A NOTE FROM SPECTRUM HOLOBYTE TM T A N K is a realistic military simulation of modern land combat. The program is based on a real military simulation network system used by the United States Army for training at Fort Knox. The system is called SIMNET. SIMNET integrates tanks, close air support jets, Apache helicopters, and artillery together on an electronic battlefield. TANK is an accurate recreation of this system.
CREDITS Game Design: R. Anton Widjaja, Gilman Louie, Steve Perrin Programming and Design: Eng An Jio, Billy Sutyono, R.
TABLE OF CONTENTS CONTINUED Speed Menu Formation Menu Headquarters Menu Close Air Support Reconnaisance Artillery Intelligence Men Zoom Menu The Lieutenant Platoon Level Game Individual Game The Tank Commander Important Keys Exiting The Game Reading The Colors Damage Status Display Outside Screen [F2 Trailer Screen [F3 Drone Screen [F4 The Gunner Gunner’s Screen [F5 Driver’s Screen m The Driver Commander’s Screens Machine Gun [F7 Cupola m Smoke Grenades and Resupply Turret Topside [F9 Ending the Game Award
TABLE OF CONTENTS CONTINUED IV. PLAYING HINTS Unit Tactics Individual Combat Hints Tanks vs. Tanks and Aircraft Tanks vs. Infantry Troubleshooting Shooting Problems Reality Problems Training, the Antidote to General Confusion 94 96 97 98 99 101 101 101 V. APPENDICES A.
LOADING TANK copy when playing the game and make sure it is not write-protected since data is written to the disk during play. USING THIS BOOK backup Loading TANK onto a hard drive To run TANK from a hard drive, create a directory called “TANK” and copy all the files from the TANK program disk(s) to that directory. Loading the program Turn on your computer and proceed to a DOS prompt. If you’re loading TANK from a hard drive, enter: USING THIS BOOK This battle manual is divided into 5 sections.
WHAT THIS GAME IS ABOUT WHAT THIS GAME IS ABOUT TANK is a game of armored warfare in the very near future. There are three levels of game play: the operational level of the battalion or company commander, the tactical level of the platoon commander and the actionoriented, individual combat /eve/ of the individual tank commander or crewman.
I * MISSION SELECTION MISSION SELECTION SCREEN This screen allows you to select your mission for this game. You can select missions from three different areas: Fort Knox (training missions), Germany (European missions) or Israel/Lebanon (Middle East missions). The screen initially gives you a map of the Fort Knox area and a list of the possible Fort Knox missions.
* GAME DIFFICULTY LEVELS TANK can be played at one of three levels of difficulty, depending on the expertise of the player. The higher level of difficulty used, the higher the potential score for the player. _ This level is for the - beginner to the game. A Beginner game is like a tactical exercise fought to give the player some idea of what the equipment can do without the complications of the real world.
TIME SETTING * SINGLE OR MULTIPLE PLAYERS Players Screen The Icons The icons you see on the mission map screens are based on the traditional military iconography for displaying units in a two-dimensional setting. 0 I IEil Armored Unit (tanks) Armored Cavalry (IFVs) LizI Engineers/Trucks 0 I Towed Arti llery Aircraft, on the other hand, are shown as overhead silhouettes. Time Setting Menu This allows you to decide the basic visibility conditions you are working under.
I CONTROLS MENU Controls Menu START GAME MENU Start Game Menu This chooses your movement and aiming interface with the computer. Whether you pick the joystick or keyboard, you still have complete keyboard use. Using a Joystick The joystick can be used in place of most of the functions of the number pad in most of the screens, particularly the functions of the arrow keys and (Spacebar]. Thus, it can be used to turn the tank and turn and aim the tank gun.
* ARMAMENT SCREEN ARMAMENT SCREEN Once you pick your mission, the computer shows you the Armament Screen. This gives you the choice of the main anti-tank armament for the tanks available to you. PLATOON lets you equip all platoons the same, or equip each uniquely. Strike Q or a (or @ or @) to switch the choice between ALL or each platoon by number. Russian T-80s and many upgraded T-72s are well protected against HEAT rounds. If you will be facing mostly other tanks, take mostly Sabot rounds.
LEVELS OF PLAY HOW TO PLAY OPERATIONS LEVEL OPERATIONS LEVEL GAME Main Menu and Map [F1 TANK can be played on one of three levels: the Battalion Operations Level, the Platoon Tactical Level and the Individual Tank level. The player can be the Battalion commander sending his platoons out to engage the enemy, the platoon leader taking his four tanks out to fulfill the dictates of the Battalion colonel, or the Individual tanker trying to perform his tasks and stay alive at the same time.
iik MAIN MENU EXPLANATION Main Menu Striking a button on this menu takes you to another menu that deals with some aspect of the platoon’s operations. MOVE takes you to a menu that deals with the planned path of the platoon. See page 21. SPEED takes you to a menu that deals with the speed of the platoon. See page 23. FORMATION takes you to a menu that deals with the tactical formations of the platoon. See page 24.
