NOTE: This article is about the T-72 tank in the main ARMA games. For its Czechoslovak counterpart in ArmA 3'sCSLA Iron Curtain Creator DLC, see T-72 (CSLA).
T72 with its low profile is closely related to the T-64, which is produced solely for USSR armed forces. This tank includes several capabilities including fitment of additional armor or dozer blade for obstacle clearance and preparation of firing positions. It is powered by a V-12 multi-fuel engine that is capable of running on diesel, benzene or kerosene. For extension of operational range, the T72 can carry two 200 liter external fuel drums which can be tactically jettisoned if required.
A cheaper version of its contemporary counterpart, the T-64, the T-72 was one of the most advanced armoured fighting vehicles to have been designed for use by the Soviet Union and members of the Warsaw Treaty Organization (WTO). Entering service in the early 1970s, it has and continues to be the primary Main Battle Tank of many armies across the world.
Armament
It is armed with a 120 mm smoothbore cannon and has a coaxial 7.62 mm medium machine gun for use against infantry.[CWACfgV 4]
The T-72's standard loadout gives it 35 rounds of high-explosive anti-tank (HEAT) and armour-piercing (AP) shells for the main gun (for a combined total of 70 shells). The coaxial 7.62 mm MMG on the other hand, feeds from a single 500-round belt box and has no spare belts to reload from.[CWACfgV 5]
Features
In all aspects, the T-72 is far superior to its American medium tank counterpart, the M60A3. Unlike the M60A3, the shells fired by the T-72's main gun hit harder than the former's 105 mm rifled gun. They also have more range and accuracy since it is exactly the same 120 mm cannon used by both the M1A1andT-80 heavy tanks.
In terms of survivability against non-heavy anti-tank weapons, it has ~ 28% more armour compared to the M60A3 (which only has 300 points of armour).[CWACfgV 6] It can consistently withstand being struck by a single rocket from the M72 LAW or a direct hit from the RPG-75NH. However, it isn't durable enough to withstand any hits from the Carl Gustav.
Mobility
When it comes to turning rate and handling, the T-72 is slightly superior to T-80 and is just barely better than the M1A1. However, in terms of pure speed and acceleration, the T-72 is inferior to both tanks (69 km/h versus the T-80's 80 km/h and M1A1's 82 km/h).
Crew Capacity
The T-72 has a crew capacity of three, which consists of the driver, a gunner, and the commander. It is unable to carry any passengers.
Camouflage[]
Guerrilla
Olive
1/2
Guerrilla: Olive drab paint scheme but customised with guerilla markings and green stripes. Exclusive to FIA guerillas.
Olive: Standard olive paint scheme. Exclusive to Soviet T-72s.
Protection[]
The T-72 has 400 points of armour plating.[CWACfgV 6]
Armament[]
NOTE: For specifics on the Cannon 120 mm's munitions, see its related section listed here.
All weapon systems are controlled by the gunner position (Cannon 120 mm smoothbore gun/coaxial MG 7.62 mm).[CWACfgV 4]
The T-72's turret on can be freely rotated in any direction horizontally[CWACfgV 7][CWACfgV 8] but is vertically restricted to a maximum elevation of 20 degrees[CWACfgV 9] and a depression of just 4 degrees:[CWACfgV 10]
Cannon 120 mm[]
120 mm smoothbore cannon. Can load either HE or AP-type munitions.[CWACfgW 1]
The Cannon 120 mm's muzzle velocity is identical no matter the type of munition loaded:
It can attain a fire rate of up to 600 RPM[CWACfgW 9][Formula 2] and has a muzzle velocity of 1,000 m/s.[CWACfgW 8] Accuracy-wise, the MG 7.62 mm has a dispersion of 0.0007 rad.[CWACfgW 10] The bullets have a spill radius of 0.1 metre upon impact.[CWACfgA 3]
Optics[]
Driver[]
The driver has the ability to wear their own night vision goggles while looking through the periscope.
The reticle is illuminated and will be fully visible under low-light conditions. It is possible to equip an NVG whilst the gunner is looking through the sight.
AI[]
NOTE:The following information only applies to the AI.
