A Sniper'S Field Manual: by SGT Ghost of Her Royal Majesties Special Air Services
A Sniper'S Field Manual: by SGT Ghost of Her Royal Majesties Special Air Services
A Sniper'S Field Manual: by SGT Ghost of Her Royal Majesties Special Air Services
Manual
By Sgt GhOsT
You run across an open field, your objective in sight, while you fire a couple of bursts towards
the house in front of you where the enemy is hiding. You drop to the ground while you scan the
area, looking for tell-tale signs of enemy activity. But there is nothing. Only the bloodchilling
shrieks of the buzzards overhead. As you get up to carry on, the air in front of you is torn apart
with a ripping sound. The bullet bites deep into your flesh. Bones splinter, and you fall to the
ground in a murk pool of blood, gurgling your last breath. As you hit the ground, you hear the
distant crackle of a .50 caliber sniper rifle, but it is too late.
By the time you’re thinking about where the shot came from, the sniper has moved.
A meeting with a proficient sniper is a terrifying ordeal - and most often fatal. What makes him
both feared and deadly is not his rate of fire or the caliber of his gun. It is the control he is in.
The control he exerts over every man on the field foolish enough to enter his field of vision. He
is the hidden enemy. The one you do not see. The one you must first battle in your mind, before
you can battle him on the field.
Sure, a lot of people just pick up a sniper rifle, run to the nearest hills and start blasting. Usually
getting themselves killed before they take out any of their enemies. But there is a different way
to do it. A way that may put you in control of an entire game, if you follow it strictly. I myself
was set upon this path, when I started playing Delta Force 1 some years ago. Back then, I did not
stand a chance at the battlefields of Nova. I was dead long before I had my rifle set against my
shoulders.
But then something happened. I found a couple of manuals on sniping. Written by experienced
snipers, to teach new players how to have more fun. I have long since forgotten the names of
those people - but it is to them I pay homage with every shot I fire, and with every minute I
spend trying to teach new players how to improve. Thus, I hope this manual will be of great help
to you who read this. Read it, and learn from it. But never forget, that the sniper is an
individualist, with an individualists approach. That means you’ve got to learn this stuff by
yourself - and believe me! Thats the only way! Just remember to have fun all the way! :)
Game Settings and Configuration
There are several ways in which you can improve your performance in the game through your
settings. Always keep your computer ‘clean and tidy’ with hard disk cleanup tools, thus allowing
for more speed and more fluent game play. And close down all the small programs your
computer may have running while you play, like AudioHQ, Antivirus-programs, ICQ and such.
These programs ALL slow you down on the battlefield, and gets you killed as fast as any bullet.
Using the program IPLW allows for direct IP access (hence less lag), while programs like
OptiRun runs your game at a higher CPU priority, all making you faster and improving your
reactions in the field.
Cleanliness is not only important with regards to your system, but with your equipment as well.
If you use a trackball mouse, make sure to clean the rolls inside thoroughly, to avoid problems
with ‘mouse skipping’ and such. Make sure that the mouse cable is free of obstacles to ensure
movement without ‘involuntary tugging’ from the cable. Also, you must ALWAYS clean your
monitor screen just before game play. Spots on the surface can make you spend valuable time
looking for a target that isn’t actually there. I’ve seen people waste several mags and giving
away their position because of an insignificant dirt spot. It’s real, folks!!!
By choosing a lower resolution, you greatly enhance your chance of spotting moving and sta-
tionary targets (the so-called ‘black-dot theory’). Your opponent, whether a SAW gunner blazing
away at 500+ or a sniper hiding behind a ridge line at 800+, will show as a black shifting dot in
the landscape. However, be aware that lowering resolution can actually make you see people
behind buildings and hills, even though they are completely covered. If you shoot at one such
person and he simply doesnt die, it is very much so your own fault. I think this is the main reason
for people calling other people cheaters.
