Armed Assault Wiki

NOTE: This article is about the static TOW launcher featured in ArmA 3's S.O.G. Prairie Fire Creator DLC. For other similarly named articles, you may wish to use the following links instead:
■ For the TOW in ArmA: Armed Assault and ArmA 2, see TOW.
■ For the TOW in CSLA Iron Curtain, see TOW (CSLA).


« The BGM-71 TOW launcher is capable of engaging tanks and bunkers over 3km away with its an manually-guided HEAT missile. Introduced to Vietnam late in the war (1972), it was tested first on two UH-1B helicopters and then issued to ARVN units mounted on M151 trucks and tripods.
Field Manual
»


The BGM-71 TOW is a static missile launcher used by both MACV-SOG forces and the ARVN in ArmA 3. It was added with the release of the S.O.G. Prairie Fire Creator DLC.

Overview[]

The BGM-71 TOW is a static anti-tank guided missile launcher.

It is capable of firing manually-guided[CfgAm 1] ATGMs fitted with 152 mm high-explosive anti-tank (HEAT) warheads.[CfgAm 2] Static TOW launchers always come with a total of four missiles (one is always pre-loaded).[CfgVh 3] It takes 6 seconds to rearm the tube with a new missile;[CfgWp 3] assuming no delay, this equates to a fire rate of 10 rounds per minute.[Formula 1]

The launcher's sight unit has variable zoom but does not have the ability to toggle enhanced vision modes and only features a simple crosshair reticle. Launched missiles can be manually controlled up to a maximum distance of 5,000 metres.[CfgAm 3] Its tripod allows the user to freely rotate it in any direction horizontally.[CfgVh 4][CfgVh 5] However, vertical limits are more restrictive and only permit a maximum elevation of 50 degrees[CfgVh 6] and a depression of 10 degrees.[CfgVh 7]

Disassembling the TOW will break it down into two components comprising the launcher tube assembly and tripod.[CfgVh 8] Both components are required in order to reassemble it.[CfgVh 9]

Optics[]

Arma3-sogpfbgm71tow-ironsight-overview

The launcher's telescopic sight does not allow for zeroing to be manually adjusted. However, it does have variable zoom capability, allowing for a minimum zoom of 0.6x[CfgVh 10][Formula 2] up to a maximum of 3x zoom.[CfgVh 11][Formula 3]

The sight does not have the ability to toggle enhanced vision modes. However, the user can wear their own night vision goggles while they are aiming with the sight.

Munitions[]

Arma3-icon-sogpf1rndbgm71tow

BGM-71 TOW

The BGM-71 TOW only accepts one type of "magazine":[CfgWp 4]

Parameter Primary warhead Submunition
Base damage value 1,100[CfgAm 4] 532[CfgAm 5]
Splash damage value 85[CfgAm 6] 0[CfgAm 7]
Warhead type High-Explosive
[CfgAm 8]
High-Explosive Anti-Tank
[CfgAm 2]
Blast radius (metres) 8[CfgAm 9] 0[CfgAm 10]
Launch velocity (m/s) 0[CfgMa 2] 1,000[CfgAm 11]
Maximum speed (m/s) 280[CfgAm 12] 0[CfgAm 13]
Penetration depth (mm) N/A
[CfgAm 14][CfgAm 15][note 3]
645
[CfgAm 16][Formula 4]
Deflection angle (degrees) [CfgAm 17] [CfgAm 18]

Wire-guided missile fitted with a high-explosive anti-tank (HEAT) warhead.[CfgAm 1] Can be manually controlled up to a maximum distance of 5,000 metres.[CfgAm 3]

TOW missiles are technically soft-launched[CfgMa 2] but the missile's motor does not have an ignition delay; the motor ignites the instant a missile gets launched.[CfgAm 19] It takes only 1.5 seconds of flight time[CfgAm 20] for the missile to attain a top in-flight speed of 280 m/s.[CfgAm 12] The missile has enough fuel for a maximum flight time of 40 seconds. It will self-destruct if it does not come into contact with its target before that limit is reached.[CfgAm 21]

The primary warhead is purely high-explosive (HE) based[CfgAm 8] and has a blast radius of 8 metres.[CfgAm 9] Its kinetic penetrator is classified as a high-explosive anti-tank (HEAT) munition[CfgAm 2], has a launch velocity of 1,000 m/s[CfgAm 11], and has an armour penetration depth of 645 millimetres.[CfgAm 16][Formula 4]

Sensors[]

NOTE: The BGM-71 TOW's sensors are only used by the AI. Human-operated launchers do not have the ability to utilise its sensors to "lock" onto targets.

