Gunnery guide: T-72M1
·The T-72 is one of the most recognizable and widely used tanks in the modern world. Its variants have served in numerous conflicts, and a thoroughly modernized version continues to serve as the primary combat tank of the Russian Federation to this day.
In GHPC, the East German Nationale Volksarmee (NVA) uses various configurations of the T-72M and T-72M1, export-only variants roughly equivalent to the early models of the Soviet T-72A. (For simplicity, the remainder of this guide will simply refer to the T-72M1.) This is one of the strongest NVA tanks available in the 1980s, and despite not having access to the most up-to-date Soviet ammunition, its composite armor and 125mm main gun make it a serious threat.
This guide will teach you all you need to know to effectively utilize the T-72M1.
Overview
The main advantages of the T-72M1 are its strong main gun, low profile, and composite frontal armor. These traits make it highly capable in a defensive hull-down position, and its frontal armor can resist even depleted uranium 105mm APFSDS projectiles at certain ranges and angles. The tank also features an autoloader, the legendary "AZ" system, which gives it a reliable and consistent firing pace with only 3 crew members. To top it all off, the TPD-K1 FCS, with its laser rangefinder and 8x magnification, makes gunnery simple and effective.

Above: While not outfitted with the latest ammunition or digital systems, the T-72M1 is still a highly capable tank and should not be underestimated.
Gunner's sight
Operation of the T-72M1's main weapons is accomplished with the aid of the TPD-K1 sight complex. This system includes a laser rangefinder paired with automatic superelevation and an analog ballistic computer, forming a basic fire control system. This FCS in its early form lacks any automatic lead compensation, but for stationary targets, it will deliver highly accurate fire.
Unlike the sights used in the T-55 and T-62, with their row of vertical range scales for various ammunition types, the TPD-K1 features a single range wheel and a sliding reticle plane that uses the ballistic computer to adapt to the current ammo selection. This makes the gunsight significantly less busy and reduces the effort required to properly read it.

Above: The range wheel in the TPD-K1 sight complex encloses the "ready to fire" lamp, which takes the form of a red disk dipping into the top of the gunner's view.
The TPD-K1 has a fixed 8x magnification, which is sufficient for use out to typical combat ranges of about 2 km. The numbered markings arrayed vertically beneath the main aiming mark are intended for aiming the coaxial PKT machine gun; all main gun ranging is done via the range wheel at the top. There are also stadia rangefinder markings in case the laser rangefinder is not operational.
Laser rangefinder
Like other vehicles with this type of system, the T-72M1 uses the lase key (default: E) to operate its rangefinder. The laser return is nearly instant, but the gunner's sight will take some time to automatically rotate the range wheel to the correct number. As the range wheel adjusts, the main gunnery reticle will slide vertically to compensate for the new superelevation required for that distance.

