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    WWW.CODEMASTERS.COMOPERATION FLASHPOINT

    _RED RIVERTM

    ADVANCED TRAINING MANUAL

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    1

    CONTENTS

    INTRODUCTION 2

    WOUNDS 2CHECKPOINTS 3

    TACTICAL MAP

    QUICK COMMAND RADIAL 4

    COMBAT SUPPORT 10

    UPGRADING YOUR MARINE 12

    2010 The Codemasters Software Company Limited (Codemasters). All rights reserved. Codemasters and Operation Flashpoint are registeredtrademarks owned by Codemasters. Red River, EGO and the Codemasters logo are trademarks of Codemasters. CamelBak products and Marksare trademarks of CamelBak Products, LLC and are used with its express permission. Bell SuperCobra emblems, logos, and body designs are trademarksof Textron Innovations Inc. and are used under license by The Codemasters Software Comp any Ltd. 2011 AM General LLC. HUMVEE, the HUMVEEdesign and the HUMVEE trade dress are trademarks of AM General LLC and are used under license. All Rights Reserved. MPEG Layer-3 audio codingtechnology licensed from Fraunhofer IIS and Thomson Licensing. FMOD Ex Sound System Firelight Technologies. Uses Havok 1996-2010 Havok.com Inc. (and its Licensors). All rights reserved. Uses Bink Video. Copyright (C) 1997-2010 by RAD Game Tools, Inc. This product contains copyrightedmaterial owned or distributed under authority by Quazal Technologies, Inc. Copyright 1998-2010, Quazal Technologies Inc. All rights reserved. Copyright 1994-2010 Lua.org, PUC-Rio. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation

    sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: Theabove copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED ASIS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESSFOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITHTHE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. All other copyrights or trademarks are the property of their respective owners andare being used under license. Developed and published by Codemasters. Unauthorised copying, adaptation, rental, lending, re-sale, arcade use, chargingfor use, broadcast, cable transmission, public performance, distribution or extraction of this product or any trademark or copyright work that forms partof this product is prohibited. Use of military imagery from Defenseimagery.mil does not constitute or imply endorsement by the Department of Defense.

    files (the Software) to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute,

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    INTRODUCTIONThis field training manual aims to build on what you have learnt so far to ensure you succeed andovercome any adversity or situation you are placed in. You will discover the best ways to develop

    your character, what weapons are suited to each environment as well as and how to fully utilizeother features in order to fully support your unit and fire team.

    WOUNDSWHAT CAN WOUND ME?In OFP: Red River , any injury you receive could reduce your effectiveness on the battlefield ina number of ways. In a firefight, the most likely cause of wounds will be enemy weapon fire.One stray bullet could injure a limb, cause severe bleeding, leave you lying incapacitated on theground, or kill you instantly. Note that higher-powered weapons such as machine guns or sniperrifles are more likely to cause more serious wounds than sub machine guns or pistols.

    In addition to weapon fire, you can also be injured by grenades, missiles and other explosives;standing close to fires from recently-destroyed vehicles or buildings; being struck by moving

    vehicles; and falling long distances, such as from rooftops or steep cliffs.

    WHAT ACTUAL EFFECT WILL THESE WOUNDS HAVE ON ME?Serious wounds to the legs or torso will reduce your ability to sprint, making it harder to movebetween cover objects or get to safety if under fire.

    Severe arm injuries will reduce your aiming accuracy, making it more difficult to keep yourweapon steady and eliminate enemies.

    Bleeding will have no immediate effect, but if you lose too much blood without treatment you willdie. Pay attention to the tell-tale signs of blood loss most notably if your vision starts to losefocus and color.

    HOW DO I KNOW IF IM WOUNDED?In normal and experienced difficulty, an on-screen indicator will appear whenever you receive aninjury. In hardcore, you will have to pay attention to your battlefield effectiveness and vision blur

    to know if youre wounded or in danger of bleeding out.

    HOW DO I HEAL WOUNDS?Provided you are not incapacitated or dead, you can stop bleeding and heal wounds by holding theInteraction button down until the healing on-screen marker completes. You can also heal injured

    teammates this way if you stand close by and look directly at them.

    Note that you cannot move or fire a weapon whilst healing, so if youre received a minor woundand are not in immediate danger of bleeding out, it may be advisable to ensure there are nonearby enemies before finding time to heal yourself.

    If you are incapacitated (but not dead), you will be unable to heal yourself, but can still call for

    any nearby Squad member to help you by holding the Quick Command or Co-Op Radial button andpressing right twice. Teammates will attempt to get to your position and take down any enemies

    that may still be close by before healing.

    CHECKPOINTSHOW DO THEY WORK?Depending on your chosen difficulty setting, you will trigger checkpoints at certain points in eachcampaign mission.

    In both normal and experienced difficulties, youll be able to resume from the most recentcheckpoint if you either die or choose the Load Last Checkpoint option from the menu. In hardcoredifficulty, the only checkpoint is immediately after the mission insertion, so if you die you willresume back there.

    WHAT DO I REGAIN WHEN I GO THROUGH A CHECKPOINT?In normal difficulty, passing a checkpoint will restore your fireteam to full health, respawning anydead team members. In experienced difficulty there are fewer checkpoints in each mission, and

    whilst dead players are still respawned, injuries are not healed. Hardcore difficulty has no mid-mission checkpoints, so dead teammates will never respawn.

    HOW MANY CHECKPOINTS ARE IN EACH MISSION?On Normal difficulty there are a number of checkpoints which will automatically trigger as

    you approach them. These are marked on the map with the symbol. The maximum number ofcheckpoints is detailed in the table below.

    Hint: The number of checkpoints is reduced when playing on Experienced difficulty and for a trulyhardcore experience there are no checkpoints at all when playing on Hardcore difficulty.

    Hint: There are no checkpoints when playing FTEs as these are designed to be bite sizeengagements and can usually be completed within half an hour.

    Red River: Campaign Mission Maximum Checkpoints (Normal)

    Welcome to Tajikistan 8

    Meet the Neighbors 8

    The Human Terrain 12

    Almost too Easy 10

    The Wrong Way 12

    Careful What You Wish For 8

    Line in the Sand 7

    1st and 10, Lets Do It Again 11

    Vantage Point 8

    End of the Beginning 8

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    TACTICAL MAPHOW DO I USE IT?

    The tactical map can be accessed at any point during gameplay, except while incapacitated, deador during a cutscene.

    WHAT INFORMATION DOES IT GIVE ME?The map shows the current location of all friendly units from an overhead perspective, and the lastknown location of enemy units (except on Hardcore difficulty). Note that if the enemy is currently

    visible to one or more friendly units, they will be displayed as small red circles. If not currentlyvisible, their suspected location will be displayed as larger, blurred areas.

    HOW DO I MANAGE MY FIRETEAM FROM IT?You can command your fireteam members to carry out orders from the map as you would using

    the CQR. This means that enemies can be targeted more effectively, you will be able to positionyour fire team in locations that may be out of sight, take advantage of flanking opportunities,you also have the option of chaining commands together allowing for a greater degree of set upbefore engagements. By using the tactical map it is possible to take a more considered approach

    to enemy encounters.

    QUICK COMMAND RADIALThe Quick Command Radial (termed the QCR) is a powerful and intuitive tool used to command your fireteam members. You can issue orders to either your whole fireteam or to individualsoldiers for greater flexibility on the battlefield.

    COMMAND TREEThe first step in issuing an order is to selectwho you want to issue the order to. TheCommand Tree (illustrated below) is found

    in the bottom left corner of the screen andhighlights selected fireteam members.Remember you can select one or all of your

    team.

    Press UP to select all of Fireteam Bravo.Orders issued in this way will apply to theentire fireteam. This can be useful when youissue move or follow commands and wanthave the whole team come with you.

    Press LEFT, RIGHT or DOWN to select individual members 2-4. This is usefulwhen you want to give specific orders to individual members of the fireteam,e.g. telling the auto rifleman to suppress your target.

    ISSUING COMMANDS AS THE FIRETEAM LEADEROnce you know who youre going to command, the next step is to issue them an order. Bringingup the QCR gives you four menus to select from: Maneuvers, Follow, Suppression and Tactics.Selecting one of these gives you 3 possible orders to issue. With only two inputs you can issue anorder from anywhere on the Quick Command Radial.

    The tables and diagram below show the location of each menu for the Fireteam Leader and thedirection required to confirm each of the orders contained within.

    THE CONTEXT SENSITIVE CURSORWhen the QCR is on screen the center aiming reticule changes to a placement cursor, this cursoris used to tell your fireteam where you want the order to be carried out. The cursor is also contextsensitive, meaning that if you position it over certain objects new commands become available.

    Most of the context sensitive commands are positioned in the up, up direction, allowing forrapid ordering when in the heat of battle.

    For example bringing up the QCR and looking at a spot on the ground will issue a normal moveorder, however if you point the cursor at a mounted emplacement the context order switches tomount weapon. A list of contextual orders is detailed below.

    THE CO-OP COMMAND RADIAL (FIRETEAM MEMBERS)

    In co-operative games where there is more than one active player in the session, players willhave access to the Co-op Command Radial (CCR) when they are not the Fireteam Leader.

    The CCR can provide useful feedback to the Fireteam Leader and team on a variety of actions suchas calling out new enemy contacts.

    Used exactly the same as the QCR the CCR provides a way for client players to communicate andhave their characters respond through in game speech.

    The tables and diagram below show the location of each menu on the CCR and the directionrequired to confirm each of the callouts contained within.

    Hint: Painting locations is a great way of calling attention to danger or items of interest in theenvironment. The marker appears both on the map and in the world for all players to see.Your fireteam number is attached to the marker so people know you placed it.

