The Republic of South Africa (or known as South Africa) is a country located in southern Africa and is a NATO affiliated country with an Apartheid government starting in 1948 until 1994 ending the Apartheid regime for 46 years.
South Africa is confirmed to be a BLUFOR country as part of the fourth nation pack for Wargame: Red Dragon.
Background[]
South Africa's Defense Force mostly relies on hit-and-run tactics as most of their vehicles are wheeled and in game, excel in motorized decks and with hard-hitting mobile fighting forces deployed during the South African Border War. While most of their equipment is somewhat French and British heavy, they have some of their own and with modifications to some of that equipment. For example, the Olifant line of tanks are British Centurions and helicopters like the prototype Roolivak is basically the French Tigre. The Cactus SAHV is the Crotale but with improved range and accuracy. Some of their equipment also comes from their adversaries because, during their border war, they captured equipment from the MPLA in Angola. Hence why the Rover 107, Bosvark, B-10, Buffalos, Bokop, SASF, Strela-2 and Strela-3 had Soviet equipment captured. Their aircraft is somewhat French heavy with the Mirages but are mostly self produced. While helicopters are mostly from France, the Oryx is a self-made version of the Puma while it's equipment is varied with SNEB rocket pods, Mistrals, and a GA-1 autocannon.
Overview[]
While South Africa can excel at quick and nimble attacks because of their wheeled vehicles, there are the pros and cons. Not all of South Africa's equipment is strong enough to deal with equipment that is stronger than South Africa's inventory. If you have the right thinking, right tactics and right mind, you can win when playing as South Africa or playing against South Africa.
- Tanks are one of the weakest in South Africa's inventory as most of the Olifants (except for the Olifant MK1B and Olifant MK1B Optimum) and Rooikats have a lack of heavy armor. The Loggim is your heavy tank of the group of the bunch. It can pack a punch with its main gun but be careful. If you are going up against a T-80UM for example, keep in mind that your tank has 1 point less of armor While AP and HE power is the same, the 170 point super heavy can pack a bigger punch and fires 9 rounds a minute meaning you could lose your super heavy. Its important to keep an eye on the Loggim or else, trouble could happen.
- Aircraft are somewhat on the downside. While they have a good variety of weapons, keep in mind, 8 aircraft have 0-10% ECM, 1 has 20% ECM and 5 aircraft have good ECM. It is important that while you want to have dominance over the skies, its important to look out for aircraft or AA that could pose a more powerful threat.
- Infantry like the Buffalos and SASF and SASF '90 are good infantry to wield, keep in mind that their ATGM teams have the Milan which isn't a very accurate ATGM to begin with. Also, the Inflict's rocket launcher only comes with 10 rounds and that may not deal with a huge number of infantry. Lets say your Inflict is going up against a Komandosi and Padobranci '90 combo, the Inflict will get totally hammered because their RO-107 can only do 4HE damage. The Inflict's weapon, while having a 40% accuracy, isn't gonna kill the combo that you would be going up against. Plus it's a 5-man squad and a fire support team. Basically, make sure you have good infantry that can take down vehicles and other infantry quickly even if it has to be expensive.
- Be quick and smart with your attacks! Obvious advice.
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See also[]
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