text:
America's Army: Special Forces/Border Tactics

Assault
Going north means you will be on a large open stretch. There are a few good footholds that, if you can secure, will help you in your advance. Some of these would be the North Hill Ruins (the ruins by the elm tree) and the square dilapidated building to the north of the elm tree. A rush is the most effective tactic. Taking the North Defence Hill ruins will be a challenge. An alternative north route to take is to go north, then swing east through the north hill ruins and down to the destroyed building. Also if you go north, you can go prone behind the burned out car at North Extraction Point. This is an excellent spot to fire or snipe N. Defense Hill.

Going South gives you the advantage of elevation and cover, however south is hard to attack because of the urban setting. Snipers can be hidden in any of the buildings in the valley. A south assault can be more direct, but must be done slowly to be completed successfully.

A central assault is a more dynamic situation. Often you will be pinned down behind a square white building in the central valley if you try to go directly central. While in the central valley, you can swing left and go north up the hill to Town Hall. From here, you can take out opposition that might hinder your advance. Also, running from the hill to the blue building provides cover from the "Exploit" building.

ADD: Rushing north is a good tactic if you have a M-16, a sniper, and a SAW. The sniper watches for any heads that pop up on northern ruins hill from the ledge opposite from the extraction. The SAW goes prone on the ground under the ledge and covers the M-16 as he 1)rushes to the 2-windowed block thing far down on the left and 2)frags northern hill from the side. SAW follows up directly after.

Defense
The best place to cover the Southern passes is to enter the building with the two windows and crouch. If you stay stationary in the crouched position, especially on the right side, your head is almost invisible to their rushers. Scan the hills and the South pass and take out any assaulters, and watch out for a flank later in the round.

The next best place is the balcony to the left. Not as much cover as the first position, but definitely worth sending an extra man.

Covering the North you have many options, but all get you picked off rather quickly. There are the walls/destroyed buildings to provide cover. Keep an eye on the hills, the Town Hall, and the destroyed building.

ADD: A useful North tactic is to rush up the northern valley into the North Hill Ruins (by the elm tree). From here, you can go further north to the square broken building, and you can cover town hall, as well as guard against attackers rushing to North Defence hill. Beware of flash and frag grenades, keep on the move to avoid being taken out by a grenade.

ADD: Rushing Town Hall is a good tactic that the assault usually doesn't expect. As soon as you spawn, run across the road and up the hill leading to Town Hall. Once you get to the barrier separating you from the Town Hall, go prone and slowly crawl across the open stretch of grass. Once you are close to the actual building, go LEFT instead of RIGHT. You can now open fire on attackers attempting to go through central hill, and also any prone snipers on either the hill close to the extraction or the open building roof in the village. If you spot enemies on south hill, you can rush them from the rear at this point.


text:
America's Army: Special Forces/Bridge Crossing Tactics

General Topics

 * 1) Look out for 203 grenades at all times.
 * 2) Watch out for snipers and 203 on the assault ledges, on the truck and on top of the middle tower.
 * 3) Stay out of spam!
 * 4) When you turn a corner, do it either crouching or lying down. This way if the enemy is around the corner they are gonna have to lower their aim to hit you giving you a split second advantage.
 * 5) Crouching in windows is the best way to end up dead.

Bridge Crossing Tactics – Assault

 * 1) Use Suppressive Fire: Fire down the bridge to allow your teammates to advance. You may just hit an enemy if they aren't careful. You'll also slow them down, as they'll need to dodge your fire. Watch out for incoming 203's though. If you have the Squad Automatic Weapon, lie prone on the bridge, aim towards the other end of the bridge, and sweep the fire back and forth.
 * 2) The main challenge for assault is to pass the center arch. This can be accomplished in several ways.
 * 3) Stand back and kill defense from a distance. Soon no defense will be left near the tower. Then move quickly to the defense tower to try and kill those in the defense hills and those hiding on the ridge to the right.
 * 4) Smoke the center arch heavily and then rush through. Normally moving to the right catwalk or defense tower asap.
 * 5) The second challenge of the assault team is passing the defense tower. There are also several ways to do this.
 * 6) Move up the trap door quickly, removing any defense in the tower that are left if the chosen tactic for the center arch involved a rush. The assaulter in the tower now can check the ridge to the right of the tower for any defenders.
 * 7) Move to the left cat walk, hiding behind the corner of the defense tower. Throw nades into the defense hills then move out to the left following the cliff or straight ahead if there appears to be no resistance.

Common Knowledge – Assault

 * 1) Right at start you should get away from the insertion zone ASAP. People like to shoot 203 nades on start location thus killing a few people who do not move in time. This is known as 203 SPAM.
 * 2) Watch out for snipers in the defense tower or on defense tower crates. Also watch for the nice "treehugger spot" by the tower.
 * 3) You also might have one more 203 than the defense, use it wisely.
 * 4) Lots of smoke is good, as long as it's on the defense side.
 * 5) OPFOR on the defense tower steps can be quite deadly.
 * 6) Another sniper spot is the wooden catwalk on defense side, right behind the rail that goes around the edge of the catwalk.
 * 7) Do not camp behind truck. Defense grenadiers love to spam there, whether it be a dropshot or straight shot.
 * 8) Do not dawdle halfway down the catwalk. People have to get through, plus you (and anyone stuck behind you) will be a sitting duck to defense rushers around middle tower.
 * 9) Don't rush. This map requires a lot of patience, and if you rush you'll make an easy target.
 * 10) Don't throw frags unless you're at the front line. Too often do people throw from the back, killing teammates while at the same time the cars they use for cover keep the flack from hitting OPFORs. The same goes for smokes, which can easily blind your teammates unless they give up their cover!

Bridge Crossing Tactics – Defense

 * 1) Suppressive Fire: Fire down the bridge to hinder the progress of the assault team. You may just hit an enemy if they aren't careful. Watch out for incoming 203's though.
 * 2) The job of defense is to defend, therefore "using tactics" is condoned. However if the defensive team does not move at all the assault team will quickly learn their locations making for a slaughter.
 * 3) On small servers, defense rushing can catch the enemy unprepared leading to an easy victory, since defense spawns closer to the middle tower than assault. However make sure you have your team's support. Do not try this on large servers (20 slot) if you are new, or you'll get wiped out.
 * 4) If the assault team is winning easily, try hanging back (as a team!) behind the defense tower, there is more D cover than O cover. Doing a backwards bound and overwatch with suppressive fire to fall back can be quite effective at confusing the enemy.
 * 5) Beware leaving the area after the bridge, as even if it looks like the assault is losing, someone can easily sneak along the sides of the bridge and run for the objective without being seen. A single guard right where the bridge ends can easily worn player if someone snuck by.

Hiyou_uk1's Guide to Bridge Defense

The first and only objective of playing defense on bridge is to DEFEND the tunnel end. Too few players take up fixed positions behind the defense tower. From a position set a little back from the defense tower there are a number of spots where you can be 100% safe from either nade or bullet without first at least getting a sight of the enemy. Often the enemy does not even know you are there until you open fire and nail him. A favoured spot is on the north defense hill. Below there is a screenshot of the position.

http://www.smac01.pwp.blueyonder.co.uk/image002a.jpg

From this position you cannot be fragged, sniped or shot without first getting at least a sight of the enemy presence. Either visually or audibly. Before moving on it should be mentioned that all players should have gone into audio settings in game and where you see the drop down list titled Audio Mode drop it to H/W 3D + EAX. Even if your sound card does not have the EAX capability it will do no harm it just means you won't have true EAX. But even if you don’t you will still have a far superior quality of sound from the game including an improved perception of the direction a sound comes from. This can be a vital edge.

But back to the north hill defensive position. From a lying down position for more accurate shooting the player can see the exit enemy would take from left cat and also the central arch area. From this position the player should in general use single fire mode with iron sights up. If you are not in the habit of using either iron sights or single fire mode you will be astounded by how deadly it can be when used to effect. It’s common for an enemy travelling along left cat to give a little jump as he nears the end, which reveals him to you if you are watching carefully. Even if he doesn’t jump to have a look from cat it’s also common to see just a little of the top of his head pop up as he runs. Generally you will be scanning the area with iron sights down but if alerted as described above you can bring up iron sights and be ready with a sight on the area he will pop out from when he goes up on the wall. When enemy is in your sights blast away on single fire rapidly and you will be producing a far more accurate and more deadly burst than any other mode of fire.

While keeping an eye out for enemy coming from left cat another spot to be watched very carefully is just at the lower left corner of the car. An enemy can lie down behind the car and edge out to take shots at you. Lying down and on single fire with iron sights up you can take extremely accurate shots back, but if you prefer can edge just slightly into the right which denies him his shot at you but still leaves you able to cover the area. While on this topic another thing that all good team players on defense should do is make sure the door in mid arch is closed at all times. An enemy skipping quickly over the wall unexpectedly and running in that door invariably kills all the tower huggers after climbing up maintenance tunnel. Why do people open that door at all? To go up to the tower?? That’s a long way for a shortcut. If you MUST open the mid door close it again. But preferably just keep out of there, if you want to play at running up and down the maintenance tunnel do it in single player please.

Another source of enemy contact from the north hill defensive position is off the wood cat at right. In this case it’s generally quite late in the game but not necessarily so. The alert factor is this: you will HEAR anyone walking on that wood if you have sound settings correct and especially if you are using a headset. A headset is highly recommended for play and those players who use them have an advantage.

If you hear the enemy on the wood you should crouch or stand immediately and change to burst fire. If it’s late in the game and you are sure it is enemy you can toss a frag over if you have one and try to kill him that way. But that can be too slow and my preferred method is to throw over a flash then rush forward and right till enemy is in sight from brow of hill and mow his flashed ass down. If there are still more enemy you can then retreat back to your lying down position. WATCHING left and LISTENING right.

All this does not mean that you should never go forward at all. In game play I most often go forward moderately early or more often mid game, moving on the cats to frag reported enemy positions at mid but then retreat again to the north hill position. This part of the game is another thing entirely and the inexperienced should practice fragging on single player mode. I may expand on this at another time but I will start off those who have no fixed blind fragging shots with one I myself use to great effect. Go forward on the left cat keeping tight in against the wall until you reach ladder. Always keeping tight against the wall step on to the ladder as gently as possible until your gun disappears. When the gun disappears you know you are definitely on the ladder. Then step back off the ladder as gently as possible until your gun appears again. All this ensures that you are in a precise spot every time. The shot will not work if you are not. Once in position draw your nade. Below is a screenshot of the drawn nade ready to be released. Note the position of the thumb just below the large icicle looking thing near the edge of the tower.

http://www.smac01.pwp.blueyonder.co.uk/nadeshot2+61.jpg

Once the shot is lined up use whichever key or button you employ to pull the ring to cook off nade then two flashes of live grenade at bottom left of screen then release. This shot takes a steep trajectory and if you cook it off much longer than 2 there is a chance of mid air explosion above the tower, missing enemy at left back. The first screenshot below shows five stooge enemies at left back of arch, the second shows the result of the nade when thrown as directed. All dead with one missing who was presumably blown over the wall.

