Ground Vehicles
by Hammer
Ground vehicles can perform many functions in Aces High. They deliver troops and
supplies, defend bases from both air and ground attack, and they can add an
important element to an attack. Still, many people are unsure of how to properly
utilize ground vehicles and what rules apply to them. The purpose of this write
up is to try and answer some of the questions about both the mechanics and
tactics of using ground vehicles in the Aces High arena.
The Vehicles
Tiger -
The first perked ground vehicle, the German Tiger I is equipped with an
88mm cannon and carries 92 rounds of armor piercing (AP), high explosive (HE),
or smoke (SMK) in various combinations. Protected by exceptionally thick armor,
it is a formidable foe for other ground vehicles and a difficult target to
destroy from the air. As the heavyweight of ground vehicles, the Tiger does not
require a great deal of tactical thinking. Point the massive 88mm at your target
and blow it away! The Tiger easily out-classes other ground vehicles and its
high explosive shells are effective against hangars as well.
Sherman Firefly - The
Sherman Firefly is a late war British variant of the Sherman tank with thicker
armor and a British 17-pounder anti-tank cannon. It is the first tank to offer a
challenge to the Tiger in a one-on-one battle. While its armor is not quite as
thick as the Tiger's, the Firefly is faster and its gun gives it the ability to
destroy any other tank in the game. Capable of carrying XX rounds of ammunition
in AP, HE, or smoke in various combinations.
Panzer IV H -
The German Panzer IV H is equipped with a 75mm high velocity
cannon. It can carry 87 rounds of AP, HE, or smoke in various combinations. The
Panzer has declined in popularity since the introduction of the Firefly, which
out-classes it in almost every way. The Panzer is effective
against all ground targets, even the Tiger if you hit first from close and in
the right place! Like the Tiger, the Panzer can be effective against buildings
and objects as well as other vehicles.
T-34/76 -
The first vehicle added in Aces High II, the Soviet T-34/76 is
equipped with a main armament of a 76mm anti-tank cannon. It is faster than the
Panzer IV or Tiger and has better front armor (due to sloping) than the Panzer,
but its main gun has less armor penetration than the other two tanks and
requires twice as long to reload. It also lacks any anti-air capability as it
has no pintle-mounted machine gun. Still, its faster cross-country speed should
make it a popular choice in the main arena.
Ostwind -
The Ostwind is a Panzer IV chassis armed with a 37mm automatic cannon
in an open turret and a hull mounted machine gun. It is an effective
anti-aircraft gun and can also destroy other ground vehicles, especially the
lightly armored ones like M-8s, M-16s, M-3s and LVTs. Due to its high explosive
ammo's lack of armor piercing capability, it is not as effective against the
main battle tanks (MBTs) but can immobilize them by destroying a track. Aiming
at aircraft can be a challenge, especially against targets moving across your
position. Click Here and Here to read bulletin board discussions on aiming
anti-aircraft guns.
M-16 MGMC -
The U.S. M-16 Machine Gun Carrier is a lightly armored, half-tracked
vehicle armed with 4 x .50 caliber machine guns mounted in an open turret in the
rear. It is a fast, highly effective anti-air platform but its light armor and
machine gun armament make it no match for the other combat vehicles unless it is
extremely close. The same challenges the Ostwind has in aiming at aircraft apply
to the M-16.
M-8 -
The U.S. Army's M-8 Armored Car is a fast, lightly armored wheeled vehicle
capable of rapid cross-country movement. It is armed with a 37mm cannon with 80
rounds of either HE or AP and a pintle-mounted .50 caliber machine gun. The M-8
is of limited use in the arena. Its main gun can kill a tank, but it must hit it
from behind to be effective and its single machine gun is only marginally
effective against aircraft. Stay fast and work in close to your target.
M-3 -
The U.S. M-3 is a fast, lightly armored, half-tracked vehicle capable of
carrying troops or supplies. Your countryman in a Tiger with its tread blown off
will be eternally grateful when you deliver vehicle supplies to him, allowing
him to continue his mission and keep his perk points. Depending on the location
of the spawn points, it can be a faster and safer way to deliver troops or
supplies than a C-47. It can also sometimes sneak into a base undetected while
enemy airplanes are watching for C-47s. The M-3 is armed with a .50 caliber
machine gun.