    Context CommandBuildings Secure building, Defend Building

    Emplaced weapons Use Weapon

    Friendly Soldier or Vehicle Protect Target

    Wounded Soldier Heal Target

    Friendly or Empty Vehicle Board Vehicle

    Enemy Soldier / Vehicle Engage

    Damaged Vehicle Repair

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    BASIC LAYOUT OF QUICK & CO-OP COMMAND RADIALS The following diagram shows the placement ofQCR and CCR menus and respective commandsand responses. It is color coded to link with thenext section.

    MENUS AND COMMANDS FOR FIRETEAM LEADERS

    MENUS AND COMMANDS FOR CO-OP PLAYERS

    USEFUL ORDERS EVERY FIRETEAM LEADER SHOULD KNOW!Move This order tells the selected fireteam members to move to a specific spot on thelandscape. Fireteam members will interpret this command depending on their surroundings.

    When in combat move makes the FT perform bounding movement, laying down coveringfire while the other FT members move.If enemies are spotted and a clear line of sight is gained then they autonomously select

    the highest priority threat to target and shoot. The Move command can be used to assaulttargets, withdraw from combat or simply get to a desired location.

    Rush When you absolutely have to get to a position no matter what! This command makesyour fireteam sprint to the location as quickly as possible, ignoring threats while moving, use

    cautiously.

    Engage Prioritizes a target above others to shoot if the FT has gain clear line of sight. Board Vehicle This tells your Fireteam or any individual soldier commanded to get into

    an

    empty seat in the vehicle under the command cursor.

    Look / Advance Menu & Call Outs Input (Radial Active)

    (A) Select Look / Advance Menu UP

    (A-1) Response moving up UP, LEFT

    (A-2) Response eyes on my mark (paint location with numbered marker) UP, UP

    (A-3) Response flanking position UP, RIGHT

    Maneuver Menu & Commands Input (Radial Active)

    (A) Select Maneuver Menu UP

    (A-1) Order Rush UP, LEFT

    (A-2) Order: Move (ground), Engage (enemy), Board Vehicle UP, UP(friendly / neutral), Secure Building, Use Weapon (emplacement)

    (A-3) Order: Hold Position (ground), Defend Building, UP, RIGHT

    Protect Target (friendly target)

    Responses Menu & Call Outs Input (Radial Active)

    (B) Select Responses Menu LEFT

    (B-1) Response affirmative LEFT, UP

    (B-2) Response contact LEFT, LEFT

    (B-3) Response negative LEFT, DOWN

    Follow Menu & Commands Input (Radial Active)

    (B) Select Follow Menu LEFT

    (B-1) Order Follow Target LEFT, UP

    (B-2) Order Follow Me LEFT, LEFT

    (B-3) Order Board My Vehicle, Exit Vehicle LEFT, DOWN

    Help Me Menu & Call Outs Input (Radial Active)

    (C) Select Tactics Menu RIGHT

    (C-1) Response Im pinned RIGHT, UP

    (C-2) Response medic RIGHT, RIGHT

    (C-3) Response need help RIGHT, DOWN

    Tactics Menu & Commands Input (Radial Active)

    (C) Select Tactics Menu RIGHT

    (C-1) Order: Hold Fire, Weapons Free RIGHT, UP

    (C-2) Order: Treat Wounded (friendly), Repair (vehicle) RIGHT, RIGHT

    Call For: Corpsman (when you are injured / incapacitated)

    (C-3) O rder: Wedge (formation), Line (formation) RIGHT, DOWN

    Defense Menu & Call Outs Input (Radial Active)

    (D) Select Suppression Menu DOWN

    (D-1) Response Flank Left DOWN, LEFT

    (D-2) Response Suppress DOWN, DOWN

    (D-3) Response Flank Right DOWN, RIGHT

    Suppression Menu & Commands Input (Radial Active)

    (D) Select Suppression Menu DOWN

    (D-1) Order Flank Left DOWN, LEFT

    (D-2) Order Suppress DOWN, DOWN

    (D-3) Order Flank Right DOWN, RIGHT

    6

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    SecureBuilding Tellsthe fireteamtosweepthrough all rooms and clear any enemy out of abuilding.

    Use Weapon The commanded unit will mount and use an emplaced weapon to fire atanything within its firing arc.

    ProtectTarget This command ordersthe individual or fireteamtoprotectthe target underthe command cursor.

    HoldPositionA defensive command usedtosetup a locationto defend. Individuals orthefireteam willopen fire at anything hostilewithin a set distance fromthe location.The fireteamwill also look to use available cover within close proximity to the location of the command.

    Hint:pointingthecommandcursoragainst awallorvertical surfacewillmakethem takecoveragainst that surface.

    Defend BuildingOrdersthe fireteamindividual or to takeup defensivepositionswithin abuilding.

    HoldFireSettingyour entire fire fireteam to hold means they not fire at any viable targets.If the Fireteam Leader fires this cancels the hold fire order for them.

    Setting an individual inyour fireteam to hold fire meansthey willnever initiate combat withany viable targets. If fired upon they will return fire only.

    Weapons Free Only available when your team or individual is on hold fire, returnsthecommanded unit(s) to fire at will.

    Treat Wounded Only available when a target underthe command cursoriswounded.Thisorders someone to heal the targeted unit.

    Repair Only available when avehicleis damaged. Ifthe command cursoris placed overa damage vehicle you can command your unit(s) to repair any damage. Vehicles that arecatastrophically damaged cannot be repaired.

    Corpsman When injured or incapacitated you can order an individual or your entirefireteam to come and get you back in the fight.

    WedgeOrdersyour fireteam into a wedge formation this command is only available ifyoure currently in a line formation

    Line Ordersyour fireteam into a line formation this command is only available if yourecurrently in a wedge formation

    FollowTarget Commands a unit or fireteam toclosely followthe target markedunderthecommand cursor.

    FollowMeA simple regroup command. Orders individuals or fireteamtogetto your locationand follow you. If you mount in avehiclethe commanded unitswill automatically board the

    vehicle.

    Board My VehicleTells your men toenter a vehicle.They willenter any available emptyseats.

    ExitTellsyourunitstogetout of avehicle.

    Flank Left An arcing maneuver that will moveyour fireteamtothe left side of a nominatedposition. This can be used to gain advantageous firing positions on enemy defenses.

    Flank RightAn arcing maneuver that movesyour fireteamtotherightside of a nominatedposition. This can be used to gain advantageous firing positions on enemy defenses.

    SuppressTargets a location tospray withbullets. Primarily usedto make enemies duckbehindcover and be unableto fire back. Bestusedto safely move from covertocover while

    the enemy is pinned down.

    WHAT IS THE BEST COMMAND FOR DIFFERENT SITUATIONS?MOVE

    This command is avery powerfultool attheplayers disposal. Ittellsthe commanded unitsto getto a position but allows them to autonomously fire and attack enemies that are visible.

    When issuedtothe entire fireteam it provides covering fire (if in combat) while other unitsadvance or retreat. Itis essentially move, assault and fall back all rolledintooneintelligent action.

    FOLLOW MEWhen moving around open ground issuingthe follow me command keeps your fireteam in acombat formation. If youenterorexitvehicles your fireteam will also automatically mount and

    dismount requiring little to no management.

    If after a combat engagement if your team is spread outin different defensivepositionsone singleregroup command calls them all back to your current location allowing for speedy regrouping.

    HOLD POSITIONWhen first coming into contact with enemies issuing a hold position command near anyavailable cover quickly tells your fireteam to take up a defensive position. Your fireteam will thenautomatically seek out nearby cover that protects them fromthedirection of attack and allows

    them to fire back at targets of opportunity.

    Hold position is a great way to quickly get your men into a protected area so you can take amoment to gauge the strength of the enemy forces before issuing more complex commands.

    Hint:If youtellyourmentotakeupa defensivepositionclosetoan emplacedweapontheywill

    automatically use the emplacement if enemy targets are within its arc of fire.

    SUPPRESSLead goingout is far better than lead coming towards you!Theuse ofthesuppress commandcan beinvaluableto make enemies duck behindcover and stop them from firing on your exposedfireteam.

    The more bullets that pass closeto an enemy increase the chance of him stopping firing,decreasing his morale orpinning him helplesstothespot.Take advantage of enemies pinneddown to advance or out-maneuver them to finish them off.

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    COMBAT SUPPORTDuring certain OFP: Red River missions the Fireteam Leader will have the ability to call in CombatSupport artillery or air strikes. These represent the use of heavy ordinance in support of combatoperations and can have a ver y devastating effect on the enemy.

    The artillery support consists of multiple salvoes spread out over an area while the air support willdeliver single airborne ordinance with pinpoint accuracy.

    COMBAT SUPPORT RADIAL (CSR) MENUWhen combat support is available it can be called in via the Combat Support Radial (CSR). It issimilar in layout to the Quick and Co-op Command Radials except it only has three menus.

    Every combat support strike relies on the player sighting and calling in the target. To targetthe combat support strike, you must use the red reticule displayed in the middle of the CombatSupport Radial menu.

    Hint: Use binoculars or a powerful weapon scope when calling combat support at long rangefor better accuracy.

    The following diagram shows the placement of Combat Support menus and respective commands.

    It is color coded to link with the next section.

    SELECTING COMBAT SUPPORTThe CSR is separated in three sections with several combat support options each.

    (A) Air Strike is dedicated to the air combat support option and includes the small missile, thelarge missile and the JDAM strike.

    (B) High Explosive is dedicated to the combat artillery support options and includes the mortar,heavy mortar and howitzer barrage with high explosive ammunition.

    (C) Smoke is dedicated to artillery combat support options and includes mortar, heavy mortarand howitzer barrage with smoke ammunition.