While on this subject it should be mentioned that it's really poor team play to follow and hang close behind a team mate on these cats. From either of the cats I can frag any point either front of or back of the mid tower and I can do this from either cat. For example I can frag either front left, back left, front right or back right of mid arch, all from either cat and each shot as deadly and precise as the one illustrated here. But I need freedom of movement on the forward section of the cat and anyone hanging around behind me is a hindrance and a distraction. That apart from the fact that's it's also silly for two players to be in the one spot to be killed by a frag from the opposite cat.

It's good practice at any time in the game to stay far enough away from team mates to ensure only 1 of you could be killed by a single frag or 203 round in any given spot. Bunching is very bad. Just recently I took out four assault players with a single frag using the shot to left back of arch illustrated here. Taking out so many with one frag is very unusual since 2.5 patch which halved the killing distance of frags. They must have been bunched around the back of the arch in a similar fashion to that depicted below with stooges and the shot actually killed all five stooges too. An example of very poor assault play which should be taken on board as a deterrent against bunching by defense too.

http://www.smac01.pwp.blueyonder.co.uk/enemymid_+61.jpg

http://www.smac01.pwp.blueyonder.co.uk/midafter_+61.jpg

I am pleased if this nade shot from a blind position is of any help to anyone who plays defense on bridge. But my main object is to try to encourage people to actually DEFEND the bridge. This little fragging demonstration was merely to show that you can attack at mid but still DEFEND the objective. Going to mid or hanging around there is totally senseless. Mid is the most dangerous, most shot up, most naded spot on the map. The advantage of defense is that you do not NEED to go there. Assault MUST go there if they want to win. And actually that’s sometimes not even true. I have seen entire defense teams throw themselves past mid and all be shot or sniped with a minute of the game remaining. They threw away the advantage by trying to assault rather than defend. Remember that assault has a material advantage. They will always have a 203 and you may not for example. They have more smokes. When on defense use your advantage to the utmost. Make them DIG you out of there. Positions in front of the tower particularly in the latter stages are silly. It’s practically certain you have been seen there and reported there by the enemy to be shot, sniped, blown up or whatever. You are no surprise at all, whereas the guy lying in the hill is. The north defense hill position illustrated above gives you the advantage of a concealed position the enemy must reveal himself in to win. In general, on defense do NOT GO LOOKING for the enemy. Wandering around looking for enemy means you must risk revealing yourself. Defense doesn't HAVE to reveal itself. Assault DOES. That's the advantage of defense. Use it to the max. MAKE THEM DIG YOU OUT OF THERE!!! There are a number of good spots the player can experiment with. But keep in mind they must give you cover from all angles. If you are too far back you can be sniped. Stay close enough to the back of the tower that you cannot be sniped by a distant unseen enemy. Only once or twice have I seen the majority of a defense team follow this strategy. And when they do it’s awesome. Practically unbeatable. Instead of having the usual idiots all standing at pillars in front of tower or lying behind cars or standing in windows or on stairs, all the usual easy places to find and kill them. Instead of that assault are faced by a foe who frags their asses off at mid then retreats to an unassailable, unseen position. Trying to pass defense tower with like 6 guys all spread out behind it is virtually impossible. One assault victim of this strategy became so frustrated he screamed CAMPERS!!! Actually called defense campers. So if you want honor points and a good frag rate. Play defense on bridge as it should be. Keep cover in un-snipeable positions and instead of moving around all the time stay perfectly still and LISTEN. Listening cannot be over-estimated. From the tower when the game is quiet you can hear enemy crawling on ground at mid. Yes you can actually hear them CRAWLING slowly along the ground rather than even walking. Imagine what assault hears at mid as the tower huggers skip like fairies from window to window on those boards, just begging to be sniped. KEEP COVER!!! DEFEND THE OBJECTIVE!!!

Additional blind frag shot. Defense right cat to right back of mid arch.

As before, move along the cat keeping tight in against the wall at all times. Keep moving until you hit the ladder, you will know you are on the ladder when your gun disappears. Step back again as gently as possible until your gun reappears. Draw your nade and line up the shot as indicated below. Press whichever key or button you employ to cook off the nade. Allow it two flashes of live grenade at bottom left of screen then release. The other two screen shots show five enemy pawns at back of right mid arch and then the aftermath of the shot. All dead with one missing who was blown over the wall.

http://www.smac01.pwp.blueyonder.co.uk/nade_rb61.jpg

http://www.smac01.pwp.blueyonder.co.uk/pawns_rb61.jpg

http://www.smac01.pwp.blueyonder.co.uk/rb_after61.jpg

Always keep in mind that you are not trying to assault the mid. After you have used your nades quickly retreat again to a safe defensive position behind the tower such as the one on north hill shown above. You are not assault. I have a 1.93 fragrate employing these tactics. I have to be doing something right. KEEP COVER!!! DEFEND THE OBJECTIVE!!!

Full site here: http://www.smac01.pwp.blueyonder.co.uk/BridgeDefence.htm

Common knowledge - Defense

 * 1) The sooner you can reach a good defensive point the better.
 * 2) Right at start you should get away from the insertion zone ASAP. People like to shoot 203 nades at the spawn location thus killing a few people who do not move in time. This is known as 203 SPAM.
 * 3) You could also consider NOT standing in the def/ass arches in the starting minutes of the game since both SAW and 203 will cut you to pieces.

//Nightworm //roastedMnM //JasX

Weapon Classes
Try to memorize the order that the weapon slots appear in for both assault and defense. Notice that assault side gets their M203 and their sniper slots earlier down the list than defense. In a small server with 5 players per side, that means that as an attacker, you may not have to worry about OpFor having M203s and snipers. If you are an defender in the same server, no-one on your team will have those guns.

This does not matter for a full server when all the slots are taken up.

-GoldDragon

---

For: Riflemen
You've got 2 Frags, make use of them. If Assault loves to rush the ledges, rush up the corresponding ledge on your side and lob a nade over the mid tower (after 3 second cook). Chances are, you'll catch him running up or climbing the ladder. If possible, try for an airburst that'll cover both the ledge and the main bridge with fragments. **NOTE** DO NOT ATTEMPT AS ASSAULT AGAINST RUSHING DEFENDERS, THEY WILL SHOOT YOU WHILE YOU'RE COOKING THE NADE **NOTE**

Smoke is the sniper's bane, use it well. Good example: smoke the sides of the mid tower before trying to climb or crawl over to the other side. This annoys the heck out of the snipers who like to hole up in the tower. It can also annoy the heck out of your own sniper too if he is having a snipe around enemy stairs, so just check he isn't right next to you when you chuck that smoke. Beware though, if a guy with a SAW is in the tower, he'll probably spray the smoke with a hundred or so shots.

Single shot or Burst? It's really a personal decision, but I personally like single, unless I'm involved in CQB at Mid Tower. Then it becomes important to fire rapidly; it is recommended that a rifleman learn how to effectively "auto-fire" a M-16 on burst-fire.

For: Grenadiers
You don't have frags. Be sure to have a nearby Rifleman, so you can ask him to toss a frag around the corner or lob a frag onto the top of the tower.

Hit some smoke, don't hit others. For example: Smoke in the middle of the mid tower should not be shot at. That is often used as cover for someone to switch from left to right, or vice versa. However, smoke on your side of the middle arch SHOULD be naded after about 5 seconds. You'll most likely catch someone trying to run through to a ledge. Just make sure none of your teammates are there. Also, if you're defense, knowing how to 203 the sides of middle tower from defense tower is very handy indeed. (Tip: Make sure that your crosshair is inline height-wise with the top edge of the middle tower)

Memorize certain shots in single-player. It's cheap, but memorized shots greatly help your team. Specific ones to learn:
 * 1) Middle Windows of both towers
 * 2) Right and Left of Middle Tower
 * 3) Enemy stairs
 * 4) Enemy wrecked cars
 * 5) Enemy arch (~15 seconds into the round is good)
 * 6) If you're feeling particularly cruel, OpFor spawn (But beware: many servers now have this practice banned and will kick you if you do it. Check server rules first.)

Learn how to survive CQB. For those who have not memorized shots, you will more than likely be forced to head to Middle Tower (a.k.a. CQB heaven) in order to aim at the windows or enemy stairs, and if you die at Middle Tower, then whoop-de-doo, you've just given your teams most potent weapon to the OpFor!

For: Machine-Gunners
First thing's first: If you haven't already, read Cappy's guide (it's also accessible in the main area of this site).

You've got three options on this map:

 * 1) Think like a sniper - Find a location far from the battle, go prone, and sight in on the action. Then, when an enemy exposes themself, riddle his body full of bullets.
 * 2) Suppress the enemy - Fire off half-magazines or entire magazines downrange, making sure that your tracers make a noticable line. This scares the daylights out of the OpFor - or it makes them rain rather accurate fire down on you as they aim for the source of the tracers (oops). This has often given rise to interesting SAW battles, with both gunners aiming only by the other's tracers. I enjoy these greatly.
 * 3) Provide forward firepower - rush forward to Middle Arch, stay on your side, and just fire at anyone coming up the OpFor ladders. This also gives good opportunities for you to accurately take out enemies on the OpFor side of the bridge.

For: Snipers
Sniper rifles are all most accurate when prone and supported. However, in the hands of an above-average sniper or better, you can score killing shots while standing. It's advisable to crouch when sniping though, as that allows you to exfiltrate quickly.

Change positions. Especially on this map, find two or three good spots to snipe from (common spots: Top of Boxes/Barrels in the tower, one of the tower windows, stairs, or cars). Go to one sniping spots at the start of the round and stay there, picking off a target. Immedietly afterward, relocate to another of those handy spots. Repeat.

However, if your team is getting thrashed, it might be a sign you need a better spot to support from. If you are seen, relocate AT ONCE and run to your second spot. He may have gotten a call out, and soon your first spot will be blistering with enemy fire. However, if you relocate, you can catch the OpFor off guard by sniping the guys who are wondering why you aren't where their teammate said you were. Strangely enough, almost no one actually uses this tactic.