This is a list of my settings during game play, which allows me to easily spot enemys at dis-
tances up to 800+: Graphics card: GeForce 2, Terrain detail: Medium, Resolution: 800x600,
Object detail: Medium, Color depth:16, Terrain Geometry: Medium, Shadow and Shell effects
off (this should allow for more fluent game play, although not immediately noticable). Note I
leave blood and smoke effects on because blood lets you know if you actually hit your target and
smoke tells you if somethings going on in a certain area. Another thing about smoke is that when
someone has been killed with a grenade, the smoke does not stop before the victim respawns.
This information can be useful.
A lot of snipers (as well as other players) also change the configuration on their monitor, utiliz-
ing zoom options/horizontal & vertical screen adjustment/color adjustment to permit more
detailed view of targets as well as improved target acquisition. Note, however, that some people
consider this cheating. It DOES give you an edge over your opponent.
In player settings, I set my mouse sensitivity low (permitting me to make quick turns if some-
one’s coming up behind or if I’m under fire) and my scope sensitivity high (allows me to track
moving targets in a more ‘fluent move’ with the mouse).
Your key configuration is essential to minimize your response time to any threats aimed directly
at you. I keep ALL my essential keys configured so I can reach them with left hand without
forcing me to pause during movement. NEVER have your fire button on the mouse as the slight-
est movement from your mouse in that critical milsecond when you squeeze of your round will
ruin your aim.
This is MY coniguration:
FIRE(right ctrl)
MOVE FWD/REV/LFT/RGHT (arrow keys)
CHANGE MAG (right shift)
JUMP (NumPad0)
SCOPE (Mouse1)
PRONE (Mouse2)
GRENADE (Mouse3)
KNIFE (Mouse4)
PRIMARY WEAPON (NumPad1)
SECONDARY WEAPON (Numpad2)
EXPLOSIVES (PageDown)
PISTOL (Delete)
CROUCH (End)
COMMANDER’s SCREEN (INSERT)
NEXT WAYPOINT (Home)
NEXT FLAG (Page Up)
BINOCULARS (NumPad7)
DETONATOR (NumPad4)
NIGHTVISION (NumPad8)
SCOPE MAGNIFICATION (NumPad *)
SCOPE INCREASE (NumPad +)
SCOPE DECREASE (NumPad -)
DROP WEAPON (Backspace)
SPECIAL ABILITY (Return).
By using this configuration I am fully able to utilize all my equipment during movement (eg.
Switch to grenades or knife if an enemy comes too close). However, this is a very individual
matter, but nonetheless a subject to which you should devote a lot of attention. I have won many
closequarters battles because my opponent used half a second looking for a specific key.
With regards to sound, I use a set of sound studio headphones with microphone. I set volume
control at maximum, because it lets me know the footsteps of approaching enemies, brings me
up to speed with everything that happens on the main battlefield and lets me quickly determine
the direction of shots fired towards my position.
In DFLW sound travels at the same distance as in real life, which is app. 300 metres/sec. Thus,
when you see a dirt splash from a shot fired be a sniper, you can calculate the distance of the shot
by multiplying the amount of seconds inbetween with 300 - and since stereo headphones allows
you to ascertain the direction of the shot, you have a good chance of knowing the snipers
approximate position in a matter of seconds without looking and thus exposing yourself to
danger.
Make sure BEFORE EACH GAME that you wear the headphones correctly. Turning around to
intercept an incoming flankingenemy and getting shot in the back is quite embarrasing!
I think a lot of games are won because of the winning team having utilized their audio/graphics
settings options as well as key configuration properly. But as I mentioned earlier, It’s an
individual thing - but you SHOULD give it some serious thought anyway.
The Role of the Sniper
The role of the sniper is widely dependant on what type of game you are playing, and the playing
style of both your own and the opposing team. Counter-sniping against a team with all SAW
players is pretty much a complete waste of valuable resources and manpower, while looking for
flag runners in a game with a lot of active snipers is suicide.
Your role in an upcoming game should be thoroughly discussed with your team before the game
starts. However, I have to stress the importance of you as a sniper being VERSATILE and able to
ADAPT to any sudden changes in the game pattern. If ALL the opposing team snipers suddenly
begin rushing for the zone, you will have to change position and broaden your list of targets.
