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    Rev A | 4 Jul 2008

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    ContentsContents ..........................................

    Introduction ....................................

    Intent ...........................................

    My Background ...........................

    The Absolute Essentials ..................

    Taking the Fight to the Enemy ....

    Moving ........................................

    Easy Places to Find a Stationary

    Selecting a Battle Position ..........

    Military Operations in Urban Terrai

    General ........................................

    Covering and Capturing a CP.......

    Clearing the Enemy .....................

    Covering Friendly AFVs (Sapper P

    Weapons .........................................

    Lee Enfield No.4 Mk.1 (Brit Rifle)

    Lee Enfield No.4 Mk.1 (T) (Brit SnFusil MAS 36 (French Rifle) .........

    Fusil mle 1886 m 1893 (Scoped) .

    Sub-Machine Guns ......................

    Light Machine Guns ....................

    Anti-Tank Rifles ...........................

    Ultra-light Mortars ......................

    Fire Control .................................

    Killing Anti-tank and Anti-air Gun

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    ...................................................................................

    ...................................................................................

    ...................................................................................

    ...................................................................................

    ...................................................................................

    ...................................................................................

    ...................................................................................

    nemy (ie an easy target!)..........................................

    ...................................................................................

    n (MOUT) ...................................................................

    ...................................................................................

    ...................................................................................

    ...................................................................................

    rotection) ..................................................................

    ...................................................................................

    ...................................................................................

    iper rifle) ......................................................................................................................................................

    ...................................................................................

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    Introduction

    Intent

    Infantry has gone from beiII Online at its launch in June 200

    major stratification in the player b

    floating around on how to sap ta

    necessarily make you effective. Th

    plan to being truly effective, which

    process that makes someone a gr

    great pilot. There will also of cours

    Most importantly I want to

    can read through quickly and makbattlefield. Ill use graphics as m

    providing explanation to key conce

    My Background

    10 years ago I got into the

    with the atrocious net code that

    weapons on cable internet lines. I

    sniper rifle. With that setup if you

    plan, and the ability to remain und

    started down the think-shooter r

    In June 2001 I signed up f

    rifle and sub machine gun, sp

    cover or concealment out there.

    enjoyed playing infantry though, p

    Outside of the game Im a

    game world works and how I play,

    well at this game, but for those

    riflemen that plays WW2OL is a ret

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    g probably the least appreciated and used type of1, to the most heavily used but very poorly unde

    ase as to experience and infantry capability. There

    nks or disable them with an ATR, but while thos

    goal here is to give more insight into the high-lev

    then carries over to any infantry weapon. Much of

    at infantry player can carry over and make them

    be material dedicated to better shooting.

    make this as easily digestible and concise as possi

    e use of immediately to get out and start kickingch as possible and try to stay away from being

    pts.

    First Person Shooter scene with NovaLogics Delta

    ame offered, most combat was dominated by gu

    ad a 28.8k dial-up connection and liked using the

    wanted to kill anything you had to have a clutch

    etected. Being a twitch-shooter was not entirely

    oad and havent turned back.

    r World War II Online. The two infantry types yo

    wn lists were unlimited for everything, and there

    It was literally as clear and as flat as a putting

    rticularly the rifle, and have just about seen it all.

    0-something mechanical engineer. Im very analyti

    and it really helps. There are certainly twitch-shoo

    f you who think thats the only way to be good

    ired grandfather, and hell kick your ass.

    unit in World Warrstood. There is a

    have been guides

    e help they dont

    el process and the

    the same thought

    a great tanker or

    le, something you

    ass on the virtualwordy, while still

    orce. At that time

    ys with automatic

    slow-firing M40A1

    hot, the ability to

    the thing for me. I

    u could pick were

    wasnt a shred of

    reen. Ive always

    cal about how the

    ter types who do

    one of the best

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    The Absolute EssentialsThe following are the most

    surprisingly simple to overlook or i

    You have to keep movingBy far the #1 thing new gu

    and rack up kills, but picki

    You will get waymore kills

    You need to know where ethe enemy is before he kn

    an unsuspecting enemy, is

    When you accomplish theable to drop him fast!

    Taking the Fight to the En

    As I said before, the #1 thi

    do not take the fight to the enemy

    Get out of the AB! The Arin there and camp/kill yo

    youve got to move out.

    Cut them off at the sourcholding back and defendin

    deploy more resources, ena brigade can source well

    stop them. You will never

    priority needs to be to cap

    easy to recap town.

    Likewise when attacking,CPsfirst. Even before capt

    The sequence of events in

    1. Secure your immediate poforce them away.

    2. Go after the enemys immSecure the larger area. Do

    enemy, then move.

