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America's Army: Special Forces/SF Arctic Tactics

The objective for assault is secure the convoy truck at the far end of the map (be sure to go to the driver's side of the truck). This is harder than it sounds because the obj is heavily defended with several BTR-60/Strykers, which can be destroyed with two rockets each. Assault 18Cs get 1 AT4 each, and are supported by IF RPGs. Stealth is important on this level, especially for assault (for the first time, the stuff from E&E is useful). Enemy snipers will make short work of you if you just charge, so use the canyons to the sides of the road.

{FoM}Gurkbuster A good path to take on Assault is to go south immediately from spawn. Keep going straight and you will end up behind one of the Strykers. Take this out with a pair of AT4's then smoke the other 2 or take them out (set sights to 200yrds for these.) You are right on the convoy now. ~ETG

After firing an RPG/AT4 at Stryker, immediately abandon your position. Unless your rocket killed the Stryker, you will feel the wrath of the .50 calibre --{FoM}Gurkbuster 02:00, 17 Jun 2004 (UTC)


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America's Army: Special Forces/SF CSAR Tactics

When on Assault, remember that D can get to the choke points faster than you can.

If you spawn in FT A your job should be to destroy the blackhawk. Now, a good D team will already be heading over blackhawk into the south assault courtyard building. More than likely they will come from the S A courtyard hovel, a lot of times they will just hang out underneath that door way and pick you off as you enter the room with the window overlooking the blackhawk. More aggressive players, usually with the RPK, will go up the ladder and rush your position in the room next to the roof access courtyard. This can be devastating if they know how to use the RPK. A good way to get around this is sit in the little alley under the roof access next to the wall and light em up in the back as they head toward the door leading to the A insertion point, looking to flank the FT that went for the pilot or headed into the center bombed building. Now, ideally you will also have a soldier on the south side of the courtyard across from you in the little alley. Also, there should be somebody in the doorway drawing the attention of the D rusher. Now, lets assume that the D rush has been taken care of. Advance your team into the South Courtyard Building. Couple things to keep in mind here. ONLY ONE person in the intermediate room (the one before the room with the window) this is because across from the blackhawk is another building with a window that will more than likely have a person watching the door way ready to launch a 203 or rocket. Eliminate him, before he eliminates you. Also, watch the upper south side of the ruined defense building. There is a window with a nice view of the doorway and a door way leading to the patio there. Now, if courtyard looks clear you can risk jumping down and prepping then blowing blackhawk. If D is good you will die trying. This is because they probably have a guy in the South Ruined building. The rest of the FT should drop down to the ground floor of the South Assault courtyard building and split up 2 going south to the destroyed patio and 2 going to the courtyard hovel. The two guys going South should concern them selves with the south courtyard defense building and the south ruined building. Watch the door way with a little wall in front of it, this wall protects the door way from the courtyard and center bombed out building. Ok, back to the patio. There are two soldiers there, remember, one of them cooks and throws a nade into the south ruined building aiming for the top and back, other guy heads toward the doorway, under cover from other soldier, of course. Hopefully the nade will take out anyone hanging on the stairs there watching the center bombed building. Once first teammate makes it to door second one follows. Go into door way into the little room, watch for OpFor around corners and on stairs. There are a couple of blind spots where OpFor can hide and pop you in the back, so be vigilant. Now, go up stairs onto the patio, watching bombed out building, make your way across to the little crash site building up top. Go into there and out onto the second floor of ruined patio. OK now that the southern end of blackhawk courtyard has been swept lets go back to the peps in the hovel. Your, job sux, heres why: you have to prep and blow blackhawk, but before you do make sure the center bombed building is clear. When going out door from the hovel to the courtyard be sure to watch the 2nd story D patio, go to bombed building to the north, one guy goes west into the hallway the other east leading the the room with the blown out wall, hopefully b squad (talk about them next) has done there job and kept D out of the north courtyard. If so, the soldier who went west will go back the way he came and watch courtyard the second will run around the back of bombed building, inside and up stairs. Once on the second floor, run toward the second story D patio. Guy below, when he sees his teammate run across will join him buy going up ladder. Now, both of you go around to the patio with the hole in the floor. From here check to make sure there isn't any d waiting on the patios behind the south defense ruined building. Go into building and make sure its clear. OK. theoretically the blackhawk courtyard is clear. One of he soldiers now runs back out onto patio, down, preps and blows blackhawk, HOOAH objective complete. FT A should now converge on area behind south defense ruined building. The two from the Southern end goes out into the courtyard (can't remember the name for that one)behind the ruined D building, and up the stairs into the room before the inferno room. Other two pull out onto inferno patio and into the little ruined room there. We will leave them chillin' there for just a sec.

FT B: FT B's job is to secure the northern courtyard to stop D rushers from getting into the center bombed building. To do this with as few casualties as possible, do the following. SF operators go into the North A courtyard entrance building. Once in go through first room to the second. This is where the doorway to the courtyard is. There is a rubble pile there, go there. From here you can watch the D entrance to courtyard. There is a gutted POS van there complicating your shot. USE your scope. second guy with you has a nade ready to nade courtyard in case you should miss your chance, very likely cuz you need to be quick. Ok, now the two remaining members of FT B should go up stairs. Upstairs there is a room with a window overlooking courtyard and the Northern D building. Hopefully one of em has the RPG. Launch one into the window. Now, I know its boring but FT B should wait till blackhawk is blown to move up. Oh yea the second guy upstairs should wait in first room, and or even outside the first room to watch the A insertion point. If FT A gets mowed he will hopefully be able to stop D from rushing in the building and killing everyone from behind. The reason he stays outside the room with the window is because if D is smart their RPG will go into the northern D building and launch his RPG's into your building causing a massacre. OK, now, FT A has completed their objective, move forward. SF operators should move up first. Run across courtyard under cover from the window. Prep a nade and throw through door into North D patio. After it blows move into building watching upper floor. Beware there is a ledge that D can get on above the entrance, n00bing you if your not careful. OK, now SF is in the north D patio, wait till remaining team catches up. But not into courtyard, a good D 203 or RPG can virtually kill everyone in this patio, although if your in the far north of pation you will most likely only be injured, still not good. Now, a couple things to keep in mind before advancing on norther D courtyard. On the NW side of courtyard is a deserted building with a window, also a broken wall in front of this building. These are both excellent positions to watch the doorway. Both have little exposure and excellent coverage of area. Don't even peek out of the doorway, bounce a smoke off of doorjab into center of charred building. Now, WAIT, if D is watching the doorway chances are there will be a 203 or RPG heading your way. Ok, now WAIT some more. If D is smart they will wait also, and send the dreaded 203 or RPG your way. Now, after you throw smoke the RPG should advance. Now this takes practice. Send a 203 or RPG threw smoke into the general area that D could be waiting. OK, now everyone make a bum rush through smoke. Two heading north along the wall of the charred building and 2 going south around the broken wall and into the building with the caved in room. The two that went north makes their way west. So they have a clear view of the D insertion point. Then into the building along the western side of courtyard. The two in the caved in building go through and up the stairs till they are underneath the pilot objective. When the two on the west come out of the buildings go around and continue south watching under pilot and also the pilot room, and the southern end of courtyard. The two underneath pilot continue on watching above and the doorway in front. Ok, now back to FT A both teams advance on the rooms in front of em. The southern team needs to watch the inferno, there a sneaky D player can be hiding, ready to ambush unsuspecting assaulters. The northern team needs to enter room quietly slowly moving up. Now D has a good spot to watch this room from the southern corner of D insertion courtyard. This is where FT B comes into play, hopefully they have completed there sweep and taken this guy out, if not, I hope your a good shot. If you're not D will launch a 203 or RPG into the room taking you both out. Now, the two in the inferno room advance across courtyard and into the next room. Watch the doorways and when you advance into the next room watch out because D could be sitting in the corner of the two doors ambushing you as you come through. Now, the other two members of FT A will advance into this room. Now we got 4 peps in the room, bad idea!! Quickly, two through western door and two through northern door. Western two need to watch the southern corner cause there is a nice spot for D to lay in wait. Now western two, across courtyard (west) and into the buildings, watching the second floor of pilot objective building. Northern two, western doorway out of the bottom of pilot objective building. If you look into this room and see its empty, or ideally, FT B advance up stairs to pilot objective. By this time you should have at least two people going up stairs and at least one going up ladder with the other two covering. Also in an ideal world by this time there should only be a couple of D left. If you haven't seen them its because they are n00bs. In that case HOOAH mission complete. If not, the remaining squad members should have a good vantage point on entrances to courtyard and be able to cover you as the objective is taken winning mission. GOOD JOB TEAM!!!

Now, I know this is by no means a guaranteed win, there is no such thing. Especially when the opposing team is made up of humans. The great thing about this game IMO is the fact that OpFor is human. Humans adapt, sometimes doing crazy and stupid stuff sometimes not. Remember that. Adapt and overcome.

lededdriver@yahoo.com

The following is a link to my CSAR walkthrough, complete with pictures, enjoy. http://www.nanobit.net/~stormkeep/CSAR/csar.html

- [JTF]SuperSlug

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


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America's Army: Special Forces/SF Dockside Tactics

SF Dockside was a map introduced in Version 2.5 More info to follow ~Generalg

generally it's good to get on the roof and shoot. the edges are really good, and it's a good idea to stand on the edge behind a wall, and throw a grenade over to kill enemies also trying to come on the roof.


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America's Army: Special Forces/SF Extraction Tactics

SF Extraction was a map introduced in Version 2.5

The forces are actually spawned at random location, and so is the extraction point. However, the first objective is always the same: the burnt out bus in the center, where the briefcase are located.

This is perhaps the most difficult urban map, largely due to the relatively wide open spaces with a few CQB locations spread out all over. The fact that the first objective is right at the center of this open space does not help either.

As such, there are two approaches:
 * 1) Eliminate all enemies
 * 2) Accomplish objective

The most common option is the eliminate all enemies, since in order to accomplish the second objective, one need to be able to eliminate most enemies anyway.