LVTA4 -
The U.S. LVTA4 is an amphibious tractor armed with a 75mm howitzer
mounted in an open-topped turret and a pintle mounted .50 caliber machine gun.
Able to be launched from a Carrier Task Group and drive across the water, the A4
is rarely used in the main arena. Its howitzer is of little use against other
vehicles. It can take down hangars and town buildings, but there are more
efficient ways of doing this if there is a functioning carrier close by.
LVTA2 -
The U.S. LVTA2 is an amphibious tractor armed with a pintle mounted .50
caliber machine gun and a pintle mounted .30 caliber machine gun. Capable of
delivering troops and supplies from a carrier group, it is used to capture bases
during a carrier attack.
Jeep -
The Jeep is an unarmored vehicle armed with a pintle mounted .50 caliber
machine gun. The jeep is the fastest vehicle in the game and relies on that
speed in lieu of armor to keep it safe. The jeep can carry supplies or 3 troops,
meaning it takes more than 1 to capture a base.
Ground Vehicle Sorties
Ground vehicles are available from airfields, ports, vehicle bases, and, in the
case of LVTs, from carrier task groups. Just as with aircraft sorties, you
select your vehicle and its loadout from the hangar. Your loadout options
include fuel load and how many of each type of ammunition you carry:
- Armor Piercing (AP) shells are for use against heavily armored vehicles such as
tanks and Ostwinds.
- High Explosive (HE) shells are for use against buildings and lightly armored
vehicles.
- Smoke (SMK) shells are used to provide a smoke screen.
Once
you have selected your vehicle and its loadout, go back to the tower and
look at your map.
By right-clicking on the map and selecting "Vehicle Spawns", your map will
display the spawn points possible from all bases. This will look similar to the
image at the right. The lines originating from your current base terminate at
arrowheads indicating the spawn points. Purple lines into the water indicate
spawn points for PT boats. These spawn points, whether from your base or an
enemy's, are safe places to "land" you mission successfully without getting a
ditch.
Once you have selected where you want to go, you select that spawn point just
like you select a runway for your airplane: by clicking on one of the direction
buttons at the bottom left of your clipboard. The image above on the right shows
the GV spawn points for field A54. The relationship between the spawn point
buttons and the actual spawn points is not always as clear as it is in this
example. Make sure you check your map as soon as you spawn to ensure you are
where you want to be.
Controlling Ground Vehicles
All ground vehicles and PT boats are controlled in the same way. It's a good idea
to setup Control Mode 2 for GVs since this is the default mode if you use "Auto-Select
Mode". Click Here for instructions on setting up various control modes.
The basic controls, used from the driver's position, are:
[E] key - Start Engine
[Q] key - Shift up (vehicle starts in neutral)
Joystick Forward - Throttle up
Joystick Back - Throttle back/brakes
Joystick Right/Left - Turn vehicle
[W] key - Shift down
All ground vehicles have at least one weapon system. Many have several. The gun
positions on ground vehicles are manned by pressing the appropriate number key
on your keyboard. In all vehicles, the primary weapon is the [2] key and
additional weapons go up from there. Like bombers, the [1] key takes you back to
the driver's position.
While manning a gunner's position, you can continue to steer the vehicle by
using your rudder controls. You can not, however, increase or decrease speed or
shift gears from a gunner's position.
Open the Hatch!
Like cockpit views, views from the various positions in a ground vehicle can be
adjusted using your arrow keys and the Page Up/ Page Down keys. In the tanks and
armored cars, you will want to adjust your driver's position to give you a
better view. See the write up on the Aces High View System
for information on
how to adjust your views.

default vs adjusted view from Panzer's driver position
Once you have adjusted your view, set the "8" key on your keypad to look back at
your instruments. You can also adjust the view of weapon positions on weapons
that have open sights. This will be discussed later. In general when driving
GVs, it is a good idea to get up to speed and switch to turret machine gun which
gives a better view than the driver's position and allows you to view a full 360
degrees around your vehicle.
Driving Hazards
Ground vehicles are susceptible to destruction from wrecks and roll-overs as
well as enemy action. The faster vehicles (M-8, M-3, M-16) can easily roll over
during sharp turns. The tracked vehicles are less susceptible to rolling over
but can do so, especially if going down hill at high speed. Vehicles also seem
prone to roll over when hitting an immovable object such as a tree or a bridge.