    3. Go after their forward badestroy it or effectively shu

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    important concepts to keep in mind. They may se

    nore!

    r be aggressive. If youre stationary [for very long]

    ys seem to miss. I have no problem with guys that

    g your nose or scratching your ass in a bush or wi

    up front.

    verything is around you. More importantly you ne

    ws where you are. In general the guy who gets th

    going to win.

    above and know where the unsuspecting enemy

    my

    ng people miss is they are not aggressive enough

    .

    y Base is the enemys ultimate kill zone. His end g

    . If you stay there, you just make his job easier.

    . If youre defending a town the enemy has a d

    for any extended period of time just plays into the

    roach more on you, and defeat you. Given that atover 1000 infantry, just shooting at them with rif

    attrite off that many. City flags, RR stations, etc ar

    ure or destroy their spawn point. Once you do tha

    articularly a no mans land town, capture any o

    ring your own spawnable. Shut them down before

    ny area should be as follows

    sition/spawn point. If the enemy is in your perim

    ediate spawn location. This may be a spawnable

    it quickly. Stay in one spot only long enough to

    se, or defensive FB in a no mans land town.

    t it down.

    em simple but are

    youre 99% dead.

    ant to hang back

    ndow wont do it.

    ed to know where

    e first shot off, on

    is, you need to be

    , do not move, or

    oal is to press you

    Even on defense,

    epot or a MSP at,

    ir hand. Lets them

    he time of writingles is not going to

    e meaningless. #1

    t, then its trivially

    f their spawnable

    they can start!

    ter, kill them and

    depot, or a MSP.

    kill the immediate

    ttack it, press it,

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    4. Take the fight to the enedont bother with you and

    5. Always, always, always becannot and are hemmed inmay as well redeploy.

    Moving

    Getting around is not as ob

    Stay concealed! With themiddle of an open field for

    Stay low when moving thras the water would throu

    youll stay much more conc Even when moving to t

    automatically drawn to hig

    If you have more immediaFighter pilots refer to this

    enemy at will. Infantry hav

    need to sprint as much as

    make contact, you want al

    (get on their side or behin

    do this if youve sprinted y

    If you do have to sprint acron you to kill you as soon a

    down for more than one.

    Im up he sees me Im

    You can exploit the way th

    and being prone, but I view

    By all means, zig-zag. DonAgain, you can exploit this

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    y further, AO or not. Force them into a defensiv

    ou can redeploy resources to a feasible attack obj

    taking the fight east or further onto their hom

    and honestly stuck (rare, but happens) you have al

    vious as one might think. Things to keep in mind

    mount of concealment available there is no reaso

    more than a few seconds. Follow shrub lines, berm

    ugh small terrain. Berms, rubble, etc. As dumb

    h the terrain. Dont crest over terrain features o

    ealed.ake commanding elevation, keep in mind peo

    objects. Stay off ridgelines, dont silhouette yours

    te maneuver options than the enemy, youre in g

    s energy retention, and being able to close with o

    this option as well, with stamina and the ability to

    many people do during the movement to contact

    l that sprinting ability available to either maneuve

    them), close with them, or get the hell away and

    urself dry for no reason.

    oss open ground, always assume someone is startins you pop out from cover. Dont be up for more tha

    own Im up

    predictor code works by toggling really quickly be

    this as gamey and cheap and dont recommend it.

    t move in a straight line, youre just making yours

    y lag dancing across the field which is gamey an

    e mindset so they

    ctive.

    turf. If you truly

    ready lost and you

    n to be out in the

    s, buildings, etc.

    s it sounds, move

    r rubble piles and

    ples attention is

    elf.

    ood shape to win.

    r extend from the

    sprint. Theres no

    phase. When you

    against someone

    o cover. You cant

    g to draw a beadn 3 seconds, or

    ween sprinting

    elf an easy target.

    cheap.

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    Easy Places to Find a Stati

    Along the lines of knowing

    the enemy. There is really no time

    that MG34 or Panzer or what have

    scanning, keep in mind people ten

    stationary targets.

    Church towers Super obv Blown-out church stairs

    falling apart, shooters will

    background behind them.

    Along AB walls Hard to sfrom the walls of a closed

    In the bunker top Nottheres a guy up there.

    Roof tops Also very obviheavily against the sky. If

    roofline.