    AIR STRIKE - COMBAT AIR SUPPORT Small Missile Strike This type of combat support is a precision strike with a guided missile.

    While the missile has a relatively small blast radius, it can deliver a devastating attackagainst armored vehicles, bunkers or small buildings.

    Large Missile Strike This type of combat support is a precision strike with a guided missile.

    The missile has large blast radius and it can kill battle tanks or damage large buildingswith ease.

    JDAM Strike This type of combat support is a precision strike with a guided 2000lbs bomb.The bomb has a very large blast radius and can damage an entire block of buildings.

    COMBAT ARTILLERY SUPPORT

    Mortar Barrage This type of combat support is a concentrated 81mm mortar barrage. Thebarrage will be spread in an area of 20m radius from the marked point. The mortar strike isbest employed against infantry in the open or against a defensive position held by infantry.Most of the vehicles will only suffer minor damage from a mortar barrage. The smoke versioncreates a smoke screen over the targeted area and will block the enemy line of sight. This isbest used for covering a retreat.

    Hint: Heavy built areas offer good protection against the mortar barrage.

    Heavy Mortar Barrage This type of combat support is a scattered pattern of 120mm mortarsalvoes. The barrage will be spread in a circular area of 50m radius from the marked point.

    The heavy mortar strike is best employed against advancing or retreating massed infantry.Soft vehicles can be easily destroyed by a direct hit or a near impact but armored vehicleswill only suffer minor damage from a heavy mortar barrage. The smoke version creates a

    smoke screen over the targeted area and will block the enemy line of sight. This is best usedfor covering a retreat.

    Hint:Tryto aim the heavy mortar barrage ahead of the moving infantry for maximum effect.

    Howitzer Barrage This type of combat support is a scattered pattern of 155m howitzersalvoes. The barrage will be spread in a circular area of 50m radius from the marked point.

    The howitzer strike is the most powerful artillery attack and can be employed against anytype of ground force. Armored personnel carriers can be destroyed by near misses and evena main battle tank will be destroyed by a direct hit. The smoke version creates a smokescreen over the targeted area and will block the enemy line of sight. This is best used forcovering a retreat.

    Hint: The howitzer barrage is very effective against enemies in buildings.

    Air Strike Menu & Commands Input (Radial Active)

    (A) Select Air Strike Menu UP

    (A-1) Order Small Missile UP, LEFT

    (A-2) Order: Large Missile UP, UP

    (A-3) Order: JDAM UP, RIGHT

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    COMBAT ARTILLERY SUPPORT (SMOKE)This support has the same options as the standard ar tillery support however uses smoke roundsin place of high explosives.

    UPGRADING YOUR MARINECORE SKILLS & POINTSEvery marine is a rifleman first and foremost; therefore all classes in OFP: Red River share thesame base Core Skills. Core Skills are the foundation of your marine, and each time you upgrade,improvements are automatically applied to any class you choose to play.

    To improve your Core Skills you will need Core Skill Points (CSP). Each time you complete amission, whether in Campaign or Fireteam Engagements, you will be awarded a mission rank.Mission ranks range from bronze level through to gold and determine your overall performance.

    To help you earn medals in the campaign use the table below. You will be shown your final missiontime at the end of the mission. The time limit for each mission is hidden, so try to go as fast aspossible and ensure you complete all objectives to achieve the gold medals.

    Medals work slightly differently in the FTEs. Each mission has a score threshold for bronze,silver and gold. Finish the mission with a team score higher than those thresholds and youllreceive the appropriate medal. To see what the score threshold is for each FTE simply br ing up thegame menu and review the mission objectives.

    There are a total of 3 Core Skill Points available for every mission in the game. Starting with onepoint awarded for a bronze rank, each subsequent medal unlocks another point. Points for a givenrank can only be awarded once, and higher ranks include any unearned points from previousranks. E.g.

    Scenario 1 The player completes campaign mission one for the first time and is awardedthe silver rank, theyll receive two Core Skill Points.

    Scenario 2 The player completes campaign mission two for the first time and is awardedthe bronze rank, theyll receive one Core Skill Point. The player replays the same mission butthis time is awarded the silver rank. They receive one additional Core Skill Point instead oftwo because they have previously been awarded the bronze point.

    The Player Progress screen allows you to review how many Core Skill Points youve collected andassign these points to Core Skills to improve your marine.

    It is possible to maximize all Core Skills but doing so requires completing every mission in thegame to gold standard. A good strategy early on is to concentrate on one Core Skill and maximize

    this. If you later find youd rather improve a separate skill or spread points more evenly you cando so by resetting the points and reapplying them.

    Core Skills work hand in hand with B-Mods; so if for example you select a B-Mod that improves

    Assault Rifle Training, any points and subsequent upgrades youve already applied in this areawill also be included.

    B-Mods support and enhance these roles, but also allow you a degree of freedom to set up yourclass based on how you want to play. For example, it may be that you like to run and gun, takingout targets in a hail of bullets; or perhaps you like to take your time, steady your aim and go forsingle shot kills. Whatever the situation demands, B-Mods are there to support your style of play

    and provide options for whatever the game throws at you.If B-Mods can be thought of as software then Specializations are closer to hardware and tend

    to focus on upgrading weapons and equipment. In isolation these are very useful, but whencombined with particular B-Mods can become very powerful additions. Like to run and gun butfind yourself running out of ammo? Add the extra ammo Specialization and increase the amountof clips you can carry. Or perhaps you never run out of ammo but find yourself bleeding out once

    too often? Add Assault Gear to keep you in the fight longer.

    High Explosive Menu & Commands Input (Radial Active)

    (B) Select High Explosive Menu LEFT

    (B-1) Response Howitzer Barrage LEFT, UP

    (B-2) Response Heavy Mortar Barrage LEFT, LEFT

    (B-3) Response Mortar LEFT, DOWN

    Smoke Menu & Commands Input (Radial Active)

    (C) Select Smoke Menu RIGHT

    (C-1) Response Howitzer Barrage RIGHT, UP

    (C-2) Response Heavy Mortar Barrage RIGHT, RIGHT

    (C-3) Response Mortar RIGHT, DOWN

    Rank Complete Mission Complete All Beat Time Potential CSPObjectives Awarded

    Bronze 1 (max 1)

    Silver Bronze + 1 (max 2)

    Gold Silver + 1 (max 3)

    Class Strengths Weaknesses

    Rifleman Versatility Specialization

    Grenadier CQB & impact Range

    Scout Long range accuracy & vision Toughness

    Auto Rifleman Firepower & suppression Versatility

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    WEAPON REQUIREMENTSB-Mods and Specializations have been developed to target certain weapons and equipment. Itsimportant to note that primarily all B-Mods and Specializations will only work if youve paired

    them up with the correct weapon or equipment. Any specific weapons or equipment that shouldbe selected to make the most of a B-Mod or Specialization will be called out in the informationpanel on the Class Setup screen (see image).

    This B-Mod shows that the Riflemans Support Training B-Mod only kicks in when he has either anM16A4 or M4A1 assault rifle equipped. It is only primary weapon and equipment enhancements

    that work in this way, secondary effects such as the Riflemans ability to heal fireteam membersapply regardless of weapon or equipment carried. Essentially if a B-Mod calls something out then

    this needs to be equipped to make benefit of the upgrade; if its not called out then the effectsare passive.

    CORE SKILLSSPRINT

    The ability to move rapidly when assaulting the enemy and moving between defensive positions isessential in minimizing exposure to enemy fire. Each point allocated to this skill increases sprintspeed by 2.5% for all classes.

    Upgrading this Core Skill makes your marine sprint faster. This can be very useful for rapid assaults,flanking maneuvers, and when you need to tactically wit hdraw.

    ENDURANCEIncreased endurance is essential to maintain rapid movement when carrying full combat gear.Each point allocated to this skill increases sprint duration by 10% for all classes.

    The amount of time you can sprint for is determined by how much endurance you have. Sprinting

    reduces endurance. Once you have exceeded your maximum limit you will need to rest to build yourendurance back up before being able to sprint again. Crouching replenishes endurance at a faster ratethan standing, and lying prone is t he best method for rapidly regenerating endurance.

    Putting points into this skill increases your overall endurance and as such is a perfect to partner withSprint improvements.

    BATTLE READINESSThe ability to adapt quickly to changing conditions is essential in combat. Each point allocated tothis skill decreases the time it takes to stow and deploy weapons and equipment for all classesby 3%

    Upgrading this skill speeds up the time it takes to swap between weapons and equipment. Its usefulto upgrade if youre playing a utility role and find yourself changing between weapons and equipmentmore often.

    ASSAULT RIFLE HANDLINGUSMC infantry are riflemen first and foremost. Each point allocated to this skill increases weaponhandling with the M16A4 and M4A1, improving response times for all classes by 2%

    This is a good solid skill to improve for all classes. The more points you put into this skill the betteryour weapon handling skill becomes when using the US assault rifles. This skill improves reflexes bysharpening up the time it takes to aim and move the weapon when firing f rom the hip or using a weapon

    sight / scope.

    ASSAULT RIFLE TRAININGUSMC infantry are riflemen first and foremost. Each point allocated to this skill increases fire

    training with the M16A4 and M4A1, improving accuracy for all classes by 2%

    This is a good solid skill to improve for all classes. The more points you put into this skill the better youraccuracy when firing the US assault rifles. An essential skill to upgrade if you find yourself playing asthe Rifleman more often than not, although all classes that rely on an assault weapon as back up willfind more of their shots being on target.