* THE CAPTAIN MOVE MENU MOVE MENU The Captain You knew the job was dangerous when you took it. The colonel just passed the ball to you. “Here’s where the enemy is coming in; here’s where you have to stop him. Good luck. " Thanks, Co/one/. You have three platoons of Ml Abrams tanks - 12 of the finest fighting vehicles in the world. Somewhere out there is a Russian general with entirely too many T74s and, worse, T-8Os, and Ivan wants the ground you are sitting on.
ORDERS MENU SPEED MENU ORDERS MENU SPEED MENU The Orders command (using @ ) takes you to the Orders Menu. This menu lets you give general orders to a platoon after they reach the spot specified through the Move Menu. This menu sets the speed of the entire platoon or a single detached tank. Platoon Number Platoon Number\ Speed Current Orders This shows the current order for this platoon. I area shown and waits for an enemy to come within striking distance, then attacks.
FORMATION * HQ MENU FORMATION MENU This allows you to set your platoon into a formation suitable for your mission. Platoon Number HEADQUARTERS Current Formation Number Use the main keyboard number keys to pick the formation you wish. The platoon will attempt to keep that formation, making allowances only for impassible obstacles as long as you are not personally driving one of the tanks. Once you are driving a tank, you can move it wherever you wish.
e RECONNAISSANCE Recon asks HQ to send reconnaissance aircraft to determine the enemy’s precise numbers and locations. Use the same commands used for the Move screen to trace a route for the Recon plane to follow. The Recon mission shows you what is in an area when the mission takes p/ace. Icons showing the presence of whatever is seen are left in that area until another Recon Mission is flown to update your information about the area.
* INTELLIGENCE MENU ZOOM MEN1 INTELLIGENCE MENU This command operates somewhat differently from the other Main Menu commands. You are given two choices: With this option you can place a grid over the map. Using the arrow keys you can move a cursor over the grid that will give you the map coordinates of the area under the cursor. This gives you the relationship between points on the map and reference points for using Drone Screen, m. See pages 39-40.
* THE LIEUTENANT PLATOON LEVEL GAME PLATOON LEVEL GAME The Lieutenant “This section is yours, Joe, " the captain said, and you wish you had the option of saying, “That’s OK, Fred, you can give it to Emil instead; I don’t mind. " But that is not an option. You went to a lot of trouble to have the best platoon in the unit, now you get the benefits of that status that you would just as soon have passed on. Yours is the lead position, the unit the Soviets will hit first. Lucky you.
INDIVIDUAL GAME INDIVIDUAL GAME [F2 - m IMPORTANT KEYS Except in the first mission at Fort Knox (see pages 6465) you start with at least a platoon of four tanks. You operate the lead tank; the rest of the tanks follow you. You can move to another tank at any time, if any are still intact. Switching Tanks and Platoons You can go from one tank to another within a platoon by using a and go from platoon to platoon by using a. Keyboard Use The same keys can give different results, depending on the screen.
e EXITING THE GAME/MAP COLORS Exiting The Game To exit the game at any time, hit IEsc] or @. This suspends the game and brings up a menu with the following choices: RESUME GAME lets you start where you were when you hit (Escl or m if you did not mean to end the game, or left the game for a few minutes and want to start again. DAMAGE STATUS DISPLAY The Status Screen At any time while playing the individual game, you can use [K] [E] to get to the Tank Status Screen.
* OUTSIDE SCREEN OUTSIDE SCREEN [F2 This screen shows the view from outside the tank. The tank is always in the center of the screen, but you can move the viewpoint around the tank, move the viewpoint up to get a vertical view of the tank and zoom in closer to the tank and farther away from the tank. The farther you get from the tank, the more surrounding countryside you see.
* TRAILER SCREEN TRAILER SCREEN (F3 This screen takes you behind your lead tank, as if you were following in a trailer. While the tank is proceeding in a straight line, your viewpoint is directly behind the tank. When the tank makes a turn, your viewpoint follows the path of the turn. DRONE SCREEN -36 DRONE SCREEN [F4 This screen is called the drone screen because it gives a picture of the battlefield as if the viewer is getting pictures from a reconnaissance drone.
iilk- DRONE SCREEN KEY USE Moving The Viewpoint The viewpoint moves in the same way that t h e Outside View (pg. 36-37) does except that the commands affecting a tank are replaced by commands that move the viewpoint away from the tank.
GUNNER’S * SCREEN GUNNER’S SCREEN [F5 This screen presents the Gunner’s position in the tank. As gunner you are in charge of firing the main gun and the coaxial machine gun. You also load the guns in this position - a function that is normally handled by a loader who is not featured independently in this game. Compass Direction - This indicator at the top of the screen always shows the compass bearing of the gun sight. Thermal Switch turns on the thermal imaging equipment. USC [i) to toggle on and off.