Exploit your dead comrades. If a rifleman keels over next to you, pick up his m16 and any grenades he may have dropped. This way you won't have to depend on your dinky little M9 peashooter. Defense tower stairs- provides commanding view of defense road, middle tower, and the left defense ledge.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


text:
America's Army: Special Forces/Bridge Crossing SE Tactics

-When playing either side, take into account the side-path and the fact that the enemy will send troops along it. Defense must be careful not to get sniped or grenaded by staying in easily recognizable and seeable points.

-Defense usually sends people to go along the path down the ravine.

-Assault usually sends its forces along the side path, but occasionally uses the bridge, or even both ways to the end.

Legend
A = Assault Spawn Point

D = Defense Spawn Point

O = Assault Objective

Important Locations
1 = Defense Tower

2 = Assault Tower

3 = Middle Tower

4 = Strategic Defensive Hilltop East Hilltop

5 = Common Sniper/203 Location

6 = Overwatches Bridge

7 = Lower North Hill

8 = Upper North Hill

9 = Valley Mouth

Common Assault Routes
Yellow Arrow = Across Bridge: A bit more difficult than in standard bridge due to snipers/less fog.

Red Arrow = Around Ridge: Very common route, generally easy until assault reaches location #4.

Blue Arrow = Through Valley: If defense isn't paying attention, this route is fairly easy, but you still have to get past location #4.

Black Arrow = Along the Eastpath over the South Hill, best Route to stop or spot rushing Enemys.

http://tgecho.com/hosted/aatactics/bridge_se_tacticalmap.jpg

TacticalMaps Page


text:
America's Army: Special Forces/Tactical Maps

These images are just to give a rough overview of the map and point out important landmarks and tactics.

Current Maps
Bridge Crossing SE

Taking Map Screenshots
Important Note: Make sure you type "devmode 0" into the console before playing online. I'm not sure what will happen if you don't, but people have hinted that it won't be fun. :)
 * 1) In America's Army hit the "~" key to open the console
 * 2) Type "open " followed by the name of the map you want to load (check your americasarmy/maps/ folder for exact names).
 * 3) While still in the console, type "playerlock 0" then "fly". Now you should be able to move around and fly.
 * 4) Now, type "devmode 1" followed by "show fog". This toggles the fog, type again to turn on.
 * 5) Find a spot in the sky where you can get a good shot and hit "F9" to take a screenshot.
 * 6) Paste into your favorite graphics program and tidy it up. Be sure to play with the contrast so everything is easy to make out.

 you will get kicked and banned if you forget this step--DesertFox_59 {X} 19:46, 12 Dec 2004 (UTC)

 "show fog" no longer works as of 2.5 LezChap 07:26, 22 February 2006 (UTC)


text:
America's Army: Special Forces/Collapsed Tunnel Tactics

This map is very close-quarters. These tactics are for 2v2 or 4v4 matches.

In a 2v2 match on this map if you are on the Assault team you both run downstairs then go down to the West Elbow and go down to West Extraction Sewer. From there one of you goes to the other side and watches the East Extraction Sewer. You camp there until you see enemy movement. Take the enemy down from there. If on the Defending team you both rush down and the first one that makes it down the East Sewer runs into the East Extraction Sewer and goes to the West extraction sewer. The other guy takes down the people at Main Junction and then moves forward into the East extraction sewer and covers for remaining Opfor.

If it is a 4v4 match it is almost the same plan as in a 2v2. The difference is that 2 people do the same on the other plan for a 2v2 and the other two on your team goes up and rushes trying to either flank the enemies downstairs or take out the Opfor upstairs. If the upstairs people need backup because the whole Opfor stayed upstairs, return to provide them backup. This should give you a 7-0 win if you play it right.

Tips :

When you start new round, go up and flash the other side quickly, then enter their side and flash 'em, if there are few people on the server. There is lower chance to flash 8 of them than flashing 4 of them.
 * When going up

If you are on Defense team, and if Assault team is rushing the objectives go down and try to run fast and keep your head down then rush to the objective, also bring someone with you so you two can cover the east and west entrances which are the only entrances for the objective. This way Assault team can no longer rush objective!
 * Rushing the objective


text:
America's Army: Special Forces/Dusk Tactics

Ambush Basic
For ambush, a very effective tactic would be to have a sniper wait and watch from the balcony, the VIP will normally have to run across the door from the other side of the alley. Another approach would be to rush all the buildings surrounding the immediate area of the extraction point pinning down the enemy before they can reinforce it. My tip for ambush would be to spread out as much as possible and cover as much ground as you can because the Escort team can pop out of any alley at any moment. The VIP likes to hide in Dusk, it is always a good idea to search every corner as you move but always make sure that your flanks are covered or clear.

Escort Basic
The best probable strategy is to run for the VIP first and make sure he gets back with you alive, then run for the arches by the main road. if you can secure that area and suppress Ambush long enough to sneak in a couple troops behind the building, you are sure to get the VIP out. Always make sure to leave at least two units to protect the VIP while you flush the ambush team out from hiding.

A tip for escort is to never let the VIP out of your sight. There are alot of places to hide on this map and anyone of them, especially the road next to the extraction point, is easily rushed and defended by assaulters.

Another tip for escort would be never move around with the entire team with the VIP in the middle of your group, one flash-bang can make all of you blind and deaf. It is a better choice to send fireteams forward first, split up and secure intersections as you move rather than running through the entire road in one go. Remember to keep each other in each other's sight, do not loose track of each other otherwise Ambush team can pick you off one by one.

General Tip
Always make sure that you have someone make sure that every single pathway and alley around the extraction point is clear before moving it. This area is most likely to be rushed by both sides. If you can secure these areas first, you already have the winning advantage, but that is if you maintain communication and teamwork with your team.

This is quite a simple design for a map. There are only a few major roads, but there are alot of windows, doors, and other places to hide in. Always make sure to check every one of them before moving in, especially for escort team and the VIP.

In this map, taking things slowly isn't as important. With narrow alleys and corridors, normal walking speed is preferable, unless you would prefer to use stealth to your advantage. The main idea on the other hand is to gain control of as many vantage points around the extraction point as fast as possible. Having control of the immediate area around the extraction point can mean certain victory, unless your team makes a mistake by moving out of the area and letting the other team in.

It is also recommended that your team make as much use of concentrating your firepower on your enemy. Always have your support gunners or AR infront and down low to allow riflemen directly behind them to shoot without obstruction or risk of ROE violation. To do this you must move in pairs or in fireteams which ever is possible. Do not move too close to each other and do not stand directly behind a teammate while you are on the move, an ambush that surprises you and make you open fire has higher chances of hitting your teammate aswell. Move around by shuffling, or walking and strafing left and right minimizing chances of ROE violation and maximizing your fireteam's firing angle. When in proper position, a fireteam can overpower an entire enemy squad without exposing any flanks or risking any team kills.


text:
America's Army: Special Forces/FARP Raid Tactics

So you like to play the farm, and you want to play it well. You want to be one of the best on the map; but some things elude you? Well sit back relax and you will learn some of the best kept simple secrets about playing and winning on the Farm. The FARM is broken down into THREE SECTIONS. 1) The CABBAGE (East and WEST), The CORN (CENTER. 2) The HAY FIELDS (EAST, CENTER, WEST). 3) The COMPOUND. Of those THREE basic sections the strategic operations develop, flourish or die. We take one section at a time: THE CABBAGE AND THE CORN: These areas are the SPAWN (Landing Zone) for the ASSAULTING FORCE. This is their HOME BASE if you will. The objective for the Assaulting force on the FARM is to get from their Spawn point into the compound to: a) Kill all the defending personnel. b)blow up the HIND in the center of the compound. To do this they must leave their HOME BASE and ADVANCE on the enemy. THE HAY FIELDS: This is NO MANS LAND a neutral area between the Assaulting forces HOME BASE and the enemy compound. The hay fields are considered a NEUTRAL area for one reason. Who ever is forced to remain in them is forced to be in the open and more likely to be seen and make a mistake that will cost them dearly. THE COMPOUND: This is the area that begins at the tree line and is flanked on the EAST side by a farm house, centered with a large barn, and a tree line on the WEST. This is the DEFENDING FORCES HOME BASE. Their objective DEFEND the HIND. Now that you know the general areas of the map, and the objectives. You need to know how to accomplish those objectives. We will begin with the assaulting force. ASSAULT: To complete your objective you must determine ONE of TWO things: 1) Your opponent’s strength. 2) The security of their defenses. You may think those are the same thing but they are not:

OPPONENTS STRENGTH: An opponents strength is not in his ability to keep a secure area. It is his command structure. Do they work as a team? Do they follow orders? Do they know what the objective is? Those are the areas of your opponent’s strength. SECURITY OF DEFENCES: An opponents Security of their defenses is based on their ability to cover fixed positions. Maintain a vigilant presence and repel invaders. Knowing when a position is fortified and allowing remaining forces to cover it. Knowing when to move to a new position to provide reinforced cover. Knowing when to retreat to a secondary location for a more strategic defense. So how do you as an assaulting force TEST these theories? Well in actual combat you would draw up many different plans of attack and submit them for approval. Once done you would suck it up and go for it, when it is all said and done that is truly all you can do. In a game like this however where you have unlimited attempts to try your theories in action you have to still suck it up and go for it, but at least here.........you get to do it again if it fails. ASSAULT ONE: THE RUSH Rushing the defense is simple you bulldoze your way through the enemy defenses or die trying. First you should always remember on a "dead rush" smoke is your friend. Always smoke your advance. Two or three people should smoke the affronting positions and then the next two or three behind them should grenade through the cover of the smoke provided. As soon as they have advanced their grenades they should throw a second line of smoke deeper into the defensive positions. The first line who initially smoked the defensive line should now advance their grenades through the second line of smoke. If you do this as a unit all in one area then you will advance with an uncovered flank. So you should always have one person to the rear covering you flank from the rest of the map. This person is almost always in all branches of the military called "mother" i.e. "The one who watches over you" ASSAULT TWO: THE CREEP Creeping is the tactic devised from the idea of "escape and evade" but using it as a tactical weapon. Many times a false rush will allow one or two, sometimes three men to slowly advance in open ground without fear of detection, because they do it well away from the actual are of engaged combat. Fence lines, ditches, covering from lines of sight, camouflage are all very good uses for advancement. ASSAULT THREE: CAMPING Now this is where REALITY ends and the game begins. No assaulting force is EVER going to not advance on their objective. You see if they did not advance they would leave. They can not just wait forever..... But in the world of video games "camping" is a tactical maneuver for an assaulting force. Why?.......because in video games RAMBO IS ALIVE AND WELL! You see the Defense know you are coming, and you know the defense knows you are coming. So you have an opportunity to make the defense come to you. If the defense breaks their lines and becomes the assaulting force themselves, then all you have to do is use reverse tactical advantage on them.....you are now the hunter, and they are the ones in the open. In this game the BEST ASSAULTING FORCE is an assaulting force that hopes the defense will come looking for them. Because every defender who breaks the line and comes after you leaves a gap in their defenses for another member of your squad to advance through. So there you have it.......those are the THREE sure fire forms of winning from Assault on the FARM in America's Army. Now for the other side of the coin. DEFENSE: The sole objective of the defense is to PROTECT THE HIND. Period nothing else. No matter what anyone would have you believe. THAT is your sole mission. Everything is in your favor to do so: 1) Time limit is in your favor. 2) Defense from cover is in your favor. 3) Defense from a structured perimeter is in your favor.

