Like most of the Big Four Of Late War I was super-jazzed with the T-80 arriving in the WWIII: Soviet book, and decided to join in the fun and paint up a new army for the launch (evil glares at Chris for not participating).
Now I’m a bit of a perfectionist when it comes to painting which means I’m normally a slow painter, so I thought I would just this as an opportunity to challenge myself to pump out an army quickly.
Rather than noodling an army list to build my army around I decided to just paint some of the new models that I thought looked cool, points and army composition didn’t really make me decide what to paint.
The core of my force are some T-80s. I figure 10 should be enough to cover me for most situations. Next up are some BMP-3 Scouts, again because they are new plastic and look super cool.
One of my favourite new units in the book is the TOS-1. I have been badgering Wayne, Phil, Chris, Evan, and Pete to make the TOS-1 since the start of our WWIII journey, so now that we have it I thought it would be rude not to paint some. As well as looking cool, game-wise I think it will be a good choice to have available to my Soviets since I tend to run tank heavy armies and struggle to deal with infantry. Their Brutal bombardment will certainly help with that.
Lastly, I’m painting a platoon of 2S6 Tunguska AA tanks, mainly due to rule of cool, I just think they look awesome.
Plugging this into Forces it comes out to an inconvenient 101 points, so I’d probably have to drop a BMP-3 if I were to take it to a tournament.
Amongst the Big Four Of Late War we have been discussing playing big boy games of 150 points using the more modern equipment that has started appearing (T-80s, M1A1 Abrams, Challenger I’s, Leopard 2’s etc). Luckily I can make this a 150 point list just by making them Heroes and adding the Mi-24 Hinds that I have already painted, a few infantry stands, and a pair of Gophers for a bit more AA. The TOS-1s are probably a suboptimal option given that none of the guys are going to go particularly infantry heavy for these games, but sometimes you don’t always get given the tools that you need to do a job and just have to make do with what you have available.
As far as the fast paint challenge has gone, I’m about 3 weeks in and I’ve managed to finish the T-80s apart from the tracks and the rest of the army is not far behind. With another week I think I’ll have the army completely finished. The army is definitely not painted as well as I would usually paint, but I’m pretty happy with it, and I think looking at effort vs reward it’s pretty good. I’m just looking forward to putting it on the table for a few games.
The WWIII: Soviet book is bringing all sorts of new toys and ways to play a Soviet force to the table. The most dramatic change and divergent force is without a doubt the T-80 Shock Tank Company. Formed from the 26th Guards Training Tank Division utilizing the most advanced equipment with the T-80U, BMP-3 and Tunguska, along with the most experienced officers and top second year conscripts the Shock Battalion is a whole different situation for NATO forces.
The Company is largely organized the way any Soviet Battalion would be, holding a support company of infantry, and platoon artillery, anti-air and reconnaissance support
Organization – tank platoons in a coy. But where you would normally have 2-3 companies of tanks, here you find 2-3 platoons of tanks.
So the core of the formation is the T-80 tank. This newly introduced monster is a beast. Sporting front armour of 20 the T-80 can take a beating. M1 Abrams or M60 Pattons an issue? Not any more. Milans a problem? Not really for the T-80, as at best you’re bailed on a 1. The Side armour of 10 keeps autocannons at bay and with ERA you count as side armour 16 against HEAT weapons so if Carl Gustavs are a problem for you, they also can only bail if you roll a 1. The tank isn’t invincible as AT-23 has become a lot more prevalent but it’s a pretty tough nut to crack for most weapons.
Besides being the most armoured, the T-80 is also the fastest Soviet tank with a tactical move of 14” like the T-64 due to advanced stabilizers but sports a 2+ cross check making it ridiculously maneuverable on the battlefield. The same exceptional 125mm 2A46 gun with a AT of 22 is present but where the change sits is it can also take the AT-11 Sniper missile which unlike its predecessors has an AT of 22 and can fire on the move out to 48”, giving it a threat range of 62 inches before blitzing. Again, it’s a beast.