While you can drive over small bushes and clumps of grass, full sized trees, as
well as buildings and field objects, will stop you and, as noted above, often
roll you over. All forests have multiple paths through them which can be
negotiated instead of going around. It's well worth the time to look for these
paths and the trees give you some cover from aerial attack, too.
Hills can also present obstacles. Some vehicles can negotiate hills better than
other. In some cases, a vehicle can back up a hill which it can't negotiate
going forward. If you are really stuck, you can give it a try.
Ground Vehicle Gunnery
Ground vehicles are armed with 3 basic types of weapons: machine guns, automatic
cannons, and single shot cannons. Machine guns and automatic cannons have open
sights while the single shot cannons in the game have an optical sight of some
sort.
Open Sights
Open sights are fairly easy to use. You line up the (not moving) target with the
crosshairs and fire away. If the rounds are short, you simply elevate until they
are on target. The recoil of the guns do not affect the sight picture
significantly and the rapid rate of fire allow them to be easily kept on target
since rounds are constantly impacting. While this is fairly simple, there are
some techniques which can improve your view from these positions while still
maintaining accuracy.
The
picture to the right shows the sight picture from an Ostwind if it were
shooting at ground targets. Note how much of your view is blocked by the turret.
Even when the gun is elevated for air-to-air gunnery, much of your view is
blocked by the sight itself. To optimize your view from this position, put the
cursor on the crosshair as in the picture to the left below. Once you have done
that, use the "Page Up" key to raise your head position to its maximum and hit
"F10" to save it there. The picture below right is the same view with my head
position raised to its maximum. Note that the cursor is still in the correct
aiming point for the weapon. From this position, I can look over the armor of
the turret and have a much better chance of spotting the enemy - especially if
it is a ground vehicle. This technique also works with the iron sights of a
machine gun. Additionally, sighting your cursor in on any weapon puts it in the
right place for any other weapon. This is especially useful for the hull machine
guns which have no sights .

Put your cursor on the dot or crosshair & raise your head position to its maximum
Optical Sights
The
sights found on the Panzer, M-8, LVTA4 and the Tiger simulate the gunner
looking through an optical sight. The working part of the sight is the scale
shown to the right. This consists of a center line and a scale showing various
ranges in 100s of yards. This range scale adjusts depending on the type of
ammunition you are using. Your sight also shows you the type of ammunition
currently loaded (AP = armor piercing) and how many rounds of that type you have left
(79). The [Backspace] key changes the ammo type.
The basic operation of the sight is simple: put the center line on the target at
the appropriate range and pull the trigger. In practice, it is much more
difficult.
Enemy ground vehicles do not show an icon or range information. This makes it
difficult to determine range for your initial shot. While experience will help
you make that initial range estimation, you can still get on target with just a
few shots. As with the open sights, using your cursor is the key to getting
results.
When a cannon fires, its recoil is strong enough to move the entire vehicle.
When everything is finished moving, your sight picture will not be where it was
when you started. The images below show a before and after sight picture from a
stationary Panzer IV H. Note how much the sight moves after taking a shot. By taking a
second or two to place your cursor on your target before firing, you have a
ready reference point to adjust your fire from. Simply move the cursor back onto
your target, then add or subtract elevation as necessary. The same goes for lead
on moving vehicles.
sight picture before shot vs. sight picture after shot
The cursor also gives you a better aiming point when firing from a moving,
bouncing vehicle. Once you are getting hits, fire when the cursor is on the
target.
Tactics
Situation Awareness
Just like planning a fighter or bomber sortie, the first step to a successful
vehicle sortie is situation awareness. Situation awareness is harder to develop
for GV missions than it is for aircraft missions. First of all, GVs are not
indicated on radar so you can not determine how many or even if there are enemy
GVs at your target. You may not even be able to tell if there are friendly GVs
there. A flashing enemy base with no friendly cons visible on radar is an
indication there may be friendly GVs there. If there are people in the tower
where you are starting, especially if you are at a vehicle base, ask questions
about what is going on. Especially important is whether or not there are spawn
campers (someone who sits at a spawn point and kills GVs as they appear) at the
spawn point. If there are, chances are you will have a short
mission unless you can get enough people to spawn simultaneously to overwhelm
the camper.
