Call to Arms

Call to Arms

WarFighter Modification - Total Overhaul
 This topic has been pinned, so it's probably important
Yuri~  [developer] 20 Apr, 2024 @ 7:01am
WarFighter Dossier: Game Guide
Copy/Pasted from WarFighter Modification's Discord server, for Steam public view and commentary.

Discord Server Invite: https://discord.gg/kkvfPzut9p

================================

Welcome to WarFighter Modification's Official Guide Collection

================================

This channel is dedicated on the collection of various tips, advices, and guides made by the developers and contributors in order to help familiarize players with the gameplay, mechanics, and tactics employed within the mod. Many things in this mod are based on real life doctrines, training, and manuals -- so what applies in this mod may also apply to real life as well. This is meant to be a quick educational content for all players.

Be sure to check out ⁠in-game-loading-tips channel for futher tips and advices for the mod.

The content in this channel will be dedicated for tutorial and educational purposes.

================================

Basic Guide for Infantry Gameplay

This section will cover the fundamentals of gameplay involving infantry units, their roles, organization, along with basic doctrines and tactics employed for the majority of an infantryman's work.

Know the Roles

There are many different roles with different loadouts and set of skills available within the infantry units. This list will provide you with the list of available roles and their short description.

Command and Control

Squad Leader = The leader of a squad, most of the time led by an NCO. The squad leader is tasked with leading their squad, making tactical decisions, and executing the orders relayed by their platoon commanders. The squad leader is usually issued with a rifle, a pistol, fragmentation and smoke grenades, chemlights for signaling purposes, as well as tracer ammunition being multi-purpose in the ability to designate targets of where the squad leader is aiming at to the rest of the squad. The squad leader also carries a binocular that can spot targets and do reconnaissance work for other units, helping them in relaying targets and adjusting their fire. Squad leader may doubles as a grenadier depending on the squad ToE.

Team Leader/Second-in-Command = Depending on squad formation and doctrine, the team leader or second-in-command either leads a team within the squad, or acts as the assistant to the squad leader. He/She relays the order from a squad leader to their team or the rest of the squad. They can be either a junior NCO, or a more senior enlisted with leadership skills. Their loadout is similar to that of the squad leader, and depends on the ToE of the squad. Some may also double as grenadiers depending on their squad ToE.

[Squad Leader is able to repair vehicles and revive downed friendly troops. Team Leader is able to revive downed friendly troops.]

Enlisted Roles

Rifleman/Unnamed = A junior enlisted who is usually of the lowest skill and experience. Carries a rifle with their default ammo load, fragmentation and smoke grenades. Meant to be employed as supporting element to weapon specialists such as machine gunners, or as a flanking element. A flexible role. May carry extra ammo for their primary weapon because they are not carrying much extra things like other roles would.

Grenadier = A junior or senior enlisted armed with a rifle and grenade launcher. Carries the standard ammo load for their primary weapon aside from their grenade rounds for the grenade launcher, which are either HE, HEDP, or Smoke rounds. Carries standard fragmentation and smoke grenades as well.

Combat Lifesaver = An enlisted who underwent additional medical training course. The intermediate between the buddy aid-style basic life support taught to every soldier and the advanced life support skills that are taught to dedicated combat medics. Carries a rifle with standard ammo load, alongside additional medical kits. Able to revive downed friendly troops.

Automatic Rifleman = An enlisted who is armed with a light machine gun/squad automatic weapon. Usually an intermediate caliber (5.56, 5.45, 7.62x39) SAW such as the M249 or RPK. Carries standard ammo load for their primary weapon and grenades. Tasked with being the primary source of automatic firepower and suppression of their squad.

Machine Gunner/MG Operator = An enlisted who is armed with a general purpose machine gun (GPMG). Usually in a rifle-sized caliber machine gun (7.62 NATO, 7.62x54R), such as the M240, PKM, or MG3. Primary source of firepower and suppression for their squad. Carries standard ammo load for their primary weapon and grenades. May be assisted by an assistant who carries extra ammo and has the similar skill to use the machine gun should the machine gunner is absent.