But where the shock T-80 becomes truly scary isn’t it’s armour or the gun, not even it’s mobility. The difference is the crew. Not being hit is the best armour, and this tank is harder to hit. At 4+ to hit the Shock tank platoon is a real tough nut to crack, fighting at range and against defensive fire. Add in cover and suddenly you’re sporting a near uncrackable tank that’s hit on 5’s while moving rapidly across the field. But there’s more, the crew also have 3+ skill and 4+ assault, meaning blitzes and other movement orders become likely rather than the exception and assaults get results. The T-80 is the Marshal Lynch (American football reference) of the Soviet Force, it’s beast mode.
Some people say with great power comes great responsibility, but I often find the more relevant consideration is cost. The Shock T-80 is 9 points a piece, for either the HQ or the platoons which consist of 2 or 3 tanks making platoons between 18 and 27 points a piece before you add on options like missiles or mine clearing ploughs.
With an HQ tank and two platoons you use up a minimum of 45 points in a force which comprises only 5 tanks. More likely you’ll want at least one platoon with 3 tanks so your base force will commonly comprise around 50-60 points of T-80s.
The big question I find people have difficulty with is answering the question “what are my T-80s here to do?” In fairness this question is often hard for many Soviet players to answer with their tanks. But if you’re spending half or more of your points on a handful of tanks you should probably have an answer for this question. With this list I feel like the answer is much clearer than with others, it’s there to bully people. The T-80U as described is a beast, but with only ROF 1 and AT 22 it isn’t going to gun down your opponents army, and in a gunfight at range with the more modern tanks you can expect a bun fight to ensue. So if not gunning down other big tanks what makes you want to take the Shock T-80U?
The T-80U is amazing at getting stuck in and staying there. The sumo wrestler of WWIII it can push people around and off of objectives while absorbing fire like almost no other tank can, and all for a very reasonable price. -see earlier “the T-80U is a beast”.
The Shock T-80U can get you through minefields, either by just driving clear through them with their skill of 3+ or by removing them with mine ploughs, reliably entering them the previous turn. Arguably there usually isn’t much in the army coming through after the T-80Us in a Shock Company so commonly you can save the points on ploughs and only take them if you’re going to guide through the Shock Infantry company. This alleviates one of the key problems Soviet forces have, being cut off in the offense. This opens up literal avenues that were formerly closed or at best uncomfortable.
After breaching, the T-80s are amazing at assaulting people off of objectives (not necessarily killing people but removing them from objectives). It’s not their 4+ assault that makes them great, but rather their durability. With 4+ to hit and ERA they are immune to most infantry AT assets and with a 3+ morale and 2+ cross, you’re racing killing off your opponent vs them breaking away. Because of this, the T-80U platoon with an HQ tank is a game winning group of tanks on the table and their ability for speed and violence cannot be overlooked. For these reasons, missions with early win conditions and defenders having reserves, or even deep reserves are this list’s wheelhouse.
So with roughly half of a 100 point list invested in a few tanks to start the game, this doesn’t leave a lot of points for support, or more important the only thing that properly takes and holds ground, Infantry. But this list does have a really cool option for them.
The Shock Tank Company comes with some very special support for your T-80s, highly trained infantry with the same skill and assault capability, the BMP Shock Motor Rifle Company. Possibly the most interesting inclusion in WWII: Soviets is the Shock Battalion infantry coy, if only because they can only be taken in a Shock T-80 company. They are not a black box choice but are a formation option for the T-80 Shock company and so bring you not only staying power but the ability to take and hold ground, in this regard, I’d say heavy on the former, less so on the later.
The T-80 Coy is not a subtle build, it’s not here to sit and wait, it’s purpose is to break lines, to push deep and turn the enemy, to make them run, and then run them down. Purpose built to support this is their infantry. While not as numerous as a standard infantry company you get in a word, ‘enough’. With an option for either a platoon sized element or company minus group, the shock infantry brings a ton of flexibility to the force.
The unit is equipped with the BMP-3s as the Shock Infantry’s transports, and these are a threat from the get go. While they can be downgraded to BMP-2s the BMP-3 gives them the mobility, firepower and survivability the unit needs. They can be placed aggressively in most missions and flaunt their ability to other players. In games where you may have the meeting engagement rules the BMP-3 can still move and fire its missile, making it the perfect piece to standoff against other missile systems, either you go first and fire first or they go first and don’t fire at all. With the 3+ skill they can also reliably use movement orders like blitz and shoot and scoot letting them be a constant thorn in the side of opponents. Simply put, these transports let you dictate the tempo and the opening of an engagement even more so than the T-80s do alone. Holding a flank or simply threatening tanks side armour from across the table these vehicles give your T-80s freedom of movement and force players to hold back.