Adapt, improvize and overcome. Do not allow yourself to remain fixed in a role which suddenly
has no use, because of sudden changes in the opposing teams strategies.
During my time in DF1 and DFLW, I have developed certain terms and disciplines with regards
to sniping:
• Counter-sniping: Your job is to keep your own players clear of incoming sniper fire. Keep-
ing their snipers busy can prove to be a winning factor in team games such as TKOTH, CTF,
A&D and such. This discipline is HIGHLY dependant on your fellow players calling in op-
posing sniper positions and movement. In this discipline you will HAVE to deploy quickly
regardless of risk to your own life, preferably on high ground flanking the enmy respawn.
• Spawn Suppression: Your job is to either flank or get in behind the enemy respawn, remain
hidden (eg. by changing positions often) while delivering lethal strikes at enemy personel at a
very high frequency. Depending on the access ways of the oppsing team, you should choose
spots with a low firing arch to minimize your chance of detection. In my opinion one of the
most demanding disciplines, which calls for very high standards in stealth, subversion and
very fast positioning. Strikes like these forces the opposing team to assign valuable ressources
on taking you out, OR pay the very high price of sustaining substantial losses on their way
from the respawn to the area of interest. This discipline relies on your ability to hide, move
fast, and think fast. Don’t be fooled. It’s a mind game. You have to REALLY piss people off,
to make them run 300 metres+ for the sake of taking you out. But it can change things around
real fast. Assigning a sniper to spawn suppression for an entire game is generally not a good
idea. The opposing snipers will know where to look, and they might even assign a player to
keep their backwaters clear. However, at times when the opposition proves impregnable, the
team leader should assign the sniper with the job, effectively asking him to stir up some
trouble (keeping in mind that the sniper WILL have to spend up to three minutes of valuable
game time in order to deploy properly).
• Tactical Deployment: This discipline takes a great deal of knowledge of the specific maps, or
a decision from the team leader based on a quick tactical analysis of the current game situa-
tion. The basic idea of tactical deployment is that you will be assigned a specific area (eg. a
part of the zone, a commonly used access way of the opposing team, etc.), which you will
have to effectively cover with lethal sniper fire. A note of considerable importance is that the
SMALLER the area is, the more EFFECTIVE the cover you provide will be. Your chances of
detection and eventually survival will be determined by the size of the area you have been
assigned. In other words, for effective coverage, any large area assigned must be close to your
respawn, while small corridors and areas may be assigned on larger distances. Again, this
discipline is dependant of your individual abilities as a sniper and player. The opposing play-
ers will eventually change their movement pattern, and you will have to redeploy in order to
keep them busy. YOU will be the one to decide when to let your team leader know that the
area you cover is no longer being used frequently.
• Long-Range Sniping: While not exactly a discipline pertaining to the above mentioned, it is
a term I use for sniping at distances greater than 500 metres+.
• Close-Range Sniping: My term for sniping at distances less than 500 metres.
• Proximity Sniping: My term for EXTREMELY stealthy deployment at ranges less than 200
metres. Spawn suppression with PSG-1 is an example of this. This kind of sniping has on
several occassions proved lethal to teams relying on sniping from fixed positions, and players
relying on ‘glitch-sniping’. However, it is probably the most difficult venture any sniper can
undertake.
Movement on the Battlefield
The ability to move undetected on the battlefields of the Nova is an essential skill to all snipers,
who wish to be an important factor in the game. A sniper getting killed before he reaches his spot
is of NO use to the team - especially not if he has spent several minutes getting there. Thus it is
YOUR responsibility to deploy both quickly and safely to your assigned spot. On this specific
matter you CANNOT afford to take chances. You might get to your spot quickly, but what is the
point if you have given away your position on entry? You will end up dead before you get into
firing position.
Indeed, what makes you a BETTER sniper than all the others is your ability to get in the game
quickly. The first thing you need to do is getting out of respawn alive. Skip, hop, duck, dodge run
in circles, whatever, just make sure you get out alive and NEVER go prone in your respawn. Run
with either grenade or knife in your hand, since this makes you run faster.