All you must do is wait for the assaulting force to come for you. If they don't you win by default If they do you have a structured perimeter to repel them from.

The tactics of defense are a bit different than those of the assault. One thing you should NEVER DO (but many ignore and do anyway) is to venture into NO MANS LAND aka the "HAY FIELDS". There is no reason for you to go out there other than selfish reasons: 1) If you abandon your post and go into the hay fields you open a hole in the line of your defense. 2) If the assault breaks the lines and gains control of the compound you have to regain ground you already had to begin with. 3) If you ignore the wishes and orders of your other squad members and play. Assault from the defense you are ignoring teamwork and the objective of the map. 4) You can not defend the HIND by assaulting from the defense.

Defense has several layers to fall back on: 1) The tree line, barn, house, these are all the PERIMETER of your compound your line of defense should always start there. 2) The secondary line should always begin at the stables, humvee building, rear of house, and rear of barn. 3) You should NEVER fall back to the silos, boondocks, or the south fence unless you have considered there to be no hope of holding the objective. You can not defend from the rear. 4) You must NEVER begin your defense of an objective from the rear. Defending from the rear is like playing football and giving the opposing team 99 yards of playing field and you try to hold 1st and goal from the 1 yard line.

Now with all of that being said, and about 90% of that being based on solid tactical training........lets go over what is almost always going to happen at one time or another.

Someone on the defense is always going to rush.......sometimes entire squads will rush. It is the nature of the "we do not want to wait" mentality. And you have to determine whether you do the right thing and follow the TOS of the GAME and the ROE of the map....or if you follow them. Just remember every time you leave that compound you are leaving the objective behind. You also have to determine if YOU are the RAMBO player of the game. When you rush out alone and leave your squad behind, you forget about teamwork, you forget about the objective. All you are concerned with is being the "winner"..........not with YOUR TEAM WINNING...do you understand the difference?

Well there you have it the definitive tactical guide to winning and surviving on the FARM....(written 2/10/03 originally for the -={CIB}=- Squad Forums)

-={CIB}=-LstBoyScout

Founder www.cibsquad.com www.forums.cibsquad.com


text:
America's Army: Special Forces/FLS Assault Tactics

On Assault, there are basically three ways you can go, Attack the bunkers from the north, the south or suppress from the middle.

Generally the latter proves to be suicidal, unless the defence are noobs.

From the north there are serveral possibilites, but they all have downfalls. Due to the fact that the enemy have grenades, where ever you attack from the north or south you are likely to find your self avoiding nades.

North:

From fence line, behind hummer, or crates, or stand on wing of generator (good cover from light, but be ware of defence moving to rear of bunker).

South:

From behind hummer, fence, or crouch on crates behind hummer, closest to the bunker.

Middle:

Generally the best spot is south of DZ, By the trees, is a small dip directly west of the south bunker, in this dip you can easily take cover, fire and hide, with a perfect view of the south bunker. Also, the Northwest Lights closest to the middle, if you get there without being spotted, you will be close to the North Bunker, but the Defense still won't be able to see you. Parachuting:

Do not jump east, unless suicide is your thing. Jump north, south, west, a few clicks east of north or south, approach east and you will land within easy sight and sound of the defenders.

Tactics:

Before moving to a position near the north or south hummers, throw a smoke nade somwhere in the general direction of the front of the bunker (do this at the northern most or southern most, depending on approach, Light) this will attract the attention of defenders, hopefully they will concentrate on the smoke, and not your approach, think of it as a diversion.

Thats all from me folks. [NW1AD]Lunotic.....out.


text:
America's Army: Special Forces/HQ Raid Tactics

HQ Raid Tactics - Assault
It's usually best to stick around the edges of the map for the starting period of a round. This way you cannot get easily shot from behind. Also this is prevent flanking although the OPFOR may have the same idea so keep an eye out.

Also nightvision in HQ Raid isn't really an advantage as the night vision makes some things harder to see although you may have your gamma down lower than mine so keep flicking it on and off to catch any OPFOR off guard.

Only the Assault team gets nightvision goggles. Use this to your advantage. You can see further with NV, so take your time and advance slowly staying off ridges which would reveal you as a silhouette.

Two recommended strategies for the Assault team are to either go North or go West from spawn.

directly across from it. There is a great defence camping spot to the right of the cabin that can cover the Objective and people approaching from the north. flank or go up on the ridge and open with a SAW. I suggest going NNW and killing the OPFOR that come up near the mound of dirt and then advancing down to the cabin using sights and NV.
 * Going North: Watch out for enemies hidden to the right of the bridge and
 * Going West: Watch out on your left, lots of times OPFOR will rush the


text:
America's Army: Special Forces/Insurgent Camp Tactics

Use the 203 on the building windows in first 5 seconds of the round. If you have the SAW (Automatic rifleman) on Assault rush for front door. If you are on defense, rush (if appropriate) out the door and grenade all of the hills.

Added on behalf of The AA Hospital

Sniper Positioning - Defense - Route 1

 * 1) Run off the building to the East in a way that you don’t hurt yourself to yellow.
 * 2) Go to the East Hills to set up and take out people on the South side of the tents & the sniper on Middle Assault Hill.
 * 3) Shift to the Western most part of the Southeast Hills & take out enemies at the Northwest  Hills, the sniper if he is still alive, & enemy that are rushing tunnel system. Also pick up a gun off a dead body.
 * 4) Move West to the next hill. Pick off any enemy on the North Hills.  Again pick up a gun if you find one.
 * 5) Move West again to the next hill.  Only stop here if you see an enemy.
 * 6) If you don’t see the enemy or you sniped everyone you saw, head to Middle Assault Hill.  If you happen to hit F1, which you should have by now, and you notice you are the last one. Make a dead sprint to the PCs and cover them.
 * 7) If you have two or more people on your team that can protect the PCs, go to the Northwest Hills and take out any stragglers there.
 * 8) Keep going to every hill taking out every enemy you see.
 * 9) Head back inside & help your teammates out with the PCs.

Sniper Positioning - Defense - Route 2

 * 1) Either run across the building to the safety of the little wall or go straight up the ladder.
 * 2) While across the side of the building, snipe people on Middle Assault Hill & on the North side of the tents.
 * 3) While on the roof, start your sniping at the first little post.  Pick off people running to the tents, Northwest hills, or Southwest hills.  Also take out the 203 people or you will really start to hate dying early.
 * 4) Move to the next post & keep sniping people.
 * 5) Move to the last post on the front side & snipe people going South.
 * 6) Move to the post behind you & take out any enemy that are running behind the building from the Southeast Hills.
 * 7) Sit around somewhere and guard the top PC.

Sniper Positioning - Defense - Route 3

 * 1) Kneel down and take a good position to snipe people heading to the Northwest Hills.
 * 2) If people get by you can go prone, set up your bipod and take out people that are on the Northwest Hill or running to the North Hill.
 * 3) When done on the center roof you can do anything you want to do.
 * 4) I like to run around the building sniping people through the windows.
 * 5) Side note: This is the route most of you will see me doing because it is my favorite one.

How to accomplish

 * 1) Position yourself at the most South Eastern tent entrance crouched.
 * 2) Pull the pin on the frag placing your thumb level with boarded up window and then release the frag.

How to confirm success

 * 1) The frag grenade explosion should be able to be seen from the south side building at different elevations.

WRITTEN BY [RedNeX]_M1Abram, Submitted by [RedNeX]_Sulphate

ASSUALT TACTICS!
[added on behalf of TheSparr0w]

All out Blitz(as an AR or Rifleman)
Choice Number 1 ...My and my Clans FAVORITE lol... (if you do this quick enough the camper will be caught off guard)
 * 1) After Spawn run around the southside of Middle Assault hill
 * 2) Run up to and jump over the wooden fence
 * 3) Run through the first tent
 * 4) Stop and the left side of the second tent
 * 5) Shoot anyone in the windows ...usually someone in west Entry...
 * 6) Run around the left, north, side of the second tent and straight through the open in the fence
 * 7) Make a mad dash to the west entry door
 * 8) ...get ready to fire..., Open Door, Rush in.
 * 9) Turn right the west entry door and shoot the Stairs camper

All out Blitz(as an AR or Rifleman)
Choice Number 2
 * 1) After Spawn, head north.
 * 2) Run between Middle assault hill and the North Hill
 * 3) Head West Between the hills towards the tent area
 * 4) Jump over the wooden fence around the tent area
 * 5) go straight thru the first tent, and the 2nd tent
 * 6) jump through the broken down fence, stop at the 'zil truck'
 * 7) Throw a 'nade into the Top Office North Window
 * 8) Then turn north and get a flash ready
 * 9) As soon as you open the Radio Room door throw a Flash
 * 10) when flash Goes off run thru the door and up the stairs (there will probably be some one waiting for you)

All out Blitz(as an AR or Rifleman)
Choice Number 3 (Beware of snipers and riflemen in the 'Damaged rooftop') - Crack the Basement Computer room door open - Jump on the table and sit behind the computer - Get the objective
 * 1) After spawn, take off running to your right
 * 2) Once you reach the 'ruins' jump over them and head west down the 'South Road'
 * 3) Don't Worry about shooting at OpFor in the Buildings just keep running down the road.
 * 4) Soon you'll come to a small hill, go around the south side.
 * 5) Once you get around the side of the hill make a mad dash north towards the tunnel entrance
 * 1) Hurry yourself into the tunnel, be very cautious and listen for footsteps theres a good chance your not alone!
 * 2) Make your way through the tunnel
 * 3) Now if you really want to end the round quick
 * 1) Now if you don't want to get the objective just run out of the room and up the stairs

Choice Numero Uno

 * 1) If you spawn in the garage run north to the radio room
 * 2) Crack the door
 * 3) Run up the first flight of stairs
 * 4) Get your 'nade out
 * 5) Count about 10 seconds
 * 6) Start cooking your grenade and run up the next flight of stairs
 * 7) Throw the 'nade out the south window towards west entry
 * 8) If Assault has been rushing West Entry Hard... you should get a kill.
 * 9) Run back down the stairs and camp either north side stairs, west entry hallway, or the room between garage and radio room.