The infantry are what you’d expect, hard chargers. 4+ to hit infantry with 3+ skill, 4+ assault and AK-74s, they’ll start and finish the party in the trench lines. They are also armed with the new RPG-7VR, with AT 19 and FP 2+, this makes them a threat to any tank on the field of battle, being able to penetrate even the side armour of Chobham vehicles. Even the mighty M1A1 HCs and Challenger tanks have to respect this unit.
Against a pinned unit they can reliably get into assaults (smoke definitely helps) and once in they are hard to dislodge. What the Shock infantry can’t do is hold ground for long. Yes they are harder to hit, but they are much less numerous and can’t sit and take a beating for very long. They are meant to take an objective and win, or to assist the tanks in doing so, taking infantry out of buildings or covering their flanks as you advance.
With the tanks and the infantry sorted you have the usual suspects for formation support, artillery, reconnaissance and air defence assets but with two notable changes. First off the 2S6 Tunguska air defence system that provides you with a swiss army knife of support. The Tunguska has both missiles and 30mm cannons making it highly effective at providing anti-air support and as a counter to light armoured vehicles with it’s ROF 7 cannons. Players will have to think about the cost though as for the same price of 4 Tunguska you can take 8 Shilkas to provide more pockets of air defence on the table to your expensive tanks. Secondly the only reconnaissance option in the formation is the BMP-3 Shock Recon platoon. At 3 points a piece the recce cars are expensive, they bring a lot with all the same skill and to hit benefits as the rest of the Shock Battalion, but to save points taking divisional support options can get you BMP Recon Platoons of any variety.
There are a lot of options for support and T-80 Shock Battalion has far too few points to spend on all of them! Out of them all the one thing I always look for to support my T-80s is smoke. With so few tanks (albeit awesome tanks) I look to minimize my opponents ability to affect them. Smoke is huge, it’ll cover your breaching minefields, taking objectives or just cover a flank as you engage targets. Taking artillery has the added benefit of being exceptional against infantry in buildings, something that this list struggles with due to having so little infantry.
After smoke, I find that some air is always a big help. Hinds are an amazing option to bring a large number of shots for a very reasonable price. With their high AT and ability to relocate anywhere on the table they are a near perfect counter to enemy armour or a first choice to arrive from reserve. Lastly if you haven’t taken the Shock Motor Rifle Company, you may want to take a support company of infantry. This gives you a dramatic amount of options but as they are support they don’t help your formation stay on the table. A full company of Afghantsy are an excellent stand in, or you could swap in a mid size BMP-3 company for nearly the same points as the Shock company, trading skill for firepower and numbers. However you do it, you want to take at least a little infantry.
One last consideration should be tanks. But I already took the best tanks the Soviet army can provide, why do I need more tanks? Shots and distractions. It’s easy for someone to focus on your T-80s but something like a company of 10 T-55AM2s can distract an opponent from your T-80s and provide you with a lot more shots to help you disrupt your opponent while your T-80s do their work. Are they necessary? Nope. But more tanks are often fun tanks.
The Shock Battalion is a force that wants to attack, it was conceived, designed and built to attack. With that said, it can’t win a war of attrition, there just isn’t enough there to last. This list is about winning fast and going home. Let it do what it was made to do. Players using the more missions packages should really consider carefully any time they look at options other than Attack. The main reason for this is reserves, the Shock battalion hates reserves. With an elite Soviet force you have very little comparatively on the table and a huge number of points invested in ROF 1 tanks and any reduction in that makes victory that much more difficult. The Attack vs Defend missions are the perfect situation for this list, normally granting the attacker a solid position to press against a smaller footprint of enemy on the table. Speed and violence is what this list uses to win, setting that up in the pre game fight is key.
Remember you have a heavily armoured, hard to hit tank, that can bypass mines regularly. It’s pretty much the road map of how to win with these.
