Rising Storm/Red Orchestra 2 Multiplayer

Rising Storm/Red Orchestra 2 Multiplayer

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The Three 'F's of Infantry Combat
By Pipsqueak
Learn the three 'F's of Infantry combat, and how to apply them in Red ORchestra 2 / Rising Storm.

This guide is primarily designed for Squad Leaders, but can be adapted to a smaller scale for use by Fireteams.
   
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Fix
Fixing your enemy's position using suppressing fire.


First, entrench your machinegun squad in hard cover. They will be stationary for most of the maeuver so it is highly important that they have good cover from other directions.

Your machinegunner, once deployed, should use short bursts to suppress the enemy and prevent them from firing back. The two supporting riflemen in the MG squad are to pick their targets, eliminating any threats such as snipers or an assault team.
When the MG is reloading, the two riflemen are to continue the suppressing fire until the machinegun is ready to fire again.
The Machinegunner needs to communicate with his fireteam on his ammunition level lest he run out in the midst of combat, which would most likely mean death for the two advancing fireteams.


If the enemy withdraws at this point, make sure they are not attempting to bait you, then advance. Resupply beforehand if close to an ammodump.
Flank
Flanking the enemy while your machinegun squad provides cover.


While the machinegunner is suppressing the enemy, move up either side of his position.
Move from cover to cover, firing as you go. A good rule of thumb is to fire once, then move. If you are using a bolt action rifle you should cycle the bolt after you have found a new position, this will make it harder for enemy marksmen to find you using muzzle flashes.

If you have an assault team with shotguns or SMGs, use them on the flank that requires close combat.
Finish
Eliminate the enemy or force him to withdraw.

Once the enemy position has been flanked, the Squad Leader should throw smoke just in front of their position to provide concealment for the final push. Never throw smoke directly onto an enemy, as this just greatly increases the chance of friendly fire.
The ideal position for smoke is close enough that short range weapons such as SMGs and shotguns will have the advantage, and far away enough that you can see and identify friend and foe.

Once the smoke is up, advance and bombard the target with grenades. Almost all grenades in RO2/RS are high explosive, not fragmentation, which means they don't throw out shrapnel like most modern grenades do.
Use your grenades to suppress and disorient your enemy, then charge in. A suppressed enemy has no chance against an assault team at close range.

Only in this part of the manouvre are you actively attempting to kill the enemy. The first two sections are to ensure you don't get shot yourself, but if you have a good line of fire on an especially valuable target, such as an enemy machinegunner, sniper or officer, take the shot.


Once the manouvre is completed by killing the enemy or forcing them to withdraw, regroup the whole squad and resupply as needed. The find the next enemy position and do it all again.



Good hunting soldiers, and remember the three 'f's. Fix him, Flank him, and then Finish him.
22 Comments
Fake 15 Dec, 2017 @ 12:37pm 
thats what the 3 fs stand for
Fake 15 Dec, 2017 @ 12:37pm 
FuckingFuckingFailiure
|KAISER| 29 Mar, 2014 @ 11:05am 
I recognize the Thread picture, its from an ARMA 2 guide =)
|KAISER| 29 Mar, 2014 @ 11:04am 
@WhatlsDefense u forgot doing 360º hipshot with tt33. xD
EmotionallyBroken 28 Mar, 2014 @ 4:42am 
You forgot shoot them in the head
Miciso 23 Mar, 2014 @ 12:21am 
at machinegun u spelt it wrong mahcinegun
Sgt_Artyom 22 Mar, 2014 @ 8:16pm 
Good Ol'Brothers in Arms.
TamaDasha 20 Mar, 2014 @ 1:57pm 
3 'F's of infantry when you see a tank - F UCK F UCK F UCK. :)
Mils 18 Mar, 2014 @ 3:36pm 
This is a good tactic but I wonder if RO2/RS maps are open enough to be suited for that.
FATMAN 1 Aug, 2013 @ 9:07am 
Well written and enlightning, thank you!