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Posted: Tue Jan 24, 2012 6:39 pm
SNIPER DOCTRINE FOR MILITARY ROLEPLAYING PURPOSES
Duty of the sniper A sniper is a highly trained marksman who engages targets from concealed positions and exceedingly long distances. Snipers typically have specialized training and distinct high-precision rifles. In addition to marksmanship, military snipers are also generally trained in camouflage, field craft, infiltration, reconnaissance and observation techniques. Different countries have different military doctrines regarding snipers in military units, settings, and tactics. German snipers in WWII for instance operated in single units, and often took out high value or random targets even after battles had taken place, often times suiciding themselves, just to remove the moral of the enemy. Generally, a sniper's primary function in warfare is to provide detailed reconnaissance from a concealed position and, if necessary, to reduce the enemy's fighting ability by striking at high value targets (especially officers, communication and other personnel) and in the process suppressing and demoralizing the enemy. Military snipers that adopt their military doctrine are typically deployed in two-man sniper teams consisting of a shooter and spotter, or in 6 man teams with support units, including a machine gunner and grenadier, each with sniper training. A common practice is for a sniper and a spotter to take turns in order to avoid eye fatigue. Typical sniper missions include reconnaissance and surveillance, target marking for air-strikes, counter-snipering, neutralizing enemy commanders, selecting targets of opportunity, and even destruction of military equipment, which tend to require use of rifles in the larger calibers such as the .50 BMG, like the Barrett M82, McMillan Tac-50, and Denel NTW-20. Snipers have increasingly been demonstrated as being useful in a fire support role to cover the movement of infantry, especially in urban areas. Doctrine: -Complete your objective as safely and as efficiently as possible. -Remember to provide reconnaissance and reconnaissance information for your team; remember, you aren't simply a lone sniper. -Remember to lay down suppressive fire when necessary. Sniper rounds are frightening and when an enemy soldier pops his head out and gets a quick reminder that he's being watched, this is always a cause for concern for every soldier in the unit. -Choose high value targets. A well trained sniper may be able to remove a large number of individuals from the battlefield, but a person armed with a high strength rocket propelled grenade or a unit inside of a jeep may cause more damage to a unit then a regularly armed grunt would. For this reason, make sure to choose your targets carefully and pick the ones that would be most beneficial for removing for your team, if time is of the essence, or you can only take down a few targets.
- In battle take down targets consisted of, but in no particular order:
1. Immediate threats 2. Communications 3. Officers 4. Specialists 5. Enemy Equipment 6. Enemy vehicles 7. Supplies 8. Of course, any other possible targets.EquipmentThis will be a primary concern for you. If not chosen correctly, poor gear can result in troubles or difficulty, as your weapon is too heavy and cumbersome to be used in close quarters, or too weak to reach far ranges. Be smart about your assumed mission; If you realize you'll be engaging multiple mobile targets from a short range then bring a semi-automatic medium powered rifle and quick changing gear. If you'll be engaging in single target long distance targets, then you may want to bring a high powered single shot rifle to accurately remove your single targets. Remember, picking gear is essential to a sniper, as a sniper is required to produce high performance results from their weapons.Basic Outline-A Scoped High Powered Sniper/Marksmen rifle -Camouflage outfit and/or Ghillie suit -Camouflage Body Paint -Map, graphs, GPS, bullet statistics and general outline for ballistics -Calculator -Standard Firearm and tactical vest Spotter-Separate scope for observing -Paper and writing equipment -Camouflage outfit/Ghillie suit -Automatic or semi-automatic rifle -Map, graphs, bullet statistics and general outline for ballistics -Calculator -Wind meter -Weather cast and information -Radio -Part of a broken down weapon (like a large .50 caliber sniper rifle) Sniper RoleplayRoleplaying as a Sniper is not as simple as roleplaying as a normal soldier would. You have a duty to remove enemies in a manner that may be separate from the rest of the forces; you also, if in PvP, might get accusations that you're too powerful, or that you aren't even a good enough roleplayer to full-fill the role. Make sure you remove technical obstacles from your position as efficiently as possible. Keeping your facts straight, sticking to your preassigned curriculum and using the same gun with the same styled scope are all ways to keep your game in balance. You will likely be a hunter as much as you are hunted, so watch out for any counter snipers.
