Arma 3
106 ratings
Arma 3 Ultimate Guide-Aircraft and Advanced Mechanics
By jarrad96 [4SFG]
The Part 3 of my ultimate Arma 3 guide, covering controls, some advanced mechanics and some general tips.

Part 1 of the guide covers all Infantry weapons and can be found here- https://steamcommunity.com/sharedfiles/filedetails/?id=1131138131
while Part 2 covering all factions and vehicles can be found here- https://steamcommunity.com/sharedfiles/filedetails/?id=2252199557
2
2
7
   
Award
Favorite
Favorited
Unfavorite
Introduction
This is Part 3 of my ultimate Arma 3 guide, covering controls, advanced mechanics and tactics.
Part 1 of the guide covers all Infantry weapons and can be found here- https://steamcommunity.com/sharedfiles/filedetails/?id=1131138131
while Part 2 covering all factions and vehicles can be found here- https://steamcommunity.com/sharedfiles/filedetails/?id=2252199557

Basic Controls
Arma 3 is quite different from most FPS games in it's movement and animation systems. Because the game can be played both in 1st person and 3rd person, the animations and hitboxes are shared, unlike many other games which have more detailed 1st person animations and a simplified 3rd person one. Because the same sets are used in both modes and they exactly model the hitboxes, you can, for example, shoot someone in the hand mid-reload and still damage them, rather than having less specific and more general hitboxes like other games. Your base movement speed is 14KM/H.

Equipment also plays a role- having a bulky weapon or AT launcher slung on your back can protect against light weapons fire, while body armour itself is all very specific- if a vest includes shoulder and groin pads they are all functional and provide armour to those parts covered, to the point that shots to the underarms, groin or even through eye-slits in helmets are all possible ingame. More and heavier equipment decrease your overall stamina bar used for movement and actions like sprinting and mantling over obstacles.

Additionally terrain gradients and stances also have effect, so moving directly uphill is more straining than going diagonally due to the angle and resting while crouching, prone or sitting down is better than doing it while standing.

Arma 3 also has an advanced stances system, so in addition to Standing, Crouched and Prone you have a range of other options that can be accessed with a modifier key (by default Ctrl) that allows you to to lean harder than using Q and E, shoulder-swap your rifle to the left side for shooting around corners, or when lying down to shoot under cars or fences.

Control mappings in Arma 3-



Combat Tips
Arma is a much slower paced game than most, and a carefully planned and well executed action or operation can make a considerable difference to a mission's outcome. A team is in almost all situations better than an individual, even down to things as simple as weight- one man can only carry so much ammo for any particular weapon, while a larger team is more flexible. Take into considering your and your allies (be they friendly AI or other players) equipment, location, time of day and geography as well as possible enemy locations- if you are faced with having to do a direct assault down a valley with enemies on hill on either side you are not going to have a fun time.

If you are in single player or hosting your own missions for friends you can turn on an assist mode in the difficulty options that gives a subtle coloured highlight around friendlies and enemies at longer ranges. 300-400M in Arma is a pretty general/all round engagement range and quite common, but as you get more confident you can start to ID targets further out or respond quicker to targets much closer such as house to house fighting.
The first thing that makes spotting people easier is slowing down a bit, take into considering your and your allies (be they friendly AI or other players) equipment, location, time of day and geography as well as possible enemy locations- if you are faced with having to do a direct assault down a valley with enemies on hills on either side you are not going to have a fun time.
Getting binoculars, a scope or any sort of magnification is the easiest way to make spotting people easier, but if you lack that you can also manually zoom in the camera even without a scope by holding right click. Try to learn what your allies wear for uniforms and what weapons they and the enemies carry, so you can ID targets by their silhouette or the shape of a weapon, particularly rocket launchers, machineguns and other larger weapons which can help in lower light or when you can't clearly see the clothing of the people.
Your compass and directions can be really handy, both in MP and SP with AI teammates, as they can call out a compass direction either rough (North, South, East, West) or finer if they get a good look at the contact (exact compass bearing and you can just look in that direction yourself. I recommend when playing with AI or good players and just starting out let them go ahead and spot for you as they can really help.
Tracers and muzzle flash, dust kicking off the ground and other other effects can also help particularly at night, as generally different factions' weapons use different tracer illumination materials, so NATO is often Red or Yellow tracers, OPFOR often uses Green tracers, and INDEP can be either depending on the weapons they are using.