Defense Tips

 * 1) When shooting out of any window, there is a very real chance of being shot by an OPFOR 203 round. Therefore limit your time in rooms with windows to a minimum, just enough to shoot an enemy target.
 * 2) Also, do not use weapons with tracer rounds such and the RPK or SAW in rooms, because tracer rounds flying out of a window is a good indication to the enemy that the room is occupied.
 * 3) Usually a key to winning rounds in which the building is over run, is to address the threats inside the building first. Do not worry about enemies outside, when there are those inside which may take you off guard.
 * 4) While trying to stop a rush, use automatic fire and aim a little in front of where you enemy will run. However, when targeting far away enemies, such as in the South East Hills, use single fire.
 * 5) It is the duty of snipers to call out enemy movements. Reporting enemy numbers and if possible weapon type is almost as valuable if you had gotten a kill.
 * 6) Always be careful of OPFOR wielding an M203 around the back side of the building. It is ALWAYS better to wait and engage these enemies inside, than attempting to pop out and shoot quickly.


text:
America's Army: Special Forces/Mountain Ambush Tactics

Take the central mountain! Ambush is closer and will have the mountain first, but Escort can recover the mountain by tossing blind nades to the top (especially effective in Laser-Tag mode). Expect Ambush to also toss blind nades. The VIP should avoid going into combat, especially since he doesn't get any frag-nades.


text:
America's Army: Special Forces/Mountain Pass Tactics

DEFENSE SNIPER TACTIC

Preferably this is using the m24, but the m82 will work too.

If your team is in need of help (aka defense is losing), then take your trusty sniper and run up low defense peak and get behind the fallen tree (Southwest Landslide I think).

Crawl into the tree until you can only see south cp. Don't get too far out or you will be visible.

Snipe any rushers to south cp and stay put unless any get by... if that happens then move around to get a clear shot and take it.

If you are still alive later in the game (after 3 minutes of play) then keep an eye on the top of CP and maybe move over so you can watch the west defense ledge and defense road. Some people just like to run right to the objective through here... take them out and make sure they never try that again.

NOTE: CP = central peak

~RandomSAW

Assault Tactic

One route that is almost always overlooked is through the valley. Go left at the assault spawn and run through the valley. You can usually get behind defence this way. Defence can also use this to get behind assault.

Running through the valley on assault is probably the worst route to take. You are at a severe height disadvantage, and you have to go through a "choke point" exiting the mouth of the valley. One well placed player on defense can handle any assault players attempting to go through valley.


text:
America's Army: Special Forces/MOUT Mckenna Tactics

MOUT McKenna is a complicated map with multiple levels and poor lighting conditions. It is also very small, resulting in a large number of surprise and CQB conditions. To work effectively, you MUST travel as at least a two man element, three or even four being best, but no more. Cover all directions, and especially watch upper windows. Try to seize objectives and defend them, instead of prowling around looking for a fight. Alpha and Charlie both are good spots to defend with at least two people. Bravo is a bad choice, and NEVER hide in the tower, the number of people able to place a grenade right in it is astounding.

Don't bother with tunnels in the beginning unless you're sure you can either handle opposition or get through them without enemy contact. One person can move through either tunnel, allowing one to flank any blocking forces.

Loyalty's best tactic is to either defend Alpha or rush into the Honor staging area from tunnels or through Gray building. Both have their advantages and disadvantages.

Honor should attempt to hold Charlie. Token resistance should be put up for Bravo, as it is almost even odds there (Watch for Loyalty members who rush into the objective). Hiding behind the ladder in the church is effective in this case. Also Upper Blue is a great spot to camp.

Keep your ears and eyes open and be ready to run or shoot at any time. Learn to use NVGs well, too.

You really got to use nades a lot and listen for the enemy's' footsteps. The SAW will also help you greatly, especially on MILES servers.

The best way to learn tactics for MOUT McKenna is to watch specialized elite-players in game. In the history the map MOUT McKenna has seen the rise and fall of many specialized clans like QRF, [F] and in the newer times – but with quite low fragrates – A4D. The only clan who has been non stop top-ranked since 2003 is [TAAH]-> "The America's Army Hospital". With thousands of hours of playing experience this map specialized elite-squad is the veteran among the McKenna expert clans. For learning tactical intelligence for the map MOUT McKenna try to watch a TAAH member playing on MOUT McKenna.


text:
America's Army: Special Forces/Radio Tower Tactics

FAL/FLAKC writes: (Some edits by Canscorch)

Okay, now this takes real teamwork. For this to work, you'll need one advanced marksman, one grenadier, one automatic rifleman, and five riflemen.

The two fire teams each have several responsibilities.

The advanced marksmanship team, comprised of a Rifleman (R) and a Sniper (S) has the following tasks during the initial assault:

 * 1) Keep the central peak clear by sniping from the ruined building in the north area.
 * 2) Prevent the defense from flanking the main force via the north valley.
 * 3) Alert the main force in the case of a counter-attack.
 * 4) After one minute, they need to throw smoke at and around the ruined building to conceal the activities of the other fire team.

The other fire team has three other responsibilities:

 * 1) The Automatic Rifleman (AR) and Grenadier (G), set up north-east of the ruined building work in tandem to complete two tasks:
 * 2) * The AR has to make sure that the area around the building remains clear while the G clears the east peak ruins from the same spot.
 * 3) * The AR switches over to suppress and harass any opfor in that vicinity while the G continues to launch grenades at the surrounding area.
 * 4) The riflemen advance under cover of the AR fire. The G pulls up the rear. Once they have reached the east peak ruins, the AR packs up and joins them.
 * 5) While the riflemen attack the defense peak (DP) from a distance, the AR fires at the central peak.

The advanced marksmanship team then advances to the central peak, and confirms if the defense peak is clear, and clears the rooftops of the radio tower. The sniper remains on the central peak while his spotter goes down to complete objective C. Once objective C is complete, he returns to the central peak to protect the sniper once more.

The rest of the squad takes objectives A and B.

The one R and the G go to the top of the defense peak to clear the radio tower south area and second floor roof. The AR and two other riflemen go south of the defense peak to clear the flanks. The R and G go to objective A and hold.

The AR and R continue down to objective B – the remaining R goes through the central valley (under the cover of the S and the G) and goes into the tunnels via the southwest valley ruined building. Once that area is clear, they take objective B. Upon completion of B, G takes A while R covers.


text:
America's Army: Special Forces/River Basin Tactics

A successful tactic on river basin is for the entire team to walk in an extended line possibly flanking the enemy. Once you have convinced assault to employ this tactic there is a very high success rate as proven.

This tactic is successful because the enemy on this map usually spreads out instead of teaming up. Once your team encounters the light resistance in various spots your firepower is simply overwhelming. Try It!

Defense Plan:

Rush and force your way to the Assault spawn. By the time you get there, they will have gone somewhere else. Rush up their backs and hit them hard. If you are engaged before you get to spawn, engage the enemy there and try to get around as best you can. Stick together at all time and spread out in a lined formation.

1st Lt. }EoS{-Robin

Element of Surprise


text:
America's Army: Special Forces/Weapons Cache Tactics

When at the Secondary Objective, either on Defense or Assault, stay close to the stairs if possible. If you are out numbered or need to reload and are under fire go up the stairs while reloading. Hopefully the opfor won't see you go up the stairs and will think you have taken a defensive position and will throw nades. If so run to the 2nd Floor office that is across from the middle entrance and jump down and surprise them, or go to the other room and climb out onto the rack and kill them.--[Ldog187]] ASSAULT When on assault, run outside and lay prone under one of the trucks. From there, aim and shoot at any OpFor that you see go by the upstairs window. Defense usually doesn't take the time to aim down below the trucks.. and if they do... they are exposed for a VERY long time. Unknown Author Also, please allow the 203er to get outside ASAP (as soon as possible) so that they can 203 the window. 203er, please don't waste time by climbing up the ladder and camping assault north spawn, get outside and provide cover for your team and stay outside until you are out of ammo for the 203. SAW should try to rush to S/R and get up the stairs and mow down the opfor trying to cook a nade to throw into the stairs.--Ldog187 DEFENSE Defending in Weapons Cache is pretty easy as long as everyone isn't rushing off to meet the assaulters. There are many great places to camp and wait for the opfor to walk right by without noticing you. If you rush to the 2nd Floor Hallway, don't all crowd into one room, one nade will take out the whole team, sometimes it is a cooked nade of a friendly that kills everyone. If one person just crouches in the doorway and waits usually you will get a few easy kills from someone peeking around a corner, or just running out without looking. Defending the objectives by finding a good camping spot is always fun, but most people know all the good spots and will blind nade the crapola out of them.

If you hear an opfor taking the Secondary Weapons Cache and are on the Second Floor, it is possible to shoot them if the are crouched behind the crate taking the objective. This is a pretty easy shot, all you have to do is stand behind the trash can in the room with access to the rack, and you can see their head. Usually will result in a headshot, and a lot of people saying you cheat.


text:
America's Army: Special Forces/Weapons Cache SE Tactics

Defense Tactics
Guarding Primary Weapons Cache. You set a man next to the cache guarding the North Stairwell. Have a guy in the elevator shaft or vent. Get a guy laying down by the boxes towards south stairwell guarding that. Primary cache is basically impossible to take with the proper way.

-10IR-Leo

Assault Tactics
Rushing North on Assault:

First of all, this is best done (or only done) when you're on Fireteam B, and much better done when you have teammates backing you up. Most people avoid the north entrance like the plague, simply because of the OPFOR nades, but they don't realize the assault can always get there slightly faster than the defense. That time is crucial.

