerous in some way. A unicorn is a unit unique to that particular coalition
  • x0-1 Infantry FIST teams, a.k.a. the guys with orange backgrounds (Ex: Canadian Eryx, Chinese 坦克杀手 [Tanke Shashou] 85, Czech Granatomet AGS, US SMAW). These guys are best used to support your meatgrinder infantry where no other FIST unit can reach (deep city)/survive for very long (extremely high density of enemy AT), and the rocket/ATGM variants are pretty good at town defense as well. Just make sure you have something to take hits for them, otherwise they'll die very quickly.
  • x0-1 General-purpose SF teams (Ex: WGerman Fallschirmjager 90). These guys are usually kitted out with the best infantry gear the coalition has on offer, making them quite powerful. However, their low availability and high price means that a player has to be good at keeping these guys alive in order to maximize their potential.
  • x0-1 Top-tier rocket helicopter transport (Ex: UK Lynx AH7, REDFOR Mi-17). Useful when you need to get something somewhere fast, they all have 2+ HE rockets so they can actually kill something when they get to the landing zone. Either take shocks in them for a QRF or ATGMs in them for a value combo + fast city consolidation. If they only have 1 HE rockets, they are shit and a waste of a unit card.
  • MANPADS. For almost every coalition, MANPADS are pointless in unspec decks. They are usually waste of a valuable infantry slot that would be better spent on more fighting infantry. Yes, MANPADS can be quite powerful in the right circumstances (ambush), but the opportunity cost of taking a card of these over combat infantry in an unspec deck is almost always too great. Note that SAS and LStR-40 are exempt from this.
  • Not having a full infantry tab. Infantry is the gas to your war machine, and running out of infantry = you lose. Thus, a full tab is basically required.
  • Upvetting combat infantry. Increased veterancy has such a marginal effect on most infantry performance that it's not worth upvetting any infantry units outside of a few exceptions.
  • Napalm infantry for the infantry. No napalm squad by itself is good enough to get a slot in an unspec deck. Russian Sapery don't count because you're really calling in a BTR-T with a free flamer unit inside. This includes Spetsnaz and Li Jian 90.
  • 15-man infantry squads. In most cases, these cost more than an equivalent 10-man squad for only a marginal improvement in real performance. A panicked unit is soon to be a dead unit, regardless of how many men it has. They have no more DPS than a standard 10-man squad, so unless they fill a slot no other infantry squad in the coalition can (Haebyung 90 for AT inf in BD) or else can truly benefit from the extra HP (Korps Mariniers 95), they're usually not worth it.
  • Cut down on the number of SF teams and cute FIST teams unless you really need them, since you're going to want all the fresh meat you can get for this mode. Bring at most 1 flex slot of infantry. A good infantry ATGM is almost mandatory due to how effectively they can lock down certain sectors.
  • No real changes.
  • Larger amounts of expensive shocks/SF are viable due to the inevitable map saturation that happens because large games.
  • MANPADS viable because player saturation.


  • x1 3-5 HE Mortar (Ex: It's a mortar). Easily the most versatile artillery piece in the game, mortars are mandatory for high level play due to their fast aim-times and short shell travel time. They are usually used for their smoke and morale damage, so don't expect these things to kill anything unless you mass them or bring certain national unicorns.
    Lower HE mortars are faster at aiming and are thus better for smoke (though the size of the smoke is smaller), while higher HE mortars have better morale damage and range at the cost of slightly longer aiming times and smaller ammo capacity. 2 HE mortars are worthless outside extreme edge cases while 6 HE is not cost-effective.
  • Pick at least 1, no more than 2:
    • x1 Anti-helo IR missile AA (Ex: French Crotale, Suomi ITO 90). These are best used against individual, high-value helicopteres. The best examples have 3000m+ anti-helicopter range. If it doesn't have at least 2800m anti-helo range, it's usually not worth taking unless it has other redeeming factors (fast, cheap, etc).
    • x1 SPAAG (Ex: Chinese PGZ-88, WGerm Flakpanzer Gepard). SPAAGs are the best unit in the game at dealing with large numbers of cheaper helicopters. Their ability to stun helos and planes is unmatched, buying you precious time for your finishers. They are less affected by ECM than other AA pieces simply because their high rates of fire guarantees a couple of hits on planes careless enough to wander into range, meaning they're excellent when paired with anti-plane missile AA. Finally, they can be pretty cheap, which is useful for getting AA to quiet fronts that would otherwise be uncovered.
    • Note that some SPAAGs carry missiles as well. Usually, if the IR missile has >2800m range, it's an anti-helo piece with a SPAAG attached (USSR Tunguska-M). If not, it's a SPAAG with some missiles (WGerm Flakpanzer Gepard A2).
  • x1 Anti-plane missile AA. 2 types:
    • Fires lots of missiles (Ex: REDFOR OSA-AK[M], Norwegian NASAMS). These pieces usually have ranges <4000m against planes, but make up for the shorter range by being able to put lots of missiles in the sky, increasing the likelihood of a kill by a single AA piece. These pieces are also better in target-rich environments due to their fast fire rates.
    • Fire a few big missiles (Ex: US Patriot, Yugo Magic Wand Neva-M1T). These pieces have at least 4200m range and trade missile volume for range, accuracy, and damage. Though there is a chance that one of these AA pieces can 1-shot a 10 hp plane because of N I C E C R I T D U D E, it's best to use these in conjunction with other AA pieces - the lighter AA damages and panics the plane, while the heavy piece finishes it off.
    • Note: If you decide to get 2 cards, you usually want either x2 cards missile spam or x1 card missile spam x1 card big missile. x2 cards big missile is usually too redundant to be useful.
