Cassius guide Automatic Rifleman

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Cassius
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Cassius guide Automatic Rifleman

Post by Cassius »

Automatic Rifleman guide.

*the guide can be reproduced edited and published by everyone who cares to do so*

Fiering
Deployed the Automatic rifle is a very accurate weapon. It is best to fire in short bursts of 10 – 20 rounds, the greater the distance the shorter should the bursts be.
Undeployed the wepon is really unaccurate, it should only be fired undeployed if vegetation hinders the sight deployed or there are other reasons to engage in close combat. It can still deliver effective surpressive fire however it would take an experienced player to kill the enemy before the A-rifleman gets shot himself.
Deployed the effective range of the AR is 350m 50m greater than that of the scoped rifle.


The automatic Rifleman is a versatile kit, he can engage surpress and hold off hostiles. His objectives are

- to surpress hostile infantery for the squad to engage or retreat
- to deploy his machinegun to eliminate a large number of infantery
- to deploy his machinegun in a difensive fashion to eliminate infantery crossing a line.

The Automatic rifleman is a teambased weapon, this guide will first look at the automatic rifleman and then outline its implementation in the squad.




Surpressing hostile infantery is pretty straightforward. The AR should deploy with as much cover as he can. He can shoot to kill with the AR deployed but should still make sure to distribuite his fire between the targets in his sight as much as possible. This should cause hostiles to either go into cover or return fire with a blurred vision due to the surpression effect. If the enemy retreated behind cover he should keep delivering fire at all of the targets estimating their position to keep them surpressed.

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VOIDED AFTER SUGGESTION
If the rifleman whishes to take out hostile infantery he should seek to try and attack the flank of the enemy. Engaging hostiles head on will cause them to go into cover, also taking hostiles head on forces him to use his machinegun in a similiar fashion as a rifle to kill, eventually putting him at a disadvantage.
However if he manages to flank an enemy squad the probability is greater that they are

-taken by surprise
-exposed with no or little cover, but most importantly
-lined up in a very narrow cone of fire, making it easy to fire and hit multiple targets with fast semi accurate fire.

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END VOID

EDIT

The Automaric rifleman should leave the flanking maneuver to the more mobile riflemen, while he engages from a distance to not be disadvantaged through his reduced turning velocity and his higher deploy time.

end EDIT

The Automatic rifle can be deployed in different ways to defend a position. One possibility is to set up in relative cover overwatching open terrain an alley or a gate to deny the enemy access, preferably overwatching an area that offers little cover.
Another possibility is to set up perpendicular to an access are. If a gate needs to be covered the rifleman can set up 1-2 meters from the gate that needs to be covered to the far right or left of it, cutting down infantery that steps out of it into his cone of fire.

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The Automatic rifleman in a squad.

If the AR did not set up to overwatch an area he is either surpressing or engaging hostiles. He should avoid operating alone. Within a squad he should form a fireteam with a scoped rifleman or medic.

If the Automatic rifleman is surpressing an enemy squad the rifleman assigned to the him should go prone toegether with the AR. His top priority i to engage hostiles who try to take aimed shots at the AR.
While the AR is surpressing the rest of the squad should try to outflank the enemy. It is a common mistake to surpress the squad with all of the friendly squad holding position, unless there is a good reason for it.
A grenadier is a good addition to a squad equipped with a machinegun. The grenade launcher enables the squad to take out enemies surpressed behind cover or to pop smoke to cover a flanking approach.

The roles can be changed, with the squad engaging an enemy squad in a firefight, while the AR and the Rifleman assigned to him attempt to flank the enemy. The Rifleman is to protect the AR in case he gets intercepted and to protect his 3 o clock side and his back (6 o clock) once he is deployed.

In both cases it is a good idea to pop smoke not between the friendly and enemy squad, but off to the side from which the flanking maneuver is to take place, to cover the approach. Some might argue that the smoke will give away the flanking maneuver, however there is a good chance the hostiles will ingore the smoke if they keep recieving frire from the fireteam that keeps surpressing them. In jungle areas is less need to use smoke.

The AR in the jungle.

Jungle maps are a mixed bag for the Automatic rifleman. There can be spots where he has difficulties to deploy due to the vegetation obstructing his view. On the upside flanking maneuvers can be done with more freedom than on other maps. He should avoid surpressing and do more flanking on jungle maps, because he is more prone to fall victim to well concealed enemies. When he flanks he should be able to get relatively close to hostiles, so that he can fire his rifle undeployed if necessary supported by the rifleman.

The AR in the desert.

The desert works the other way around as the jungle for the AR. In the open he can easily send hostile squads running for cover, while flanking maneuvers are relatively hard with him being exposed in the open. Hostile infantery is easily eliminated or surpressed and can be chased down by the rest of the squad. As major treath remain marksmen and Sniper who can easily take out an unaware AR.

The AR in the city.

Urban areas are somewhat tricky for the AR. While he can easily cover alleys he is vulnerable to fire from rooftops and the like. However due to the open terrain he can easily cover the ground level while the rest of the squad engages concealed hostiles.

There are plenty of buildings to set up behind to intercept advancing hostiles to halt an aggressive advance or cover the retreat of friendlies.

Setting up on rooftops only makes sense to target multiple hostiles who are themselfs on neighbouring roofs, or if it is unavoidable if the squad sets up on a rooftop. The AR is a weapon best deployed at the same level with hostile forces.

The AR in woodland areas.

