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Red Orchestra - Tactics and Mission Discussion Discussion about Red Orchestra tactics, maps and missions.

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Old 03-13-2006, 05:27 PM   #1 (permalink)
 
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Infantry Combat Primer

Infantry Combat Primer
by 0b1one, Beatnik, Coridon, FriedFish, munchkin, NCman, Strag, Trooper, Turbo, Tzefanya, WhiskeySix; images by Tzefanya


Red Orchestra: Ostfront 41-45 (ROOST) is a World War II-era tactical shooter strongly rooted in elements of realism. It depicts battles between Nazi Germany and the Soviet Union from 1941 to 1945, featuring support for various infantry classes and weapons of the period. This document provides a quick overview of infantry combat within the game as it pertains to Tactical Gamer. Topics include Basics, Organization, Communication, and Infantry Classes & Movement. It is assumed that the reader is already familiar with the ROOST Game Manuals.


I. Basics

a. Team Work
Infantry combat in ROOST is brutal. Weapons cause realistic damage, so a head/torso shot is almost always a kill. There is no medic class or healing system in the game, so a player who is wounded cannot replenish his health. As such, team work in ROOST is essential not only to success, but also to survival.


II. Organization

a. Class Selection
In ROOST, it is up to you to make an intelligent decision as to which class you take. Consider what position your team is in. Is the enemy attempting bayonet charges down a long, uncovered road? A machinegunner might be a good choice. Is your team consistently pinned down while moving to one objective? Try going sapper, and opening up a new route (with permission from the squad leader and the Commander).

The class selection screen has a series of numbers in brackets next to each class name. This indicates how many players from your team have taken said class. If you can see that something vital is missing, fill the gap! Having said this, if a Commander requests certain classes, follow his instructions to the letter. This will make for a more focused, mature, and exciting gameplay experience.

b. The Commander
The player who selects the Commander class (Gruppenführer for Axis; Komandir otdeleniya for Allies) assumes control of his team. It is the Commander's responsibility to plan and implement a strategy for his team. The Commander issues orders to his squad leaders, who in turn carry out those orders in accordance with the overall strategy. The Commander can also call in artillery, if available, via artillery radios.

c. Squad Formation Based on Waves
Players should not move out from their spawn location until they have at least three people in a group. This group forms a squad and quickly selects one of their number as a squad leader. The squad leader requests orders from the Commander and then carries out those orders, directing his squad as necessary to achieve the objective(s). It is likely better to form squads dynamically based on infantry classes, rather than attempting to keep the same group of individuals within a squad for an entire round.


III. Communication

a. Keys
The default key to switch to the Local VOIP channel is Delete. The default key to switch to the Team VOIP channel is End. The default key to switch to the Public VOIP channel is Home. The default key for VOIP Talk is Scroll Lock. To speak in a channel, select that channel with the specified channel key, and then press your VOIP Talk key while you speak.

b. Commander
The Commander uses the Team VOIP channel to give orders to squad leaders.

c. Squad Leaders
Squad leaders use the Team VOIP channel to speak to each other and to provide Situation Reports to the Commander. Squad leaders use the Local VOIP channel to speak to their squad members.

d. Squad Members
Squad members use the Local VOIP channel to speak to each other and to their squad leader.

e. Situation Reports
Situation Reports (SITREPs) should be given on the Team VOIP channel. Keep them short and simple, as in, "Enemies breaking through the north door of the Assembly Hall! Need backup ASAP!"


IV. Infantry Classes & Movement

a. The Supported Position
You can rest -- or support -- your weapon against objects such as doorways, sandbags and walls. This helps to reduce weapon sway when looking down the iron sights of your weapon and allows greater accuracy. To rest your weapon against an object, walk up to the object and pull up your iron sights. Position yourself until you see a grey symbol in the bottom right corner of your screen. Hold that position until the grey symbol turns white. Your weapon is now rested on the object.

b. Sniper
A sniper should stay back and provide overwatch of the team and/or objectives. A sniper should try to avoid CQB when possible.

Note that bolt-action rifles must be manually cocked and loaded each time after firing. This is accomplished by pressing the Primary Fire key after a shot has been fired. Your rifle scope will sway back and forth, but if you support your rifle as indicated above, it won't move as much.

c. Rifleman
A rifleman is not especially effective in CQB, so he should try to provide accurate fire from medium and long distances. Several riflemen working together can provide effective covering fire.

Bolt-action rifles must be manually cocked and loaded each time after firing, as noted above. Due to this slow rate of fire, suppression is not the rifleman's primary role. Rather, lateral support through accurate shooting is the most effective position that one can adopt. Use of stealth, subtlety, and changing positions after eliminating an enemy are the keys to this class.

In a pinch, the rifleman can enage in melee attacks with the butt of his rifle, or the bayonet. A bayonet must first be fixed to the rifle. However, it does reduce the rifle's accuracy when attached. Normally, a bayonet hit is an instant kill.

d. Sapper (Combat Engineer)
The sapper class is essentially a submachine gunner, but has one important tool in his arsenal -- the 10 lb. Explosive Charge. This can be accessed either by pressing a key (the default key is the 5 key), or scrolling through available weapons. To place it, press the Primary Fire key.