Assume that someone has you in his sights at ALL times. During my time as a sniper I have
found that I get most of my kills because of people who run in straight lines. ESPECIALLY a
couple of hundred metres from the spawn when they think they are safe. So, NEVER run in
straight lines ANYWHERE!!!
If you are under fire, and you are dodging like hell, don’t ever stop dodging as soon as the shoot-
ing stops. It’s a favourite trick of myself to just pause if I can’t hit my target. 90% of the time,
the target STOPS dodging and runs in a straight line again, ripe for the picking.
While you are under fire see if you can spot your opponent, but NEVER look directly at him,
and never run towards him. If he’s any good he will either shoot you head on, which is fairly
easy, or automatically assume you spotted him and relocate to another position, from where he
probably won’t miss you. It’s MUCH better to just leave him shooting, find cover while dodging
and report his position to your team leader who can then assign a fellow player to the task of
taking him out. Besides, he will eventually find another target.
Once you have gotten out of your spawn alive and are in a safe spot, set your scope to close
range (x2 or x4 magnification and range at 100 or 200 metres) to ensure your ability to return
fire if engaged while moving. It is now time for you to find out where to go. I usually give
myself a brief overview using the Commander’s Screen, and then decide upon an approximate
route to my spot. It may also be that your team leader has marked the area you are assigned to
with a wayoint, or perhaps given you a coordinate.
As soon as you have determined your destination, orient yourself and try to imagine your ap-
proach to your destination. Your route should be low at all times, preferably in ditches or behind
trees, with plenty of obstacles between you and your opponents area of operations, AND you
should approach your sot from the behind while crawling.
Traverse the distance at running pace while being attentive to sounds and signs of movement
around you. Every once in a while you should check your six to make sure you aren’t being
followed. When 100-200 metres or less from your spot, quickly sweep the area with binoculars
or scope and again, be attentive of sounds such as shots nearby. IF you stumble upon activity on
your way to your spot, report it in to your team leader, and AVOID a confrontation unless you
are absolutely sure you can get away with it without dying. Remember; There is NO point in
spending two minutes on getting in position, if you suddenly decide on taking on a SAW at close
range before you get there. That will get you killed, and you won’t be able to carry out the as-
signment your team relies upon you to take care of.
When moving, give SERIOUS thought to the altitude of your surroundings. Even though you
think you’re safe in that ditch with mounds of dirt on both sides in a heavily wooded area, you
can be damn sure that there is a position SOMEWHERE in the hills around you from where you
are partly or completely visible.
Scan the horizon in front of you and on your flanks every now and then for movement and
enemy snipers. Getting into position unseen is of utmost importance. Stay away from elevated
areas where you have nothing but open sky in the background. You will be spotted immediately,
and experienced players will figure out where you are going in no time. Keep in mind that hori-
zontal movement is VERY easy to detect - hence the importance of staying low at all times.
Another thing you, as a sniper should come to terms with is ‘the infamous black dot’. Whenever
you see a fellow player from a distance, it is usually in the shape of a small, shifting black dot.
The shifting is due to his or your movement. And whenever someone is looking for you, that
little black dot is going to be the first thing they see. So think about that when you choose your
spot.
The best way to end up dead in a hurry is to position yourself on a ridge line with nothing but
sky in the background. Not only will you will be spotted instantly, you will be subsceptible to
attacks from flanks and the rear as well.
In choosing your spot it is very important that you do not break the natural contours of ridge
lines, etc. Always make sure that there is something behind you. A cliff wall, a dirt mound, or
whatever. I tend to find a small dirt mound of considerable thickness, behind which I position
myself in prone position, preferably a place that affords complete cover from the flanks. It is
very important that the mound you choose will able to cover your entire body if you crawl back-
wards, since its gonna be your only protection if you are suddenly fired upon.
One of the things I often hear with regards to choosing your spot is that you should always
choose a background with the same color as your fatigues. You can effectively use the camera
view angle to see how well you blend in with your surroundings.