  • x0-1 HE rockets (Ex: Yugo Plammen-S, French LRM). Borderline required. A good HE rocket piece can do a lot of work if employed correctly, panicking and stunning units in an area. This can either be used offensively to prep for an assault, or defensively to delay and demoralize an attacking force. Smoke rockets are a nice bonus if you got'em, since they can help smoke off entire treelines or towns that you need to assault/bypass. Smaller (7 HE) rockets are less powerful and less stunning than large (11 HE) rockets, but can be fired more often.
  • x0-1 Cluster rockets 7+ AP. (Ex: USSR Smerch, US ATACS-M). Use these primarily for counter-battery or striking valuable soft targets. Most pieces can only finish off weakened tanks unless it's the ATACS-M or possibly the Smerch.
  • x0-1 Unicorn arty pieces (Ex: Swedish BKAN 1C, USSR TOS-1 Buratino). Usually distinct in some way due to large burst size, thermobaric rockets, etc. Buratino is critical for Soviet play.
  • x0-1 10-second aim time howitzers (Ex: French Caesar, Yugo Nora-B). Aiming fast means it can hit targets-of-opportunity better, and ever since the balance patch some of these guys have much bigger burst sizes, increasing their lethality substantially.
  • x0-1 Base M110 tube howitzers. These 70-pt beauties are the only exception to the "all big, slow howitzers suck" rule. Their low price lets you build them up over the course of a game, and a battery of 2-3 will be able to effectively barrage forest better and more cheaply than an equivalent number of 10s-howitzers. The 90-pt versions are to be avoided.
  • Taking more than x3 cards of AA. If you find yourself calling in that much AA, then you need to get better at keeping your AA pieces alive.
  • Cluster rockets with <7 AP. These do nothing more than tickle heavy stuff unless it's already heavily damaged.
  • Napalm rockets not the Buratino. While some members of the community have had success with them, I can't recommend them for newer players.
  • Slow aim-time howitzers/tube artillery not the M110. Long aim times means that these things are relegated for static target shooting, and relatively low HE means you usually need a battery of them to start being effective.
  • Upvetting mortars. You want dispersion on these.
  • The only heavy artillery piece you're going to want to consider are HE rockets. Everything else is just a poor use of points that will lose you the game against a competent opponent. 130 points spent on a howitzer is 130 points not spent on a heavy tank, and one is far more valuable than the other here (Hint - it's the tank).
  • Cut down on expensive AA unless it's absolutely essential. Cost-efficiency is still king here. SPAAGs are really nice to amplify your net's kill potential. Upvetting not a mistake.
  • Howitzers and clusters are viable, but only just. HE rockets still good.
  • Best to have a mix of cheap, efficient AA and some really heavy pieces. Upvetting depends on piece and perceived need.
  • All heavy arty is viable. Hope you have a good oncologist.
  • Mortars still required.
  • Can get away with lots of stupid expensive AA pieces because with that many players, AA coverage is almost always total.
  • Sadly, the sitzkrieg means all heavy arty is viable.
  • Be sure to be at the top of your arty/AA relocation game to avoid losing it all to enemy arty.


  • x1-2 Recon shock infantry (Ex: French Commandos Para). 10-man recon infantry is generally the most durable recon available to a player, meaning these guys are what you use to get eyes on target when attacking - "active" recon. Being a shock squad, they can also hold their own in a fight, adding to their utility. Just make sure you pick the right ones (hint: highest launcher AP wins).
  • x1 Recon combat SF (Ex: Czech Specialni Jednotky 90). Recon SF kitted out with standard infantry kit (primary, launcher, SAW/LMG). Being 10 guys and fast, these are also very "active" recon. I personally love these guys, since they're good combat infantry (more is always better) that can hide and see things too. If you bring 2, it's usually best to bring 1 in a ground vic and 1 in a combat helo of some sort.
  • If available: x1-2 Unicorn recon SF (Ex: Israeli Maglan, Suomi Erikoisrajajääkäri). These guys have a certain extra something that makes them stand out from basically everyone else, whether it be a MANPAD or a ridiculous ATGM. These would replace the above Recon combat SF slot.
  • x1 =<35 pt armed ground vehicle (Ex: Danish Vildkat, USSR BRDM-3). These things are squishy, meaning it's a good thing they can hide. These are "passive" recon units - things you place along your lines and your flanks to act as a warning against shenanigans. They're cheap, meaning you can put them everywhere so as to not get screwed by LoS blockers, and having a cannon they can deal with minor incursions by themselves. There are situations where you can use these aggressively or as fire support, but in general it's always better to use something not-recon for that purpose. Please note that shitty little MG does not count as real armament - it must be an autocannon or greater.
  • Pick 1:
    • =<40 pt recon helo w/ Good optics and a gun OR Very Good optics (Ex: French Gazelle Canon, Yugo Hera 2, Danish Scout Defender). Preferably has some form of armament to hit targets of opportunity. If armed, these ones can be used slightly more aggressively/as suicide units to scout out the enemy or hit an undefended CV, but are largely a "passive" recon unit most of the time. If an unarmed VG optics helo, you use them exclusively as passive observers.
    • Strong helo unicorn. These all have Exceptional optics and some sort of armament that makes them very strong (if used right) and very expensive.
    • If neither of these are available, consider not bringing a recon helo.
  • If available: x1 Recon tank (Ex: Yugo M-84AN, Dutch Leopard 1-V Verkenning, Israeli Tiran-5 Blazer). Recon tanks are far more survivable than normal tanks because they can see and hide, meaning that usually worthless tanks like the T-55 become far more viable. Because of their armor, these are usually a decent alternate "active" recon unit when pushing, though they still pale in comparison to infantry.
  • If available: x1 ATGM carrier (Ex: US M3A2 Bradley CFV). These guys overcome the main shortfall of most ATGM carriers (getting revealed and subsequently 1-shot) because they can remain hidden after firing. This turns an otherwise annoying class of vehicles into something truly rage-inducing, as a well-positioned recon ATGM will easily triple its point cost. Just note that due to their nature as ATGMs, these are largely "passive," defensive recon.