More info to follow ~Generalg


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America's Army: Special Forces/SF Hospital Tactics

Escort SF Tactic
On escort, grab an SF gun and run up to the helipad from the pile of dirt and go across to the ladder on the ambush side. Make sure you switch your gun to grenade.

First look in low west wing... fire a grenade in if you see anyone. Second look at the ambush approach and kill anyone there w/ 203 or ACOG scope. Look out for campers staying under trucks or anything... most likely they will kill you.

After I do this I either hook up with the VIP, or head up to West Wing Roof to pick off snipers and such.

NOTE: Against a good ambush team this will not work more than once.

Another option, which i see frequently, is a liberal amount of smoke grenade: the escort will throw low of smoke grenades around the front door and helipad. The VIP will make it to the front door, and run up the escort side stairs. In this case, you only need a point man or two around the helipad.

~RandomSAW

Options for VIPs
When your the unlucky sap who gets stuck with the VIP slot, there are a few options for you to use:

1. Hide somewhere in the VIP room and wait for your team

People usually disapprove of this as it usually stretches out the game lots. However, It can be used, and you get to see all the enemy n00bs walk right past you. Good spots are jumping on top of the sink and then on top of the medicine cabinet, in the curtains on both sides of the VIP room splitting door, and prone on a bed.

2. Hide in VIP room and after a minute or two, go around through the Garage

Usually a pretty interesting move, as you come upon a unexpecting enemy. You can pop out of the garage and follow their rusher route to the helipad, go out through the west wing, or be daring and go up and kill any snipers on the roof.

3. Hide somewhere on the bottom floor and wait for your team.

Any old little room where you won't be seen, or won't likely be populated, works. Not many places on the bottom floor are totally hidden, so just having a peek coming out might be considered OK. Again, usually somewhat frowned upon.

4. Hide somewhere on the bottom floor and after a minute or two, go somewhere.

Again, any old little room where you won't be seen, or won't likely be populated works. Not many places on the bottom floor are totally hidden, so just having a peek coming out might be considered OK. After any Es pass, you can go to the bottom lobby, up top, etc.

5. Rush the bottom lobby.

Here, you can go through the hallways or operating room to get quickly to the bottom lobby, where teammates and smoke should be waiting. Then its a walk up the stairs, a quick walk in the open, and a win. However, be aware of West roof SPRs, AKs, Scoped SFs, or any other sniping weapon.

6. Go to the top floor and hide.

Here, you turn right and go up the stairs, and hide somewhere. Good options are dead-end hallways, the closet down on the left (Yes, the door can be closed after a few presses of the action button), or the operating observing spots.

7. Rush the top lobby

This one can be a little tricky. You have to rush up and get to the second floor before any Es come up the stairs. Once you are in the lobby, you can hide prone behind the counter, run down the stairs on the left to the bottom lobby, or do the somewhat daring, "Don't let there be a Sniper oranywhere nearby" Rush out over the open helipad to freedom.

 8. Rush the Garage

What could be described as the most insane tactic you can use. Expert Marks only. Here, you bend in from the Op Room, rush them head on, or otherwise shoot every rusher that comes through the Garage. It's daring, it's insane, it's just asking to lose, but it can be done. And then you get to catch Heli rushers from behind and all the others, while obtaining a very glorious win.

~Hyper9

More on VIP options
5. Rush the bottom lobby.

This is by far the most favorite tactic. Games are quick, honor comes quickly, and your teammates can make a difference. The risks include getting blind naded at the underpass or shot from behind by a VERY fast opfor that rushed through the Hospital. Escort needs to do four things: 1) at least one should go into Hospital 1st floor to slow down opfor. He doesn't have to do very well, as long as he forces opfor to stop long enough to fight. 2) Keep underpass clear of blind-nades. This is pretty tough, the west wing roof needs to be kept clear, and escort rushers need to push past underpass to make sure ambush-side courtyard is clear. 3) Clear helipad building and roof. 4) Eliminate snipers in 2nd floor hospital, or smoke the helipad roof.

7. Rush the top lobby

If opfor are running all the way, they can be at the top of the stairs about the same time you're turning the corner into the lobby. If they have good aim they can shoot you from there, or with less skill and more planning they can fire a 203 shell at the corner wall and kill you even if you've already rounded the corner. Either have a friendly come in through the second floor and guard back stairs, or to turn left immediately after coming out of the stairs and take the long way around.

 8. Rush the Garage

A more conservative twist on this could be called "Guard the Garage". Stay close to the back stairs. Opfor often runs through with their guns down, so VIP can score a free kill or more. But if they are prepared to fight when they approach, or you find there are too many of them for your single clip of 30 bullets, retreat into the stairs and up to 2nd floor. If you saved some of your ammo, you can target the doorways as you retreat and kill opfor that recklessly charge after you. You can usually keep ammo until more escort arrives. The neat thing about this tactic is that you can be certain no opfor get inside Hospital before backup arrives.

~Valan

 9. Camp the Front Hall

A great spot is located at the corner to the right of West Wing doors in the Front Hall. From spawn rush down the center hall and toward West Wing. Jump over the bed without a matt and crouch on the other side in the corner. On Single-Shot you can snipe anyone attempting to rush down the hall into the lobby and on full-auto you can clear anyone coming from West Wing.

 10. Camp the West Wing

Except against the fastest Assault, Vip can get around the corner into West Wing without being seen. This only works if the East/West Wings are closed. From spawn rush down the Back Hall and get into West Wing. As soon as you turn the corner crouch on the chair and pop your head around the corner. Single-shot anyone rushing the Middle Hall and ready to unload on anyone that looks your way.

 11. Camp Operating Room

From spawn, rush into the Operating Room. You have 3 options: 1) Open the door and crouch behind the red cabinet. From here you can single-shot all rushers from Garage. **Nurse Camping** 2) Hide in the corner of Op-Room nearest to the Back Stairs, weapon on full-auto. Be ready to shoot anyone coming into Op-Room. 3) Jump on the operating table, then jump again onto the boom for the light. One last jump and you should be almost level with the 2nd floor. From here, shoot anyone who entered the Operating Room.

 12. Operating Room Observation

From spawn, run up the back stairs, and go around the long way to side where you can see down the window to the Garage door. From here, crouch and take out and assault rushers, or hide in the corner looking at the entrance to the Observation Room.

Always remember, as VIP, never do the same thing twice. There's thousands of nooks and crannies that, as VIP, you can use to your advantage against rushers. Always get the first shot, you won't survive theirs.

~LezChap

Ambush Tactics
 Blind Nading Underpass

If escort has been owning ambush, and VIP escapes in about 1 minute after game starts, you know he's rushing by underpass. It only takes one soldier to stop him. Time a nade and throw it at underpass thirty seconds after the round started. You can throw a nade from west wing roof, without bothering to climb the ladder. You can throw a nade from the ambush-side courtyard, be careful to find a spot with cover to avoid escort nades that are tossed over the helipad roof... and you have to be quick to get there! Use the run-bug (hold forward and run buttons down as the round begins) to get there a little quicker and pull a nade out immediately.

 Camping Near Underpass

Just like blind-nading the underpass, sometimes it's just as effective to jump out from behind a corner. It's VERY important you get there before nades arrive, and that your team can keep opfor from charging.

 Rushing from the Back of the Hospital

Has the VIP been rushing? Think you can't catch him if you go through the garage? Wrong! You can catch him if you never stop running until you're ready to shoot. Use the run-bug to get a head start. Run through the operating room to avoid getting shot in the halls. If the prep-room door is open, then you know VIP is rushing through the first floor lobby. If it's not, you can keep going and hope to find VIP in the first floor lobby, or turn around (don't stop running) and try to catch VIP on the second floor. If escort enters hospital, you will die in mid-stride.

 Rushing Helipad Building

This is often risky, but often pays off. Use the run-bug to get to the helipad building before a blind-nade comes streaking through the courtyard. Once you're in the building, run for the roof to avoid getting killed inside the helipad building by escort sniper. Get your gun up quick to combat escort rushers. Enter helipad building from the front; do it fast because you will briefly be vulnerable on the roof. Make your way to escort side access stairs. Be sure lower door is closed and keep an eye on the helipad roof stairs. You can catch the VIP if he runs across roof, if he takes stairs, or if he takes access stairs (listen for door opening). Opfor rarely expects you to stay there, and nades won't kill you unless they get inside the stairwell.

 Sniping from Escape Ladders or West Wing Roof

You don't need a sniper rifle for this. If the VIP takes the roof then you can kill him just before he enters helipad building. Also, you can keep opfor from charging, thus helping to protect your teammates. The bummer about this is that you're a sitting duck, and escort expects you to be there.

 All of the Above

Escort may have the advantage on this map, but they can't cover everything all the time! All it takes is one tactic to work and the VIP will die. Try them all, split up opfor. If your team communicates well you can figure out where escort is weak and thus where to concentrate your efforts.

~Valan

 Hiding in Ambush Alley

A counter-tactic for Rush the Garage.

If the VIP is always rushing garage and making it through your guys I sometimes pull some trickery on him. I immediately run left at spawn point to the garbage dumpster before the corner. You can jump on the garbage bag and hop into the garbage dumpster. Then I crouch until I hear footsteps along the alley way. I stand up and nail the VIP in the back while he's making his escape down the road.

Another spot I go to if the VIP is rushing is the alley way too. I turn right at the first corner and there is a dumpster and two garbage bags next to it. I jump onto either garbage bag then onto the garbage dumpster (this may take some work as it is fairly hard). There is a metal rafter coming down from the wall in front of you. Jump onto this and you now have a perfect view of the alley way. When the VIP comes out of Hospital garage and runs down first alley way then turns corner you have a perfect shot at his back. Make sure your gun is on Auto and you're not sticking out.

=WOV= SSG.Garzy

Thisistname83's SF Hospital : Guide
SF Hospital : Guide


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America's Army: Special Forces/SF Recon Tactics

This is a large map and often will take all the available time if skilled stalkers are playing! There are a lot of hills, so if you're seen you're probably already dead, because you're easy to pick out against the night sky or sand with night vision on... Prone crawling is a must. Be patient and stalk....

