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Contents

  • Battlefields
    • Conquest
      • Alborz Mountains
      • Armored Shield
      • Azadi Palace
      • Bandar Desert
      • Caspian Border
      • Damavand Park
      • Death Valley
      • Epicenter
      • Grand Bazaar
      • Gulf of Oman
      • Kharg Island
      • Kiasar Railroad
      • Markaz Monolith
      • Nebandan Flats
      • Noshahr Canals
      • Operation Firestorm
      • Operation Métro
      • Operation Riverside
      • Sabalan Pipeline
      • Seine Crossing
      • Sharqi Peninsula
      • Strike at Karkand
      • Talah Market
      • Tehran Highway
      • Wake Island
    • Conquest 64
      • Alborz Mountains
      • Armored Shield
      • Azadi Palace
      • Bandar Desert
      • Caspian Border
      • Damavand Park
      • Death Valley
      • Epicenter
      • Grand Bazaar
      • Gulf of Oman
      • Kharg Island
      • Kiasar Railroad
      • Markaz Monolith
      • Nebandan Flats
      • Noshahr Canals
      • Operation Firestorm
      • Operation Métro
      • Operation Riverside
      • Sabalan Pipeline
      • Seine Crossing
      • Sharqi Peninsula
      • Strike at Karkand
      • Tehran Highway
      • Wake Island
    • Rush
      • Alborz Mountains
      • Armored Shield
      • Azadi Palace
      • Bandar Desert
      • Caspian Border
      • Damavand Park
      • Death Valley
      • Epicenter
      • Grand Bazaar
      • Gulf of Oman
      • Kharg Island
      • Kiasar Railroad
      • Markaz Monolith
      • Nebandan Flats
      • Noshahr Canals
      • Operation Firestorm
      • Operation Métro
      • Operation Riverside
      • Sabalan Pipeline
      • Seine Crossing
      • Sharqi Peninsula
      • Strike at Karkand
      • Talah Market
      • Tehran Highway
      • Wake Island
    • Squad Rush
      • Alborz Mountains
      • Armored Shield
      • Azadi Palace
      • Bandar Desert
      • Caspian Border
      • Damavand Park
      • Death Valley
      • Epicenter
      • Grand Bazaar
      • Gulf of Oman
      • Kharg Island
      • Kiasar Railroad
      • Markaz Monolith
      • Nebandan Flats
      • Noshahr Canals
      • Operation Firestorm
      • Operation Métro
      • Operation Riverside
      • Sabalan Pipeline
      • Seine Crossing
      • Sharqi Peninsula
      • Strike at Karkand
      • Talah Market
      • Tehran Highway
      • Wake Island
    • Squad Deathmatch
      • Alborz Mountains
      • Armored Shield
      • Azadi Palace
      • Bandar Desert
      • Caspian Border
      • Damavand Park
      • Death Valley
      • Epicenter
      • Grand Bazaar
      • Gulf of Oman
      • Kharg Island
      • Kiasar Railroad
      • Markaz Monolith
      • Nebandan Flats
      • Noshahr Canals
      • Operation Firestorm
      • Operation Métro
      • Operation Riverside
      • Sabalan Pipeline
      • Seine Crossing
      • Sharqi Peninsula
      • Strike at Karkand
      • Talah Market
      • Tehran Highway
      • Wake Island
    • Team Deathmatch
      • Alborz Mountains
      • Armored Shield
      • Azadi Palace
      • Bandar Desert
      • Caspian Border
      • Damavand Park
      • Death Valley
      • Epicenter
      • Grand Bazaar
      • Gulf of Oman
      • Kharg Island
      • Kiasar Railroad
      • Markaz Monolith
      • Nebandan Flats
      • Noshahr Canals
      • Operation Firestorm
      • Operation Métro
      • Operation Riverside
      • Sabalan Pipeline
      • Seine Crossing
      • Sharqi Peninsula