The T-72 is considered to be a dangerous threat[4] to both AI-controlled infantry units and ground vehicles (0.9/0.8), but is treated as a low-risk threat to aircraft (0.2).[CWACfgV 15]
Cold War Assault's T-72 strangely shares the same 120 mm cannon with the American M1A1 despite the fact that the T-72 in reality was always armed with the 2A46 series of 125 mm cannons.
Separate config entries for a 125 mm cannon weapon and its ammunition do exist in the game's configuration files but remain unused.[6][7] Whether the decision to arm the T-72 with a 120 mm cannon was intended by design or is simply an oversight is not known.
Although it is explicitly named as the "T-72" in-game, Cold War Assault's official manual unusually refers to the T-72 as the "T-72M1".[1] This is especially odd as the T-72M1 was actually a downgraded variant of the original "T-72A" tank featuring inferior Fire Control Systems and optoelectronics, thinner armour plating, as well as lacking the ability to launch "9M119" anti-tank missiles from the main gun.
As it was designed exclusively for export market sales (other members of the Warsaw Treaty Organization and various Soviet allies), the T-72M1 was never commissioned for service with the Soviet Ground Forces.[8]
Furthermore, Cold War Assault's so-called "T-72" actually appears to be a hybrid of two post-Cold war tanks: the Slovak "T-72M2 Moderna"[9][10] and the Czech-made "T-72M4CZ".[11] Both platforms did not exist back in the 1980s and were likewise never fielded by the Soviet military.[12][13]
This can be easily noticed by observing its frontal part of turret, which appear to have the distinctive Czech-produced "Dyna-72" first generation Explosive Reactive Armour (ERA) arranged in 5x5 bricks on both sides of the main gun - precisely in the same arrangement on real-word T-72M2/M4s.[9][10]
This ERA was never implemented on any original (Soviet/Russian-made) T-72 variant[10], thus indicating that the in-game model is actually not a pure T-72M1, but rather a hybrid of Soviet T-72M1 and Slovak T-72M2.
The information below details unused, pre-release or removed content.
In pre-release versions of Cold War Assault (then-known as the Operation Flashpoint DEMO[14]), the T-72 featured large ERA bricks arrayed in a 3x3 layout on the front turret roof, placed in two linked rows. Moreover, these bricks appeared to be also based on the ones from Slovak T-72M2 (although the T-72M2 actually featured 6x6 bricks, in three linked rows). This was for whatever reason, later removed in the final release.
The DEMO version of the T-72 also featured incredibly stiff handling, particularly when turning while driving at full speed. This was later changed in the release version of the game.
The T-72, introduced in the early 1970s, is not an evolution of the T-64, but rather a parallel development, simpler to produce and maintain. While the T-64 was provided only to forward-deployed Soviet units, the T-72 was deployed within the USSR and exported to non-Soviet Warsaw Pact armies and numerous other countries.
Returning from Cold War Assault, the T-72 remains mostly the same but is now classified as a Main Battle Tank. Its ammunition loadout has been slightly adjusted and the commander now has access to a turret roof-mounted heavy machine gun.
The D81's loadout consists of the following munitions:[A1CfgV 7]
23 shells worth of armour-piercing (AP) sabots
22 rounds of high-explosive (HE) shells
The coaxial PKT 7.62 mm MMG feeds from a single 2,000-round linked belt. It has no spares to reload from.[A1CfgV 7] On the other hand, the commander's DShKM 12.7 mm HMG feeds from 50-round belts stored in metal ammoboxes. One is always pre-loaded and another 3× ammoboxes are left in reserve, providing a combined pool of 200 rounds.[A1CfgV 8]
Mobility
Turn rates and off-road performance for the T-72/M1A1 are mostly identical. Where the two platforms differ is speed, as unlike in Cold War Assault, Armed Assault's T-72 has a slightly slower acceleration rate compared to the M1A1 and is capped to a maximum speed of no more than 60 km/h on turbo. In contrast, the M1A1 can readily attain a top speed of up to ~ 82 km/h, making it ~ 30% faster than the T-72.