Above: Exact laser rangefinder aim in the TPD-K1 gunsight is indicated by the small red ring near the main aiming mark. In this image, the gunnery reticle has been moved downward to adjust for distance, leaving the laser rangefinder aim indicator behind.
Of special note is the fact that the laser rangefinder's alignment is not consistent from tank to tank. It will be slightly different for each vehicle, based on installation imperfections and disturbances from wear and tear in the field. The red ring always shows the exact aim point for a particular example of the sight system, and you should always use it when lasing targets.
Coincidence rangefinder
A single T-72 variant in GHPC, labeled "KPz T-72 Ural", uses the original optical coincidence rangefinder sight TPD-2-49 rather than the laser rangefinder sight TPD-K1. For a full overview of how to use this sight, see the article for the T-64A, which shares the same sight.
Rangefinding for the coaxial machine gun
The tank's ballistic compensation is only configured for use with main gun rounds and does not take into account whether the gunner is using the coaxial PKT machine gun. If you need to shoot at a distant target using the PKT, the sight's range setting must be reset to zero, and aiming should be performed using the small chevron marks arcing below the main aim point. The number labels indicate how many hundreds of meters the marks correspond to.
It's possible to use the laser rangefinder to determine the range to a machine gun target, but if you do this, you should hold the range number in your mind and reset the system to 0 meters before firing.
Movement and lead
The T-72M1 has no built-in
mechanism for lead compensation, nor does it account for the tank's own
momentum imparted to shots on the move. It is most accurate from a
stationary position against a stationary target. If it becomes
necessary to engage moving targets, the gunner must use some judgment
and line up the target with the tick marks to the left or right of the
main aiming mark.
Delta-D
A rather unique feature in the T-72M1 is the automatic traveled distance compensation, known as "delta-D". This system engages automatically after a lase. While it is active, it uses the vehicle's turret rotation and wheel speed to estimate the change in firing range to a stationary target. For example, if you engage delta-D by lasing at 1300 meters, then drive 100 meters toward the target, your range wheel will roll back to 1200 meters during the drive.
It is possible that you will encounter a situation where you do not wish to use delta-D. If this is the case, you can cancel delta-D using the dump lead shortcut, which is Ctrl+lase (default: Ctrl+E).
Night sight and infrared illuminator
Much like other Soviet armored vehicles of the era, the T-72M1 is equipped with a night vision sight of the image intensification type. This sight functions by amplifying light with the use of a phosphor film, which gives it the characteristic green tint. The T-72M1 has a TPN-1-49-23 night sight, a first-generation night vision device with decidedly poor performance compared to later models. In order to be effective, it requires the assistance of an infrared (IR) illumination spotlight (in this case, the Luna 2 spotlight mounted near the base of the gun). Even with the IR light switched on, the night vision system is only effective inside of 1 km. The sight has a fixed magnification of 5.5x and does not visibly adjust for range or ammunition selection.
In GHPC, the night sight is accessed via the T key by default, and the IR spotlight can be switched on via the quick menu (default: Q) or a direct shortcut (default: N).

Above: comparison of an object viewed through a TPN-1 type sight without the IR illuminator (left) and with it (right)
When using the night sight, you should reset the range setting to zero, as the night sight is not designed for use with the laser rangefinder and superelevation systems. Instead, the etched reticle indicates specific aim points. The top of the upper vertical line is the center point. The chevron is approximately correct at battlesight range for HEAT rounds. APFSDS gunnery should be aimed lower, usually using the upper line only at typical night fighting distances.
The night sight on the T-72M1 is not resistant to bright light and could be permanently damaged by overload. To guard against this, it is covered by a solid cover during the day. In GHPC, the covers for the Luna 2 and the TPN-1-49-23 are automatically applied and removed based on the time of day.
NOTE: The T-72M1 has a safety shutter that physically blocks the night sight when the trigger is pulled, in order to avoid sensor damage from the bright muzzle flash. Because of this feature, you may notice the sight picture turn black for a moment when you fire, or even if you pull the trigger without a round ready. This is normal.
The illumination assisted ("active") IR night vision has some notable flaws that a prudent player should keep in mind. For one, any vehicle using an IR intensifier night sight will be able to see your spotlight and its beam. This can give away your position quite easily, and if the enemy vehicle does not have its own illuminator, the battle will be very one-sided.
Another annoyance from the use of active IR night vision is the intensity with which dust and smoke are picked up in the view and block effective vision. The spotlight will glare off of any suspended particles, rendering the system essentially useless until things settle.
There is one more option for low light combat aside from the night sight: the day sight's reticle can be illuminated in the orange color typical of Russian optics. This is likely not the best option for true night conditions, but it can help in low light or if the background is too dark to properly read the reticle. In GHPC, reticle illumination is controlled via the I (i) key by default.