      • Strike at Karkand
      • Talah Market
      • Tehran Highway
      • Wake Island
    • Scavenger
      • Aftermath - Azadi Palace
      • Aftermath - Epicenter
      • Aftermath - Markaz Monolith
      • Aftermath - Talah Market
    • Close Quarters/Gun Master
      • Close Quarters - Donya Fortress
      • Close Quarters - Operation 925
      • Close Quarters - Scrapmetal
      • Close Quarters - Ziba Tower
      • Aftermath - Azadi Palace
      • Aftermath - Epicenter
      • Aftermath - Markaz Monolith
      • Aftermath - Talah Market
    • Capture the Flag
      • Operation Riverside
      • Nebandan Flats
      • Kiasar Railroad
      • Sabalan Pipeline
    • Tank Superiority
      • Alborz Mountains
      • Armored Shield
      • Bandar Desert
      • Death Valley
    • Air Superiority
      • Operation Riverside
      • Nebandan Flats
      • Kiasar Railroad
      • Sabalan Pipeline
  • Essentials
    • Primer
      • What's New in Battlefield 3?
      • What's New in Close Quarters?
      • What's New in Armored Kill?
      • What's New in Aftermath?
      • What's New in End Game?
    • Basics
      • Introduction and Interface
      • Spawn Screen
      • Movement and Fundementals
      • Combat
      • Game Modes
      • Squad Play
      • Multiplayer Tactics
      • Persistance System
      • Battlelog
      • Specilizations
      • Camo Patterns
    • Classes
      • Introduction
      • Assault
      • Engineer
      • Support
      • Recon
    • Weapons
      • Introduction & Accessory Index
      • Assault Rifles
      • Carbines
      • Light Machine Guns
      • Sniper Rifles
      • Personal Defense Weapons (PDWs)
      • Shotguns
      • Pistols
      • Crossbow
    • Vehicles
      • Vehicle Customization
      • Light Vehicles
      • Infantry Fighting Vehicles (IFVs)
      • Mobile AA
      • Main Battle Tanks (MBT)
      • Attack Helicopters
      • Scout Helicopters
      • Transport Helicopters
      • Jets
      • Stationery Anti-Vehicle Weapons
  • Campaign
    • Mission 1: Semper Fidelis
      • Semper Fidelis
    • Mission 2: Operation Swordbreaker
      • Operation Swordbreaker
    • Mission 3: Uprising
      • Uprising
    • Mission 4: Going Hunting
      • Going Hunting
    • Mission 5: Operation Guillotine
      • Operation Guillotine
    • Mission 6: Comrades
      • Comrades
    • Mission 7: Thunder Run
      • Thunder Run
    • Mission 8: Fear No Evil
      • Fear No Evil
    • Mission 9: Night Shift
      • Night Shift
    • Mission 10: Rock and a Hard Place
      • Rock and a Hard Place
    • Mission 11: Kaffarov
      • Kaffarov
    • Mission 12: The Great Destroyer
      • The Great Destroyer
  • Multiplayer
    • Crash Course in Co-operative Play
      • Crash Course in Co-operative Play
    • Co-Op Mission 1: Operation Exodus
      • Operation Exodus
    • Co-Op Mission 2: Fire from the Sky
      • Fire from the Sky
    • Co-Op Mission 3: Exfiltration
      • Exfiltration
    • Co-Op Mission 4: Hit and Run
      • Hit and Run
    • Co-Op Mission 5: Drop 'em Like Liquid
      • Drop 'em Like Liquid
    • Co-Op Mission 6: The Eleventh Hour
      • The Eleventh Hour
  • Compendium
    • Multiplayer Scoring
      • Multiplayer Scoring
    • Assignments
      • Assignments
    • Achievements and Trophies
      • Achievements and Trophies
    • Dog Tags
      • Dog Tags
    • Ranks
      • Ranks
    • Camo Patterns
      • Camo Patterns
    • Ribbons
      • Ribbons
    • Medals
      • Medals