The T-80Us of the Shock company make for an amazingly different but fun force on the table but they can also be added to other forces as a support choice. In all honesty, this is how I like using the T-80U shock platoon, as support. This makes a box of T-80s or the two player starter ideal for any Soviet player, even one not thinking of fielding a T-80 force. What the Shock T-80 platoon brings to play for normal Soviet lists that nothing else does is reliable breaching. Often Soviet players can be derailed by minefields in missions, being fairly unreliable to remove them, tanks and infantry commonly are shot up or die in the minefields. With the speed of the T-80U they can get to the minefields ahead of the assault force, with 3+ skill T-80s can reliably enter minefields without taking damage. they can use their FA 20 to withstand the fire thrown at them and remove the minefields opening the gap assumed closed by most NATO players.
The Shock T-80U platoon with missiles also pairs amazingly well with a platoon of Hinds to make a perfect reserve force. Why the missiles? They extend your range so coming in from reserve you’re pretty much guaranteed to be in range and a threat from the get go. By keeping these in reserve you have the time and space to hunt down high AT threats and air defence assets making the arrival of your reserve that much more successful.
As a Soviet player, let’s face the fact that we are all about to buy T-80s if we haven’t already.
It looks cool, it’s a beast on the table and it scares NATO players. With that out of the way, realize that WWIII:Soviets is bringing us a bunch of great ways to play these beasts. The Shock T-80U as either a formation or as support choice is a blast to play and is going to bring a whole new threat to a battlefield near you. The Shock Tank Platoon is the All Blacks of Soviet tanks, a huge machine specializing in pushing people around. In a game about objectives, It’s an offensive powerhouse and winning machine.
With the new World War III: Soviet book out I have an opportunity to try a few things out with my Soviet forces. At the moment I have a bunch of T-72 tanks, a large BMP-2 Motor Rifle Company and a mix of supporting elements painted up. At 100 points I’ve been running my T-72s in to companies of 6 or 7 tanks with a BMP-2 Motor Rifle Company, a pair of SA-13 Gophers, two Shilkas, some more BMP-2 scouts and a battery of three 2S1 Carnations. I been playing with some sort of combination of these since Team Yankee first came out, so I thought it was time to change it up.
I plan to put together a force based around the new T-80s. These are better protected than the T-72s, more mobile with their Advanced Stabiliser, and can also fire the AT-11 Sniper gun launched anti-tank guided missile. The AT-11 is particularly impressive with a range out 120cm as well as being able to fire on the move, as long as to keep your tactical speed under 10”/25cm.
The other new things I’m tempted by are the new 2S6 Tunguska AA Tank, BM-27 Hurricane rocket launcher, and the BMP-3. With the BMP I just gabbed three to get me started, which I can either mount some of my already painted infantry in, or use them as a scout unit. As a scout unit they also make quite good tank destroyers with their AT-10 Stabber ATGMs.
This is my initial 100 point force.
The Big Four Of Late War have also been discussing playing some large point games, with the idea of focusing of the more expensive tanks and playing with a decent number of them. With this in mind I also made this 150 point force.
With the T-80s being quite meaty and expensive it won’t take me long to paint the 11 I need altogether. I’ve so far painted six and have another five sitting on my painting desk at home. I also already have my BMP-3s assembled. I just need to grab the BM-27 Hurricanes and the 2S6 Tunguskas.
I’ve done my T-80s in a camouflage scheme, which is probably post-cold war Russian rather than Soviet, but I wanted them to be completely different to my T-72s.
Successful Soviet Combat Operations are predicated on the effective and consistent use of the algorithm. Soviet military scientists applied rigorous consideration, and research to provide commanders with decision action tools. If you go through Soviet Doctrine you’ll find no shortage of these. They were made to be simple and effective means to plan operations. My personal favorite is a chart where you plot the speed of yourself, the enemy and the range you’re at and it pops out the time you have before the engagement starts. They are really useful and we now see the West today coming out with similar things on digital platforms. But where a million-dollar space pen was designed, a pencil still worked just fine. The same can be said of the Soviet algorithm tables and charts.
So how do you use this ‘calculator’ or algorithm chart?