After you spawn, you must quickly develop your situation awareness of the local
area. You start in the driver's seat. Do not start your engine! If there is a
spawn camper there, he will most likely get you before you move, anyway, so you
might as well develop your local situation awareness. Jump to your pintle
machine gun (if so equipped) or to a position that allows you a full 360* view
and listen for engine sounds. If you are the only friendly GV and you hear
vehicle engine sounds, you know there is an enemy out there somewhere. You can
figure out the general direction of the enemy GV by slowly rotating your view
until the sound moves from one speaker to the other. Then move it back until the
sound is coming equally from both speakers. You now know which direction the
moving GV is!
Unless there are other friendlies, either GVs or planes, in your area, you have
developed your situation awareness about as far as it can go. It's now time to
move out.
Route Planning and Movement
The most common route people take when GVing is to go in a straight line from
the spawn point to the targeted field. That is the most likely avenue of
approach and likely the only one the enemy has a defense on. It is very easy for
defenders to set up an ambush for you even if they are not spawn camping. A more
practical (and survivable) route is one that circles around the direct route.
This is especially true if you are alone or with only 1 or 2 other GVs. It will
cost you time to take a more indirect route, but it will probably get you behind
the defending enemy.
Take advantage of the terrain as you drive along your selected route. Don't
crest the small ridges, drive around them. Take advantage of the woods to help
protect you from attack and detection. Move quickly from cover to cover and concealment to
concealment. Stop often and observe the tree lines and terrain features around
you. Shut your engine down and listen for engine noise. It won't help much if
the enemy is already in position, but you might catch him moving up. Coordinate
with those around you to stop and listen at the same time so you know any engine
noise is enemy. If possible, have a wingman (yes, tankers call them wingman,
too) to cover you while you move.
When moving with a wingman, one moves while the other is stationary watching and
listening for enemy. This is called over-watch. The over-watch tank should be
able to see any likely positions which can engage his moving wingman as the
wingman moves from one position to the next. The wingman then takes up
over-watch. Hopefully, this gets you in a position to engage the enemy before he
engages you.
Engagements
The first thing to do when engaging another ground vehicle is to compare your
vehicle's capabilities to your enemy's and decide on appropriate tactics. A
lightly armored vehicle can't sit still and slug it out with a Main Battle Tank
(MBT) and a MBT moving at top speed will rarely hit its target except at
extremely close range.
In general, if you are in a heavily armored vehicle (tank, Ostwind), you will
want to put the front of your vehicle towards the enemy. On most armored
vehicles, the armor is thickest in the front so putting the front of your hull
towards the enemy gives you the best protection and the best chance of surviving
hits from his weapon. Once you are lined up, bring your large weapons onto
target and blast away. These vehicle's slow speeds are not much protection from
the weapons of other vehicles and their weapons are not well suited for firing
on the move except at fairly close range. If you are fighting against a tank
that out-guns you (i.e. Pnzr vs Tiger), your best bet is to use available cover
and concealment to maneuver within range where your guns can be effective
against the target.
If you are in a lightly armed and armored but fast vehicle, you will want to
keep moving fast and work your way behind and close to your target where your
weapons have a change of making a kill. Use terrain and any cover and
concealment (trees, buildings, hills, smoke rounds, etc) possible to mask your
move while you move in. Once at close range at the angle you want, blast away.
While it is rarely done, having a gunner in this situation can be beneficial as
it allows you to take the shot and move out more quickly once the shot is taken.
Attacking Buildings
The chart below shows data provided by MOSQ showing the effectiveness of the
various GVs in taking down town buildings.
| Vehicle |
Rounds per Minute |
Rds to Kill Building |
Time to Kill 10 Buildings |
Max HE Rounds Carried |
| LVTA4 |
11 |
2 |
1:50 |
50 |
| M-8 |
21 |
10 |
5:00 |
80 |
| Ostwind |
150 |
20 |
1:20 |
1000 |
| Panzer IV H |
11 |
2 |
1:50 |
80 |
| T-34 |
6 |
2 |
3:20 |
80 |
| Tiger |
11 |
2 |
1:50 |
92 |
|