The TOW's missiles have access to one type of sensor:[note 4]

Sensor type Max range (Air/Ground) Min range (Air/Ground) Affected by environment? Target max speed (km/h) Azimuth coverage (°) Elevation coverage (°)
Visual A: 8,000 m
G: 8,000 m
[CfgAm 22][CfgAm 23]
A: 500 m
G: 500 m
[CfgAm 24][CfgAm 25]
Fog/Light (6%)
[CfgAm 26][CfgAm 27]
126 km/h
[CfgAm 28][Formula 5]
[CfgAm 29] [CfgAm 30]

Visual Sensor[]

The missile can lock[note 4] onto targets between 350[CfgAm 31]-6,000[CfgAm 32] metres away, and is only able to track mobile vehicles that are moving at speeds of up to 126 km/h.[CfgAm 28][Formula 5] The sensor's lock-on cone is restricted to a horizontal and vertical angle of 3 degrees.[CfgAm 29][CfgAm 30]

Fog can reduce the sensor's acquisition range; this reduction begins at 6% (8,000 down to 7,520 metres) and will steadily increase depending on how thick the fog is.[CfgAm 26] The sensor becomes completely blind at nighttime and very low-light conditions.[CfgAm 27][note 5]

Trivia[]

  • The TOW's spare missile tubes will dynamically appear and disappear depending on how many are still left in reserve.
  • For unknown reasons, S.O.G.'s TOW missiles are configured to use the same penetrator submunition as its REDFOR counterpart (Classname: vn_ammo_penetrator_at3).[1]
  • At the DLC's launch, the TOW's sight unit did not have a reticle until it was added after Update 1.1's release.[2]
    • Update 1.1 also reduced the maximum elevation limit of the tripod to prevent visual issues caused by the launcher's tube clipping into the tripod itself.[2]
  • Prior to the Update 1.1 Hotfix, firing the TOW would result in significant frame rate drops due to the high number of smoke particles emitted by the missile's motor.[3]

Gallery[]

Config/script references[]