Woodland areas are the best enviroment for the AR. They offer decent cover while he has a decent field of view. Wether he surpresses a squad or moves to flank it should be decided from situation to situation depending on how possibile and duable a flanking maneuver is for the AR.
Last edited by Cassius on 2009-04-30 14:15, edited 3 times in total.
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Danger_6
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Re: Cassius guide Automatic Rifleman

Post by Danger_6 »

At one stage in your pictures i see you have moved the support gunner to assault the position.

I disagree with this because the support gunner's job is to place fire and leave the manoeuvring to the lighter and more agile infantry, hence the name support gunner. Moreover, most likely when assaulting a position like that you would push through it to find indepth positions. Therefore having two men, both of which can not carry out effective peper-potting ( 1 man shoots while other moves, or fireteam fires and the other moves) due to the fact that it takes ages for the LMG to be deployed they would be easily flanked and cut off. In addition, you need the other squad members to peel off and flank the enemy because the assault group is wasting fire as the LMG could do the job of all those men who would otherwise be wasting man power when assaulting.

I hope you agree with my point of views if i have missed out something just say something.
Masterbake
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Re: Cassius guide Automatic Rifleman

Post by Masterbake »

Danger_6 wrote:At one stage in your pictures i see you have moved the support gunner to assault the position.

I disagree with this because the support gunner's job is to place fire and leave the manoeuvring to the lighter and more agile infantry, hence the name support gunner.
Agree, LMG's job is to supress while others move to flank.
An LMG can do a good job against a squad alone from a decent position, and helped by say a medic and officer, that leaves 3 guys to get flanking.


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PFunk
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Re: Cassius guide Automatic Rifleman

Post by PFunk »

You can in fact make fire and maneuver a multi staged process where you bound more than once. It doesn't just have to be 'suppress target and ASSAULT!!!!!' You can after a few bounds make your way to better firing positions then send in the assault element. Don't know if thats what the intention of the image was or not though.

That and SAW may need to assault. Just might be the necessary thing to do in the moment. Its pretty hard to isolate the roles in PR to the degree that you keep a dedicated BOF unit that never gets in frag range.
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_TeilyN_
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Re: Cassius guide Automatic Rifleman

Post by _TeilyN_ »

I only have 1 thing to add.

When the assault team, covered by the surpressing LMG, has moved to flanking position ALWAYS soften the target with a few grenades. It either makes the enemy run from their cover or you might get a few with them
Stryker Machine
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Re: Cassius guide Automatic Rifleman

Post by Stryker Machine »

Thats a great guide there, excellent information, good screenies, top job, and thanks this will come in handy to other aspiring AR enthusiasts.
[COLOR="Red"]|Automatic Rifleman|Supply Support and Transport Driver|[/COLOR]
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>para<
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Re: Cassius guide Automatic Rifleman

Post by >para< »

for this tactic you talking about its used for first time in WWl(from germans) its good but you forgot the enemy have skills too :)
if automatic rifleman shooting against ultra skiled 15 years old boy playng this game 8 hours every day :D the automatic rfl dont have a chance to stay alive and reach his objective
Last edited by >para< on 2009-04-20 21:07, edited 1 time in total.
Cassius
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Re: Cassius guide Automatic Rifleman

Post by Cassius »

Danger_6 wrote:At one stage in your pictures i see you have moved the support gunner to assault the position.

I disagree with this because the support gunner's job is to place fire and leave the manoeuvring to the lighter and more agile infantry, hence the name support gunner. Moreover, most likely when assaulting a position like that you would push through it to find indepth positions. Therefore having two men, both of which can not carry out effective peper-potting ( 1 man shoots while other moves, or fireteam fires and the other moves) due to the fact that it takes ages for the LMG to be deployed they would be easily flanked and cut off. In addition, you need the other squad members to peel off and flank the enemy because the assault group is wasting fire as the LMG could do the job of all those men who would otherwise be wasting man power when assaulting.

I hope you agree with my point of views if i have missed out something just say something.
I thought the roles of a 2 man Machinegun team and a 4 riflemen could be interchangeble, but I guess you are right that it is better for the riflemen to flank, than for the machinegunner to flank and deploy his weapon.

Somebody mentioned it making a multiple bounds stage approach. With the above in mind, instead of leapfrogging, the machinegun should surpress while the squad advances and later catch up and surpress again, instead of going past the rest of the squad.
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Danger_6
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Re: Cassius guide Automatic Rifleman

Post by Danger_6 »

Thanks for apreciating my point of view Cassius. I think the technical name for what you are describing (leapfrogging) is called pepper potting, where either fire teams move alternately or the CO shouts pairs pairs pairs, and each pair moves as a single unit to their destination. However, since it is difficult for ordinary PR players to get the grasp of this, i suggest using the LMG as it uses elementary supressing firepower for almost the whole squad; depending on how many enemy positions there are.
Arnoldio
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Re: Cassius guide Automatic Rifleman

Post by Arnoldio »

Great gude, there was some work put into it. The sad thing is in most of the cases enemy soldier with scope would still win 1v1 fight most of the time because noone even cares about the suppresion effect and just shoots in the direction while AR is spraying all over your place, hell, maybe some players even have suppression off somehow, because they want more leetness.

Then again, very nice guide.
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Cassius
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Re: Cassius guide Automatic Rifleman

Post by Cassius »

If the AR aims his bursts the rifle is pretty deadly and can kill faster than a standard rifle. The scope that stays with the AR should help somewhat too. People dying from controlled bursts might be in a game more effective at surpressing the squad than shooting all over the place.
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GrimSoldier
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Re: Cassius guide Automatic Rifleman

Post by GrimSoldier »

good guide
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