First off you need to make a prediction of the enemy air power threat. There are two aspects to this process, first you understand your vulnerability to air power. What air power often does is reduce your freedom of movement. It seems weird at first, but follow me here. By having a bogey man of suddenly appearing threats, air reduces your freedom to move out of cover or away from air defence. It’s meant to scare you into smaller less advantageous action and then punish you when you don’t. The amount to which this can affect you is based on your own composition.
If your army is composed of BTR-60s, how much of a threat does air pose to this force? I would argue against something like this the threat of certain air platforms such as Apaches or Cobras is low. What is a hellfire or a TOW missile going to do that say a M242 Bushmaster isn’t? Not much. Turn this around and consider a force comprised of T-80s, where these high value tanks are vulnerable to high AT weapons with LOS to the whole table and you find yourself considering air weapons platforms as a high threat. This doesn’t mean that a force based on BTRs is always low threat, or that one with T-80s is always high. You need to understand your force and how you see the path to victory. The same BTR-60 formation could have a platoon of Shock T-80Us and that unit is needed to take the objective. This might then be a high threat consideration. But that part is up to you.
Once you’ve considered your vulnerability to air, to your force and your plan, you need to consider the threat that you expect. This can be difficult as it’s a prediction of the future and you’re working with very limited info. In casual play with friends you know your buddies, you know units they always take and if this includes air, it’s a good indication. Newly painted Hind platoon? Bet it’s showing up. Tournaments and other events like game nights are more difficult, but I find that if I expect at least one unit of air, be it strike aircraft or helicopters, I’m rarely disappointed in choosing to always bring ground-based air defence units. If you’re in a place where air is less common you can also consider taking platforms that are dual purpose like the ZSU-23-4 Shilka or the 2S6 Tunguska that can provide both anti air fire and suppress ground targets with their high rate of fire.
Once you’ve considered your vulnerability and the expected air threat, you should have an idea of what you’re going to see show up and how big a worry it is to you. This is where you start to prepare your force and how you are going to kill them. Using the table you can essentially add up the kill rate you believe you need to deal with a given threat by using the right hand column.
The table below gives you the expected normal output of full batteries of air defence weapons systems in service for the Soviets against expected targets based off their to hit and save values. So if you’re expecting a group of A-10s, consult the 3+ save sections, Hinds or Apaches look up the 4+ save areas based on their respective hit value. This will give you all of your relevant destruction data for the battery vs the target. If you are planning on using half platoons just reduce the expected kills per turn by half.
Vs to hit 3+ 5+ save
% chance to kill
Shots to kill
Shots per pl
Kills per turn
Missile systems
Gaskin
14.81%
6.75
8
1.19
Gopher
22.22%
4.5
8
1.78
Gecko
29.63%
3.375
12
3.56
Tunguska
29.63%
3.375
8
2.37
Gun systems
Shilka
14.81%
6.75
24
3.56
Tunguska
14.81%
6.75
28
4.15
Vs to hit 3+ 4+ save
% chance to kill
Shots to kill
Shots per pl
Kills per turn
Missile systems
Gaskin
11.11%
9
8
0.89
Gopher
16.67%
6
8
1.33
Gecko
22.22%
4.5
12
2.67
Tunguska
22.22%
4.5
8
1.78
Gun systems
Shilka
11.11%
9
24
2.67
Tunguska
11.11%
9
28
3.11
Vs to hit 4+ 5+ save
% chance to kill
Shots to kill
Shots per pl
Kills per turn
Missile systems
Gaskin
11.11%
9
8
0.89
Gopher
16.67%
6
8
1.33
Gecko
22.22%
4.5
12
2.67
Tunguska
22.22%
4.5
8
1.78
Gun systems
Shilka
11.11%
9
24
2.67
Tunguska
11.11%
9
28
3.11