  • x0-1 10-pt Border guard infantry (Ex: WGerm BGS, USSR Razvedka). All these guys can really do is die due to poor armament and 5-man squad size, but they're so cheap that you can afford to lose lots of them. Best used if on the defensive, sprinkle them around your lines for vision everywhere. The definition of a "passive" recon unit, it might be worth it to turn off these guy's weapons, as they aren't going to kill anything anyway.
  • Having less than x4 cards of Recon.
  • AGL recon SF. Though the grenade launcher is indeed the king of infantry killers, US Navy SEALS and Polish Formoza are simply too specialized to be useful outside of deep-city fights (no direct FIST possible) or on unsecured flanks vs. recon infantry. You know something's wrong when your 35-pt infantry can be hard countered by something with 2 armor and a gun. They can be made to work quite well, but without knowing how specifically to use them, it's best to just not.
  • Sniper teams. Dies in 1-2 hits from basically everything in the game, takes up a card in the important recon slot, and often costs as much as combat shock recon which can actually fight in addition to peeping. They can be situationally useful with their Exceptional stealth, but attentive players will notice if their shit's spotted and go on a recon hunt - something a sniper team is usually unable to deal with except by running. Generally speaking, there's nothing a sniper team can do that a combat recon squad can't do better.
  • Any ground vehicle without a decent gun (MGs don't count). You always want your recon to be able to shoot back.
  • Exceptional optics ground vehicles. The abundance of LoS-blocking terrain in Red Dragon means that a lot of decent optics sprinkled everywhere is far, far superior to a few amazing optics in a few spots.
  • Unarmed EXC optics helos. These are too expensive to be worth it unless you have no better options.
  • It's really important to have strong Recon picks here, as they'll be doing a lot of your fighting in addition to being your spotters. A bias towards active recon is preferred.
  • No real changes.
  • Large maps means large amounts of passive recon is more critical to watch the entire front.
  • Recon helos are very important to help spot the inevitable helorush.
  • Can afford to have more passive recon because sitzkrieg baby.


  • If available: x1-2 Superheavy (Ex: any tank >155 pts not a CV tank). These things are absolutely mandatory if you have them. If your coalition has two unique superheavies (Eurocorps, Entente) it's not a bad idea to bring both. If you have multiple cards of the same superheavy (Dutch-German, Blue Dragons), then it's a judgment call whether or not to bring both.
  • x1-2 Medium tank of 70-100 pts (SKorean K1, Israeli Merkava IIA). Think of this thing less like a tank and more like a superheavy fire-support vehicle, being able to deal with anything lighter than it as efficiently as heavier tanks while being cheap enough that losing one isn't crippling (though it's still bad). It's the lightest tank I'd take to an open field, and it's the heaviest tank I'd buy for the explicit purpose of forest fighting, since KE mechanics means that they can do a lot of damage up close. They pair well with heavier tanks, engaging first and soaking up shots so their heavier counterparts can do the real killing.
    • As a general rule of thumb, in a 1v1 a tank will have a roughly 50% shot of killing another tank in its weight class and will almost always win over a lighter tank. Keep this in mind for the tank hierarchy.
  • x0-1 Heavy tank of 135-155 pts (US M1A1 HC, USSR T-80U). The heaviest tanks you have that aren't superheavies, these are what you bring when you need to deal with other heavies and lower weights but can't or don't want to spare a super. These are dangerous enough to prompt some sort of hard counter, so be mindful of how you use them.
  • x0-1 Medium-heavy tank of 105-130 pts (Polish T-72M2 Wilk, UK Challenger 1 Mk 1). These tanks are your workhorses in that they're heavy enough to deal with a large amount of threats on their own, but not expensive enough to prompt an immediate hard counter.
  • x0-1 Light tank of 15-65 pts (USSR T-80, UK Chieftain Mk 5). These are exclusively fire-support/forest fighting tanks, since their relatively poor armor and armament means fighting over open ground is suicide. Having good range, optics, fast firing rate, and/or HE=4 on their gun are important factors when separating decent FIST light tanks from the general shlock that are most lighter tanks. Yes, they're still tanks, meaning they can deal with light vehicles, but don't expect the world out of them.
  • Upvetting heavy & superheavy tanks. Believe me when I say more is better.
  • Almost every tank <40 pts. Only a few of these are worth your time of day, and if you don't know what they are it's better to just not.
  • Light tanks are more useful because cheap.
  • If x2 cards of the same superheavy are available, consider only bringing x1 card since you'll rarely be in a position to call in all those supers unless you're winning hard.
  • Upvetting your tanks makes more sense, since if you've already lost an entire card in a 1v1 you've probably already lost. Only exception is superheavies, which you can never have enough of.
  • Heavier tanks become more favored.
  • Little reason to bring light tanks outside tank rushes, barring certain outstanding examples.
  • Heavies extremely important but very difficult to keep alive because so many ATGM planes.


  • Aim to have at least 4 plane cards
  • x1 Upvetted Workhorse ASF in the 110-140 pt range with a 5000m+ missile (LRAAM, or long-range AA missile) and at least 4 total missiles (Ex: Polish MiG-29 9-13S, Danish F-16A Block 15). These guys are your bread-and-butter fighters, acting as early-warning planes, strike interdiction, and/or rapid AA coverage over a contentious area. Just be careful with them, since you only get 2 upvetted per card. If the highest vet available is Hardened, it's not really a workhorse.
  • x1(-2 if needed) ATGM plane with 30 AP F&F missiles (Ex: US F/A-18C, Yugo N-62M Super Galeb). One of the few hard-counters that exist to heavy tanks, ATGM planes are an absolute necessity in these days of the superheavy meta - 2 hits from 30 AP missiles will kill everything armored on the ground, including supers from the front. F&F is the critical trait here, as even if the plane dies the missiles will have a chance of hitting. Of course, you should always try to angle for a dank sideshot if possible, but it's always nice to have a shot of killing a super from the front if a frontshot's all you got.
