frosttwocz
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"Our oath signed with their blood"
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Post by frosttwocz on Aug 27, 2013 0:41:14 GMT
Hit-and-run Hit-and-run tactics is used when your objective is not to seize control of territory, but kill as many enemies as possible.Firefight is "a large exchange of bullets between two sides"You are avoiding firefight ( =is too risky, casulties). You just gonna engage enemy and pull back before he starts retourning fire. Good for para missions on low priority targets. Remember: Hit with one or two magazines and pull backShoot-and-scoot Shoot and scoot is an ( artillery) tactic. You engage enemy and then immediately change position and attack from another to avoid counter fire. Same as hit-and-run, but you are not pulling away form that area. In Arma do like 200m radius flanking movement around enemy and engage him again. Remember: Hit and do flanking movement then engage again Reverse-slope-defence (=in firefight)Reverse slope defence is a tactic where a defending force is positioned on the slope on the side opposite from the attacking force. 26/8/2013 " Two fire teams without scope weapons, each 2 players (Pavel+Drak, Arska+Frost), bassiclly flat dessert area with no hard cover (=rocks,walls or buildings) we engaged three enemy squads (around 25 soldiers) and before they returned fire they lost 8 men, we pulled back, did flank movement left behind next slope and wait till they went on the slope to our range and we engaged them again. On our side two wounded, 0 deads." Remember: Be hidden behind slope till enemies come to range, then hit them hardMovement-in-shotoutI think our firefights must be more Dynamic (=Assault Masters), each player and also fire teams have to constantly changing positions during shotout, personally im changing my position after every 5-10 rounds. Just go to different cover in the open move to sides. Remember: Be dynamic and flexible, not too staticRead more Links: en.wikipedia.org/wiki/Fireteamen.wikipedia.org/wiki/Hit-and-run_tacticsen.wikipedia.org/wiki/Shoot-and-scooten.wikipedia.org/wiki/Reverse_slope_defence
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sasha
Sergeant
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Post by sasha on Aug 27, 2013 10:54:14 GMT
Hit-and-run 26/8/2013 " Two fire teams without scope weapons, each 2 players (Pavel+Drak, Arska+Frost), bassiclly flat dessert area with no hard cover (=rocks,walls or buildings) we engaged three enemy squads (around 25 soldiers) and before they returned fire they lost 8 men, we pulled back, did flank movement left behind next slope and wait till they went on the slope to our range and we engaged them again. On our side two wounded, 0 deads." Remember: Be dynamic and flexible, not too static The part of your tactics was reverse slope defence - when you pulled out and waited until enemy starts cresting the hill Its much more effective against AI, since humans after taking first casualties will likely change direction of movement
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frosttwocz
Corporal
"Our oath signed with their blood"
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Post by frosttwocz on Aug 27, 2013 11:10:17 GMT
I will edit it. Thanks Sasha
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sasha
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Post by sasha on Aug 27, 2013 12:09:53 GMT
btw - you movement tactics is good against enemy artillery - if they call it on you
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frosttwocz
Corporal
"Our oath signed with their blood"
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Post by frosttwocz on Aug 27, 2013 12:12:11 GMT
I move every time when I hear "crack crack crack" as bullets impacting my cover.
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KSK
Staff Sergeant
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2013-05-04 - Baghlan Province ~Semper fidelis usque ad mortem et plus ultra~
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Post by KSK on Aug 27, 2013 19:19:23 GMT
And concerning the "Shoot-and-scoot" tactic. That is also one of the tactics a sniper/sniper team should keep in mind. Most become campers and that's their ticket to faster death. After engaging, change your position to avoid getting spotted. Snipers are not sent out to be caught in direct firefight. They are set up for suppressive, overwatching and unforeseeable fire. That's the real strength of snipers: The invisible dead; very hard to spot. That effects the numbers of kills and the duration between killing, yes , but it's the way of the "scoped-guys" with the long breath ...others get an assault rifle or LMG and run with the first line
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Arska
Specialist
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Post by Arska on Aug 27, 2013 21:53:25 GMT
Actually no K. If we remember our experiences in demo and noob sniping, the less they move the harder they are spot. Of course once they have emptied 2 sniper magazines without hitting anything we know what direction they are, but normally we spot these "snipers" because they move. Stationary sniper with ghillie on hill 800m away with accurate shooting is way harder to notice than sniper constantly changing position.
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frosttwocz
Corporal
"Our oath signed with their blood"
Posts: 147
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Post by frosttwocz on Aug 28, 2013 0:03:59 GMT
Fireteam-mates (=fireteam of two)
fireteam = "is second smallest military unit (=usually 4 people)"
Our squad usually consist 5-6 players. Each fireteam can have 2 members "=mates". With three fireteams you can flank left-right, supress, do pull-push tactics and provoke fight with much bigger enemy units.
Pulling back in couple is automatic and simple, one supressing other is moving. Also clearing houses.