Marksman = An enlisted who underwent additional marksmanship training and is armed with designated marksman rifle (DMR) or semi automatic sniper rifle, such as the M110A1 and SVD Dragunov. May also be armed with a recce rifle as well (SDM-R, MK12 SPR, etc). Their scopes allow them to spot targets better for the rest of the squad. Tasked with eliminating priority targets and as the squad's longer-range accurized firepower.

AT Operator = An enlisted who carries an anti-tank launcher aside from his rifle. Anti-tank weapon varies from the M3 MAAWS, RPG-7, M136 AT4 disposable launchers, and other AT weapons. Acts as the squad's anti-tank firepower against vehicles and fortifications. May be assisted by an assistant who carries extra ammo and has the similar skill to use the AT weapon should the AT operator is absent.

Breacher = An enlisted who is a close-quarter combat specialist and carries short-ranged arsenal such as shotguns and SMGs. Carries additional grenades and meant to be the pointman in close range and urban warfare. Effective at close range, poor at longer range.

[Some roles may carry pistols as backup weapons. It depends on the faction and unit's ToE]

[Keep the MG/AT Operator with their assistants if possible. Not only the assistant carries extra ammo, but they also share the same skill to effectively use the weapon if the operator is down. They can also act as security and scout for the operator to operate more efficiently.]

[Spread out your units to avoid having an entire squad mowed down by an explosive]

[Split your squad into 2-3 teams. Have one as a base of fire that is tasked with laying down the bulk of the firepower and suppression while the other is the flanking or raiding element.]

[Every little detail matters and stacks up to become more substantial. Remember that]

[Avoid meat-grinder situations whenever possible. Don't blindly run into gun fire or get zeroed in.]

[Improvise, adapt, and overcome depending on the situation and your instinct in order to successfully win the battle.]

[Infantry units are your bread-and-butter. Do not neglect or underestimate them. You can have as many vehicles and artillery as you want, but in the end, you still need boots on the ground.]

================================

Basic Guide for Small Arms/Individual Weapons

This section will cover the fundamentals of each category of small arms and ammunition available in WarFighter modification. From rifles, to machine guns, to anti-tank launchers. It is essential to know what your weapon system is capable of in order to employ them effectively.

Know the Weapons

There are many different categories of small arms, each with their own performance and purpose of usage. This list will provide you with the general performance of small arms and available level of details on them.

Range of Weapons

Calculation of range and accuracy are based on general firing range, effective range, and ballistics.

(In-game meters)

Rifles, LMG, GPMG, DMR, Recce Rifle, SMG: 120m
HMG, Sniper Rifle: 140m
Grenade Launchers: 90-120m (varies depending on weapon and ammo)
AT Weapons: 80-140m (varies depending on weapon and ammo)
Pistol, Shotgun: 80m

Categories of Weapons

Assault Rifle = Standard-issue select fire rifle chambered in intermediate cartridge (5.56, 5.45, 7.62x39). A universal choice adopted as the service rifle across many different militaries around the globe. Most common type of firearm you would find in battlefields across the world. More effective at short to medium range.

Battle Rifle = Select fire or semi-automatic rifle chambered in full-size rifle cartridge (7.62 NATO, 7.62x54R). Many of the world's militaries adopted it during the Cold War period before the transition into assault rifle. More effective at medium to longer range. Has better ballistics, damage, and precision compared to assault rifles generally at the expense of bigger recoil, weight, less rate of fire, and poorer handling.

DMR = Designated Marksman Rifle, semi-automatic, chambered in full-size rifle cartridge. Meant to be the gap between sniper rifle and battle rifle. Used by designated marksmen to pick off targets at a distance with either regular FMJ or Match grade ammunition. Best used from longer distances. Can spot targets using the telescopic scope through fog of war.

Recce Rifle = Accurized rifle, either select-fire or semi automatic, chambered in intermediate cartridge. Meant to be the gap between a DMR and an assault rifle. Lighter, has higher rate of fire, better handling, and ammo commonality with assault rifles compared to the heavier DMR at the expense of ballistics and damage.