    • Multirole ASF-ATGM jets are usually worth taking for their versatility. Su-27M is required if playing USSR.
  • If available: x1 LGB bomber w/ x2 20 HE bombs (Ex: US F-117 Nighthawk, Israeli Kurnass). LGB planes are versatile unit in that they mix aspects of heavy bombers and ATGM planes. Only relevant for US and Israeli decks. Kurnass serves as ATGM plane replacement for Israel because the Barak is meh. Less critical to bring Noobhawk as USA/NORAD, but still very nice to have. Higher quantity of lower HE LGBs work, but aren't quite as reliable due to the somewhat RNG nature of LGB bombs.
  • x0-1 Helo Hunter (Ex: Norwegian F-5A Puff, Yugo L-17K). As their name implies, helo hunters exist to kill enemy helicopters that might otherwise tear through your precious tanks and infantry that aren't covered by your AA net for some reason. They're usually 90 pts or less, fly less than 1000kph (gives more time for the gun to apply damage vs helos), and only have SRAAMs that are mainly used vs rotary-wing airpower (the best examples have two sets of SRAAMs so they can fire more missiles at once). They can also be used in light ASF roles or to tank hits for your actual fighters in serious engagements. You want at least x3 at the highest vet you can take, since the SRAAMs generally have pretty poor accuracy.
  • x0-1 Elite Super ASFs >160 pts (Ex: French Rafale C1, USSR Su-27PU). The superheavies of the sky, super ASFs are much less important than their ground-based counterparts due to the relative ease with which they can be countered (AA, enemy ASFs, enemy not buying planes). Air engagements are far more influenced by RNG than ground engagements because you can't hide, meaning that any air-to-air combat is a gamble at best. Elite superjets will win a majority of the time against lesser opponents, but a bad dice roll or a careless flyover near enemy lines means that your AA net (and wallet) just got massive hole.
  • x0-1 HE bomber. Several types:
    • Cheap bomber (Chinese J-7H, Suomi HAWK 51). This is any cheap and cheerful bomber <100 pts that has some features that make it attractive - usually speed. Cheap cost and small payload size means that these bombers refit faster than any others in the game, meaning you can get in more runs on average at the cost of damage.
    • Heavy bomber (ANZAC F-111C, Norwegian F-16A Fighting Falcon). These planes bring at least x2 1000kg bombs, with glorious juche of NKorean B-5 having a single 3000kg whopper. These bombs often kill things outright, making them great for softening up positions or punishing an unsupported attack. As always, faster and more ECM is usually better.
    • Carpet bomber (USSR Su-24M, Israeli Lavi). Carrying at least 10 bombs, these planes trade outright killing power for a greater area of effect, often being able stun entire forests or pushes instead of just a small part. Note that it's worth experimenting with the bomb patterns, as some "carpet" bombers have extremely linear patterns that vastly decrease their effectiveness. What you want is something more like a blob (USSR Su-24M) and less like a line (French Mirage 5F).
    • Thermobaric bomber (Ex: Czech MiG-29 9-12A). There's only one in the game, and it's the only napalm bomber I'd recommend without reservation because the bombs actually kill things too. Mandatory if you're playing Eastern Bloc, still very good if playing Entente.
    • Whatever's left (Ex: WGerm Tornado IDS). If none of a coalition's bombers fall under one of these categories, then just pick the best remaining option. Is usually a problem encountered by any deck containing WGermany.
  • x0-1 SEAD (Ex: USSR Su-24, French Jaguar A). Yes, I consider SEAD to be a flex slot, especially if you're playing BLUFOR because Yugoslavia is a thing that happened. If you opt for SEAD, it's usually best to have 2 planes per card. Why? Expensive SEAD has extremely long refit times and only come in singles (sole exception with Skorean KF-16 Block 52D), meaning that you'll often have large gaps in SEAD coverage, leading to more uncovered runs. Cheap SEAD has shorter refit times and often have 2 planes per card, meaning you have far more SEAD coverage on average. Plus, losing one doesn't mean you no longer have any SEAD - a nice bonus.
  • x0-1 Rocket attacker (Ex: USSR MiG-21Bis). These things are good at erasing light targets at a specific point, making them great at deleting specific problems you might have. You can also use them for light SEAD work if you remember where a missile came from and are reasonably sure that it's the only AA piece in the area.
  • Upvetting ground attack jets. HE bombers and rocket planes don't need it, and ATGM planes don't either unless you can get x2 per card at a higher vet. More is always better for these.
  • Napalm bombers. Apart from the Czech thermo MiG, every other napalm bomber in the game is a waste of a slot. You can try to do some ALB style shenanigans by flaming off a likely enemy advance route in the first few seconds of the game, but their lack of utility in every other situation, role redundancy, and huge opportunity cost of spending a plane slot on these means that they're usually an indication you're playing a noob.
  • Almost every cluster bomber. These planes are not worth the slot due to the difficulty they have against the most valuable armored targets (superheavies). Can stop big, lightly-armored blobs, but if you find yourself regularly encountering tank spam then I suggest you find better games. If you truly have a need for them, get either 7+ AP or the largest bomb capacity you can get.
  • Any ASF w/ LRAAMs below 100 pts. These planes do nothing but die and take up a plane slot. Best not to spend a card slot on these unless you know what you're doing and really need one.
  • Not upvetting your workhorse ASF. Vet is everything in the sky because the sky is the domain of RNGesus. Higher vet = higher accuracy = minimizing dumb luck, which is what any smart player strives for.
  • Not upvetting your Super ASF. Have fun being disappointed.
  • Super ASFs generally not worth it, since you could buy a superheavy for that price, and one is a lot more useful than the other.
  • SEAD is not strictly necessary, while rockets are nice to delete certain light units.
  • Helo hunters are quite valuable due to early information it can provide.
  • Super ASFs more viable.