    TACTICAL AWARENESSWhen a lone sniper can take out a whole fireteam the ability to quickly identify threats is essential.Each point allocated to this skill increases the range enemy units are successfully identified for

    all classes by +4%Each point spent in this skill increases the range at which your marine can call out specific enemytargets. This is an essential skill to ensure youre always aware of the danger youre facing. The Scoutbenefits particularly well with this sill as improvements here go hand in hand with his long range visionenhancements.

    RIFLEMAN B-MODST1 COMBAT TRAININGThis basic B-Mod increases combat experience.

    All marines start with this B-Mod. Equip it when you want to gain more experience for the Rifleman.Works in addition to any Survival Bonus earned to further boost experience gain.

    T2 SUPPORT TRAININGEnhances weapon stability and suppression. Improves the Riflemans ability to heal fireteammembers.

    This B-Mod improves the Riflemans suppression ability when using US assault rifles, allowing youto adopt a support gunner role. As a secondary effect this B-Mod improves the time it takes to healfireteam members, and can be combined with the Support Pack Specialization to offer the fastestpossible team healing.

    The following weapons benefit from this B-Mod:

    M16A4

    M4A1

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    T3 MARKSMAN TRAININGEnhances accuracy when firing from a stationary position and aimed response times. Improves

    vision range.

    This B-Mod improves the Riflemans sharpshooting ability with US assault rifles, allowing you to adopta support sniper role. Equip it when you plan to engage your targets at range from a fortified position,or when using long range scopes. As a secondary effect the Riflemans improved vision allows him to

    identify enemy targets at longer ranges. It can be combined with the Assault Rifle Training Core Skill tofurther improve the Riflemans accuracy.

    The following weapons benefit from this B-Mod:

    M16A4

    M4A1

    T4 ASSAULT TRAININGImproves unaimed accuracy and handling when mobile, perfect for rapid assaults. IncreasesM203 rounds.

    This B-Mod improves the Riflemans assault capabilities with US assault rifles, allowing you to adopta secondary CQB impact role. Equip it when you plan to engage your targets up close and on the movewith less time to aim. As a secondary effect this B-Mod also i ncreases the number of M203 underslunggrenades carried. It can be combined with the Assault Rifle Handling Core Skill to further improvemobile response times.

    The following weapons benefit from this B-Mod:

    M16A4 with M203

    M4A1 with M203

    T5 COMBAT VETThis improved B-Mod increases combat experience.

    This B-Mod provides even more combat experience. Equip it when you want to gain sufficientexperience to max out the Rifleman. Works in addition to any Survival Bonus earned to further boostexperience gain.

    RIFLEMAN SPECIALIZATIONSS1 SUPPORT PACKFurther improves the Riflemans ability to heal the fireteam. Reduces mine deployment times.

    This team focused general purpose Specialization enables the Rifleman to deploy mines and healfireteam members more quickly. It can be combined with Support Training to make healing even faster.

    S2 ENEMY WEAPON SPECIALISTImproves weapon reliability and generally improves handling and accuracy.

    Enemy weapons have a higher jam chance than US equivalents and have reduced handling andtraining characteristics. Equip this Specialization when you want to enhance the effective use andreliability of all Insurgent and PLA assault rifles.

    The following PLA and Insurgent weapons benefit from this Specialization:

    QSZ92 (pistol)

    QBZ95

    QBZ03

    AK47

    S3 LIGHT ASSAULT GEAREnhances armor and increases resilience so the Rifleman can stay in the fight longer.

    This Specialization enhances the Riflemans armor and allows him to take more punishment by offeringmedium level protection. Equip to increase your survivability and reduced bleed times, allowing you tofight longer before needing to patch wounds.

    S4 RAPID RECOVERYImproves the Riflemans ability to heal himself.

    This Specialization allows the Rifleman to treat his own wounds more effectively. Equip it if you findyoure taking too many hits and need to heal yourself more often.

    S5 ASSAULT RIFLE RELOADSImproves reload times.

    This Specialization decreases the time it takes to reload. Equip it if you find yourself coming upshort in CQB situations and to minimize down time.

    The following weapons benefit from this Specialization:

    M16A4

    M4A1

    S6 ASSAULT RIFLE AMMO PACKProvides additional ammunition, but reduces endurance recovery due to the additional load.

    This Specialization allows the Rifleman to carry more ammo. Equip it if you find yourself running short,or dont want to seek out ammo crates or enemy weapons. A downside to carrying more ammo is thatEndurance recovery is reduced by a small amount.

    The following weapons benefit from this Specialization:

    M16A4

    M4A1

    S7 ASSAULT RIFLE AP ROUNDSReplaces the standard 5.56mm ball round with an armor piercing variant.

    This Specialization improves the stopping power of US assault rifles to more effectively take downtargets. It also allows rounds to punch through weaker vehicle armor and thin walls.

    The following weapons benefit from this Specialization:

    M16A4

    M4A1

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    GRENADIER B-MODST1 COMBAT TRAININGThis basic B-Mod increases combat experience.

    All marines start with this B-Mod. Equip it when you want to gain more experience for the Grenadier.Works in addition to any Survival Bonus earned to further boost experience gain.

    T2 CQB INSERTION TRAININGEnhances accuracy when firing from a stationary position and aimed response times.

    This B-Mod improves the Grenadiers CQB marksman ability with the US handgun and submachine gun.Aim times with these weapons are vastly improved in addition to handling. Equip it to ensure deadlyreflexes and accuracy when carefully engaging targets at close to medium ranges.

    The following weapons benefit from this B-Mod:

    MEU (SOC)

    MP5A4

    T3 URBAN TERRAIN WARFARE TRAININGImproves unaimed accuracy and handling when mobile, perfect for rapid assaults. Improvesarmor and resilience.

    This B-Mod improves the Grenadiers CQB rapid assault capability with the US submachine gun andshotgun. Equip it when you want to quickly clear out compounds and tight spaces, and where rapidreflexes and mobile reaction times trump carefully aimed shots. It can be combined with the HeavyAssault Gear Specialization to offer the maximum bleed resilience.

    The following weapons benefit from this B-Mod:

    MP5A4

    M1014

    T4 ADVANCED DEMOLITIONS TRAININGImproves handling when mobile, grenade damage and range. Decreases mine deployment time.

    This B-Mod focuses on the Grenadiers impact role. Equip it when you want to cause more damage withgrenades, clear out fortified enemy positions, and take out lightly armored vehicles. As a secondary

    effect this B-Mod improves the range of all grenades. It can be combined with the M203 HEDPSpecialization to provide the highest possible damage with M203 grenade rounds.

    The following weapon and equipment benefit from this B-Mod:

    M4A1 with M203

    M67 Frag Grenade

    M18 Smoke Grenade

    T5 COMBAT VETThis improved B-Mod increases combat experience.

    This B-Mod provides even more combat experience. Equip it when you want to gain sufficientexperience to max out the Grenadier. Works in addition to any Survival Bonus earned to further boostexperience gain.

    GRENADIER SPECIALIZATIONSS1 HEAVY ASSAULT GEAR

    This improved B-Mod enhances armor and increases resilience so the Grenadier can stay in thefight longer.

    This Specialization enhances the Grenadiers armor and allows him to take more punishment by offering

    the best level of protection. Equip to increase your survivability and reduced bleed times, allowing youto fight longer before needing to patch wounds. It can be combined with Urban Terrain Warfare Trainingto further reduce bleed times.

    S2 CQB RELOADSThis improved B-Mod enhances armor and increases resilience so the Grenadier can stay in thefight longer.

    This Specialization decreases the time it takes to reload. Equip it if you find yourself coming up short inCQB situations and to minimize down time.

    The following weapons benefit from this Specialization:

    MEU (SOC)

    M1014

    MP5A4S3 GRENADES AMMO PACKProvides additional ammunition, but reduces endurance recovery due to the additional load.

    This Specialization allows the Grenadier to carry more grenades. Equip it if you find yourself runningshort, or dont want to seek out supply crates. A downside to carrying more ammo is that Endurancerecovery is reduced by a small amount.

    The following weapons & equipment benefit from this Specialization:

    M4A1 with M203

    M67 Frag Grenade

    M18 Smoke Grenade

    IR Strobe

    S4 FITNESSIncreases sprint speed and endurance recovery.

    This Specialization offers a boost to Sprint Speed and Endurance Recovery, so you can sprint more often.It can be combined with any Sprint and Endurance Core Skill improvements. Equip it when you want toget around the battlefield more quickly.

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    TS5 CQB AMMO PACKProvides additional ammunition, but reduces endurance recovery due to the additional load.

    This Specialization allows the Grenadier to carry more ammo. Equip it if you find yourself running short,or dont want to seek out ammo crates or enemy weapons. A downside to carrying more ammo i s thatEndurance recovery is reduced by a small amount.

    The following weapons benefit from this Specialization:

    MP5A4

    M1014

    S6 ENEMY WEAPON SPECIALISTImproves weapon reliability and generally improves handling and accuracy.

    Enemy weapons have a higher jam chance than US equivalents and have reduced handling andtraining characteristics. Equip this Specialization when you want to enhance the effective use andreliability of all PLA CQB weapons.

    The following PLA weapons benefit from this Specialization:

    QSZ92 (pistol)

    QCQ-05 (submachine gun)

    M2000 (shotgun)

    S7 DEMOLITIONS AMMOProvides additional equipment, but reduces endurance recovery due to the additional load.

    This Specialization allows the Grenadier to carry more explosives. Equip it if you find yourself runningshort, or dont want to seek out supply crates. A downside to carrying more ammo is that Endurancerecovery is reduced by a small amount.

    The following equipment benefits from this Specialization:

    M21 Anti Tank Mine

    M14 Anti Personnel Mine

    C4 Explosive

    S8 M203 HEDP

    Replaces the standard 40mm M203 round with an armor piercing variant.This Specialization enhances the damage of underslung grenades. It can be combined withthe Advanced Demolitions Training B-Mod to provide the highest possible damage with M203grenade rounds.