Make sure to explain what you are aware of. For instance, if you as a person do not understand the basics of Scope or Sniper Rifle, then don't add these sorts of details in your roleplay. If you similarly are great at the technical data, and are poor at writing or even roleplay, then explain the different logistical informationsz required to fire the weapon. Remember, the object is about realism, and if you present a kind of realism in your actions or in facts, then you'll probably be okay. Simply, if your unaware of how to preform an action at a given time, or can't research it, conveniently leave this area blank. Your character, like many, will magically be capable of preforming this mundane activities for you, and simply stating that something occurred in vast detail is usually enough for someone to accept that it has occurred.
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Posted: Tue Jan 24, 2012 6:41 pm
COMPLETING A MISSION
-Don't light up a cigarette, a good sniper can spot a red cherry from a mile away. -But I don't smoke? -Good, cause now would be a lousy time to start.
A mission is not a simple roleplay which you must engage in actively and then leave; you must consider your actions throughout the entire event and how you respond to the enemy's and your own, forces. For a sniper or marksmen, it is essential that you plan, pre-plan, and re-plan every possible engagement that occurs. Snipers are seen as the grim reaper of the battlefield; A sniper's decision not only affect the outcome of players on the battlefield, but also could impact the outcome of an entire battalion, or army of enemy soldiers. A single well placed shot could mean winning the battle, or the war. As Sun Tzu said "War is the greatest affair of the state, the Way of survival and Extinction. It must be thoroughly pondered and analyzed." Pre-PlanningEven if your roleplaying skills are far beyond that of a normal person, or even natural qualities, preplanning for an engagement is always necessary. You will have limitations in the field; To posses the equipment required to operate as effectively in the field as you would like, you need to choose your weapons carefully. Think of the mission required; is it close range target acquisition, far range, is weight a significant factor, are your weapons? These are all important things when choosing how to proceed with your objective. - State your equipment clearly and precisely. Explain what your weapons are and what they do; links to them can generally clear up any small issues present with them. You can generally create a format in another thread and link to that or just keep it around. -Clearly appropriating your gear instead of just discovering it can eliminate roleplay or god modding issues. Thus, thinking ahead to ensure that you have all of your gear appropriated is essential to a successful roleplay. It would be more fun to remember that thing you decided to bring with you than simply decide you had it on you the whole time. Thus, planning for the scenario is important. -What role do you play, specifically? What is your over-all job; what do you plan on doing? For these reasons it is, in general, good to have an over-all synopsis of what is going on before jumping into a roleplay. Pre-plan possible engagement scenarios, loosely, possibly in your head, several posts ahead. Any good roleplay is about reacting to other players and your environment, but having a plan can't hurt. Of course, according to Murphy's laws, even the best of plans are thrown out the window when the first round is fired. MissionBefore you begin at your station, you must firmly establish what gear you have taken. Anything you've forgotten you might slyly add to your list in a second or third post when you begin your mission. Equipment is very important, as what makes a sniper capable of achieving such long distances is in part to a high grade MOA weapon. Remember, a sniper is only as good as his tools, chiefly his sniper rifle and scope. - Choose a specific territory. Make sure that you have a prime location overlooking the area which you will be sniping in. Depending on your mission, you may have one target, or several that need to be removed. In this case, it is essential that you choose a location necessary for bringing out such actions. For safety's sake, go ahead and state as an exact a position as possible. It can solve a lot of head ache for other player's, or even yourself if you have a general idea where you are. - If no weather is present, attempt to make the weather. An entire battlefield situation could be changed or created if you designate the weather. Remember, the battleground creator might not always accept the weather change. On the other hand, he may not notice, and enough roleplay may go by that you've affected the weather so vastly that you've essentially created obstacles and used a weapon that no other play has; your roleplay. - Make sure to explicitly state what you're capable of. Range, speeds, times, power. These things give yourself and other players the knowledge. It is wise, if not simply prudent, to ensure your capabilities are clearly defined. - When you need to change locations, make sure to establish such an event clearly. Do not just simply say you changed positions; this may lead you to an ambush or to a group of soldiers spotting your