  • SEAD becomes more important since you can have multi-player strike runs. Also, more expensive SEAD planes start to become better investments.
  • You'll see nothing but super ASFs. Expect deathballs of x4 rookie superjets because welcome to the jungle.
  • SEAD is nice because extreme proliferation of radar AA in general (at least, if you're REDFOR). SuperSEAD can really come into its own.
  • No real changes, but make sure you capitalize on your attack runs, otherwise it's a waste of a plane.
  • No real changes, but be more careful with your planes, since gifting your enemy planes usually means you lose.


  • Pick no more than 2
    • Ground attacker (Ex: Suomi Mi-8KT, Israeli Tzefa B). These guys are what you take to erase infantry and light vehicles, though they're usually ineffective against real armor. Important aspects are a good gun and/or quality rockets, usually of 2+ HE. Note that certain infantry transport helos (usually a Hind) fill this role.
    • ATGM helo (Ex: USSR Mi-28, Danish Fennec TOW-2). You bring these specifically for their ATGM (which must be top-tier), making them your QRF against unsupported armor incursions. Used properly, a few of these can shut down entire pushes, but be wary of enemy AA.
    • Note: Some helos (usually a Hind) combine both these functions, increasing versatility at the cost of efficiency at one specific role.
  • x0-1 Top-tier AA helo (Ex: French Gazelle Celtic, Polish W-3W Sokol). These helos have IR AA missiles, meaning that their primary function is shooting down other helos. They're the most useful in the opening stages of the game to cover fast helo drops and duel other AA helos, though after that point they become weaker, only being really useful as flank defense or as a quick AA platform to shore up a weak part of your ADN. Note that this helo must have at least 2 of the following qualities to be considered viable: Fast (> 280 kph), durable (6+ HP), and/or long range (2450m+ missile range).
  • Everything else. There are a lot of pointless helos in this game.
  • Rushing. Just don't.
  • Ground attacker is highly recommended, while expensive ATGM helos are more of a flex buy.
  • AA helos depend on if you would ever fast helo drop.
  • Might be a good idea to take both a ground attacker and an ATGM helo due to increased threat diversity.
  • AA helos nicer to have, but still largely situational.
  • ATGM helo very important, while ground attacker is still very good.
  • AA helo becomes very important since the likelihood that someone will do a helo drop is basically 100%.
  • I'd discourage heavy helo use in this mode since it's easy points for your enemy.


  • 2 cards maximum, 0-1 cards is ideal. Fill out this tab with whatever capacity your deck is lacking.
  • x0-1 Top-tier ATGM carriers (Ex: Israeli Hafiz, Chinese WZ-550). Note that some infantry transports count as these. You usually want the best missile you can get, since most of these guys will die in a single shot to a medium+ tank without being able to 1-shot their attacker. If it doesn't have at least 2800m range, don't take it.
  • x0-1 =<20 pt autocannon vehicles (REDFOR ZPTU-2). These things are cheap insurance to put around your flanks or near your CVs to fend off opportunistic infiltrators (or at the very least, warn you something's there by dying). They're also the best thing to call in to counter helorushes, as a high saturation of autocannons means that the effect of a rocket barrage is spread out over more vehicles.
  • x0-1 Fire support vehicles (Ex: USSR BMP-T, Czech Pram-S, US M163 CS). These are used to support infantry because some aspect of their armament (AGL, high HE, high RoF cannon, armor, super cheap, etc) makes them exceptional infantry/light vic killers. Note that some of these also double as cheap autocannon vics. NAPALM TANKS DO NOT COUNT.
  • x0-1 Special unicorns (Ex: ANZAC Vickers Mk. 11, Chinese PTZ-89). Special snowflakes with no direct counterparts, these units are very powerful if you know how to use them. Since these are usually very micro-intensive, it might make sense to save yourself the trouble and not bring them.
  • Everything else. There's a reason the vehicle tab is considered the weakest in the game.
  • Cheap autos are mandatory due to ease of cheeky shenanigans in 1v1s.
  • Good FIST vehicles are very important due to extremely critical nature of inf engagements.
  • No real changes.
  • Cheap autos nice to have but not essential due to difficulty of sneaking through lines.
  • Good FIST vics are required to mount a credible push through a contested forest.
  • ATGMs and cheap base defense more useful because sitzkrieg.
submitted by tyrnek to wargamebootcamp [link] [comments]

2016.10.30 08:19 gijose41 A Theoretical Ukrainian Nation

I know you guys don't like the "Wouldn't it be cool if we had this nation!", so I went ahead and put some actual thought into this post and a lot of time. here it is:

TLDR: Old Russia Recycled, lots of cool tanks and IFVs with a decent mix of Soviet vintage with modernized cool shit. Terrible airforce and weak recon section.

and maybe some nazis...
It's fall break, I'm bored. Here is something similar to what the Ukrainian military would look like as a nation in wargame. In order to give a frame of reference, i'll be mentioning units in the current wargame that give a similar role to these proposed Ukrainian units. So here we go.
  • Command Vehicles:
    • I haven't been able to find much information on command cars, but i assume they would have a generic UAZ command car that would fill the role of a 100 point cheap command unit
    • BTR-4KSH: 140 point command armored, wheeled, amphibious command unit. Based off of the domesitically designed and produced BTR-4 chassis. This is inline with the ASLAV and other similar command units, probably 2 front and side armor with a .50 cal KT-12,7 (ukraininan NSV)
    • BTR-60R: 130-125 point armored, wheeled, amphibious command unit. this could be any of half a dozen or so command vehicles based on the BTR-60 chassis. Basically the same vehicle as the SPW-60(S) in the E-german deck. 1 armor all around, 14.5mm KVPT or unarmed depending on the variant
    • AT105C 120 point armored, wheeled command unit. From what I could find, the Ukrainians are using the Saxon APCs they received are currently being used as command post vehicles. 1 armor all around, .50 cal or KT-12,7
    • BMP-1K: 130 point armored, tracked, amphibious command unit. Same as BMP-1K found in game, GROM and Maltyuka or unarmed, as it seems like the BMP-1K is supposed to be unarmed as well...