While travelling in Arma, keep an eye and an ear out for possible enemies- if moving a long distance on foot take breaks to recover stamina to prevent weapon sway and fatigue, and going into a crouch or prone recovers stamina faster than standing, while also making you harder to spot by the enemy and giving you a better shooting stance. Try to cover several directions at once if possible.

Remember your stances and weapon resting- you are generally always more stable when shooting from a braced position, off a bipod, or when crouched or prone, and they also minimise your size to returning fire from the enemy- when prone the easiest part of your body to be hit is the head, so wearing a helmet can save your life. Similarly, try to keep some distance between yourself and allies in case of explosives like grenades, land mines and IED's, or RPG attacks.
When in a firefight you can tell the distance and accuracy of the incoming rounds based on the time difference between the crack and the shot, and it will only crack if the round is closer to you, as seen in this image. You can also tell the type of rounds with some practice, such as pistol rounds, rifle, heavy machinegun or even cannon and autocannons, and react accordingly to the level of threat they pose to you and any allies around.

Know your enemies weapons, uniforms and equipment- prevent wearing similar things if possible to prevent friendly fire. If the enemy has alot of SMG's and carbines, try to keep your engagements at longer ranges where you may have an advantage in accuracy, or conversely if they are armed with 7.62 NATO battle rifles like FAL's and G3's you might want to bring heavier body armour than usual to give yourself more protection against them having a more powerful common round that usual intermediate cartridges like 5.56, 5.45 or 6.5MM. If the enemy lacks body armour, such as the Syndikate Cartel or Livonian Bandits, you could carry a smaller calibre like 5.56 or even pistol calibre SMG's and PDW's to have more rounds for lighter weight.


When planning the start of a mission and insertion, take possible enemy positions into account, as well as terrain- Having a landing zone right in the enemy occupied village means you only need to travel a very short distance, but the helicopters are likely to take incoming ground fire, so maybe a landing zone further away, or sheltered by terrain such as thick forest, hills or cliffs to cut down on the possibility of the enemy spotting the helicopter before it's delivered it's cargo is often a better choice. When planning a stealthy insertion, night may not always be the default best option if the enemy fighters have night vision themselves- submarines and SDV's are very difficult to detect, but slow moving, while parachute drops, foot or light vehicle patrols can access areas larger vehicles like tanks or APC's may not be able to fit into.

AI
AI in Arma are pretty intelligent, and can flank, supress, get supressed, will flee if most of the squad is killed or they are overwhelmed, and do other actions, but are poor at communicating that to the player.
AI can also predict/lead enemy targets through thin cover or concealment, so for example if you run behind a wooden fence or a bush they will aim where they think you will come out and supress that area- you can even use that to for example, sprint behind cover, dive prone, reverse direction and get the drop on them as they may be aiming where they think you are sprinting to trying to predict your movement.

If you want to actually see this ingame get an AI squad commander and watch the icons when they call a target for you, it will adjust to show where they think the target will pop out when behind cover.
AI can hear footsteps and in some cases player voices as well, so crouched or crawling and slow movement reduces your noise, as well as wearing camo uniforms or ghille suits which provide superior stealth as well.
Radar, UAV's and Sensors
Unmanned Aerial Vehicles (UAV's) and Unmanned Ground Vehicles (UGV's) are used by a range of factions in the game, and can be either given AI remote commands via a side specific UAV Tablet or directly controlled by the player themselves. UAV Tablets are placed in the GPS slot and used via the scrollwheel.

Arma 3 has 5 different types of sensors as of the Tanks DLC, as they were added for free alongside the new fixed wing aircraft and naval vessels. RWR, or Radar Warning Receivers, are devices that many, but not all, active or passive radar mounting vehicles have, which are able to detect when they are being locked on to by active radars or incoming missiles and warn the crewmen.


First, here is a guide on what all the sensor icons and shapes mean.


Passive Sensors

'Passive' sensors, like IR, detect target's emissions or reflections from other sources (e.g. visible light). This means the target will not be able to tell who is 'looking' at it. On the other hand, 'active' sensors, like radar, rely on the reflections of a transmitted signal (imagine pointing a flashlight at someone during the night). Passive sensors are usually always online, but have shorter range and worse target identification abilities compared to active sensors. Passive sensors are often 180 or 360 degree's of coverage.
Here you can see a helicopter with passive sensors. Passive sensors can be affected by poor weather such as storms as well as night, and have shorter range, but are always online. Most radar locking weapons require active radar, but some work with passive as well.