LMG = Light Machine Gun, automatic belt-fed or magazine-fed weapon chambered in intermediate cartridge. Used as the squad automatic firepower and suppression. Shares ammo commonality with assault rifles, and is lighter than GPMGs.

GPMG = General Purpose Machine Gun, automatic belt-fed or magazine-fed weapon chambered in full-size rifle cartridge. Primary source of a squad's automatic firepower and suppression. Deadlier than the LMG, bigger and heavier, less flexibke than the LMG.
HMG = Heavy Machine Gun, automatic belt-fed weapon chambered in 12.7mm or 14.5mm caliber. Heavy firepower capable of shredding through personnel, objects, and lightly-armored vehicles with ease. Due to their weight, they are only mounted on weapon mounts or vehicles. Long effective range and great ballistic performance with heavier ammunition.

SMG = Submachine Gun, select fire or automatic weapon firing pistol caliber rounds (9x19, 9x18, .45 ACP). Largely fell out in favor of carbine rifles, short barrel rifles, during the modern times, but still potent to be used at close range and as a weapon for counter-terrorist units that need to mitigate collateral damage, used for subsonic suppressed use by special forces, or as a personal defense weapon for crewmen and non-combat personnel.

Pistol = Compact weapon firing pistol-caliber rounds to be used as a sidearm. If a polearm is a primary weapon, then the sword is a sidearm. Similar case as if a rifle is a primary weapon, the pistol is the sidearm. Use pistols if you are in dire situations such as running out of ammo or your primary weapon jammed.

SBR = Short-Barreled Rifle, rifles that have short barrels, usually chambered in intermediate cartridge. Ideal as the middle gap between SMG and assault rifles. Slightly worse accuracy and ballistics than assault rifles, but have better handling and close-range capabilities.

Sniper Rifle = High-precision, long range rifle, made to be used by precision shooters and snipers to take out high value targets at long distance. Chambered from rifle size cartridge to HMG cartridge, it is the most precise weapon platform available and can engage targets over longer distance than other types of weapons. Just like the DMR and Recce Rifle, its scope allows the user to see through for of war as well.

AT Launcher = Shoulder-fired anti-tank launcher of various caliber and types. Meant to be used against vehicles, fortifications, and even soft targets like infantry.

Grenade Launcher = Either underbarrel or stand-alone grenade launchers of varying dimensions, used against soft targets, light armors, and fortifications. It can use multiple variety of ammo ranging from HE, HEDP, and Smoke.

[Check inventories of vehicles and bodies. You may find useful items ranging from machine guns, AT weapons, first aid kits, ammo, and other stuff that will help you if needed.]

[Most weapons have "zeroing" mechanics, in which they gradually increase in their accuracy if they keep being fired on the same position without moving away too much from that position. It is to simulate the user adjusting their fire from watching where their bullet lands. This is more noticeable in machine guns and AT launchers.]

[Example of Zeroing mechanic: A machine gun with its issued belts fires a tracer every 4th or 5th round. The 4th or 5th round produces visible tracer, and for every 4th and 5th round, the machine gunner will adjust his fire based on watching where their tracer round lands, improving the accuracy of his next shots. This can go from 5% accuracy boost to 30% accuracy boost after firing more rounds into the target. The stacks of bonus accuracy from zeroing will reset after the machine gunner fires into another target far enough away from their previous target.]

[Be mindful of your available loadouts and arsenal. They have big impact on how your infantry will perform in combat. Use the right tool for the right job.]

[Fragmentation grenades are deadly. Some grenades can be thrown further but have less blast radius, and some others have lower throwing distance but pack more blast radius. Some are the best of both worlds. Some explode on impact like the RGO and RGN. Use grenades to flush out enemies under cover or if a direct approach is too dangerous.]

[Use smoke grenades to conceal your movement or obstruct enemy views. Smoke grenades are very important tools that you will often use in intense infantry combat.]

