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HAHO/HALO/NO Jumping |
| HAHO jumping and HALO jumping may seem the
same thing at first: jumping out of an airplane or helicopter at high
altitudes. Each one has their own advantages of disadvantages, but when
completing an operation, the jumpmaster/pilot will say what will be
needed. HAHO- Also known as High Altitude High
Opening, it is good for a stealthy entrance and department of the
vehicle. Stinger and other anti-aircraft sights can and will pick up any
helicopters or planes that fly overby, so HAHO jumping allows the
paratroopers to bail out from their vehicle with a considerable distance
from detection. If the altitude is high enough, one could bail out and
float across a large distance. The disadvantage is that it is slow and
time consuming, and enemy infantry can detect the canopy hanging over
your head. To complete, paratroopers must be ready to bail as soon as
the vehicle reaches a high enough altitude. The location of the
transport doesn't matter (it can be over the carrier). Once the
passengers bail, they will open their parachutes immediately and guide
their way towards the enemy base.
HALO- Also known as High Altitude Low Opening, is good
for a quick landings and quick maneuvers. For this to work, a helicopter
should gain a good amount of altitude before entering enemy air space.
Once the jumpmaster/pilot gives the go, paratroopers inside will bail
out and not release their parachutes until 5-10 meters off the ground.
This operation is considered a lot more hazardous and has resulted in
countless number of deaths due to lag in chute openings, or altitude
sickness. This will be used in most operations.
NO- Also known as No Opening. This works in CS as well
where landing in water doesn't do any damage and with BF2, it does
minimal damage. This is completely stealth and involves no
dead-give-away-canopy-over-your-head. This only works with attacking
islands. Used for quick and stealth operations |
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Baiting |
| Baiting is a method used against enemy snipers.
When an enemy sniper is spotted, the squad should take cover and make
sure that the sniper has been "spotted" so his position is given out on
the map. Then, have one soldier run out in the open, thus having the
sniper focused on him. After the soldier gets about 10 meters out, the
squad sniper will edge towards the open and take out the sniper. This is
rarely used and is hard to complete, but good for working on team
communication. |
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Tank-Hunting |
| Drawing fire is basically what it says. Firing at
the enemy so that they will return fire. The best time to use this
tactic when your squad actually has soldiers that can take out the tank.
There are many different methods of taking out a tank. The SRAW
(Short-Range Antitank Weapon ) is more ineffective than one would think.
It would take around 3+ hits on a T-30 tank, so the only best
infantry-type method of tank hunting is planting explosives such as C4
or mines. |
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Basic Assault Infantry |
| When assaulting a base, the squad should split
into two teams. One team should consist of 2 people, including the squad
leader. This will be the support team. The support team should give
covering/supressing fire, if needed, as the assault team, which will
consist of 6 people, moves foward. The six man assault team should
spread out and hold their position. One soldier should do a recon on the
base and tell everyone else what is inside the base. If there are any
vehicles, the assault team should contact the squad leader, who will
then request an artillery strike. If not, the squad will bombard the
base with grenades, and then move in. If any man shall fall, do not
bother to rescue them. Let them respawn outside the base on the squad
leader, who should always remain hidden. |
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