Battlefield 3 Premium Guide › Campaign › Mission 7: Thunder Run

Thunder Run

Unit 1st Marine Tank Battalion
Callsign Sgt. Jonathan Miller
Location Near Tehran, Iran
Date October 31st
Time 0915hrs Zulu Time
Jumping back in time a little, Jonathan Miller’s tank mission takes place before the events of Operation Guillotine, outside of Tehran. The tank battalion is charged with first clearing a path toward, and then into Tehran itself when a distress call from a certain Sgt. Blackburn changes things dramatically...

Jargon

LOD
A Line of Departure is just that, a forward line where attack ele-ments (in this case a tank battalion) can move to in preparation to move out for a combined assault or to coordinate with other attack or defensive elements.

Miller’s the tank battalion is en route to a jumping off point for the rest of the mission, as they patrol the wide open, high-altitude, unforgiving Iranian plateau desert.

Jargon

BM-21s
Though comparatively ancient compared to the military might thundering across the Iranian desert, the Russian BM-21 truck-mounted multiple rocket launcher is not to be trifled with.

Their salvos are quite capable of putting down a huge amount of damage when they reach their target. Despite lacking modern refinements like laser guidance systems, the ability to launch up to 40 M-21OF rockets within seconds means anything caught in the blast radius is almost certainly reduced to rubble.

Being built on a truck platform, they are highly mobile and can be quickly deployed and fired before moving to a new location for reloading.

Jargon

Actual
Due to the complexity of communications, chain of command,and other factors, commanding officers infrequently issue radio com-munications themselves.

Instead, orders and intel are relayed by operators to multiple units simultaneously. When a radio broadcast is identified as “Actual”, it means the commanding officer, not an operator, is speaking directly to the unit.

In short, your unit is being addressed by the commander directly, and you’d best listen up.

Jargon

REDCON
The Readiness Condition of a unit is broken down into four levels (five including REDCON-1.5) in descending numerical value indicating increasingly higher levels of preparedness.

REDCON-4 means the unit is ready to move out within the hour, but radio communications are still kept open. REDCON-1, by contrast, means the unit is fully ready for engagement.

The engines are running, everyone is at their post with weapons manned and hot, communications are relegated to mission-critical, and the operation is officially ready to begin.

Jargon

After a brief bit of introspection brought on by homesickness, Miller is snapped back to reality by the mission at hand. After a bit of brief chatter while the battalion pushes forward, everyone is called inside and the mission officially starts with a bang.

ENGAGE AND DESTROY THE ENEMY TANKS

The tank directly to the left of Miller’s is hit by a surprise blast, revealing an enemy battalion of no less than six rival tanks heavily armed and bearing down on the Marines’ position.

Time to return fire and show these rolling hunks of metal how the USMC deals with enemy armor.

Tip

Trial By Fire
There’s plenty of new stuff to manage here in the midst of this fight. For one, it provides a crash course on controlling and fir-ing a tank at the same time.

In the belly of this beast, zooming and firing buttons have been swapped, which can make things confusing in the heat of a shootout. The second is that a tank’s extraordinary range allows it to engage enemies whiley they’re little more than specks on the horizon.

Unfortunately, that also means a bit of trial and error in leading targets. As a general rule of thumb, the farther a target is, the more it must be led in the direction it’s traveling.

Tip

Tank Armor 101
It’s easy to assume that tanks are well-armored all around. However, the composite materials used for plating are not only expensive, but heavy. In order to outmaneuver opposition, tanks must sacrifice some protection to allow for mobility and speed.

As a result, front armor is considerably stronger than the sides and especially the back. It’s best to try to flank or even get behind around a tank, as their armor is weakest at the back. Use this to your advantage both offensively and defensively.

By turning into incoming fire, damage is minimized, while shots on enemy tanks from the side or back will produce a much more rewarding effect.

