[Arma2]Tactical Hints
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Raptor | Date: Saturday, 2013-03-09, 16:09 | Message # 1 |
Group: Commander
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| Let’s be honest: most of us are used to Swat4. So here are my hints when you start with Arma2 (as usual most of the stuff applies to combat in open/urban terrain in general):
Body Position Leaning works here, use it! Whenever you hold, you should automatically go to crouch! This way you halve your own target silhouette for the enemy and you get a more stable shooting position. Moreover it’s easier to use cover/concealment. Remember that it is better to lean and shoot from the side of cover than to stand up and shoot above. Remember to support your weapon whenever possible if you engage middle/long range (in ACE). Prone is a different issue. It’s an even better shooting position, especially for some weapons like LMGs and sniper-rifles. But it takes away your mobility! Therefore it shouldn’t be used within grenade range of the enemy! Also if you prone and move between objects (e.g. inside buildings) you can easily hurt yourself! (not really a smart feature in my eyes, but we have to deal with it)
Distance to your team mates In CQB we are close together. When I enter a door and move to the right, I want to know my #2 directly behind me heading to the left before I got shot in the back. In open area however my #2 is pretty useless if he sticks to my back. If I get suppressed by an enemy MG, he is suppressed too. If a sniper aims at me, he is in the sight too. If I get hit by an enemy grenade/explosive, he’ll get hit too. Basically the distance to your teammates is determined by the range possible threats could show up: in urban terrain you are closer together (still not as close as in CQB), in open terrain you can keep a good distance of about 5-15 meters to each others (depending how the terrain looks like).
Situational awareness Stay alert and focused! As soon as you leave the briefing screen you are in a combat zone. No matter if you grab equipment at the base, ride in a humvee towards your missions objective or walk through a compound that you have cleared 5 minutes ago: you’ll always might encounter an unexpected threat! It’s like being the RG in Swat4: most of the time nothing happens. But when, then you have only (split-)seconds to take the right action. Also in Swat4 the team can pretty easily hold and cover for minutes while one player is afk. In Arma2 this is very difficult up to impossible. Enemy forces might use this time to flank or even surround your unit. And when the enemy attacks, no one else but you can move your ass to cover. In Swat4 we have almost always the initiative, we can determine when and where the action starts. In Arma2 this is rarely the case. A related issue: try to keep your orientation all the time. Keep visual contact to your teammates, especially your leader and/or buddy! (Don’t laugh. No Headcam like Swat4, but a more loose and open formation...it’s very easy to lose contact with your team. Especially in a forest.) Hold ALT to just turn your head looking around while keeping your weapon pointed to your AoR, and release the key to turn back to your AoR in split-seconds. Know where is North all the time, in case you need to report the general direction of dangerous contacts very fast or follow the order for an emergency evasion maneuver of your leader fast. Wind directions are preferable to the clock-system (12 oc, 3 oc, left/right side,etc.) since this can be misunderstood in open areas easily. Use your compass for exact bearing. Know the direction of the wind all the time, in case you have to deploy a smoke nade quickly or take a fast shoot across mid/long range. Know the next covered position around you in case your current position comes under attack and you need to make a quick run. Keep an eye on your flanks and rear.
Gear In Swat4 we mostly use SMGs and flashbangs. Both are almost useless in open/urban terrain. Instead we use sniper rifles to engage at long range, LMGs to put suppressive fire at the enemy, smoke to conceal our movements and various grenades, rockets and other explosives to blow up the enemy. Realize that a different environment requires different gear (beside different tactics)! Another issue: make sure your gear doesn’t get too heavy. In Swat deployments we usually grab the eq, jump out of the swat truck and move into the target building/area. As soldier in Arma2 you might have to carry your gear to the battle first, possibly across kilometers. Not really handy if you arrive at the battlefield and fall to the ground totally exhausted. On the other hand you are kinda screwed if you run out of ammo after the first 2 or 3 enemy contacts. Think about which gear you’ll probably need, and which not. And think about supplies in time, before you have to fight the enemy with bare hands and good will. Remember that you can grab stuff from downed enemies.
Retreat In Swat4 we usually have to finish the mission asap once it started, especially in hostage scenarios. Injured operators can’t be treated. In Arma2 however it’s a valid option to retreat from the enemy, patch up wounded mates or grab new ammunition if possible/necessary, and then attack the enemy from a different direction.
Remember the Basics No matter of the differences, we still rely on the same basics, e.g. team work, communication, situational awareness, right gear for the job, use of cover/concealment, AoR, etc.
"Teamwork is essential, it gives them someone else to shoot at." Murphy's Laws of Combat #9
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Lecter | Date: Saturday, 2013-03-09, 17:22 | Message # 2 |
Group: NCO
Messages: 534
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| Good one, Rap... Ahh, I cant wait to get arma2 and jump in...