However, what people tend to misunderstand is that there is a BIG difference between the
ground on which you are positioned and the ground behind you. True, the ground BEHIND you
should match the color of your fatigues. But if you position yourself on a patch of dirt of that
color and expect to live for more than ten seconds you are sadly mistaken! The ground ON
WHICH YOU POSITION yourself should be as DARK as possible, regardless of snow camo
and such. The chance of getting spotted at a distance is MUCH LESS when you are positioned in
a dark spot, simply because the ‘black dot’ that people normally look for blend in with these
spots. Pay attention to this fact when you look for a sniper yourself!
Another excellent place to hide is in shrub or behind trees (some of which can actually be
climbed too with the jump button) on slopes in such a way that you are literally IN the tree (so
only your barrel is portruding from the foilage). If people spot you they will tend to quickly take
a look through their scope, and think that what they saw was just a plant or a tree.Also, on maps
where players respawn in parachutes, you will live MUCH longer if you choose a spot (eg. under
a tree in a dark spot.) from where you cannot be spotted by airborne opponents. (DO NOT use
this method, however, if the tree or bush is the only thing around for miles or on top of a moun-
tain, since it will attract immediate attention.)
This technique can be taken a step further. Helicopters and trucks can be blown up. Jump on the
wreckage and go prone. You will find that you can crawl on the wreckage. On choppers, position
yourself between the rotor-blades and the fuselage and start sniping. Your dark spot will blend in
with the dark colours of the wreckage, and its almost certainly the last place people will look.
This can also be done with armor bunkers and houses.
In urban settings, you should be aware that standing to close to walls in wooden houses will
allow your opponent to see your black dot clearly. So, stay out of those houses, or, if absolutely
necessary, do not stand too close to the walls. It is a different matter, however, with the concrete
buildings. Here the black dot does not show as easily. Just remember, if you snipe through win-
dows, it is best to stand some distance from the windows, preferrably in a dark corner.
Blown-up armories roofs can be accessed by pushing the jump and prone button repeatedly at
the same time.
While rooftops generally are not the best spot to pick, the roofs of caved in armories can be put
to good use. Note, however, that some servers do not allow or nor accept the use of these roofs.
In this case you should of course abide to the servers wishes and stop using this method.
When I choose a spot, I always make sure that I have an exit route that affords ample cover in
case of compromization. This exit route is usually the same route opponents looking for a knife
kill would choose, so I sometimes put claymores in this area. However make sure the claymores
cannot be seen from in front of you, since they too produce a black dot that will attract attention,
and make DAMN sure its far enough away to not kill you if a stray AT-4 fired at your position
makes it detonate!
Apart from serving as a perimeter defense, I often use these claymores as decoys if
compromized. If I see someone approaching my spot, I withdraw, attain distance, and I detonate
the claymores. The guy looking for you may think you are in close combat with a fellow player
and go for the sound of the explosion. By the time he gets to the spot, I have set up a new posi-
tion, and might even be able to take the opponent out. Such episodes REALLY piss people off!!!
Which is good for you. Pissed off people make a lot of mistakes, they forget to think about how
they move, OR they tend to re-route using large amounts of time on getting in behind you (or
where they think you are). However, experienced players know well the difference in sound of a
claymore, satchel and grenade.
If fire is returned upon your initial strike and you hear the bullets ricochetting around you, you
have been compromized, and you will have to report this to your team leader and eventually
withdraw to find a new position. If this is not the case, or you killed your opponent in the initial
strike, you are probably in the clear. However, don’t move back into firing position right away
because the target you just took out is no doubt in respawn with his binoculars checking the area
from which he thinks the shots came. No one can kill what they do not see!
When you are in ‘enemy territory’ NEVER shoot someone looking your way. If you don’t hit
them, they will see the splash of dirt, the muzzle flash AND hear the crack of your rifle - hence
you WILL be compromized. Shoot them when their backs are turned, while they run, whatever.
