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OPERATION FLASHPOINT _ RED RIVER

TM

ADVANCED TRAINING MANUAL

CONTENTS
INTRODUCTION WOUNDS CHECKPOINTS TACTICAL MAP QUICK COMMAND RADIAL COMBAT SUPPORT UPGRADING YOUR MARINE 2 2 3 4 4 10 12

2010 The Codemasters Software Company Limited (Codemasters). All rights reserved. Codemasters and Operation Flashpoint are registered trademarks owned by Codemasters. Red River, EGO and the Codemasters logo are trademarks of Codemasters. CamelBak products and Marks are trademarks of CamelBak Products, LLC and are used with its express permission. Bell SuperCobra emblems, logos, and body designs are trademarks of Textron Innovations Inc. and are used under license by The Codemasters Software Company Ltd. 2011 AM General LLC. HUMVEE, the HUMVEE design and the HUMVEE trade dress are trademarks of AM General LLC and are used under license. All Rights Reserved. MPEG Layer-3 audio coding technology 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 copyrighted material 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 files (the Software) to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, 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: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR 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 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. All other copyrights or trademarks are the property of their respective owners and are being used under license. Developed and published by Codemasters. Unauthorised copying, adaptation, rental, lending, re-sale, arcade use, charging for use, broadcast, cable transmission, public performance, distribution or extraction of this product or any trademark or copyright work that forms part of this product is prohibited. Use of military imagery from Defenseimagery.mil does not constitute or imply endorsement by the Department of Defense.

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INTRODUCTION WOUNDS

This eld training manual aims to build on what you have learnt so far to ensure you succeed and overcome 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 utilize other features in order to fully support your unit and re team.

any nearby Squad member to help you by holding the Quick Command or Co-Op Radial button and pressing right twice. Teammates will attempt to get to your position and take down any enemies that may still be close by before healing.

CHECKPOINTS
Depending on your chosen difculty setting, you will trigger checkpoints at certain points in each campaign mission. In both normal and experienced difculties, youll be able to resume from the most recent checkpoint if you either die or choose the Load Last Checkpoint option from the menu. In hardcore difculty, the only checkpoint is immediately after the mission insertion, so if you die you will resume back there.

HOW DO THEY WORK?

In OFP: Red River , any injury you receive could reduce your effectiveness on the battleeld in a number of ways. In a reght, the most likely cause of wounds will be enemy weapon re. One stray bullet could injure a limb, cause severe bleeding, leave you lying incapacitated on the ground, or kill you instantly. Note that higher-powered weapons such as machine guns or sniper ries are more likely to cause more serious wounds than sub machine guns or pistols. In addition to weapon re, you can also be injured by grenades, missiles and other explosives; standing close to res from recently-destroyed vehicles or buildings; being struck by moving vehicles; and falling long distances, such as from rooftops or steep cliffs. Serious wounds to the legs or torso will reduce your ability to sprint, making it harder to move between cover objects or get to safety if under re. Severe arm injuries will reduce your aiming accuracy, making it more difcult to keep your weapon steady and eliminate enemies. Bleeding will have no immediate effect, but if you lose too much blood without treatment you will die. Pay attention to the tell-tale signs of blood loss most notably if your vision starts to lose focus and color. In normal and experienced difculty, an on-screen indicator will appear whenever you receive an injury. In hardcore, you will have to pay attention to your battleeld effectiveness and vision blur to know if youre wounded or in danger of bleeding out. Provided you are not incapacitated or dead, you can stop bleeding and heal wounds by holding the Interaction 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 re a weapon whilst healing, so if youre received a minor wound and are not in immediate danger of bleeding out, it may be advisable to ensure there are no nearby enemies before nding time to heal yourself. If you are incapacitated (but not dead), you will be unable to heal yourself, but can still call for

WHAT CAN WOUND ME?

WHAT DO I REGAIN WHEN I GO THROUGH A CHECKPOINT?

WHAT ACTUAL EFFECT WILL THESE WOUNDS HAVE ON ME?

In normal difculty, passing a checkpoint will restore your reteam to full health, respawning any dead team members. In experienced difculty there are fewer checkpoints in each mission, and whilst dead players are still respawned, injuries are not healed. Hardcore difculty has no midmission checkpoints, so dead teammates will never respawn. On Normal difculty 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 of checkpoints is detailed in the table below. Hint: The number of checkpoints is reduced when playing on Experienced difficulty and for a truly hardcore 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 size engagements and can usually be completed within half an hour. Red River: Campaign Mission Welcome to Tajikistan Meet the Neighbors The Human Terrain Almost too Easy The Wrong Way Careful What You Wish For Line in the Sand 1st and 10, Lets Do It Again Vantage Point End of the Beginning Maximum Checkpoints (Normal) 8 8 12 10 12 8 7 11 8 8

HOW MANY CHECKPOINTS ARE IN EACH MISSION?

HOW DO I KNOW IF IM WOUNDED? HOW DO I HEAL WOUNDS?

TACTICAL MAP
The tactical map can be accessed at any point during gameplay, except while incapacitated, dead or during a cutscene.

ISSUING COMMANDS AS THE FIRETEAM LEADER

HOW DO I USE IT?

Once you know who youre going to command, the next step is to issue them an order. Bringing up 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 an order from anywhere on the Quick Command Radial. The tables and diagram below show the location of each menu for the Fireteam Leader and the direction required to conrm each of the orders contained within.

WHAT INFORMATION DOES IT GIVE ME?

The map shows the current location of all friendly units from an overhead perspective, and the last known location of enemy units (except on Hardcore difculty). Note that if the enemy is currently visible to one or more friendly units, they will be displayed as small red circles. If not currently visible, their suspected location will be displayed as larger, blurred areas. You can command your reteam 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 position your re team in locations that may be out of sight, take advantage of anking opportunities, you also have the option of chaining commands together allowing for a greater degree of set up before engagements. By using the tactical map it is possible to take a more considered approach to enemy encounters.

THE CONTEXT SENSITIVE CURSOR

HOW DO I MANAGE MY FIRETEAM FROM IT?

When the QCR is on screen the center aiming reticule changes to a placement cursor, this cursor is used to tell your reteam where you want the order to be carried out. The cursor is also context sensitive, 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 for rapid 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 move order, however if you point the cursor at a mounted emplacement the context order switches to mount weapon. A list of contextual orders is detailed below. Context Buildings Emplaced weapons Friendly Soldier or Vehicle Wounded Soldier Friendly or Empty Vehicle Enemy Soldier / Vehicle Damaged Vehicle Command Secure building, Defend Building Use Weapon Protect Target Heal Target Board Vehicle Engage Repair

QUICK COMMAND RADIAL


COMMAND TREE

The Quick Command Radial (termed the QCR) is a powerful and intuitive tool used to command your reteam members. You can issue orders to either your whole reteam or to individual soldiers for greater exibility on the battleeld. The rst step in issuing an order is to select who you want to issue the order to. The Command Tree (illustrated below) is found in the bottom left corner of the screen and highlights selected reteam 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 the entire reteam. This can be useful when you issue move or follow commands and want have the whole team come with you. Press LEFT, RIGHT or DOWN to select individual members 2-4. This is useful when you want to give specic orders to individual members of the reteam, e.g. telling the auto rieman to suppress your target.

THE CO-OP COMMAND RADIAL (FIRETEAM MEMBERS)


In co-operative games where there is more than one active player in the session, players will have 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 such as calling out new enemy contacts. Used exactly the same as the QCR the CCR provides a way for client players to communicate and have their characters respond through in game speech. The tables and diagram below show the location of each menu on the CCR and the direction required to conrm each of the callouts contained within. Hint: Painting locations is a great way of calling attention to danger or items of interest in the environment. The marker appears both on the map and in the world for all players to see. Your reteam number is attached to the marker so people know you placed it.

BASIC LAYOUT OF QUICK & CO-OP COMMAND RADIALS


The following diagram shows the placement of QCR and CCR menus and respective commands and responses. It is color coded to link with the next section.

