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Uno dei punti di forza di ArmA III, garantito dalla forte componente simulativa del titolo, è il bilanciamento tra le varie forze in campo che apre la via a svariati tipi di cooperazione tra mezzi e fanteria. ArmA III è già disponibile ed è stato promosso a pieni voti dalla critica nonostante il ritardo sull'arrivo della campagna e nonostante i problemi di ottimizzazione legati al comparto multigiocatore.
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00:07Greetings, this is Dyslexi from the ARMA community group Shaq Tactical. In cooperation with Bohemia
00:12Interactive, I'm creating a series of videos that explain some of the basics of ARMA 3.
00:17Today we'll be talking about the principles of Combined Arms Warfare. The fundamental element
00:22of ARMA's combat environment is the infantryman. Everything else in the battle space, be it armor,
00:27air, artillery, or other assets, is there to support the infantryman in accomplishing
00:31their assigned mission. When infantry and other elements work together, this becomes
00:35Combined Arms Warfare. It creates limitless tackle options, which we can only touch upon
00:40in this video, so let's cover some of the basics and introduce you to the Combined Arms Warfare
00:44in ARMA 3. Infantry are the focal point of military operations. If you need to take and hold ground,
00:51clear buildings and urban areas, or work in dense terrain, the infantry are who you turn
00:55to. While they carry limited capabilities to defend themselves from armored and aerial
01:00threats, it's always a dicey proposition to pose squishy, bullet-permeable soldiers against
01:05well-armed and armored opponents. While foot-mobile infantry are slow, they're also capable of being
01:10very quiet and stealthy, something that vehicles generally can't match. In contrast to infantry,
01:15vehicles are noisier, more heavily armed and armored, and have better optics and far faster speeds.
01:21They make up for their lack of stealth by being extremely mobile and hard-hitting.
01:26When it comes to mission design with Combined Arms scenarios, the best thing to remember
01:30is that every element, be they infantry or a vehicle, should play a role. Keep it fun and
01:35engaging for the whole team. Having one powerful element destroy everything may be fun for that
01:40element, but it will be at the expense of the rest of the team. Be familiar with the strengths
01:44and weaknesses of different types of assets, and place threats that require teamwork to defeat.
01:49Finally, avoid single points of failure. If a vehicle is destroyed, the infantry should have
01:54other options to continue the mission. We'll go over several different aspects of the Combined
01:59Arms fight, starting with the matter of simply getting to the fight. Transportation. There are three
02:03basic methods to use for this, either via ground, through the air, or at sea. Ground vehicles come in a
02:09variety of forms, from armored or unarmored trucks, to armored personnel carriers or infantry fighting
02:14vehicles, wheeled or tracked. A good infantry transport will protect the passengers from small
02:19arms fire, and provide some protection against mines or anti-tank weapons while being armed
02:23sufficiently to defend itself, as well as to support the troops once they've dismounted. Ground
02:28transportation is used whenever the infantry need greater mobility. While a short-range attack
02:33probably won't require such transportation, covering large strained areas is much more viable with it.
02:37Having the transport vehicles armed with machine guns and grenade launchers helps to give more
02:41punch to the unit overall, increasing their capabilities and effectiveness against comparable
02:45threats. Aircraft take the form of helicopter transports. These will generally be used to
02:50transport a squad or more of infantry, using their speed, mobility, and range to drop troops
02:55in locations the enemy might not expect, or that could not otherwise be reached through ground
02:59transportation. Helicopters generally have door guns for basic defensive purposes, though they can often
03:04find themselves accompanied by dedicated helicopter gunships to support the transport aircraft both
03:09during the flight and at the landing zone. Aerial transportation is best used when the threat
03:13environment permits it. Flying through an area with heavy anti-aircraft capabilities is to be avoided,
03:18as it only takes one good missile strike to knock a helicopter out of the sky. Aerial transport allows
03:23troops to bypass enemy's strong points on the ground and strike from unexpected directions, as well as
03:28rapidly reposition across large areas of terrain. Whether working with helicopters or ground transportation,
03:33a few simple guidelines help to keep things moving smoothly. First, leaders must keep accountability
03:39of their troops and work to quickly load or unload vehicles when the time arrives. It's up to the
03:44senior member of each infantry element to let the vehicle crew know that his troops are loaded and
03:48ready to go, or have fully unloaded, freeing the vehicle to maneuver or leave the area. Next, it's important
03:54for the overall infantry leader to choose landing sites or dismount positions that are comfortably beyond the
03:58expected enemy threat range. It's better to approach the enemy positions with infantry dispersed and
04:03moving tactically through the terrain, rather than have everyone bottled up inside a transport,
04:07risking entire elements being wiped out from a transport's destruction.
04:15Seaborne transportation comes in the form of raiding and assault craft. Whether armed or unarmed,
04:20these can rapidly drop soldiers onto coastal locations, permitting troops to strike from the sea and
04:24quickly withdraw back to the ocean. It's best not to be taken under fire in these as the sea offers
04:29no concealment and a boat's hull is extremely vulnerable to any enemy weaponry.