    Depot windows One offrom these. Find a busy en

    trying to defend) and just

    fraction of a second. And t

    Building windows and roquickly scan them all. Ever

    or machine gun barrel poki

    Clumps of trees Pretty se Hedgerows Same as abo Shrub lines Probably th

    fields and infantry blend in

    Given that anyone with a

    all those, you probably should not

    P a g e | 6

    nary Enemy (ie an easy target!)

    where everything is around you, you should consta

    you can just jog away and be oblivious. Youd be

    you is sitting out there way in the middle of nowh

    d to be very predictable. The following are some

    ious. Enemy sticks out like a sore thumb against th

    Less obvious. When a church is damaged and th

    hide on the stairs. They are harder to spot since

    eep this in mind.

    pot as its a small area (usually just their head), but

    B

    uper popular, but if the enemy is defending a b

    ous. All rooflines in game are perfectly straight, an

    there is a shooter laying there he will stick out as

    my favorite places to target! For some reason pe

    emy depot (typically one that we are trying to ca

    zero in on a window. A guy will pop up, and you

    ey keep coming up for more!

    fs Similar to the above. Theres a lot of them,

    so often you will be jogging past a building, look

    ng out of the upstairs window. Free kill up there.

    lf explanatory. Enemy likes to sit up on the berms a

    e.

    hardest terrain object to scan since there are s

    o them fairly well.

    oderate amount of experience is going to immed

    e using them as primary locations to shoot from!

    ntlybe looking for

    mazed how often

    re. When you are

    laces to find easy

    sky background.

    e tower walls are

    they have a dark

    guys like to shoot

    nker chances are

    d tend to contrast

    a bump on the

    ple love to shoot

    ture and they are

    can drop him in a

    but you need to

    up, and see a rifle

    nd look around.

    many out in the

    iately be scanning

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    Selecting a Battle Position

    There are a few general gui

    Avoid the obvious position Ideally, have cover in front

    shape immediately behind

    Only expose yourself for brscanning for targets for mi

    and shoot you. Stay concea

    target and shoot it, and po

    someone will spot you.

    Move frequently. If you killare and will probably come

    occupied. Generally this wi

    Only expose yourself to the Keep in mind where the en

    a straight line from where t

    straight to town, and enem

    Since people think so lineaenemys likely axis of adva

    Set your shots up so they aand orientation that youre

    Reverse positions, whensome sort of cover or conc

    enemys back when he goe

    easy kill.

    P a g e | 7

    delines for picking a battle/firing position.

    of you, and concealment behind you. Having a shru

    you helps break up your profile and makes you har

    ief periods of time! A big mistake many people ma

    utes on end. The whole world can see you, someo

    led 75% of the time, pop up briefly to scan (3-10 se

    back down. The less time you are exposed, the les

    someone, particularly if theyre close, they know e

    back with a vengeance. Move, and cover the positi

    ll be progressively falling back or moving laterally.

    smallest field of view you need.

    emy will likely come from, and go to. People are laz

    hey spawn to where theyre going. Good examples

    y AB straight to a depot theyre interested in.

    ly, get after their flanks. A battle position with a fla

    ce will yield heaps of kills.

    re as easy as possible. Work smart, not hard. Set po

    comfortable with so that your first shot will hit.

    ou can set them up, are excellent. In this type of s

    alment behind you, and you are set up so you hav

    s by. Since even good infantry typically have poor r

    b or some odd

    er to spot

    e is to sit there

    e will pick you up

    conds), find a

    s chance

    actly where you

    on you previously

    y and like to go in

    enemy MSPs

    nk shot on the

    sitions in a range

    enario you have

    a shot at the

    ar security, its an

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    Military Operations in U

    General

    Military organizations of thmovement to clearing rooms to co

    condense things down into the ess

    Charleroi, Liege, etc can either b

    comfortable you are with it.

    Stay out of the roads if atreason you should be goin

    If you do have to cross soyou, pop smoke to obscure

    Avoid peak elevation.observation, but avoid cres

    drawn toward the highest

    people seem to realize this

    360 degree awareness isfights tend to be rolling, m

    popping out of buildings

    behind.

    Be aware of the 3rd dimenpoint around you, but abo

    infantry stick out like a sor

    some low cover and take t

    Move very frequently. Watch friendly tanks for sa Cut the pie or pie ever

    With this method as you a

    but with the sights down

    rotating around the corner

    that dead space up into sm

    pie slices. I like to stay at l

    my weapon will not obsc

    field of view and I can qui

    engage.