DCMan{FSS}


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America's Army: Special Forces/SF Oasis Tactics

Attacking: Sometimes if you have teammates engaging the enemies you can make a break straight down the river to the extraction point.


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America's Army: Special Forces/SF Sandstorm Tactics

As (Loki "The Noob") has already mentioned; if you have the RPK rush middle and prevail. But, there is a problem with that - flashbangs! Both sides are able to pitch em over the center and hit whoever is on the other side, which is quite effective. But still a rushing RPK can be devastating to a team. With the RPK one can usually average 10-15 kills a round, and you can perhaps hit 20 to 27 kills with great skill.

West
If you are on west it's a good idea to go for obj. A. The impatient ones will ask why? Well, here is why...high ground and cover. Obj. A has the house with windows and that busted up corner chardawal thing (what the hell is a chardawal?) If East rushes south into the valley picking em off as they come into sight is pretty easy from the corner...If they penetrate that whole in the east wall the person in the house can get em...also, if they are smart and 203 the windows of the house you can get em from the roof/patio thing to the south of the house (If you haven't eaten a 203 while in building of course). Also, as with all the obj. areas there are plenty of little hiding spots to hide in. My favorite spot is the busted corner, not only for the aforementioned reason, but because you can also watch the main south wall. Also if you are blazy and got a teammate to cover your back you can pass up the objective, rush into valley and clean up...this also prevents people from skulking around the obj and coming in the NE corner and taking the obj right after you left A.

If west decides to rush B I recommend you coordinate SF w/ the RPK's...to throw flashes over while RPK rushes into the little room North of B and out into the NW courtyard...be careful though cuz East can get the high ground and has good cover to cover the two doors leading out. Smart players who encounter the B rush will start to hang in courtyard under cover and pick you off as you come out the door. Not only that, they can get onto the top level there and do the same thing. Because of the upper levels I also recommend that you have a guy or two on top of the NW building with the hole in the roof...watch our for 203's coming at ya though. Another good rush tactic for B is to stick to the south wall area coming out into the SW courtyard and possibly flanking the East team. I don't recommend rushing toward B then into the little alley leading to the NE whole cuz you will get popped in the back from above, course if you have guys on the NW building your good to go. But watch out for Easties just on the other side of the whole.

Rushing South from West is also a good idea...You can get into the house faster then East can and having the high ground is always a good thing...Also going into the South valley from west can also be quite effective. Allot of times East is already on their way to B and you can get the obj. behind em and come up behind em as they go toward B.

East
East is somewhat harder than west.

Rushing obj C. from East can be quite important...and holding it...stick around and make sure OpFor doesn't coming up outa valley and make you go "WTF, I just took that obj." If you rush B do the same thing as you would from West...Flash and take north room. Also make sure a guy or two goes up onto the upper level and watches the alley between B buildings and the NW building. I should add here that obj. B is very important...It has it's down sides though...allot of approaches. If you are the last guy and have more than one obj. then try and camp the other...one guy holding B can be a challenge... although the stairs on the south wall is a very good place to whole up. Running south can be a pretty good strategy also. From South you can take valley and then into A...watch out for West coming outa the west into the SW courtyard though. If you discover that West is holding up around C then you can take valley and flank em.

Map Layout
Even though this map is considered a CQB map it is very wide open and has allot of different options, so explore them! As with any good team, OpFor will adapt and you will have to change tactics and approaches. Also, don't be afraid to slow crouch around the map. This makes it hard for Opfor to hear you, which could be a critical edge.

Also, pay attention to the objectives...can't count how many times OpFor has sent someone to each obj. and won the game in like 40 secs (kinda embarrassing). On the other hand don't be afraid to hold back and wait for the other team to rush...both sides can mow the other down as they come at em.


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America's Army: Special Forces/SF Taiga Tactics

Basic Information
Weapons: M4A1 SOPMOD, RPK (IF), AKS-74U (IF), RPG-7 (IF), VSS Vintorez (IF), fragmentation, flashbang, smoke, and incendiary grenades

Mission Type: Live Fire.

Version Deployment: America's Army: Special Forces (Vanguard) (v2.2)

Spawn Points: 26

Description: Enemy forces purchased a small number of SAGGER anti-armor missiles for use by insurgent forces. They are hiding these missiles within civilian camps skirting a mountain road. These missiles will enable the insurgency to ambush both civilian and government convoys at extended ranges. A Special Forces ODA along with Indigenous Forces have been deployed to locate and destroy SAGGER missile caches in order to disrupt enemy combat operations within the area of operations.


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America's Army: Special Forces/SF Snake Plain Tactics

New to 2.7, SF Snake Plain is a 9 vs AI map. It features a large desert area, with a fort at the center, and a few outposts around. This is also the map that features the HMMWVs, which allow ease of transportation between the spawn, outpost, and the fort.

Objectives

 * 1) Secure intel. The Obj resembles a map or sort.
 * 2) Free the POW
 * 3) Thermite Stinger Cache. The Obj is a white cache.
 * 4) Thermite Mortar Cache. The Obj is a white cache.

Walkthrough
The 9 men squad consisted of 4xSOPMOD, 2x SAW, 1x M82, and 1x SPR; One of these 8 member will also carry a Javelin around. They will spawn in an area around the northeast quadrant. As well, there is also the POW, held somewhere around the map.

The POW, however, is not helpless; he can free himself by looking at the lock and holding down the "use" key (default F). Once the lock is picked, Objective B is done. When he is free from the cell, he should pick up a weapon from the table nearby (the one with the radio on it). The weapon is either a RPK, AK-47, or the M9 pistol + 2 clips. With that done, he should proceed to the door nearby.

At that moment, the SAI will come on line, telling where the POW is. POW could either be in one of the many outpost, or in the Fort's basement. If he is in basement, he is in luck, as his captured weapon is also at the same level. Look around; there should be his SOPMOD (with his configuration) + 3 clips, 3xFrag, 3x Smoke, 2x Thermite, and 2x Door Breacher. Also, he should see if Obj A or Obj C is in that level.

If POW appears in one the the outposts, he should look around to see if the Mortar cache is around. If so, report to the allies.

Strategy-1
Upon beginning the mission, start mounting the HMMWV. All the advance marksmen must mount the same vehicle, preferable HUMVEE1. All the javelin carriers must mount HUMVEE2.

When you are on the move, HUMVEE1 should head for the Northhill area to take out the 2 or 3 nearby spotters if possible. Go behind the hill and dismount the snipers. The sniper's role in this strategy is to ensure that the guards with the RPG-7 cannot harm HUMVEE2 as well as other mortars spotters in the distance.

HUMVEE2 should head straight for the fortress soon after the snipers have reported to be ready to take out guards. HUMVEE2 should head up the nearest road and around the fortress instead of around past the T-62 tank. When they arrive at the back door (not the gates) behind the fortress, the driver, and the two javelin carriers must dismount leaving one man behind the CROWS incase of a BTR (8 wheeled) QRF approaching. One javelin carrier can go ahead and take out the tank. The other javelin carrier must wait for the BMP (tracked) which is easier to take down with a Javelin than an AT4. HUMVEE2's MK.19 CROWS can take care of the BTR with the QRF. (make sure to save 40mm grenades.)

The rest of the team should meet up at the back door. Breach it and eliminate as many enemies as possible. Slowly make your way to where OBJ A is known to be. Remember, these three paragraphs will not take more than 4 minutes to do. Position the second javelin carrier on one of the battlements while the rest of the team (on-foot) should attempt to capture OBJ A. Once that has been found. The CROWS gunner in HUMVEE2 (who is waiting outside) should head straight for OBJ D. The rest of the team can go to capture and destroy OBJ C. At this time, it should be around 7 minutes or more into the game, the QRF should be arriving anytime. Both the BTR and BMP might appear at the same time but from different places. If the BTR hasn't been destroyed earlier, anyone carrying AT4s can help to take them out. The second javelin carrier should only target the BMP to ensure that HUMVEE2 (which is heading for OBJ D) survives to get to where it is going.

If done properly, this strategy offers 100% efficiency, and zero casualties. It has been play tested and it works perfectly. Remember as this strategy is to be executed with team coordination, cooperation, and skill. If anyone at anytime does not comply with the team leaders or the entire plan, the chances of pulling off this strategy are short and slim.

-XenoSilence- forums.americasarmy.com


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America's Army: Special Forces/BTR Troop transport

part of the qrf ( quick recation force) on the co op maps. drops of 6 or 7 ai take out with mk19 nade launcher on hummer at4 and jav


text:
America's Army: Special Forces/T-62

opfore tank found on snakeplain can be taken down by a jav shot

title: America's Army: Special Forces/T-62


text:
America's Army: Special Forces/M16A2 Rifle

Weapon: M16A2 Fire Modes: Semi-Auto/3-round burst Effective Range: 550 m Reload Time: 4.9 seconds Rate of Fire: 800 rpm Ammo: 5.56 mm ball Magazine Capacity: 30 rounds Weight: 8.79 lbs. (loaded)

The M16A2 is the standard rifle for most US Army soldiers. It is light, durable and may fire in either semi-auto (single) or 3-round burst mode to engage the enemy.

The M16A2 is very suitable for medium range combat due to the accuracy of the unaided ironsights. Use semi-automatic mode for long range combat and aim for the neck for a devastating kill. For CQB situations, use the 3-round burst mode.

The M16A2 rifle is considered the standard weapon for the rifleman in non SF maps. It features a single fire mode and a 3 round burst mode. It uses 5.56mm ammunition.

Read more on Wikipedia: M-16 rifle


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America's Army: Special Forces/M4A1 Rifle

When firing the M4, whether to fire full auto or semi-auto is your choice. Most people prefer to fire semi at long/medium range and auto at medium/short range, but really it is your preference.

When firing full auto at mid to long range and at the longer of the short ranges, fire aimed shots and fire bursts of 3-5 rounds. Make sure you bring the scope back on target after each shot.