Active Sensors

Active sensors give you greater range and detection ability, but make you much easier to detect in turn. Active VS Passive is a choice between going for enhanced situational awareness or lower profile. Active sensors work in all weather conditions, have long range and work beyond visual range as well as give more detailed target information such as vehicle type and if the target is moving, what direction, altitude and speed they are moving at.
Here you can see an active radar from an Anti-Air vehicle. Active sensors must be manually toggled on and off by the player. Enemy AI and air-defences will generally stay in passive mode to remain hidden, swapping to Active mode when they suspect enemy contacts are in the area and they are on alert. Active radars are often directional, either spinning or fixed forwards, and some weapons require active radar guidance to lock on properly.

IR Sensors

The classic 'heat seeking' sensor, it is often paired with a vehicle's weapons and sensor pod, meaning that it will only be able to see vehicles with their engines on with a narrow cone of vision for locking on to targets, and the camera, accessed with CTRL + right click, must be pointed in the right direction but like passive sensors it is always online and does not trigger lock on warnings ingame.
An A-164 Wipeout's sensor pod IR view. IR sensors have some limited capabilities to lock onto colder vehicles, but with a shorter range and it uses visual sensors for that method of locking, meaning it's non-functional at night.


IR Infantry tracking

As seen on this image, smaller UAV's like the AR-2 Darter have a unique small, short ranged sensor designed for tracking human targets is mounted in their camera system.



IR Laser and Strobe Sensing

Some sensors and weapons are reliant on a laser designation, such as GBU-12's and SDB (Small Diameter Bombs) for locking on to their targets, using the laser signal or a thrown strobe as a beacon. IR Lasers and Strobe locking has a 180 degree field of view.
Sensor Tips and Tricks
-Your best bet to avoid being killed by enemies is by not being seen or detected. Turn your engine off when not moving and conceal your vehicles under camo nets, treelines or in buildings to prevent your vehicle from being very low and easily seen with thermal imagers or IR sensors. Smoke, thick fog, night time or hotter temperatures on a terrain can affect sensor quality and detection ranges.

-Avoid heavy use of Active sensors without needing to use them. Passive mode is harder to detect, so swap into active mode, doing a quick scan or lock on for a missile, fire it, and if the missile is fire-and-forget, you can turn the Active radar off again to minimise your changes of return fire.

-Just because your sensors say you are safe, do not depend on them- infantry carrying AA launchers, RPG's and other explosive weapons, or even vehicle or infantry heavy machineguns, can still be dangers to air vehicles and should be planned for. Learning ranges, fields-of-view and sensor suites of your enemy forces will help you stay out of enemy's reach and in safety.

-Rather than relying wholly on sensors, take your movement into account as well. Flying low and placing the terrain between you and an enemy radar, called Nap-Of-The-Earth flying, can help against possible radar detection. When facing Anti-Air weapons, the closer you are to the terrain the more likely you are to be lost in the sensors's reading of the terrain below you.
When facing fast moving jets and fighters, their sensors are optimised for use against other fast aircraft, so slowing down drastically can make you look like a slower moving helicopter or ground vehicle, but also makes you more vulnerable to ground-based air-defences and AA guns.
Aircraft Pylon/Loadout Selections
AAF A-134 Buzzard Dynamic Loadout Pylons-


AAF A-149 Gryphon Dynamic Loadout Pylons-


NATO A-164 Wipeout Dynamic Loadout Pylons-


NATO F/A-181 Black Wasp II Dynamic Loadout Pylons-


CSAT To-199 Neophron Dynamic Loadout Pylons-


CSAT To-201 Shikra Dynamic Loadout Pylons-

Aircraft Weapon Guide- Radar Guided
Different aircraft and helicopter weapons have different warheads, seeking methods and firing modes. Mods like ACE3 can also add extra variants and locking methods.

For quick reference- Missile = guided weapon, Rocket = usually unguided, Bombs- guided or unguided.

For example some missiles does not need line of sight to target when fired and can LOAL (Lock-On-After-Launch). This and the attack profile use will effect missile's flight and max altitude.