As soon as the game starts, sprint towards the north entrance. Once you're in, grab a nade and start cooking it. Once you turn the corner, throw the nade down the hall. The time for you to run down the hallway should be around 3-4 seconds, and if there's any OPFOR down the hall, they should be taken out by your nade. Now, if there was no one shooting at you from the boxes, you can just throw a 2nd nade down into the left garage/warehouse, and take out any camper waiting for you in that doorway (the one that leads to the 2nd cache).

You now have 3 options, 1) go into the elevator, up the ladder, into the vents, and grab primary, 2) enter the left hallway/garage, through the door, turn right into the main warehouse and grab secondary, 3) enter the door near the elevators into another warehouse.

Usually, for the first time, I would toss a flashbang into the top vents, and go up the ladder, because the OPFOR hasn't caught on yet. This is a very deadly route, mainly because you can flank the OPFOR from behind and/or grab prim. You can also take out any def camper/idle players.

The 2nd time, I would enter the left garage, and help take out any campers in the garage (make sure your gamma is turned on really high or use night vision goggles, because it can get pretty dark, especially by the crates the def likes to camp).

If your team is trying to enter S/R or South entrance, and they can't get through, go with the 3rd option, enter the west courtyard, and attack the def from behind.

Use of OPFOR Weapons
The weapons used by OPFOR on WCSE are your basic OPFOR weapons you see in most non-SF maps, but on this level they can be used to a greater extent. When you are the last (or close to last) player on your team it is often very useful to pick up an AK74 or RPK because of a few reasons.

 * 1) AK & RPK bullets ricochet and bounce more off the walls and obstacles in this level more than others
 * 2) When the last player (or group) using these weapons will not draw enemy fire, they may attract greedy enemies, when they hear friendly fire, because they want a piece of the action, or just some kills, so they will walk in un-suspecting.
 * 3) When fighting in vents or close spaces, OPFOR weapons will not throw bullets as your own would (your M4 looks and acts like an AK), as to not give away that your are an enemy
 * 4) If you poke your barrel through a window (why ever would you?) it will appear to be a friendly weapon.
 * 5) Using the enemies RPK (not sure what's it called) will not appear to be a big white sign going *Hey! I'm Evil and I'm Shooting at you! ! ! ! *

Thanks ~Mouse

In WC SE the Assault has more ways to get inside the building.


text:
America's Army: Special Forces/Woodland Outpost Tactics

Woodland Outpost
The Woodland Outpost mission was introduced in America's Army: Special Forces (Firefight) (version 2.3.0). It is a 172nd Sep. Infantry BDE mission, as opposed to the Special Forces missions that were introduced in some previous versions of America's Army. The weapon loadout reflects that this is not a Special Forces mission.

Please expand on the tactics that work on this mission.

Official Woodland Outpost Mission Description


text:
America's Army: Special Forces/Urban Assault Tactics

Description
The Urban Assault mission was introduced in America's Army: Special Forces (Firefight) (version 2.3.0). It is a 172nd Sep. Infantry BDE mission, as opposed to the Special Forces missions that were introduced in some previous versions of America's Army. The weapon loadout reflects that this is not a Special Forces mission.

Tactics
Hey you out there. My name is The-Big-Cheese. and I love urban. According to the tracker I've played bout 50 hours of urban. So, I know my stuff, I think.

The Rush – Rush east or west. In my opinion a good tactic but it is often overused and some good grenade spams will get you every time. And, if you don't have a quick trigger finger you're pretty much doomed. Best if you use the AR.

Assault West – My favorite thing to do on this team is to cover the India West ally and then head up the stairs to the left into Delta west. For sniper I like to go prone and supported on that ledge, but be careful, chances are you will be flanked. If you're just a regular rifleman head left at the top of the staircase and then crouch near the corner. By doing this and holding W your head is the only thing exposed, and you have a good view of the Eastern objective. Also, you can head right and crouch when you get on the bunkers. You have a good view of the western hear [I'm unsure what 'hear' is supposed to be]. Or you can go on through and clear out the enemies. Also on this team you can rush east and pick of the campers that are at the Foxtrot Vantage point and that ally (I forgot the name).

Assault East – My favorite tactic to head straight and then turn right into the Alpha Building? (it's gray) Cover the west, and you can pick off some rushers from this position. This is the best team to rush as well. If you are sniper, go straight and left. Go prone and supported at the very end of the ally, and you can pick of some guys coming around the corner. Also, you can heard to east and pick off some rushers and the people who use the tactics I described earlier. Also on this team you can use the UrbaNade which is a grenade spam which allows you to throw a frag into the western objective from the outside. Its on the aaotracker forums somewhere. [Is this an exploit?]

Also, this is a good team to camp the foxtrot and get in the window and pick off people.

So, in conclusion. Urban is a fast map with fast honor and fast rounds. Which, makes it the greatest for me. Lots of CQB, and intense action.

DragonJTS's hints- watch out when sniping. The best spots are often able to be entered from several points, or offer no view of the entryway, making it easy for someone to sneak up behind you. Also make sure that you can exit a room fast without running into a wall or table, as the small rooms are perfect targets for nades. Lastly, be able to quickly identify OPFOR's, as the small rooms mean by the time you see someone, you'll be face-to-face with someone and have less then a second to react accordingly.

[KYA]$!t.DoWn^[SL] 's tactics – This map is all about stealth, believe it or not. One of my favorite things to do on Assault West is to head all the way right and go prone behind the pillars and while in scope slowly move across to the right. This will allow you to easily pick off any enemies rushing down this alley. For Assault East, a good spot is within the ruins at your spawn. There is a corner in these ruins that I go prone in and look down the alley (to the right of the spawn), this is a great spot to pick off enemies coming around the corner from the far right alley.

Additional References
A link to a good forum posting about sniping for the Urban Assault mission from Imp:

[http://forum.americasarmy.com/viewtopic.php?t=152425 Sniper Tactics Revised. Urban Assault (Pic Illustrated)]

Official Urban Assault Mission Description


text:
America's Army: Special Forces/Pipeline Tactics

Pipeline Tactics: Defense

 * 1) One Spot, Two Objectives: At the top of west ladder your weapon and a grenade, or the 203 can be your best friend. With a nice clear grenade or 203 to the primary valve, as well as a path to the main control panel, you've got two objectives covered. Watch out, though, as the OpFor may try to pick you off from the ground, or the vent. Nades up here can be deadly.

 Pipeline Tactics: Assault

Strategy #1: Rush. Run... Now: Get inside fast. The spawn can be a deadly place. The enemy can easily move out and start throwing or launching explosives. Move fast, and have your Grenadier cover.

Strategy #2: Control the courtyard. On a full server, breaching an entrance takes time, and rushing often fails leading to mass death. It's critical to control the courtyard to thin the defense and to give your team time to make a breach. Cover North/South approaches, Oil entrance, Vents, Main & North Entrance. Pick off the rushing defenders until a breach is made. Then get inside fast.

Misc Tips:

Close the doors! I can never stress this enough when playing on D. Main pump room is the spot to defend, you can cover both Primary Valve and CP (Computer) and there are only 5 ways to get into the room. By closing the doors you have warning that E is coming.

Defense:
 * Leave the vent open so you can see when E is trying to get to lower CP.
 * Crack the doors by pressing the use key twice very fast, will throw people off when they are trying to throw in a cooked nade, and will give you an extra fraction of a second to react to the door opening.
 * At start of round go to W Ent and crack the door just so you can see to the North, then you can snipe at people who are making a run for Ext. If you hear someone coming from the South then get out a nade and toss it around corner.

Assault:

 * If there are 9 or less people on D then nobody from D will spawn in N pump room, making it easier to get in there.

 * If you have impatient people on D who like to rush, then wait for them to come out, this is when you 203er is very helpful.

 * When rushing Main Ent watchout for the nade that might come out the door right as you get there, a SAW can be very helpful in keeping anyone from coming out that door with a nade =)

by Zoroaster

ASSAULT TIPS

 * Smoke out the outside from the spawn area to give you and your team some cover.

 * If you manage to sneak into the cp then request some noise from surviving team mates, this may distract the Defence long enough for you to use the cp.

 * When in the vent near the main pump room drop a smoke and then move through the vent to outside where you have a clear way to the cp through the other vent (if the opfor aren't guarding the vent) the smoke will distract the opfor.

DEFENCE TIPS

 * Have a team member lay prone in the vent incase a opfor shows his face

 * Try and keep a team member guarding the vent access near the cp

 * ALWAYS keep a team member in the cp just in case an opfor gets there, (if you are in the cp and notice opfor in the rafters hide behind the computer until they drop.

 * Vent

Use the vent to your best advantage. Stay to the back of the vent where it is safest. From this position is possible to observe Opfor movements, particularly those that enter the north door leading to the north pump room, and those running north to the exterior valve. Also announce when no Opfor are seen going north. It may indicate that the Opfor have gone into the oil entrance, the main entrance, headed south to the exterior valve, or have camped in the courtyard. Take the opportunity to shoot any visible Opfor through the vent, but the intelligence about the Opfor movements is more important since it may save the lives of your squadmates. Note that even from the relative safety of the valve room it is possible to be hurt by Opfor grenades that hit the vent, or by normal gunfire from Opfor in the north door or the north corner.

GENERAL TIPS

 * West Ladder

When you come to West Ladder, always throw a flash or a nade up the ladders , never climb up if you haven't done this, because Opfors can hear you climbing up and easily kill you.

 * Curiousity killed the OPFOR

When you approach a door if you suspect a opfor is in the next room (or if you don't) open it and sneak back and hide in the shadows. An opfor may come out to look who is there, then you let him have it.

 * Sneaky

Use you movement speed carefully crouch and move slow (there is a key you can press to control you movements) moving slow makes you less noticeable.

 * Borrow

If you come across a dead opfor I'm sure he won't mind if you borrow his gun. Opfor guns will come in handy in full auto when it comes to a CQB battle.

 * Tunnel

Rush the tunnels.

EXILE___


text:
America's Army: Special Forces/Swamp Raid Tactics

In the Florida phase of Ranger training, you will conduct operations in swamps. Swamp Raid was made to reflect this. This is a nighttime MILES map, consisting of an island surrounded by swamp. Defense and assault have night vision goggles.


text:
America's Army: Special Forces/Lore

The Legend of the Yeti The Yeti appears in a couple maps every patch. He is left there by the [Dev]s for us to find. You usually have to use "mpcheat ghost" to find him.