    P a g e | 9

    ban Terrain (MOUT)

    e world have very in-depth guides on this subject,unter-sniper activity. I will spare you the dozens of

    ntials. Fighting in-game in cities such as Turnhout,

    e a real pain in the ass or pretty fun; mostly d

    all possible. They are long easy killzones for tank

    across a road is at full sprint getting from one buil

    e open ground and think or know that the enemy

    yourself.

    igh ground can be good to a degree as it ating piles of rubble, avoid roof tops, etc. Remembe

    earby elevation. Staying lowis generally the best

    .

    ven more critical in a city than it is anywhere el

    ingling clusters of friendly and enemy infantry ther

    etc anywhere around you. Constantly scan ahea

    sion! Most people arent. Not only is the enemy

    ve you as well. Scan every roofline you go by or

    e thumb even from a few hundred meters. If you

    em out.

    ppers.

    y sharp corner or dead space you encounter. Get i

    proach a corner, bring your weapon to a low read

    low) and start

    . Youre cutting

    all, manageable

    ow ready since

    ure any of my

    ckly snap up to

    from anything onpages on that and

    ntwerp, Brussels,

    epending on how

    s, LMGs, etc. Only

    ing to the next.

    has line of fire on

    llows for greaterr the human eye is

    dvice, though few

    e. Given that the

    e could be threats

    d, left, right, and

    likely to be at any

    alk under. Enemy

    see someone, find

    nto the habit of it.

    y position (aimed

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    Covering and Capturing a

    This may seem straightfor

    two things

    1. Go straight into the CP, eve2. If they do cover a buddy ca

    Neither of these is particularly sma

    to capture a hot CP like a spawnab

    flags etc are meaningless and any

    come by poke his head in. If you tr

    or LMG to sprint in, lag by, and kill

    The first thing you should

    outside. Youve got to cordon the

    spraying. Once you and hopefully a

    and hump the table. Obviously th

    really the only good way of taking t

    P a g e | 10

    P

    ard, but most people do not get it right. Many folk

    n killing defending enemy infantry, and bump the t

    pping the CP, they do it from the inside of the CP

    rt to do. Anyone can bump a table. If you do go i

    le (and hot CPs are the only ones you shouldbe go

    Joe Noob can cap it) inevitably due to Murphys

    to defend from inside the CP its much too easy fo

    ou.

    o when you are first person on the scene to a CP i

    CP off from the enemy so he cant get near it, c

    nother guy set up a kill zone and cordon the CP off,

    re are exceptions to this when youre the only g

    he place. See below.

    will do one of

    able

    and youre trying

    ing after since city

    law an MG34 will

    r an EI with a SMG

    cover it,from the

    ant lag in and go

    let Joe Noob go in

    y around, but its

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    Clearing the Enemy

    There are a handful of posi

    are the most likely places a defend

    on each position. Of them, Id say

    Covering Friendly AFVs (S

    On the whole, we do not

    Allies have some awesome, heavil

    from 3.7cm cannon fire, and are

    threats. Not surprisingly the top

    infantry theres not much we can

    My theory on why people dont do

    sappers love going after big tanks.

    Youve got to cover the ta

    preferably an LMG, because other

    drop him. I cant even do it with ri

    otherwise you will be seen by the s

    P a g e | 11

    tions which are particularly good for defending a CP

    r will be. Get into the habit of checking each one,

    the spot, the closet, and the stairs are the mo

    pper Protection)

    do this nearly enough. Especially in the earlier eq

    -armored tanks. They can absorb a tremendous a

    typically well-armed enough to be able to oblite

    killers of the A12 Matilda are the sapper and th

    do about the Stuka but we can take the sapper o

    this more often is because it isnt instant action. B

    it around a minute and youll bag a bunch!

    nks left and right sides, and rear. You need an a

    ise a sapper will sprint/lag up and place his char

    fle. You have to be sitting back from the tank at l

    apper on his approach (his attention will be 100%

    building. These

    cutting the pie

    t popular.

    uipment Tiers the

    mount of damage

    rate German AFV

    e Ju-87 Stuka. As

    t of the equation.

    elieve me though,

    utomatic weapon,

    ge before you can

    ast 100 or 200 m

    n his target area).

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    In addition, to make sure you can c

    you and a buddy and a tank get it

    there and take it! See below.

    P a g e | 12

    over the tank you really need a buddy to cover you

    together, the German ground forces have little t

    r blind spot. When

    hey can do but sit

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    Weapons

    Lee Enfield No.4 Mk.1 (Bri

    Overview

    Easily my favorite weapon i

    Pros

    10 round magazine Whereloading. Also, if you go

    despawn within 10 second

    get the kill.

    Major stopping power Ifon the first hit. I feel this i

    one shot out to 900m. W

    time for one shot, it had b

    leg, arm, what have you, a

    Sights As will be explaineon how to lead targets. Th

    use the sights to hit them

    Cons

    Slow rate of fire The Enfiextremely slow compared

    connect.