Drawbacks
The T-72 has ~ 20% less overall "health" compared to the M1A1 (690 versus the M1A1's 850).[A1CfgV 9]
In a head-to-head confrontation between the T-72 and M1A1, the latter will always come out ahead. The M1A1's AP sabots not only hit harder, but the tank itself has more "health" than the T-72, which means that even if the M1A1 gets hit first by the T-72's sabots at point blank range, the crew will still have barely enough time to bail out of their tank before it explodes. In stark contrast, the T-72 will consistently explode catastrophically since it cannot withstand even a single hit from the M1A1's AP sabots. Being the slower of the two MBTs also means that the T-72 will have more difficulty outmanoeuvring the M1A1.
Because of all these drawbacks, head-on fights with the M1A1 are essentially a death sentence for the crew and is strongly ill-advised to attempt. The T-72 stands a better chance of winning a battle against the M1A1 if the crew ambush the latter first, or if they manage to outflank and hit the M1A1 from its blindspots.
Crew Capacity
The T-72 supports a crew of three that consists of the driver, a gunner, and the commander. It is unable to transport any passengers.
Camouflage[]
Desert
Olive
1/2
Desert: Desert tan paint scheme with green camouflage blobs. Used exclusively on post-war RACS T-72s.
Olive: Flat olive paint scheme. Only applied onto the SLA's T-72s.
Protection[]
The T-72 has a base armour value of 690.[A1CfgV 9]
Hull[]
The T-72's hull can take up to a maximum of 586.5 points of damage.[A1CfgV 10][Formula 5] Depletion of its integrity will result in a catastrophic kill.[A1CfgV 11]
Engine[]
The T-72's engine can withstand up to 241.5 points of damage.[A1CfgV 12][Formula 6] 100% of incoming damage will always be shared with the T-72's main "health" pool. Destroying the engine can potentially cause the T-72 to explode catastrophically if the tank is at critical "health" status.[A1CfgV 13]
Tracks[]
Both of the T-72's tracks can take up to 103.5 points of damage before they break.[A1CfgV 14][A1CfgV 15][Formula 7] No damage inflicted upon either of the tracks is shared with the T-72's main "health" pool.[A1CfgV 16][A1CfgV 17]
Turret[]
The T-72's turret can withstand a maximum of 690 points of damage before its traverse mechanisms fail.[A1CfgV 18][Formula 8] 100% of incoming damage will always be shared with the tank's main "health" pool. Depletion of its integrity will result in a catastrophic kill.[A1CfgV 19]
Main gun[]
Elevation mechanisms for the turret's main gun can take up to 207 points of damage before they suffer from failure.[A1CfgV 20][Formula 9] Damage to the main gun's mechanisms will not be shared with the T-72's main "health" pool.[A1CfgV 21]
Armament[]
NOTE: For specifics on the D-81's munitions, see its related section listed here.
The D81 125 mm cannon and PKT coaxial 7.62 mm medium machine gun are controlled by the gunner position.[A1CfgV 4] On the other hand, the commander exclusively has control over the DShKM 12.7 mm heavy machine gun.[A1CfgV 5] The commander's HMG can be fired from within the vehicle (they do not need to turn out in order to fire it):[A1CfgV 6][A1CfgV 22]
D81[]
125 mm smoothbore cannon. Can load either AP or HE-type munitions.[A1CfgW 1]
Its muzzle velocity varies depending on the type of munition loaded:
It can fire a shell once every 7 seconds[A1CfgW 2] (fire rate of ~ 8 RPM[Formula 10]). It takes at least 8 seconds to swap between munition types or to fully rearm from a supply truck.[A1CfgW 3] Accuracy-wise, it has a dispersion of 0.002 rad.[A1CfgW 4]
The T-72's turret allows the D81 to be freely rotated in any direction horizontally.[A1CfgV 23][A1CfgV 24] Vertical limits are restricted to a maximum elevation of 14 degrees[A1CfgV 25] and a depression of only 6 degrees.[A1CfgV 26]
It can attain a fire rate of up to 800 RPM[A1CfgW 5][Formula 11] and has a muzzle velocity of 900 m/s.[A1CfgM 3] It takes at least 7 seconds to reload it with a fresh belt (after rearming from a supply truck).[A1CfgW 6] Accuracy-wise, it has a dispersion of 0.00125 rad.[A1CfgW 7]
Due to being mounted as a coaxial weapon onto the T-72's main turret, the PKT shares the exact same rotation limits with the D81 cannon (Horizontal: 360 degrees[A1CfgV 23][A1CfgV 24], Vertical: 14 degrees elevation[A1CfgV 25]/6 degrees depression[A1CfgV 26]).