Further Reading: http://forum.americasarmy.com/viewtopic.php?t=41751

The Leavenworth Fish If you find yourself in Leavenworth prison, either by shooting somebody in a training mission or by TKing on certain servers, you can enter into the console "mpcheat ghost" and ghost around and look at all the artwork in the other cells seft by the Devs. In one of those cells is a fish swimming around with a laser-light attached to it's head.

title: America's Army: Special Forces/Lore


text:
America's Army: Special Forces/The Future of AA

There are many exciting features that are in store for the entire AA community.

Stay tuned to SitReps on the AA Site: SitRep

Here are two good places to look for future info.:

1. Future AA Projects/Features

2. DataBank on the Future


text:
America's Army: Special Forces/Common Issues

Technical Issues Q: I get an error message that says "No Label" when I try to run AASF. A: Check that your system meets the minimum requirements and that your video card is supported. System Requirements: 1.0 GHz processor 256 MB of RAM Windows 98/ME/2000/XP 1.6 GB of free HD space DirectX 8.1 64 MB vid. card supporting transform and lighting 56k or better internet connection (DSL is the best) DirectX 8.1 compatable sound with Dolby Digital support

I used to have this error and found that *to me* it was due to overheating (chcorreia)

Good point. This can also occur when you vid card or processor overheats. --Desertfox 59 00:58, 13 May 2004 (UTC)

Currently, as of 2.1, there seems to be a bug on bridge that gives you a critical error if you get a bad angle spectating the m82 rifleman, so you should press the action key (Default key is E) to go into first person spectator mode. That should fix it. --[LB]Chewy 24.30.165.113 09:22, 3 Jul 2004 (UTC)


text:
America's Army: Special Forces/Console Scripting

In game binding Note - pretty much anything in this will now get you banned from TWL...sigh... Hit ~ to bring down console. bind (key) (command) Example: bind x say Good Job Your "x" key is now permanently bound (User.ini modified) to say "Good Job". "say" can be replaced with teamsay, commoradio, commoshout, commowhisper, commosquad, commohand, or any of the actions listed below. If you do a commobinding, please refer to the list below to see which numbers to use for which commo commands. Example: bind x commoradio 1  This will make you radio "Move out" according to the commoradio list below due to the number 1 in the binding. Multiple bindings can be done on the fly also(Illegal in TWL). To add extra binds to a key use "|" with a space on either side. Example: bind x teamsay Reloading! | reload When you press x, this bind will say reloading! to your team and then it will reload your gun. You can, of course, rebind it to something else at any time. It will replace the old bind you had there if any. This will mess you up if you bind it to a movement key. You will then have to go to the settings panel and change it back or type bind (key) (movement name) to fix it. User.ini Binding Eventually, you may find that you have more bindings then keys, especially if you make make-specific binds. In order to get around this problem, you can load binds with a text file. In your user.ini file you would have: (key)=exec FILENAME.txt Within FILENAME.txt would look like the following: bind (key) (command) bind (key) (command)  bind (key) (command) User.ini Example: X=exec mybinds.txt Y= Z= Within mybinds.txt would look like the following: bind Y Say Hello world bind Z Say Hi there When I load the game, hitting Y will do nothing. But if I hit my X key, it will bind Y to say "Hello World". Using multiple .txt files, you can swap large numbers of binds in and out of your User.ini file. Note: You can modify your user.ini file directly to create individule binds (without the file swapping described above). Just open it up in a text editor (Notepad perhaps), find the keys you want to change, modify them how you want, then save the file and open AA. In Windows the user.ini file, by default, is located at C:\Program Files\America's Army\System\user.ini Binding Commo Messages (key)=commo(list) | CommoSendMessage (x) where list is radio, shout, whipser, squad, or hand and x is 1 through 28 Example: k=commohand | CommoSendMessage 6 Now for you own: (key)=CommoHand | CommoSendMessage 1 ^ Problem with the above is that it leaves the commo mode in CommoHand Fix: =CommoHand | CommoSendMessage 1 | CommoRadio ^ but now there's a problem here to. Now it leaves the Radio menu open and you have to hit a key to shut it. Proper fix: =CommoHand | CommoSendMessage 1 | CommoRadio | CommoSendMessage 99 This works correctly by sending a bogus commosendmessage to CommoRadio. Commo List Hand signals (key)=CommoHand 1 - Move out 2 - Stop 3 - Get down 4 - Look this way 5 - Ready 6 - Double time 8 - Affirm 9 - Negative Squad Commands =CommoSquad 1 - Squad, form up! 2 - Squad, spread out! 3 - Fall back! Fall back! 4 - Squad, Open fire 5 - Squad, Cease fire 6 - Squad, Hold this position 7 - Squad, Report in 8 - Squad, Silence! Silence! 9 - Squad, Operate as a unit 10 - There's no I in team 11 - That may be your way, but it's not the army way 12 - What are you doing soldier? 13 - Hit the dirt! 14 - Stay down 15 - Grandma was slow but she was old 16 - That don't make no sense at all 17 - Good job soldier! 18 - Great job team!  NOTE: Squad commands only work if you are the squad leader Whisper/Shout/Radio (key)=CommoWhisper (key)=CommoShout (key)=CommoRadio 1 - Move out 2 - Stop 3 - Cover me 4 - Enemy spotted 5 - Take cover 6 - Enemy down 7 - Area secure 8 - Roger 9 - Negative 10 - Up 11 - Down 12 - Left 13 - Right 14 - North 15 - South 16 - East 17 - West 18 - Hooah 19 - Sniper 20 - Frag'em 21 - Smoke'em 22 - Flash'em 23 - Grenade 24 - Ready 25 - I'm hit 26 - Get the door 27 - Check your flanks 28 - Psst - Whisper; Frag Out - Shout; Beeps - Radio 31 - Stop so I can Treat You 32 - Medic! [Position] Actions Action - Open doors, take objectives, etc... AGPMainMenu - AA main menu AltFire - Alternate fire mode Binoculars - Selects Binoculars (SGT/FTL only) Brightness - Changes screen brightness CallMedic - Player yells "Medic" if injured CommoCycle - Cycles through commos CommoGlobal - Global (seen by all players (all LIVE players if you are dead)) CommoHand - Hand signal commos CommoRadio - Radio commos CommoShout - Shout commos (Heard by all in range) CommoSquad - Squad commos CommoWhisper - Whisper commos (Heard by all in range) Console - Pull up the console Contrast - Changes monitor contrast Crawling - Prone/Standing toggle Crosshair - Change crosshair Crouching - Crouch/Standing toggle FastMove - Toggle run/walk Fire - Fire Weapon (must be bound to key) Fixjam - Fix jammed weapon Flush - flushes graphics useful for lowend systems FreeLook - Free look Gamma - Changes monitor gamma Grenadeflash - Select flash grenade Grenadefrag - Select fragmentation grenade Grenadesmoke - Select smoke grenade Jump - Jump LeanLeft - Lean/roll left LeanRight - Lean/roll right LeftRail - Activate mod on the left rail LookDown - Moves aimpoint down LookUp - Moves aimpoint up MoveBackward - Move backwards MoveForward - Move forwards NV - Night vision goggles Pause - Pauses single player game PlayerList - Shows list of players Quit - Exit America's Army Reload - Reload weapon ReportIn - Reports in your current location to team Resolution - Change screen resolution Reasonlist - Shows reasons for kicking a player RightRail - Activate mod on the right rail Say - Prompts for text message SelectClass - Shows the weapons selection screen SelectTeam - Shows the team selection screen SetIndex 0 - Changes M4 Mod set to number 1 SetIndex 1 - Changes M4 Mod set to number 2 SetIndex 2 - Changes M4 Mod set to number 3 SetIndex 3 - Changes M4 Mod set to number 4 SetIndex 4 - Changes M4 Mod set to number 5 SetSquadTarget - Sets squad objective Shot - Takes a Screenshot (Saved as .bmp in America's Army/ScreenShots directory) ShowObjectives - Shows mission objectives ShowScores - Shows scores and most teammates/opponents SkinTonePref - =None/Light/Medium/Dark Strafe - set strafe mode on/off StrafeLeft - Strafe left StrafeRight - Strafe right Suicide - Kill yourself SupportedFire - Switch to supported fire/grenade mode (M249, M24, M82, M203, GP30 only) Suppressor - Puts the suppressor on the modified M4 SwapHands - Shoulder/unshoulder weapon Talk - Prompts for text message TeamSay - Prompts for text message that only your team sees TeamTalk - Prompts for text message that only your team sees ThrowWeapon - Drops weapon to ground TurnLeft - Turns aimpoint left TurnRight - Turns aimpoint right Turn180 - Turns character 180 degrees around UseJoyStick - Enable JoySticks Votekick - Initiate/add a vote to a votekick Zoom - Brings up sights/scope Copied from http://forum.americasarmy.com/viewtopic.php?t=127 and reformatted by DesertFox_59 {X}


text:
America's Army: Special Forces/Tweaks

56K Tweaks

For those of you that are using WinXP, go to Start, Control Panel, Internet Options, Connections tab. You will see Add, Remove, and Settings button. Click settings and then go to properties towards the bottom. When it comes up you will see your modem at the top, click the Configure button right underneath it. In the drop down box set it to the highest setting, not the default 115200. Uncheck the modem error control box and hit Ok. For some reason mine unchecks modem compression too but that's ok, compression is still enabled in the Phone & Modem properties anyway.

Ok, so what this does is eliminate retransmission of data which is the cause of the lag or "warping effect" that dialup users experience due to your modem having to resend a request for data that is lost. Hence, it just goes right on with the data it has and you don't end up on the far side of the map then back again.

If for some reason you can't connect to your ISP, set the setting back to 115200, but mine lets me connect.

Note: may not work for everyone depending on what settings your Dialup server has with error control but I have pings of 120-130 and no warping effects with this setup.

Written by -Vengance-

Originally copied from: http://forum.americasarmy.com/viewtopic.php?t=62071

Also try this tweak guide from TweakTown: AA TweakTown Guide

title: America's Army: Special Forces/Tweaks


text:
America's Army: Special Forces/Honor Scale

Data taken from AA:SF forums. You need to play on Official (servers with a star next to them) or Leased (servers with a O next to them) in order to gain points. Remember: Honor is not a representation of how good a player is, nor does it tell you how long they have been playing, it tells you how much they have played.