    Muzzle wander Comparemore quickly.

    Moving Targets

    I mentioned using referen

    well up to about 300m, during w

    theory is that while you have to

    instead of inches, the angle that y

    relationship between how fast inf

    might have to lead a guy 1 foot at

    the same, and lines up quite well w

    P a g e | 13

    Rifle)

    n game, so I will cover it first.

    n youre in an area of high activity you dont nee

    o engage an anti-tank gun (ATG) or anti-aircraft g

    s of being hit to try to avoid death, the deep magaz

    you hit a guy, the overwhelming majority of the ti

    s the hardest hitting rifle in game. In fact, it will co

    en you only have a snapshot at a running enem

    tter hit, and it had better count. You can hit a guy

    d he generally will go down.

    d below, the sights on the Lee Enfield offer excelle

    re doesnt need to be guesswork involved in leadi

    onsistently almost every time.

    ield has a poor rate of fire compared to the Frenc

    to its historical rate of fire. You have to make da

    d to the French MAS36 the Enfields sights tend to

    ce points on the sights to hit moving targets. Thi

    ich time the bullet is traveling at a near-constant

    lead targets more at longer distances, e.g. yar

    ou have to lead them stays the same. This is due

    antry move, and how fast your bullet goes. Put

    00 yards, 2 feet at 200 yards, and 3 feet at 300 yar

    ith a reference point on the front sights.

    d to be constantly

    un (AAG) that can

    ine means you can

    e he will go down

    nsistently kill with

    infantryman and

    in the chest, in the

    t reference points

    g targets, you can

    MAS36. It is also

    n sure your shots

    ander more, and

    works extremely

    speed. The quick

    ds instead of feet

    to a trigonometric

    another way, you

    s. That ratio stays

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    This is the sight picture yo

    about 300m. If you notice the thre

    center of mass should be half wa

    structure to the center blade is a g

    Infantry jog at 4 meters petarget 50% more while sprinting th

    quarters of the way from the inside

    P a g e | 14

    u should set up for perpendicular jogging targets

    posts or blades of the front sight, the key here

    between the inside blade and outside blade. Th

    od reference point for this.

    r second (m/s) and sprint at 6 m/s. This means yoan jogging. In this case, the targets center of mas

    blade to the outside blade.

    t any range up to

    is that the targets

    e base supporting

    u have to lead thes should be three-

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    Lee Enfield No.4 Mk.1 (T) (

    Overview

    I have mixed feelings on tspot, identify, and hit stationary t

    range. On the training server I hav

    really does not make moving targe

    targets. The No.4 Mk.1 (T) has the

    and it becomes near-impossible to

    At short range, the telesco

    No.4 Mk.1 unscopedbattle rifle fo

    with iron sights. But, for reference

    addition, the unscoped No.4 Mk.1

    Moving Targets

    For perpendicular jogging

    post. It is just about exactly there

    and I dont recommend trying the s

    P a g e | 15

    Brit Sniper rifle)

    is one. On the one hand it is a good niche weapargets at long range much more effectively, and

    hit targets at 900m that consistently die with on

    s any easier, and beyond 300m I dont even trust

    ame ballistics as its parent, which become very no

    consistently figure a lead. Winds up being a waste

    pe on this rifle makes it very vulnerable. As such,

    r almost everything, and can still hit stationary t

    , I will include the sight pictures for moving targe

    as much more ammunition which frees up a lot of

    targets the aim point is just about at the edge o

    t 300m, and just inside for 200m. At 400m it is wel

    hot.

    n in that you canit is very lethal at

    shot. However it

    yself with moving

    linear after 300m

    f ammo.

    enerally I use the

    rgets up to 600m

    ts under 300m. In

    tactical options.

    the thick vertical

    l outside the edge

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    For sprinting targets, we a

    m/s. There is no hard visual refer

    visualize another triangle like that

    (imaginary triangle shown in blu

    pretending is there and cant really

    Fusil MAS 36 (French Rifle

    Overview

    While I have much love fo

    down to personal preference I su

    effective.

    Pros

    Quick rate of fire. Fastestpersonal or if you miss an

    Sights are pretty good forgraphical reference points

    This may just be my eyesexhibit significantly less mu

    Cons

    P a g e | 16

    gain add 50% to our lead as the target moves at

    nce point there, so you have to visualize one. T

    n the vertical post, about 50% in size, and right ne

    ). That becomes your lead point. Since this is

    see, shot repeatability isnt the best.