MENUS AND COMMANDS FOR CO-OP PLAYERS


Look / Advance Menu & Call Outs (A) Select Look / Advance Menu (A-1) Response moving up (A-2) Response eyes on my mark (paint location with numbered marker) (A-3) Response anking position Responses Menu & Call Outs (B) Select Responses Menu (B-1) Response afrmative (B-2) Response contact (B-3) Response negative Input (Radial Active) UP UP, LEFT UP, UP UP, RIGHT Input (Radial Active) LEFT LEFT, UP LEFT, LEFT LEFT, DOWN Input (Radial Active) RIGHT RIGHT, UP RIGHT, RIGHT RIGHT, DOWN Input (Radial Active) DOWN DOWN, LEFT DOWN, DOWN DOWN, RIGHT

MENUS AND COMMANDS FOR FIRETEAM LEADERS


Maneuver Menu & Commands (A) Select Maneuver Menu (A-1) Order Rush (A-2) Order: Move (ground), Engage (enemy), Board Vehicle (friendly / neutral), Secure Building, Use Weapon (emplacement) (A-3) Order: Hold Position (ground), Defend Building, Protect Target (friendly target) Follow Menu & Commands (B) Select Follow Menu (B-1) Order Follow Target (B-2) Order Follow Me (B-3) Order Board My Vehicle, Exit Vehicle Tactics Menu & Commands (C) Select Tactics Menu (C-1) Order: Hold Fire, Weapons Free (C-2) Order: Treat Wounded (friendly), Repair (vehicle) Call For: Corpsman (when you are injured / incapacitated) (C-3) Order: Wedge (formation), Line (formation) Suppression Menu & Commands (D) Select Suppression Menu (D-1) Order Flank Left (D-2) Order Suppress (D-3) Order Flank Right Input (Radial Active) UP UP, LEFT UP, UP UP, RIGHT Input (Radial Active) LEFT LEFT, UP LEFT, LEFT LEFT, DOWN Input (Radial Active) RIGHT RIGHT, UP RIGHT, RIGHT RIGHT, DOWN Input (Radial Active) DOWN DOWN, LEFT DOWN, DOWN DOWN, RIGHT

Help Me Menu & Call Outs (C) Select Tactics Menu (C-1) Response Im pinned (C-2) Response medic (C-3) Response need help Defense Menu & Call Outs (D) Select Suppression Menu (D-1) Response Flank Left (D-2) Response Suppress (D-3) Response Flank Right

Move This order tells the selected fireteam members to move to a specific spot on the landscape. Fireteam members will interpret this command depending on their surroundings. When in combat move makes the FT perform bounding movement, laying down covering re 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 assault targets, 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 makes your reteam 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.

USEFUL ORDERS EVERY FIRETEAM LEADER SHOULD KNOW!

Secure Building Tells the fireteam to sweep through all rooms and clear any enemy out of a building. Use Weapon The commanded unit will mount and use an emplaced weapon to fire at anything within its ring arc. Protect Target This command orders the individual or fireteam to protect the target under the command cursor. Hold Position A defensive command used to set up a location to defend. Individuals or the reteam will open re at anything hostile within a set distance from the location. The reteam will also look to use available cover within close proximity to the location of the command. Hint: pointing the command cursor against a wall or vertical surface will make them take cover against that surface. Defend Building Orders the individual or fireteam to take up defensive positions within a building. Hold Fire Setting your entire fire team to hold fire means they not fire at any viable targets. If the Fireteam Leader res this cancels the hold re order for them. Setting an individual in your fireteam to hold fire means they will never initiate combat with any viable targets. If red upon they will return re only. Weapons Free Only available when your team or individual is on hold fire, returns the commanded unit(s) to re at will. Treat Wounded Only available when a target under the command cursor is wounded. This orders someone to heal the targeted unit. Repair Only available when a vehicle is damaged. If the command cursor is placed over a damage vehicle you can command your unit(s) to repair any damage. Vehicles that are catastrophically damaged cannot be repaired. Corpsman When injured or incapacitated you can order an individual or your entire reteam to come and get you back in the ght. Wedge Orders your fireteam into a wedge formation this command is only available if youre currently in a line formation Line Orders your fireteam into a line formation this command is only available if youre currently in a wedge formation Follow Target Commands a unit or fireteam to closely follow the target marked under the command cursor. Follow Me A simple regroup command. Orders individuals or fireteam to get to your location and follow you. If you mount in a vehicle the commanded units will automatically board the vehicle. Board My Vehicle Tells your men to enter a vehicle. They will enter any available empty seats. Exit Tells your units to get out of a vehicle.

Flank Left An arcing maneuver that will move your fireteam to the left side of a nominated position. This can be used to gain advantageous ring positions on enemy defenses. Flank Right An arcing maneuver that moves your fireteam to the right side of a nominated position. This can be used to gain advantageous ring positions on enemy defenses. Suppress Targets a location to spray with bullets. Primarily used to make enemies duck behind cover and be unable to re back. Best used to safely move from cover to cover while the enemy is pinned down.

WHAT IS THE BEST COMMAND FOR DIFFERENT SITUATIONS?


This command is a very powerful tool at the players disposal. It tells the commanded units to get to a position but allows them to autonomously re and attack enemies that are visible. When issued to the entire reteam it provides covering re (if in combat) while other units advance or retreat. It is essentially move, assault and fall back all rolled into one intelligent action. When moving around open ground issuing the follow me command keeps your reteam in a combat formation. If you enter or exit vehicles your reteam will also automatically mount and dismount requiring little to no management. If after a combat engagement if your team is spread out in different defensive positions one single regroup command calls them all back to your current location allowing for speedy regrouping. When rst coming into contact with enemies issuing a hold position command near any available cover quickly tells your reteam to take up a defensive position. Your reteam will then automatically seek out nearby cover that protects them from the direction of attack and allows them to re back at targets of opportunity. Hold position is a great way to quickly get your men into a protected area so you can take a moment to gauge the strength of the enemy forces before issuing more complex commands. Hint: If you tell your men to take up a defensive position close to an emplaced weapon they will automatically use the emplacement if enemy targets are within its arc of re.

MOVE

FOLLOW ME

HOLD POSITION

SUPPRESS

Lead going out is far better than lead coming towards you! The use of the suppress command can be invaluable to make enemies duck behind cover and stop them from ring on your exposed reteam. The more bullets that pass close to an enemy increase the chance of him stopping ring, decreasing his morale or pinning him helpless to the spot. Take advantage of enemies pinned down to advance or out-maneuver them to nish them off.

During certain OFP: Red River missions the Fireteam Leader will have the ability to call in Combat Support artillery or air strikes. These represent the use of heavy ordinance in support of combat operations and can have a very devastating effect on the enemy. The artillery support consists of multiple salvoes spread out over an area while the air support will deliver single airborne ordinance with pinpoint accuracy.

COMBAT SUPPORT

COMBAT SUPPORT RADIAL (CSR) MENU


When combat support is available it can be called in via the Combat Support Radial (CSR). It is similar 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 target the combat support strike, you must use the red reticule displayed in the middle of the Combat Support Radial menu. Hint: Use binoculars or a powerful weapon scope when calling combat support at long range for 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.

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 attack against 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 buildings with 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.
Air Strike Menu & Commands (A) Select Air Strike Menu (A-1) Order Small Missile (A-2) Order: Large Missile (A-3) Order: JDAM Input (Radial Active) UP UP, LEFT UP, UP UP, RIGHT

AIR STRIKE - COMBAT AIR SUPPORT

COMBAT ARTILLERY SUPPORT

SELECTING COMBAT SUPPORT

The 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, the large 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 mortar and howitzer barrage with smoke ammunition.

Mortar Barrage This type of combat support is a concentrated 81mm mortar barrage. The barrage will be spread in an area of 20m radius from the marked point. The mortar strike is best 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 version creates a smoke screen over the targeted area and will block the enemy line of sight. This is best 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 mortar salvoes. 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 vehicles will 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 used for covering a retreat. Hint: Try to 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 howitzer salvoes. 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 any type of ground force. Armored personnel carriers can be destroyed by near misses and even a main battle tank will be destroyed by a direct hit. The smoke version creates a smoke screen over the targeted area and will block the enemy line of sight. This is best used for covering a retreat. Hint: The howitzer barrage is very effective against enemies in buildings.

