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DarkPrometheus
Dark Force Katana General Tso's Alliance
116
|
Posted - 2013.04.26 00:39:00 -
[1] - Quote
Welcome I'm going to cover the tactics portion on sniping. This guide is modified from the i use from arma 2 that has made me lethal in arma (ignore the keyboard controls in the guide). This will be long. I'll be revising when need Note load outs won't be discussed yet
with out further a do.
S.N.I.P.E.R.
Setup Needs Intel Prioritize Engage Review |
DarkPrometheus
Dark Force Katana General Tso's Alliance
116
|
Posted - 2013.04.26 00:40:00 -
[2] - Quote
What makes a good sniper? A good sniper must be a team player. There is a preconceived notation that a sniper is simply a lone wolf out there just getting kills for themselves. This is not the case here. To those players we would not award them by name of a sniper. The sole purpose of a sniper is to be an asset to his team by providing them fluid battlefield intelligence and surgical precision fire when needed. Due to the variety of missions a sniper can be called upon to perform they absolutely must be able to GÇ£Improvise, Adapt and OvercomeGÇ¥. They must be able to adapt to the dynamic battlefield, improvise to gain the advantage, and overcome the adversities threatening their effectiveness. A sniper should continually strive to become perfect at their craft by acquiring knowledge after every engagement and using that knowledge to enhance their skills and abilities. Truly ghosts of the battlefield. Neither seen nor heard until the precise time they choose to make themselves know
The sniper teamGÇÖs organization is simple. It consists of two men: a sniper and a spotter. DonGÇÖt let the wording fool you both men are trained well in sniping. There are certain situations which the sniper will have to operate alone which means he has no spotter and takes on all roles. In the same way the spotter must learn to fire as effectively as the sniper every now and then. However, operating in two man teams gives them the greatest flexibility and lethality on the battlefield. For the team to successfully survive on the battlefield they must move, act, and communicate as a single entity. Sniper Duties and Responsibilities: GÇó Selects Sniper Hide Location to fire from GÇó Plans exfiltration route GÇó Adjusts scope for range and angle GÇó Engages human and materiel targets of priority GÇó Observes and relays information with spotter Spotter Duties and Responsibilities: GÇó Identifies targets by priority GÇó Makes range estimates for sniper GÇó Relays high priority intelligence and coordinates with command GÇó Provides close-range security and takes point when moving GÇó Engages targets below the GÇ£horizon lineGÇ¥ as appropriate to mission The sniper teamGÇÖs role is twofold. First and foremost, they are shooters capable of delivering deliberate surgical precision long-range fire out to 1200m and beyond. This allows the sniper to eliminate key targets on the battlefield anywhere, day or night, under any conditions. The motto is ONE SHOT ONE KILL. Secondly, what some may argue to be just as important as the first is surveillance and intelligence reporting. The battlefield is an active and changing landscape and a sniper is vital to the command structure for relaying the information that is developing on the battlefield.
Navigation and Movement Target |
DarkPrometheus
Dark Force Katana General Tso's Alliance
116
|
Posted - 2013.04.26 00:41:00 -
[3] - Quote
Chapter 3 A key weapon in the arsenal of the sniper is an ability to stay hidden. They achieve this by maintaining a low profile and employing camouflage techniques. However, it becomes necessary to know how to get in and out first. Understanding the importance of how to move to and from your objectives as well as how to stalk targets will scale up the effectiveness of your presence on the battlefield. This chapter features methods and tactics useful to the individual sniper in addition to your partner as you move from location to location, accomplishing objectives. We first begin by discussing the procedures of navigation and map reading; crucial factors to your planning and knowledge of the area
Map Reading and Use The map of the area you are working in is your primary intelligence when it comes to directions, elevations, coordinates, and other terrain information. Where ever you are operating it is vital that you have a grasp on how to bring up the map and GPS (key GÇ£MGÇ¥ and GÇ£Right CTRL+MGÇ¥ by default respectively). It is all you have for information before you hit the ground. Knowing how to read and interact with this tool is necessary to your success and the success of your team. For the player taking on the role of the spotter, the map will most likely be accessed quite often to evaluate locations prior to moving and identifying targets before shooting. It also serves to illustrate in real-time all the maneuvers of the rest of the team effort. Some important topics relevant to the mission of the sniper: GÇó Elevation GÇó Topographical Surface GÇó Grid Distance and Coordinate