    • T-64BVK: 170-180 points, heavily armored command tank. This would have ~17 frontal armor, standard gun and maybe missiles.
    • T-80UDK: 200 point, extremely heavily armored prototype command tank. 20 front armor like the T-80UK, much better autonomy due to having a diesel engine instead of turbine
    • you could also probably put in the BMD-1K or BMD-2K, BMP-2K but those would be kind of redundant. Other potential command tanks include the T-64AK, T-80AK or the T-80UK. Sources aren't very clear if the Ukraine has those or not, but they most likely do.
  • Logistics Units
    • FOB: what deck would be complete without one? a tactical one...
    • MTP-LB: 10 point armored, amphibious, tracked supply unit. Ukraine has thousands of these things and they are probably used in the supply role like in the russian deck.
    • KrAZ 5233BE: Basic 20 point wheeled supply unit, they could also get the basic soviet URAL set, but this adds a bit more flavor to the faction.
    • KrAZ 6322: 30-40 point heavy wheeled supply unit, similar to the Tatra 815 in role.
    • MI-8: Basic 35 point heli supply unit
    • MI-26: 110 point Heavy supply helo, could go either way as i'm not sure any of these are actually flying anymore
  • Anti-Aircraft
    • Strela-3: 10 points. same as russian Strela-3, if we're going for the extended timeline, probably wouldn't be in service, AK-47 as other weapon
    • Igla-2M: 20 points. Wikipedia calls this the Igla-2, but from what i could uncover, it's a ukrainian upgrade of the igla. Increased range over the Igla-1N but decreased HE. AK-74
    • Stinger F: top of the line MANPAD, probably 25-30 points. Based off of the refusal to sell MANPADs to ukraine, if this deal would have gone through, Ukraine would probably have the newest model of Stinger in their inventory. AK-74
  • Anti-Tank
    • Corsar: Domestic Ukrainian replacement of the 9K11 Fagot. 20 points, 2 man team, SACLOS, 2,450 m range, 20 AP power, 55% accuracy. Also armed with AK-74s +
    • Skif: domestic replacement of the konkurs, can either be equipped with a 130mm missile or a 152mm missile. As there don't seem to be any other 152mm missiles given to infantry (that would mean TOW infantry), i'll assume the 130mm missile. 25 points 5 man team, SACLOS, 55% accuracy, 2625 m range, 23 AP, AK-74s
  • Commando
    • Spetznaz: Standard spetznaz of most former SSRs, Elite training, 10 size. Armed with the Fort 221 (IWI Tavor clone), RPG-29 (as on the VDV '90) or RPG-26 (as on the czech recon special forces '90) and the Fort 401 (IWI negev version)
  • Fire Support
    • CorsaSKIF FS: Both the Corsar and the SKIF have HE warheads available, so it'd be up to eugen to choose if one gets put to FS. 20 points, 5 man team, SACLOS, 55% accuracy, 2275m range, ~10 AP, 2-3 HE depending on if thermobaric or not, AK-74s.
    • UAG-40: Ukrainian AGL unit, AGS-17 that uses NATO grenades basically. clone of Czech and Isreali AGL units stat wise. AK-74s or potentially Fort-221
  • Light Infantry
    • i don't really have anything for the light infantry. You could have the Azov Battalion here, but their current role is more recon based.
    • Another option is the Ukrainian Mountain Infantry (aka Gornostrelki). based off of the 10th Mountain Assault Brigade, this would be a shock unit based off of their higher pay and "Assault" monicore. 10 man, AKS-74U, Corsar (as it's also a replacement for the Metis-M) or SPG-9, RPK-74 or PKM as KM-7.62. Not too sure on pricing, this unit could be shock and just have SPG-9 at 20 points or regular and have Corsar at 30 points
  • Reserve
    • NGU Basic Militia infantry. National Guardsmen and militias of the Ukrainian ministry of internal affairs. Armed with AKM, RPG-7 and no MG. 5 point cost and comes in either MT-LB, BTR-60 or Ural Truck
  • Rifle
    • Mekhanizovani: Everyone's favorite bog standard mechanized/motorized infantry. 10 points. AK-74, RPG-7 (with improved warheads), KM-7.62 (PKM). Lots of interesting transports to be covered later
    • Tankovi: Guards armored shock troops. Dedicated mechanized force of the Ukrainian army. These units would come in mostly tracked IFVs to keep up with the tanks. Shock and 10 man, armed with AK-74s, RPG-18 or 26 and RPK-74
    • VDV: otherwise known in the Ukraine as Airmobile Brigades. Shock and 10 man. Armed with AKS-74, RPG-26, and RPKS-74. Transports include BMD-1s, BMD-2s (with Barrier ATGM), BTR-80, various MI-8s, and a PT-76 that has a ZSU-23-2 attatched to it
    • Naval Infantry: Ukrainian Marines, similar to the Russian Marines, the Ukrainian units are made of volunteers. Shock and 15 man crew. Comes in Helicopters, IFVs, and APCs. 25 points and armed with AK-74, RPG-7VR, RPK-74
  • Air Defense: Gun:
    • ZSU-23-4, no idea which version. Russian and not export , potentially upgraded
    • ZSU-23-2, probably on either a URAL truck or a KrAZ
    • Tunguska M1: Everyone's favorite apache killer. same as soviet Tunguska M1
  • Air Defense: Missile:
    • Buk M1: same as soviet. extra accuracy against airliners /s
    • BRDM-2 Strela-1: same as russian
    • MT-LB Strela-10M: Same as russian, potentially upgraded with the Igla-2m from earlier allowing a greater range and higher accuracy
    • 9k33 OSA-AKM: i'm beggining to see a pattern...