LOBL: Lock-On-Before-Launch, standard top-down attack mode. Is indicated on the fire select mode on the weapon HUD.
LAOL-DIR: Missile flies straight until acquiring a laser
LOAL-LOW: Missile immediately gains ~90m altitude
LOAL-HI: Missile immediately gains ~300m altitude

RADAR GUIDED MISSILES
The following missiles require an Active Radar sensor module in the aircraft or helicopter in order to be able to track targets. They can still be fired but will not lock-on without a radar powered up.

AIM-120 AMRAAM C, based on the Advanced Medium-Range Air-to-Air Missile
The AIM-120 Advanced Medium-Range Air-to-Air Missile, is a modern beyond-visual-range air-to-air active radar guided missile. The AMRAAM C is capable of locking onto targets via Data Link. It has lock-on after launch (LOAL) capability. The AMRAAM series has superior range to the AIM-9, but can only be mounted on heavier weight pylons and is less agile at short ranges. The older AMRAAM C variant is used by AAF fixed wing aircraft like the Gryphon.

Maximum lock-on range: 12 km
Minimum lock-on range: 800 m
Lock-on cone: 70° (maximum field of regard is 90°)
Maximum lockable speed: 2,800 km/h
Warhead type/blast radius: High-Explosive, 13 metres
Warhead Speed: 900 M/S

AIM-120 AMRAAM D
The AIM-120 Advanced Medium-Range Air-to-Air Missile, is a modern beyond-visual-range air-to-air active radar guided BLUFOR missile. The AMRAAM D is capable of locking onto targets via Data Link. It has lock-on after launch (LOAL) capability and is less susceptible to losing a lock on due to flares and chaff compared to it's earlier C counterpart. It is mounted to NATO aircraft like the F/A-181.

Maximum lock-on range: 13 km
Minimum lock-on range: 800 m
Lock-on cone: 140°
Maximum lockable speed: 2,800 km/h
Warhead type/blast radius: High-Explosive, 13 metres
Warhead Speed: 900 M/S

R77 Adder, based on the Vympel R-77
Medium-range air-to-air OPFOR missile. The R77 is capable of locking onto targets via Data Link. It has lock-on after launch (LOAL) capability. While it has shorter range and an inferior chaff sensor than the NATO AMRAAM D, it has far higher agility and can outmanoeuvre the AAF and NATO equivalents, particularly at closer ranges. It is used by OPFOR jets like the Shikra.

Maximum lock-on range: 12 km
Minimum lock-on range: 800 m
Lock-on cone: 90°
Maximum lockable speed: 2,800 km/h
Warhead type/blast radius: High-Explosive, 13 metres
Warhead Speed: 900 M/S

Zephyr
The Independent air-to-air medium range missile, being an older model it lacks some of the high explosive filler and range of the other faction's AA missiles, has lower manoeuvrability and a poor lock on cone and is easier to fool with chaff, has no LOAL support, with the only advantage being it can be fired at shorter ranges, but it is overall the worst MR AA missile. It is mounted on AAF aircraft like the Buzzard.

Maximum lock-on range: 10 km
Minimum lock-on range: 500 m
Lock-on cone: 40° (maximum field of regard is 75°)
Maximum lockable speed: 3,006 km/h
Warhead type/blast radius: High-Explosive, 12 metres
Warhead Speed: 850 M/S
Aircraft Weapon Guide-IR Guided
HEATSEEKING / IR INFRARED SENSOR WEAPONS
All of the ordnance below require an Infrared Sensor module in order to function. The target must also have a "hot" infrared signature in order to be detectable; a "cold" target cannot be locked onto even if it can be seen by the pilot unless the munition's seeker has a Visual Sensor for backup guidance. There are both anti-air and anti-ground weapons that use IR sensors for locking targets.

AIM-123 ASRAAM Advanced Short Range Air-to-Air Missile
A fast moving Anti-Air missile that trades the range of the MR AA missiles for much faster speed, used in some variant by all factions aircraft and helicopters.

Maximum lock-on range: 6 km
Minimum lock-on range: 200 m
Lock-on cone: 90° (maximum field of regard is 120°)
Maximum lockable speed: 2,160 km/h
Warhead type/blast radius: High-Explosive, 7 M
Warhead Speed: 1,020 M/S

BIM-9X, based on the AIM-9X Sidewinder
Based on the AIM-9, this compact short ranged NATO AA missile is lighter than most missiles, so can be mounted to lighter pylons, and has an exceptional lock cone, but lacks agility and speed as well as countermeasure detection.