position. Like in everything else, you do not want to get caught, and in order to make it out safely, you must intentionally post specifically how and where you are moving. On the other hand, moving as a sniper is hard. Realistically, since a sniper may only travel 100 yards in 3 days, if moving stealthily, it is best to ensure that you're movements make sense. - Do not be passive. If an event occurs, make sure that it clearly occurs. Report information to your spotter, relay information over your radio, and ask your commander for permission on a certain target. If you set your actions into stone, then it will be easier to respond. Mission TimeLike all roleplays, you are not allowed to godmod. You must 'aim', make sure you have the correct style of aiming, and then 'pull the trigger', hoping that your bullet reaches your target. You are not allowed to engage a target unless the target explicitly ignores your action without verifying they are aware of what occurred. Simply shooting at your target is enough to cause disturbances anyway, and if they can't find your location, which they won't, then they are more likely to be psychologically impacted as well. Remember, fear can be just as deadly a weapon as a bullet can. - Make sure to accurately describe and respond to the weather. If you have created favorable conditions previously, then such an event should be pre-planned for you. If you consider everything at your disposal in your arena, it will be hard for players to accuse you of possibly missing, and as well make your roleplay more realistic. Weather causes a great deal of changes in everything in life, and because of this, - Accurately describe the fine tuning of your rifle. Small adjustments can create big changes over long distances, so remember to incorporate things like the Coriolis effect, wind speed, temperature, distance, and even the humidity, as water droplets in the air can cause refracted light and make your target seem on target when truly they are not. Make sure to check to see if your scope is in alignment and to see if your rating is right. Remember, going sharp or blurry is a big advantage in these situations. - Take your time, and give an extensive roleplay. This is roleplaying, and time is all relative and invisible to the true eye. Roleplays take their times in turns, and so a lengthy post compared to a short post takes just the same amount of time. As much action as possible should be crammed into every post to make sure you get as good an aim as possible on your target. - Make the shot. Make sure that it is clear and precise that you have pulled the trigger and your bullet has exited the end of the barrel. Jams, screw ups, or even misses can all portray not achieving your objective; you can however roleplay every action from the hammer to the bullet exiting the barrel, and stating it as such can further increase your chance of an accurate hit. As well, you do not puppet the bullet or the other character unless the bullet comes in contact with them, or an entire post passes and the other character shot at does not respond to the post. Make clear that the person you are shooting at understands that he was shot at, and possibly post in OCC at the top of your posts, if necessary (especially in OCC) that you are firing at them. If the target disregards your post, then you are allowed to roleplay what the bullet actually does to them. You should let the other player roleplay the bullet as it passes by them, however. Even if it shouldn't have missed, a roleplay is an active engagement between you and other places, and thus their decision of the outcome is just as important, as yours. The best sniper does not kill the most enemies, but contributes the most to roleplays. Changing LocationsAfter your objective has been completed, or you have been spotted, changing locations or completely exiting the location may become necessary. If this is true, then you or your unit will be required to completely vacate the premises and find a new location to snipe from. Should this be the case, then there are several things you should remember. -- Make sure to make use of your exit. As a Sniper, you should always have "an out", an escape route to potentially allow you from escaping harm. If such an area does not exist, if advanced upon, you may end up having to fight your way out, or may never get a chance to complete your mission. Having an out is always more important than having a way in. - Remain Stealthy. As a sniper, you must remember to constantly remain a secret from your enemies. Should they discover your location, a horde of enemies will be rushing to your locations. Just like arriving, if stealth is not maintained your location may be revealed and your mission may end early. Because of this, state which ever stealth tactics you can at the time. - Don't stay around posting useless nonsense about the sunset or the birds. Get out of the area as soon as required. You may need to remain in an area; if so, stay there. If not, leave. Leaving is only essential when death is imminent. Failure to leave at this point, obviously, leads to death. - Remain closely tied with your allied forces. Remember, you are here for them, and to protect them. Clearing a path is one of the most useful things you can do, and a single shot can change the tide of the battle. Most allied units