CfgAmmo

  1. 1.0 1.1 CfgAmmo >> vn_missile_tow_ammo >> manualControl
  2. 2.0 2.1 2.2 CfgAmmo >> vn_ammo_penetrator_at3 >> warheadName
  3. 3.0 3.1 CfgAmmo >> vn_missile_tow_ammo >> maxControlRange
  4. CfgAmmo >> vn_missile_tow_ammo >> hit
  5. CfgAmmo >> vn_ammo_penetrator_at3 >> hit
  6. CfgAmmo >> vn_missile_tow_ammo >> indirectHit
  7. CfgAmmo >> vn_ammo_penetrator_at3 >> indirectHit
  8. 8.0 8.1 CfgAmmo >> vn_missile_tow_ammo >> warheadName
  9. 9.0 9.1 CfgAmmo >> vn_missile_tow_ammo >> indirectHitRange
  10. CfgAmmo >> vn_ammo_penetrator_at3 >> indirectHitRange
  11. 11.0 11.1 CfgAmmo >> vn_missile_tow_ammo >> submunitionInitSpeed
  12. 12.0 12.1 CfgAmmo >> vn_missile_tow_ammo >> maxSpeed
  13. CfgAmmo >> vn_ammo_penetrator_at3 >> maxSpeed
  14. CfgAmmo >> vn_missile_tow_ammo >> explosive
  15. CfgAmmo >> vn_missile_tow_ammo >> triggerOnImpact
  16. 16.0 16.1 CfgAmmo >> vn_ammo_penetrator_at3 >> caliber
  17. CfgAmmo >> vn_missile_tow_ammo >> deflecting
  18. CfgAmmo >> vn_ammo_penetrator_at3 >> deflecting
  19. CfgAmmo >> vn_missile_tow_ammo >> initTime
  20. CfgAmmo >> vn_missile_tow_ammo >> thrustTime
  21. CfgAmmo >> vn_missile_tow_ammo >> timeToLive
  22. CfgAmmo >> vn_missile_tow_ammo >> Components >> SensorsManagerComponent >> Components >> AIManualSensorComponent >> AirTarget >> maxRange
  23. CfgAmmo >> vn_missile_tow_ammo >> Components >> SensorsManagerComponent >> Components >> AIManualSensorComponent >> GroundTarget >> maxRange
  24. CfgAmmo >> vn_missile_tow_ammo >> Components >> SensorsManagerComponent >> Components >> AIManualSensorComponent >> AirTarget >> minRange
  25. CfgAmmo >> vn_missile_tow_ammo >> Components >> SensorsManagerComponent >> Components >> AIManualSensorComponent >> GroundTarget >> minRange
  26. 26.0 26.1 CfgAmmo >> vn_missile_tow_ammo >> Components >> SensorsManagerComponent >> Components >> AIManualSensorComponent >> maxFogSeeThrough
  27. 27.0 27.1 CfgAmmo >> vn_missile_tow_ammo >> Components >> SensorsManagerComponent >> Components >> AIManualSensorComponent >> nightRangeCoef
  28. 28.0 28.1 CfgAmmo >> vn_missile_tow_ammo >> Components >> SensorsManagerComponent >> Components >> AIManualSensorComponent >> maxTrackableSpeed
  29. 29.0 29.1 CfgAmmo >> vn_missile_tow_ammo >> Components >> SensorsManagerComponent >> Components >> AIManualSensorComponent >> angleRangeHorizontal
  30. 30.0 30.1 CfgAmmo >> vn_missile_tow_ammo >> Components >> SensorsManagerComponent >> Components >> AIManualSensorComponent >> angleRangeVertical
  31. CfgAmmo >> vn_missile_tow_ammo >> missileLockMinDistance
  32. CfgAmmo >> vn_missile_tow_ammo >> missileLockMaxDistance

CfgMagazines

  1. CfgMagazines >> vn_missile_tow_mag_x1 >> count
  2. 2.0 2.1 CfgMagazines >> vn_missile_tow_mag_x1 >> initSpeed

CfgWeapons

  1. CfgWeapons >> vn_missile_tow_launcher >> recoil
  2. CfgWeapons >> vn_missile_tow_launcher >> dexterity
  3. CfgWeapons >> vn_missile_tow_launcher >> magazineReloadTime
  4. CfgWeapons >> vn_missile_tow_launcher >> magazines[] >> {"vn_missile_tow_mag_x1"}

CfgVehicles

  1. CfgVehicles >> vn_b_pack_static_tow >> mass
  2. CfgVehicles >> vn_b_pack_static_base_01 >> mass
  3. CfgVehicles >> vn_b_army_static_tow >> Turrets >> MainTurret >> magazines[] >> {"vn_missile_tow_mag_x1","vn_missile_tow_mag_x1","vn_missile_tow_mag_x1","vn_missile_tow_mag_x1"}
  4. CfgVehicles >> vn_b_army_static_tow >> Turrets >> MainTurret >> minTurn
  5. CfgVehicles >> vn_b_army_static_tow >> Turrets >> MainTurret >> maxTurn
  6. CfgVehicles >> vn_b_army_static_tow >> Turrets >> MainTurret >> maxElev
  7. CfgVehicles >> vn_b_army_static_tow >> Turrets >> MainTurret >> minElev
  8. CfgVehicles >> vn_b_army_static_tow >> assembleInfo >> dissasembleTo[] >> {"vn_b_pack_static_tow","vn_b_pack_static_base_01"}
  9. CfgVehicles >> vn_b_army_static_tow >> assembleInfo >> base[] >> {"vn_o_pack_static_base_01","vn_b_pack_static_base_01"}
  10. CfgVehicles >> vn_b_army_static_tow >> Turrets >> MainTurret >> ViewOptics >> maxFov >> "1.25"
  11. CfgVehicles >> vn_b_army_static_tow >> Turrets >> MainTurret >> ViewOptics >> minFov >> "0.25"