Maximum lock-on range: 5 km
Minimum lock-on range: 250 m
Lock-on cone: 180°
Maximum lockable speed: 2,160 km/h
Warhead type/blast radius: High-Explosive, 10 M
Warhead Speed: 700 M/S

R73 Archer
A short range AA missile exclusive to the OPFOR Shilka, the R73 is comparable to the BIM-9X; the only exception being that the R73 has 1 km increased range, a tighter boresight cone, and a slightly more powerful warhead.

Its aerodynamics are much worse compared to its BLUFOR counterpart however and similarly, it shares the same shortcomings of the BIM-9X with the mediocre countermeasure detection.

Maximum lock-on range: 6 km
Minimum lock-on range: 75 m
Lock-on cone: 150°
Maximum lockable speed: 2,160 km/h
Warhead type/blast radius: High-Explosive, 10 M
Warhead Speed: 700 M/S

DAGR, based on the APKWS guided rocket
Multi-purpose, short-ranged air-to-ground guided rocket used by all factions. The DAGR can also utilise manual or laser guidance.

The DAGR is essentially the anti-vehicle version of the (unguided) DAR rocket. While its warhead deals relatively low damage, the DAGR usually comes in large pods of twelve or twenty four. It fires a HEDP (High Explosive, Dual Purpose) that has a HE blast for use against infantry, but also can be effective against lighter armour like MRAPS or APC's thanks to possessing a penetrator submunition, but lacks the pure anti-tank firepower of a larger weapon like an ATGM.

Since the DAGR is mainly IR-guided, line-of-sight on the target is absolutely necessary to target with them. Smoke countermeasures combined with movement can very effectively counter inbound rockets. Likewise, rapid sustained barrages on a single target may not be ideal as the smoke from the first strike will obscure the view for subsequent DAGRs. The DAGR is used by all factions.

Maximum lock-on range: 5 km (manual wire guided) 4 km (IR/laser guidance)
Minimum lock-on range: 100 m
Lock-on cone: 30° (maximum field of regard is 60°)
Maximum lockable speed: 126 km/h
Warhead type/blast radius: High-Explosive Dual Purpose, 3.2 M
Armour penetration depth: 300 mm (kinetic submunition only)
Warhead Speed: 720

Falchion-22, based on the AIM-9M Sidewinder
A short ranged defensive AA missile used by AAF and NATO, with poor quality explosive filler and one of the worst countermeasure sensors among lockon weapons the only advantage it is is it's compact size and decent, but not great agility.

Maximum lock-on range: 5 km
Minimum lock-on range: 150 m
Lock-on cone: 30° (maximum field of regard is 45°)
Maximum lockable speed: 1,602 km/h
Warhead type/blast radius: High-Explosive, 9 M
Warhead Speed: 920 M/S

KH25 Kedge/ Sharur ATGM
An OPFOR ATGM (Anti-Tank Guided Missile) that has excellent power and a penetrator submunition which can cut through the frontal armour of even main battle tanks. It has a HEAT warhead with slow speed and a very tight lock on cone, so you need to aim the aircraft and missile head directly at the target to acquire a lock. The KH25 is exclusive the Shikra, while the Sharur is the same weapon mounted to To-199 Neophron and Y-32 Xi'an.

Maximum lock-on range: 6 km
Minimum lock-on range: 300 m
Lock-on cone: 20°
Maximum lockable speed: 144 km/h
Warhead type/blast radius: High-Explosive, 8 M (primary warhead) / High-Explosive Anti-Tank, 10 M (secondary warhead)
Armour penetration depth: 1,000 mm (secondary warhead kinetic submunition only)
Warhead Speed: 320 M/S

Macer / Macer II, based on the AGM-65 Maverick
Air-to-ground BLUFOR/Independent Anti-Tank Guided Missile designed exclusively for use against armoured ground vehicles. The Macer's warhead has a penetrator submunition that can pierce through the armour of tanks, and has faster acceleration than the KH25 but shares the very tight lock on cone, so you need to aim the aircraft and missile head directly at the target to acquire a lock. The Macer is used by both AAF and NATO fixed wing aircraft and UCAVs.

