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Get kills without seeing where enemy is (Hint:Shoot Everything)

Posted: 2026-02-17 00:52
by Grump/Gump.45
Grazing fire, aim height of a man, as deep as you can into and through bushes, forests hedge rows. Hoping to hit near close to enemy or sometimes if you shoot enough you might get a random kill. Listening sessions for enemy armor is key.

LISTENING SESSIONS- Listening for enemy armor engines.

Enemy heard your engine, so clear those bushes for HAT/LAT, be paranoid. You should know it comes out of nowhere. Have game Sound Effects at 100% to hear vehicles the farthest for early warning. Even hearing footsteps up to 100 meter away through faint crunching of ground with "empty" map area which means thats enemy there.

Skip to end to count kills
https://www.youtube.com/watch?v=RSPcpoKTYrA


In the jungle or other close terrain where enemy can peek out of a bush, you use pre-fire, with grazing fire and suppression, probing fire, recon by fire to make the enemy either reveal themselves or with armor they hide. But you hopefully make the RPG scared like you know he is there, his stress and heart rate go up, he might miss.

https://www.youtube.com/watch?v=AyE_ghJm6Qo


They already heard my engine, so I am blasting while listening for enemy armor engine and squad intel.

They peek for ONE SECOND, they fire then run. They might also just lay down to reload. You better use your ammo up 360 until you get rough direction then get out of there.

Explosive angle impacts behind cover, shell and explosive impact geometry. Using the correct ammo.

https://www.youtube.com/watch?v=GwhXFSAIFus




Listening SESSIONS -Listen for armor engine work with TOW and other super FOBs. Early warning

Firing tank shells at enemy tank intel marker, aim height of tank, set range with bearing. Hit near it, scare it into making noise
https://www.youtube.com/watch?v=rdrP7iGsbOM


On maps like Vung Ro as USA, you get 3 tanks, 3 APCs, 2 jeeps, 2 logi repairs. Moving all together at once with pre-fire, its too many vehicles to kill. Enemy armor will run once engaged. Think about how loud all those coax Machine guns will be.

If you sweep and double sweep enough, you might hit them. Please double tap and overkill. Use up your armor ammo and RTB preferable armor together so you don't die one at a time while one RTB. This way if HAT is camping only 1 tank will die.

Remember, enemy hears armor engine, the psychological behavior of as if it has thermals stays for some. You only kill the dumb players or players making a mistake... The rest hide. So fire into the bushes, even if it seems quiet.

Enemy heard you role up, they can hear armor out to 500 meters or more.

Listening sessions, listen for enemy armor, engine off. Set up near TOW or other anti tank assets. Ideally you can have 3 TOW, all defensive at last flag with a HAT sitting at his own set of crate. Plus 3 AA and 6 HMG, off 3 super FOBs. Armor can be like a mobile super FOB.

Add a 3rd FOB and make what we have larger at last flag. Stop wasting so many tickets with repeated attacks or attacking at all.
https://www.youtube.com/watch?v=8FJcFGJsnYg&t=98s


Then add UAV and you have 3 TOW thermals, tank thermals and UAV thermals. If everyone defends 6 FOBs (3 super FOB, 1 mortar FOB and 2 DOD) at last flag.

You get all that plus mainbase spawn point with supply and repair close. No more getting camped leaving mainbase when DOD is secure.

We should put all the English players on the team with 3 TOW + 3 AA + 6 HMG + 2 mortars + tanks + APC + jeeps + logistics repairs + CAS... Then non-English speakers on the other team so we can demonstrate this tactic through simulation language.

Since you read this far, I will put it just before the end. Sometimes my anti-tank tactics as infantry include shooting the armor with bullet to make it stop, so RPG can hit it. Also sometimes I show that if my bullet can hit it, RPG can hit it. I keep the armor back or delayed with a bullet by showing "It could be RPG" hitting them without them seeing me, projecting this into their minds.

There is a 2nd stage to this building the 3 TOWs /3 AA and 6 HMG. Plus 2 AA and 1 HAT kit, plus LATs sitting on crates. Once you do that, you have maximum firepower, you can literally leave men 6 for 3 TOW (fire/loader), 6 for 6 HMG and 3 for 3 AA and 2 for mortars, thats 17.

8 in APCs, 4 in tanks, 12 players like juggernauts in armor thats 29. 4 in Jeeps with gunner/driver, thats 33 men. Leaving up to 17 players infantry for attack, 2 squads. Which the APCs assist. Once enemy is broken up.