When firing semi-auto, aim each shot. Unless you are surprised and/or firing semi at short range/close quarters, fire each shot separately. After taking a shot, pull the sight back on target. At long range, aim for the body. If the head is large enough, feel free to put the sight there.

Remember, practice, practice, practice. The firing range is there for you even after completing training. Type "mpcheat changeclass m4a1", or "mpcheat changeclass sf" (without the quotes) for an M4. If you want to play AA but are having a bad day or don't have the time or access to play online, go to the range.

~ETG

As far as I have seen, the M4 is remarkably inaccurate for an assault rifle. Especially do not use Automatic fire unless you are in CQB or want to harmlessly plink bullets around someone. This does indeed lower their Combat Effectiveness Meter, but it still is not worth the expenditure of ammunition and exposure. If one plays Weapons Cache, you will undoubtably find people who will empty their magazines at 50 meters to hit with only two bullets. Use the Semi-Auto setting and close range when possible.

- Ferrard

- It's true the M4 is actually inaccurate, however firing this rife on semi is an absolutely useless gesture. True to form, game developers made the M4A1 inaccurate for added realism. Unlike its counterpart, the M16A2, the M4A1 has a much shorter barrel (it is a carbine) and thus less lands and grooves (rifling). With the decrease in spin on the bullet, it becomes less accurate. Shooting in semi automatic mode even at long ranges will make you miss more than you hit, similar to firing on full auto. If an OpFor is running away and you are able to get off 10 inaccurate shots on semi, why not get off 30 inaccurate shots in full auto mode? Soaking a target with fire is much more effective than taking potshots at it.

- James


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America's Army: Special Forces/M203 Grenade Launcher

This weapon is very good for long range fire/suppression. When using it, fire at larger groups of enemy to get many kills or injure many people. Or, fire at enemy in strategic positions because the large blast is good for taking out men in hard to reach spaces. Third best use of this weapon is to fire at enemy snipers. Even if you don't hit them, they know they are targeted and spotted and they take a CEM drop. Take them out with your next shot.

~ETG

The 203 is a very deadly weapon when used correctly. When using long range and you see the enemy running, aim ahead of them to account for the time for the round to reach them. Learn how far up you have to aim to compensate for the arc. And also remember that the 203 will not explode at close ranges that don't allow the fuse to arm.

[LB]Chewy - www.lostbattalion.us 24.30.165.113 08:57, 3 Jul 2004 (UTC)


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America's Army: Special Forces/M4 SOPMOD

Note: Not all pictured modifications are available in the game yet.

Phantom's Recommended Mods
Sniper: Acog4x scope, suppressor, Harris bipod

This mod works well on hospital and recon. Just pick a shady spot, and wait for the e to walk by.

Scout: Acog4x scope, flare launcher (no suppressor, scouts should report e locations not fire at them)

This is a good support role that is really under-used. Use your scope to spot the enemy, then light up your target with the flares and call for support.

CQB: M68 Aimpoint, suppressor, M203 launcher

When you're walking down a corridor, walk with your M68 aimpoint up. Might seem strange at first, but it improves your accuracy a great amount.

CSAR Special: Acog4x scope, suppressor, M203 launcher This is my favorite combo to use on CSAR. Very handy for taking out close range or distant enemies.

 Always use your suppressor! It has no negative effect on the bullets, reduces muzzle flash, and makes it hard to tell where the sound is coming from. You CAN take off your suppressor if you want to attract attention to yourself, while your teammates sneak up on the enemy. (Sometimes when playing on SF maps, such as SF Hospital, it is often better to leave your suppressor off because the un-supressed M4 SOPMOD sounds like an AK-47 to the enemy, and since some of the opposing team members carry AKs, it would be harder for them to identify you from the sound of your gun.

[MIB]CuteFluffyBunny's Weapon Modding Recommendations
Sniper: ACOG 4x Scope - A MUST. Suppressor - May as well get it. You don't have to use it, but it is nice. Harris Bipod - Thought must be taken before you use this. Yes, it is nice to go prone with a bipod to get that extra accuracy, but a firing a gun without a bipod is more accurate than firing a gun with an un-deployed bipod.

CQB: Phantom's outfit is pretty good for CQB. M68 Aimpoint - Unless you want to stick to the Iron Sights, use this!!! Suppressor - Think about this one. Are you actually going to use it? Considering you have a M203 on the gun, your enemy may pick your gun up, and if he does and it comes with a suppressor which YOU didn't use, he gets a slight advantage, wouldn't you say. M203 Launcher - May as well get it. Your in CQB, and you have the extra slot, so just take it. It doesn't matter about the inaccuracy it causes over using a heatshield in its place.

Flares: Again, Phantom's 'scout' outfit is good for this too. ACOG 4x Scope - A MUST. Suppressor - May as well get it. You don't have to use it, but it is nice. Flare Launcher - Light up your target. Attract attention to him.

Specialist #1: Reflex Sight - I always prefer the Reflex over the Aimpoint. Better FOV, mainly, however it does mean you cannot fit an M203 to your gun. Suppressor - Again, think about whether you are actually going to use it or not. Harris Bipod - You have the spare slot, so you may as well take it.

Specialist #2: This loadout is, as Phantom says, useful for CSAR, although I tend to use Specialist #1. If your really good *cough*like me*cough*, you will be able to pick a 203 off a dead enemy!!! ACOG 4x Scope Suppressor M203


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America's Army: Special Forces/M249 SAW

M249
Primary function: Hand-held combat machine gun Manufacturer: Fabrique Nationale Manufacturing, Inc. Length: 40.87 inches (103.81 centimeters) Weight: With bipod and tools: 15.16 pounds (6.88 kilograms) 200-round box magazine: 6.92 pounds (3.14 kilograms) 30-round magazine: 1.07 pounds (.49 kilograms) Bore diameter: 5.56mm (.233 inches) '''Maximum effective range: 3281 feet (1000 meters) for an area target Maximum range: 2.23 miles (3.6 kilometers) Rates of fire: Cyclic: 725 rounds per minute Sustained: 85 rounds per minute Unit Replacement Cost: $4,087

Tactics
The SAW is meant to be a support weapon, although it can be used to good effect in CQB maps due a high rate of fire and tons of ammo. On outdoor maps, however, this gun is better used to suppress rushes or for guarding an area. The best example of this is on a bridge, where the SAW can be intermittently fired right down the center of the bridge to blunt an aggressive team. Tracers whizzing past you usually make you duck for cover. When prone with the bipod down (press H), the SAW is even more accurate than the M16. This makes it highly effective in defending large open areas. It becomes even more accurate when near a Fire Team Leader or Squad Leader.

When engaging a target over a long distance with the SAW the key is to fire in short, controlled bursts of 3 to 5 shots at a time. Firing more than that at a time will cause severe muzzle climb and lead to greatly reduced accuracy while leaving a continuous steam of tracers pointing back at your position.

The SAW intended as a suppression weapon. Next to the M203 and sniper rifles it is the best for keeping the enemy heads down. But, in game currently, it is also one of the best "rushing" weapons.

Do not rush with the SAW unless your team meets or beats this criteria:

 * 1) Poor Teamwork Without teamwork, suppression is useless
 * 2) No Attempt at Team Organization If the team is trying to organize but you see limited teamwork, still stay back and suppress. It will help the teamwork actually form.
 * 3) The map is CQB CQB stands for Close Quarters Battle In close quarters battle, there is little to nothing to suppress. In this case, rush and allow your teammates to come up in the opening you make. Even if you die, it gets a similar effect of suppression by making the enemy hide.

If your team is working well together or at least trying to, find a good spot:
 * 1) Must have a wide field of view (When defending, narrow and deep fields of fire with frontal cover is best (USMC Close Combat Marine Workbook))
 * 2) Must be able to see your teams advance and where they are advancing into.
 * 3) You must not be easily killed and you need to have a place to escape to. A dead SAW gunner in a good position is worse than a living SAW gunner in a bad position.

Remember, when suppressing, always use the bipod.

Appropriate usage of the M249 SAW
The M249 SAW is a widely misunderstood weapon within the Americas Army community. On the whole the weapon is typically avoided based on the fact that it is a difficult weapon to control without proper training (my emphasis). While many people try to use the SAW in its intended role as a suppressive weapon they do so in a manner that can be useless or even counter productive to the team as a whole.

This guide is not only a background of my experiences with a SAW, but also a training tool in how to increase your personal abilities with this extremely effective weapon.

 Step 1: Be familiar with your weapon

Familiarity with the SAW will only increase your respect for this high-casualty producing weapon. The main role of this weapon in Army usage is to suppress, pin, and generally render a target combat ineffective. In real combat the Automatic Rifleman is essentially the core of the fire team. US doctrine for the Squad and the fire team is set up in such a way that the SAW is set to pin an enemy or suspected enemy as either his fireteam, or another fireteam can flank the target. The mobility afforded by the weapon allows the squad to quickly cover hostile terrain under an umbrella of hot copper shrouded lead.

When firing the weapon the first three things you will notice will probably be:
 * 1) The Cyclic rate of fire of the weapon: This rate can be from 750 rounds per minute up to 1000 or even 1200 rounds per minute.
 * 2) The recoil produced by the weapon. This tends to be the reason most people do not use the weapon. Compared to the other weapons it is high and difficult to tame.
 * 3) The noise produced by the weapon is considerable. Paired with the fact that it uses tracers it makes you a very obvious target to enemies on the field of battle.