    )

    the Lee Enfield, the MAS36 is popular among mo

    pose, though I still maintain the Enfield in the ri

    of any rifle in game. Makes a big difference when

    have to get a second shot off quickly.

    itting moving targets. Similar concept to the Enfie

    or your leads.

    playing tricks on me, but it would appear that t

    zzle wander than the Enfield.

    m/s instead of 4

    e trick I use is to

    t to the main post

    something youre

    st. It really comes

    ht hands is more

    its up close and

    ld and picking out

    he MAS 36 sights

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    Horrendous stopping poweither out of your field of fi

    kill. I find the MAS 36 ofte

    range 2 or 3 times with the

    Small magazine. In heavyyou run out of your 5 shot

    the death!

    Moving Targets

    For jogging pace perpendic

    the center post to the outside blad

    For sprinting pace perpend

    being right at the outside blade. An

    lead.

    P a g e | 17

    r. There are a lot of times you only get one shot on

    re, or turns and shoots you. As such, that first shot

    has trouble killing EI with one hit. Very often I can

    MAS before he goes down.

    ombat it feels like Im always reloading. Also, aga

    if you havent killed him he has plenty of time to d

    ular targets, the lead point winds up being about 2

    .

    icular targets, following our +50% dictum the lead

    d again, at ranges beyond 300m you must add signi

    a guy before he is

    you get has got to

    shoot a guy close

    inst an ATG when

    espawn and avoid

    3 of the way from

    oint ends up

    ficantly more

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    Fusil mle 1886 m 1893 (Sc

    I have very little experie

    repeatable way of setting a lead. A

    Sub-Machine Guns

    To be covered at a later da

    Light Machine Guns

    To be covered at a later da

    Anti-Tank Rifles

    Possibly covering this at a l

    Ultra-light Mortars

    I call the mortars we curre

    range, medium in the 3/80mm ra

    think, even the 2 mortar bombs a

    a single round. There are two pa

    sound, most folks dont seem to g

    quickly and accurately and getti

    important rules of thumb.

    Dont fire mortars from rgetting a kill. You present

    giving off puffs of smoke to

    For that matter, dont fireshould be well tucked awa

    got that mortar tube out

    fires on the enemy without

    Blind fire doesnt work, prounds off in the general

    density of the game just do

    For the love of all that isdo not fire smoke or HE i

    difficult for friendly troops.

    while shaken up, than it is

    You will need accurate spo You will need lots of ammu

    P a g e | 18

    oped)

    ce with this rifle, and the sights do not lend t

    such I will not be covering this weapon at this tim

    e

    e

    ter date. At the moment there are already good A

    tly have (2/5cm) ultra-lights as I consider light mo

    ge, and heavy in the 4.2/120mm range. Despite

    re fairly potent and can wipe out any towed gun o

    rts to using a mortar (or any weapon) effectively.

    et either of them down, much less both. They ar

    ng rounds on target quickly and accurately. Bu

    oftops, especially depots. You will die before ev

    ourself as a defenseless target silhouetted against

    make enemy shooters spot you even easier. Just d

    mortars in the direct fire role at all. If youre shoo

    y with no direct line of sight on your target or thr

    oure extremely vulnerable. The whole idea of ind

    direct line of sight.

    riod. There are times you can get lucky but in ge

    irection of the enemy wont do much or anythin

    esnt allow for it.

    oly, when friendly troops are working on capturi

    their area. Yes, it shakes up the enemy, but it m

    It is much easier for the defender to just spray an

    or a friendly infantryman to move and hit a defend

    ting of targets.

    nition. Stock up to 50+ roundsfirstbefore engagin

    hemselves to any

    .

    R guides out.

    rtars in the 60mm

    hat some people

    infantryman with

    As dumb as they

    locating a target

    t first, some real

    en thinking about

    the sky, and even

    ont do it.

    ting a mortar, you

    ats. While youve

    irect fire is to put

    neral, popping 10

    g. The population

    g a CP or bunker,

    kes life way more

    ything that moves

    er while shaken.

    anything.