    The following weapon benefits from this B-Mod:

    M4A1 with M203

    SCOUT B-MODST1 COMBAT TRAININGThis basic B-Mod increases combat experience.

    All marines start with this B-Mod. Equip it when you want to gain more experience for the Scout. Worksin addition to any Survival Bonus earned to further boost experience gain.

    T2 RECON SPOTTER TRAININGEnhances target tracking with scopes. Improves vision range and target acquisition.

    This B-Mod improves the Scouts vision and target identification. It is best combined with long rangescopes or binoculars. In addition, training and handling characteristics for US assault and marksmanrifles are generally improved. This B-Mod can be combined with improvements to the assault rifle CoreSkills and the Scout Vision and Tracking Specialization to offer the maximum possible detection andidentification ranges. Equip it when you want to help identify threats to the fireteam as early as possible.

    The following weapons benefit from this B-Mod:

    M16A4

    M4A1

    M14 DMR

    M39 EMR M107 Anti Material Rifle (available in certain missions)

    T3 RECON INFILTRATION TRAINING

    Improves accuracy and handling when mobile. Reduces the chance enemies will hear the Scout.

    This B-Mod improves the Scouts infiltration abilities and marksmanship with the US handgun andsubmachine gun. Aim times with these weapons are vastly improved in addition to handling. In additionthis B-Mod also makes it harder for enemies to hear the Scout. Equip it when youre planning oninfiltrating compounds and enemy positions and want the best chance at remaining undetected.

    The following weapons benefit from this B-Mod:

    MEU (SOC)

    MP5A4

    T4 SHARPSHOOTER TRAININGEnhances accuracy when firing from a stationary position and aimed response times. Improves

    vision range.

    This B-Mod improves the Scouts sharpshooting ability with US marksman rifles, allowing you to adoptthe primary sniper role. Equip it when you plan to engage your targets at range from a fortified position,or when using long range scopes. As a secondary effect the Scouts vision is slightly enhanced. It canbe combined with the Scout Vision and Tracking to further improve detection and identification ranges.This B-Mod also combines particularly well with the Marksman Rifle Muzzle Velocity Specialization.

    The following weapons benefit from this B-Mod:

    M14 DMR

    M39 EMR

    M107 Anti Material Rifle (available in certain missions)

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    T5 COMBAT VETThis improved B-Mod increases combat experience.

    This B-Mod provides even more combat experience. Equip it when you want to gain sufficientexperience to max out the Rifleman. Works in addition to any Survival Bonus earned to further boostexperience gain.

    SCOUT SPECIALIZATIONSS1 SCOUT VISION & TRACKINGFurther enhances vision range and target acquisition. Identified enemies remain on the mapfor longer.

    This Specialization boosts the Scouts vision and ability to accurately identify targets over longdistances. As a secondary benefit, identified units persist on the map longer for all members of thefireteam. Equip it when you want to help identify threats to the fireteam as early as possible. It canbe combined with the Recon Spotter Training B-Mod and Tactical Awareness Core Skill to offer themaximum possible detection and i dentification ranges.

    S2 FITNESSIncreases sprint speed and recovery.

    This Specialization offers a boost to Sprint Speed and Endurance Recovery, so you can sprint moreoften. It can be combined with any Sprint and Endurance Core Skill improvements. Equip it when youwant to get around the battlefield more quickly.

    S3 RAPID RECOVERYImproves the Scouts ability to heal himself.

    This Specialization allows the Scout to rapidly patch wounds and heal himself. Equip it when you wantto get back in the fight more quickly.

    S4 MARKSMAN RIFLE RELOADSImproves reload times.

    This Specialization decreases the time it takes to reload. Equip it if you plan on engaging multipletargets and want to minimize downtime.

    The following weapons benefit from this Specialization: M16A4 M14 DMR

    M39 EMR

    M107 Anti Material Rifle (available in certain missions)

    S5 MARKSMAN RIFLE AMMO PACKProvides additional ammunition, but reduces endurance recovery due to the additional load.

    This Specialization allows the Scout to carry more ammo. Equip it if you find yourself running short,or dont want to seek out ammo crates or enemy weapons. A downside to carrying more ammo is thatEndurance recovery is reduced by a small amount.

    The following weapons benefit from this Specialization:

    M14 DMR

    M39 EMR

    M107 Anti Material Rifle (available in certain missions)

    S6 ENEMY WEAPON SPECIALIST

    Improves weapon reliability and generally improves handling and accuracy.Enemy weapons have a higher jam chance than US equivalents and have reduced handling andtraining characteristics. Equip this Specialization when you want to enhance the effective use andreliability of the PLA sniper rifle.

    The following PLA weapons benefit from this Specialization:

    QSZ92 (pistol)

    QBU88

    S7 MARKSMAN RIFLE MUZZLE VELOCITYReplaces the standard 7.62mm ball round with a high velocity variant. Greatly reduces bulletdrop over distance.

    This Specialization adds high velocity rounds to the US marksman rifles. This has the benefit of reducingthe amount of bullet drop off over distance. Equip it when you want to dominate long range or movingtargets, and want to focus less on adjusting your aim or leading the target, and more on shooting.

    The following weapons benefit from this Specialization:

    M14 DMR

    M39 EMR

    M107 Anti Material Rifle (available in certain missions)

    AUTO RIFLEMAN B-MODST1 COMBAT TRAININGThis basic B-Mod increases combat experience.

    All marines start with this B-Mod. Equip it when you want to gain more experience for the Grenadier.Works in addition to any Survival Bonus earned to further boost experience gain.

    T2 SUPPORT GUNNER TRAININGEnhances accuracy when firing from a stationary position. Greatly improves weapon stabilityand suppression.

    This B-Mod greatly improves the Auto Riflemans suppression ability with US assault rifles andmachineguns, allowing you to adopt the primary support gunner role. Equip it when you want to senda hail of accurate fire towards the enemy to keep their heads down. This B-Mod can be combined withLMG Maintenance to improve sustained fire and tracer frequency with machineguns to better aid thefireteam in drawing a bead on your target.

    The following weapons benefit from this B-Mod:

    M16A4 (suppression) M4A1 (suppression)

    M249 SAW MK48 MOD 0

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    T3 ASSAULT GUNNER TRAININGImproves unaimed accuracy and handling when mobile, perfect for rapid assaults. Enhancessuppression.

    This B-Mod greatly improves the Auto Riflemans accuracy whilst mobile. However, the Auto Riflemanssuppression ability is only slightly enhanced when using US assault rifles and machineguns. Equip forrapid assaults and when fast reflexes and a rapid finger are required instead of steadily aiming.

    The following weapons benefit from this B-Mod: M16A4 (suppression)

    M4A1 (suppression)

    M249 SAW

    MK48 MOD 0

    T4 ADVANCED GUNNER TRAININGGenerally enhances all aspects of weapon training. Improves suppression.

    This B-Mod enhances almost every aspect of the Auto Riflemans training and handling with USmachineguns. Its primary benefit is improving accuracy. In addition it offers a medium level ofsuppression. Equip this B-Mod when you plan to engage targets at long range but still require the abilityto keep targets suppressed effectively.

    The following weapons benefit from this B-Mod: M16A4 (suppression)

    M4A1 (suppression)

    M249 SAW

    MK48 MOD 0

    T5 COMBAT VETThis improved B-Mod increases combat experience.

    This B-Mod provides even more combat experience. Equip it when you want to gain sufficientexperience to max out the Grenadier. Works in addition to any Survival Bonus earned to further boostexperience gain.

    AUTO RIFLEMAN SPECIALIZATIONSS1 RAPID RECOVERYImproves the Auto Riflemans ability to heal himself.

    This Specialization allows the Auto Rifleman to rapidly patch wounds and heal himself. Equip it when youwant to get back in the fight more quickly.

    S2 LMG MAINTENANCEGreatly reduced chance of weapon jam. Increased tracer rate aids enemy suppression.

    This Specialization pack greatly improves the reliability of US machineguns. A secondary benefit isthat the frequency of tracer rounds is increased. This combines with the increase from the SupportGunner B-Mod to provide a steady stream of tracer fire. Equip this Specialization to virtually eliminateweapon jams with US machineguns and to help your fire team know where youre keeping the enemysuppressed.

    The following weapons benefit from this B-Mod:

    M249 SAW

    MK48 MOD 0

    S3 LIGHT ASSAULT GEAREnhances armor and increases resilience so the Auto Rifleman can stay in the fight longer.

    This Specialization enhances the Riflemans armor and allows him to take more punishment by offeringmedium level protection. Equip to increase your survivability and reduced bleed times, allowing you tofight longer before needing to patch wounds.

    S4 LMG RELOADSImproves reload times.

    This Specialization decreases the time it takes to reload. Equip it t o minimize downtime and maintain agreater rate of fire when supporting the fireteam in a suppression role.

    The following weapons benefit from this Specialization:

    M249 SAW

    MK48 MOD 0

    S5 MINES & GRENADES PACK

    Provides additional equipment, but reduces endurance recovery due to the additional load.This Specialization allows the Auto Rifleman to carry more explosives and grenades. Equip it if you findyourself running short, or dont want to seek out supply crates. A downside to carrying more ammo isthat Endurance recovery is reduced by a small amount.

    The following equipment benefits from this Specialization:

    M67 Frag Grenade

    M18 Smoke Grenade

    IR Strobe

    M18 Claymore

    S6 ENEMY WEAPON SPECIALISTImproves weapon reliability and generally improves handling and accuracy.