A cursory examination of the weapon yields pretty much these three facts. However an advanced user is well to note the following:

 * 1) The SAW may register 200 rounds, however only 160 of the rounds are lethal. Why? The fifth round is always a tracer round. Currently Americas Army does not handle this round as an actual damage causing round.
 * 2) While Tracers cross the map slowly the actual damage causing rounds cross the map INSTANTANEOUSLY. This can be a very useful fact. As on some maps the tracers can take up to 3 seconds to cross the map. While firing on a distant target it is possible to gain a 3 second lead in terms of firing before an accurate counterfire can be achieved.
 * 3) When the SAW is fired by tapping a fire key it will never actually fire 1 round at a time. Typically it fires 2 to 4 rounds in short bursts. A very close examination of the accuracy of the weapon shows that all of these rounds would hit the exact same spot if the recoil and breath stroke were removed from the weapon. This is illustrated by the striated pattern that can be seen in the following picture:

The striations occur in patters of 2 to 4 rounds in vertical lines. These lines are produced because the breath stroke causes a vertically undulating motion which knocks the point of aim off. So this basically translates in to the fact that if you can perfectly compensate for recoil and the breath stroke all of the shots in one of those bursts will hit the exact same spot. In actual play this is impossible, however the shots from that burst can group closely enough to all hit a man-size target at extreme distance.
 * 1) The ironsights of the SAW seem very restrictive and balky as compared to the sights of the M16.

However on closer examination the SAW sight is actually open around the rear window, allowing targets close to the point of aim, but not covered by the front post to be seen quite clearly. The M16 however completely occludes targets directly beside the point of aim, and only has a very small section to either side of the weapon that is visible. In game this means that a SAW has a definite advantage while in a defensive position. Why? Because he can quickly sight, track, and swap targets because he can SEE THEM without taking his sights down. On the other hand the M16 is more suited to assaulting because the open spaces to the sides of the sights. These spaces allow a user to quickly snap to a target in the periphery while advancing with the sights up.

To address the issue of the balky nature of front post, and the tight size of the rear window I supply these images:

These images show the size of the spread of the SAW in relation to posture in a green state (essentially CEM level). The pictures were taken with 'wpnrecoil' engaged so that the weapon had no recoil. The images go from prone supported to standing.

These images show a standard spread produced by a trained saw gunner (myself) in the same posture states. Note the slightly more disperse spread of shots.

Using geometry and the relative perspective of the user it can be assumed that the spread of the weapon will ALWAYS be that size over the target in those postures. What does that mean? It means that to the user the spread on a wall 10 m away as opposed to a wall 100 m will take up the EXACT same area within the sight. So in actuality the spread on the wall 10 m away may only be 0.5 m in diameter, and the one on the wall 100 m away may be 2 m in diameter, but they will both look the same size when viewed through the sights of the weapon.

Here is a table to describe these angles:

Prone supported: beaten zone is no larger in diameter than the width of the ironsight

Prone    : beaten zone is 1/2 the internal diameter of the rear window

Crouched   : beaten zone is 2/3 the internal diameter of the rear window

Standing   : beaten zone is the same size as the internal diameter of the rear window

This translates into play by allowing the user to quickly adapt his position in order to optimize his spread to engage his target(s). For example, if you want a disperse spread in order to plug up an entire doorway with fire at 20 m you would probably go crouched with your sights up. If you stand up your spread becomes to large, and you are wasting rounds on the edges of the wall around the door, and if you go prone your rounds are too accurate and only cover one side of the door.
 * 1) The recoil produced by the saw is a vector whose quantity is directly related to your CEM. Basically the lower your CEM the faster recoil will pull your weapon up and to the right making it harder to control.
 * 2) The Accuracy (spread) of the weapon is directly related to two factors: Health and CEM. Of these two CEM is the most important and the only factor which you can affect. Higher CEM = tighter grouping. If you become wounded your weapon spread will become irreversibly larger. Receiving medical attention will only return your recoil / weapon bob to its original GREEN state, but it will NOT reduce your weapon spread.

Basically this means that if you are Red but have received medical attention, your gun will not *feel* as if you are Red, however the Accuracy of the weapon will be severely impaired. So basically you have now been limited to medium to short range engagements. It would be wise to not engage a sniper at long range while red even if you are prone and supported. It is advisable to close the distance between you and your target, using cover of course, and allow your higher volume of fire to be an asset.

If you keep all of these factors in mind while using this weapon, you will start to realize how this weapon can be used to great and deadly effect.

 Step 2: Controlling the weapon

Mouse sensitivity

No person can possibly 100% compensate for the recoil of the SAW, you will quickly run out of mousepad if you attempt to make usage of the cyclic rate of fire for long periods.

How then can people possibly combat the effect of recoil? Increased mouse sensitivity.

On the positive side a mouse sensitivity that is high (4-6 range) will allow you to quickly tame the saw however you must tune this value for you. I suggest pulling your mouse down and to the left at a constant rate while testing different sensitivity settings (found in settings > Input) until you find a setting that feels right. Like the three bears, nobody's porridge is the same so it is important that you find a setting that is comfortable for you to use. Personally I use a 4.0 setting, however a 6.0 setting is not unrealistic.

Setting your sensitivity too low will cause undercompensation and muzzle climb, setting your sensitivity too high will cause overcompensation and muzzle drop. Both cause rounds to miss the intended target.

An added benefit of increasing mouse sensitivity will be that you can quickly turn or track targets in CQB (close quarters battle) giving you an edge. However M203 users be aware, this will desensitize your mouse and may cause lined up shots to be more difficult to reproduce reliably. Also users of ball mice may have adverse effects due to the lack of mouse resolution which may result in large jumps of space while the mouse is moved.

CEM and Recoil

CEM is 'Combat Effectiveness Meter' it is the multicolored bar found at the lower right-hand side of your HUD. Basically the more CEM you have the better your weapon will perform overall.

Factors that effect CEM are Health, Posture, ironsights, Suppression and Distance from a Leader. Try to maximize these factors when possible in order to keep your CEM high. For example, if you get hit, try to get healed immediately in order to reduce loss of CEM and accuracy due to bleeding. A bleeding soldier's CEM will always be lower than a Healed soldier in the same Health state. Once you are healed your gun should feel as if you are Green again however it will still be less accurate.

It is always preferred to use ironsights where feasible. For instance using ironsights to watch down a corridor you expect an enemy to appear from is smart. Trying to use your ironsights in CQB is generally foolish.

Posture effects CEM highly. NEVER use the SAW in a standing position unless you have no other choice, or you are in CQB. As I play my natural resting posture is always the crouched position. Whenever I stop moving I it is a reaction for me to go crouched. Not only does this reduce my target silhouette, making me harder to hit, but it also increases my CEM.

Each posture has its advantages and disadvantages. CEM is an important factor to take in account when you decide on a posture at a giving firing position, however so is mobility. These two factors should always be taken into account as you redeploy from position to position. For instance when you are crouched you have the ability to quickly move if you come under fire or are surprised though your CEM is lower than if you were in a prone posture. Lets assume that you are prone on the rear of a hill crest and an enemy comes over that crest. Not only will it be difficult to track that enemy in CQB due to your posture, but your increased accuracy may actually be a LIABILITY... Yes I know this seems oxymoronic. 9 times out of 10 the guy in the prone position will be overwhelmed by the rusher. If that same person were in a crouched position he could easily engage the rusher in a moving battle and have a roughly equal chance of survival. So you see some situations call for higher mobility.

Back to that thing about accuracy being a liability: You have to understand that this is a multiplayer game, and as such is subject to all the joys of Lag. Lag can cause you to undercompensate when leading a target, which is already complicated in CQB. So if your shots are very accurate and your lead is in any way off you will completely miss your target. If you are firing from a standing position your weapon has a very large spread, and thus if your lead is slightly off you still have shots hitting the target. So I hope you can now see why accuracy can sometimes be a liability in CQB.

In terms of erring when choosing a position, always err on the side of higher mobility. If at any point you come under fire you can quickly move to cover. If you are prone or prone supported you are basically stranded in enemy fire while you change posture. The longer you are exposed the more quickly your survivability drops. Of course you can counteract this by moving under suppression by returning fire as you redeploy. If your shots are in any way near their mark they can wound or suppress the enemy giving you crucial time to fall back.

Essentially you should get into the habit of crouching whenever you move from point to point and then deciding on a different posture if the situation applies.

 Step 3: Engaging targets

Long range engagement

Contrary to popular belief using the saw in a burst capacity is not preferred when engaging targets at any distance. In real life this is much more useful because suppression is much more effective however in game it is a completely different world.

As much as I hate to admit it, my time using binds to remove recoil taught me many lessons about SAW fire control. Now that I no longer use these binds I find myself using the same tactics that I employed while I had them, and with the same results.

Many would like to dissuade of the accuracy of the SAW. The SAW is a VERY accurate weapon when you take into the account the sheer volume of fire you can put out with the weapon. In game it fires at 750 rounds per minute or 12.5 rounds per second. If your grouping is tight a great deal of those rounds will rip into their target. This is evidenced by the ability of a skilled SAW user to easily dispatch a prone supported sniper at ~100m in the prone position (I have done this countless times). Many times if you have the first shot you will win.

At long range your main concern tends to be CEM and accuracy. That means maximizing your posture for accurate fire with a low mobility as the situation requires.

A prone SAW can easily duck in and out of fire from behind an obstacle and put very accurate fire on a target at a great distance. This can only be felt out and seen by playing. Just try to maximize your CEM before you even think about engaging the target. After your CEM is full for that posture, start firing at your target using full auto. People may say that burst mode is more accurate, and they may be correct, but only because they cannot correctly compensate for the recoil of the SAW. If you have trained it should be no issue to keep your ironsight over that target for 100 rounds, which is typically 2 times what you need to kill a target at long distance. I average out at ~ 20 rounds per kill. Generally I will abandon a target after 100 rounds due because If it takes you more that 50 rounds per target on average you need to tighten up your spread considerably.
 * 1) I'm running out of mouse pad and
 * 2) I don't want to have 'Target fixation' in which all my attention is on that one guy as 2 others pop up to fire on me.

NEVER try to engage a target at long distance if you are Deep Yellow or Red. If your CEM drops below 66% do not attempt to engage a target at long distance as your rounds will mostly plink harmlessly around them.

Another good thing to remember is that the true center of aim on the SAW is slightly to the left on the front post. So aim accordingly to ensure more hits.