Maximum lock-on range: 6 km
Minimum lock-on range: 350 m
Lock-on cone: 50° (field of regard is 30°)
Maximum lockable speed: 198 km/h
Warhead type/blast radius: High-Explosive, 8 M (primary warhead) / High-Explosive Anti-Tank, 8 M (secondary warhead)
Armour penetration depth: 1,000 mm (secondary warhead kinetic submunition only)
Warhead Speed: 320 M/S

Sahr-3
Short-range OPFOR air-to-air missile. The Sahr-3 can be considered to be a better version of its BLUFOR counterpart (the Falchion-22). The warhead has better HE filler and has a larger splash radius. The seeker also has the same high chance of losing lock against deployed flares, but has 1.5 km greater range and a much more lenient acquisition cone.

Its manoeuvrability is worse compared to the Falchion-22 however, so it has greater difficulty in reliably hitting enemy aircraft that are flying at very close range to the firing aircraft or VTOL.

Maximum lock-on range: 6 km
Minimum lock-on range: 150 m
Lock-on cone: 45° (maximum field of regard is 120°)
Maximum lockable speed: 2,520 km/h
Warhead type/blast radius: High-Explosive, 8 M
Warhead Speed: 850 M/S

Skalpel
Multi-faction air-to-ground, anti-tank guided missile. The Skalpel can also utilise manual or laser guidance.

The Skalpel is a powerful lightweight ATGM that depending on where it impacts, can destroy almost every ground vehicle (aside from MBTs) in a single hit. Upon launch, the Skalpel will automatically home in towards the target's weakest spot: its roof. Depending on where it impacts, even tanks can be taken out in one hit if it's given enough starting height to strike through the turret.

Though the warhead's payload is nowhere near as powerful as the Macer and KH25/Sharur AGMs are, the Skalpel's smaller size means that many more missiles can be mounted onto a single hardpoint via tri- or quad-rail racks. The penetrator can punch through heavy armour plating but at the same time, is not very aerodynamic or have necessary agility to correct itself mid-flight in order to account for sudden movements from the target at short ranges.

Maximum lock-on range: 6 km
Minimum lock-on range: 250 m
Lock-on cone: 30° (field of regard is 60°)
Maximum lockable speed: 198 km/h
Warhead type/blast radius: High-Explosive Anti-Tank, 4 M
Armour penetration depth: 850 mm (K)
Warhead Speed: 450 M/S
Aircraft Weapon Guide-Bombs
Bombs come in a range of payloads such as HE, Cluster as well as laser guided variants, and are dropped rather than fired.

Mk-82
A classic BLUFOR/Independent iron bomb without any guidance system.

Free-falling gravity bomb useful against stationary targets or clumps of infantry. Successfully hitting targets with the Mk-82 is solely dependent on the pilot's proficiency in estimating the location of the impact zone.

For best results, referring to the CCIP circle on the aircraft's Heads Up Display (HUD) is recommended since the Mk-82 cannot lock onto laser spots for guidance. Another good method for deployment of Mk-82s is dive-bombing, in which the deploying aircraft climbs high above its target and dives down towards them, giving the bomb better clearance and improving accuracy when dropped.

Blast radius: 12 metres

GBU-12
BLUFOR/Independent heavy laser guided bomb.

Particularly useful for demolishing groups of buildings and inflicts very high damage against all ground targets. The GBU-12 works best when friendly forces laser mark targets for the attacking pilot, though it can still be utilised as a dumb/non guided large bomb as well.

Maximum lock-on range: 5 km*
Minimum lock-on range: 250 m*
Lock-on cone: 120°*
Maximum lockable speed: 108 km/h*
Blast radius: 12 metres

GBU SDB (Small Diameter Bomb)
BLUFOR glide bomb. Utilises laser guidance for self-tracking.

Exclusive to BLUFOR air superiority fighters and UCAVs, the SDB is an extremely versatile stand-off weapon that can be used to safely engage enemy ground targets from afar. Unlike the GBU-12/LOM-250G, the SDB is unique for being able to fly directly towards a laser-marked target once locked onto due to its flatter shape and profile-the SDB will automatically unfold its wings upon deployment for this purpose.

Each SDB's payload is actually less hard-hitting compared to the GBU-12 and has a much smaller blast radius they can make up for it with SDBs are always outfitted in racks of four. This makes it the most space-efficient weapon compared to all other air-to-ground bombs; a valuable trait on aircraft that rely exclusively on internal weapons bays and lack external hardpoints.

KAB 250 / LOM-250G

OPFOR heavy general-purpose bomb that can be optionally laser guided to a target. Compared to the GBU-12 it has a larger blast radius. The KAB variant is limited to the Shikra, while the LOM is available for other OPFOR vehicles, including helicopters like the Mi-48.