Vs to hit 4+ 4+ save
% chance to kill
Shots to kill
Shots per pl
Kills per turn
Missile systems
Gaskin
8.33%
12
8
0.67
Gopher
12.50%
8
8
1.00
Gecko
16.67%
6
12
2.00
Tunguska
16.67%
6
8
1.33
Gun systems
Shilka
8.33%
12
24
2.00
Tunguska
8.33%
12
28
2.33
Vs to hit 4+ 3+ save
% chance to kill
Shots to kill
Shots per pl
Kills per turn
Missile systems
Gaskin
5.56%
18
8
0.44
Gopher
8.33%
12
8
0.67
Gecko
11.11%
9
12
1.33
Tunguska
11.11%
9
8
0.89
Gun systems
Shilka
5.56%
18
24
1.33
Tunguska
5.56%
18
28
1.56
Vs to hit 5+ 5+ save
% chance to kill
Shots to kill
Shots per pl
Kills per turn
Missile systems
Gaskin
7.41%
13.5
8
0.59
Gopher
11.11%
9
8
0.89
Gecko
14.81%
6.75
12
1.78
Tunguska
14.81%
6.75
8
1.19
Gun systems
Shilka
7.41%
13.5
24
1.78
Tunguska
7.41%
13.5
28
2.07
Vs to hit 5+ 4+ save
% chance to kill
Shots to kill
Shots per pl
Kills per turn
Missile systems
Gaskin
5.56%
18
8
0.44
Gopher
8.33%
12
8
0.67
Gecko
11.11%
9
12
1.33
Tunguska
11.11%
9
8
0.89
Gun systems
Shilka
5.56%
18
24
1.33
Tunguska
5.56%
18
28
1.56
Vs to hit 5+ 3+ save
% chance to kill
Shots to kill
Shots per pl
Kills per turn
Missile systems
Gaskin
3.70%
27
8
0.30
Gopher
5.56%
18
8
0.44
Gecko
7.41%
13.5
12
0.89
Tunguska
7.41%
13.5
8
0.59
Gun systems
Shilka
3.70%
27
24
0.89
Tunguska
3.70%
27
28
1.04
Vs to hit 6+ 5+ save
% chance to kill
Shots to kill
Shots per pl
Kills per turn
Missile systems
Gaskin
3.70%
27
8
0.30
Gopher
5.56%
18
8
0.44
Gecko
7.41%
13.5
12
0.89
Tunguska
7.41%
13.5
8
0.59
Gun systems
Shilka
3.70%
27
24
0.89
Tunguska
3.70%
27
28
1.04
Vs to hit 6+ 4+ save
% chance to kill
Shots to kill
Shots per pl
Kills per turn
Missile systems
Gaskin
2.78%
36
8
0.22
Gopher
4.17%
24
8
0.33
Gecko
5.56%
18
12
0.67
Tunguska
5.56%
18
8
0.44
Gun systems
Shilka
2.78%
36
24
0.67
Tunguska
2.78%
36
28
0.78
For example, if you want to destroy a unit of 4 Harriers before they can engage you with cluster munitions, you can consult the 4+ to hit column, or the 5+ to hit column if you expect to keep your ground-based air defence teams concealed in woods or behind buildings. With these inputs, we can see that a battery of Tunguskas should kill 3 Harriers, 2 if concealed, while two platoons of Shilkas will probably down 5 or 3-4 if concealed. Because the harrier has to get close to do it’s work, these gun systems are probably the best bet.
How about a pair of Cobras? Well consider that they will almost always be either a 5+ or 6+ to hit, and sitting in their own backfield you probably want to use a missile system. Geckos look to be the thing you need, but you could also consider taking Gophers, or even Tunguskas backed by Gaskins. This should give you coverage and enough scare factor to either keep the helicopters off the table until your air defence has been knocked out, or possibly have your opponent not fire for risk of losing their birds.
Purpose built or multi-tool?
Gun systems bring a lot to the table, and this includes the ability to fire at ground targets which is fairly amazing as anyone who’s ever run Shilkas can attest to. But while the gun systems have higher expected output than missile teams due to rate of fire, you need to remember that they also have a dramatically reduced range. This means you’ll have to escort units across the table if you want to protect them, or project your AA against long range missile systems like Apaches. If you want to take down these long-range systems, you need to either go get them or invest in missiles. Gaskins, Gophers, Geckos, even the lowly Gremlin (not included in the table but you can get the percentages from the Gaskin) can dominate the entire table being able to provide anti-aircraft fire to anything that shows up.
What the Shilka has going for it is its high rate of fire, albeit at a short range. With the introduction of the Tunguska you get the best of both worlds, an all-in-one package. It has missiles with the same profile (but lower rate of fire) as the Gecko and an amazing gun with a higher rate of fire than the Shilka and higher AT for all those ground targets. It’s kind of perfect.