Remember: Strenght of DAM is that we have good individuals, able to play as team
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frosttwocz
Corporal
"Our oath signed with their blood"
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Post by frosttwocz on Aug 28, 2013 1:49:50 GMT
Recon-techniques (=scouting)recon is " exploration of area and gather military information" Recon-by-pull ( =seeking the path of least resistance, Sun-Tzu compared this sort of attack to flowing water) "Flowing water avoids the heights and hastens to the lowlands, so an army avoids strenghts and strikes weeknesses" Another good tactic for para missions. You are avoiding hard contacts and firefights ( =too risky, casulties). In Arma very often happens that recon team get shout out and draw fire on rest of the squad. Because they are too close (less than 50m) to each other. Team on point must be in distance like 200-300m that when they get into the contact this will not happend. Than the rest of section in rear can do flanking movement or pull without enemy noticing. Recon squad can act like decoy and draw attention. Recon-by-fire ( =blind shooting in the area where the enemy probably is to provoke reaction) For example if you dont have eyes on infantry in outpost, FOB or city, but you know they are there. This will make them retourn fire or move. Remember: Keep distance between recon and others
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KSK
Staff Sergeant
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2013-05-04 - Baghlan Province ~Semper fidelis usque ad mortem et plus ultra~
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Post by KSK on Aug 28, 2013 11:55:43 GMT
Actually no K. If we remember our experiences in demo and noob sniping, the less they move the harder they are spot. Of course once they have emptied 2 sniper magazines without hitting anything we know what direction they are, but normally we spot these "snipers" because they move. Stationary sniper with ghillie on hill 800m away with accurate shooting is way harder to notice than sniper constantly changing position. You see...it's the noobs you referring to Changing positions doesn't mean to run away like hell and show you on horizon, but to kill some enemies, very carefully move away and set up new position for next engagement. This is actually how real snipers work. They don't camp permanently. That doesn't mean, that you have to change position after first kill. It's the golden way in the middle, between too few kills and a lot of kills but spotted and fucked. The moment to move is, when enemies are irritated by sniperfire and a few of their comrades laying dead on the ground. Snipers are set up for high priority target and overwatching/scouting and not for enduring engagement. And don't forget the AI...they know where the fire is coming from after less than one emptied mag.
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frosttwocz
Corporal
"Our oath signed with their blood"
Posts: 147
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Post by frosttwocz on Aug 28, 2013 16:45:12 GMT
Stress-under-fire (=stop giving orders)
Watch: Band of Brothers
Our War (9:18 - 20:00)
In Arma, during shotout or in other stressful situations it often happens that squad leader just "start-stop" giving orders.
Basiclly, because he's too much involved in firefighting or movement.
Like Sgt.Wilson, Lt.Miller and Cpt.Speirs, commander have to keep organize soldiers during fight.
What soldiers should do is avoid getting shot. In these situations we dont need "crybaby culture/sydrome"
In game with no respawn, this mistake can be critical.
Remember: Organized command is strongest weapon of CO
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frosttwocz
Corporal
"Our oath signed with their blood"
Posts: 147
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Post by frosttwocz on Sept 1, 2013 10:52:47 GMT
One-eighty and three-sixty (=degrees)
open field is "flat area with no hard cover, only small slopes and little rocks"
Best way to deal with larger group of enemies in the open field is to suround them (=360° firefight) or flank them from both sides (=180° firefight) to get them in "cross fire/kill zone"
When you get into shotout in the open. You must be flexible and Dynamic (=Assault Masters). If you dont have larger force then enemy apply shoot-and-scoot or hit-and-run.
If enemy is trying to do one-eighty (=flank movement) your squad have to pull back (=or to side) and enemy flanking squad is again to your front.
Or you can do counter-flanking move.
Remember: Always make sure you have area in rear for pull back movement
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frosttwocz
Corporal
"Our oath signed with their blood"
Posts: 147
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Post by frosttwocz on Sept 3, 2013 23:44:51 GMT
Concentration-of-fire (=on line form enemies)SOP is "Standard Operating Procedures" (=actions that squad performs automaticlly without command)
Situation: Eyes on enemy patrol in line formation. Our squad in line too.
Riflemen - left flank rifleman fires on left flank, right rifleman on right flank, after their sectors are clear they can shift fire to center
Automatic Riflemen - in short range (=less than 460m) they fire in short accurate bursts (=2-3rounds), they disturbing their fire from center to flanks, focusing on enemy automatic weapons
Grenadiers - begin firing on flanks, firing as rapidly as possible, than focus on center of enemy squad, then retourn to flanks
Team leader - distribute his fire where he feel it will be the most effective
Read more in US Army Vietnam War Tactics (=page 16-18) link Remember: It's better to start shooting on wrong target, than do nothing
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frosttwocz
Corporal
"Our oath signed with their blood"
Posts: 147
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Post by frosttwocz on Sept 4, 2013 5:31:18 GMT
Concentration-of-fire (=on column form enemies)SOP is "Standard Operating Procedures" (=actions that squad performs automaticlly without command)
Situation: Eyes on enemy patrol in column formation. Our squad in line form.
BRAVO (=left team) - fires on the front and half of center ALPHA (=right team) - fires on the half of center and whole rear
Riflemen - bravo left R fires on front, bravo right R fires on center, alpha left R fires on center, alpha right R on rear
Automatic Riflemen - focusing on center till their sector is clear, then they shift fire
Grenadiers - fire initially on center of a column, rapidly
Team leaders - where their fire is most effective + they must be alert to control and shift fires of their teams
Read more in US Army Vietnam War Tactics (=page 18-19) link Remember: It's better to start shooting on wrong target, than do nothing
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frosttwocz
Corporal
"Our oath signed with their blood"
Posts: 147
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Post by frosttwocz on Sept 5, 2013 8:58:43 GMT
Gain-fire-superiority (=work only in PvP, AI is unsuppressible)
Fire superiority is "massive firepower which pinning down the opponents" (=reguires lot of ammmo)
Can be reached with heavy weapons, vehicles with guns or with a lot of small arms.
This suggestion is specially usefull for Iran-Iraq mission. (=for attackers)
Your goal is to supress enemy force so intense that they can't even move, observe your movements or retourn fire. (=pinned down)
Fire superiority gives you advantage against enemies (=you control battlefield), they become static so you can flank or focus granadiers on their covers. Assault teams can proceed more aggressively.
Remember: Intense rate of fire is between 30-40 rounds per minute
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