Csim: For the record, please tell us a little about your
background.
Jeff: I enlisted as a private in 1985 in the California
Army National Guard as a tank crewman. Basic training was
14 months long for Armor crewmen. I finished 2nd in my
class and served as Platoon leader for my unit. After a
"Team Spirit" deployment to South Korea I was asked to
attend the California Military Academy to become an
Officer. I finished 3rd in my class and was fortunate to be
branched in Armor. I would have gone crazy otherwise.
I spent a year as an Armor Platoon Leader, a year as both
Tank Company Executive Officer (XO) and Platoon Leader, and
a year as XO. Kicking and screaming all the way, I was
moved up to Battalion Staff as the Maintenance Officer then
a year as the S4 or Supply Officer in which we did an NTC
rotation. I spent a whole bunch of additional duty time on
active duty evaluating United States Army units in platoon
tactics and serving in a variety of roles in the ARTBASS
simulators and also an instructor in both the California
Military Academy and gunnery techniques in the gunnery
simulator we had in the battalion.
Csim: Which armored vehicles were you trained in? Which did
you subsequently operate or command?
Jeff: M48A5's, M60A3's, M1's, M113's, and M2 Bradley's. I
commanded M60A3's. I always wanted a career in heavy metal.
Fourteen 52-ton tanks was perfect.
Csim: Have you spent time training at NTC? Do you have any
interesting experiences from past training exercises you'd
like to tell us about?
Jeff: Yes. One NTC rotation. Most important lesson about
all of my training experiences is how important it is to
paint a picture of the battlefield so that commanders can
act. Planning is essential to prepare for contingencies but
after the shooting starts and the radio goes berserk, its
imperative that reporting procedures are quick and concise.
Of coarse the radios hardly ever work like you want them
to, so it now you know why you spent all night planning the
next day.
I also got a big kick out of christening the Fort Hunter
Ligget range with a 100 point score in a three-man crew
engagement. The range was over 10 million dollars and it
had computers that ran on cassette tapes and the bathrooms
had no plumbing. We don't even want to talk about the
platoon fire command classes I use to teach with live ammo.
4 tanks simultaneously firing is an awesome display of
firepower.
You want to hear the story about me crushing a jeep? The
investigation cleared me completely. Now who parks a jeep 2
feet behind a tank on a maneuver training exercise?
Csim: How much emphasis does your training put into
integration with air and artillery assets?
Jeff: Air assets were very rare. Artillery was available
and we trained on the application of arty all the time. We
never spent enough time to get arty properly implemented at
the tank commander level. Having to command a tank or two,
read the map, check for arty, change radio freqs, make a
proper call for fire was very intensive work, especially
when guys were supposed to be shooting back and oh yes,
watch out for that tree.
Csim: How has your real life experience impacted your PC
simulation experience?
Jeff: I had great fun with an old game called "Mech
Brigade." I also very much enjoyed Spectrum Holobyte's
"Tank" but really no one has attempted a realistic tank
simulator so I haven't been interested in tanks sims at
all. The one thing that never seems to get implemented has
got to be the MOST basic aspect, the fire control computer.
Any sim should be able to replicate this very basic
computer. Flight Sims seem to do a wonderful job of some
very complicated radar yet no one has figured out a tank
computer. Even in thermal implementation the only game that
comes close to what it really looks like is Longbow 2. That
helicopter sim is the only game I have ever seen that
reminds me of being in the tank gunner's position.
Csim: Which PC armor simulations have you played?
Jeff: Armored Fist, iM1A2 come to mind. TACOPS was very
well done except it was a wargame and not a tank sim. I
also prefer REALTIME games. "Gettysburgh" and Close Combat
are THE best games to simulate the confusion and lack of
control one has after the shooting starts when you are ON
the battlefield.
I can't stand to have to make manual ballistic corrections
on a tank that has sensors that adjust trajectory due to
wind, air temperature, gun tube temperature, range, ammo
type, barrel wear, and movement on a fully stabilized
platform. If I cannot jump into a tank sim, find a target,
track it for 1.5 seconds, lase to the target, slew the
reticule back on the target, FIRE and get a first round hit
at 2000 meters then something is wrong. My very first tank
commander spent 1991 in the Gulf War. He told me he was
hitting Iraqi tanks at 3500 meters at 25 miles an hour.
Amazing how those ballistic computers work!
Seems like they don't really want to listen to the Army
guys they hire for input. I have seen some impressive
soldiers acting as consultants for tank sims and I have no
doubt that they were screaming bloody murder when they saw
the main gun implementation.
Csim: In general, what aspects of tank Sims do you feel are
the most authentic?
Jeff: The confusion and lack of sight a gunner has in the
turret. Also, the dominance of the M1 Abrams over the
modern battlefield.
Csim: Do you feel the close integration of infantry with
main battle tanks is as important as it used to be?
Jeff: No. It is more important. Infantry can reach out and
kill someone at some astounding ranges. They are small and
generally avoid getting shot at. They are hard to find and
kill. Infantry does a good job at killing infantry.
Csim: Is the fact that most tank Sims lack infantry a major
drawback in accurately portraying tank strategy?