Formulae

  1. 60 / magazineReloadTime = 60 / 6
  2. 0.75 / maxFov = 0.75 / 1.25
  3. 0.4 / minFov = 0.75 / 0.25
  4. 4.0 4.1 submunitionInitSpeed * caliber * 15 / 1000 = 1000 * 43 * 15 / 1000
  5. 5.0 5.1 maxTrackableSpeed * 3.6 = 35 * 3.6

Notes[]

  1. The BGM-71 TOW actually uses four 1-round missile "magazines" but only one missile can be loaded into the tube and fired at a time (thereby restricting it to a "capacity" of one missile).
  2. Dexterity is defined within the weapon's config but it does not apply since the BGM-71 TOW is a static turret.
  3. The primary component of the TOW's warhead is purely explosive and cannot pierce armour since it detonates on impact.
  4. 4.0 4.1 The TOW's sensors are only intended for the AI's use. It cannot be used by human players to "lock" onto enemy vehicles.
  5. The missile's sensor IS affected by the player's View and Object Distance settings and may not function at its maximum range unless their graphics settings are set to an equal or higher distance. However, it should be noted that specifically in the case of aerial targets, Object Distance settings will not affect the sensor's detection range (only View Distance still matters).

References[]

  1. ARMA 3: S.O.G. Prairie Fire 2021 [Video Game], Savage Game Group, \vn\weapons_v_f_vietnam_c\config.bin, CfgAmmo >> vn_missile_tow_ammo >> submunitionAmmo >> "vn_ammo_penetrator_at3"
  2. 2.0 2.1 Graham, R et al. 2021, S.O.G. Prairie Fire - Changelog, Bohemia Interactive Forums, viewed 6 February 2025, <https://forums.bohemia.net/forums/topic/234698-sog-prairie-fire-changelog/?do=findComment&comment=3447057>.
  3. Graham, R et al. 2021, S.O.G. Prairie Fire - Changelog, Bohemia Interactive Forums, viewed 21 January 2022, <https://forums.bohemia.net/forums/topic/234698-sog-prairie-fire-changelog/?do=findComment&comment=3447692>.

External links[]

See also[]

Static weapons of comparable role and configuration[]