It can attain a fire rate of up to 600 RPM[A1CfgW 8][Formula 12] and has a muzzle velocity of 850 m/s.[A1CfgM 4] It takes at least 10 seconds to reload a fresh ammobox.[A1CfgW 9] Accuracy-wise, it has a dispersion of 0.001 rad.[A1CfgW 10] The bullets have a spill radius of 0.01 metres upon impact.[A1CfgA 10]
The DShKM's pintle mount can be freely rotated in any direction horizontally.[A1CfgV 27][A1CfgV 28] Vertical rotation limits are more restrictive, as the turret permits a maximum elevation of 60 degrees[A1CfgV 29] and a minimum depression of only 25 degrees.[A1CfgV 30] It should be noted that there is no restriction to the M2's operation. The commander can fire it regardless of whether they are turned in or have their hatch unbuttoned.[A1CfgV 6][A1CfgV 22]
Optics[]
Driver[]
The driver's periscope hatch allows them to wear their own night vision goggles while looking through it.
Commander[]
When they are not turned out, the commander can look through the TKN-3 periscope. The TKN-3 has variable zoom capability (minimum of 0.35x zoom[A1CfgV 31][Formula 13] up to a maximum of 4x zoom[A1CfgV 32][Formula 14]).
The TKN-3 is unable to toggle enhanced vision modes. Its reticle is not illuminated. However, the commander does have the ability to wear their own night vision goggles whilst they are looking through it.
Gunner[]
The gunner's TPD-K1 day sight has variable zoom capability, and can switch between a minimum of 0.498x zoom[A1CfgV 33][Formula 15] up to a maximum of 6.64x zoom.[A1CfgV 34][Formula 16]
The TPD-K1 cannot toggle enhanced vision modes and its reticle is not illuminated. However, the gunner does have the ability to wear their own night vision goggles while looking through it.
AI[]
NOTE:The following information only applies to the AI.
The T-72 is considered to be a dangerous threat[4] to both AI-controlled infantry units and ground vehicles (0.9/0.8). On the other hand, aircraft consider the T-72 to be a low-risk threat (0.2).[A1CfgV 37]
The T-72 was not initially available to RACS forces on Armed Assault's release. The faction was only given access to T-72s following the release of the Queen's Gambit expansion pack.
Prior to Patch 1.04, the T-72's 125 mm shells dealt significantly less damage than that of the M1A1's 120 mm gun, resulting in lopsided battles between the two tanks (a single M1A1 could singlehandedly take on two T-72s whilst tanking multiple direct hits). Ammunition for both tanks was balanced after the patch's release; the T-72 now stands a slightly better chance of being able to survive and inflict an equal amount of damage to the M1A1.[16]
After Patch 1.08, elevation and depression limits for the T-72's turret were adjusted to more realistic values (it was originally possible for the main gun to clip into the hull due to its very generous depression limits).[17]
Gallery[]
ArmA 2[]
The T-72 is used by several BLUFOR, REDFOR and INDFOR factions in ArmA 2.
Overview[]
Role:
Direct fire and manoeuvre
«
The T-72, introduced in the early 1970s, is not an evolution of the T-64, but rather a parallel development, simpler to produce and maintain. While the T-64 was provided only to forward-deployed Soviet units, the T-72 was deployed within the USSR and exported to non-Soviet Warsaw Pact armies and numerous other countries.
ArmA 2's iteration of the T-72 remains mostly unchanged from Armed Assault. New additions mostly include minor changes to its optics suite and armament loadout, and that it is now universally available to several BLUFOR, REDFOR and INDFOR factions.