Use this knowledge to get an early jump on the pack of tanks by firing well ahead of the direction they’re traveling in. Every reload means a dangerous bit of down time, and tanks aren’t especially known for their maneuverability.

Thankfully, as the enemy tanks roll closer, they become easier to hit, but the same goes for Miller and company. Keep moving, especially when the distance between battalions starts to shrink. If you don’t have to adjust much to hit those tanks, they don’t have to either.

After polishing off a half-dozen enemy tanks, radio communication is cut short by a pair of T-72 tanks. Follow the on-screen prompts to switch over to thermal view to counter these tanks’ camouflage paint jobs offer and take them out quickly.

Jargon

Say Again
No military organization will ever use the word “repeat” to confirm a command via broadcast. “Repeat” is used to indicate that a previous firing order on a position should be attempted again.

To repeat a command, the military uses the far less confusing “Say Again,” which is meant to overcome possible interference during the initial order.

As the battalion prepares to resume their original run toward Anvil Actual’s commanded objective, things suddenly get a bit more complicated.

A nearby camp is laying down a considerable amount of explosive rocket deterrence in the battalion’s path, forcing the tanks to stop for a moment while the eyes in the sky are able to take a look at things.

An umanned aerial vehicle above allows Miller in his tank to take a peek the rocket battery, allowing him to lase the rockets for a gun run by close air support. After a little infrared-tinted feedback, it’s obvious those rockets aren’t going to be causing any present danger. Time to push forward and into the enemy camp.

Jargon

Bingo
The only thing keeping aircraft airborne is their fuel. “Bingo” indicates fuel has fallen to a minimum level with enough remaining to comfortably return to base.

While there are reserves allocated for extended sorties, bingo is usually considered the point at which an airborne vehicle should avoid staying out in the field, lest they risk dire gravity-based consequences.

That incredibly helpful A-10 Thunderbolt has just hit E and needs to head back to base to refuel. No more convenient gun runs for Miller and his tank buddies from here on out.

The crew inside Miller’s tank gears up for the oncoming wave by loading in new ammo and spooling up the machine gun turret mounted in parallel to the barrel. Aiming through the sights, Miller can contend with both ground forces and enemy armor without breaking a sweat, easily alternating between cannon rounds and rapid turret fire. The enemy camp won’t know what hit them.

Jargon

HEAT, Sabot
Modern technology has enabled tanks to adapt easily to different combat roles. In addition to offering the ability to operate remote vehicles, their on-board armaments can be swapped out as needed.

These Marines can switch the main cannon between Sabot rounds for long-distance targets and High Explosive Anti-Tank rounds for shorter ranges. HEAT rounds have a cavity in their nose that allows the full payload behind it to melt a shaped charge liner.

As it melts, the shaped charge compresses the liner into a high velocity “jet” stream of metal that is funneled into a very small area to almost “drill” into the point of impact with maximum force.

By contrast, Sabot rounds have a casing (the sabot itself, named after a fitting like a shoe) that keeps the dart-like depleted uranium penetrator rod centered within the wider tank barrel.

The casing also provides a larger area for the propellant to push against, causing the dart to have even greater velocity right before the sabot casing is shirked upon leaving the barrel.

The friction of this high-speed projectile against the tank’s metal armor generates spall, metal flakes that are extremely dangerous to the tank crew within.

By moving to HEAT rounds, it’s a sign that hardened, armored targets will be in very close range. Something to keep in mind, perhaps?

ASSAULT THE DESERT ENCAMPMENT

Push hard and fast toward the camp. Multiple incoming RPG fire will make it difficult, but remember that tanks were literally made to handle explosives impacts to their front.

The M1 Abrams tanks Miller’s unit uses are capable of laying the hammer down to boost their normal cruising speed a bit higher at the expense of valuable fuel. Punch up the speed to spill over the berm protecting the encampment.