If you have positioned yourself properly, your probably gonna get away with it. Shooting the
target while he is setting his sights on you is ONLY a last milisecond option to ensure your
survival. If you stick to this, and get to master the art of ‘one shot - one kill’, you will be a very
dangerous adversary.
Spotting targets is an important part of the game, as is figuring out where these targets are going
to be in one or two seconds. This comes with experience. But alot of people tend to just blaze
away at targets as soon as they appear. If they are not about to disappear into a building or some-
thing similar, take a moment to see if the target goes prone (which makes it easy for you) or
suddenly stops to fire a rocket (which makes it even easier). Things they will NOT do, if they
have been alerted to your presence by a volley of bullets!
While acquiring targets, keep an eye out for that tiny whisp of smoke that always precedes a
rocket launch. If you see this, or hear the sound of the launch, you can ONLY assume that the
rocket is already speeding towards you. Get back behind your dirt mound, but NEVER get up
and run. If you have the advantage of higher altitude they probably won’t hit you. If you do not
have any dirt mound to hide behind, you better jump and get the “%&¤%” out of there! Remem-
ber, the fastest way to get up and away in case of incoming fire is not just getting up. It’s pushing
the jump button while lying down and start running! Mastering this “panic jump” will save your
life on many occasions!
Enemy snipers already in position are high priority targets. If you do not deal with them quickly,
they SURE as hell WILL deal with you! So take them out, quickly and effectively, preferably
while they are busy shooting at someone else. And remember, these guys do the same thing ‘for
a living’ that you do. They will spend MORE time on spotting you than any other player will. He
will hunt you with scope and binoculars, and his pride will not let you get away with moving in
on his turf. Put yourself in his place, and try to figure out what he is going to do next.
Learn how to utilize the range finder and the range/magnification settings on your scope. They
are valuable assets which means the difference of being able to kill in one shot and burning off a
mag on nothing else than pushing gravel. If you learn how to use these, however, you should just
as well learn how to adjust them quickly. If you spot a target firing at you in your scope, try and
see if you can read the range in your scope just before dodging. That way, you do not have to
stick your head up to ascertain the range. You just set your scope and fire at your target. How-
ever, you should not always rely on your scope settings. Your gut feeling for the trajectory of the
shot you’re about to fire is what determines the result.
The perfect shot derives from a combined understanding of the bullet trajectory (which varies
with every weapon), range and scope settings (Your aim has to be more precise with high magni-
fication in order to hit) and your ability to lead and lob the bullet (more on that in the following
chapter on lag).
As mentioned earlier, GREED kills. If you already have expedited ten targets from your
present spot, it would be wise to relocate. Chances are that the heat is on its way, and that some-
one is looking for you big time. Get out fast and unseen, hand grenade in hand for optimal speed
and quicker response time in case of a sudden close combat situation, achieve distance, detonate
claymores (if need be) to throw off any tails, and relocate with a whole new angle of attack.
Make sure to let your team leader know you are relocating. It is a sad thing to see an entire team
wiped out on account of them relying on covering fire from their sniper whose flaming footsteps
are the only evidence of his existence.
Lag is three-dimensional, so you lead your bullets differently, depending on the angle your
opponent is moving in. This is truly a hard discpline to master, but you will learn it with time.
The only thing you can be sure of though is that if you aim DIRECTLY at a MOVING target,
you will NOT achieve a kill.
When choosing your spot, however, you can help yourself minimzing the effects of lag. Since
lag is three-dimensional, you improve your chances of killing your target if by positioning your-
self in a way so you have to worry about the fewest dimensions possible. Eg. hitting a target
running forwards at the same elevation like yourself (meaning in front of you) is much easier
than hitting a target running from left to right below you, since you have to worry about horizon-
tal AND vertical lag in the latter case.
Take this into careful consideration when choosing your spot and when engaging your target.
Ultimately, the best way to kill a target is when it is lying down or standing still. So it often pays
to wait JUST a bit before engaging your target. He may just stop to check his map, use his bin-
oculars, send a message or something like that.