At any distance you should lead a moving target, for targets at long range that lead is typically small. However if you have a target that is moving very quickly perpendicular to your fire it may be impossible to track and lead them. Instead move your sight to aim some distance infront of them, and then begin firing. As they run they will cross your fire and either become wounded or die. Repeat this multiple times until the target is occluded or is dead.

Medium Range engagement

This is the typical distance you will be engaging targets, and it will mostly occur when you are in the crouched position. As a result it may be a good idea to learn how to use the 'Fastmove' (Shift) key to your advantage. By pressing Shift you will be put in a 'slow' state which allows you to bring up your ironsights on the move. Using this feature you can move out of cover with your sights raised in order to engage a target or simply scope out an area.

Engaging targets at this distance is very similar to long range engagement except that the lead you will need to give on targets will be considerable if they are moving. Try at all times to use your ironsights unless a target is moving too quickly to track. If the target moves too quickly simply take down your sights and use your crosshair. It may be less accurate but your lead will be more precise.

Mobility is always important in these skirmishes because the short distance means increased accuracy on both sides. That means that cover is even more essential than it was at long range, especially while reloading.

Close Quarters engagements

As I stated before CQB is all about leading your target accurately. Mobility is absolutely essential when you are fighting a close target. You must be able to strafe, jump, and generally be evasive. This means you should be using the standing position with your crosshairs. Due to your high rate of fire, it is best to use the 'spray and pray' technique when engaging a target in CQB. Basically track your saw ahead of your target, sweeping back and forth over his movement path to ensure a hit. On stable targets sweeping the upper chest with the saw seems to be the most effective method as it ensures a more severe wound.

Always try to 'Circle strafe' your target. Basically strafe around your target while keeping your aim directly on or in front of him. Circle strafing in turn makes you harder to hit. If ever you have to reload, begin hopping like a moron by mashing the jump key until you can get behind some cover. Run away until you are reloaded! You may look retarded hopping and strafing, and some even consider it exploitation, but if it keeps you alive I suggest it.

Additionally the lead you need to use on targets in CQB can been nearly a screen's width if the target is moving quickly. The closer you are to the target the larger that lead needs to be. Leading targets is the hardest part of CQB, and it takes the most practice and death to master. Eventually you will automatically adjust your aim to lead a target based on his distance and speed.

CQB is somewhat of a last resort when playing. Since it is so difficult, typically it is a 50/50 proposition to engage a target in CQB. When you are a saw your chances are greatly improved IF you go in with sufficient Ammo (100+ rounds). For this reason I typically only engage in CQB if I am already wounded or have no other choice. When you are wounded CQB offers your best chance for victory, because you cannot reliably engage targets from a distance. This will equalize the playing field even if you are highly wounded. When I become wounded to the point that I know my saw is useless at distance I will close the distance and engage targets in CQB. I call this 'Hugging the enemy' it is a great tactic to increase your survivability in a situation that seems unwinnable (is that even a word?).

All credit for this wonderful guide is due to CappyR [Ancients]. --DesertFox_59 {X} 01:47, 21 May 2004 (UTC)

Note: In version 2.5 or 2.6 they made it impossible to "bunny hop" (jump around like your feet are on fire) by adding a minimum time between jumps. It is also now impossible to Jump while reloading or reload while jumping. -RHINO_Mk.II

title: America's Army: Special Forces/M249 SAW


text:
America's Army: Special Forces/M24 Sniper Rifle

See also: M24 SWS

A bolt-action Advanced Marksmanship Rifle. Slow rate of fire, but maintains the scope when firing, and is relatively quiet. Clicking the 'fire' button when reloading will stop it for getting off a quick shot.

{FoM}Gurkbuster

It has an internal 5-round magazine. Because it is bolt-action however, it takes quite a while to reload completely. Very accurate, unless you are standing or walking. But once you learn to fire this while standing and walking, you'll be a force to be reckoned with.

Also, practice without the bipod; you'll be better off without it.


text:
America's Army: Special Forces/M82 Sniper Rifle

See also: Barrett M82

 * 1) Extreme power, one shot to the body is enough to kill
 * 2) Use the bipod when firing
 * 3) Fire at the end of breathing cycle
 * 4) Don't even try to use it at close ranges

''Edit from DarkSeedious: If an enemy has caught you with your sniper rifle out and you can read his name on your screen, you may want to consider not changing to the M9 and instead moving up close and firing when the rifle is pointed roughly in his direction(there is no crosshair for the m82). Make sure you can see his name before shooting, and don't even think about scoping at very close ranges.''

Warning! Firing loses the scope, so if you miss the first shot you might want to consider moving to another position. The gun's recoil is strong, so you can only shoot once before you have to re-align the scope.

{FoM}Gurkbuster

Edited by: DesertFox352

Code for gun: mpcheat changeclass sniper/mpcheat class s


text:
America's Army: Special Forces/SPR Special Purpose Rifle

Quote from www.americasarmy.com:

"The Special Purpose Rifle is the primary weapon of the Special Forces Advanced Marksman. A variant on the M16, this is a semi-auto sniper/counter-sniper weapon utilized for its long-range shots and greater accuracy."

A silencer is available and may be attached by pressing "L".

It is reported that if the SPR is not silenced, it appears to OPFOR as a VSS which has the sound of an M82.

It is also reported that the SPR causes low damage relative to other rifles available to Advanced Marksmen (M24 and M82). Consequently, hitting the head is recommended as a hit to the torso may not be fatal and may allow OPFOR to retaliate or find cover. Another option is to pull the trigger repeatedly; when used in conjunction of the silencer, most enemies won't even realize where the shots come from until they are dead by 5 bullets.


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America's Army: Special Forces/M9 Pistol

Beretta M9 Semiautomatic 9 mm Pistol
The M9 is a light weight, semiautomatic pistol manufactured by Beretta and designed to replace the M1911A1 .45 caliber pistol and .38 caliber revolvers. The M9 has redundant automatic safety features to help prevent unintentional discharges. It can be fired in either double or single action mode and can be unloaded without activating the trigger while the safety is in the "on" position. The M9 pistol has a 15-round magazine, and may be fired without a magazine inserted. This weapon can have the hammer lowered from the cocked, "ready to fire," position to the uncocked position without activating the trigger by placing the thumb safety on the "on" position.

The 9mm Pistol Program was a Congressionally-directed Non-Developmental Initiative to standardize DoD with NATO and field one handgun for all United States armed services. Beretta of Italy was awarded a multi-year contract for delivery of over 500,000 pistols. The contract award stipulated that production of the weapon must transition from Italian to US production after two years. The US Army is the lead service in this program. The Army began using the M-9 in 1990. M9 pistols feature an alloy frame, a no glare finish, an ambidextrous safety lever, a reversible magazine release, an open top slide, a chamber loaded indicator, and a unique triple safety.

Operation
The M9 pistol has a short recoil system using a falling locking block. The pressure developed by the expanding gases of a fired round recoils the slide and barrel assembly. After a short run, the locking block is disengaged from the slide, the barrel stops against the frame, and the slide continues its rearward movement. The slide then extracts and ejects the fired cartridge case, cocks the hammer, and compresses the recoil spring. The slide moves forward feeding the cartridge from the magazine into the chamber. The slide and barrel assembly remain open after the last cartridge has been fired and ejected.

Specifications
Caliber: 9-mm NATO System of Operation: Short recoil, semiautomatic Locking System: Oscillating block Length: 217 mm (8.54 inches) Width: 38 mm (1.5 inches) Height: 140 mm (5.5 inches) Weight with Empty Magazine: 960 grams (2.1 pounds) Weight with 15-Round Magazine: 1,145 grams (2.52 pounds) Barrel Length: 125 mm (4.92 inches) Rifling: R.H., six-groove (pitch 250 mm [about 10 inches]) Muzzle Velocity: 375 meters per second (1,230 feet per second) Muzzle Energy: 580 joules (430 foot-pounds force) Maximum Range: 1,800 meters (1,960 yards) Maximum Effective Range: 50 meters (55 yards) Front Sight: Blade, integral with slide Rear Sight: Notched bar, dovetailed to slide Sighting Radius: 158 mm (6.22 inches) Safety Features: Decocking/safety lever, firing pin block. Hammer (half-cocked notch): Prevents accidental discharge. Basic Load: 45 rounds Trigger Pull: Single-Action: 5.50 pounds-force (24.5 newtons). Double-Action: 12.33 pounds-force (54.8 newtons)

The pistol has iron sights, which should always be used when firing. Keep in mind that this is a last resort weapon, and has a very slow fire rate. The pistol can jam. The pistol in game is very accurate (I mean accurate!) and powerful. Two shots in the chest and opfor is dead! When using it in close quarters combat against an enemy strafe tightly left and right aim for the chest area.

Pendragon's Pistol School


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America's Army: Special Forces/AT4 Anti-tank Launcher

The M136 AT4 BDM is the Army's primary light antitank weapon. It is a recoilless rocket launcher used primarily by infantry forces for engagement and defeat of armor threats. The design permits accurate delivery of a 84 mm High Explosive Anti-Tank (HEAT) warhead providing excellent penetration capability and lethal after-armor effects.

The system weighs approximately 15 lbs and is man-portable. The AT4 system consists of a free flight, fin-stabilized, rocket packed in an expendable, one-piece, fiberglass-wrapped tube. The launcher is watertight for ease of transportation and storage. The M136 AT4's warhead uses an extremely destructive, 440-gram shaped-charge explosive that can penetrate more than 14 inches (35.6 cm) of armor.

It is a single shot, disposable munition that is usually used to destroy walls, gates, and Strykers. Tests have shown that this will function the same as the RPG, except it will have a larger blast radius and cannot be reloaded. Info subject to change. --Desertfox 59 19:36, 2 May 2004 (UTC)

In game, the AT4 will take two (2) shots to destroy the OpFor Stryker. ~ETG

It has adjustable ironsights for ranges of 100, 200, 300, 400, 500 meters. The default button for this is the mousewheel.