Make note of the controls for swapping between the main cannon and a machine gun, as both will be needed in the upcoming breach. An air strike thankfully takes care of the forward RPG threat, but there’s sure to be more inside.

The single biggest threat in this choked series of roads is RPG teams. The main cannon is quite adept at turning their positions into craters, but opening up the 7.62 mm machine gun provides excellent suppression fire to make them think twice about popping out.

Deal with RPG teams to the right of the entry point with whatever weapon feels right, then roll around to the left to unload on the rocket batteries themselves. With the ground forces scattering, move on to the next objective dead ahead.

As the battalion surges across the open plains, they come across a mysterious dust cloud—an almost sure sign that there are enemy vehicles nearby. Just seconds later, a T-72 is spotted, followed by a friend, rolling across the horizon at high speed. Time for a bit more tank hunting.

CHARGE THE RIDGE

The enemy tanks’ seemingly erratic behavior is soon explained when four new threats make themselves known directly on the Marines’ left flank. Engage and destroy all six tanks using the same techniques as earlier; lead far off targets more than close ones, turn into incoming fire as needed and punch as many rounds as possible in to the sides or rear of the tanks.

The entire enemy battalion will quickly disappear over a ridge, sending Miller and his battalion in pursuit. Keep in mind that a tank cresting a hill is at a disadvantage since its main cannons will be pointing skyward for a second, leaving the vehicle open to attacks without fear of retaliation.

A smarter strategy is to roll over the hill at an angle, quickly getting the tank onto the downward slope to re-acquire targets with speed and precision.

DESTROY THE TRUCK COLUMN

A small convoy worms its way across the desert ahead, and orders come down to destroy them. Do so at range, switching to infrared and waiting for the convoy to eventually stop and spill out a anti-tank team heavy with RPGs.

They are backed by a trio of enemy tanks that should be dealt with quickly before tending to the ground troops. Using the directional buttons, switch to the tank’s 7.62 mm machine gun and take out the RPG crew as they sprint from one vehicle to the next to set up for rocket volleys.

When they’re gone, the remaining individual vehicles of the convoy can each be destroyed with a single shot from that 120 mm main cannon with ease.

FOLLOW 3-4 ONTO THE HIGHWAY

After that succession of attacks, the Marines finally get something of a break as they discover a surprisingly smooth main road for travel. Follow the rest of the tank convoy, admiring the scenery until further orders come in.

Jargon

B-1
Originally designed to replace the ailing and equally massive eight-engine B-52 Stratofortress bomber, the B-1 Lancer is a con-siderably faster, more agile, less radar-obvious and more modern way of delivering precision payloads in a variety of locales.

Though its original designs didn’t include such now-common innovations as smart guided bombs and advanced targeting systems, the later revisions of the B-1 have added these techno-logical advances to keep the B-1 a critical component of modern deployments.

FOLLOW 3-4 TO HIGHWAY OVERPASS “ALTER”

The scope of the conflict’s destructive repercussions is made readily apparent as the Marines finally link up with the main highway. Burning, twisted messes of metal litter the road. Continue on mission, following the convoy to Alter.

When the convoy comes upon an overpass where heightened activity has been observed, Miller is ordered to move on ahead to investigate.

Push forward until Miller automatically hops out, then charge forward to meet up with an engineer from Hatchet Company to get the SITREP. Apparently, the unit was ambushed by PLR before they could properly detonate explosives planted farther up the road.

It falls to Miller to brave intensive crossfire to retrieve the trigger mechanism.

PICK UP THE TRIGGER

Thankfully, Miller can take cover behind his tank escort for a short distance. It can’t move up all that far, however, so eventually you’ll have to sprint from behind the tank to a bit of burning rubble.

Sprint speedily from there to another burning Humvee to find the abandoned trigger sitting on a structure just to the left. After pressing the Action Button when near to pick it up, retrace your steps and sprint back, using the same pieces of cover to protect from incoming fire.

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