Also, have some interior shots from SABOW because I haven’t posted any yet. I didn’t fire the game up to take any, these are just ones that were sitting in my screenshots folder, hence two of the three M60 turret interior shots being of dead/wounded crew. On wounded crew- you can swap out a wounded/dead crewman if necessary, but it takes time, and usually if you’ve taken a hit that kills or wounds a crewman enough that they can’t fight anymore, you should either bail that crew out or pull the tank back. It’s also possible to repair the tank’s tracks mid-battle, but unless it was a lucky artillery round or an air strike that blew it off and you’re out of the line of fire, you should really just bail the crew out and have them fall back to friendly lines.
Also segues into how oddly in-depth the driving mechanics are in SABOW. There’s really no reason to crew the driver’s position yourself unless you can’t get the AI driver to do something specific (and usually, if the AI driver won’t do it, it’s because it stands a very good chance of getting you stuck, which is something I’ve found out the hard way), but it’s quite possibly the best representation of driving a tiller-steered tank I’ve seen. It’s not so complex that you have to worry about clutching and all, but you do have to worry about gear selection (unless you turn on automatic gear shifting, which is just sort of a game aid), and you can actually use your mouse to pull the tillers either individually or in unison, with the amount of pull dictated by how far you pull the mouse back. That means you can have pretty decent amounts of control over exactly how much you turn and how fast.
Also pictured in the T-62 gunner’s station shot- the UI. I turn it off for screenshots usually but it’s kind of necessary for playing the game unless you speak Russian (the crew voices are all in Russian).