04:35Moving past transportation, there are many different assets that can combine forces with
04:39infantry during a battle. These fulfill a range of roles primarily relating to fire support and
04:44reconnaissance. On the ground, armored support such as infantry fighting vehicles and tanks are
04:49significant force multipliers for an infantry unit. Armored vehicles are capable of using their
04:54powerful sensors to see things the infantry might otherwise miss, and can put fire on targets
04:58well beyond the infantry's effective range, via cannons, missiles, and machine guns.
05:03The relationship between armor and infantry is a mutually beneficial one.
05:08The infantry provide protection and security at close range, while the armor does the same at
05:12longer distances or against heavier threats. Infantry can locate threats without exposing the armor to
05:18danger, only calling them forward when a particular target is discovered and requires engagement.
05:23Personnel carriers and infantry fighting vehicles can provide mobility to their troops, allowing forces
05:28to be rapidly drawn out of dangerous areas or redeployed to take advantage of enemy weaknesses.
05:32The heavy weapons of armored vehicles can be used to destroy hardpoints such as bunkers or enemy
05:37occupied buildings, as well as create breaches and walls to permit infantry to attack from unexpected
05:42directions. Having armored vehicles overwatching the movement of infantry can make for extremely
05:46responsive and accurate fires in the event that threats present themselves against the infantry.
05:51Bringing an anti-aircraft vehicle along for a mission can act as a major deterrent to enemy air
05:56forces. Armored support is best employed to defeat comparable enemy threats or when infantry needs
06:03significant overmatch capabilities to accomplish their mission. In short, it's better to bring heavier
06:09guns in the enemy whenever possible. Armor must be carefully considered against the capabilities of
06:15the enemy. If the enemy has numerous anti-tank guided missiles, it might be better to hold back friendly
06:20armor until those missiles can be neutralized by friendly infantry. Aerial support offers the same basic
06:26capabilities of fire support and reconnaissance, but from a unique vantage point that's able to see
06:30things that ground units may be unable to detect. When the enemy threat level permits it, helicopters can orbit
06:36friendly positions, providing security to forces on the ground and giving early warning of any threats
06:40closing in from a distance. These same helos can do route reconnaissance, flying along the path that
06:45friendly ground units will be using and trying to locate any threats that might be positioned in the way.
06:50Aircraft with door guns can use these to scatter and harass enemy infantry or disable soft vehicles.
06:56When something with more punch is needed, having attack helicopters in the area is a fantastic resource
07:00to draw from. Aircraft like the Blackfoot can use their missiles to destroy even heavy enemy vehicles,
07:06while their turret mounted cannons can wreak havoc on lighter targets than enemy personnel.
07:11Rocket strikes can be employed to destroy or suppress enemy forces and relieve pressure from friendly
07:16ground forces. When operating with attack aircraft, infantry can use colored smoke to indicate both
07:21friendly and enemy positions, helping aircraft direct their fire more accurately. At night, laser designators
07:27can be used for the same purpose. Assigning an infantryman as the forward air controller allows a single
07:33person to coordinate air strikes and communicate friendly positions to the aircraft, which helps
07:37avoid friendly fire and keeps both sides aware of what the other one's doing. Artillery support comes
07:43in two basic forms, that of manned portable mortars that the infantry can bring with them, and that of
07:48larger cannon or rocket artillery that operates from greater distances. Artillery allows for infantry to
07:54call in powerful munitions from long range, striking targets from the sky with very little warning.
07:58These munitions come in a variety of forms designed to destroy a ground-based vehicle or personnel
08:03threats, as well as provide screening via smoke, illumination through flares, or delivering anti-tank
08:09or anti-infantry mines on demand. Artillery requires that someone on the front lines acts as a forward
08:15observer. This person will be responsible for calling an artillery fire, communicating adjustments back to the
08:20gun crews, and relaying damage assessments after each strike. Due to the distances artillery rounds fly,
08:26it takes some time for the gun crews to determine the correct settings, dial them in, and for the
08:31rounds to fly to their target. This requires that the forward observer takes that into consideration.
08:36Targeting moving troops, for instance, requires a good amount of forward looking. It's also important
08:40that forward observers keep a wide margin of safety around their own troops. Calling fire should be done a
08:46safe distance from friendly ground forces whenever possible to allow room for errors without having
08:50rounds fall on friendlies. The bigger the munition, the larger that safety margin should be.
08:55Artillery can be used to outright destroy enemy positions, but it can also be used to suppress
09:00and mask them in order to allow infantry to maneuver. By carefully coordinating artillery fire
09:05with troop movements, the enemy can be kept under suppression until just before the assaulting troops
09:09arrive, allowing them to make their final attack while the enemy is still recovering from the shock of
09:13a shelling. If you'd like more in-depth reading about combined arms and many other tactical concepts,
09:18check out the official ARMA 3 Tactical Guide, part of the deluxe edition and available standalone as well.
09:24For more community guide videos, be sure to subscribe to the official ARMA 3 YouTube channel.
09:29For other ARMA 3 updates, keep track of the official website, Facebook, and Twitter pages.
09:35If you'd like more in-depth tutorial and multiplayer gameplay of ARMA 3 and previous ARMA games,
09:39I'd also recommend you check out my channel, here.
09:44This is Dyslexy, and I'll see you on Altus.
09:47This is Dyslexy, and I'm going to give you a shot of the Android Sponsor 3.
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