would not only likely be willing to help you, but to incorporate you in their team. Make sure to use this at your disposable when necessary. Even if you are incapable of running back up a mountain or killing a thousand soldiers, an airplane can with ease. - Clear the area if you are able. Removing foot prints, tracks, or even disturbed leaves and other vegetation, if possible. Leaving no trace gives the Sniper less of a chance to be caught. If time constraints allow, clean up after yourself. Remaining stealthy means to not get caught as well. TeamworkSnipers are not always alone on the battlefield. Your team is just as important you, as you are. General Hints and tipsRemember, you are still vulnerable and susceptible to the weather and all kinds of attacks just like every other soldier is. In fact, Snipers are typically specifically targeted by both sides to be removed early from the game. Snipers evoke fear and paranoia into people and, with enemy soldiers constantly watching their backs, a removed sniper can definitely give a sense of hope to all of those surrounding them. Do not give your enemy that option. Counter-Snipers will also constantly be watching snipers. Countersnipers understand the role of a sniper just as well as a sniper does, and the only way to engage a possible sniper is to do so just as a sniper would; with a far, long range weapon. Because of this, snipers will often target other snipers, sometimes for the thrill of the hunt, and to remove you as an obstacle, even early on. Remember, you are being hunted even harder than you are hunting your targets. Stay quite, keep efficient, and remain stealthy. Poking your head around the corner to get a better glimpse is the fastest way to get yourself killed. In order to remain safe and complete your objective, your starting position must be chosen carefully, and you must remain a secret. A dozen shots across a 2000 yard battlefield makes you pretty hard to fight, and with a 1 to 1.2 hit to miss ratio, you can end up being a pretty powerful force. Remember to achieved the assigned objective at hand. Truthfully, you may want to remove other targets for the fun of it, or because you feel it is your job. Do not remove targets except as needed. If you as a Sniper end up getting caught, you may not be capable of completing your mission. Use your extra characters. You are given a crucial aspect; your very own highly trained self controlled friend. Your friend can either be your spotter, or can be your sniper. If the given situation allows you to be a better reconnaissance person, perhaps becoming a scout or a spotter becomes a more viable or perhaps an even more enjoyable experience. Target both roleplayer characters and non roleplay characters. People have spent a considerable amount of time on both their personalities and their history, and removing one of them from the game can be quite devastating for a player. If such an event occurs, allow the harmed individual to choose their own death, and be hurt by their own accord instead of roleplaying it for them, if possible.
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Posted: Tue Jan 24, 2012 6:42 pm
General Sniper Operation Snipers are more or less long ranged infantry. They are covert and stealthy, designed to infiltrate and area and spy on an enemy. Their primary objective is reconnaissance; gathering data, taking out high value targets, generally only providing a small amount of direct fire but invaluable tactical data. They may stay for several days, if not weeks, with little food or water, while scavenging off the land or simply staying as still as possible. They may find themselves surrounded by the enemy or purposefully be surrounded. Whichever the case, the sniper must use stealth and guile to blend in with their surroundings, to at least keep their enemy from noticing their position, even if they're suspicious. Snipers often due take direct action however. Against officers, HVT's, and other targets that might be especially dangerous to a unit; they often provide suppressive fire, forcing the enemy to keep their head down and slowing down the advance of entire units, or picking off general units. Radio towers, vehicles, sensitive equipment, and all kinds of material targets are possible targets as well, including anti-air equipment. Snipers are usually attached to a platoon, and work in groups of 2-6; the "Sniper" team is generally the sniper and the spotter, who essentially are employed in the same role, except they are augmented by four other snipers, a grenadier, machine gunner, explosive expert, and medic. All of which trained to be capable of full-filling the sniper role, and with sniper oriented weapons. A sniper platoon consists of 5 sniper teams, of 6, thus producing a 30 man squad. They can be broken up among a company or tasked for specific jobs if the job requires it. Typically, there is at least one sniper platoon per company, and one sniper team (6 man) per platoon. Sniper TeamGenerally, a Sniper Team is composed of: -Sniper (Spotter) -Sniper (Spotter) -Machine Gunner -Grenadier -Explosive Expert -Medic/Radio Man The Sniper and spotter generally do most of the sniping, although the other team members are trained to do so as well. Their primary job of the team, other than the primary snipers, is to protect the snipers when their