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High Explosive Menu & Commands (B) Select High Explosive Menu (B-1) Response Howitzer Barrage (B-2) Response Heavy Mortar Barrage (B-3) Response Mortar

Input (Radial Active) LEFT LEFT, UP LEFT, LEFT LEFT, DOWN

COMBAT ARTILLERY SUPPORT (SMOKE)


Smoke Menu & Commands (C) Select Smoke Menu (C-1) Response Howitzer Barrage (C-2) Response Heavy Mortar Barrage (C-3) Response Mortar

This support has the same options as the standard artillery support however uses smoke rounds in place of high explosives.
Input (Radial Active) RIGHT RIGHT, UP RIGHT, RIGHT RIGHT, DOWN

UPGRADING YOUR MARINE


CORE SKILLS & POINTS
Every marine is a rieman rst and foremost; therefore all classes in OFP: Red River share the same 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 a mission, 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 nal mission time at the end of the mission. The time limit for each mission is hidden, so try to go as fast as possible and ensure you complete all objectives to achieve the gold medals.
Rank Bronze Silver Gold Complete Mission Complete All Objectives Beat Time Potential CSP Awarded 1 (max 1) Bronze + 1 (max 2) Silver + 1 (max 3)

There are a total of 3 Core Skill Points available for every mission in the game. Starting with one point awarded for a bronze rank, each subsequent medal unlocks another point. Points for a given rank can only be awarded once, and higher ranks include any unearned points from previous ranks. E.g. Scenario 1 The player completes campaign mission one for the first time and is awarded the silver rank, theyll receive two Core Skill Points. Scenario 2 The player completes campaign mission two for the first time and is awarded the bronze rank, theyll receive one Core Skill Point. The player replays the same mission but this time is awarded the silver rank. They receive one additional Core Skill Point instead of two because they have previously been awarded the bronze point. The Player Progress screen allows you to review how many Core Skill Points youve collected and assign 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 the game to gold standard. A good strategy early on is to concentrate on one Core Skill and maximize this. If you later nd youd rather improve a separate skill or spread points more evenly you can do 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 area will also be included.
Class Rieman Grenadier Scout Auto Rieman Strengths Versatility CQB & impact Long range accuracy & vision Firepower & suppression Weaknesses Specialization Range Toughness Versatility

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 youll receive the appropriate medal. To see what the score threshold is for each FTE simply bring up the game menu and review the mission objectives.

B-Mods support and enhance these roles, but also allow you a degree of freedom to set up your class based on how you want to play. For example, it may be that you like to run and gun, taking out targets in a hail of bullets; or perhaps you like to take your time, steady your aim and go for single 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 when combined with particular B-Mods can become very powerful additions. Like to run and gun but nd yourself running out of ammo? Add the extra ammo Specialization and increase the amount of clips you can carry. Or perhaps you never run out of ammo but nd yourself bleeding out once too often? Add Assault Gear to keep you in the ght longer.

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B-Mods and Specializations have been developed to target certain weapons and equipment. Its important to note that primarily all B-Mods and Specializations will only work if youve paired them up with the correct weapon or equipment. Any specic weapons or equipment that should be selected to make the most of a B-Mod or Specialization will be called out in the information panel on the Class Setup screen (see image).

WEAPON REQUIREMENTS

USMC infantry are riemen rst and foremost. Each point allocated to this skill increases weapon handling 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 better your weapon handling skill becomes when using the US assault ries. This skill improves reexes by sharpening up the time it takes to aim and move the weapon when ring from the hip or using a weapon sight / scope. USMC infantry are riemen rst and foremost. Each point allocated to this skill increases re 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 your accuracy when ring the US assault ries. An essential skill to upgrade if you nd yourself playing as the Rieman more often than not, although all classes that rely on an assault weapon as back up will nd more of their shots being on target. When a lone sniper can take out a whole reteam the ability to quickly identify threats is essential. Each point allocated to this skill increases the range enemy units are successfully identied for all classes by +4% Each point spent in this skill increases the range at which your marine can call out specic enemy targets. This is an essential skill to ensure youre always aware of the danger youre facing. The Scout benets particularly well with this sill as improvements here go hand in hand with his long range vision enhancements.

ASSAULT RIFLE HANDLING

ASSAULT RIFLE TRAINING

This B-Mod shows that the Riemans Support Training B-Mod only kicks in when he has either an M16A4 or M4A1 assault rie equipped. It is only primary weapon and equipment enhancements that work in this way, secondary effects such as the Riemans ability to heal reteam members apply regardless of weapon or equipment carried. Essentially if a B-Mod calls something out then this needs to be equipped to make benet of the upgrade; if its not called out then the effects are passive.

TACTICAL AWARENESS

CORE SKILLS
The ability to move rapidly when assaulting the enemy and moving between defensive positions is essential in minimizing exposure to enemy re. Each point allocated to this skill increases sprint speed by 2.5% for all classes. Upgrading this Core Skill makes your marine sprint faster. This can be very useful for rapid assaults, anking maneuvers, and when you need to tactically withdraw. Increased 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 your endurance back up before being able to sprint again. Crouching replenishes endurance at a faster rate than standing, and lying prone is the best method for rapidly regenerating endurance. Putting points into this skill increases your overall endurance and as such is a perfect to partner with Sprint improvements. The ability to adapt quickly to changing conditions is essential in combat. Each point allocated to this skill decreases the time it takes to stow and deploy weapons and equipment for all classes by 3% Upgrading this skill speeds up the time it takes to swap between weapons and equipment. Its useful to upgrade if youre playing a utility role and nd yourself changing between weapons and equipment more often.

SPRINT

RIFLEMAN B-MODS
This basic B-Mod increases combat experience. All marines start with this B-Mod. Equip it when you want to gain more experience for the Rieman. Works in addition to any Survival Bonus earned to further boost experience gain. Enhances weapon stability and suppression. Improves the Riemans ability to heal reteam members. This B-Mod improves the Riemans suppression ability when using US assault ries, allowing you to adopt a support gunner role. As a secondary effect this B-Mod improves the time it takes to heal reteam members, and can be combined with the Support Pack Specialization to offer the fastest possible team healing. The following weapons benet from this B-Mod: M16A4 M4A1

ENDURANCE

T1 COMBAT TRAINING

T2 SUPPORT TRAINING

BATTLE READINESS

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Enhances accuracy when ring from a stationary position and aimed response times. Improves vision range. This B-Mod improves the Riemans sharpshooting ability with US assault ries, allowing you to adopt a support sniper role. Equip it when you plan to engage your targets at range from a fortied position, or when using long range scopes. As a secondary effect the Riemans improved vision allows him to identify enemy targets at longer ranges. It can be combined with the Assault Rie Training Core Skill to further improve the Riemans accuracy. The following weapons benet from this B-Mod: M16A4 M4A1 Improves unaimed accuracy and handling when mobile, perfect for rapid assaults. Increases M203 rounds. This B-Mod improves the Riemans assault capabilities with US assault ries, allowing you to adopt a secondary CQB impact role. Equip it when you plan to engage your targets up close and on the move with less time to aim. As a secondary effect this B-Mod also increases the number of M203 underslung grenades carried. It can be combined with the Assault Rie Handling Core Skill to further improve mobile response times. The following weapons benet from this B-Mod: M16A4 with M203 M4A1 with M203 This improved B-Mod increases combat experience. This B-Mod provides even more combat experience. Equip it when you want to gain sufcient experience to max out the Rieman. Works in addition to any Survival Bonus earned to further boost experience gain.

T3 MARKSMAN TRAINING

The following PLA and Insurgent weapons benet from this Specialization: QSZ92 (pistol) QBZ95 QBZ03 AK47

Enhances armor and increases resilience so the Rieman can stay in the ght longer. This Specialization enhances the Riemans armor and allows him to take more punishment by offering medium level protection. Equip to increase your survivability and reduced bleed times, allowing you to ght longer before needing to patch wounds. Improves the Riemans ability to heal himself. This Specialization allows the Rieman to treat his own wounds more effectively. Equip it if you nd youre taking too many hits and need to heal yourself more often.
Improves reload times. This Specialization decreases the time it takes to reload. Equip it if you nd yourself coming up short in CQB situations and to minimize down time. The following weapons benet from this Specialization: M16A4 M4A1 Provides additional ammunition, but reduces endurance recovery due to the additional load. This Specialization allows the Rieman to carry more ammo. Equip it if you nd yourself running short, or dont want to seek out ammo crates or enemy weapons. A downside to carrying more ammo is that Endurance recovery is reduced by a small amount. The following weapons benet from this Specialization: M16A4 M4A1

S3 LIGHT ASSAULT GEAR

T4 ASSAULT TRAINING

S4 RAPID RECOVERY

S5 ASSAULT RIFLE RELOADS

T5 COMBAT VET

S6 ASSAULT RIFLE AMMO PACK

RIFLEMAN SPECIALIZATIONS
Further improves the Riemans ability to heal the reteam. Reduces mine deployment times. This team focused general purpose Specialization enables the Rieman to deploy mines and heal reteam members more quickly. It can be combined with Support Training to make healing even faster. Improves weapon reliability and generally improves handling and accuracy. Enemy weapons have a higher jam chance than US equivalents and have reduced handling and training characteristics. Equip this Specialization when you want to enhance the effective use and reliability of all Insurgent and PLA assault ries.