Weapons of S.O.G. Prairie Fire
Handguns .38 RevolverHD .22HP 9 mmM712 7.62 mmM1895 7.62 mmM1911 .45Mk1 UDG 2.54 mmMk22 Mod 0 9 mmModel 10 .38P38 9 mmPM 9 mmPPK 9 mmTT-33 7.62 mmType 64 Pistol 7.65 mmWelrod 7.65 mm
Submachine guns F1 SMG 9 mmL2A3 9 mm (L34A1, L34A1 XM148) • M/45 9 mmM1A1 Tommy Gun .45 (Shorty, M1928, M1928A1) • M3A1 Grease Gun .45MAT-49 9 mm (VC) • MC-10 9 mmMP40 9 mmMPU 9 mmPPS-43 7.62 mm (PPS-52) • PPSh-41 7.62 mm (K-50M) • Sten Mk.II 9 mmType 64 SMG 7.65 mmVZ.61 7.65 mm
Shotguns ISh-54 (Sawn-off, Sidearm) • M1897
Carbines GAU-5A/A 5.56 mmM1 Carbine 7.62 mm (M1 Rifle Grenade, M2, M2 Rifle Grenade, M3) • SKS 7.62 mm (GL) • XM177E1 5.56 mm (E2, E2 Foregrip, E2 Stock, E2 Short, E2 XM148)
Rifles/Assault rifles AK 7.62 mmK98K 7.92 mmKBKG 7.62 mm (Rifle Grenade) • L1A1 7.62 mm (XM148, Rifle Grenade, SAS) • M1 Garand 7.62 mm (Rifle Grenade) • M16A1 5.56 mm (M203, XM148, E1, E1 XM148, USAF) • M1903 7.62 mm (Rifle Grenade) • M36 7.5 mmM38 7.62 mmM49/56 7.5 mm (Rifle Grenade) • M63A 5.56 mmType 56 7.62 mm
Squad automatic weapons DP-27 7.62 mmL2A1 LMG 7.62 mmL4 LMG 7.62 mmM1918A2 7.62 mmM63A LMG 5.56 mm (Commando) • RPD 7.62 mm (El Cid, Shorty)
Machineguns M60 7.62 mm (Shorty) • MG42 7.92 mmPK 7.62 mm
Designated marksman rifles M14 7.62 mm (A1, Shorty) • M1891 7.62 mm
Sniper rifles M40 7.62 mmM91/30 7.62 mmSVD 7.62 mmVZ54 7.62 mmXM21 7.62 mm
Grenade launchers M79 (Sawn-off)
Launchers 9K32 Strela-2 (M) • B40B41M127 Flare LauncherM20A1B1M72 LAW
Static 9P111 MalyutkaBGM-71 TOWD44DP-27DShKMH12 Rocket LauncherL/70 Mk2M2 MortarM2HBM1910M29 MortarM40A1 Recoilless RifleM45 QuadmountM60M101 HowitzerM1919A4 (M1919A6) • MG42Mk18 Mod 0PKRPDSGMSpiderholeType 53 MortarType 56 Recoilless RifleType 63 MortarZGU-1ZPU-4
(Parenthesis) denote variants.
MACV/CIA/MEDT - Armoury (S.O.G. Prairie Fire)
Handguns .38 RevolverHP 9 mm§ • M1911 .45Mk1 UDG 2.54 mmMk22 Mod 0 9 mmModel 10 .38P38 9 mm§ • PPK 9 mm§ • Welrod 7.65 mm
Submachine guns L34A1 9 mm§ • M/45 9 mmM1A1 Tommy Gun .45 (Shorty*) • M3A1 Grease Gun .45MAT-49 9 mmMPU 9 mm* • Sten Mk.II 9 mmType 64 SMG 7.65 mm§
Shotguns M1897
Carbines M1 Carbine 7.62 mm (M1 Rifle Grenade, M2*, M2 Rifle Grenade, M3) • XM177E1 5.56 mm (E2, E2 Foregrip, E2 Stock§, E2 Short, E2 XM148)
Rifles/Assault rifles M1 Garand 7.62 mm (Rifle Grenade) • M16A1 5.56 mm (M203§, XM148, E1) • M63A 5.56 mmType 56 7.62 mm*
Squad automatic weapons M1918A2 7.62 mmM63A LMG 5.56 mm (Commando) • RPD 7.62 mm (El Cid)
Machineguns M60 7.62 mm (Shorty)
Designated marksman rifles M14 7.62 mm (A1, Shorty§)
Sniper rifles M40 7.62 mmXM21 7.62 mm
Grenade launchers M79 (Sawn-off)
Launchers B40M127 Flare LauncherM20A1B1M72 LAW§
Static BGM-71 TOWL/70 Mk2M2 MortarM2HBM29 MortarM40A1 Recoilless RifleM45 QuadmountM60M101 HowitzerM1919A4 (M1919A6) • Mk18 Mod 0
(Parenthesis) denote variants.
* denotes weapons also used or are exclusive to the CIA sub-faction.
§ denotes weapons also used or are exclusive to the MEDT sub-faction.
ARVN - Armoury (S.O.G. Prairie Fire)
Handguns .38 RevolverM1911 .45Model 10 .38
Submachine guns M1A1 Tommy Gun Shorty .45M3A1 Grease Gun .45
Shotguns M1897
Carbines XM177E2 Short 5.56 mm
Rifles/Assault rifles M16A1 5.56 mm (E1)
Squad automatic weapons M1918A2 7.62 mm
Machineguns M60 7.62 mm
Sniper rifles XM21 7.62 mm
Grenade launchers M79
Launchers M72 LAW
Static BGM-71 TOWM2 MortarM2HBM29 MortarM40A1 Recoilless RifleM45 QuadmountM60M101 HowitzerM1919A4 (M1919A6)
(Parenthesis) denote variants.