I & -I ATTITUDE AND AMMUNITION Tank Attitude Screen This set of screens tells you: / Climb Angle - whether the tank is moving forward on the level, uphill, or downhill, V Roll Angle - whether the tank is moving 1sideways to a slope, and AIMING AND FIRING -Gab Aiming the Gun - The Number Pad @ Elevates the gun sight (and gun barrel) @ Moves the turret bearing to Moves the turret bearing to the Depresses the gun sight (and gun i Turret Angle - how the gun is bearing i compared to the heading of the ta
* DRIVER’S SCREEN DRIVER’S SCREEN [F6 The Driver You realize that it’s time to stop being a spectator and take an active hand in the festivities. Slamming the tank into reverse, you back down the hill until the Soviets are no longer visible, then spin left to circle the hill and strike the enemy tanks on the flank.
a GEARS AND SPEED DRIVING THE TANK -3db Driving The Tank Starting the Tank The tank can be started by striking one of the throttle keys (described below) or the @ (as described below). After starting the tank, put it into gear. Selecting Gears Gear Selection is done with the keyboard. Press the following keys to get the required gear. @ Reverse. Puts the tank in reverse. Q Low. Used for tough uphill or dangerous downhill movement, particularly the latter.
TANK ATTITUDE SCREEN Tank Attitude Screen HINTS FOR GOOD DRIVING Hints For Good Driving This set of screens tells you: , Climb Angle - whether the tank is moving forward on the level, uphill or downhill. . Roll Angle - whether the tank is moving sideways to a slope. r Turret Angle -how the gun bears compared to the heading of the tank. 1. Stay aware of your surroundings. The Driver’s slot gives a very limited view of your immediate environment.
COMMANDER’S MACHINE GUN COMMANDER’S MACHINE GUN [F7 As Commander, you have a .50 caliber (12.7mm) machine gun mounted topside to use against lightly armored vehicles, aircraft and personnel. The screen shows the gun and its sight, with displays at the base of the gun showing the remaining ammo, the compass heading of the gun (this has nothing to do with the heading of the tank) and the climb, or angle of elevation, of the gun.
;j4r CUPOLA SCREEN COMMANDER’S SCREEN - CUPOLA [F8 This gives you a view from the independently rotating cupola on top of the turret. The view from this cupola does not match that of either the gunner or the driver. There is a display at the center top of the window to show the compass direction of the cupola’s bearing. There is also a time readout to show how many minutes are left in the mission - important for missions with a time limit.
TOPSIDE SCREEN COMMANDER’S SCREEN - TURRET TOPSIDE (F9 This gives you a view as if you were sitting on the top of the tank with the hatch open. It gives you a wide view but leaves you very vulnerable. ENDING/SCORING THE GAME ENDING AND SCORING THE GAME There are four ways to end the game. Each way gives you a Fitness Report (FitRep), or score: 1 . Time Limit: Most missions have a time limit. In modern warfare, time is very important.
e 1. 2. 3. 4. AWARD SCORING SCREEN Difficulty Level: Your FitRep for a mission is increased if you attempt it at an Intermediate Level, and increased further at an Expert Level. See pages 8-10. Achievement: Your FitRep is greater for the number of objectives you achieve. You are given points for every enemy tank or other vehicle destroyed and every objective area occupied.
HOW TO PICK A MISSION THE MISSIONS TANK is played in missions. Each mission can be played either on an individual tank basis (with the computer handling all the strategy and tactics) or they can be played just at a platoon and/or battalion level, with the player never going beyond the screens available from the Main Menu (see pages 16-31). There are three mission areas to choose from: the Fort Knox Training Ground, Central Europe and the Middle East.
dk+ MIDDLE EASTERN THEATER Middle East Real tank warfare has been the exclusive preserve of this area since the 1960s. Its broad plains and rocky soil make armored warfare almost mandatory. In these missions you face the problems of an Ml-equipped tank commander against Soviet-equipped Arab forces in a new Mideast War. The missions take place along the Israeli/Lebanese/ Syrian/Jordanian border, a continuing hot spot today.
&c -I FORT KNOX: SUDDEN DEATH FORT KNOX: SUDDEN DEATH %m!v MISSION NAME: SUDDEN DEATH MISSION AREA: FORT KNOX S-3 BRIEFING: Sergeant Waller calls you in to his office. “This is your final exam. Pass it, and you become a big, bad tank crew. Blow it, and maybe they can find you a job drivin’ a soft drink truck to resupply the PXs. “You get one tank. All you gotta do is drive from here at Base Blue over to Base Red. We expect you to get there in half an hour.
dk FORT KNOX: DOOM RACE MISSION NAME: DOOM RACE MISSION AREA: FORT KNOX S-3 BRIEFING: Captain Hastings addresses your two platoons in the briefing room of Blue Base. “You gentlemen all managed to pass the Sudden Death graduation from basic tank school. Congratulations. Now, we’re going to find out how you handle a real tactical challenge. “You have two platoons of M1A1s. The opposing force has two platoons of T-80s.