The explosives can be used in any number of situations. Their primary role is to destroy "breakable" walls and building segments, marked as red circles on the map. Once a charge has detonated on these areas, a new route will be opened and the red circle will turn to grey. Proper use of sappers can provide teams with unexpected tactical possibilities.

Sapping of the environment (i.e. walls, buildings) should be authorised by a squad leader or the Commander before taking place, as your new routes may be used against you by the enemy.

The sapper's explosives can also be used as an effective anti-armour weapon. It is placed as stated above, and one charge will normally destroy any given tank. Note that Explosive Charges have an extremely short detonation time. Warn anyone in the vicinity before you plant, and move away quickly.

e. Assault Trooper
An assault trooper should be on the front lines and in the thick of CQB situations. However, although able to lay down a high volume of fire, an assault trooper's weapon lacks range. As such, he should try to avoid long range engagements when possible.

f. Machinegunner
A machinegunner must deploy his weapon in either the prone (lying down on the ground) or supported (leaning against a wall or sandbag) positions to provide accurate fire. Ideally, a machinegunner should set up in defilade so that he can cover and control key routes of movement. By firing short, controlled bursts, a machinegunner can effectively suppress enemy troops.

A machinegun can only be deployed or reloaded while in the prone or supported positions. If the machinegun's barrel becomes too hot from prolonged firing, the barrel must be changed. A machinegun's barrel can only be changed while in the prone or supported positions.

A machinegunner can be resupplied by his teammates. Each member of a team carries one extra belt of machinegun ammunition, and this belt can be given to any machinegunner on the team (the default key for this is the G key).

g. Infantry Formations
Moving and fighting in formations can help players keep track of one another and maintain situational awareness in ROOST. Simple column, line, and wedge formations, used in combination with bounding overwatch, can greatly enhance the level of team work.




Note: The Infantry Combat Primer was written by Tactical Gamers for Tactical Gamers; it is the collected thoughts and advice of the various beta testers indicated in the byline. The idea is to offer tips from those who have played the game, in an attempt to get new players up to speed as quickly as possible. Feel free to add information of value.

Last edited by Strag; 03-15-2006 at 11:50 AM.
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Old 03-13-2006, 06:21 PM   #2 (permalink)
 
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Re: Infantry Combat Primer

You should mention that a machine gunner can be resupplied by infantry. Default key is "G".
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Old 03-13-2006, 06:28 PM   #3 (permalink)
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Re: Infantry Combat Primer

Great job to all.
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Old 03-13-2006, 06:56 PM   #4 (permalink)
 
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Re: Infantry Combat Primer

Good stuff. I think SITREPS should also be limited to Squad Leaders as well if at all possible, so as to avoid unnecessary clutter from multiple players.

Also, some sort of chain of command within a squad should be set up. So, if the leader gets a bayonet through his lungs, the squad won't be paralyzed for a short moment. Someone needs to take the leadership role immediately (the 2nd in command, or even 3rd being determined beforehand, so that there is no hesitation in such situations).
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Old 03-13-2006, 07:42 PM   #5 (permalink)
 
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Re: Infantry Combat Primer

Llyranor, their really isn't a squad setup at all just a commander that can set way points and call in arty. People will just have to step up and improvise.
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Old 03-13-2006, 08:09 PM   #6 (permalink)
 
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Re: Infantry Combat Primer

Of course. I'm just saying it shouldn't just happen sporadically in the battlefield and should be decided before the squad gets out there.
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Old 03-13-2006, 10:31 PM   #7 (permalink)
 
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Re: Infantry Combat Primer

Wow, my images really fit well and they weren't even on purpose. Awesome!
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Old 03-13-2006, 10:42 PM   #8 (permalink)
 
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Re: Infantry Combat Primer

Wow, you guys are doing a great job of keeping the info rolling. Thanks.
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Old 03-14-2006, 02:44 AM   #9 (permalink)
 
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Re: Infantry Combat Primer

Hope this helps out.
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Old 03-15-2006, 01:21 AM   #10 (permalink)
 
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Re: Infantry Combat Primer

Haha, we're definitely going to have to better implement 'squads' once we get more used to the game.
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Old 03-15-2006, 12:03 PM   #11 (permalink)
 
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Re: Infantry Combat Primer

Quote:
Originally Posted by Llyranor
Haha, we're definitely going to have to better implement 'squads' once we get more used to the game.
Agree 100%, we had some good little squads late last night working together but I would like to see it all the time. I think as more play the game and get their settings figured out it should get better.
More people need to use the in game VOIP, that would help a lot too.
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Old 03-21-2006, 02:24 AM   #12 (permalink)
 
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Re: Infantry Combat Primer

I think it would be good to mention that on the DP-28 and the MG-34, you can use "assault mode", which is that while standing or crouching and not in a place where you can deploy your MG, you can hit the iron sights button you will brace the MG. This will allow you to fire the MG while walking with LOTS of recoil.
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