The D-81 main gun's loadout still consists of the following munitions:[A2CfgV 8]
23 rounds worth of sabots
22 rounds of high-explosive (HE) shells
The coaxial PKT 7.62 mm MMG feeds from a single 2,000-round linked belt. It has no spare belts to reload with.[A2CfgV 8] The commander's turret roof-mounted DShKM 12.7 mm HMG feeds from 150-round belts stored in metal ammoboxes. One is always pre-loaded by default while 3× are left in reserve, providing the commander access to a combined pool of 600 rounds.[A2CfgV 9]
Lastly, the T-72's commander has the ability to deploy a defensive smoke screen. Up to 4× volleys worth of smoke grenades can be deployed by the commander (split across two grenade "magazines").[A2CfgV 9]
Features
ArmA 2's T-72 has gained a few upgrades; namely, the gunner now has access to a laser rangefinder[A2CfgV 10] and the commander can deploy a defensive smoke screen to ward off guided projectiles.[A2CfgV 5] Both the gunner and commander's optics can also toggle a night vision mode[A2CfgV 11][A2CfgV 12], giving the T-72's crew a slight advantage over the older T-34 and to a lesser extent, the T-55, at nighttime and low-light conditions.
Mobility
The T-72 is the slowest of the three core MBTs. Just like in Armed Assault, ArmA 2's T-72 is capped to a top speed of no more than 69 km/h even with turbo toggled. It is slower than the M1A1 by ~ 18% (83 km/h) and is ~ 8% slower than the T-90 (75 km/h), though its turn rate is practically identical to both tanks.[A2CfgV 13]
Drawbacks
With a base armour value of only 690[A2CfgV 14] and lacking addon armour modules, the T-72 is the weakest of the three core MBTs.
Compared to its modern counterparts, M1A1s and M1A2s can almost always destroy the T-72 with just a single sabot, whereas T-90s can simply "snipe" the T-72 with their gun-launched ATGMs. The prevalence of guided (Javelins/NLAWs) and unguided (SMAW/MAAWS) anti-tank weapon systems alike in ArmA 2 also means that there are now even more ways to inflict a catastrophic kill against the slow and cumbersome T-72.
When it comes to optoelectronics, ArmA 2's T-72 is not equipped with thermal imagers. This places it at a distinct disadvantage against the M1A1/M1A2 and T-90, since its contemporary counterparts can detect the T-72 under all lighting and weather conditions, whereas the T-72's crew will be limited to what they can see with their own naked eye.
Crew Capacity
It has a maximum capacity of three crewmen which consists of the driver, a gunner, and the commander. It is unable to transport any passengers.
Camouflage[]
Desert
Insurgent
Olive
RU Woodland
Woodland
1/5
Desert: Standard two-tone desert tan/olive green camouflage scheme. Only used by the Takistani Army's T-72s.
Insurgent: Olive green paint scheme with spraypainted stroke patterns and a red cross stripe. Exclusive to ChDKZ-operated T-72s.
Olive: Flat olive green paint scheme. Used by NAPA T-72s.
RU Woodland: Olive green paint scheme with black/tan camouflage blobs. Exclusively used on Russian military T-72s.
Woodland: Olive green paint scheme with dark brown camouflage blobs. Only used by CDF T-72s.