* FORT KNOX: THE BRIDGE FORT KNOX: THE BRIDGE * MISSION NAME: THE BRIDGE MISSION AREA: FORT KNOX S-3 BRIEFING: Captain Hastings brings you into the Blue Team briefing room. Besides your own men, you see a bunch of men with artillery patches on their fatigues waiting for the briefing. “You gentlemen did so well on the church wargame we have another little tactical problem for you. Now that you know how to work with a bunch of tanks, let’s see how well you do with some artillery to back your play.
Ii&E FORT KNOX: CLOSE ASSAULT MISSION NAME: CLOSE ASSAULT MISSION AREA: FORT KNOX S-3 BRIEFING: The Battalion Commander, Lt. Colonel Schubert, summons you to the briefing room at Blue Team HQ. As you file in, you realize that not only are your own mates and some artillery people present, there are some Air Force flyboys as well. When everyone settles down, Col. Schubert begins. “You are going to be performing a close assault of a prepared position. You must assault and take Red Team’s HQ.
FORT KNOX: RED THUNDER MISSION NAME: RED THUNDER MISSION AREA: FORT KNOX S-3 BRIEFING: After the successful assault on Red Base, you have returned to Blue Base for refurbishment and R&R. Now your headquarters platoon is called into the briefing room by Colonel Schubert. Once again, the briefing group also includes artillery handlers, A-10 pilots and Vulcan jockeys “As you know, our victory over the Red Team was not as complete as we would like. They still have units unaccounted for.
e EUROPE: DEFENDER MISSION NAME: DEFENDER EUROPE: DEFENDER S-4 RESOURCES: You have four M1A1s just to the north and east of Schlitz. You can resupply at the ammo dump. MISSION AREA: GERMANY I S-3 BRIEFING: For the last six weeks, the papers have been full of charges and countercharges as the United States and Soviet Union traded accusations over the latest dispute. It all seemed like Standard Operating Procedure, but this time it’s gotten more press than any incident since the Berlin Wall.
e EUROPE: ASGARD MISSION NAME: ASGARD MlSSlON AREA: GERMANY S-3 BRIEFING: The mutual jamming has been tying up communications for the last three days. Artillery keeps taking out the phone lines the communications people set up. You’ve heard they’re running out of wire. This may explain why your two platoons are the only armored to show up for the briefing from Brigade. The Staff major looks nervous as first you, then an Air Force type and some joes from artillery come into the tent.
-I * EUROPE: VALKYRIE MISSION NAME: VALKYRIE MISSION AREA: GERMANY S-3 BRIEFING: Things have settled down in the ruins of Schlitz. You’ve fought over it now three (or is it four?) times. The good burghers are going to have a lot of rebuilding to do when it’s over. Your destroyed and damaged tanks have been replaced with brand new M1A2s. You’re ready to move again. But most of the action seems to have switched to the northern German plain. The call to come to a briefing is kind of a relief.
-I * EUROPE: BIFROST MISSION NAME: BIFROST MISSION AREA: GERMANY S-3 BRIEFING: Suddenly, the war heated up again. As if retaliating for your incursion into their space in search of that pilot, the Soviets blitzed through Schlitz and brushed your company back to Lauterbach and Fulda. Most of the attackers pushed on deeper into West Germany and are now somebody else’s problem. But there’s still a company or so sitting on the airfield in Hosenfeld and they look like they intend to stay.
-I * EUROPE: WILD HUNT MISSION NAME: WILD HUNT MISSION AREA: GERMANY S-3 BRIEFING: As Hosenfeld burned around you, you could hear the roar of approaching vehicles. You barely had time to scramble into your tank and dog down the hatches before the first wave of retreating Soviets hit the town. They did not find the safe haven they expected, but you had not quite garrisoned the town to stop this avalanche of vehicles.
* MIDDLE EAST: ASS’S JAWBONE MISSION NAME: THE ASS’S JAWBONE MISSION AREA: MIDDLE EAST How did it get started? How did Syria S-3 BRIEFING: and Israel actually come to a real shooting war over Lebanon? And, even given America’s traditional ties to Israel, how did your brigade of American Gls find itself supporting Israel by guarding a town with the unlikely name of Bent Jbail on the Lebanese-Israeli border? Well, that’s a question for later.
* MIDDLE EAST: GOD’S LAST ACRE MISSION NAME: GOD’S LAST ACRE MISSION AREA: MIDDLE EAST S-3 BRIEFING: “They’re coming again,” says Swinburn. “This time, we can’t depend on the cavalry to help us out. The incursion around Tiberias has bled off any possible reinforcements until tomorrow. “They’re coming down both main roads this time; they’re bringing along infantry so they must intend to stay awhile.
& MIDDLE EAST: EXPULSION MISSION NAME: EXPULSION MISSION AREA: MIDDLE EAST You look at the ruined town of Bent Jbail S-3 BRIEFING: through your binoculars. The frustration gnaws at your gut. After three days of trying to hold on to the little burg, you’ve been tossed out. Even the last minute addition of another tank company couldn’t stop the Syrian tanks. Now your back is against the border, and the Syrians are bringing in a whole new company of bright and shiny tanks.
