Basic Infantry Skills (Part 1)
-
the.ultimate.maverick
- Posts: 1229
- Joined: 2006-02-19 23:49
Basic Infantry Skills (Part 1)
After getting very annoyed today I decided to make this!
CONCEALMENT
Concealment is anything that hides you from enemy observation. Concealment does not protect you from enemy fire. Do not think that you are protected from the enemy's fire just because you are concealed. Concealment, like cover, can also be natural or man-made.
Natural concealment includes such things as bushes, grass, trees, and shadows. Man-made concealment includes such things as battle-dress uniforms, camouflage nets, thin metal.
When concealed do not draw attention to yourself by:
firing a weapon without reason, using smoke grenades, or frags.
using methods to communicate that generate sounds (so do not use Commo Rose – use VOIP).
moving about fighting positions unless necessary, and not moving on routes that lack cover and concealment.
REMEMBER darkness cannot hide you from enemy observation in either offense or defense. The enemy's night vision devices and other detection means let them find you in both daylight and darkness.
COVER
The cover of your fighting position must be strong enough to protect you from small arms fire, indirect fire fragments, and the blast wave of nuclear explosions. The position should have frontal cover to give protection from small arms fire from the front. Natural frontal cover (trees, rocks, logs, and rubble) is best, because it is hard for the enemy to detect a position that is concealed by natural cover.
Now this may be hard to come by so you will need to keep moving, do not stay in one position for long as you will be compromised.
Movement
Stop, look, and listen before moving. Look for your next position before leaving a position.
Look for covered and concealed routes on which to move.
Change direction slightly from time to time when moving through tall grass.
Stop, look, and listen when birds or animals are alarmed (the enemy may be nearby).
Use battlefield noises, such as weapon noises, to conceal movement noises.
Cross roads and trails at places that have the most cover and concealment (large culverts, low spots, curves, or bridges).
Avoid steep slopes and places with loose dirt or stones.
Avoid cleared, open areas and tops of hills and ridges.
METHODS OF MOVEMENT
In addition to walking, you may move in one of three other methods--low crawl, crouch, or rush.
The low crawl gives you the lowest silhouette. Use it to cross places where the concealment is very low and enemy fire or observation prevents you from getting up. Keep your body flat against the ground.
The crouch lets you move faster than the low crawl and still gives you a low silhouette. Use this crawl when there is good concealment but enemy fire prevents you from getting up.
The rush is the fastest way to move from one position to another. Each rush should last from 3 to 5 seconds. The rushes are kept short to keep enemy machine gunners or riflemen from tracking you. However, do not stop and hit the ground in the open just because 5 seconds have passed. Always try to hit the ground behind some cover. Before moving, pick out your next covered and concealed position and the best route to it.
If you have been firing from one position for some time, the enemy may have spotted you and may be waiting for you to come up from behind cover. So, before rushing forward, roll or crawl a short distance from your position. By coming up from another spot, you may fool an enemy who is aiming at one spot, waiting for you to rise.
When the route to your next position is through an open area, rush by zigzagging. If necessary, hit the ground, roll right or left, then rush again.
This section furnishes guidance for the immediate actions you should take when reacting to enemy indirect fire and flares.
REACTING TO INDIRECT FIRE
If you come under indirect fire while moving, quickly look to your leader for orders. He will either tell you to run out of the impact area in a certain direction or will tell you to follow him. If you cannot see your leader, but can see other team members, follow them. If alone, or if you cannot see your leader or the other team members, run out of the area in a direction away from the incoming fire.
It is hard to move quickly on rough terrain, but the terrain may provide good cover. In such terrain, it may be best to take cover and wait for flares to burn out. After they burn out, move out of the area quickly.
Now to break up the boringness off all this text – hop over and have a look at this:
http://www.dvbsquad.com/projectreality/maverick/EJOD.wmv
It covers movement in fireteams and moving across streets
This 'guide' borrowed hugely from FM 21-75 “COMBAT SKILLS OF THE SOLDIER”
CONCEALMENT
Concealment is anything that hides you from enemy observation. Concealment does not protect you from enemy fire. Do not think that you are protected from the enemy's fire just because you are concealed. Concealment, like cover, can also be natural or man-made.
Natural concealment includes such things as bushes, grass, trees, and shadows. Man-made concealment includes such things as battle-dress uniforms, camouflage nets, thin metal.
When concealed do not draw attention to yourself by:
firing a weapon without reason, using smoke grenades, or frags.
using methods to communicate that generate sounds (so do not use Commo Rose – use VOIP).
moving about fighting positions unless necessary, and not moving on routes that lack cover and concealment.
REMEMBER darkness cannot hide you from enemy observation in either offense or defense. The enemy's night vision devices and other detection means let them find you in both daylight and darkness.