Moving Targets When trying to engage moving targets in AmrA 2: OA we find it an extremely difficult task and should be done sparingly; as not to give away your position because of missed shots. It takes a very skilled sniper to achieve hits on moving targets at great distances. There are a few things that come into play when shooting at a target at...letGÇÖs say 800m: Distance to Target: Your distance to target is important because ArmA 2: OA bullets each have velocity to them. Which means at distance there is actually bullet travel time to take into account; it could take up to a 1 sec or more for a bullet to reach its target taking lag into account as well. So trying to hit a target that is in a full sprint without accounting for bullet travel time will result in a miss. This is one variable you need to account for by leading the target further. Angle to Target: Your angle to target is also very important, not so for leading, but having the right elevation adjust meant. The higher your elevation the higher your bullet impact will be. Even if youGÇÖre zeroed for 800m if youGÇÖre shooting at a much higher elevation your bullet strikes will be higher than your target. You can either aim lower than you normally would but that is more of a guess that might work for the situation. A more accurate way to calculate this is to use the horizontal distance on your map to find the correct distance. Because the bullet is travelling in an arc is the reason you see this change. When you miss a shot and you confirmed all other variables for it, Angle to Target is probably the thing affecting you and youGÇÖll know it then. See appendix 3A. Target Speed: This is pretty self-explanatory. Targets move at different speeds. They can be casually walking which means their speed is low and your lead shouldnGÇÖt be as great. However, if they are running at a full sprint then your lead should be much greater. You also might have to hit crawling targets so all the principles still apply. It takes a great amount of practice and often several shots to achieve hits at faster speed. Target Angle: Target angle is the last of the variables youGÇÖll need to account for. If your target is moving from left to right at a 90 degree angle youGÇÖll have a greater lead. If your target is moving at an angle coming to you or away from you, your lead will slowly get less. When the target is running directly at you or away from you there is no lead but you have to adjust for increasing or decreasing distance. To achieve the desired hit after taking into account all the variables to hit a moving target youGÇÖre left with two methods to engage the target: Trapping: is pretty simple and your scope is not moving all over the place and works if you know the direction your target is heading. You put your scope in the direction of your targets travel and wait for them to hit the necessary amount of lead before you shoot. This method, your reticle is still and your target essentially walks into the bullet. Tracking: is more suited when your targetGÇÖs direction of travel is erratic. You use your scope to track the targets position and while your scope is moving leading the target you add the necessary lead to make the shot. |
DarkPrometheus
Dark Force Katana General Tso's Alliance
116
|
Posted - 2013.04.26 00:42:00 -
[4] - Quote
The S.N.I.P.E.R. Sequence is an easy to remember plan that a sniper team should step through to ensure they are adequately prepared for any mission. 1. Setup - This begins as soon as you hit the ground and includes selecting a shooting position or Hide and surveying the AO. 2. Needs - Once you are setup at the AO, establishing your needs is a must. Determine the Clock, Split the Sector, and develop a memory of various Ranges to landmarks as necessary. 3. Intel - Now that you have your needs satisfied you are ready to operate beginning with gathering intelligence. This requires observing key features of the AO such as priority targets for your friendly units as well as the paths and whereabouts of enemy forces as a whole. The step may or may not be a lengthy process. It all depends on your mission. Regardless, receiving and relaying Intel sets you up for the next step. 4. Prioritize - While intelligence gathering never really ceases out in the field, with the most basic forms of it covered, targets appropriate to your role can now be identified and prioritized. 5. Engage - Target priority is your number one concern and will work hand in hand with the engagement process. Engaging a target should only be done when cleared by command and when the consequence of revealing your position has been thought through. 6. Review - The review process is twofold. It stands for the constant adaptation and application of this process as needed in an AO. Furthermore, it involves reviewing and Target Priorities There are many marksmen who think by picking up a sniper system they are a sniper. Being a sniper is more than just being able to shoot at long-range targets. ItGÇÖs about knowing when to shoot and when not to, as well as selecting the correct targets that are worth your shot. You can only begin to call yourself a sniper when youGÇÖve mastered certain skill sets that make you more than just a shooter. One of the more important aspects of being a sniper is identifying your targets and prioritizing them as either HVT (High Value Targets) or HTL (High Threat Level). This threat can be to you, or friendly aircraft, vehicles, and infantry squads. It comes down to your mission. If youGÇÖre tasked with providing over watch to an infantry squad on the move, you should be prioritizing targets that have the HTL to that squad. Target priorities should be similar to as follows: 1. Static weapons - There are many static weapons that could affect the squad movements. The AGS grenade launcher is devastating to ground troops, but most are equally lethal. Any static weapons in the vicinity of the advancing squad should be first priority. See Appendix 2A 2. Infantry - Again there are many different types of infantry, AT, AA, Machine gunners, snipers, spotters. See Appendix 2A. 3. Vehicles - Most vehicles you canGÇÖt do too much about; however, if your carrying a laser marker you can direct air assets on target. If no laser marker is available itGÇÖs important to relay that intelligence to friendly forces on the ground. See Appendix 2A. These priorities strictly depend on what the squad will come into contact with and what is the HTL to that squad and their mission. By prioritizing and selectively eliminating the HVT or HTL you transform yourself into a much more powerful force on the battlefield. YouGÇÖre no longer indiscreetly shooting at targets as a marksman would. You become something that is much more lethal to the effort of your enemyGǪa sniper.