* MIDDLE EAST: BLOW THE HORNS MISSION NAME: BLOW THE HORNS MISSION AREA: MIDDLE EAST “It don’t rain but it pours,” as Grandpa S-3 BRIEFING: always says. Except that rain is in pretty short supply in Israel. But the Syrians seem to be pouring into the country enough to make rain superfluous. You stand on your tank turret and scan the horizon, which is broken up by the ruined buildings of Zefat.
* MIDDLE EAST: ARMAGEDDON MISSION NAME: ARMAGEDDON MISSION AREA: MIDDLE EAST S-3 BRIEFING: At last you’re looking at the cratered rooftops and streets of Bent Jbail through your binoculars again. But now you feel you’ve got a fighting chance. Strung out around the town are the remnants of the crew you chased out of Zefat yesterday.
PLAYING HINTS -ah? PLAYING HINTS The following information is meant to help any tank commander: both the commander of armored units and the commander of a single tank. The first section deals with tank tactics and general operational information for dealing with a tank battalion or platoon. The other pages deal with the difficulties of fighting various opponents the individual tank will have to deal with on the modern battlefield.
* UNIT TACTICS Unit Tactics 1. Form maneuver teams. US Army doctrine calls for dividing a four tank platoon into two maneuver teams of two tanks each. The teams support one another just as the tanks in the teams support each other. The best way to duplicate this in the game is to use the Detach function of the Move Menu and divide your platoons into one twotank team and one team of two detached tanks that you will have to move separately.
* TANKS VS. TANK AND AIRCRAFT The Best Anti-Tank Ammunition Use Sabot rounds versus the T-80, as it is protected against the HEAT. Versus the T-72, HEAT rounds may be successful, depending on the degree of protection the T-72 has been modernized to. Aim for the sides and back if at all possible and, conversely, don’t let the enemy get to your side or back. Never use HEAT rounds on the target’s front or turret of a tank. Versus Aircraft Tank main gun rounds are not meant for shooting at aircraft.
ii&E+ TANKS VS. INFANTRY IFVs (Infantry Fighting Vehicles) Infantry Fighting Vehicles come in two varieties from the viewpoint of the tanker. One form carries troops and mounts a low-power anti-tank gun that is not much of a threat to an Ml. The other form acts as an infantry support anti-tank vehicle and carries anti-tank rockets such as those described above. In this latter form such vehicles are a great danger to the tank and must be disposed of immediately. Fortunately, they cannot fire on the move.
ik- TRAINING Training, the Antidote to General Confusion Trying to keep track of a multi-tank battle is very difficult. Make the most of your Outside, Trailer and Recon screens; memorize what you can do with the Outside screen and what you need to go into the Commander, Gunner or Driver screens for. Remember that your Commander’s Machine Gun screen gives you the biggest picture and provides a compass bearing on any target you see.
&iF HISTORY OF ARMORED WARFARE A. History of Armored Warfare The first armored fighting vehicles Mobile, armored, fighting platforms that mounted artillery were first developed in the 15th century by John Ziska, a leader of the Hussite rebellion in Bohemia. The Hussites followed the teachings of John Hus, a priest who took up the views of Martin Luther.
liik AMERICAN TANK DEVELOPMENT the tanks as “Not war, but bloody butchery.” The Chief of Staff of the German Third Army wrote, “The enemy . . . have employed new engines of war, as cruel as they are effective. No doubt they will adopt on an extensive scale these monstrous engines, and it is urgent to take whatever methods are possible to counteract them.” The First “Tank” Theory about the use of the first tanks divided them into two types whose descendants are still with us today.
* TANK DESIGN THEORY build and easy to maintain. It proved so popular that it was bought by many countries after the war and was in production for several years after the war. The M4 was followed by the M26 “Pershing,” then the M48 and M60 “Pattons,” which were arguably just extensions of the M4 design. The M60 did make the departure of using a diesel engine similar to those in use elsewhere in the world instead of the aircraft-style engines used before.
lilk- NATO DESIGN THEORY NATO Armored Vehicle Design Theory Current American/NATO theory is that the quality of NATO tanks must offset the numerical superiority of the Warsaw Pact tanks. NATO military strategy is based on the assumption that one NATO tank is equal to at least two of their Warsaw Pact opposite numbers.
GLOSSARY B. Glossary A-l 0 Warthog - American attack fighter, meant for close-in support work with ground forces. It is slow in comparison with most fighters and is not as maneuverable as other fighters, but it is well armored and is thought to have good survivability on the modern battlefield. AAA (Anti-Aircraft Artillery) -This is the military designation for any tube artillery (artillery that fires projectiles instead of selfpropelled missiles) used against aircraft. The M-163 Vulcan (q.v.