COVER
The cover of your fighting position must be strong enough to protect you from small arms fire, indirect fire fragments, and the blast wave of nuclear explosions. The position should have frontal cover to give protection from small arms fire from the front. Natural frontal cover (trees, rocks, logs, and rubble) is best, because it is hard for the enemy to detect a position that is concealed by natural cover.
Now this may be hard to come by so you will need to keep moving, do not stay in one position for long as you will be compromised.
Movement
Stop, look, and listen before moving. Look for your next position before leaving a position.
Look for covered and concealed routes on which to move.
Change direction slightly from time to time when moving through tall grass.
Stop, look, and listen when birds or animals are alarmed (the enemy may be nearby).
Use battlefield noises, such as weapon noises, to conceal movement noises.
Cross roads and trails at places that have the most cover and concealment (large culverts, low spots, curves, or bridges).
Avoid steep slopes and places with loose dirt or stones.
Avoid cleared, open areas and tops of hills and ridges.
METHODS OF MOVEMENT
In addition to walking, you may move in one of three other methods--low crawl, crouch, or rush.
The low crawl gives you the lowest silhouette. Use it to cross places where the concealment is very low and enemy fire or observation prevents you from getting up. Keep your body flat against the ground.
The crouch lets you move faster than the low crawl and still gives you a low silhouette. Use this crawl when there is good concealment but enemy fire prevents you from getting up.
The rush is the fastest way to move from one position to another. Each rush should last from 3 to 5 seconds. The rushes are kept short to keep enemy machine gunners or riflemen from tracking you. However, do not stop and hit the ground in the open just because 5 seconds have passed. Always try to hit the ground behind some cover. Before moving, pick out your next covered and concealed position and the best route to it.
If you have been firing from one position for some time, the enemy may have spotted you and may be waiting for you to come up from behind cover. So, before rushing forward, roll or crawl a short distance from your position. By coming up from another spot, you may fool an enemy who is aiming at one spot, waiting for you to rise.
When the route to your next position is through an open area, rush by zigzagging. If necessary, hit the ground, roll right or left, then rush again.
This section furnishes guidance for the immediate actions you should take when reacting to enemy indirect fire and flares.
REACTING TO INDIRECT FIRE
If you come under indirect fire while moving, quickly look to your leader for orders. He will either tell you to run out of the impact area in a certain direction or will tell you to follow him. If you cannot see your leader, but can see other team members, follow them. If alone, or if you cannot see your leader or the other team members, run out of the area in a direction away from the incoming fire.
It is hard to move quickly on rough terrain, but the terrain may provide good cover. In such terrain, it may be best to take cover and wait for flares to burn out. After they burn out, move out of the area quickly.
Now to break up the boringness off all this text – hop over and have a look at this:
http://www.dvbsquad.com/projectreality/maverick/EJOD.wmv
It covers movement in fireteams and moving across streets
This 'guide' borrowed hugely from FM 21-75 “COMBAT SKILLS OF THE SOLDIER”
Last edited by the.ultimate.maverick on 2006-05-18 18:36, edited 1 time in total.

-
5m0oth_0p3r4t0r
- Posts: 175
- Joined: 2006-05-15 18:55
-
the.ultimate.maverick
- Posts: 1229
- Joined: 2006-02-19 23:49
-
Braddock096
- Posts: 370
- Joined: 2006-02-06 20:04
-
Eden
- Posts: 805
- Joined: 2005-12-06 14:43
I like the video Maverick, its very well done and explanes a good few tactics that are quite usefull in PR, now you just need to do it against a real threat and not imagenary one 
Great tips in your post as well, if you dont mind I might post this on the 50Klicks.com forums, im sure it would be quite usefull for the 50K'rs that play PRMM.
Great tips in your post as well, if you dont mind I might post this on the 50Klicks.com forums, im sure it would be quite usefull for the 50K'rs that play PRMM.
-
Top_Cat_AxJnAt
- Posts: 3215
- Joined: 2006-02-02 17:13
-
USM-ST3.Spyder
- Posts: 100
- Joined: 2006-01-31 21:31
Not bad though I sure most of those were britsh military tactics so they names are different from what I am used to hearing. One major flaw was the rear was never ever covered in that. Also with buildings like that where there are exposed windows and doors crossing over is a bad idea. A team that practices their tactics can handle being stacked to one side. The button hook clear is a very good tactic but is very situation as you need to split you team off first. Generally room clears are done with 4 shooters, the area you cleared with button hook needed to be done with 4. Also in real life jumping prone to the ground in every room clear is rather stupid. Room clears are ment to be instant, they catch the enemy off guard. A room clear where enemies are waiting is suicidal and are generly avoided.
The bound techniques were good. USM trains in the fact that you need a buddy covering you at ALL times. With a 4 man team you set 2 on an over and under stance and the other two move out. THey could move to another corner. In urban warfare steping out is generaly not a good idea. stick clos to a wall, If you split you team 2 and 2 then you not only have the angle on your team you have more firepower.