S1 SUPPORT PACK

S2 ENEMY WEAPON SPECIALIST

Replaces the standard 5.56mm ball round with an armor piercing variant. This Specialization improves the stopping power of US assault ries to more effectively take down targets. It also allows rounds to punch through weaker vehicle armor and thin walls. The following weapons benet from this Specialization: M16A4 M4A1

S7 ASSAULT RIFLE AP ROUNDS

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GRENADIER B-MODS
This 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. Enhances accuracy when ring 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 deadly reexes and accuracy when carefully engaging targets at close to medium ranges. The following weapons benet from this B-Mod: MEU (SOC) MP5A4 Improves unaimed accuracy and handling when mobile, perfect for rapid assaults. Improves armor and resilience. This B-Mod improves the Grenadiers CQB rapid assault capability with the US submachine gun and shotgun. Equip it when you want to quickly clear out compounds and tight spaces, and where rapid reexes and mobile reaction times trump carefully aimed shots. It can be combined with the Heavy Assault Gear Specialization to offer the maximum bleed resilience. The following weapons benet from this B-Mod: MP5A4 M1014 Improves 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 with grenades, clear out fortied 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 HEDP Specialization to provide the highest possible damage with M203 grenade rounds. The following weapon and equipment benet from this B-Mod: M4A1 with M203 M67 Frag Grenade M18 Smoke Grenade This improved B-Mod increases combat experience. This B-Mod provides even more combat experience. Equip it when you want to gain sufcient experience to max out the Grenadier. Works in addition to any Survival Bonus earned to further boost experience gain.

GRENADIER SPECIALIZATIONS
This improved B-Mod enhances armor and increases resilience so the Grenadier can stay in the ght 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 you to ght longer before needing to patch wounds. It can be combined with Urban Terrain Warfare Training to further reduce bleed times. This improved B-Mod enhances armor and increases resilience so the Grenadier can stay in the ght longer. This Specialization decreases the time it takes to reload. Equip it if you nd yourself coming up short in CQB situations and to minimize down time. The following weapons benet from this Specialization: MEU (SOC) M1014 MP5A4 Provides additional ammunition, but reduces endurance recovery due to the additional load. This Specialization allows the Grenadier to carry more grenades. Equip it if you nd yourself running short, or dont want to seek out supply crates. A downside to carrying more ammo is that Endurance recovery is reduced by a small amount. The following weapons & equipment benet from this Specialization: M4A1 with M203 M67 Frag Grenade M18 Smoke Grenade IR Strobe Increases 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 to get around the battleeld more quickly.

T1 COMBAT TRAINING

S1 HEAVY ASSAULT GEAR

T2 CQB INSERTION TRAINING

S2 CQB RELOADS

T3 URBAN TERRAIN WARFARE TRAINING

S3 GRENADES AMMO PACK

T4 ADVANCED DEMOLITIONS TRAINING

S4 FITNESS

T5 COMBAT VET

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Provides additional ammunition, but reduces endurance recovery due to the additional load. This Specialization allows the Grenadier to carry more ammo. Equip it if you nd yourself running short, or dont want to seek out ammo crates or enemy weapons. A downside to carrying more ammo is that Endurance recovery is reduced by a small amount. The following weapons benet from this Specialization: MP5A4 M1014 Improves weapon reliability and generally improves handling and accuracy. Enemy weapons have a higher jam chance than US equivalents and have reduced handling and training characteristics. Equip this Specialization when you want to enhance the effective use and reliability of all PLA CQB weapons. The following PLA weapons benet from this Specialization: QSZ92 (pistol) QCQ-05 (submachine gun) M2000 (shotgun) Provides additional equipment, but reduces endurance recovery due to the additional load. This Specialization allows the Grenadier to carry more explosives. Equip it if you nd yourself running short, or dont want to seek out supply crates. A downside to carrying more ammo is that Endurance recovery is reduced by a small amount. The following equipment benets from this Specialization: M21 Anti Tank Mine M14 Anti Personnel Mine C4 Explosive Replaces the standard 40mm M203 round with an armor piercing variant. This Specialization enhances the damage of underslung grenades. It can be combined with the Advanced Demolitions Training B-Mod to provide the highest possible damage with M203 grenade rounds. The following weapon benets from this B-Mod: M4A1 with M203

TS5 CQB AMMO PACK

SCOUT B-MODS
This 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. Works in addition to any Survival Bonus earned to further boost experience gain. Enhances target tracking with scopes. Improves vision range and target acquisition. This B-Mod improves the Scouts vision and target identication. It is best combined with long range scopes or binoculars. In addition, training and handling characteristics for US assault and marksman ries are generally improved. This B-Mod can be combined with improvements to the assault rie Core Skills and the Scout Vision and Tracking Specialization to offer the maximum possible detection and identication ranges. Equip it when you want to help identify threats to the reteam as early as possible. The following weapons benet from this B-Mod: M16A4 M4A1 M14 DMR M39 EMR M107 Anti Material Rifle (available in certain missions)

T1 COMBAT TRAINING

T2 RECON SPOTTER TRAINING

S6 ENEMY WEAPON SPECIALIST

S7 DEMOLITIONS AMMO

T3 RECON INFILTRATION TRAINING


Improves accuracy and handling when mobile. Reduces the chance enemies will hear the Scout. This B-Mod improves the Scouts inltration abilities and marksmanship with the US handgun and submachine gun. Aim times with these weapons are vastly improved in addition to handling. In addition this B-Mod also makes it harder for enemies to hear the Scout. Equip it when youre planning on inltrating compounds and enemy positions and want the best chance at remaining undetected. The following weapons benet from this B-Mod: MEU (SOC) MP5A4 Enhances accuracy when ring from a stationary position and aimed response times. Improves vision range. This B-Mod improves the Scouts sharpshooting ability with US marksman ries, allowing you to adopt the primary sniper role. Equip it when you plan to engage your targets at range from a fortied position, or when using long range scopes. As a secondary effect the Scouts vision is slightly enhanced. It can be combined with the Scout Vision and Tracking to further improve detection and identication ranges. This B-Mod also combines particularly well with the Marksman Rie Muzzle Velocity Specialization. The following weapons benet from this B-Mod: M14 DMR M39 EMR M107 Anti Material Rifle (available in certain missions)

S8 M203 HEDP

T4 SHARPSHOOTER TRAINING

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This improved B-Mod increases combat experience. This B-Mod provides even more combat experience. Equip it when you want to gain sufcient experience to max out the Rieman. Works in addition to any Survival Bonus earned to further boost experience gain.

T5 COMBAT VET

The following weapons benet from this Specialization: M14 DMR M39 EMR M107 Anti Material Rifle (available in certain missions)

SCOUT SPECIALIZATIONS
Further enhances vision range and target acquisition. Identied enemies remain on the map for longer. This Specialization boosts the Scouts vision and ability to accurately identify targets over long distances. As a secondary benet, identied units persist on the map longer for all members of the reteam. Equip it when you want to help identify threats to the reteam as early as possible. It can be combined with the Recon Spotter Training B-Mod and Tactical Awareness Core Skill to offer the maximum possible detection and identication ranges. Increases sprint speed and 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 to get around the battleeld more quickly. Improves the Scouts ability to heal himself. This Specialization allows the Scout to rapidly patch wounds and heal himself. Equip it when you want to get back in the ght more quickly. Improves reload times. This Specialization decreases the time it takes to reload. Equip it if you plan on engaging multiple targets and want to minimize downtime. The following weapons benet from this Specialization: M16A4 M14 DMR M39 EMR M107 Anti Material Rifle (available in certain missions) Provides additional ammunition, but reduces endurance recovery due to the additional load. This Specialization allows the Scout to carry more ammo. Equip it if you nd yourself running short, or dont want to seek out ammo crates or enemy weapons. A downside to carrying more ammo is that Endurance recovery is reduced by a small amount.

