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Old August 16th, 2018, 09:31 PM
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Default Re: Merkava invincible?

Quote:
Originally Posted by Aeraaa View Post
Quote:
Originally Posted by Roman View Post
I do not have information about this tank in real life. I'm just talking about the game.
In the battles that I have played the Merkava work from retagurdia and kill as much tank as the nose sticks out. I have played like 20 battles year 2018.
The Thoophan atgm and the Karrar tanks can not do anything against the Merkava (from the front). But they destroy the Abrams.

PD: Actually now I remember killing some Merkava in the forest with Thoophan and Karrar. But is very difficult
Tip: do not fight Merkavas in the open when you have Iranians (which btw is true with their RL doctrine; in case of war all battles will be done in closed areas). Hide your T-72 variants behind buildings, small forrest patches, hills, depressions, any terrain that can mask your forces. Wait until Merkava comes up close (if they pass your tanks even better) and whack them from the sides/rear. Use infantry to draw fire and cause Merkavas to expose their sides and this job becomes much easier.
This

Also, drop big bricks on them to disable them and then close with infantry to finish off, while also using the HE to drive away any supporting infantry.

On-map unit that fires big bricks - BM-240 SP-MRL. Hide behind cover and move after firing a couple of bursts, maybe 3. Buy 2 ammo trucks per item. BM-240 is fairly cheap - about 34 points a pop.

Off-map - use 122, 130mm or larger if you can afford a battery. the longer-ranged ones may be outside his counter-battery range if he does not buy 175mm.

If fighting a LC, your core arty and especially your core FOO will gain experience and so call fires much quicker than the support troops. Cherish any core arty guys and try not to lose any!

But keep your MBT hidden till they can pop forward 1 hex to fire a cheeky flank or up-the-kilt shot at 10 hexes or so. APC should run the mech infantry forwards via covered routes and dismount them into cover where they can sneak up on him. Use the empty APC to shuttle to the rear and bring up any of the mass of walking grunts and RPG teams you should have bought (Israel is infantry-light. Arab forces should go infantry-heavy and choose the teams with the best RPG). Even if the RPG cannot take out the armour, it is a big force-multiplier for close assault - which you should be aiming to do. If you have access to flame throwers, buy some since flame can bypass all armour (includes the Russian rocket launched thermobarics).
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