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    Spotting Targets

    There are mortar guides o

    easily. The challenge in mortar fire

    is and marking the target accuratelall easy. Just open your map and

    those to Joe Noob to jerk around w

    The targets you want to go

    want to kill them from range with

    get blown away in the process). Th

    so rare you may have to spot for ot

    Do not get into position a

    are already running around doing

    many random explosions and smok

    When you locate a target i

    out a grid on the map, and if its ac

    the target in your view, on your m

    your position). You just need to pu

    lines will often occur at transitio

    location be looking at the field th

    direction and right at the beginnin

    as reference. Whatever you use, m

    P a g e | 19

    ut there already that tell you how to get rounds t

    isnt getting the rounds to a location; its knowing

    . Stationary targets like a FB infantry spawn, a barput your mouse over them and it will tell you th

    ith. Youve got more talent.

    after are the big money ones. A 88mm gun, a Bofo

    o warning without having to get up close and pers

    us, you will need a spotter. More than likely, since

    her people.

    nd then say Someone spot my rounds. This will

    other things, and even if they did want to spot fo

    e going off that Its generally hard to tell one thing

    your binoculars, all you have to do is put a mark

    curate, hell will rain down. Getting direction is eas

    ap you will have a vector to the target (using the r

    t the mark at the right range. Use reference object

    s from one field color to another. You may be

    e target is in, and saying to yourself, Ok the B

    of the big brown patch of terrain. You may be ab

    ark the target or call out the grid location.

    a location pretty

    hat that location

    acks, a CP, etc areeir lat/long. Leave

    rs, a Pak, etc. You

    nal (and probably

    good spotters are

    not work. People

    r you there are so

    rom another.

    r waypoint or call

    . Once you center

    nge circle around

    . Tree- and shrub-

    ble to determine

    fors is along this

    le to use buildings

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    Lat/Long vs. Grid

    The grid system is just s

    up. Generally a location will displa

    etc. Due to the area the game worlto the following (for the above t

    Speeds up the process.

    Getting Rounds on Target

    Youve got your targets g

    know your own grid. You can mak

    at. Only thing left is to determine

    broken up as follows: degrees.m

    minutes, and each 1 arc minute int

    The difference between 50

    The difference between 50

    Each 1 arc second of Lati

    (East/West) is 13.2 meters. If you

    from high school geometry that y

    are calculators and crap floating ar

    table. I have one handy that prints

    print on normal 8.5x11 paper (Ans

    Take the arc seconds differ

    Set range on mortar, double check

    and if not the natural mortar dispe

    mission until target dead. If your

    they can call ADD 30, DROP 10,

    Once you get this process down, yo

    P a g e | 20

    orthand I use and eliminates ambiguity while sp

    on your map as 50.10.40 N, 5.43.26 E or 51.0

    d takes up, lat/long will never be South or West. Io examples respectively): 501040 054326 and

    rid (and have marked it with a Mortar Barrage

    the target grid your active waypoint so you have

    he range setting. This is the easiest part. Latitude

    inutes.seconds. Each 1 arc degree can be subdi

    60 arc seconds.

    .10.40N and 50.10.47N is 7 arc seconds.

    .11.03N and 50.10.47N is 16 arc seconds.

    ude (North/South) is 16.7 meters. Each 1 arc se

    now the N/S and E/W distances (legs of a right tr

    u can calculate the hypotenuse from Pythagorea

    ound that let you do this. Or if you want to do it q

    out nicely to one sheet of 11x17 paper (Ansi B)

    i A).

    Mortar_Range_Table.pdf

    ence in latitude, compare to longitude, and easily

    direction to target, and fire a 3-5 round salvo. It sh

    rsion should blanket the target. If your spotter call

    off ever so slightly, if your spotter knows where

    LEFT 10 etc to fine-tune.

    u can have rounds on targetwithin 45-60 seconds.

    eding the process

    3.38 N, 5.04.01 E

    ondense the lines510338 050401.

    aypoint) and you

    a direction to aim

    and Longitude are

    vided into 60 arc

    ond of Longitude

    angle), remember

    n Theorem. There

    ickly, use a range

    r can be scaled to

    look up the range!

    ould land spot on,

    s it on, repeat fire

    youre firing from

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    Fire Control

    The Lead Shot vs. the Trap Shot

    There are two ways of shosome point pull the trigger. I call t

    thought that would be the most n

    the trigger it is too easy to jerk th

    With the trap shot you pi

    has to be for you to pull the trigger

    at first but it is much more repeata

    Hitting What You Cant See

    Hitting what you can see is

    and shrubs render, beyond 100m

    effectively invisible. If you can see

    Dont be afraid to unload on the b

    out which shrub hes in (I can see

    and put 10 rounds into it. Youll eit

    When Not to Shoot

    There are times when its

    everything that moves.