Ammunition and autoloader
The T-72 series features the 125mm 2A46 gun, using two-piece ammunition fed by the "AZ" autoloader. The AZ system uses a compact carousel in the base of the turret basket to serve up ammunition selections via an automatic loading mechanism at the rear of the fighting compartment. This carousel is protected against fragments by steel shields on the top and sides.
During the reloading process, the carousel automatically seeks and selects the nearest possible ammunition pieces that match the desired type, rotating strictly in a counter-clockwise direction. The number of slots that must be traversed to reach the goal will affect reload time, and this will be noticeable in audio cues as well as X-ray view in the game.
Special care must be taken to avoid exposing the sides or rear of the vehicle, as it is filled with reserve ammunition (up to a full reload of the AZ carousel) and has very little protection outside of the frontal aspect. Kinetic damage to the propellant casings or warheads can very easily cause catastrophic damage to crew and systems, or even throw the entire turret from the hull.
In GHPC, the T-72M1's ammunition load is a mix of APFSDS, HEAT-FS, and HE-frag. As usual, the APFSDS is good for long range accuracy and defeating heavy armor, the HEAT-FS is a medium duty round that works well against light armored vehicles, and the HE-frag is devastating against unarmored targets and infantry.
Unfortunately, the East German T-72M1 did not have access to advanced Russian APFSDS ammunition, so its strongest round is 3BM15. When facing opponents with composite armor, care should be taken to aim for weak points if possible.
Armor variations
GHPC features a variety of T-72 variants, which have different combinations of armor protection elements. All of them share one common element: frontal hull armor consisting of a composite "sandwich" array in the upper glacis, composed of steel plates around glass textolite.
During the 1980s, many Soviet-made vehicles were modified with weld-on plate armor on the upper glacis, in response to the realization that some new Western APFSDS rounds would be capable of defeating the composite array. The T-72M1 and T-72 ÜV2 are outfitted with this upgrade in the game, giving them a slight edge in hull protection compared to the T-72M and other early variants.
Though most T-72 tanks in GHPC have a similar armor layout to the T-72M1, with black rubber side skirts, some of them feature a unique set of "gill armor" plates found on early T-72 variants. These were designed to detonate HEAT warheads early, causing them to have sub-optimal standoff against the hull side armor when fired within the frontal arc of the tank. This armor was only sometimes effective, and it was quickly discontinued in favor of the simpler side skirts.
The T-72M1 primarily differs from the earlier T-72 variants in the fact that it uses a slightly expanded turret shape with a second material built into the front turret cheeks. This filler is composed of a sintered quartz ceramic known as "Kvartz". Together with the cast armor around it, this layout forms a steel-ceramic-steel sandwich composite. Though simple in construction and widely derided in the West due to misconceptions about "sand armor", this armor layout was highly effective for its day, blunting the most common HEAT and APFSDS threats at combat ranges.
It can be difficult to keep track of all the combinations of equipment on the game's various T-72 variants, so here's a chart:
A note on tank names
KPz T-72 designations in reality were not quite as regimented as the game's labeling implies. Most German documentation simply went with "T-72" or "T-72M". The presence of the ÜV1 or ÜV2 upgrade packages was often omitted from the names.
The "LEM"/"LEM mod" nomenclature is our own invention to indicate original-style turrets fitted with the TPD-K1 laser rangefinder sight rather than the original TPD-2-49 coincidence rangefinder sight, either from the factory or by modification. ("LEM" is the German name for the laser rangefinder.) It's unlikely that you will find records using this label in the tank's name, but archive photos of East German armor reveal that these variations did exist in service.
The game designates these variations with unique vehicle names to better distinguish the fact that they all exist, as well as to avoid confusion when viewing in-game vehicle lists.
Conclusion
As the flagship tank of the NVA armored forces, the T-72M1 is a strong combat vehicle that can hold its own when used correctly. Deployed in large numbers as part of a mechanized assault or defense force, it presents a formidable opponent for NATO forces. Thank you for reading, and we hope you enjoy playing Gunner, HEAT, PC!