    Enemy weapons have a higher jam chance than US equivalents and have reduced handling andtraining characteristics. Equip this Specialization when you want to enhance the effective use andreliability of all Insurgent and PLA machineguns.

    The following PLA and Insurgent weapons benefit from this Specialization:

    QSZ92 (pistol)

    QBB95

    PKP

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    S7 LMG AMMO PACKProvides additional ammunition, but reduces endurance recovery due to the additional load.

    This Specialization allows the Auto Rifleman to carry more ammo. Equip it if you find yourself runningshort, or dont want to seek out ammo crates or enemy weapons. A downside to carrying more ammo isthat Endurance recovery is reduced by a small amount.

    The following weapons benefit from this Specialization:

    M249 SAW MK48 MOD 0

    S8 LMG AP ROUNDSReplaces the standard 5.56mm and 7.62mm ball rounds with armor piercing variants.

    This Specialization improves the stopping power of US assault rifles to more effectively take downtargets. It also allows rounds to punch through weaker vehicle armor and thin walls.

    The following weapons benefit from this Specialization:

    M249 SAW

    MK48 MOD 0

    EQUIPMENT

    As well as your weapons and equipment you have selected from the Class Setup screen you havecertain items that are accessible anytime in each mission.

    When needed you can turn on your Night Vision Goggles for better night time visibility or ifsweeping through dark interiors, try turning on your Torch.

    These items can be accessed in the following way.

    GRENADESIn OFP: Red River you have access to two types of grenades:

    The high explosive M67 fragmentation grenade.

    The M18 smoke grenade.

    THROWING & COOKING A GRENADEYou can arm a grenade by pressing and holding fire which will pull out the pin and but hold it in

    your hand, releasing fire will throw the grenade. There is a 6s delay between pulling the pin andthe detonation.

    Because the enemies will react to grenades landing close by, for short throws it is recommendedto delay the throw for a few seconds and give enemies less time to scatter. This method is calledcooking a grenade.

    TARGETING RETICULE

    You can target a grenade by using the red reticule that estimates where its trajectory will end. Pay

    close attention to where the reticule is before throwing the grenade to avoid having it bounce backby hitting any interposing obstacles.

    OVERARM & UNDERARM THROW

    There are two methods of throwing grenades available in OFP: Red River:

    The overarm throw allows you to throw the grenade with a high ballistic trajectory. Use thismethod if you need to clear any obstacles between your position and the target.

    The underarm throw allows you to throw the grenade by rolling it on the ground. Use thismethod if you want to place the grenade underneath a vehicle or when inside a building.

    Hint: Throwing a grenade under-arm is a great way to pip it over a nearby wall.

    MINE AND EXPLOSIVESThe OFP: Red River arsenal includes a number of specialized explosive devices of varying power andeffects. Each one serves a specific purpose in battle and is more effective in specific circumstances.

    M14 AP MINE

    The M14 anti-personnel mine is a low power anti-infantry explosive weapon with a small blastarea. The mine will kill or incapacitate an infantryman within a 2m radius. The M14 is a passivedevice that needs to be placed on the ground. Once placed, the mine is armed and will be

    triggered if an enemy infantryman steps on it.

    Hint: AP mines are best used for blocking a narrow access way towards a defensive position.Try to use multiple mines covering a small area to maximize their efficiency.

    M21 AT MINEThe M21 anti-tank mine is a high powered anti-vehicle explosive weapon with a large blast area.The mine will destroy any vehicle type within a 5m radius. The M21 is a passive device that needsto be placed on the ground. Once placed the mine is armed and will be triggered if an enemyvehicle drives over it, infantry will not trigger the AT mine.

    Hint: AT mines are best used for blocking obvious vehicle approaches towards a defensiveposition.

    Item PC PS3 Xbox 360

    Night Vision Goggles V Modifier + D-pad Down Modifier + D-pad Down

    Torch F Modifier + D-pad Up Modifier + D-pad Up

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    M18 CLAYMORE MINE

    The Claymore is a specialized anti-personnel mine with a 90 directed blast area. The blast areaextends up to 12m and can take down multiple enemy infantrymen. The M18 is a passive device

    that needs to be placed on the ground. When placing the Claymore, the directed blast area willalways face away from the player. Once placed, the Claymore is armed and will be triggered by

    tripwire from up to 7m away.

    Hint: The Claymore is best used for blocking narrow access ways like a compound wallopening.

    C4 CHARGE

    The C4 charge is a high powered demolition block of explosive with large blast area. This is aremote detonation device that can be placed in any convenient location. The C4 demo charge isable to damage buildings and destroy even main battle tanks.

    Hint: Multiple C4 charges can be placed f or a synchronous detonation.

    WEAPON JAMSAll weapons in OFP: Red River have a chance to jam and will need to be cleared by reloadingbefore they can be fired again. US weapons are well maintained and blockages with theseweapons are rare. The only exceptions are the M249 and Mk 48 Mod 0 machineguns. Due to thesheer number of rounds these weapons fire, blockages tend to occur more frequently. To improve

    this situation the Auto Rifleman is able to equip the Maintenance Specialization.

    Enemy weapons have a higher jam chance due to the inherent unfamiliarity marines have withthem; and particularly in the case of the insurgents, due to poor levels of maintenance. All classeshave access to the Enemy Weapon Specialist Specialization with each specific version tailored

    to suit the given class. In addition to improving the overall handling and training characteristics,this Specialization pack improves the reliability of weapons suited to the selected class, bringingthem up to par with the US versions.

    WEAPONS (U.S.M.C.)MEU (SOC)

    This USMC pistol has a fast semi-automatic rate of fire and is excellent in a close quarters battle(CQB) situations with the option of being fitted with a sound suppressor. Quick to reload andpossessing quick handling the MEU (SOC) is essential in taking on enemies in confined locationswhere speed is vital. All classes have access to the MEU (SOC).

    MP5A4

    The MP5A4 is first and foremost suited for CQB. It can be used to engage enemies at a mediumrange but does suffer with loss of accuracy and lower bullet velocity at distance. It has 3 firemodes, single shot, 3 round burst and fully auto (900 rpm). Only available to the Grenadier andScout class, the MP5A4 can be fitted with an optional sound suppressor and can also have the RedDot or Holographic sights attachments.

    M1014

    This is the USMC combat shotgun is used solely by the Grenadier class. Reliable and requiringminimal maintenance it has devastating power at short range which makes it perfect for CQB,however it is not suitable for longer distance combat due to its limited range. This weapon canbe fitted with the Red Dot or Holographic sights to help improve accuracy and target acquisition.

    Hint: You dont need to wait to fully reload the M1014; once one shell has been loaded you canfire increasing its reliability in CQB environments.

    M4A1

    The M4A1 is one of two main assault rifles in the USMC arsenal. This weapon comes with theboth single shot and fully automatic fire modes and is best employed at medium range, with thefull auto fire mode providing an option in closer quarter battles. It can be fitted with the Red Dot,Holographic sights or the Marksman, Sniper and Thermal scopes making it very versatile on thebattlefield. This weapon is available to all classes.

    M16A4

    The M16A4 is the other main assault rifle used by the USMC. Much like the M4A1 it can be used atmedium range; however due to the longer barrel when used in single shot mode it can be usedfor long range engagements. The M16A4 has two fire modes; single shot or 3 round burst andcan be equipped with the M203 grenade launcher and a sound suppressor. It can also be fitted

    with various sights and scopes attached to complement its abilities. This weapon is available toall classes.

    M249

    The M249, also known as the SAW (Squad Automatic Weapon) is the starting light machine gunfor the Automatic Rifleman class. Coupling weapon portability with high volume of fire (800 rpm)

    this is an excellent weapon for medium to longer range encounters, however its main use is tosuppress enemy positions rather than being relied on for its accuracy. Using the standard 5.56NATO rounds on a 200 round belt it can be fitted with Red Dot and Holographic sights as well as theMarksman scope which helps increase its effective range.

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    MK48 MOD 0

    This light machine gun is the pinnacle weapon for the Auto Rifleman class to use. Its fire rate isslightly slower than the M249 (550 rpm) and it only uses 100 round belt; however the Mk48 useslarger caliber 7.62 NATO bullets to pack a meaner punch. Like the M249 it possesses similarsuppressing abilities but provides greater accuracy and stability than its counterpart being more

    effective at longer distances. As with the M249 this weapon can be fitted with the Red Dot andHolographic sights as well as the Marksman scope.

    M14 DMR

    The M14 Designated Marksman Rifle or DMR for short is the starting weapon for the Scout class. This weapon is perfect for long range engagements but its weight and length make it verycumbersome for use in a CQB environment. Fitted with the Marksman scope as standard it canalso utilize both Sniper and Thermal scopes. A sound suppressor can also be attached for whereengagements require a greater degree of stealth.

    M39 EMR

    The M39 EMR (Enhanced Marksman Rifle) is an upgraded version of the DMR which has beenmodified to make it lighter and much more accurate with a reduction in recoil. These improvementsmake it the optimum weapon for the Scout class to use. As with the DMR, the Marksman scopeis fitted as standard with both Sniper and Thermal scopes and sound suppressor also beingavailable.

    M107

    The M107 is not standard issue to any of the Marines, however can be acquired when certaincircumstances dictate and a long range anti material sniper rifle is required. This weapon canbe used by any Marine but is best suited to the Scout class. It uses a large caliber 12.7mm round

    that is capable of punching a hole through an entire engine block and penetrating lightly armored

    vehicles as well as causing catastrophic damage to any soldier it hits.

    SMAW

    The Shoulder-Launched Multipurpose Assault Weapon (SMAW) is a shoulder launched unguidedrocket weapon used for destroying soft and armored vehicles as well as fortified positions. Itseffective range is 500-750m and the warhead is capable of penetrating up to 60cm of rolledhomogenous steel.