Ballistics Angle to Target The two main factors that affect whether or not you achieve a hit are bullet drop and angle to target. You must be able to adjust for the bulletGÇÖs drop over distance and calculate your angle to target as well. When you are in a higher elevation than your target your bullet will strike higher than you intended. This is due ArmA 2: OA having bullet ballistics. In such cases where youGÇÖre higher than your target you should either aim lower than you normal would or use the horizontal distance on the map to get your range to target. This means you need range time, the more you play and take these things into consideration, and it will become second nature. See appendix 3A. Bullet Travel Time / Lag Trying to hit moving targets is extremely difficult for a couple reasons. First is the bullet travel time each weapon has a bullet velocity and lag also plays a part. The bullet travel time is consistent...your lag, however, is not. Thus hitting a moving target an extreme range will have at least a variable of lag which you cannot predict. Again, the more you play youGÇÖll see how long it takes for certain shots with your connection and eventually be able to better hit moving targets. A solid rule of thumb is if you believe you cannot achieve a one shot kill then you should not take the shot. It is often never worth exposing your position with a missed shot.
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DarkPrometheus
Dark Force Katana General Tso's Alliance
116
|
Posted - 2013.04.26 00:42:00 -
[5] - Quote
The SniperGÇÖs Hide Chapter 8 Selecting a suitable Sniper Hide Location (SHL) is probably the most important aspect of being an effective sniper. The spot you select is affected by several things: the first is GÇ£Does it allow me to cover my sector?GÇ¥ It doesnGÇÖt matter how great a spot youGÇÖve selected, if you cannot see your AO or enough of the area you are tasked to cover, then the spot is useless. There may come a time in a mission where the Tactical Warfare Specialist needs you to cover a certain sector, which limits the level of control you have on your Firing Position. In these cases it is best to listen to the command requests, and find the best position possible within the limits of what command has asked. If at which time you feel you canGÇÖt cover your given sector effectively, you can request to move as long as your team is aware you are not covering your sector. This request to Tactical Warfare Specialist either gives you a green light or denies your request; you then have to make the best of the situation, trust in the teamGÇÖs decision, and make sure youGÇÖre prepared; never let your guard down. SniperGÇÖs hide Selection When selecting your hide you must consider a few things beyond whether or not you can cover your sector. You want to be in a position where your target will most appear inside the AO. You donGÇÖt what to be in such a place where enemy patrols can just pop up right next to you, compromising your firing position. This almost always means your selection will be in an elevated position but there are trade-offs with this. Maintaining a ballistic advantage over the enemy is also important; however, you donGÇÖt want to be at such a high angle as it will mess with your range estimation and trajectory compensations. Moreover, a high hill can mean your closer view is blocked, masking enemy infantry who could be advancing on your hill. YouGÇÖre looking for a hide that is inconspicuous to the enemy, a place where theyGÇÖd never think a sniper would be at. Running across ridge tops to locations on the top of a mountain are bad practices. In route to a sniper location you shouldnGÇÖt ever run across the tops of hills period. The reason for this is because you silhouette your figure across the sky. This contrast against the sky makes it incredibly easy to spot you; even from a great distance. You should be moving through valleys, forested areas, or moving behind hills so the enemy has no line of sight on you. You also want to try and avoid setting up your Firing Position on the front of mountains and hill. Mostly due to the fact your will have trouble with your egress if youGÇÖve been compromised. Another reason to avoid this is that while lying prone you expose your body lengthwise up the hill.Page | 41 |
DarkPrometheus
Dark Force Katana General Tso's Alliance
116
|
Posted - 2013.04.26 00:43:00 -
[6] - Quote
Firing Positions Map On the map there are four Firing Positions (FP) placed on the map. They are all good spots; however, each has their distinct advantages and disadvantages. Each FP is less than 1000m to center of AO. FP-1: Is overall a very well rounded position but it lacks little overall perspective of the AO. Some sections may be hidden by the veins or foothills of the mountains. This spot has a decent elevation but not too much, so Angle to Target becomes a non-issue. The position also allows for good egress into the surrounding hills. FP-2: Is on a much higher elevation which will affect your zero range. It offers a good view of the AO; however, it leaves the sniper a little exposed on the face of the mountain. FP-3: Is similar to that of FP-1 in regards to good egress and angle to target. Though it has an even more narrow view of the AO due to the fact of looking threw a smaller valley. FP-4: Sits on a higher elevation so you will most likely have to adjust for your Angle to Target. The egress is good