S1 SCOUT VISION & TRACKING

Improves weapon reliability and generally improves handling and accuracy. Enemy weapons have a higher jam chance than US equivalents and have reduced handling and training characteristics. Equip this Specialization when you want to enhance the effective use and reliability of the PLA sniper rie. The following PLA weapons benet from this Specialization: QSZ92 (pistol) QBU88 Replaces the standard 7.62mm ball round with a high velocity variant. Greatly reduces bullet drop over distance. This Specialization adds high velocity rounds to the US marksman ries. This has the benet of reducing the amount of bullet drop off over distance. Equip it when you want to dominate long range or moving targets, and want to focus less on adjusting your aim or leading the target, and more on shooting. The following weapons benet from this Specialization: M14 DMR M39 EMR M107 Anti Material Rifle (available in certain missions)

S6 ENEMY WEAPON SPECIALIST

S7 MARKSMAN RIFLE MUZZLE VELOCITY

S2 FITNESS

S3 RAPID RECOVERY

S4 MARKSMAN RIFLE RELOADS

AUTO RIFLEMAN B-MODS


This 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. Enhances accuracy when ring from a stationary position. Greatly improves weapon stability and suppression. This B-Mod greatly improves the Auto Riemans suppression ability with US assault ries and machineguns, allowing you to adopt the primary support gunner role. Equip it when you want to send a hail of accurate re towards the enemy to keep their heads down. This B-Mod can be combined with LMG Maintenance to improve sustained re and tracer frequency with machineguns to better aid the reteam in drawing a bead on your target. The following weapons benet from this B-Mod: M16A4 (suppression) M4A1 (suppression) M249 SAW MK48 MOD 0

T1 COMBAT TRAINING

T2 SUPPORT GUNNER TRAINING

S5 MARKSMAN RIFLE AMMO PACK

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T3 ASSAULT GUNNER TRAINING


Improves unaimed accuracy and handling when mobile, perfect for rapid assaults. Enhances suppression. This B-Mod greatly improves the Auto Riemans accuracy whilst mobile. However, the Auto Riemans suppression ability is only slightly enhanced when using US assault ries and machineguns. Equip for rapid assaults and when fast reexes and a rapid nger are required instead of steadily aiming. The following weapons benet from this B-Mod: M16A4 (suppression) M4A1 (suppression) M249 SAW MK48 MOD 0

The following weapons benet from this B-Mod: M249 SAW MK48 MOD 0

S3 LIGHT ASSAULT GEAR


Enhances armor and increases resilience so the Auto Rieman can stay in the ght longer. This Specialization enhances the Riemans armor and allows him to take more punishment by offering medium level protection. Equip to increase your survivability and reduced bleed times, allowing you to ght longer before needing to patch wounds.

S4 LMG RELOADS
Improves reload times. This Specialization decreases the time it takes to reload. Equip it to minimize downtime and maintain a greater rate of re when supporting the reteam in a suppression role. The following weapons benet from this Specialization: M249 SAW MK48 MOD 0

T4 ADVANCED GUNNER TRAINING


Generally enhances all aspects of weapon training. Improves suppression. This B-Mod enhances almost every aspect of the Auto Riemans training and handling with US machineguns. Its primary benet is improving accuracy. In addition it offers a medium level of suppression. Equip this B-Mod when you plan to engage targets at long range but still require the ability to keep targets suppressed effectively. The following weapons benet from this B-Mod: M16A4 (suppression) M4A1 (suppression) 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 Rieman to carry more explosives and grenades. Equip it if you nd yourself running short, or dont want to seek out supply crates. A downside to carrying more ammo is that Endurance recovery is reduced by a small amount. The following equipment benets from this Specialization: M67 Frag Grenade M18 Smoke Grenade IR Strobe M18 Claymore

T5 COMBAT VET
This improved B-Mod increases combat experience. This B-Mod provides even more combat experience. Equip it when you want to gain sufcient experience to max out the Grenadier. Works in addition to any Survival Bonus earned to further boost experience gain.

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 and training characteristics. Equip this Specialization when you want to enhance the effective use and reliability of all Insurgent and PLA machineguns. The following PLA and Insurgent weapons benet from this Specialization: QSZ92 (pistol) QBB95 PKP

AUTO RIFLEMAN SPECIALIZATIONS


S1 RAPID RECOVERY
Improves the Auto Riemans ability to heal himself. This Specialization allows the Auto Rieman to rapidly patch wounds and heal himself. Equip it when you want to get back in the ght more quickly.

S2 LMG MAINTENANCE
Greatly reduced chance of weapon jam. Increased tracer rate aids enemy suppression. This Specialization pack greatly improves the reliability of US machineguns. A secondary benet is that the frequency of tracer rounds is increased. This combines with the increase from the Support Gunner B-Mod to provide a steady stream of tracer re. Equip this Specialization to virtually eliminate weapon jams with US machineguns and to help your re team know where youre keeping the enemy suppressed.

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S7 LMG AMMO PACK


Provides additional ammunition, but reduces endurance recovery due to the additional load. This Specialization allows the Auto Rieman to carry more ammo. Equip it if you nd yourself running short, or dont want to seek out ammo crates or enemy weapons. A downside to carrying more ammo is that Endurance recovery is reduced by a small amount. The following weapons benet from this Specialization: M249 SAW MK48 MOD 0

Because the enemies will react to grenades landing close by, for short throws it is recommended to delay the throw for a few seconds and give enemies less time to scatter. This method is called cooking 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 back by hitting any interposing obstacles.

S8 LMG AP ROUNDS
Replaces the standard 5.56mm and 7.62mm ball rounds with armor piercing variants. This Specialization improves the stopping power of US assault ries to more effectively take down targets. It also allows rounds to punch through weaker vehicle armor and thin walls. The following weapons benet from this Specialization: M249 SAW MK48 MOD 0

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 this method 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 this method 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.
The OFP: Red River arsenal includes a number of specialized explosive devices of varying power and effects. Each one serves a specic purpose in battle and is more effective in specic circumstances.

EQUIPMENT

As well as your weapons and equipment you have selected from the Class Setup screen you have certain items that are accessible anytime in each mission. When needed you can turn on your Night Vision Goggles for better night time visibility or if sweeping through dark interiors, try turning on your Torch. These items can be accessed in the following way.
Item Night Vision Goggles Torch PC V F PS3 Modier + D-pad Down Modier + D-pad Up Xbox 360 Modier + D-pad Down Modier + D-pad Up

MINE AND EXPLOSIVES

M14 AP MINE
The M14 anti-personnel mine is a low power anti-infantry explosive weapon with a small blast area. The mine will kill or incapacitate an infantryman within a 2m radius. The M14 is a passive device 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 efciency.

GRENADES

In OFP: Red River you have access to two types of grenades: The high explosive M67 fragmentation grenade. The M18 smoke grenade.

M21 AT MINE
The 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 needs to be placed on the ground. Once placed the mine is armed and will be triggered if an enemy vehicle drives over it, infantry will not trigger the AT mine. Hint: AT mines are best used for blocking obvious vehicle approaches towards a defensive position.

THROWING & COOKING A GRENADE


You can arm a grenade by pressing and holding re which will pull out the pin and but hold it in your hand, releasing re will throw the grenade. There is a 6s delay between pulling the pin and the detonation.

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M18 CLAYMORE MINE


The Claymore is a specialized anti-personnel mine with a 90 directed blast area. The blast area extends 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 will always 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 wall opening.

MP5A4
The MP5A4 is rst and foremost suited for CQB. It can be used to engage enemies at a medium range but does suffer with loss of accuracy and lower bullet velocity at distance. It has 3 re modes, single shot, 3 round burst and fully auto (900 rpm). Only available to the Grenadier and Scout class, the MP5A4 can be tted with an optional sound suppressor and can also have the Red Dot or Holographic sights attachments.

M1014
This is the USMC combat shotgun is used solely by the Grenadier class. Reliable and requiring minimal 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 can be tted 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 can re increasing its reliability in CQB environments.

