tacops guide
TRANSCRIPT
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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!)..........................................
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n (MOUT) ...................................................................
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rotection) ..................................................................
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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
P a g e | 3
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
P a g e | 4
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
P a g e | 5
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.
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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