Jeff: Yes. It also depends on what the game is trying to
create. Most Sims seem like a very well funded gunnery
range instead of a combat simulation.
Csim: Most tank Sims are pretty hard to assume a proper
hull-down position in. Is this realistic?
Jeff: No. It is very easy. You see, first you achieve a
turret down position where the tank commander can see over
the hill, after he finds a target you then creep up and
fire. The gunner takes over to inform the driver that the
gun tube has cleared the obstruction and tells the driver
to stop. You fire, back up, change position and do it
again.
Csim: Current tank Sims don't have much communication
between different crew positions or different tanks within
a squad. What kind of communication options do you think
would serve as a good starting point?
Jeff: Oh my. In a battle everyone is yelling and screaming.
Especially the gunner and tank commander. Then you have the
loader who is REALLY stressing because he can't see out of
the tank and gets all his information from two guys that
are screaming something like "Where is he," "He's right
there, he's pointing his gun at us." "I don't see him,"
"FIRE!" "I can't, I don't see anything" "Just pull the
f…. trigger!!!!"
Csim: What about throwing a track? Some accounts say that
any amount of poor tank driving easily results in a thrown
track. Is it really that much of a concern? How about
bogging down?
Jeff: I used to laugh at car salesmen that said "It's built
like a tank." I would respond, "So it requires 8 hours of
labor for every hour of operation and it breaks down all
the time?" There is nothing fun or glorious about breaking
down. The fact that sims overshadow this is good news
although not very realistic. With proper driving habits,
you can avoid a lot of things. I have never been in a tank
that threw a track. Concertina wire wrapped around the
idler wheel yes, but we didn't throw the track. We don't
want to count the times I broke track due to maintenance.
Csim: Some accounts of tank driving say that it's extremely
dangerous to drive off-road at the tank's maximum speed
since the crew will be flung around uncontrollably. Is this
true?
Jeff: You bet. That's how my wife knew what kind of
exercise we had. If I came home smelling like ammonia, it
was gunnery. If I had bruises all over my rib cage it was
maneuver training. The unseen wadi is a killer. Go ahead
and drive your car off a 3-foot embankment to see what tank
driving is all about. The M1 is not any better. It just
does this at 40 miles per hour instead of 20 mph like the
60's.
Csim: What is the most difficult part of tank crewing?
Jeff: Lack of sleep. I think only those that have served
realize the shear exhaustion it takes to merely drive
around all day with the vibration and noise. After that,
you try and maintain a high state of alertness to all the
threats that can kill you day or night. Pulling maintenance
during the operation is very strenuous as well. Even the
tools are heavy and there are NO power tools. There is a
scene in a movie called "Hamburger Hill" in which the troop
gets all pushed out of shape about all the things he is
supposed to remember. He's not kidding. Just basic soldier
skills alone in your MOS is tough, let alone the skills
required of the leaders of every unit.
Csim: Of all the enemy units you might face, which ones do
you feel pose the greatest threat?
Jeff: Anyone that can kill me without me seeing him. I have
had good experiences in defense against choppers but after
the enemy comes up with a Hellfire missile, it's just too
scary. Mavericks look like they are hard to defend against
but the few times I've been attacked by aircraft we were in
woods and my VERY strict policy was; don't flinch, let the
jet pass you by. The last thing you want to do is let a jet
know where you're at. "Tracers work both ways." I really
felt sorry for those Iraqi tankers just dying without even
being able to see who to shoot at and the odds were tank to
tank.
Csim: If you were designing your own tank simulation, in
what way would it make the biggest departure from previous
tank Sims?
Jeff: I would implement voice commands to the driver at a
bare minimum. You have to be able to say "driver move out,
driver stop, driver left, driver right, driver stop, driver
seek turret down." At least have these be keyboard
commands. You see the driver has such a limited perspective
on EVERYTHING. Drive your car around with a pair of
binoculars to get the same effect. Next add gunner commands
like "gunner scan left, gunner scan right." I mean the tank
sim should allow a simulation of all crew positions but it
should also allow AI to take over crew positions and allow
the player to "command the tank."
It seems like everyone has done the loaders job pretty
well. I mean all he has to do is scan for targets and pump
the gun as needed.
Next I would add multiplayer for every crew position. And
let four guys be in ONE tank. The training missions should
reflect the boresight procedures to correctly set up the
tank and then the training missions should reflect the -12
manual on tank crew gunnery.
Csim: How has your exposure to other simulated assets, like
the Longbow 2, impacted your thinking about armor strategy
and deployment?
Jeff: I've decided getting hit by a Hellfire was a bad
thing. I'm glad no one else has one.
Csim: How interested would you be in an integration of
armor and helicopter simulations, the proverbial virtual
battlefield?
Jeff: I'd be much more interested in a sim that
incorporated "DOOM" and "M1 Tank Platoon." Tanks and
infantry work so much more closely than air assets. Besides
the "first person perspective" are so popular. Add a tank,
a chopper and a jet in a multiplayer mode and who would
need another game?
Csim: Thanks!
Jeff: No problem. You owe me beer =)
Jeffery "Rhino" Babineau
CO, 209th VFS Delta Hawks
Stockton, CA