C4 CHARGE
The C4 charge is a high powered demolition block of explosive with large blast area. This is a remote detonation device that can be placed in any convenient location. The C4 demo charge is able to damage buildings and destroy even main battle tanks. Hint: Multiple C4 charges can be placed for a synchronous detonation. All weapons in OFP: Red River have a chance to jam and will need to be cleared by reloading before they can be red again. US weapons are well maintained and blockages with these weapons are rare. The only exceptions are the M249 and Mk 48 Mod 0 machineguns. Due to the sheer number of rounds these weapons re, 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 with them; and particularly in the case of the insurgents, due to poor levels of maintenance. All classes have 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, bringing them up to par with the US versions.

WEAPON JAMS

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

M16A4
The M16A4 is the other main assault rie used by the USMC. Much like the M4A1 it can be used at medium range; however due to the longer barrel when used in single shot mode it can be used for long range engagements. The M16A4 has two re modes; single shot or 3 round burst and can be equipped with the M203 grenade launcher and a sound suppressor. It can also be tted with various sights and scopes attached to complement its abilities. This weapon is available to all classes.

WEAPONS (U.S.M.C.)
MEU (SOC)
This USMC pistol has a fast semi-automatic rate of re and is excellent in a close quarters battle (CQB) situations with the option of being tted with a sound suppressor. Quick to reload and possessing quick handling the MEU (SOC) is essential in taking on enemies in conned locations where speed is vital. All classes have access to the MEU (SOC).

M249
The M249, also known as the SAW (Squad Automatic Weapon) is the starting light machine gun for the Automatic Rieman class. Coupling weapon portability with high volume of re (800 rpm) this is an excellent weapon for medium to longer range encounters, however its main use is to suppress enemy positions rather than being relied on for its accuracy. Using the standard 5.56 NATO rounds on a 200 round belt it can be tted with Red Dot and Holographic sights as well as the Marksman 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 Rieman class to use. Its re rate is slightly slower than the M249 (550 rpm) and it only uses 100 round belt; however the Mk48 uses larger caliber 7.62 NATO bullets to pack a meaner punch. Like the M249 it possesses similar suppressing abilities but provides greater accuracy and stability than its counterpart being more effective at longer distances. As with the M249 this weapon can be tted with the Red Dot and Holographic sights as well as the Marksman scope.

FGM-148
The FGM-148 is currently the most advanced Anti Tank weapon used by the USMC infantry. It utilizes thermal imagery to allow it to lock on to targets at ranges of up to 1.5km away. Once locked on and red 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 re-and-forget infrared homing capability to lock-on to the target aircrafts heat signature. Its warhead weighs 3kg and it uses a delayed impact fuse for optimal detonation on the target. This is the perfect weapon for the USMC to use against enemy aircraft.

M14 DMR
The M14 Designated Marksman Rie 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 very cumbersome for use in a CQB environment. Fitted with the Marksman scope as standard it can also utilize both Sniper and Thermal scopes. A sound suppressor can also be attached for where engagements require a greater degree of stealth.

M2HB HEAVY MACHINEGUN


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

M39 EMR
The M39 EMR (Enhanced Marksman Rie) is an upgraded version of the DMR which has been modied to make it lighter and much more accurate with a reduction in recoil. These improvements make it the optimum weapon for the Scout class to use. As with the DMR, the Marksman scope is tted as standard with both Sniper and Thermal scopes and sound suppressor also being available.

WEAPONS (THE INSURGENT ARMY)


AK47
The AK47 is the main weapon the insurgent forces use. First developed in the Soviet Union, it has 2 re modes - fully automatic re (600 rpm) and single shot. The latter when used with a Marksman scope attachment this weapon also doubles as a marksman rie for the insurgent forces. 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.

M107
The M107 is not standard issue to any of the Marines, however can be acquired when certain circumstances dictate and a long range anti material sniper rie is required. This weapon can be 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.

PKP
The PKP is a Soviet built general purpose machinegun. This has been adopted as the weapon of choice for the insurgents when they want to cause chaos and attempt to suppress their enemy. It res 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.

SMAW
The Shoulder-Launched Multipurpose Assault Weapon (SMAW) is a shoulder launched unguided rocket weapon used for destroying soft and armored vehicles as well as fortied positions. Its effective range is 500-750m and the warhead is capable of penetrating up to 60cm of rolled homogenous steel. Hint: When firing at distant targets consider the trajectory of the rocket, rule #4 Watch your bullet drop applies here too.

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

QBZ03
The QBZ03 is a modern assault rie employed by the PLA forces. Seen as a possible replacement for soldiers who had problems with the bullpup design of the QBZ95, it has a more traditional layout and magazine placement. The weapon has 3 re modes, single shot, 3 round burst and full auto (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.

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

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

WEAPONS (THE PEOPLES LIBERATION ARMY)


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

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

QCQ05
This sub-machinegun is the PLAs stock lightweight automatic CQB weapon. It has a medium re rate of 400 rounds per minute but its bullpup design makes it perfect for building clearing and tight turns on the move. It can be tted with a suppressor and is sometimes the backup weapon for PLA snipers.

QW-2
The QW-2 is the PLAs man portable surface-to-air missile. Much like the FIM-92 this weapon uses the targets heat signature to gain a lock and then it acts as a re-and-forget system with no more input required from the user.

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

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.

QBZ95
The QBZ95 is the PLAs stock assault rie and has a medium range. The weapon has a bullpup design making it a maneuverable rie for the battleeld and helping increase stability, though this does impact on its accuracy over longer distances. The QBZ95 can be tted with an underslung grenade launcher as well several sights and scopes that help improve its accuracy.

QJC88
The QJC88 is the PLAs heavy machinegun often used in defensive and fortied positions. This weapon is often mounted on the PLAs transport vehicle EQ2050 and has a 12.7mm caliber round capable of penetrating soft target vehicles.

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VEHICLES

PICKUP TRUCK INSURGENT

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 hold down equipment button then select which seat you want to take. You can select to drive, be a passenger 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 be switched with. You can also turn in from the gunner seat to take up a safer position inside the vehicle via the switch weapon button if travelling through more dangerous areas.

The insurgent pickup truck is a modied general purpose pickup that has a weapon mount bolted to the roof and a KORD heavy machinegun attached. It also allows up to 6 insurgents to be transported at the same time but has no armor so is very vulnerable to attack from most rearms.

SOFT VEHICLES

Pick-up trucks, transport trucks and Humvees are classed as soft vehicles because they either have no armor protection or use only light armor. Armor piercing bullets, machine guns and grenades are usually effective at taking out this type of vehicles or killing the crew inside. The M1151 HMMWV or Humvee as it is better known is an armored version of the standard USMC Humvee. It has 4 seated positions as well as a top hatch to allow the gunner to mount the M2HB heavy machinegun when needed. This is one of the standard reteam transport vehicles and has a top speed of 55mph.

The EQ2050 is the PLAs equivalent to the M1151 Humvee however is not as well equipped or as well armored. It has a QJC88 heavy machinegun mounted on its roof which does bolster its engagement abilities. Due to having less armor this does improve its speed and operational range.

EQ2050 PLA

M1151 (HMMWV) USMC

M1152 (HMMWV) USMC


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

The SX2190 is a cargo truck that the PLA utilize to carry large amounts of cargo and munitions over large distances. It has no armor and relies on other vehicles to help defend itself. Hint: Shooting the tires of soft vehicles is a very effective method of slowing them down or even completely stopping them.

SX2190 PLA

ARMORED VEHICLES

Armored 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 of the toughest enemies in the game and can be successfully engaged only with shoulder launched AT rockets. AT mines, C4 and Air Combat Support (if available) can also tackle enemy armored vehicles, but are more difcult to employ effectively. The LAV25 or Light Armored Vehicle 25 is an 8 wheeled amphibious reconnaissance vehicle that is also used to engage soft and lightly armored vehicles. It weighs 12.8 tons and is crewed by 3 USMC AFV crewmen (a driver, a gunner and a commander).

M-939 USMC
The M-939 is the main cargo transport vehicle that the USMC use on their MSR (Main Supply Route). It is a 6x6 vehicle and has an un-laden weight of 5 tons.

LAV25 USMC

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The M1A1 is the main battle tank used by the USMC. It weighs in at a massive 67.6 tons and has an operational range of 300 miles. It has a 4 man crew (driver, gunner, loader and commander) and is armed with 120mm smoothbore cannon and an M2HB .50 cal coaxial machinegun.