The Soviet army had the largest most integrated and varied ground based air defence in the world, and this is no different in WWIII:Team Yankee. You can own the sky from the ground and gain freedom of movement for your forces to spread the Soviet Union’s ideals across Europe and beyond. Add to that the fact that these are some of the coolest models in the range, covered in guns and missiles, and there’s pretty much no reason to leave home without them.
With the release of WWIII: Soviet, not only has there been a new tank, the T-80, a new AA vehicle – the excellent Tunguska, and the frankly massive TOS-1 – Thermobaric Rocket Launcher, there has also been a new vehicle added to the mechanised infantry company, the BMP-3.
Now given its designation, you would think this is just an upgrade or continuation of the BMP-1 and BMP-2 line, much like the BMP-2 was. But the BMP-3 (Object 688M) was actually originally a prototype for a light amphibious tank (Object 685), to replace the PT-76 light tank. This was ultimately not successful, but they did use the chassis and a new engine as a base for the successor to the BMP-2 to continue their line of infantry fighting vehicles.
The BMP-3 is a significant upgrade on the BMP-2, it not only has thicker armour using a steel/ aluminium alloy and an upgraded turret, it also has a multitude of weapons systems and a laser rangefinder (which was lacking in the BMP-1 and BMP-2). It has a 100mm rifled 2A70 main gun capable of firing both conventional HE shells, or the 9M117 Bastion ATGMs (AT-10 Stabber) which is a laser guided anti tank missile fired from that same 100mm main gun. It also has the 30mm 2A72 Autocannon (which is mounted alongside the 100mm barrel) and 7.62mm PKT machine gun that were both on the BMP-2. With the BMP-3 the Soviets now have an infantry fighting vehicle that can now fight on par with the NATO IFVs and perhaps even surpass some of them.
As an aside, it is actually very cool how the main gun fired anti tank guided missiles work. The AT-10 Stabber is a 100mm round that resembles a normal 100 mm anti-tank round, and is loaded and fired in the same fashion. It uses a reduced explosive charge to launch the projectile out of the barrel of the gun at around 400 to 500 m/s. After leaving the barrel, a small cover falls away from the window on the rear of the missile for the laser guidance. A rocket motor ignites 1.5 seconds after firing the missile, and it burns for 6 seconds, and takes about 12 seconds to travel 4kms, its approximate max range.
So what does this mean in game? Well it means the BMP-3 goes up to FA 5, as compared to FA 2 for the BMP-2, and a side and rear armour of 3, compared to 2 on the BMP-2. This will give it some chance against the rapid fire multi-role AA platforms, like the Gepard, Sgt York and Marksman, especially at range, which would typically rip apart the BMP-2. Additionally it is marginally faster at dash speeds to the BMP-2 and it can also move and fire its AT-10 Stabber ATGM as well as its 100mm 2A70 main gun.
So most importantly, let’s look at the new guns! The AT10 Stabber has an AT of 21, a Firepower of 3+, and a range of 16” to 48” inches, which will allow it to penetrate most NATO tanks frontally, but if it is able to flank the enemy, it will have a very good chance of penetrating any NATO tank. The 100mm 2A70 gun will be excellent for the BMP-3 advancing on dug-in infantry, and should be able to support its attached assaulting infantry in blasting out dug-in NATO infantry. Its 24” range, stationary and moving ROF 1 main gun, is both stabilised and has a 2+ firepower, as well as Brutal. This should be very capable in digging-out enemy infantry, especially if combined with artillery like the new TOS-1 platform.
There are many ways you can field the BMP-3, either as a scout Platoon, as part of a BMP Motor Rifle Company, or as part of any Tank Company except the T-55AM Tank Company. I will add I do see them in the elite T-80 Shock Tank Company, which it the only way to field them with improved stats, eg. 4+ to hit.
If you are thinking of taking them as part of your reconnaissance screen, you can take up to four in the BMP-3 Recon Platoon, or up to three as your recon element in the Shock Tank Company. They are more expensive, but will be a little bit faster (improved dash speeds), and more mobile with their move and shoot AT-10 Stabber missiles for when jousting with armour.