firing, provide covering fire, and provide firepower the sniper generally lacks. They advance with the team, providing cover and additional firepower so that the team may achieve their objective. Given the wide array of jobs snipers need to full-fill, a demolitions unit is always with the group, to help destroy material targets, set up traps and secure their position; grenadiers can help with this job, if necessary. The medic or grenadier usually doubles as the radio man, given the extra weight of the equipment the rest of the crew carries. The radio operator is especially important as they provide crucial tactical data of an over lying area to the command and operating units, thus giving them essential information. With modern video uplinks, this data can be especially useful but unusually large, thus requiring increasing more powerful, and heavy radios and communication equipment. The average combat pack of a sniper is around 106 pounds. Food and water weigh approximately 28 pounds, with 6 pounds of water per day and about 3 pounds of food. Since MRE's have water in them a full 8 gallons are not necessary; an additional pound in energy bars and snacks also make up the remaining pound. Thus 3 days worth of food and water are 28 pounds. Snipers also generally tend to carry large sniper rifles with them as well; while 30 pound .50 caliber sniper rifles are not excessively heavy on top their already gigantic combat pack they're usually broken up between the sniper and the spotter. Considering that the average sniper also carries a back up weapon and ammunition, their packs can raise to enormous levels. Machine gunners generally carry heavy combat packs too; with large amounts of ammo and 17+ pound guns generally being excessively heavy, and given the long time they spend out in the field with snipers, they ordinarily carry combat packs just as large if not larger than standard snipers. 1000 rounds of ammo is between 30-40 pounds, thus making large volumes of ammo heavy in their own right. Demolition individuals usually carry exceptionally heavy packs, due to the fact they carry around large amounts of explosives, on top of their ordinary equipment. Thus, the light packs generally fall towards medics and grenadiers, who medics by virtue of the weight of their equipment don't carry around as much weight, and grenadiers, despite their heavier weapons and ammo, tend to have rifle sized weaponry, as well. Thus the grenadier or medic usually carry around the extra radio equipment, due to their lighter equipment, leaning towards the grenadier; however, as the grenadier is often the scout, they can, at times, carry the lightest pack, with the medic having two of the most important roles in the team (helping the injured and communications). Unlike a traditional squad, the snipers objectives are to infiltrate, bunker down, and fight from a defensive position, thus taking away many of the more in depth squad tactics commonly found in a Manokan squad. However, they do break into fire an maneuver teams, with the grenadier and medic serving as one team and the machine gunner and demolitions guy into another, forming two fire and maneuver teams where the advance and provide covering fire; usually, the snipers move independently or within the teams, as well. Due to the nature of the sniper's job, they often times find themselves surrounded by the enemy or facing overwhelming odds. Much of the snipers job is based around survival and infiltration. They often times spend long periods of time with little food, water, or rest, reporting information, in precarious positions, over looking enemy forces. A slight movement could give away their already likely suspicious position, thus forcing them to evacuate on a moment's notice. It is good to always have an exist, for these reasons, and to be ready to deal with ridiculous odds versus multiple opponents. The objective is survival first, and the mission later; thus the best plans are thrown out the window on a moment's notice. A sniper's primary purpose to help their fellow soldier. Thus, relaying information and taking down high value targets are their primary objective of a sniper. Weight is a significant factor, and you generally are always lacking equipment, ammo, and food, despite the strenuous scenario. Thus the role of the sniper is incredibly difficult to pull off. AttachmentSniper platoons are often attached to a company, meaning they provide protection for these units. They generally overlook the area they're tasked to and attempt to take down high value targets as issued by the company or platoon their attached to. Each sniper team is also usually attached to a platoon; the platoon sniper's job is to watch over the platoon, provide general covering and accurate fire, and over-all full-fill sniper duties as low as the platoon level. While snipers can often act independently, in a large sniper platoon, or from orders from the top, and a sniper team is often expected to full-fill multiple roles, but in general work at the platoon level. The flexibility of sniper platoons are as such that they usually have 3 sniper teams working in a company, and two more that can be utilized for various missions, or attached to weapons companies to provide even more firepower or augment the company in various ways, such as moving to certain high activity areas.