I realy hate typing, thanks PR guys for making this game by implementing tactics keep it up. We are hosting a Tactical training session sometime this weekend, ill have date and time soon I have to switch our servers over.
CPT Spyder
USM Commander
The bound techniques were good. USM trains in the fact that you need a buddy covering you at ALL times. With a 4 man team you set 2 on an over and under stance and the other two move out. THey could move to another corner. In urban warfare steping out is generaly not a good idea. stick clos to a wall, If you split you team 2 and 2 then you not only have the angle on your team you have more firepower.
I realy hate typing, thanks PR guys for making this game by implementing tactics keep it up. We are hosting a Tactical training session sometime this weekend, ill have date and time soon I have to switch our servers over.
CPT Spyder
USM Commander
-
5m0oth_0p3r4t0r
- Posts: 175
- Joined: 2006-05-15 18:55
Ok, me playing counterstrike is not at all topic related.. as I play BF as well..'[R-PUB wrote:maverick']Well first off you play CS so sit down and buck up your ideas.
Second, I put effort int othis not to have an idiot just diss it.
Third, they are damn good suggestions for new players who don't want to die in 20 seconds.
And thanks for the “idiot” remark, it is duly noted and disregarded.. you seem a bit up tight..
-
AtomicBong
- Posts: 15
- Joined: 2005-12-27 08:49
-
SiN|ScarFace
- Posts: 5818
- Joined: 2005-09-08 19:59
One thing I rarely see anyone do is, BREAK CONTACT when you are at a disadvantage. In PR who killed who msgs are gone, so you can stay an unknown. For example, when a squad gets into a fight and you lose half of them to a superior force, many people continue to press the attack which ends up being suicide. Fall back and reposistion or simply dissapear for a while and they will forget about you, which then gives you an advantage to flank or wait for them to pass and attack from behind.
The biggest problem I see is people are totally unaware of the battle field and all the threats. Esp now that arty is back, I see people group up in areas and stay there, not thinking that they are now a big juicy arty target. Thats the first mistake, the second is they don't hear the nme arty firing in the distance, that is your signal to GTFO of the area. Arty should rarely kill you if you are paying attention.
People also do not secure an area after flag cap before moving to the next. You should take the flag and then stay at the flag to deal with the counter attack that is usually enroute while you are capping the flag. People just run right into the counter force and more often than not get killed and the flag is overun. AAS Advance and SECURE! I find that even simply stating that fact ingame to team chat makes a difference, as people are thinking about themselves and not the OBJECTIVE of the map.
The biggest problem I see is people are totally unaware of the battle field and all the threats. Esp now that arty is back, I see people group up in areas and stay there, not thinking that they are now a big juicy arty target. Thats the first mistake, the second is they don't hear the nme arty firing in the distance, that is your signal to GTFO of the area. Arty should rarely kill you if you are paying attention.
People also do not secure an area after flag cap before moving to the next. You should take the flag and then stay at the flag to deal with the counter attack that is usually enroute while you are capping the flag. People just run right into the counter force and more often than not get killed and the flag is overun. AAS Advance and SECURE! I find that even simply stating that fact ingame to team chat makes a difference, as people are thinking about themselves and not the OBJECTIVE of the map.

-
AtomicBong
- Posts: 15
- Joined: 2005-12-27 08:49
Good point Scarface. As well as breaking off attacks, one can use a peel-off to divide an enemy into weaker chunks. A controlled withdrawal while maintaining contact with the enemy. Playing on less disciplined players, luring him into an open or less favourable terrain, where you can make sudden counters.
/Atomic
/Atomic
-
RikiRude
- Retired PR Developer
- Posts: 3819
- Joined: 2006-02-12 08:57
-
Deuce6
- Posts: 888
- Joined: 2006-02-28 00:22
"The rush is the fastest way to move from one position to another. Each rush should last from 3 to 5 seconds. The rushes are kept short to keep enemy machine gunners or riflemen from tracking you. However, do not stop and hit the ground in the open just because 5 seconds have passed. Always try to hit the ground behind some cover. Before moving, pick out your next covered and concealed position and the best route to it."
Sometimes your caught in the open anyways, and it is best to duck. If you have to, do a 3.5 second rush, drop down, roll right or left (to keep the enemy gunners from tracking you, they don't know which way you will pop up, unless they see you rolling). Pick up and go again. But as mav said, always try to find cover if you can. It may be a shorter haul across that open field, but it's not always the smartest idea.
Sometimes your caught in the open anyways, and it is best to duck. If you have to, do a 3.5 second rush, drop down, roll right or left (to keep the enemy gunners from tracking you, they don't know which way you will pop up, unless they see you rolling). Pick up and go again. But as mav said, always try to find cover if you can. It may be a shorter haul across that open field, but it's not always the smartest idea.