I- db GLOSSARY Cupola - A mini-turret that rests on top of the tank turret and moves independently of the main turret. The tank commander uses the cupola slit to look at areas the driver and gunner cannot see. D-30 (122mm field gun) - This is one of the standard field guns of the Soviet army. It has great range and striking power. Enfilade - A shooting position from which the attacker can attack the side of a target where the armor is less effective.
iiib GLOSSARY portable, and therefore still useful for forces that must airdrop their artillery support. M-2 (The Bradley IFV) - A fully tracked infantry fighting vehicle used by American and some NATO forces. It can carry a squad of men and has provisions for them to remain inside the vehicle while using gunports to fire outside. It also mounts a light cannon for engaging other light vehicles and two TOW rockets for engaging heavy armored vehicles.
* GLOSSARY GLOSSARY depots to resupply from. The computer then does what the S-4 would do, make sure the supplies show up where the commanding officer wants them. or not. The M1 mounts this device, while most Russian tanks do I not, probably because of the cost - which is 10% of the c o s t of an M1 tank. Sabot (Sa-BOH) - This is literally the French word for shoe.
, &THE FIRST TANK THE MI4 SHERMAN TANK. 1940-1950 THE Ml ABRAMS TANK, 1982 - ? TANKS THEN AND NOW FRIENDLY VEHICLES -ab C. TECH SPECS, FRIENDLY VEHICLES Probably the saddest obituary a soldier can have is "killed by friendly fire.” In the confusion of a modern battlefield, keeping track of friendly vehicles and distinguishing them from enemy vehicles (see the next section) is of paramount importance. A lot of lives can rest on your ability to distinguish friend from foe - fast.
-& Ml ABRAMS Ml-Abrams USA 4 One rifled M68 105mm gun; one 7.62mm coaxial machine gun; one 7.62mm machine gun at loader’s station; one 12.7mm (.50 caliber) at commander’s station; six smoke dischargers each side of turret. Chobham heavy armor. Reactive armor Armor: can be fitted for protection to thinnerskinned areas. Length including main gun 32ft Dimensions: (9.766m); hull length 26ft (7.918m); width 12ft (3.653m); height 9ft 6in (2.885m). Combat Weight: 120,250lb (54,545kg or 60.
dk M1A1 ABRAMS MlAl-Abrams USA Origin: 4 Crew: One smoothbore Rheinmetal 120mm; Armament: one 7.62mm coaxial machine gun; one 7.62mm machine gun at loader’s station; one 12.7mm (.50 caliber) at commander’s station; six smoke dischargers each side of the turret. Chobham heavy armor, with thicker armor Armor: than the Ml in the frontal areas. Reactive armor can be fitted for protection to thinner-skinned areas. Length including main gun 32ft Dimensions: (9.766m); hull length 26ft (7.918m); width 12ft (3.
ihiP M1A2 - Abrams Origin: Crew: Armament: Armor: Dimensions: Combat Weight: Ground Pressure: Engine: Performance: M1A2 ABRAMS USA 3 One smoothbore 140mm; one 7.62mm coaxial machine gun; one 7.62mm machine gun at loader’s station; one 12.7mm (.50 caliber) at commander’s station; six smoke dischargers each side of turret. Chobham heavy armor, with thicker armor than the Ml in the frontal areas. Reactive armor is fitted for protection to thinner-skinned areas. Length including main gun 32ft (9.
* AH-64 APACHE AH-64 Apache Origin: Crew: Dimensions: USA 2 Rotor diameter 48ft (14.62m); Fuselage length through tail rotor 48ft 2in (14.68m); height from ground to top of air-data sensor 16ft 9.5in (5.12m) Empty 11,000lb (4,990kg); Normal Weights: mission weight 14,694lb (6,665kg); maximum takeoff 17,650lb (8,006kg).
ii&K M2 BRADLEY M163 VULCAN M2 Bradley M163 Vulcan USA Origin: Crew: 3+7 One 25mm cannon; one coaxial 7.62mm Armament: machine gun; Twin launcher for Tow antitank missiles; four smoke dischargers on each side of turret. Armor: Light Length 21ft 2in (6.45m); width 10ft Dimensions: 6in (3.2m); height 9ft 9in (2.97m). Combat Weight: 49,802lb (22,290kg or about 25 tons) Ground Pressure: 752lb/sq in (0.53kg/cm2) Engine: Cummins VTA-903T turbo-charged 8cylinder diesel developing 500hp (372kW) at 2,600rpm.
M198, 155MM GUN Ml98 Origin: USA 155mm (6.1in) Caliber: 240in (609.6cm) Length of Barrel: 15,791lb (7.163kg) Weight in Action: 1,850ft/sec (564m/sec) Muzzle Velocity: Rate of Fire: 4rds/minute Maximum Range: 19,850yd (18,150m) 94.6lb (42.91kg) Shell Weight: General Notes: This gun/howitzer has been the standard US Army and Marine Corps field weapon since 1978.
