The Rifleman is the backbone of the ground based forces. His equipment consists of a rifle equipped with either Iron sight red dot sight or a scope.
In Close Quarters Combat (CQB) the scope can be a hinderance.
Some people can shoot pretty well from the hip, however deviation is bigger, so you might consider getting an unscoped rifle to shoot from the shoulder if there is a lot of CQB.
Your other equipment is grenade and smoke, which comes with some other kits and ammo, which is only avaiable to the rifleman.
Smoke and grenades are okay on their own, but are best used in a coordinated fashion with the rest of the squad.
Sometimes your squadleader coordinates the use of smoke and grenades, so make sure you keep one or 2 of each spare if you use them out of your own initiative.
Comunication:
Report sightings to your squadleder always. Do not open fire unless fired upon. Assume weapons safe if the squadleader did not tell you that weapons are free (shoot enemies on sight) and act according to his orders. Also forward notifications in teamchat to your SL if you notice them. He might not notice them all.
Fireteams.
The squadleader might split the squad into 2 or 3 fireteams. Try to remember to which fierteam you belong
Using the rifle.
The rifle is equally precise fired from the crouch and prone position from the shoulder. It is effective up to about 250m, although with any luck it is possible to score hits beyond that range. While it is not as precise standing up, it is still reasonably precise shooting standing up which should be done, if it means you can shoot from cover. If the enemies are not at the limit of the effective range of the rifle it should not be an issue.
The settle time for the rifle is about 1 sec and pause between shots should be 1 sec for maximum accuracy.
Always try to shoot from some kind of cover. If you are under fire do not try to engage the enemy right away. He is sighted in and settled already, by the time you are sighted in and settled he shot you multiple times. Rather try to make a run for cover.
Using grenades.
Grenades are good tools in close quarter combat to target enemies who are into cover, to clear bunkers and rooms, or to attack enemies out of cover. If you want to use a grenade ask a squadmember to cover you. Equipping the grenade and requipping the rifle takes a bit of time. You are vulnerable to a rushing enemy. Grenades critically wound only in a 5m radius, so practice well with them.
If however the squadleader coordinates 3 squadmembers to use their greandes while the other squad covers they do a considerable ammount of damage, either critically wound a lot of hostiles or force them to withdraw.
Using smoke.
If you use smoke out of your own initiative it should be for defensive reasons. Once the smoke grenade is thrown it takes a while to build up. If the enemy is further away than 100m throw the grenade torwards him, to maximize the size of the smoke screen. If the enemy is nearby pop the smoke on your position to make sure the enemy does not run into the smoke cloud and past it gaining visual again.
If to make your escape you need to exit through a door or gate, smoke the gate, because an enemy anticipating your move might overwatch it and try to shoot you as you attempt to exit.
Sometimes the squadleader orders most of his squadmembers to deploy their smoke. Try to make sure the grenades land next to each other to form a large smoke screen, rather than piled up. If in doubt wait for everybody else to deploy their smoke and use your grenades to close gaps.
Using ammo.
Usually the soldiers are well equipped, so ammo is rarely needed for the standard kit. If ammo is running low just toss a bag and have everybody resupply.
However some kits need a considerable ammount of ammopoints, like a lat or hat round. If the ammo is needed to resupply one of those weapons, have one or more of your squadmembers pool up his ammo bag with yours by throwing it in the same spot as yours.
If the ammo points a bag holds are not enough to resupply any expended items and the HAT rocket, the ammo bag dissapears and all gathered ammo points are lost as soon as the soldiers ceases to draw ammo points. However if 2 bags are present either none of the bags will dissapear as the soldier draws ammo points from both bags, or one bag will dissapear, but the points the soldier drew will not be lost, because he keeps drawing ammo points from the remaining bag and will be fully resupplied if both bags hold enough ammopoints to deliver a rocket.
Using the patch.
One patch will not stop your bleeding when hit by a standard rifle most of the time. Safe your patch and go to a medic. Use the patch on yourself if you almost bled out or use the patch on yourself or a friendly if more patches are avaiable to stop the bleeding and no medici s around to do the job.
Covering fire.
Sometimes the squadleader might order to deliver covering fire. Regardless of which kit you have, in that case you should shoot at the spot assigned by the squadleader with less than 1 sec between each shot, but maybe not quite as fast as you can.
The rifleman in the desert.
In the desert the Riflman can be at a disadvantage when confronted with weapons that outrange him, like the machinegun, marksmanrifle, or sniper rifle. If there is no squadleader he should retreat in the cover of smoke, if he is with a squad, he might be ordered to deliver surpressivefire while the marksman in the squad is engaging.
The rifleman in the jungle.
Jungle areas make for a lot of CQB situations I would recommend using the unscoped rifle.
If you are on the move you are vulnerable, if you are on overwatch enemies on the move are vulnerable to you.
If the squadleader wants a marksman to cover the squad from a distance you can suggest fulfilling that role with an scoped standard rifle instead of the designated marksman rifle (DMR), because the marksmankit will be at an disadvantage over a standard issue weapons if visibility is 100m or less.
The rifleman in urban areas.
Depending on the map and on what your squad is doing the squad might require both scoped and unscoped rifles. See what equipment the squad already has and take the appropriate rifle after checking back with the squadleader.
With the unscoped rifle you should be the pointman in an urban setting, keep your rifle on Full auto or burst fire. Encounters can happen at very close quarters as you turn a corner, which might require you to shoot from the hip.
Covering doors as grenades are tossed inside or taking point during room clearance are further tasks for the unscoped rifle.
The scoped rifle is needed for long range engagments down an alley or street or to engage hostiles from a roof or within a building.