{FoM}Gurkbuster


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America's Army: Special Forces/Night Vision Goggles

In maps that have relative dark places, each United States Personnel (none for IF) are issued with a pair of NVGs, which provide vision in the dark by amplifying ambient light sources. However, while the goggles provide increase night vision, they reduce FOV; flashbang effects are worse and light sources cause extreme glare. Also, in places that have very dense fog, the NVG reduce long range visibility (though do help on closer range).

Luckily, there is currently (2.6) no delay when switching from NVG mode to normal mode. As such, a tip for target acquisition is to toggle between NVG and regular vision.


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America's Army: Special Forces/MILES

MILES is a safe non-lethal combat training system designed to introduce soldiers to warfare by simulation. A soldier carries MILES eye-safe lasers mounted on M16 or M249 and MILES Grenades. Within MILES battles, only smoke grenades are live.

A hit is signified by a beep and death is announced by continuous beeping and the soldier must sit down and remove his helmet.

title: America's Army: Special Forces/MILES


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America's Army: Special Forces/Parachute

Overview
Parachutes are used for troop insertion into areas inaccessible by other modes of transportation, or to maximise the element of surprise. Troops are airlifted to the target area, then execute precise jumps to the ground with the aid of chutes. Because it is usually used to surprise the enemy, parachute jumps are almost always conducted at night or in adverse weather conditions and so are extremely dangerous. Consequently, soldiers conducting such jumps must be in excellent physical condition, and must be equally adept at controlling their chutes.

Parachute Jumps in America's Army
In the current version of America's Army (v2.6 at time of writing) you are able to execute jumps in two non-SF maps: JRTC Farm Raid and FLS Assault.

Before playing these maps you must complete both the 250' Tower Drop and the Live Jump lessons in the Airborne School, located in the Advanced Training Menu. You should be very comfortable with executing both types of jumps before proceeding. Don't hesitate to repeat a lesson if you are even a little unsure of something; it may save your life!

Parachute Deployment in JRTC Farm Raid
You will see there are three possible exit points:

A. Left Side Door B. Right Side Door C. Rear Hatch

Ignoring the right side door, consider your two remaining options.

 * The left side door will make you land near the left corn field.

 * The rear hatch will make you land in various places in the center field.

In other words, jumping off to the left from the rear hatch will bring you closer to the forward center field.

The Jump Procedure

 * Don't use night vision goggles, as they will obscure your view of the ground.

 * 1) Select your jump location as mentioned above.
 * 2) Position yourself at the edge of your desired jump location and face the direction in which you wish to jump.
 * 3) Press and hold the "Forward" key until you clear the aircraft and hear your parachute unfurl.
 * 4) You should not manipulate your parachute until you can actually see the ground.
 * 5) Once you establish visual contact with the ground, adjust your position if needed with the movement keys, otherwise, look straight and downwards for the remainder of your descent.
 * 6) Wait until you can see individual plants, then flare by pressing and holding the "E" key.
 * 7) If your flare was good, you should briefly roll on the ground. Use this time to activate your night vision goggles.
 * 8) When you stand up after rolling, crouch or go prone and activate your weapon.

Parachute Deployment in FLS Assault
Coming soon...

In the meantime, adapt procedure from JRTC Farm Raid. Procedure is essentially the same as in Farm Raid, but with one difference in best position to jump out. One should exit using the side door, to sneak around the edge of the map, where there is cover as you approach the objective. Meanwhile, using the cargo door brings you right down the middle, which is better lit and offers no cover, offering an easy target for machine gun equipped OPFORs, who will usually be shielded from both your view and gun by the glare from the lights that give you away, and their bunker like spawn point..


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America's Army: Special Forces/M2 .50Cal

mounted on a hummve cant be reloaded only on snakeplain nead hummve gunner corse to use


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America's Army: Special Forces/Mk.19 40mm Grenade Launcher

mounted on the hummve cant take out the apcs on snake plain no relaod nead gunner training to unlock


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America's Army: Special Forces/AK47/AK74 Rifle

See also: AK-47

The AK-47 is the Opfor weapon equivalent to the M16A2.

It has some diffrences than to M16 Becase it is Fully Auto and Packs More Of a Punch. But you do have to kill an opfor to get it.


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America's Army: Special Forces/AK74 Modified Rifle

The AK74 Modified Rifle (AKS-74U) is the Opfor equivalent of the M4 SOPMOD. Pictures: http://world.guns.ru/assault/aks74u-ts.jpg http://www.americasarmy.com/gallery/wallpaperBig.php?w=dev5

When playing as an IF, one will usually acquire a Ak-74 with no scopes or GL; when teamed up with a sniper, the AK-74 is equipped with a scope.

Usage is more less the same deal as a standard M4.

More information may be found at http://world.guns.ru/assault/as03-e.htm


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America's Army: Special Forces/RPK Automatic Rifle

The RPK Automatic Rifle is the Opfor equivalent to the M249 SAW, except with 75x4 bullets initially.

The RPK in America's Army is probably either the original RPK with a drum magazine (http://world.guns.ru/machine/mg15-e.htm) or the RPK-74 (http://world.guns.ru/machine/mg16-e.htm).

The RPK can also be fired in semi-auto mode, something the M249 SAW does not have.


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America's Army: Special Forces/Mosin-Nagant Sniper Rifle

The OpFor version of the M24, but without the bipod and a less powerful scope. To be honest, you are usually better off using the M-16's ironsights, as there is too much movement w/ the breathing on the Mosin.

More information may be found at http://world.guns.ru/rifle/rfl03-e.htm


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America's Army: Special Forces/SVD Sniper Rifle

The SVD is the opfor equivalent of the American M82. This gun is a little less accurate due to no cross hairs and no bipod. But it does have less recoil than the M-82

Because it has no bipod and high sensitivity to breathing, it is extremely hard to aim.

More information may be found at http://world.guns.ru/sniper/sn18-e.htm


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America's Army: Special Forces/Vintorez Sniper Rifle

This is perhaps the most interesting gun in the game. The key to the VSS is to always aim for the head. This gun does not have enough power to kill after even two body shots. You will find however that it is very easy to pull of a head shot with this gun. The other thing most people dont know about the VSS is that it has an automatic fire mode. This is really good if you have to engage some guy at close range. Just remember that it doesnt have many bullets. --Desertfox 59 20:01, 2 May 2004 (UTC)

 -The VSS vintorez does exactly the same amount of damage as the RPK, believe it or not. Two body shots will take down an enemy.

RandomSAW

Keep in mind though that if you do go for the body shot, that a hit in the arms or legs does a very small amount of damage  --Desertfox 59 20:01, 2 May 2004 (UTC)

You need to have a rough idea of where the crosshair is in CQB when using automatic mode, as there is no crosshair provided when out of zoom. – DarkSeedious

Key to the use of the VSS (and SPR) is that both weapons have the same scope movement as using an M4. With the sniper rifles, the scope moves a lot if you are not laying down with bipod. With these rifles, there is little difference from if you are laying down and standing, allowing a much wider range of hides. ~ETG

This is due to the fact that they are not true sniper rifles, rather modified rifles.

One good tactic with the VSS is to use auto fire, and aim for the torso or perhaps a little lower. The kick in any firing position will move the gun upwards, and thus several rounds will hit the OPFOR, almost guaranteeing a kill. This works best when OPFOR are running for cover, and you only have a split second to make the shot. ^UG^_Inferno

More information may be found at http://world.guns.ru/sniper/sn20-e.htm


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America's Army: Special Forces/RPG-7 Rocket Launcher

With the RPG, stay away from walls. The rockets will have a higher probability of flying straight if your back is near an open space (not proven.) Also, make sure your rear is clear before firing the rocket. The back blast is deadly.

Currently, 20% of all rockets will be misfires.

The blast of the RPG is huge and will kill everybody near it. Use it only when you can be sure to only hit enemies. It will cause injury within about 10 feet of it, with the occasional 100 foot blast(bug).

The RPG is the IF's way to destroy the Blackhawk in CSAR. This is your primary objective with this weapon.

Do not blind fire with the RPG. It will almost surely team kill.

If you know someone is in a room but cannot see the person, shoot a wall that the blast will be angled into the room.

~ETG

Edit: The misfire rate has been adjusted to 10% as of version 2.1

{FoM}Gurkbuster


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Template:Svcmotm toc

SNK vs. Capcom - Match of the Millennium Move List Basics SNK Characters: Akari | Athena | Geese | Haohmaru | Iori | Kyo | Leona | Mai | Nakoruru | Orochi Iori | Ryo | Terry | Yuri Capcom Characters: Akuma | B. B. Hood | Chun-Li | Dan | Evil Ryu | Felicia | Guile | Ken | M. Bison | Morrigan | Ryu | Sakura | Zangief Olympic Mode Secrets

title: Template:Svcmotm toc


text: Category:SNK vs. Capcom - Match of the Millennium/Templates


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SNK vs. Capcom: The Match of the Millennium/Basics

The main game of SNK vs. Capcom - Match of the Millennium allows you to choose a particular style of match and a particular style of play. You can either fight as a single, a tag team, or a team of three, and you can choose from Average, Counter, and Rush Modes. The character story and the midboss you face is solely determined by the first character you select.

When fighting as a single, you will have to beat an opponent in a best-of-three match. As a tag team, you will have the use of two characters who can tag each other in and out at will, in the objective of knocking out both members of the opposing tag team. As a team of three, when one character is knocked out, the next takes its place, until all three members are knocked out.

Basic Controls
SNK vs. Capcom - Match of the Millennium is a four-button fighter. Pressing the A button will make a player perform a punch attack, while pressing the B button will make a character perform a kick attack. The length of the button press determines the strength of the punch or kick. Lightly tapping the button performs weak attacks while pressing a button down performs strong attacks. Like in many other fighting games, the joystick is used to move the character about (back and forward denoting the direction relative to your opponent), and holding back as an attack hits you will make your character block an attack. To temporary pause or resume the game, press the OPTION button.

To simplify matters, a simple joystick notation will be used throughout the guide: u for "up", d for "down", b for "back", f for "forward", LP for "Light Punch", HK for "Heavy Kick", P for either LP or HP, K for either LK or HK, and PK for both buttons being pressed at the same time. A comma (",") is used to perform joystick motions in a sequence, and a + used to tap a joystick direction and press a specified button (or buttons) at the same time.