* TRUCK Truck Origin: Crew: Armament: Dimensions: Combat Weight: Engine: Performance: USA and other NATO nations 1+? Varies Varies Varies Varies Road speed approximately 50mph (80km/h) General Notes: This designation is given to all wheeled vehicles that are used for hauling troops and supplies to rear-echelon areas where they can be loaded into armored carriers for the final stage of travel to the front.
iik T-72 T-80 T-72 T-80 Origin: Crew: Armament: Origin: Crew: Armament: USSR 3 One 125mm Gun; one 7.62mm coaxial machine gun; one 12.7mm AA machine gun. Heavy Armor: Length including main armament29ft Dimensions: 10in (9.1m); hull length 21ft (6.4m); width 11ft 1in (3.38m); height 7ft 6in (2.3m). Combat Weight: 83.775lb (38,000 kg or 42 tons) Ground Pressure: 14.3 Ib/sq. in (1.09kg/cm2) 5-cylinder opposed liquid-cooled Engine: diesel developing 700/750hp (522/ 560kW). Performance: Road Speed 43.
ii& Ml-24 “HIND” SU-25 “FROGFOOT” Ml-24 (NATO designation - Hind) SU-25 (NATO designation Frogfoot) USSR 2 Two 2,200shp lsotov TV3-117 Turboshafts Main rotor diameter 55ft 9in (estDimensions : imated) (17m); length with turning rotors 68ft llin (21m); fuselage length 60ft 8in (18.5m); height with rotors turning 21ft 4in (65m). Empty 18,000lb (8182kg); normal Weights: [estimated] loaded 24,000lb (10,910kg).
ZSU-23-4 SHILKA BMP-2 Origin: Crew: Armament: USSR 3+7 One 30mm cannon; one 7.62mm coaxial machine gun; one launcher for AT-5 Spandrel anti-tank missiles; three smoke dischargers on each side of turret. 1.29in (33mm) maximum Armor: Length 22ft (6.71m); width 10ft 2in Dimensions: (3.1m); height 6ft 9in (2.06m). 32.187lb (14,600 kg or 16 tons) Combat Weight: 9.1 Ib/sq in (0.64kg/cm2) Ground Pressure: 6-cylinder super-charged diesel Engine: developing 400hp (298kW).
ii/w D-30,122MM GUN D-30 USSR Origin: 121.92mm (4.8in) Calibre: 191.9in (487.5cm) Length of Barrel: 6,944lb (3,150kg) Weight in Action: 2,438ft/sec (740m/sec) Muzzle Velocity: 7-8rds/min Rate of Fire: 16,842yd (15,400m) Maximum Range: 47.97lb (21.76kg) Shell Weight: General Notes: The D-30 is best categorized as a “gun howitzer” because it has the high trajectory of the traditional howitzer, but the long barrel of the traditional field gun.
BIBLIOGRAPHY * BIBLIOGRAPHY “Army Plans 140mm- to 155mm-Gun Tank,” Benjamin F. Schemmer, Armed Forces Journal International, May 1989, 200 L St., NW, Suite 520, Washington, DC 20036. “CAS; Close Air Support, a Must or a Luxury,” Tamir Eschel, Defence Update International #87, 1988, POBox 115, Hod Hasharon, 45100 Israel. DRAGONS AT WAR, 2-34th INFANTRY IN THE MOJAVE, Daniel P. Bolger, 1986, Presidio Press, 31 Pamaron Way, Novato, CA 94947.
* INDEX INDEX INDEX A A-10 Thunderbolt II “Warthog” 112,129 A.A.A. A.A.M. A.F.V. A.P.C. A.P.F.S.D.S. A.T.G.W.
* Disks Doom Race Mission Drive Gear Driver’s Screen Driving Driving Hints Drone Screen E EGA/VGA Ending the Game Enfilade Europe Exiting the Game Expulsion Mission F F.A.C. F.A.O. Fire Mission Firing Firing Hints Fitness Rating FitRep Formation Menu Fort Knox Forward Air Controller Forward Artillery Observer Fuel Function Keys Further Reading G G.P.S.
INDEX * J Jeep Joystick 133 12 K Keyboard King Sigismund 12,33,37-38,40,45,49,52,54,56 104 L Laager Laser Range Finder Laser Sight Leading Targets Light Shelling Loading Low Gear 115 35,115 43 53,98,101 27 l-2 48 M M.B.T. M.P.H. Gauge M1 Abrams Tank M1A1 Abrams Tank M1A2 Abrams Tank M2 “Bradley” M2 “Honey” Light Tank M3 “Bradley” M60 “Patton” Tank M113 Ml63 Vulcan A.A.
INDEX R R.P.M.