as well with a good perspective over the AO.Page | 42 These are by no means the best or worst FPGÇÖs to be in. Trying to achieve the perfect FP is very difficult and time costly. We sometimes must make difficult choices and weigh the pros and cons. The three main things to keep in mind when selecting your FP is: 1. AO perspective 2. Angle to Target 3. Egress All three things are important factors in the selection of an FP. It all boils down to experience trying out different FP while playing and learning what works and what doesnGÇÖt. Your FP selection will determine your overall effectiveness as a sniper team on the battlefield; poor choices = combat ineffective. Cover and Concealment ItGÇÖs best to have a hide that has a good combination of cover and concealment. Having good cover allows you the benefit of being able to take fire from the enemy with relative safety until you can use your egress route. Things that youGÇÖll most likely use as cover are low walls, rocks, trees, and buildings. While good cover is important, concealment is equally as important. Concealment provides you an added aid by breaking up your outline or covering most of your body. It makes it much harder for someone that is scanning for you to pick you out of a bushes, trees, etc. Ghillie suits work well here but their color and pattern should be thought out before employing them into various environments. |
DarkPrometheus
Dark Force Katana General Tso's Alliance
116
|
Posted - 2013.04.26 00:44:00 -
[7] - Quote
Infiltration Once youGÇÖve located a position on your map or already have a known position, how you infiltrate to your firing position is very important. I say infiltration for a couple of reasons. First youGÇÖre in enemy territory; just because your 1000m off an AO doesnGÇÖt mean you wonGÇÖt see the enemy along the way. Second your firing position should be a secret to the enemy; you infiltrate your firing position for the fact you donGÇÖt want to be seen entering it. If youGÇÖre seen entering your hide then you, and your entire mission, and your team who relies on your cover become compromised. It is costly in many ways to have to relocate. The rule here is: haste makes waste. You have three modes of travel that you can use as a sniper to get into your location. 1. HALO Jump: This is probably the most effective way to get into an area quickly while staying undetected. Quiet, low profile, and able to adapt the plan while in the air. This method of transport does leave you vulnerable. 2. Helicopter: This is also effective, though, you are more exposed to the threat of AA while en-route. This approach can also be very noisy, alerting the enemy to your presence. 3. Ground Vehicle: This is an okay choice. If youGÇÖre given the time to reach the AO a vehicle is usually a last resort. Most wheeled vehicles move too slowly over the terrain you operate in. Noisy as well, but possibly added cover and firepower.Page | 43 In the case of both HALO and Helicopter insertion the LZ should be at least 500m to 1000m away from your final Firing Position. Again you want to infiltrate your firing position; not land the helicopter get out and lay down. The odds of you being seen go up greatly with the attention helicopters receive. If youGÇÖre dropped at a distance you can use terrain to confuse the enemy of your eventual location if you happen to be spotted on your way in. You should also make use of the different movements: i.e. the standing sprint, crouch run, crawl when moving across your terrain. There is no point into getting to your Firing Position fast if you become engaged and/or killed en-route. Egress Tactics Once youGÇÖre in a suitable FP youGÇÖll want to make sure you have an established primary and secondary egress route. It is extremely important to have these planned out before hand so in the case that you do come under fire youGÇÖre not scrambling trying to figure out where to go. You want the egress route to quickly break the enemyGÇÖs line of sight on you. When you do get engaged and are forced to leave your firing position you must relay this to command so the team is aware that you are no longer on scope and thus combat ineffective for a short while. As soon as you break contact you should start the process of selecting a new hide; preferably one that is a good distance away from your previous spot. This is to try and minimize any residual threats from spotters, patrols, or recon jeeps that are still looking for you. FP-1 Egress RoutePage | 44 This image illustrates the egress from FP-1. Even though you are just on the face of this small ridge, you will be able to hide behind the crest within 5m. Thus we see it becomes enough to break line of sight from the enemy without giving up too much height advantage. The sniper team should move to a hold location where they will reassess the situation. If the situation is good and there is no pursuing enemy forces the sniper team can then plan to relocate to a new possible FP location. If youGÇÖre still being pursued then that building will provide a good defensive position to engage from. This demonstrates that not only do you need a fast and covered egress route but your end location should be one that is prepared enough to defend off enemies. When youGÇÖre sure it is safe to move, then re-establishing a new FP and continuing with the mission is your sniper elementGÇÖs top priority.
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