Experience Points Needed For Each Level
01-10: 500 11-20: 1,000 21-30: 2,500 31-40: 4,000 41-50: 6,000 51-60: 9,000 61-70: 13,000 71-80: 23,000 81-90: 43,000 91-99: 83,000

Experience Point Milestones
Honor 10 = 5000 Experience Honor 15 = 10,000 Experience (SF Slots become available) Honor 20 = 15,000 Experience Honor 25 = 27,500 Experience (Official Elite Servers become available to play on) Honor 30 = 40,000 Experience Honor 40 = 80,000 Experience Honor 50 = 140,000 Experience Honor 60 = 230,000 Experience Honor 70 = 360,000 Experience Honor 80 = 590,000 Experience Honor 90 = 1,020,000 Experience Honor 100 = 1,850,000 Experience


text:
America's Army: Special Forces/The RoE and Rules

AASF ROE: http://www.americasarmy.com/support/roe.php  Please Do not post any thing derogatory, racist, or even slightly offensive in this guide.  Many thanks to Phantom, DesertFox_59 {X}


text:
America's Army: Special Forces/Cheat Detection

You can detect cheats by viewing Screen Shots captured by PunkBusters PBSS utility. There are several free tools which makes this easier to do.

PBCool: http://pbcool.blogspot.com/


text:
America's Army: Special Forces/Incendiary Grenade

Basic Operation
Using the Incendiary Grenade in AAO is relatively easy. All you have to do is pull it out and throw it by pressing the fire key and releasing it. 4-5 seconds later it will blow up and start to flame. The blast radius is smaller than that of a frag grenade but it will kill anyone who walks over the flame.

How to Cook a Nade
Cooking a nade is one of the coolest things to do to surprise your enemy. When you cook a nade you are pulling the pin by pressing the fire and alt fire keys and holding the live grenade in your hand for a few seconds before you throw it by pressing the fire key. Usually the opfor you are throwing it at can hear you cook the nade and run away, but if you pull the pin before you are close to them they won't. A good rule of thumb is only cook it for 2-3 seconds because some nades have shorter fuses than others. Also try blowing up the Blackhawk in SF CSAR with a cooked incendiary grenade that way if you die the nade will still go off and blow up the Blackhawk.

Kamikaze Nades
We have all seen the kamikazes who run into a room known to have opfor in it with a nade in their hand. The proper way to do this is to cook it long before you enter the room. The opfor will know you have a nade in your hand due to how you look. The more the cooked the better chance you have at taking them out with it and burning them alive!

Advanced Techniques
Airbursting a nade is a great technique to use to blow up before it hits the ground. You cook the nade like normal, but you throw it higher so that it will blow up in the air over your target.

You don't shout anything when throwing incendiary grenade so alerting the enemy should not be a problem.

Ah yes... That wonder CSAR. You secure the chopper, and throw your thermite into it and...it ricochets back at you, hits you, and misses the Blackhawk and kills you in a matter of 4 seconds ...  Double the Humility. Well, for all of those people who have ever missed the Blackhawk, This is for you. By rolling a thermite into the Blackhawk, it won't ever EVER EVER come out. Ever. It stays and does its job. Otherwise, I don't recommend wasting your thermite on an OPFOR because you might need it later!


text:
America's Army: Special Forces/Flash Grenade

This is the most underrated weapon in the game. The flash will completely blind and incapacitate anyone within its radius without risk to civilians. The ROE penality for the flash is -5, so if there is a friendly surrounded by a ton of enemies, and you are sure that you can get all of them, flash them all, and you have about 15 seconds to kill all the enemies. Keep in mind that this grenade only has a 1-2 second fuse, so DON'T COOK IT.

''In my experience, the fuse is more like 3 seconds. When using a flash, I usually cook it for one second then toss, so that it explodes in mid-air, not on the floor. --Phantom 21:19, 2 May 2004 (UTC)''

At the most, just pull the pin and throw it right after. This is as dangerous as a Frag, because it takes a player out of action for over 15 seconds, leaving them helpless. It also never gives an enemy time to run for cover. If you see one land near you, there are two things you can do. The first is point your weapon in the direction that your enemy will probably come from and start firing a moment after you are flashed. The next is to look in a direction that will lead you to relative safety, such as around a corner, and start running. Continue running until the flash wears off a little. --Desertfox 59 19:59, 2 May 2004 (UTC)

A [STX]Zealot AA Guide
"In my own experience and tactics I find it best to do the following if you find an enemy flashbang. First quickly turn away from the tossed grenade and pointyour gun at the floor. This will lessen the effect on your sight a little, but enough to still be able to see and fire. Now you must do one of 2 things, attempt to take out the OpFor enemy OR the better option run for cover until the effect completly wears off. This will allow you to stay safe and ready for battle when a flashbang comes your way again"

[STX]Zealot  http://www.saintx.com

There is allready a great psot about the flashbangs and how to use them, but im going to stik specifically to rolling the flash. ** Just a quick note, dont ever, ever EVER cook a flash when rolling**. Rolling flashbangs creates a huge advantage when you are standing next to the door you want to enter. Instead of throwing the flash and having it bounce to a corner or behind an object where its effects are diminished, by rolling the grenade at the foot of the door (where is where that sneaky OPFOR is looking.. I promise!) it will stay in the doorway and explode there instead of in a stupid corner where nothing happens. Also, when rolling a flash you really cant see it when it goes into the room because it is so close to the floor, giving the OPFOR a less amount of time to react and turn away from it.

If you toss it, try and angle it so their is an object between you and it, as the short fuse makes it easy to get hit before you have a chance to run, and nothing says easy target like a blind soldier, espically when the give themselves away with actions like running against a wall.

''PS: Personally, when I know that the enemy knows where I am and has flashed me, I press 2, wait a few moments, click left mouse button, and then middle mouse. In other words, pull out a frag grenade, pull the pin, cook it, and wait for the enemy to arrive. I do not throw the grenade, but keep it in my hand. Kaboom! and you bring the poor dude who has come looking for his free kill with you. It's suicide, but you're going to die anyway. Might as well take someone with you. I've used this and to date I have killed two people out of five times using this trick.'' - DarkSeedious


text:
America's Army: Special Forces/Smoke Grenade

Basic Operation Using the Smoke Grenade in AAO is relatively easy. All you have to do is pull it out and throw it buy press the fire key and releasing it. 4-5 seconds later it will start to smoke.

How to Cook a nade Cooking a nade is one of the coolest things to do to surprise your enemy. When you cook a nade you are pulling the pin by pressing the fire and alt fire keys and holding the live grenade in your hand for a few seconds before you throw it by pressing the fire key. Usually the opfor you are throwing it at can hear you cook the nade and run away, but if you pull the pin before you are close to them they won't. A good rule of thumb is only cook it for 2-3 seconds because sometimes nades will have shorter fuses than others.

Advanced Techniques Airbursting a nade is a great technique to use to Smoke before it hits the ground and will smoke the air for a few seconds. You cook the nade like normal, but you throw it higher so that it will Smoke in the air over your target.

Silent Grenade Throw If you want to throw a grenade without yelling, all you have to do is press the slow walk key before throwing it.

Rolling Grenades Probably the most useful to roll because of the fact that usually where you want to throw the smoke, it doesn't land there (Bridge Crossing is a great example!!). Instead of whipping that smoke where it might miss its intended target, roll the grenade. It will land reallllyyy close to where you want unless for some reason you get shot in the process of rolling it .. Rolling smoke is a very effective way to smoke a doorway, because when the smoke is thrown to the doorway, it tends to miss. You know what I'm talking about...


text:
America's Army: Special Forces/Frag Grenade

Basic Operation Using the Frag Grenade in AAO is relatively easy. All you have to do is pull it out and throw it by pressing the fire key and releasing it. 4-5 seconds later it will explode.

How to Cook a nade Cooking a nade is one of the coolest things to do to surprise your enemy. When you cook a nade you are pulling the pin by pressing the fire and alt fire keys and holding the live grenade in your hand for a few seconds before you throw it by pressing the fire key. Usually the opfor you are throwing it at can hear you cook the nade and run away, but if you pull the pin before you are close to them they won't. A good rule of thumb is only cook it for 2-3 seconds because sometimes nades will have shorter fuses than others.

Kamikaze Nades We have all seen the kamikazes who run into a room known to have opfor in it with a nade in their hand. The proper way to do this is to cook it long before you enter the room. The opfor will know you have a nade in your hand due to how you look. The more the cooked the better chance you have at taking them out with it.

Advanced Techniques Airbursting a nade is a great technique to use to kill an Opfor hiding behind an object. You cook the nade like normal, but you throw it higher so that it will explode in the air over your target.

Silent Grenade Throw If you want to throw a grenade without yelling frag out, all you have to do is press the slow walk key before throwing it and you will not yell "Frag Out".

Aiming Although you have no cross hair when throwing a nade, you can aim it by lining up your middle finger and using that as the crosshair. Remember, the further you throw it, the lower it goes.

Rolling Frags Rolling frag grenades helps a lot when trying to clear a room, because they tend to do what the flashbangs do, go hide in a corner. When rolling a frag grenade, try to aim for the middle of the room or structure you are clearing.(its best to have 2 people doing this, 1 rolls a flash and quickly gets ready to enter, the other cooks off a grenade and rolls it in, and the flasher moves in and clears. Repeat this process several times.) Also, when frags are cooked off in the rolling process, cook them off a little bit shorter than you usually would, because rolling takes a hair more time than throwing.


text:
America's Army: Special Forces/Pipeline SF Tactics

This map is a remake of the original Pipeline. Changes consist of different time environment and the use of Special Forces. The objectives remain the same, where assault must either access the computer, or turn off all three valves.

When starting out on Assault Team, run West out of spawn and prone behind the far right corner, looking at the vents. You should have your Acog x4 with you and keep an eye on the left vent for about 10 seconds. If nobody shows up, move on...

''Edit from Phantom: Alternatively, lay down inside the fenced area with the SAW where you can see both vents, then begin firing at the left vent. The suppressive fire will keep your enemies from radioing to their teammates which way your team is going.''

''Edit from DarkSeedious: camping with a SAW is dangerous. an enemy can easily lob a nade over the fence, and the sound of your SAW will expose you and drown out any sound of the any approaching until its too late.''

If an OpFor does in fact show up in the vent, at to shoot him down. If he starts to get out of sight, keep shooting the vent, because chances are, that a ricochet will hit him.

sf.raven

Thank you from:

=UNA=D3FCON[+OGAA] Honor: 61

In addition I would recommend using the night vision goggles when covering the vent. It helps make opfor in the vents stand out. - Canscorch