TNK-A-DDE-NW-MO-1 INDEX * Volume 1 U Unit Tactics Unmanned Airborne Vehicle V Valkyrie Mission 96 119 78-79 w OPERATOR’S MANUAL OPERATION UNDER USUAL AND UNUSUAL CONDITIO 61,110,119 82-83 105-107 107-108,110 Warsaw Pact Wild Hunt Mission World War I World War II Y Yom Kippur War 99,111 Z Ziska, John Zoom (Gunner) Zoom Menu ZSU-23-3/ZSU-23-4 Shilka 104 43 29 119,141 TANK, COMBAT, FULL-TRACKED 105MM GUM, M1 (2061-08-08-I 969) GENERALABRAMS HEADQUARTERS, SPECTRUM HOLOBYTE AUGUST 1993 TNK-IBM-60
TANK - SUPPLEMENTAL INFORM TANK - SUPPLEMENTAL INFORMATION INSTALLING YOUR TANK GAME A WORD ABOUT THIS GAME We would like to thank you for purchasing one of our products. For your convenience you can make backups of the original disk(s) in order to protect your investment. Please remember that the developers of this product are relying on you not to give away copies to others.
k TANK - SUPPLEMENTAL INFORMATION TANK - SUPPLEMENTAL INFORMATION Keep the following in mind: 1. This combat is strictly one tank vs. one tank. You cannot use any Operational Menu except the Zoom Menu. This means you must turn the Auto-Driver off when you enter the tank. 2. When one tank is destroyed, the game is over. The winner needs to press @‘I or (Escl to get out of the game. 3. You can set any Difficulty Level and day or night combat. 4. After the fight is over, you must restart the game.
TANK - SUPPLEMENTAL INFORMATION Page 14 - The Armament Screen only shows up for Beginner level games. In Intermediate and Advanced level, you are stuck with what the supply sergeant gives you. Also, there is no longer an “ALL” selection in the Platoon option. C H A P T E R I I you are commanding (see page 31 of the manual) as long as your autoDriver is off. if, for any reason, a tank cannot keep up with tho rest of the platoon by staying within a certain radius, it detaches itself from the platoon.
TANK - SUPPLEMENTAL INFORMATION TANK - SUPPLEMENTAL II Page 34 - Exiting The G a Exiting the game takes you out of the mission without recording a score. Page 35 - Destroyed Tank are taken When your tank is destroyed, a message pops up and you the next tank within the platoon or to the lowest numbered tank next platoon. 3 Page 35 - Damage Status Display The Damage Report is shown with @@, not [q@.
i TANK P - SUPPLEMENTAL INFORMATION TANK - SUPPLEMENTAL INFORMATION CHAPTER III Additional Vehicles In some of the missions, you will find that you have more or different vehicles than you expected. As a rule, additional “tank” units are M3A1 CFVs. They can be used against tanks although they are skinned. Bradley M3A1 CFVs have 12 HEAT rounds (actually TO no Sabot. You will also find that your Close Air Support can consist of an helicopter as well as A-10s.
TANK - SUPPLEMENTAL INFORMATION will depress just enough to be able to shoot at them, and then you will be in a hull-down position. AREA PROTECTED ONLY TURRET EXPOSED Sabot vs. HEAT American tanks carry both forms of ammunition because each has its advantages. Sabot has greater penetrating power at close range, particularly against the enhanced armor found on the T-80 and upgraded T-72s. However, it loses momentum, and therefore penetrating power, at ranges beyond 500 meters.
~ _ TANK - SUPPLEMENTAL INFORMATION Five Minutes To Play T A N K This is a quick introduction and walkthrough of the first TANK mission, SUDDEN DEATH. 1. Load your TANK game (see pages l-2 of the manual) and type TANK at the prompt. 2. Hit any key to exit the Title Screen. 3. At the Mission Selection Screen, press (Enter] to start the SUDDEN DEATH mission. 4. This brings up the Game Configuration Screen; hit [Enterj again. 5. This brings up the Select Ammunition Screen; hit IEnter] again. 6.
TANK Keyboard Layout for Outside [K), Trailer [E), Drone [K], Commander’s Machine Gun [F] and Commander’s Cupola (F8) Screens Zoom Out Fire Smoke Grenades [E-j [Eq pii-] Accelerator in 10% Units Radio (F8, I Arrowl Keys =)@?a \ Next Platoon In l(F4 (?ii$$ Auto-Driver [K)[z] Auto-Gunner (Alt)[$ Damage Report Gfie Align Turret with Hull Shoot Gun \ [F2] [F2 [F] [TF] &k [F3 TANK Keyboard Layout for Function Keys and Numeric Keypad Function Keys Numeric Keypad Advance Viewpoint [F4 - or Depress Gu
TANK Keyboard Layout for Gunner’s Screen (F5) Accelerator Laser Sight (XJ[D] Auto-Driver (Alt][GJ Auto-Gunner [Alt][R] Damage Report Magnifier TANK Keyboard Layout for Driver’s Screen [F6] Smdke Generator Exit / ’ Game / Auto-Driver (AltJ@] A u t o - G u n n e r [X)liil Damage Report I \ Dbve Next Platoon Neutral Gear I Align Turret with Hull I Next Tank I Steer Left Steer Right