Protection: Hitpoints[]
The T-72 has a base armour value of 690.[A2CfgV 14]
Successful strikes to any of the following highlighted sections will inflict full damage to the component:
LEGEND Green = Hull Orange = Engine Light blue = Tracks Maroon = Turret Gold = Main gun
Hull[]
The T-72's hull can withstand up to 586.5 points of damage.[A2CfgV 15][Formula 17] Depletion of the hull's integrity will always result in a catastrophic kill if the tank is at critical "health" status.[A2CfgV 16]
Engine[]
The T-72's engine can take a maximum of 241.5 points of damage before it fails.[A2CfgV 17][Formula 18] At least 20% of incoming damage will be shared with the T-72's main "health" pool. Destruction of the engine can potentially result in a catastrophic kill if the T-72 is at critical "health" status.[A2CfgV 18]
Tracks[]
Both of the T-72's tracks can each take up to 103.5 points of damage before they break.[A2CfgV 19][A2CfgV 20][Formula 19] At least 30% of incoming damage to either of the tracks will be shared with the T-72's main "health" pool. If the tank is at critical "health" status, the T-72 can potentially explode if both tracks get completely wrecked.[A2CfgV 21][A2CfgV 22]
Turret[]
Traverse mechanisms for the T-72's turret can withstand a maximum of 690 points of damage.[A2CfgV 23][Formula 20] 100% of incoming damage to the turret will always be shared with the T-72's main "health" pool. Depletion of the turret's integrity will always result in a catastrophic kill.[A2CfgV 24]
Main gun[]
Elevation mechanisms for the T-72's main gun can take up to 207 points of damage.[A2CfgV 25][Formula 21] Damage inflicted upon the gun's mechanisms will not be shared with the T-72's main "health" pool.[A2CfgV 26]
Protection: Armour[]
LEGEND Green = armour.bisurf Purple = iron.bisurf Pink = wood_desk.bisurf
The tank's hull, main turret, and tracks are all protected by armour plates.[rvmat 1][bisurf 1]
On the other hand, the turret roof-mounted DShKM heavy machine gun, fuel drums, and rearmost turret bin are all made out of iron.[rvmat 2][bisurf 2] The wooden log at the rear of the tank's hull has a thickness of 20 millimetres.[rvmat 3][bisurf 3]
Armament[]
NOTE: For specifics on the D-81's munitions, see its related section listed here.
The D-81 125 mm cannon and PKT 7.62 mm coaxial medium machine gun are controlled by the gunner position.[A2CfgV 4] Only the commander has exclusive control over the turret roof-mounted DShKM 12.7 mm heavy machine gun (which can be fired whilst they remain buttoned up[A2CfgV 6][A2CfgV 7]) and the tank's defensive smoke launchers:[A2CfgV 5]
D-81[]
125 mm smoothbore gun. Can load and fire HE and AP-type shells.[A2CfgW 1]
Its muzzle velocity varies depending on the type of munition loaded:
It can fire a shell once every 6 seconds (fire rate of 10 RPM).[A2CfgW 2][Formula 22] It takes at least 8 seconds to switch between munition types.[A2CfgW 3] Accuracy-wise, the D-81 has a dispersion of 0.002 rad.[A2CfgW 4]
Manual zeroing is available, starting from a minimum of 100 metres up to a maximum of 3,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000, 2100, 2200, 2300, 2400, 2500, 2600, 2700, 2800, 2900, 3000).[A2CfgV 27] By default, the D-81 uses a zeroing of 600 metres.[A2CfgV 28] For automatic locking[note 2], the D-81 uses a laser-based targeting system.[A2CfgW 5][note 3]
For turret rotation limits, the main gun can be freely rotated in any direction horizontally.[A2CfgV 29][A2CfgV 30] Vertical rotation on the other hand, is restricted to a maximum elevation of 14 degrees[A2CfgV 31] and a depression of only 6 degrees.[A2CfgV 32]
It can attain a fire rate of up to 800 RPM[A2CfgW 6][Formula 23] and has a muzzle velocity of 855 m/s.[A2CfgM 3] Accuracy-wise, the PKT has a dispersion of 0.00125 rad.[A2CfgW 7] Every fourth round fired will emit a visible green tracer.[A2CfgM 4] It takes up to 5 seconds to fully rearm the PKT from a supply truck/ammunition crate once its belt has been fully depleted.[A2CfgW 8]
Turret rotation limits are shared with the primary D-81 cannon (Horizontal: 360 degrees[A2CfgV 29][A2CfgV 30]/Vertical: 14 degrees elevation[A2CfgV 31], 6 degrees depression[A2CfgV 32]). Manual zeroing limits are also the same as the primary D-81 cannon, allowing for a maximum zeroing of 3,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000, 2100, 2200, 2300, 2400, 2500, 2600, 2700, 2800, 2900, 3000).[A2CfgV 27] By default, the PKT utilises a zeroing of 600 metres.[A2CfgV 28]
It can attain a fire rate of up to 600 RPM[A2CfgW 9][Formula 24] with a muzzle velocity of 850 m/s.[A2CfgM 5] Accuracy-wise, the DShKM has a dispersion of 0.001 rad.[A2CfgW 10] It takes at least 6 seconds to reload the DShKM with a fresh belt box or to fully rearm from a supply truck/ammunition crate.[A2CfgW 11] Every third round in the belt will emit a visible green tracer.[A2CfgM 6] The last five rounds of the belt will always consist of visible tracers.[A2CfgM 7]
Manual zeroing is available, starting from a minimum of 100 metres up to a maximum of 2,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000).[A2CfgV 33] By default, the DShKM is set to a zeroing of 300 metres.[A2CfgV 34]
The DShKM can be freely swivelled in any direction horizontally.[A2CfgV 35][A2CfgV 36] Vertical rotation limits are restricted to a maximum elevation of 60 degrees[A2CfgV 37] and a depression of 25 degrees.[A2CfgV 38] The DShKM can operated whilst the commander remains buttoned up (they do not need to turn out in order to fire the gun).[A2CfgV 6][A2CfgV 7]
Optics[]
Driver[]
The driver's periscope hatch does not have the ability to toggle enhanced vision modes. However, the driver can wear their own night vision goggles whilst they are looking through it.