If you want to take them as part of your BMP Motor Rifle Company, you can do so, but they will be very expensive, with three full BMP-3 Company and one HQ BMP-3 (37 BMP-3), costing 93 points, so it will not leaving much left for anything else. I would suggest in this formation to probably take one larger BMP-3 Company as your assaulting force, and one smaller BMP-2 Company to assist and another smaller BMP-1 or BMP -2 Company to defend your objectives. This should allow you a large assaulting force as well as enough of a force to defend the side you are not assaulting through. Remember this will not change the play style of the BMP Motor Rifle Company, which is a mass infantry assault, backed by BMPs, artillery and tanks. You will just have better tools now, but is very much still very similar to how you would use a BMP-2 list.
There is another important addition your forces in the WWIII Soviet book, the upgraded RPG7, the RPG7-VR. This is an upgraded RPG7 with a larger warhead, and a tandem charge to defeat ERA on tanks and other vehicles. It works by the first smaller warhead exploding the reactive armour block prematurely, this renders that particular block of ERA useless, and the larger full calibre warhead then explodes and penetrates the weak spot created by the precursor charge.
In game these are a unit upgrade available to all BMP and infantry companies, but be aware, if you take them for one unit, all units in the Formation with RPG-7s, must be upgraded to RPG-7VRs as well. So it can get very expensive, unless you only take one unit in your force with RPG-7s, say a large BMP unit in a Tank Company…
These types of weapons have been used in real combat, for example in Iraq in 2003, Iraqi Insurgents used it on a M1 Abrams, and achieved a mobility kill. It hit the left side hull next to the forward section of the engine compartment. It penetrated a fuel tank, and flooded the compartment with fuel. Several other allied tanks have been taken out with weapons the same or similar to these, including more M1 Abrams, a Challenger 2 tank and Israeli MBTs.
They can also be taken as a very useful addition to a Tank Company, to spearhead your assault on the enemy objective, just make sure to give your opponents options to shoot at. You would be much happier him focusing on your MBTs, instead of your weaker armoured BMP-3s. Try to use cover and concealment to get you as close as possible before your infantry makes its assault. I know as a West German Team Yankee Commander, I found the BMP Motor Rifle Company lists to be one of the hardest lists to play against. Especially the typical force of two large BMP-2 companies, backed up by a few MBTs, and Hinds. I could take on most of the list, but the two large infantry companies of up to 23 stands each, were very hard to stop. Now they are even better.
Out of all of the Formations that can use the BMP-3 I do find the elite T-80 Shock Tank Company to be the most interesting! This formation has been brought together from the best conscripts and officers coming through the training schools. They are constantly drilling and undertaking very realistic exercises, they are also given the best equipment the Soviet Military can muster. Containing mostly T-80, BMP-3s and BMP-2s, also veterans of the fighting in Afghanistan have been briefing them about their experiences, giving them first-hand knowledge of modern conflicts and tactics.
This Formation has given the Soviets a unit on par with the NATO units, as far as to-hit values and overall skill values. These will be very hard opponents for NATO Forces to face, but the trade off is smaller unit sizes, very similar to NATO platoon sizes. For example, the max BMP-3 Shock Recon Platoon size is 3 x BMP-3, and the largest BMP-3 Shock Motor Rifle Company is 6 x BMP-3, as compared to the 12 seen in the normal BMP-3 Motor Rifle Company. Similarly a Shock Company T-80 Platoon has a max unit size of 3x T-80, so if you have always wanted to find out how hard a NATO player has it, try this Tank Company out……
I think this will be a very popular list for many Soviet players, and is something they have been asking for, for a while, and it certainly cuts down on the painting time needed for a Soviet Force. In fact as a long time NATO player, I think this will be one of the lists I really want to try out, as you get all the toys, and some lovely BMP-3s to boot!!
I think the BMP-3 is a very good unit, while not excelling at anything in particular; it is very good at a lot of things, and a more versatile option than the BMP-2 and well as being better than the BMP-2 overall. It is very much a Dzhek (Jack) of all Trades, and something that will give NATO players more headaches! But I do think it is something that the Soviets needed to keep up with NATO, and we shall see how it affects the meta. It will be interesting the new Forces people will create with it!
Pete the Wargamer takes us through painting the T-80 in meticulous detail, with paint colours and brushing techniques to pick out the most minute feature on your new model.