    • 9k330 TOR: Same as russian, fun
    • Kvadrat-2D: Upgraded Ukrainian KUB variant
  • Artillery: MLRS:
    • Short Range Ballistic Missiles: a few options here in the interest of flavor, Saspan, Korshun-2, OTR-21 Tochka, and Luna-M. wouldn't be added unless russia proper gets them
    • BM-30 Smerch: Said to be the Ukraine's best defense against the russians, same as russian counterpart
    • BM-27 Urugan: same deal as smerch
    • BM-21K/U: BM-21 on a new KrAZ chassis. Potentially increased accuracy due to inclusion of GPS for use in navigation and targeting.
    • BM-21M: BM-21 on a new extended chassis with an on board reload of rockets, similar to RM-70. also found it called the Bastion-2
  • Artillery: Howitzer:
    • 2S19 Msta-s: same as russian
    • 2S3 Akatsiya: same as russian
    • 2S1 Gvozdika: Same as russian
    • Otaman SPG: new development a 6x6 wheeled armored chassis with the 122 gun from the Gvozdika. 65-70 points
    • 2S7 Pion: same as russian, currently used for artillery support while remaining outside the borders of the Minsk Agreement.
  • Artillery: Mortar:
    • 2S9 Nona: same as russian
    • BTR-3M2: BTR-3 with a 120mm mortar
    • Otaman 8x8 mortar: link 8x8 version of the Otaman with a 120mm mortar
    • MT-LB Podnos: same as russian, Ukraine has so many i'd be suprised if they didn't have this
    • MT-LB Vasilek: Not sure if the ukrainians have this specifically, but they have the Vasilek and tons of MT-LBs
  • T-64 Line:
    • T-64B: same as russian
    • T-64BV: Same as russian
    • T-64BV1: same as russian
    • T-64E: Link Upgraded T-64BV. Has increased composite armor aswell as Duplet ERA. Can also be fitted with Varta (Ukrainian version of Shtora) and Zaslon Active protection sytems. Interestingly, this tank can come with a GSH-23L aircraft cannon in a turret or a 12.7mm MG and 40mm GL. new engine, but not as powerful as later upgrades
    • T-64B1M : Link upgraded T-64B1. same armor as T-64BM but with a much worse FCS and inability to launch missiles
    • T-64BM2: not much info outside of wiki, more powerful engine, new fire control, new autoloader and can use ATGMs. Protected by Kontakt-5
    • T-64U: again, not much info, new fire control as found on T-84/T-80U. better optics, Kontakt-5
    • T-64BM: Link T-64B brought up to T-84 standard with the addition of Nozh Reactive armor, a more powerful engine, optics, and the T-84s FCS. can fire KOMBAT ATGM, which is like the Kobra or Svir ATGM of russian origin but with increased range and accuracy.
    • T-64 Unmanned(?): link don't know the real designation of this or if its even real, but this is a t-64 with an unmanned turret and the crew moved into the hull, could be modeled as increased strength as well as armor. Probably has Oplot-M FCS if not better and increased armor. However this is most likely a mixture of Photoshop and some strong hallucinogens
  • T-72 line:
    • T-72B1: same as russian
    • T-72UA1: link has Kontakt-1 on the hull and Nozh on the turret and a new engine. No gun launched missile. low accuracy and stabalizers due to lack of updated FCS
  • T-80/T-84 line
    • T-80U: Same as russian
    • T-80UD: Link basically a T-80U with longer range, could be used in place of T-80U
    • T-84: Link T-80 with many of the features of the T-90. Increased armor, Shtora (or Ukrainian Varta) and a better engine then the T-80U/UD. The T-84 has a really high HP/ton ratio, so high offroad speed.
    • T-84U: Increased armor again with the addition of Kontakt-5 instead of Kontakt-1 armor on the T-84. Increased side armor due to side skirts. increased accuracy and stabilizers due to addition of muzzle reference system
    • T-84 Oplot: link different turret then previous T-84, represented by increased armor. Uses Ukrainian KOMBAT gun launched ATGM, probable FCS improvements. There is also a new autoloader (bustle mounted) which can be represented as increased ROF
    • T-84 Oplot-M: Link Top of the line Ukrainian Tank. Nozh-2/Duplet ERA, Zalson APS, Varta, 300 extra horsepower in the engine and an increase in optics.
  • Vehicles:
    • recon vehicles are usually hard to research as they aren't as glamorous. Here's what i can find.
    • BRM-4K: recon variant of the BTR-4, seems to have a bmp-2 turret. Very good optics
    • BRM-1K: standard russian affair.
    • BRDM-2: standard russian
    • BRDM-2DI "Khazar": Improved optics (very good-excellent) and engine
    • BTR-94: link an upgrade to the btr-80 with a battlefield radar and a 23x2mm cannon on top. Excellent optics and increased armor
    • BMP-1 Recon: Excellent optics as it has an artillery radar, otherwise same as russian
    • BMP-2K
    • AN/TPQ-48: Humvee mounted artillery finding radar, excellent optics
  • Helicopters:
    • Mi-2MSB-V: new engines with better efficiency (longer range) and slightly more power. Very good optics, armed with a 40mm grenade launcher and 12x 80mm rockets along with a 7.62 mg. has an IR spoofer image source
    • Mi-8MTV-1 modernization: sketchy info at best, Very-good to excellent optics and improved armor. Has IR spoofers
    • H125: unarmed light recon heli seen in several current wargame nations
  • Infantry:
    • Azov Battalion: everyone's favorite maybe neo-nazis. Shock or Elite, potential of giving them the MZ-15 as a bit of flavor
    • DPSU: Ukrainian border guards, 5 man, very good, regular training, AKM or AK-74
    • you could also have some spetznaz units, but kind of redundant
  • I guess i'll put transports in here, as i don't know what else to put...
  • IFVs:
    • BMP-1: surpise, same as russian
    • BMP-1U: has new turret with a 30mm cannon, grenade launcher, and twin Barrier atgms
    • BMP-2: lots of possible variants, little info though.