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Posted: Tue Jan 24, 2012 6:42 pm
Camouflage and Stealth
Visual and audio confirmation aren't the only way to detect someone's presence; sometimes, you can feel that a person is staring you down, watching you, or even near by, based on a variety of factors, some of them a subconscious calculation of various phenomena or general paranoia. However, generally masking your position can help in making it difficult to quickly identify you, when seconds count; clearly, a yellow fluorescent uniform would make it easier to spot a person than in camouflage or generally covered clothing. Thus, certain stealth and camouflage techniques can help in hiding from your target, especially in the general chaos of war.
Ghillie suit
A Ghillie suit is essentially a suit designed to break up the appearance of the user. Rather than make an easily identifiable human shape, a Ghillie suit is intended to break the general shape of a human into a more sloped shape. It's essentially taking a large bag or blanket and draping it over the body, to hide it's general shape and appearance.
Ghillie suits also typically incorporate camouflage; camouflage typically utilizes disruptive coloration, to provide the same general broken up appearance, a general resemblance of the background, high contrast disruptive coloration, eliminating shadow, and countershading. They're also generally intended to resemble foliage. While no camouflage will be perfect, the general concept is to make the camouflage harder to spot, or momentarily harder to spot, thus giving precious time to return fire, or make it harder to track the position. Thus camouflage can make it less likely for an enemy patrol or general screen over to spot you, or make it harder for them to get a perfect fix on your location.
Ghillie suits also usually utilize ambient foliage to appear more realistic. You may try to make yourself look like a natural entity yourself, or further blend in to your surroundings. Twigs, grass, and other materials of the local area can be added to make your ghillie suit appear more realistic; additionally, you may change the shape or position it to make it appear more natural.
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Posted: Wed Apr 10, 2013 2:25 pm
OFFICIAL SNIPERS. Official Marksmen 1. Typo Positiv- 2. Snipermanz- 3. Mill Wilkinson 4. 5.
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Posted: Sun Apr 21, 2013 4:01 am
REQUEST TO JOIN In order to be accepted for your application, you must have passed basic training and hold the fundamental roleplay ability that's required. Secondly, you must go through a secondary application process that will determine if you are at a level to begin testing and training to become a Sniper. Being a roleplay sniper is entirely up to roleplay ability either. In order to be a Sniper, you must present yourself as a well educated person of the Sniping or Marksmenship role, and be capable of understanding what your role provides, what it can do, and understand your limits as a roleplayer all together. A number of factors go into deciding whether or not you will become a Marksmen or a Sniper. As a side note, if you become a Sniper you will become a part of a singular group of Snipers and Continue Sniper training and objectives there. If you become a Marksmen however, you are free to move to any Branch that you would like, and may appreciate any of the freedoms of becoming a Marksmen in your Branch. In order to fully be accepted as Sniper, you must first pass basic marksmenship training. The Standards are higher because your standards are higher. You are the first in one and the last ones out, with every major fight having being helped won by your tide to date. APPLICATIONPM TO ME OR SUICIDESOLDIER#1[b]SNIPER APPLICATION[/b]
[b]Username-[/b] [b]Roleplayname-[/b] [b]Current Rank/Subcategory[/b]- [b]Link to Army Registration[/b]- [b]Requested Position[/b]-
[b]Roleplay Sample[/b]
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