M1A1 USMC

COMBAT HELICOPTERS

Helicopters come in two versions attack and transport. Attack helicopters are well armed and armored, making them one of the most dangerous opponents on the battleeld. They are well protected against most rearms. Transport helicopters are unarmed but have some armor protection against small rearms. Both types of helicopters are vulnerable to shoulder launched SAM missiles like the US FIM-92 Stinger or the Chinese counterpart QW2.

AH-1 SUPERCOBRA USMC


The ZTZ-99 is the PLAs main battle tank. It uses a 125mm smoothbore gun and weights 58 tons. Unlike the USMC M1A1 it 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 vehicle has a larger operational distance of 370 miles.

ZTZ-99 PLA

The AH-1 SuperCobra is an attack helicopter made by Bell Helicopter. It is a formidable medium range attack chopper that has a complement of weapons including a 20mm three-barreled Gatling gun. This vehicle helps provide cover and assistance to troops on the ground and is often called upon when engaging the enemy at greater distance is the safer option.

CH-53E USMC

The Type 92 IFV or Infantry Fighting Vehicle is the PLAs answer to the LAV25. This vehicle has a crew of 3 but is capable of carrying more troops, a total of 9 passengers. It is equipped with a 25mm auto-cannon to give it a ghting chance on the battleeld and has an operational range of 500 miles.
Hint: The frontal armor of APCs and MBTs is capable of withstanding multiple hits even from shoulder launched AT rockets. Hint: When engaging APCs or MBTs try to aim at vulnerable spots like hatches or the rear engine block to destroy them. Hint: Hitting the wheels or the tracks of armored vehicles will slow them down or even immobilize them.

TYPE 92 PLA

The CH-53E is a heavy lifting transport chopper the USMC utilize to carry various pieces of equipment and ferry troops onto the battleeld. It is capable of carrying more than a squad of Marines and has an operational range of 620 miles.

Z10 PLA

The Z10 is the PLAs primary attack chopper. It has a vast amount of armaments including folding n armored rockets and a 23mm cannon that can move independently of the main fuselage and is controlled by the gunner.

MI 171 PLA
The Mi 171 is a heavy lift troop transport helicopter employed by the PLA. It can be tted with additional armaments 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 is a reliable piece of machinery.
Hint: Shoulder launched AT rockets can be effective against helicopters but the unguided rockets require 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. It is used primarily to do strang runs with its 30mm chain gun against fortied positions and enemy compounds.

Complete training Clear Parsons Peak compound Defend against insurgent ambushes Secure the bridge leading to the aireld
Hint: Ordering your fireteam to suppress a known threat direction will distract the enemy so you can ank and engage them from a different direction Hint: When defending, use any available cover to avoid being injured Hint: Pay attention for enemies infiltrating through defensive perimeters

Q5 FANTAN PLA
The PLA rely heavily on the Q5 Fantan ghter jet for close air support. This fast ying aircraft is armed with two 23mm cannons which it uses while strang targets.

MEET THE NEIGHBORS

CAMPAIGN MISSIONS
WELCOME TO TAJIKISTAN

After setting up at the Gissar Aireld base, Outlaw need to carry out a cordon-and-search mission in the neighboring area along with an Explosive Ordinance Disposal (EOD) team. A number of farm compounds will need searching and the EOD team needs to be escorted along the route. An operation to clear a large village nearby is ongoing and Outlaw may be required to assist. Defend Charlie as they search the rst compound Move 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 long range and you do not have a powerful scope Hint: Improve your fireteams efficiency by individually ordering them in the best positions for their weapons 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 to provide cover as you take point

The new Bravo reteam have arrived at Forward Operating Base (FOB) Copperhead in northern Afghanistan to join up with Outlaw Two squad. Under the command of Staff Sergeant Knox, Bravo must 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 new FOB at the Gissar Aireld can be secured.

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HUMAN TERRAIN

ALMOST TOO EASY

Outlaw platoon need to escort a convoy transporting personnel and material for repairs to the Nurek 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 eliminate any 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

As part of a coordinated effort against the insurgent main power base, Outlaw Two must clear several insurgent defensive lines through a narrow mountain pass. Once through, the squad will link up with the rest of the platoon and push towards the main insurgent position in order to secure 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 avoid ambushes Hint: Always protect your flanks when clearing buildings, compounds and villages Hint: The mountain terrain is excellent for snipers

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THE WRONG WAY

CAREFUL WHAT YOU WISH FOR

The USMCs advance into Tajikistan has enraged the PLA to the point of open conict. Outlaw Two must advance to the new front line to help relieve USMC units who have been blindsided by a PLA attack. Alpha, Bravo and Charlie teams need to take point at a set of farmhouses overlooking open elds and defend against an overwhelming PLA force 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 ashpoint might be 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 fire and 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

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 identied a weakness in the PLA supply chain and Outlaw Two are to hit it hard by ambushing and destroying their supply convoy. Once the convoy 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

FIRST AND TEN, LETS DO IT AGAIN

Tasked with punching a hole through the PLA, Outlaw Two must rendezvous with Recon Team 1 and eliminate 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

The USMCs success at the bridge crossing has given the PLA their rst bloody nose, and as the most advanced unit in Tajikistan, its up to Outlaw Two to continue the pushback by escorting an armored 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 a priority

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VANTAGE POINT

END OF THE BEGINNING

With the hill fort secured, Outlaw Two must assault a series of observatories in the nearby hillsides on foot. There is a large PLA anti-air battery near the observatories, which must be destroyed before 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 the surrounding mountains Hint: If any PLA helicopters arrive, either take cover or find some anti-air weaponry

The battle moves on to a Russian-built mining town named Gudovgrad, which Outlaw Two are required 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 conict. 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 Renery and defend from any PLA attacks
Hint: Close Air Support may become available in limited windows as you progress. Be sure to use it promptly as the airspace is contested and may only be available briey. Hint: Avoid contact with armored vehicles or helicopters unless you find the appropriate anti-tank or anti-air heavy weaponry.

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FIRE TEAM ENGAGEMENTS (FTEs)

COUNTER INSURGENCY (LAYOUT)

Each FTE mode will place you and your team in scenarios that are very challenging but there is no task that cannot be overcome by players who co-ordinate and carry out their duty like a true member of the Marine Corps. Remember all FTE missions have one thing in common if the mission is failed or all the re team are killed no score is uploaded to the leaderboards. This means keep track of your team mates, cover each other, heal when necessary and use all of the tools at your disposal. Learn Knoxs rules from the campaign and use them to bolster your chance of success. Combat Sweep is not about speed but more about efciency. In combat sweep you will be placed behind enemy lines with the aim to take out insurgent units and destroy any weapon caches you come across. You will be required to search thoroughly through buildings and the environment eliminating all threats you encounter. Trying to sprint through could result in casualties or missing enemies and caches so proceed swiftly but cautiously, checking all corners and searching each compound you pass to succeed with the best time bonus. Hint: Your helo pilot will call out enemy positions and verbal instructions, but you should rely on your own search patterns and work as an effective team to reap the best time bonus without incurring penalties. Hint: Combat Sweeps action mainly takes place in claustrophobic urban areas and maze-like compounds, allowing well-equipped players to employ their CQB equipment to great effect. Hint: Try splitting your team into pairs to block off the exits to a compound with two openings. Have one pair suppress, whilst the other closes the net and eliminates the distracted enemies!

COMBAT SWEEP

Random mission insertion points (the helo will drop you off at one of these locations) Possible enemy and weapon cache locations (Insurgents have holed up throughout the town, making tracking their exact locations difcult) Extraction point for bugging out early if you didnt bring IR Strobe markers Extraction - The extraction helo will automatically land near to your position once all insurgents are neutralized, or if youve called it in with IR Strobe markers

COUNTER INSURGENCY (OVERVIEW)

This map is composed of tight compounds with narrow streets, making for close-in CQB ghting. Enemies will hide in buildings or try to get to higher ground in order to see any approaching enemies so be aware the insurgent threat could be right around the corner. This map is more open with wider streets and larger compounds its more complex two-storey buildings can pose a challenge or provide a good position for Scouts. Remember to check all buildings as the insurgent threat could be hiding anywhere.

GHOST TOWN (OVERVIEW)

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GHOST TOWN (LAYOUT)

Hint: Adapt, overcome and improvise! Use ALL of the tools at your disposal. Once youve gained a few levels, youll have a great deal of useful equipment smoke grenades, mines, IR markers... Lay traps for enemies, obscure their vision, slow them down! Hint: Each time you finish a stage, your fireteam will gain several respawn chances. However, once you get past stage 4 wave 4, no more respawns will be gained!