    • BMP-2I: link Ukrainian upgrade of India's BMP-2s. Increased engine power, new turret as found on BMP-1U (i think).
    • BMD-1: same as russian
    • BMD-2: same as russian.
    • BTR-60PB: same as russian..
    • Otaman 6x6: Ukrainian IFV of modern style, no real information on armament other then that an IFV and APC version are available in addition to the 122mm armed one shown earlier in the artillery branch. the Otaman 6x6 is on a new chassis and can be fitted with stanag level 4 protection, while the 8x8 version that is based on the BTR-60 cannot take the extra weight source. I put the 6x6 as an IFV here as it would be able to be more heavily armed and armored
    • BTR-70: same as russian...
    • BTR-80: same as russian.... used by marine units
    • BTR-3U: link upgrade of BTR-80. Shkval turret as found on BMP-1U, amphibious
    • BTR-4: link Newly designed (but taking many queues from soviet designs) IFV/APC of the Ukrainian Military. Base version is armed with a single 7.62mm machine gun and would have the equivelent of 1 armor all around. Amphibious
    • BTR-4MV Shkval: the BTR-4 is a very modular design, so this variant would be one with extra cage armor and mounting the Shkval turret as found on the BMP-1U. 2 side armor but 1 front.
    • BTR-4E Grom: BTR-4 armed with a 30mm cannon, grenade launcher, and 4 Barrier ATGMs. Increased frontal armor. 3 front armor, 1 sides and rear. Amphibious but slower
    • VARAN-30: Another ifv Generic configuration. 30mm gun, 2 ATGMs. Not much info other then this link
  • APCs
    • MT-LB: same as russian, they have thousands of these. Potential upgrades, but no conclusive info
    • BTR-D: Same as russian, used in airborne forces in limited quantity
    • KrAZ Spartan: MRAP type wheeled APC. 12.7mm
    • KhMDB Dozor-B: Another wheeled APC, canceled due to cost overruns and delays
    • Otaman 8x8: Modernized BTR-60 into a 8x8 apc of a modern configuration, no real information on armor or armament, but i'd assume a 12.7mm machine gun and light armor
  • Heavy IFVs
    • The Ukrainian Defense Industry has had some interesting developments in this area, mostly to attract export sales but also some for domestic use
    • BMP-64: link Heavy Infantry Fighting Vehicle based off of the T-64 chassis. protection against 105mm shells from the front and armed with a 30mm cannon, grenade launcher, and twin ATGMs. For game balance, you could probably remove the grenade launcher and potentially replace it with a GSH-23L aircraft cannon.
    • BMPV-64: link Similar to the BMP-64, the BMPV has Nozh ERA and can ether be fitted with a single 30mm cannon or a single 12.7mm MG. Less armor then the BMP-64
    • BMP-K-64: This vehicle is really interesting. It's a T-64 hull put on the chassis of a btr-80 creating a heavily armored, wheeled IFV. Armed with a 12.7mm MG but can probably be fitted with one of the many turrets that Ukraine produces.
    • BMT-72: Troop carrying modernization of the T-72 with a better engine, Nozh ERA and Vatra. Apparently it also has the turret of the T-80UD...
    • BTMP-84: Troop carrying variant of the T-84 Oplot. Very heavily protected and heavily armed
  • Tank Destroyers:
    • BRDM-2 Konkurs: could be equipped with Barrier ATGM, otherwise similar to the old russian vehicle
    • KrAZ Spartan TD: Armored Ford F-550 with a RWS equipped with 4 Korsar ATGMs. Could be replaced in the transport section by the KrAZ Kuguar
  • Mi-8 transport of some variant, i haven't been able to find much info. Probably also have Mi-17
  • MI-24G: AKA the Super-Hind mk.4. The Super Hind was developed by Denel Aviation and apparently with assistance from the "Konotop-based Aviation Repair “Aviakon” works facility".
  • MI-24PU-1: Another Ukrainian modernization of the Hind-P with improved engines increasing speed, Improved avionics and targetting system, and a IR jamming system. The PU-1 (ha) is equipped with a 30mm cannon, the AR-8L 80mm guided rocket, and the either Stugna-P missile or the Barrier-V
  • MI-8MSB-W: upgraded engines for increased range and speed, improved countermeasures and armor. 12.7mm nose machine gun, 80 mm rockets, Barrier-V Missile. Also has the potential to mount Igla missiles or grenade launching pods
  • VV-2: An extremely small and light helo that probably can't take much of an armament. This could also go in the recon section. Suggested armament: Cannon pod and either some AA missiles or the Stugna-p, or even the AR-8L guided rocket.
Air Force
hahaha what airforce?
  • Su-24M: potential SEAD or ATGM aircraft, though the current ukrainian airforce seems to lack the munitions
  • Su-25M1: SU-25 with minor avionics upgrades
  • Su-27: apparently 4 variants to choose from, although i have no idea what they do... UB1M, UP1M, S1M and P1M.
  • Su-30MK: this is probably the biggest stretch on the entire list. Several Ukrainian factories apparently worked on the avionics for the SU-30MK and that arms exporter i linked earlier has overhaul and modernization plans for the SU-30MK, so the potential for Ukrainian AF SU-30MKs are there, just extremely slim...
  • Mig-29: Mig-29MU1 upgrade with improved radar (ASF), they also have A, S, and UB models.
  • L-39M1: L-39 with improved eingines
  • they also have a variety of new munitions as found in this link from a Ukrainian Arms exporter
Welp, that took forever to research and write up. Let me know if i missed anything and let me know what you think of this style of post. Should I continue to do this in the future?
Also, shoutout to the mods Wargame: Crimean Escalation and Wargame: Ashes and Shadows (sadly defunct for the time being) for giving me the inspiration for writing this up.
submitted by gijose41 to wargame [link] [comments]