    Hint: When firing at distant targets consider the trajectory of the rocket, rule #4 Watchyour bullet drop applies here too.

    FGM-148

    The FGM-148 is currently the most advanced Anti Tank weapon used by the USMC infantry. Itutilizes thermal imagery to allow it to lock on to targets at ranges of up to 1.5km away. Once lockedon and fired this ingenious weapon goes into a top-attack mode against armored land targets as

    the armor of most conventional vehicles is thinnest on the top taking out the target with one hit.

    FIM-92

    The FIM-92 is a shoulder-launched anti aircraft missile system that uses a fire-and-forgetinfrared homing capability to lock-on to the target aircrafts heat signature. Its warhead weighs3kg and it uses a delayed impact fuse for optimal detonation on the target. This is the perfectweapon for the USMC to use against enemy aircraft.

    M2HB HEAVY MACHINEGUN

    The M2HB heavy machinegun is the USMCs emplaced suppression weapon of choice. Belt fed ithas a fire rate of 500 rpm. It uses large caliber 12.7mm (.50 BMG) rounds which is why it is oftenreferred to as the 50 cal. The weapon is has a barr el length of 1.1m and is hard to maneuver. TheM2HB is most effective for suppression and to help fortify positions.

    WEAPONS (THE INSURGENT ARMY)

    AK47

    The AK47 is the main weapon the insurgent forces use. First developed in the Soviet Union, ithas 2 fire modes - fully automatic fire (600 rpm) and single shot. The latter when used with aMarksman scope attachment this weapon also doubles as a marksman rifle for the insurgentforces. It uses 7.62mm rounds and can be used for medium to long ranges engagements.

    Hint: Remember to use short controlled bursts to overcome the recoil of the AK-47.

    PKP

    The PKP is a Soviet built general purpose machinegun. This has been adopted as the weapon ofchoice for the insurgents when they want to cause chaos and attempt to suppress their enemy. Itfires 7.62mm rounds at the rate of 700 rounds per minute and holds 200 rounds per ammo box.With a long effective range it is not a weapon to be taken lightly.

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    RPG

    The RPG (Rocket Propelled Grenade) is a shoulder launched, unguided anti-material projectile witha 3kg warhead that is capable of penetrating armor up to 300mm thick. This is most associatedwith the insurgents within Tajikistan and for HMMWV crews is a respected and feared weapon.

    KORD

    The KORD is the weapon most often found mounted on an insurgent vehicle. This is a heavymachine gun using 12.7mm rounds and fires at a rate of 700 rounds per minute is mainly used tosuppress enemy positions but can be deadly if enemies are caught in its fire.

    WEAPONS (THE PEOPLES LIBERATION ARMY)

    QSZ92

    The QSZ92 is the standard issue service pistol of the PLA. This side arm uses low caliber bulletsand has a short effective range. It is an ideal backup weapon for tight confined spaces and its lightweight makes it very maneuverable.

    QCQ05

    This sub-machinegun is the PLAs stock lightweight automatic CQB weapon. It has a medium firerate of 400 rounds per minute but its bullpup design makes it perfect for building clearing and

    tight turns on the move. It can be fitted with a suppressor and is sometimes the backup weaponfor PLA snipers.

    M2000

    The M2000 is the PLAs combat shotgun. This is another weapon chosen for its close effectiverange making it ideal for CQB engagements. Its effective range falls off dramatically however andit should only be employed for CQB fighting.

    QBZ95

    The QBZ95 is the PLAs stock assault rifle and has a medium range. The weapon has a bullpupdesign making it a maneuverable rifle for the battlefield and helping increase stability, though thisdoes impact on its accuracy over longer distances. The QBZ95 can be fitted with an underslunggrenade launcher as well several sights and scopes that help improve its accuracy.

    QBZ03

    The QBZ03 is a modern assault rifle employed by the PLA forces. Seen as a possible replacementfor soldiers who had problems with the bullpup design of the QBZ95, it has a more traditionallayout and magazine placement. The weapon has 3 fire modes, single shot, 3 round burst and fullauto (700 rpm). It has a longer barrel length than the QBZ95 which means its accuracy is much

    greater over distance especially when combined with a Marksman scope.

    QBB95

    The QBB95 is the M249 equivalent that the PLA military use as their squad assault weapon. Thebullpup design allows a longer barrel, giving it better accuracy than its counterpart. However it islimited to only 70 rounds per clip as it relies on a bullet drum to store its ammunition.

    QBU88

    The QBU88 is the PLA Snipers weapon of choice. Much like many of the other PLA weapons itutilizes the bullpup design making it more maneuverable but provides the PLA with a weapon thathas greater accuracy over longer distances. It is lighter than other sniper rifles on the market,only using 5.8mm rounds. The specially designed Chinese caliber is a tradeoff between weightand stopping power.

    QW-2

    The QW-2 is the PLAs man portable surface-to-air missile. Much like the FIM-92 this weaponuses the targets heat signature to gain a lock and then it acts as a fire-and-forget system withno more input required from the user.

    PF-98 QUEEN BEE

    The PF98 is a man portable unguided anti-armor weapon. The PLA use this predominantly against

    soft and armored vehicles and is capable of piercing 400mm of armor using a 120mm warhead.

    QJC88

    The QJC88 is the PLAs heavy machinegun often used in defensive and fortified positions. Thisweapon is often mounted on the PLAs transport vehicle EQ2050 and has a 12.7mm caliber roundcapable of penetrating soft target vehicles.

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    VEHICLES The vehicles in OFP: Red River can be broadly separated in three categories soft vehicles,armored vehicles and helicopters.

    Hint: When you are in a vehicle you can switch seats via the in vehicle seat menu, simply holddown equipment button then select which seat you want to take. You can select to drive, be apassenger or take control of the weapon. Note that in co-operative play you will not be able

    to switch seats with another active player, only empty seats or AI mounted positions can beswitched with.

    You can also turn in from the gunner seat to take up a safer position inside the vehicle via theswitch weapon button if travelling through more dangerous areas.

    SOFT VEHICLESPick-up trucks, transport trucks and Humvees are classed as soft vehicles because they eitherhave no armor protection or use only light armor. Armor piercing bullets, machine guns andgrenades are usually effective at taking out this type of vehicles or killing the crew inside.

    M1151 (HMMWV) USMCThe M1151 HMMWV or Humvee as it is better known isan armored version of the standard USMC Humvee. It has 4

    seated positions as well as a top hatch to allow the gunnerto mount the M2HB heavy machinegun when needed. Thisis one of the standard fireteam transport vehicles and hasa top speed of 55mph.

    M1152 (HMMWV) USMC

    The M1152 HMMWV is a troop carrying USMC Humveethat allows a greater number of passengers at the cost ofadditional armor and weaponry.

    M-939 USMC

    The M-939 is the main cargo transport vehicle that theUSMC use on their MSR (Main Supply Route). It is a 6x6

    vehicle and has an un-laden weight of 5 tons.

    PICKUP TRUCK INSURGENTThe insurgent pickup truck is a modified general purposepickup that has a weapon mount bolted to the roof and aKORD heavy machinegun attached. It also allows up to 6insurgents to be transported at the same time but has noarmor so is very vulnerable to attack from most firearms.

    EQ2050 PLAThe EQ2050 is the PLAs equivalent to the M1151 Humveehowever is not as well equipped or as well armored. It hasa QJC88 heavy machinegun mounted on its roof which doesbolster its engagement abilities. Due to having less armor

    this does improve its speed and operational range.

    SX2190 PLA

    The SX2190 is a cargo truck that the PLA utilize tocarry large amounts of cargo and munitions over largedistances. It has no armor and relies on other vehicles tohelp defend itself.

    Hint: Shooting the tires of soft vehicles is a very effectivemethod of slowing them down or even completelystopping them.

    ARMORED VEHICLESArmored personnel carriers (APCs) and main battle tanks (MBTs) are classed as armored combat

    vehicles because they are well protected by armor and well armed. These vehicles are some ofthe toughest enemies in the game and can be successfully engaged only with shoulder launchedAT rockets. AT mines, C4 and Air Combat Support (if available) can also tackle enemy armored

    vehicles, but are more difficult to employ effectively.

    LAV25 USMC The LAV25 or Light Armored Vehicle 25 is an 8 wheeledamphibious reconnaissance vehicle that is also used toengage soft and lightly armored vehicles. It weighs 12.8

    tons and is crewed by 3 USMC AFV crewmen (a driver, agunner and a commander).

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    M1A1 USMCThe M1A1 is the main battle tank used by the USMC. It weighsin at a massive 67.6 tons and has an operational range of300 miles. It has a 4 man crew (driver, gunner, loaderand commander) and is armed with 120mm smoothborecannon and an M2HB .50 cal coaxial machinegun.

    ZTZ-99 PLAThe ZTZ-99 is the PLAs main battle tank. It uses a 125mmsmoothbore gun and weights 58 tons. Unlike the U SMC M1A1it only has a crew of 3 (driver, gunner and commander)opting to utilize an automatic main weapon loading system.

    Thanks to the reduced weight and fewer crew, this vehiclehas a larger operational distance of 370 miles.

    TYPE 92 PLA

    The Type 92 IFV or Infantry Fighting Vehicle is the PLAsanswer to the LAV25. This vehicle has a crew of 3 but iscapable of carrying more troops, a total of 9 passengers. Itis equipped with a 25mm auto-cannon to give it a fightingchance on the battlefield and has an operational range of500 miles.

    Hint: The frontal armor of APCs and MBTs is capable of withstanding multiple hits even fromshoulder launched AT rockets.