The gunsight's reticle is not illuminated and a laser rangefinder is not available. However, the commander can switch between a day and night vision mode.[A2CfgV 12] Operating the gunsight will not require switching the T-72's engine on.[A2CfgV 41]
Gunner[]
The gunner's sight has variable zoom magnification capability. It can switch between a minimum of 1x zoom[A2CfgV 42][Formula 27] and a maximum of 3.44x zoom.[A2CfgV 43][Formula 28] It can toggle between a regular day or night vision mode.[A2CfgV 11]
Its reticle is not illuminated but a laser rangefinder is available.[A2CfgV 10] It should be noted that operating the sight will force the T-72's engine to be switched on as the turret is not powered by an auxiliary power unit (APU).[A2CfgV 44]
Defensive sensors[]
The T-72 is fitted with a Laser Warning Receiver (LWR). The crew will be alerted by the LWR if a laser-based targeting system is attempting to acquire a lock onto the tank.[A2CfgV 45]
It is also equipped with a Missile Approach Warning System (MAWS). Its MAWS will alert the crew if a guided projectile has successfully locked onto the tank and is inbound towards it.[A2CfgV 46]
AI[]
NOTE:The following information only applies to the AI.
The T-72 is one of the most ubiquitous vehicles in ArmA 2 with almost every faction using it as either their primary MBT or in the case of the Russian Armed Forces, as an alternate counterpart to the heavier T-90.
Following the release of the latest Steam version patches (as part of the Community Configuration Project/CorePatch updates), AI gunners can now properly switch between HE/AP-type shells (CCP)[22] while zeroing limits for the the main gun were significantly raised to 3000 m (CorePatch)[23].
Strangely, rusted wrecks of the T-72 placeable in the editor make an appearance in ArmA 3 despite the fact that none of the factions make use of the T-72 (the tank itself is not featured as a usable vehicle in ArmA 3's base content outside of third party-developed Creator DLCs).[24][25]
The T-72 appears as a static wooden target prop in ARMA Reforger that can be placed down in the Enfusion workbench or the Game Master mode. However, just like in ArmA 3, the T-72 itself is not actually featured as a driveable asset.[26][27]
If the driver turns out, their feet can visibly be seen sticking out of the hull. This visual glitch has not been fixed even after the release of CorePatch.
↑ 1.01.11.21.3Damage will be reduced if the projectile's velocity drops below this value.
↑Only applies to lower difficulty settings where auto guidance is available. Higher difficulty settings do not allow for automatic lock-ons by default.
↑If available, the D-81 can be detected by the target's Laser Warning Receiver (LWR) if it is "locking" onto its target (this mostly applies to the D-81 when it is being operated by an AI gunner).
References[]
↑ 1.01.1Bohemia Interactive a.s., 2011, 'ARMA COLD WAR ASSAULT MANUAL', Vehicles, ARMA: Cold War Assault, viewed 15 April 2025, <ArmaCWA_manUK.pdf>.