Random mission insertion points (the helo will drop you off at one of these locations) Possible enemy and weapon cache locations (Insurgents have holed up throughout the town, making tracking their exact locations difcult) Extraction point for bugging out early if you didnt bring IR Strobe markers The extraction helo will automatically land near to your position once all insurgents are neutralized, or if youve called it in with IR Strobe markers

Contested front is a linear defense; enemies will proceed predominantly from the south with multiple defensive lines that can be used to repel enemy forces, with the aim to hold each line as long as possible. A good team divides up their forces with Scouts and Auto Riemen at back of the area, killing and suppressing enemies, whilst the Grenadier moves further south taking out enemies at closer range, setting mines and using grenades to slow the assault. The Rieman class can oat between these two areas, covering the Grenadier, or assisting the rearguard, as well as using the relevant B-Mods to act as a combat medic. The SMAW and Stinger launcher on this mission are located inside the building in the main area which are essential for later waves with the regular ammunition located in the same place. Watch out for vehicles; they will proceed from by the river to the south to locations near the main defensive area by the road network this includes anking around the main area via the curved road to the east! Best Defense is a radial scenario with enemies attacking predominantly from the East and West, as well as trying to ank south. Vehicles will attempt to drive in a patrol route around the road surrounding the area shooting inwards. In the rst wave, enemies will only attack from the East, and in the second wave, only from the West after this though they can come from either direction. The area is designed so that there are several defensive lines; rstly the pillboxes on each side of the FOB, then, moving inward, various obstacles the enemies will have to snake round to get closer with the nal line being a main defendable structure. Additionally, the ammunition, as well as the Stinger and SMAW, are located just to the north of the main building at the centre of the area. Dividing the reteam into pairs in order to repel the enemy forces on opposite anks is essential as it use of the tactical map, scopes, night vision and binoculars to help assess how much of the enemy force is on each side of the base. Hint: Keep all marked areas under your control as these are key to increasing your score! Hint: Use the time at the end of each wave to restock your ammo, remember rule #6 Keep a full magazine! Hint: Try using the grenadier class to defend the ridges adjacent to the FOB as they drop off quite steeply, meaning that enemies can appear quite suddenly and the grenadier B-Mods help in close quarter situations. Hint: Anti-personnel mines can be employed to great effect in the many choke points presented by the FOBs layout.

CONTESTED FRONT (OVERVIEW)

BEST DEFENSE (OVERVIEW)

Last Stand is a pitched battle, in which you and your team will attempt to defend a xed position from waves of enemy forces that gradually increase in difculty. When the difculty has become overwhelming, you can extract via helicopter, either by running to the marked extraction zone or throwing down an IR marker. The waves of enemy forces will not end so keep defending for as long as you can but remember if all the re team die youll lose your score and have to start again. Hint: Remember, as with all FTEs, your score is meaningless if your team dies! Extract when you need to! Hint: Try to chain kills together, take out enemies with headshots, and avoid getting hit, all will help boost your nal score! Hint: In addition to a score bonus, shooting down the slow moving helicopter that is marked by an objective will also reward your team with an artillery barrage to use at your leisure. Look around the environment for the anti-air weapons Hint: Youll receive a score bonus for each fireteam member you get out alive so remember to support your squad!

LAST STAND

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CONTESTED FRONT (LAYOUT)

BEST DEFENSE (LAYOUT)

Mission insertion point Call for extraction here (green smoke marker) Area 1 boundary Area 2 boundary Main defensive area

Mission insertion point Call for extraction here (green smoke marker) Area 1 boundary Area 2 boundary Main defensive area

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CSAR
CSAR can be an extremely challenging mode; this is because rescuing the pilots, destroying the downed helo and escaping involves several stages assaulting an enemy-held urban area, escorting a moving friendly unit, and defending the extraction zone from enemy forces. Youre also behind enemy lines, so will face heavy resistance. CSAR should be considered a smash and grab operation get in, complete your objectives, and get out dont stop to admire the scenery! Hint: The pilots when located will follow the player who located them. If that player dies, they will then follow the Fireteam Leader. This means that you can choose which re team member the pilots will follow by locating them, then having a specic team member approach them. Hint: The pilots are not equipped as well as your fire team; they are comparatively fragile and only have short-range weapons, when they are following try to evade combat where possible. Hint: You have one barrage of smoke mortars to use during this mission. If you also bring smoke grenades, you can do a great deal to obscure the vision of the pursuing enemies, aiding your escape. Hint: The pilots can take cover in one of two urban areas, with their exact position not known when the mission starts, use the colored smoke marker as your primary search location. The routes through this map tend to be the shorter of the two CSAR missions, however, this means the enemy forces can be more concentrated with the more open nature between the villages also allowing PLA vehicles to move more freely. The crashed helo in this mission is on an exposed hillside, which can lead the reteam vulnerable to enemy re.

SAMARITANS DEED (LAYOUT)

SAMARITANS DEED (OVERVIEW)

Mission insertion point Possible extraction point (the helo will attempt to land by one of these markers) Search locations (the pilots will be holed up in one of these areas) Secondary objective (destroy downed helo to prevent enemy capture) Last known helo position

NO ONE GETS LEFT BEHIND (OVERVIEW)


This area is larger and more open, however, enemy forces will be more spread out and potentially easier to evade. The crashed helo in this mission is inside a compound so needs to be cleared out in order to approach it. Hint: If youve got an underslung grenade launcher try destroying the downed helo from distance, itll save you time and reduce the risk to the pilots and reteam.

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NO ONE GETS LEFT BEHIND (LAYOUT)

Mission insertion point Possible extraction point (the helo will attempt to land by one of these markers) Search locations (the pilots will be holed up in one of these areas) Secondary objective (destroy downed helo to prevent enemy capture) Last known helo position

Rolling Thunder is a mobile defense mission in which you must escort a convoy through enemy territory. Speed and efciency are vital so youll need scout ahead and eliminate any IED Leaders or enemies armed with RPGs before the convoy reaches them, failure to deal with these enemies will lead to casualties and damage to the convoy. The location and position of the IEDs and IED Leader will change, so be sure to search all buildings and tree lines either side of the convoy route to ensure that the route is safe. If the convoy is hit via an IED on route then it will stop for repairs making the convoy soldiers vulnerable to attack, so youll defend that position until repairs have been carried out successfully. At anytime you can stop the convoy via the QCR giving the reteam time to eliminate all potential threats. Hint: Scout ahead of the convoy and take down the IED Leader, doing this will prevent an IED attack in that location. Hint: Identify and eliminate RPG enemies first and then deal with other threats, RPGs can destroy your convoy so must be considered high priority. Hint: You can stop the convoy via the command radial before an engagement but remember stopping it will cause your score to drop so keep the convoy waiting too long. Hint: A convoy vehicle can only be destroyed by a RPG. An IED will only damage it, but the convoy will be stopped for repairs. Hint: If possible have a Grenadier on the Humvees 50 cal machinegun, as he will be able to take more hits. The route through this map is tightly packed with multiple ambush points, from small buildings located on route to navigating through towns the player needs to stay ahead of the convoy and ensure all threats are dealt with. During the nal section the convoy passes through more open ground where longer distance engagements are possible meaning the RPG and IED threats need to be dealt with effectively and efciency before they have chance to damage the convoy.

ROLLING THUNDER

HELLS HIGHWAY (OVERVIEW)

BREAKTHROUGH (OVERVIEW)

The route on this map is more open with threats from greater distances to the convoy than before. An enemy encampment must be cleared as well a route through a large town where many of the buildings have multiple levels providing additional threats. There are also dangers from distant mountainsides that provide the insurgents with a great view of the approaching convoy so the reteam needs to be proactive and ensure the route is safe before the convoy passes through.

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HELLS HIGHWAY (LAYOUT)

BREAKTHROUGH (LAYOUT)

Convoy start point (you have been supplied with two humvees to use to accompany the convoy along its route) Convoy end point (ensure as many convoy vehicles as possible reach this location) Suspected IED activity

Convoy start point (you have been supplied with two humvees to use to accompany the convoy along its route) Convoy end point (ensure as many convoy vehicles as possible reach this location) Suspected IED activity

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