Maximum lock-on range: 5 km*
Minimum lock-on range: 250 m*
Lock-on cone: 120°*
Maximum lockable speed: 108 km/h*
Blast radius: 16 metres

BL778
BLUFOR/Independent cluster bomb that can be laser guided to a target.

Very effective against infantry and other soft targets such as trucks and MRAPs, but not effective against heavier armoured vehicles

Some of the bomblets have a 7% chance to leave behind fragments of UXO (UneXploded Ordnance) which can pose a hazard to any infantry or lightly armoured vehicles passing through the area. The BL778 averages at around 2-4 pieces of UXO per bomb, and will scatter these remnants in a 50 metre radius around the blast crater.

Maximum lock-on range: 5 km*
Minimum lock-on range: 250 m*
Lock-on cone: 120°*
Maximum lockable speed: 108 km/h*
Blast radius: 12 metres (primary warhead)

CBU-85
BLUFOR/Independent cluster bomb that can be laser guided to a target.

Like the BL778, it's also highly effective against infantry and light vehicle ground targets. Similarly, it also has a 7% probability of leaving behind some UXO fragments on impact.

Unlike the BL778 however, the CBU-85 has the largest scatter radius of the three cluster bombs, and will spread them in an 85 metre radius around the impact zone.

Maximum lock-on range: 5 km*
Minimum lock-on range: 250 m*
Lock-on cone: 120°*
Maximum lockable speed: 108 km/h*
Blast radius: 12 metres (primary warhead)

RBK-500F
OPFOR laser guided cluser bomb, with a smaller scatter radius of the three cluster bombs, and will also only leave behind traces of UXO within a radius of 45 metres but with the advantage of being more compact in size, allowing it to be mounted to some OPFOR helicopters.

Maximum lock-on range: 5 km*
Minimum lock-on range: 250 m*
Lock-on cone: 120°*
Maximum lockable speed: 108 km/h*
Blast radius: 12 metres (primary warhead)
Aircraft Weapon Guide-Unguided Rockets
Rockets are direct forwards firing non guided weapons that can be effective against both lighter infantry and vehicles as well as heavy armour depending the rocket payload. While they usually lack the power and guidance of a full sized missile, they often come on larger racks so you have more rockets able to be fired before returning to base to rearm.

DAR, based on the 70MM FFAR
Multi-faction, short-range air-to-ground rocket with 12 or 24 rockets per pod depending on variant.

The unguided version of the DAGR rocket, the DAR is designed exclusively for anti-personnel purposes, and does not possess a penetrator submunition.

Unlike most other unguided munitions, DARs can be fired on full-auto mode at 24 rockets per second, allowing pilots to easily fire off devastating barrages at a safe distance. Only 1-2 direct hits from a DAR is required to destroy non-armoured cars and trucks. Heavier armoured vehicles can be disabled with DAR rockets when engaged from the sides or rear, but requires enough rockets that is not an effective way of combating them- larger specialist AT weapons like ATGM's are much superior for engaging heavier armour.

Warhead type/blast radius: High-Explosive, 8 M
Warhead Speed: 720 M/S

Skyfire
OPFOR short-range air-to-ground HE rocket in a 19 round pod.

Similar to the DAR, the Skyfire can be fired automatically to blanket an area with high explosive rockets to supress or destroy infantry and light vehicles with a larger explosive payload than the DAR, but it lacks an AP penetrator and is a smaller rocket pod.

Warhead type/blast radius: High-Explosive, 15 metres
Warhead Speed: 590 M/S

Shrieker AP/HE
A compact BLUFOR/Independent short-range air-to-ground rocket that trades power for coming on smaller pods in sets of 7 rockets.

The AP version of the Shrieker rocket is designed for anti-vehicle purposes, and has a small penetrator submunition designed to pierce through the plating of light-medium armoured ground vehicles, making it effective against MRAPs and APC's, but it lacks power to engage heavy armour.

By comparison, the HE variant has a much larger blast radius, making it very effective against infantry and unarmoured vehicles like trucks and technicals, but it has no AP penetrator, making it ineffective against anything heavier than an MRAP.

Warhead type/blast radius: High-Explosive Anti-Tank, 2.5 M (AP), High Explosive 15 M (HE)
Armour penetration depth: 300 mm (AP kinetic submunition version only)
Warhead Speed: 590 M/S

Tratnyr AP/HE
OPFOR short-range air-to-ground rocket.