In order to save time, the following abbreviations will also be used:
 * qcf - "quarter circle forward", or d,df,f
 * qcb - "quarter circle backward", or d,db,b
 * hcf - "half circle forward", or b,db,d,df,f
 * hcb - "half circle backward", or f,df,d,db,b
 * 360 - to rotate the joystick a full circle, starting in any direction. Multiples of 360 may be used to denote multiple full circles.
 * dp - "dragon punch", or f,d,df
 * rdp - "reverse dragon punch", or b,d,db
 * * - "charge": to hold a direction for a short amount of time (usually for two seconds)

Average Mode
Average Mode allows a user to store up to two levels of power. When one level is accumulated, a super combo may be performed. When two levels are accumulated, a MAX super combo may be performed instead of normal super combos. When a super combo, normal or MAX, is performed, the gauge empties completely. Average Mode is perhaps the most familiar to fans of Street Fighter.

Counter Mode
Counter Mode allows a user to manually charge their super combo gauge. When the gauge is full, a super combo may be performed. However, when the life bar begins flashing, a super combo may be performed even if the super combo gauge is full. When both the life bar is flashing and the gauge is full, a MAX super combo may be performed instead of normal super combos. Like Average Mode, once a super combo, normal or MAX, is performed, the gauge empties completely. Fans of The King of Fighters should feel right at home when using this mode.

Rush Mode
Rush Mode allows the use of various chain combos. In Rush Mode, you can store three stocks of power. A stock of power can be used to perform a super combo, but unlike Average and Counter Modes, will not completely drain the super combo gauge. However, MAX super combos cannot be performed.

Other Notes
In addition to the commands for the mode chosen, tag teams also have these moves:

 * Regardless of the mode, a Guard Counter or a Guard Cancel Switch will use some super combo gauge energy.


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SNK vs. Capcom: The Match of the Millennium/Akari

Special Moves

 * Pressing P for the Gaiki Dorota Bou will make her appear on the left side of the screen, while pressing K will make her appear on the right side of the screen

Super Combos

 * The Tenmon Amata no Hoshikuzu (both the Joudan and the Gedan forms) are Akari's hidden MAX super combos.
 * The first hit of the Tenmon Amata no Hoshikuzu (Chuudan) is an overhead attack.
 * The first hit of the Tenmon Amata no Hoshikuzu (Gedan) is a low attack.


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SNK vs. Capcom: The Match of the Millennium/Geese

Super Combos

 * The Deadly Rave is Geese's hidden MAX super combo.


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SNK vs. Capcom: The Match of the Millennium/Haohmaru

Command Attacks

 * Haohmaru has no command attacks.

Special Moves

 * The Ougi - Resshin Zan is an overhead attack.

Super Combos

 * The Hiougi - Tenha Dankuu Retsu Zan is Haohmaru's hidden MAX super combo.


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SNK vs. Capcom: The Match of the Millennium/Kyo

Super Combos

 * The 182 Shiki is Kyo's hidden MAX super combo.


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SNK vs. Capcom: The Match of the Millennium/Ryo

Command Attacks

 * The Hyouchuu Wari is an overhead attack''

Super Combos

 * The Haou Shoukou Ken will negate normal projectiles.
 * The Tenchi Haou Ken is Ryo's hidden MAX super combo.
 * The Tenchi Haou Ken will stun an opponent if it hits.


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SNK vs. Capcom: The Match of the Millennium/Terry

Command Attacks

 * The Backspin Kick is a knockdown attack.

Super Combos

 * The High Angle Geyser is Terry's hidden MAX super combo.


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SNK vs. Capcom: The Match of the Millennium/Orochi Iori

Command Attacks

 * The second hit of the Ge Shiki - Goufu In "Shinigame" is an overhead attack.

Super Combos

 * The Ura 311 Shiki - Saku Tsumagushi is Orochi Iori's hidden MAX super combo.
 * The Ura 311 Shiki - Saku Tsumagushi is an overhead attack.


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SNK vs. Capcom: The Match of the Millennium/Yuri

Command Attacks

 * The En Yoku is an overhead attack.

Super Combos

 * The Shin! Chou Upper (Mekki Zan Kuuga) is Yuri's hidden MAX super combo.


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SNK vs. Capcom: The Match of the Millennium/Akuma

Command Attacks

 * The Zugai Hasatsu is an overhead attack.
 * The second hit of the Zugai Hasatsu is a knockdown attack.

Special Moves

 * The Zenpou Tenshin cannot be performed with Able Mode on.

Super Combos

 * The Kongou Kokuretsu Zan is Akuma's hidden MAX super combo.
 * The Shun Goku Satsu is a MAX super combo.
 * The Shun Goku Satsu is unblockable.


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SNK vs. Capcom: The Match of the Millennium/Dan

Command Attacks

 * The Jump Chouhatsu, unlike other command attacks, can be used with Able Mode enabled.
 * The Kouten Chouhatsu, unlike other command attacks, can be used with Able Mode enabled. However, it cannot be used in tag battles.
 * The Shagami Chouhatsu, unlike other command attacks, can be used with Able Mode enabled. Its command is (db/df)+PK.
 * The Zenten Chouhatsu, unlike other command attacks, can be used with Able Mode enabled. However, it cannot be used in Counter Mode, even with Able Mode enabled.

Super Combos

 * The Otoko Michi is Dan's hidden MAX super combo.


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SNK vs. Capcom: The Match of the Millennium/Guile

Super Combos

 * The Crossfire Assault is Guile's hidden MAX super combo.


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SNK vs. Capcom: The Match of the Millennium/Ken

Command Attacks

 * The Inazuma Kakato Wari is an overhead attack.
 * The Ushiro Mawashi Geri is a knockdown attack.

Special Moves

 * The Zenpou Tenshin cannot be used with Able Mode on.

Super Combos

 * The Shippu Jinrai Kyaku is Ken's hidden MAX super combo.


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SNK vs. Capcom: The Match of the Millennium/Sakura

Command Attacks

 * The Flower Kick is an overhead attack.

Special Moves

 * The Hadou Ken is larger in size if you press P more times, but has shorter range.

Super Combos

 * The Shun Goku Satsu is Sakura's hidden MAX super combo.


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SNK vs. Capcom: The Match of the Millennium/Zangief

Command Attacks

 * The Dynamite Kick is a low attack.
 * The Headbutt (Chijou) is a knockdown attack.
 * The Headbutt (Kuuchuu) is a knockdown attack.

Special Moves

 * The Double Lariat can be used to evade projectiles.
 * The Quick Double Lariat can be used to evade projectiles and low attacks.

Super Combos

 * The Russian Beat is Zangief's hidden MAX super combo.


text: Category:Book:Adventures of Lolo 2 (Japanese)


title: Template:AdvLolo2JChapters


text: Category:Book:Adventures of Lolo 2 (Japanese)/Templates


text: Category:Book:Eggerland

title: Category:Book:Eggerland


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Adventures of Lolo 2 (Japanese)/Level 1

This chapter discusses the solutions to level 1.

1-1

The first level of the game shows you the basics.

 * Get the 3 hearts and the treasure chest.

1-2

The second level demonstrates Emerald Framers or EFs.

 * Just maneuver the EFs out of the way of the hearts, get the hearts, and get the treasure chest.

1-3

The first demonstration of shots in the game.

 * Get the lower right heart, shoot the Snakey twice and get the next heart.
 * Use your other shots to push the top Snakeys out of the way. Get the chest.

1-4

The first appearance of the deadly monster Medusa.

 * Push the EF up one, get the heart.
 * Using your shots, push the 2 Snakeys above the Medusas for safe passage to the heart and chest.

1-5

Gols appear here. Not in an overly harmful way.

 * Push the EF down and left by the Medusa. Push the other EF over it.
 * Push the EF up top up and right. Push the other EF under the Medusa.  Get the heart.
 * Just run past the Gols. None of them are close enough to hit you with fireballs while running.  Get the chest.

title: Adventures of Lolo 2 (Japanese)/Level 1


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Adventures of Lolo 2 (Japanese)/Level 2

This chapter discusses the solutions to level 2.

2-1
This level introduces Skulls. You actually do need to consider which heart to get last.

 * Get the nearby heart and shoot the Gol and put it over the Medusa, put the Skull right of the Medusa. Get the hearts.
 * Go up and around. Get the leftmost of the 4 hearts last then run up.  The grass will keep the Skulls away.  Get the chest.

2-2
The annoying Rockies appear. Luckily it's not too difficult.

 * The main trick is eyeballing the 2 Rockies on the right. Make sure when you get the heart that you won't get pinned in that little space.
 * Collect the remaining hearts in the right area and get the chest.

2-3
Leeper time. Make sure you don't put them to sleep in a blocking way.

 * Get the heart and walk into the area. Just be sure no Leeper moves in front of you to block the way out or the heart on the right.
 * The heart on the right is easy to get, since the Leepers behind it block nothing over there.
 * Put the 3 Leepers up on the left asleep by the lower patch of grass. Get the hearts and the chest.

2-4
This level introduces the new crumbling bridges and Almas.

 * Push the 2 EFs directly down to block the 2 lower Almas in their area.
 * Get the 2 hearts that are across the bridges. Watch as the crumbling one crumbles away as you go back.  One heart will give you shots.
 * Using your shots, put each upper Alma in an egg and get the hearts under them. Get the chest.

2-5
The final level in level 2 has the deadly Don Medusa in it.

 * Go to the 2 EFs on the left. Push the right one up 1 space and push the left one left of the Medusa.
 * Get the heart over the Snakey. Shoot the left one and put it over the Medusa, get the heart.  Shoot the right one and put it 2 spaces right.
 * Go back down and push the lower EF right 2 spaces, get under it and push it up and trap the Don in the middle, between the water. Get the heart in the bottom right corner and go up, getting the hearts.  Get the chest.

title: Adventures of Lolo 2 (Japanese)/Level 2