[Don't always enter from the obvious primary route of entrance. There may be enemies holed up setting a killzone from that direction. If possible, breach a new entry point by using explosives or launchers to breach a wall and make a safer passage.]

===============================

[Different machine guns have substantially different performances based on their characteristics -- a big influence is their weight and caliber. Lighter machine guns such as the M249 and PKM can be fired from the shoulder and from unsupported positions easier, being more stable unsupported, and more suited for aggressive and mobile assaults. Meanwhile, heavier MGs like the M240 and MG3 are not as stable unsupported and not as good for aggressive and mobile employment, but they often pack more punch, more stable, and are great when employed defensively and in supported positions (prone, in cover, used in vehicles). Use your machine guns wisely depending on their characteristics.]

[Different anti-tank weapons have different values and maximum ranges. Ammunition used play a pivotal role in determining the effectiveness and range of the projectile. Usually, heavier and "fatter" ammunition contain more power or penetration at the expense of reduced range, whereas lighter and thinner projectiles have higher velocity and better range, but less power. HEAT-Tandem is effective against armors, but limited in range. HEAT without Tandem is universal and mostly effective against lighter armors and obstacles. HE or dual purpose warheads are effective against soft-skinned vehicles, infantry, and structures (and they have the best range)]

[Keep in mind of the amount of weight that your infantryman carries. The heavier the load, the bigger the amount of stamina drain applies to the combatant, which leads to decreased mobility and less time to sprint. Having an entire squad with machine guns pack a lot of firepower, but don't forget to have riflemen and assistants since rifles are light, convenient, fast, and good at supporting other weapons]

[Different tiers of infantry have different loadouts and stats. The higher the tier, the better they are. Some factions have better skilled personnel than other factions (yet more expensive personnel). It is best to use lower and average tier infantry to do frontline fighting whereas higher tier infantry are used to support or exploit gaps in enemy's positions to use their skills to maximum efficiency. Elite units can sustain on their own for better and longer as well, which means they are superior for special operations tasks.]

[Some weapons are flat out better than others. Certain ammunition types are also superior to the more outdated varieties. These have impacts on your unit's performance in the long run. You want the best outfitted for your units.]

[Weapons can jam. Different weapons have different reliability values, which determines the amount of chance they would jam after being fired. If your weapon jammed, you have to take cover or flee until your unit has fixed the jam. Alternatively, switch to other weapon, such as pistols, as backup weapon. Switch again to your primary weapon and the jam will be cleared.]

===============================

Basic Guide for Armored Vehicles

This section covers the much needed essential knowledge of armored fighting vehicles, such as APCs, IFVs, and MBTs, along with the doctrines and tactics employed with them.

Know the Roles

There are different designations for different types of vehicles. These are some of the types of vehicles that you may encounter in the battlefield.

Utility Vehicle = Various vehicles used for utility roles, such as resupply, logistics, and transportation. This mostly includes cars, trucks, and other transports for utility purposes.

MRAP = Mine Resistant Ambush Protected Vehicle. It is a heavily armored truck that is designed to withstand IEDs and have high degree of protection for the personnel inside. Mostly used by Western forces and meant to be used on patrols in contested areas. Often armed with weaponry for firepower.

APC = Armored personnel carrier. Armored military vehicle designed to transport personnel and equipment in combat zones. Often armed with weapons ranging from machine guns to autocannons. Different levels of protection based on the model and variety.

IFV = Type of armored fighting vehicle designed to transport mechanized infantry while providing direct action support, heavily armed with autocannon, coaxial machine guns, and may also carry an ATGM launcher. Can work in conjunction with MBTs as well as reconnaissance or infantry support.

MBT = Main battle tank. Universal battle tank design that fills the role of armour-protected direct fire and maneuver in many modern armies. Cold War-era development of more powerful engines, better suspension systems and lighter composite armour allowed for the design of a tank that had the firepower of a super-heavy tank, the armour protection of a heavy tank, and the mobility of a light tank, in a package with the sufficient weight of a general tank.