    On a FB bust its generallywill put up all sorts of defe

    Every time you kill a guy, ha CP and some guys run ou

    If youre blatantly outnumhave a chance in hell of be

    go by and shoot them in th

    The easiest way for the enwill know someone is arou

    close together, and they

    After three shots in succewill come looking. If you ca

    not coming directly for you

    P a g e | 21

    oting at moving target. One is to lead the guy ais the lead shot. It is not particularly effective. I

    atural but it is not very repeatable. When you ha

    mouse and miss.

    ck a point just ahead of your targets path, and you

    . Wait for him to cross that point, and shoot. It was

    ble!

    important, but so is hitting what you cant see. Wi

    or so they turn into billboards. Any enemy inf

    hem in your binoculars though you still have a cha

    sh the guys in with blind fire. Take a look at th

    he is in the third, light green shrub from the left

    er hit the guy or flush him out.

    really best to just not shoot at a guy. Dont just

    a good idea not to shoot. As soon as they smell sa

    se. Just sneak on in. Weapons tight unless spotted

    e respawns closer to your objective. If youre worki

    t and away, let them go. Cap their CP, and kill them

    bered or have a number of enemy infantry comi

    ing undetected, just dont shoot. Throw some fra

    e back.

    my to locate you is by the sound of your gunfire.

    nd, but generally only know if they are close or fa

    ill know your rough distance and rough directio

    sion someone with good ears will know exactlyn, maintain fire discipline. If you cant bag a guy in

    , hold fire for a minute. Reacquire the target later a

    he moves and atused to use it as I

    e to actually pull

    visualize where he

    a little odd for me

    th the way bushes

    antry in them are

    ce of killing them.

    shrub line, figure

    ), remember that,

    nee-jerk shoot at

    ppers around they

    or fired on.

    g up on capturing

    later.

    ng your way, and

    s out, or let them

    ne shot and they

    r. Two shots fired

    to be looking in.

    here you are and1-3 shots and hes

    nd dump them.

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    Killing Anti-tank and Anti-

    This is surprisingly difficu

    necessarily match up. That is to sa

    hitting him in his arms, or not hitt

    now, we have to deal with it. Ideal

    out. So well deal with these on a c

    As a preface point though,

    right near the crew, and it kills ev

    MAS36, Thompsons, etc all make s

    just generic sounds on the battlefie

    All of the following are valid as of t

    Pak36 3.7cm ATG Gunnedeath and kill credit. Unkn

    Flak38 4.0cm AAG Gunndeath and kill credit. Sam

    results in almost no damag

    Flak36 8.8cm ATG/AAA commander will result in a

    Pak38 5.0cm ATG Unknorounds minimum per crew

    Pak40 7.5cm ATG Gunne Flak30 2.0cm AAG By far

    him instantly, only if he is

    not hit him! No quick kill sp

    times in the torso.

    P a g e | 22

    air Guns

    lt. The damage model and visual model for th

    y, if you shoot a ATG crewman where you see his

    ing anything at all. It is an issue that has been aro

    ly you want to be able to kill these things with 1 sh

    se-by-case basis.

    , the bestway to kill crewed guns is with a hand

    erything. In addition, it doesnt draw any attentio

    ecific sounds and will draw attention to your locat

    ld.

    e time of writing (1.28.7)

    r sits on the right. A headshot to the gunner will r

    wn where headshot exists on the commander.

    er sits on the right. Headshot to the gunner will r

    e goes for the commander. Shooting anywhere

    e.

    Gunner sits next to the tube. Headshot to eit

    instant kill.

    n quick kill spot. Use grenade or fire repeatedly o

    to ensure kill).

    sits on the left. Headshot to either crewman resul

    the most oddball of them all. A headshot on the c

    acing directly toward or away from you. Anythin

    ot that I can determine on the gunner, just needs t

    se things do not

    head, you may be

    und for years. For

    ot and get the hell

    renade. Toss one

    n to you. Enfields,

    ion. Explosions are

    esult in an instant

    esult in an instant

    lse but the head

    er the gunner or

    each crewman (5

    s in instant death.

    ommander will kill

    else and you will

    o be shot multiple

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    Wrapping UpHopefully youll find some

    capable of at least holding their o

    anything else in game or in life tho

    improve. The game will change. Pl

    Any time you get killed, ta

    because CRS loves the Axis, bias!!

    up frequently then stop doing it

    keep in mind what theyre doing th

    If you have any feedback o

    free to drop me a line.

    hing useful in the information above. Ideally Id li

    n and having fun in game. Its no fun getting yo

    ugh, to really better yourself or be the best you ha

    yers will get better on the whole. You have to ada

    e a second while waiting to despawn and figure o

    ! There was a simple reason. Identify it. If its som

    ! Likewise, when you are out gunning down piles

    at makes them easy to kill. Avoid making those mis

    r suggestions for the next release of this guide, or

    e to see everyone

    r ass kicked. Like

    e to continuously

    t to that.

    t why. No, it isnt

    ething that comes

    f enemy infantry,

    akes yourself.

    ny questions, feel