May the forces of evil become confused on the way to your house
,,Not a single chainsaw was given that day...''
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Booone | Date: Saturday, 2013-03-09, 17:59 | Message # 3 |
Group: Lieutenant
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| Nice guide, it will help for a first entry much more than our usual tactical documents, which only display the tools we at our disposal. The general attitude is very different in Arma, than in SWAT. In SWAT we are usually the superior while in Arma 2 it is not uncommon for us to be the inferior.
The sticking in formation will probably get a bit easier again, as soon as we start use ACRE, as we have positional audio in fireteams and won't really use radio inside of the fireteam.
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Luis | Date: Sunday, 2013-03-10, 16:25 | Message # 4 |
Group: NCO
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| Quote (Raptor) and flashbangs. Both are almost useless in open/urban terrain That´s true... The time you flashed me it didnt did much... Just pissed me off
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Raptor | Date: Wednesday, 2013-03-27, 12:52 | Message # 5 |
Group: Commander
Messages: 3115
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| I already mentioned the gear issue above, but I want to highlight some points: Smoke Smoke is almost useless in CQB, in vanilla Swat4 we don't even have it. But situation changes in open or urban terrain. Smoke nades are a very effective way to conceal your movements. Ofc smoke doesn’t stop a bullet. But it’s very hard to hit a target that you can’t see (thus not impossible).
MG A MG is a powerful weapon, when used the right way. It’s heavy and made for continuous fire. Just get it in a good supported position (preferably prone with bipod deployed), and you can fire bursts up to 10 shots with pretty good precision. Ofc not every bullet will hit, you are not a sniper. But it’s actually enough if 1 out of 10 bullets hit. I hear people scream “what a waste of ammo”. Well, consider 2 things. First therefore the MG gunner carries so much ammo, often even an assistant gunner carries additional ammunition. Second the bullets are not really wasted. Presumed that your enemy doesn’t want to die, you’ll suppress him with every bullet you send in his direction. If your opponent is in open area, you’ll force him to move so he can’t return fire. And if he is already in cover, you’ll force him to keep his head down so he can’t neither return fire nor move out. Bottom line: as MG gunner keep on firing until you run out of ammo or you are sure that all enemies are neutralized (Btw I think most newcomers are also too modest when firing an AR, but that’s not such a big deal.)
Since we just had some problems with grabbing EQ recently, I’ll give an overview of the basic eq needed. Primary Weapon: As long as you don’t carry out a special role (e.g. sniper, MG), grab an AR (or lighter carabine) with a fitting scope (I like CCO/red dot for urban terrain, RCO/ACOG for open area). Watch the light conditions, many scopes don’t work with NVGs! Get enough ammunition! Don’t change your role without order from your team leader!
Smoke nades: Grab at least 1, better 2 + some spare in the backpack. Especially medics should carry more.
Frag nades: If possible grab at least 1, more when you team is facing urban terrain.
Medical Supplies: If the ACE wounding system is in place, everyone should carry 1 bandage, 1 bandage kit, 1 Morphine and 1 Epinephrine for first aid (an exception might be the grenadier). Let the medic carry spare supplies and Medikits, so he can keep an overview on the available medic stuff.
Night Vision Goggles NVGs: If one is available, grab it! Yes, if you return to the base in daylight you were carrying about 0.6 Kg too much the whole day. Buhu, need a tissue? On the other hand if something goes wrong and you don’t make it home for dinner, you’ll thank God that you can move and fight in pitch black darkness.
Binoculars, GPS, Map, Earplugs Doesn’t weigh much, huge advantage for reconnaissance/ orientation -> grab one.
Sidearm (pistol) Doesn’t weigh much, but it’s also not really useful in the field -> up to you (Snipers and MG gunners should probably get one)
Backpack Always handy to store spare supplies. But watch the size. A huge backpack offers more space, but the backpack itself is heavier.
Additional Weapons/Explosives/AT/radios/ammunition Talk to your team leader. Also ask him for the desired weight.
Hint: if different members use the same ammo type, they can exchange ammo if one runs low. It’s a good idea to order the same ammo type for all operators except the special weapons ofc. (As Marksman I often carry a M4 CCO for close range and a Mk0 for ranges from 300 to 600 meter, both are using NATO STANAG ammunition )
Carry the EQ of your special role A sniper needs a rangefinder and kestrel to hit his targets. A medic needs a bunch of bandages and similar stuff to do his job. An engineer should carry some explosives based on the objectives. Etc.
"Teamwork is essential, it gives them someone else to shoot at." Murphy's Laws of Combat #9
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