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Anti-Tank Rifleman (AT)
Primary Equipment Anti-Tank Launcher
Suggested Setup
  • Main Rifle
    • RCO Scope
    • Bipod
    • Sound suppressor
    • Laser pointer
    • 10 magazines
  • Secondary Pistol
    • Sound Suppressor
    • 2 magazines
  • Throwables
    • 2 green smoke grenades
    • 2 white smoke grenades
    • 1 red smoke grenade
    • 2 RGO
  • Binoculars
  • Standard uniform

Previous

Job description

The Anti-Tank rifleman (AT) is responsible for the elimination of motorized threats. It is the only member capable of carrying a launcher that can lock on to vehicles and use heat-seeking technology to neutralize or disable moving ground targets. You should always make sure to inform other members and your squad leader that you have a visual or lock on a vehicle and are only allowed to fire when permission has been granted.

Responsibilities

  • Having the restraint not to shoot on sight
  • Anticipating, calculating trajectory and missile drop when using RPG

Extended profile

As the AT role, you are carrying out a support role-specific to air or ground vehicles. Next to the normal rifleman loadout, you have the unique ability to carry different types of launchers. The most frequently used launchers that have a heat-seeking lock mechanism are the 'PCML' and 'Titan'. Those are the easiest to use and require almost no skillset to hit their targets.

You are only to engage vehicles when you have been given permission by your squad leader, this is to ensure that the whole of your squad has been positioned behind hard cover in case you miss the target or are not able to neutralize it from the first shot. Failing to do so will give away your position and attract the attention of not only the unit you are trying to disable but also any nearby infantry. Subsequently making it very hard to get out of that situation alive.

The 'Titan' launcher has both an Anti-Air (AA) and Anti-Tank (AT) version. Picking the right launcher and accordingly, the right rockets at the base is essential. You do not want to find yourself out in the field only to realize the shells are not compatible with the launcher you have chosen.

Once you have your target in sight you can lock on to it by pressing 'T' by default. This will engage the heat-seeking technology and ensure the missile finds its way to the locked target. If you want to have a bit more of a challenge we recommend using the classic RPG which does not lock on and requires ranging the target. You also need to anticipate where the vehicle will be after the missile flight time which greatly increases the satisfaction of eliminating a target if successful.