The Tratnyr is an OPFOR counterpart to the Shrieker AP with a superior AP penetrator for the AP variant, and comes in a larger 20 rocket pod, so as a result unlike the Shrieker cannot be mounted to small pylons but with a larger payload. The HE variant is also in a 20 rocket pod.

Tratnyr AP/HE rockets are always armed in pods of 20 rockets. If loaded on both sides of an aircraft, the rockets will be fired in pairs.

Warhead type/blast radius: High-Explosive Anti-Tank, 3 M (AP), High Explosive, 15 M (HE)
Armour penetration depth: 400 mm (AP kinetic submunition version only)
Warhead Speed: 590 M/S
Aircraft Weapon Guide-Anti-Radiation
Anti-radiation missiles can only function properly if the aircraft has access to the Passive Sensor module. They do not require an Active Radar in order to use but lock on to active enemy radar systems.

AGM-88C HARM
BLUFOR anti-radiation missile with lock-on after launch (LOAL) capability.

The AGM-88C has a very specific role, and is designed exactly for use against active radar-equipped ground vehicles and objects such as the S-750's Cronus radar sites or anti-air vehicles outfitted with radars. Provided that the radar has been turned on, the AGM-88C will automatically home in onto the emission source once locked on from extreme long range, before closer ranged AA weapons like SPAAG guns are able to engage the aircraft firing the Anti-Radiation warhead.

Breaking lock from a HARM can be accomplished if the radar is switched off before the missile arrives, as that is what the warhead is using to lock. This is generally quite difficult to accomplish in practice however, as the missile cannot be detected by any vehicle sensors. AA Crews need to be on alert in order to visually identify the incoming missile from afar, or suspect enemy air assets in the area have HARMS and turn off their vehicle's radar before the missile gets too close to miss.

Maximum lock-on range: 16 km
Minimum lock-on range: 1 km
Lock-on cone: 120°
Maximum lockable speed: 198 km/h
Warhead type/blast radius: High-Explosive, 8 metres
Warhead Speed: 828 M/S

KH58 ARM
OPFOR anti-radiation missile with lock-on after launch (LOAL) capability.

The KH58 is identical to its BLUFOR counterpart (the AGM-88C HARM) in every way besides appearance and pylon mounting, being exclusive to the CSAT Shikra. Just like the AGM-88C, the KH58 is also guided purely by the source of the radar emitter.

Likewise, if the target switches off their radar before the missile hits, it will also instantly lose lock. The KH58 will either impact the radar source's last known location, or veer off randomly into another direction.

Maximum lock-on range: 16 km
Minimum lock-on range: 1 km
Lock-on cone: 120°
Maximum lockable speed: 198 km/h
Warhead type/blast radius: High-Explosive, 8 metres
Warhead Speed: 828 M/S
Conclusion


This will be my final Arma 3 Ultimate Guide, so I hope you found it and the two previous guides informative. For more information you can also try the ingame Field Manual, accessible from the Main Menu or from the pause menu when playing a mission.

Mods used in the screenshots-
My VSM mods
My SFF Factions
11 Comments
Ruby Panther Aug 18, 2024 @ 3:47pm 
Wait, the Tratnyr AP is Armour Piercing ? Thought it was Anti Personnel. Has anyone scored a direct hit with them anyway ?
ouqei Feb 29, 2024 @ 3:34pm 
Amazing overview!
T3xasR3dRum Sep 4, 2023 @ 9:02am 
HOLY **** BRO AMAZING
Yellowstone1084 Jul 11, 2023 @ 7:00am 
*thanks* lol
Yellowstone1084 Jul 11, 2023 @ 7:00am 
this will help me fuck people up real good. thaks dude!
Washington The Ripped Jan 15, 2023 @ 7:29am 
incredible
jarrad96 [4SFG]  [author] Apr 11, 2021 @ 11:55pm 
Major Update- Added Aircraft Weapon Guide sections for all aircraft and helicopter weapons in the game, including all expansions/DLC's.
Stupid Idiot Noob Apr 7, 2021 @ 7:49pm 
Thank you nice guide
venus Mar 30, 2021 @ 3:25am 
OYUNBOZUKNİYE
jarrad96 [4SFG]  [author] Feb 25, 2021 @ 3:57pm 
Updated with more images and new Aircraft section.