America's Army/Stealth Tactics

originally written by -=[10thSFG]=-Phantom Introduction Stealth is an important part of any combat situation, especially when outnumbered. Without stealth, your enemies will know every move you make, and will be waiting for you to make your move. Part 1: Walking Walking is the key part of stealth. A crouched, slow stance as pictured below should be used.



This stance can be achieved by crouching, then pressing the shift key so there is only one outline as shown above. There are several advantages to this stance. First, foot steps will be very quiet on most surfaces. This means not only will the enemy not hear you, but you will be able to hear them. Second, this stance allows you to walk with iron sights raised for better accuracy. Fewer shots will be needed to kill an enemy, giving him less time to radio for help, or for others to pinpoint your location. Third, you become a smaller target. When standing, you are easier to see, and will blend in with your surroundings better. Part 2: Know your terrain By knowing your terrain, you will know all the hiding spots you can use to your advantage. The easiest way to find hiding spots is go into single player mode, and explore a map and look at the good hiding spots. If you find one that’s possible to use, get in your crouched position, then use “freecamera 1” in the console and circle around your character. Take note of how visible you are from what directions. Switch back to first person using “freecamera 0” to look for more spots. Part 3: Frag Grenades Frag grenades are effective when used properly. Each time you throw a grenade, the enemy can hear the pin hitting the floor, as well as possibly see where a grenade is being thrown from. It is important to never throw more than one grenade from the same location. However, they should NEVER be used when it is possible there is a friendly inside the room. Part 4: Smoke Grenades Smoke grenades should be used as a distraction. If a room has multiple entrances, throw a smoke grenade at the entrance you are not going to use. While the enemy is watching that entrance for incoming enemies, you can sneak in another entrance and throw them off guard. Part 5: Flashbang Grenades Flashbang grenades or stun grenades will blind and deafen anyone within its blast radius. Because of the bright flash, loud sound, and short fuse, it is usually easy to tell where one of these grenades was thrown from. They should only be used when multiple enemies are suspected to be in an adjacent room. Part 6: Weapons and Firing Outdoors: The preferred weapon for outdoors stealth is the sniper rifle, due to its long distance accuracy. The next best weapon is an M16-A2 or M4A1 in single fire mode, preferably a suppressed M4A1. Only a few rounds should be fired from the same location, to prevent the enemy from locating you by the sound of your gun. Indoors: The preferred weapon for indoors stealth is the M16-A2 or M4A1 in burst or auto mode. However, weapon fire should be limited to only when a clear shot is available, and there is a 90% chance of hitting the target. Using iron sights should help with this, especially with the M4A1 Auto. Part 7: Stealth Healing If you are the medic, when it is time to heal your teammates press the slow walk key. Then when you say stop it will be a whisper instead of a shout. Same goes for if you need a medic, press the slow walk key before you call for the medic and it will be a whisper, but you will show up on medics hud. Even better here is a way to call for medic and report in location without saying anything. You can either code this into Keybindings.ini or add it to your user.ini file.

Code: callmedic | commoradio | commosendmessage 28 | commosendmessage 99  (This is legal for TWL, I talked to an Admin on IRC today.)--Ldog187 ''I'm not sure either. Don't think it would get incorporated into PhantomScript though, I prefer the "silent medic" call already programmed in which doesn't show up on the medic's compass. Encourages those with need of medical attention to STAY PUT. Just my $.02'' --Phantom 20:57, 28 Apr 2004 (UTC) Part 8: The Door Trick To open a door with out making the loud door open sound, be in slow walk mode as described above, and you will open the door slowly. Part 9: Enemy Communication It helps to know what your enemy is shouting, so you can know if you have been discovered, haveing a nade thrown at you, or if the enemy is wounded. OPFORian translator

Back to main page: http://wikibooks.org/wiki/AASFTactics