Know the Ammunition

Having knowledge of different varieties of ammunition used in armored fighting vehicles is important, as each type is different than the other. Unlike in WW2, the choice of ammunition has soared through the century with more varieties for different or multiple purposes. Each having its own strengths and role.

This is the list of vehicle ammunition available.

AP = Armor Piercing
APBC = Armor Piercing Ballistic Capped
APC = Armor Piercing Capped
APCBC = Armor Piercing Capped Ballistic Capped
APCR = Armor Piercing Composite Rigid
APDS = Armor Piercing Discarding Sabot
APFSDS = Armor Piercing Fin Stabilized Discarding Sabot
APHE = Armor Piercing High Explosive
APHEBC = Armor Piercing High Explosive Ballistic Capped
API = Armor Piercing Incendiary
HE = High Explosive
HEAT = High Explosive Anti Tank
HEDP = High Explosive Dual Purpose
HEF = High Explosive Fragmentation
HEI = High Explosive Incendiary
HESH = High Explosive Squash Head
HVAP = High Velocity Armor Piercing
MPAT = Multi Purpose Anti Tank (Also known as HEAT-MP)
SAPHEI = Semi Armor Piercing High Explosive Incendiary
SM = Smoke
WP = White Phosporus
ATGM = Anti Tank Guided Missile

APFSDS is the primary anti-tank round used against heavily armored vehicles, such as tanks. Provides the best penetration. Due to technology, the penetration drop over range is not as intensive as it was in WW2.

HEAT-MP/MPAT is a multi purpose round meant for light vehicles, fortifications, obstacles, and infantry. It does multiple purposes and is used against a variety of targets, while excelling at none.

HEAT is a high explosive anti tank projectile that is meant for defeat of armors. It has no penetration drop off. It is meant mostly for lighter vehicles, and generally has higher penetration than MPAT, but much less blast radius against soft targets and infantry.

HEDP can be considered as equivalent to the MPAT, albeit mostly in grenade rounds or Apache's 30mm autocannon.

HESH is a multi-purpose projectile that is mainly used against hardened structures and obstacles, as well as against lightly armored vehicles and infantry. Its design allows it to blast through hardened surfaces and deliver good explosive power to anyone behind them. Ineffective against heavily armored targets with composite armors and ERAs.

WP is white phosporus round that produces thick smoke clouds with incendiary effects, good for providing extensive smoke cover and at the same time, flushing out infantry from entrenched positions.

Western and Eastern-made vehicles differ highly from each other, from performance to how they are meant to be employed, as well as their corresponding doctrines. You might want to do a bit of research on their historical records and manuals.

Spread out your vehicles and have them cover each other's gap, keep their visions facing in possible directions of enemy attack

Front armor must always be facing the enemy, as vehicles are most heavily armored up front.

Do NOT attempt to angle your tanks 30 degree right or left like a Tiger I in War Thunder and other games. Modern era tanks have far weaker side and rear armor compared to the front, which means even at a slight angle, hitting the side armor may result in penetration

Western vehicles are generally more flexible and convenient than Eastern vehicles, albeit more expensive and slightly more complex to fully understand and utilize.

Artillery is the king of battlefield, as usual.

Attack helicopters are not meant to be used like they are in most action movies or games. They are meant to sit back from further distance and engage enemies at such very long ranges.

Vehicles tend to be better armored on their turret than their hull. Thus, hiding the hull behind cover is ideal.

Vehicles may have items in their inventory that can be useful for you, such as first aid kits, weapons, grenades, and ammo. Be sure to check their inventory for anything useful for your troops.

Engineers, armor and support crew, elite infantry, as well as squad leaders are able to repair vehicles unless said vehicles are damaged or destroyed beyond repair.

Press MMB to toggle between weapons and turrets of the vehicle to be automatically controlled by AI or manually controlled by players.

Certain vehicles may have access to alternate fire mode. See this thread for details on how to utilize it: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2777685314/3415430580683324261/

===============================

If you have any question related to the mod and gameplay mechanics, units, technical performance of models, etc, feel free to give your question here.
Last edited by Yuri~; 20 Apr, 2024 @ 7:04am