    Hint: When engaging APCs or MBTs try to aim at vulnerable spots like hatches or the rear engineblock to destroy them.

    Hint: Hitting the wheels or the tracks of armored vehicles will slow them down or even

    immobilize them.

    COMBAT HELICOPTERSHelicopters come in two versions attack and transport. Attack helicopters are well armedand armored, making them one of the most dangerous opponents on the battlefield. They arewell protected against most firearms. Transport helicopters are unarmed but have some armorprotection against small firearms. Both types of helicopters are vulnerable to shoulder launchedSAM missiles like the US FIM-92 Stinger or the Chinese counterpart QW2.

    AH-1 SUPERCOBRA USMCThe AH-1 SuperCobra is an attack helicopter made by BellHelicopter. It is a formidable medium range attack chopper

    that has a complement of weapons including a 20mm three-barreled Gatling gun. This vehicle helps providecover and assistance to troops on the ground and is oftencalled upon when engaging the enemy at greater distanceis the safer option.

    CH-53E USMCThe CH-53E is a heavy lifting transport chopper the USMCutilize to carry various pieces of equipment and ferry

    troops onto the battlefield. It is capable of carrying morethan a squad of Marines and has an operational range of620 miles.

    Z10 PLAThe Z10 is the PLAs primary attack chopper. It has a vastamount of armaments including folding fin armored rocketsand a 23mm cannon that can move independently of themain fuselage and is controlled by the gunner.

    MI 171 PLA

    The Mi 171 is a heavy lift troop transport helicopteremployed by the PLA. It can be fitted with additionalarmaments to help defend itself but its primary purpose is

    to transport a large amount of troops over long distances.This vehicle is commonly used throughout the world and isa reliable piece of machinery.

    Hint: Shoulder launched AT rockets can be eff ective against helicopters but the unguided rocketsrequire a high marksman skill for a successful shot.

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    CLOSE AIR SUPPORT (CAS)

    A-10 USMC

    The A-10 is the USMCs CAS or Close Air Support vehicle. Itis used primarily to do strafing runs with its 30mm chaingun against fortified positions and enemy compounds.

    Q5 FANTAN PLA

    The PLA rely heavily on the Q5 Fantan fighter jet for closeair support. This fast flying aircraft is armed with two 23mmcannons which it uses while strafing tar gets.

    CAMPAIGN MISSIONSWELCOME TO TAJIKISTAN

    The new Bravo fireteam have arrived at Forward Operating Base (FOB) Copperhead in northernAfghanistan to join up with Outlaw Two squad. Under the command of Staff Sergeant Knox, Bravomust prove themselves in basic training before heading out to clear the Parsons Peak compound,defending against any insurgent ambushes along the way. Once inside the Tajikistan border,Outlaw Two need to secure a bridge along one of the main supply routes inside Tajikistan so a newFOB at the Gissar Airfield can be secured.

    Complete training

    Clear Parsons Peak compound

    Defend against insurgent ambushes

    Secure the bridge leading to the airfield Hint: Ordering your fireteam to suppress a known threat direction will distract t he enemy so you can

    flank and engage them from a different direction Hint: When defending, use any available cover to avoid being injured

    Hint: Pay attentionfor enemies infiltrating through defensive perimeters

    MEET THE NEIGHBORS

    After setting up at the Gissar Airfield base, Outlaw need to carry out a cordon-and-search missionin the neighboring area along with an Explosive Ordinance Disposal (EOD) team. A number offarm compounds will need searching and the EOD team needs to be escorted along the route. Anoperation to clear a large village nearby is ongoing and Outlaw may be required to assist.

    Defend Charlie as they search the first compoundMove with Alpha to secure higher ground and cover the EOD team

    Protect the EOD team as they identify any IEDs

    Assist in securing village if required

    Hint: You can always pick up enemy sniper rifles if you find yourself engaging enemies at longrange and you do not have a powerful scope

    Hint: Improve your fireteams efficiency by individually ordering them in the best positions for theirweapons and skills

    Hint: If you are engaged by insurgent pick-up trucks, prioritize the machine-gunner

    Hint: When advancing through heavily built up areas, order your fireteam into good positions toprovide cover as you take point

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    HUMAN TERRAIN

    Outlaw platoon need to escort a convoy transporting personnel and material for repairs to theNurek Dam. The entire valley is likely to be rife with insurgent activity, especially in the villages

    along the route to the dam, so Outlaw need to secure the surrounding settlements and eliminateany insurgent threats they encounter.

    Clear the bridge village

    Clear the insurgent compound

    Defend the junction against any insurgent threats

    Secure a route for the convoy

    Protect the convoy as it approaches the Nurek Dam

    Hint: Prioritize RPG armed insurgents

    Hint: You can pick up RPGs and use them against enemy vehicles or insurgents who are in

    compounds

    ALMOST TOO EASY

    As part of a coordinated effort against the insurgent main power base, Outlaw Two must clearseveral insurgent defensive lines through a narrow mountain pass. O nce through, the squad will

    link up with the rest of the platoon and push towards the main insurgent position in order tosecure the enemy stronghold.

    Clear the mountain compound

    Clear the remaining hostiles from the area

    Clear the next compound

    Flank the insurgent defensive line

    Secure the insurgent stronghold

    Hint: Scout ahead of the fireteam when advancing through the narrow mountain pass to avoidambushes

    Hint: Always protect your flankswhen clearing buildings, compounds and villages

    Hint: The mountain terrain is excellent for snipers

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    THE WRONG WAY

    The USMCs advance into Tajikistan has enraged the PLA to the point of open conflict. Outlaw Two

    must advance to the new front line to help relieve USMC units who have been blindsided by a PLAattack. Alpha, Bravo and Charlie teams need to take point at a set of farmhouses overlooking openfields and defend against an overwhelming PLA f orce for as long as possible to allow other USMC

    teams in the area to withdraw. If the PLA are allowed to advance too quickly, this flashpoint mightbe over before its begun.

    Rendezvous with Gunslinger at the frontline defenses

    Defend against advancing PLA forces

    Secure position at crossroads

    Hold FOB Sidewinder

    Hint: Suppressive fireand long range accuracy will help pin down assaulting units

    Hint: Resupply your ammo frequently at key locations, DO NOT RUN DRY!

    Hint: Search for helpful weapon caches to take out armored units

    CAREFUL WHAT YOU WISH FOR

    Set against the night sky, Alpha, Bravo and Charlie teams are to be inserted from FOB Viper via

    Humvees into enemy held territory. Command has identified a weakness in the PLA supply chainand Outlaw Two are to hit it hard by ambushing and destroying their supply convoy. Once theconvoy has been destroyed Outlaw Two need to fall back and await extraction.

    Pick up supplies

    Regroup with squad

    Cover Alpha and take compounds

    Ambush the PLA convoy

    Fallback to extraction point

    Defend position

    Hint: Silenced weapons are useful for not giving away your position Hint: Set the ROE (rules of engagement) to hold fire if you want to sneak into an advantageous

    position

    Hint: Observe patrols, there may be gaps in their defenses

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    LINE IN THE SAND

    Tasked with punching a hole through the PLA, Outlaw Two must rendezvous with Recon Team 1 andeliminate all anti-tank threats. Once all targets have been dealt with, Bravo must hold a bridge

    that acts as a natural chokepoint, keeping the PLA and any reinforcements back before extracting.

    Mount Humvee and move out

    Search and secure compounds

    Defend bridge from advancing forces

    Move to extraction point

    Hint: When facing large numbers of enemies order your men to suppress to halt their advance

    Hint: Tall buildings provide good vantage points to spot enemies and snipe

    FIRST AND TEN, LETS DO IT AGAIN

    The USMCs success at the bridge crossing has given the PLA their first bloody nose, and as themost advanced unit in Tajikistan, its up to Outlaw Two to continue the pushback by escorting anarmored column to a hill fort currently occupied by the PLA. Spec Ops units have been reported in

    the area so Bravo must stay extra vigilant if they are to succeed.

    Eliminate all PLA forces at the crossroad tower

    Secure any compounds on approach to the Hill Fort

    Eliminate all PLA forces outside the Hill Fort

    Secure both lower and upper areas of the Hill Fort

    Secure the FOB

    Hint: If necessary, call in combat support to eliminate any PLA units who are entrenched

    Hint: PLA Spec Ops are elite units who pose an even greater threat. Ensure you take these out as apriority

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    VANTAGE POINT

    With the hill fort secured, Outlaw Two must assault a series of observatories in the nearby hillsideson foot. There is a large PLA anti-air battery near the observatories, which must be destroyedbefore the USMC can fully regroup with air and armor support.

    Eliminate all PLA infantry as you advance up the hillside

    Clear the PLA barracks

    Hold the barracks until reinforcements arrive

    Clear and secure the observatories

    Destroy the anti-air missile threat

    Hint: As well as PLA infantry near the observatories, beware of any distant sniper threats in thesurrounding mountains

    Hint: If any PLA helicopters arrive, either take cover or find some anti-air weaponry

    END OF THE BEGINNING

    The battle moves on to a Russian-built mining town named Gudovgrad, which Outlaw Two arerequired to secure in order to protect the nearby M1s and LAVs. If Bravo can eliminate the AT

    threat posed by PLA infantry within the town, their armored superiority could be the turning point

    in this conflict.

    Escort the LAVs through PLA compounds

    Assault the edge of Gudovgrad

    Assault the centre of Gudovgrad and eliminate the AA threat

    Take control of the factory

    Escort the LAVs through Gudovgrad

    Hold Ore Refinery and defend from any PLA attacks

    Hint: Close Air Support may become available in limited windows as you progress. Be sure to use itpromptly as the airspace is contested and may only be available briefly.