Needless to say, your ability to hit your targets is the ultimate factor in determining whether you
will be a succesfull sniper or not. So, you will have train this thoroughly before getting into
details with these techniques. A good way to train this is playing at NovaWorld servers where
targets are plentiful and horrendous lag is a fact.
Stealth & Evasion
Stealth and evasion are tools of the trades as well as your weapons. The most important factor of
stealth is consequence. If you choose to take out a target while sneaking into your area, it will
have consequences. The target may get a glimpse of you or muzzle flash, he may be able to
deduct your position from the sound made by the shot etc. If you choose to knife a target because
he is in your way, he will for sure be on to you. All actions have consequences. Make sure to
take actions that do not jeopardize your assignment.
You will need to move silently, sometimes with the enemys breath in your ears. Every second
you crawl in or around enemy territory enhances the chance of getting spotted and killed. So,
crawling is not an option, unless someone has seen you and is actually looking for you. What
few people seem to be unaware of, however, is that the prone and crouched position isn’t the
only way to move silently. You can move much faster, and almost just as silent by jumping.
If you need to get into close quarters with an enemy sniper (knife him in the back etc.), it is by
far the best choice to jump towards him. There is a chance that one of his teammates sees your
approach, but by the time he takes action it will be too late. Besides, if your opponent chooses to
make ‘a crazy ivan’ all of the sudden (check his rear), he won’t blow your head off as you come
crawling in (at least not on his first shot). Be aggressive in your moves, when approaching in this
manner. Jump at him from cliff sides, use the advantages of the terrain. Eventually you will come
out of it as a winner.
However, the purpose of stealth is to get unseen into a position from where you can deliver lethal
blows to the enemy team’s elements. By giving away your position you make that impossible.
When you are in your spot, and you have acquired your target you can minimize your chances of
detection immensely by only shooting while others are shooting as well. In the deafening thun-
der of SAWs and grenades falling it is hard to pinpoint the location of an m40, even if close by. I
have heard that some squads actually allow their snipers to request ‘NOISE’ from teammates
during games, to mask the characteristic sound of their sniper rifles.
Use evasion to avoid unnecessary confrontations with the enemy. Train these skills with your
team mates. Put up a server and let three or four guys hunt you. Eventually you will get the hang
of it, and people will start to worry every second they notice that your name hasn’t popped up in
the message board for more than one minute at a time.
Communications
You are the eyes of the team. Let your team members know ANYTHING relevant to their sur-
vival. If you spot a sniper, advise them, take him out, and inform them that the coast is clear. But
always make sure that the coast actually IS clear before reporting it to your team, unless you
want to have a load of angry team members on your back!
Keep your reports short and precise. Nobody wants to hear your life story in the middle of a
game. Every second you spend on the wilco you are blocking for vital comms. If you have been
compromized, and you are getting out of the ‘hot spot’, you should sign off on the comms until
you are in the clear.
If you talk and they answer, you will not be able to hear the footsteps of the pissed off gunner
who is coming to take you out.
Weapons & Equipment
All snipers have their own favourite rifles, and knowing your rifle is the foundations of good
sniping. However, you serve your team best by learning how to play with all rifles. This way you
will be able to adapt to any map or situation by changing your primary weapon in the middle of
the game. Your choice of weapons should not be limited to which gun is ‚the coolest‘. It should
be dependant of what assignment your team leader has given you.
For countersniping and certain maps, where confrontations occur mostly at 500 metres+, I prefer
to use the .50 cal Barrett. It is a powerful rifle, capable of shooting through dirt and wood at long
range. It has a powerful scope for detection purposes and a fairly flat trajectory, making it fairly
easy to hit your target. However, the noise and muzzleflash it makes is nothing short of a neon-
sign giving away your position. Another major drawback is that the recoil pushes you back
everytime you fire, eventually messing up any second shots, unless you aim high (and willingly
give away the element of surprise). The weapons size is also a major drawback. Trying to hide in
a house while using this rifle can be tough as is hiding in foilage. However, what I really like
about this weapon is its penetration power. It easily penetrates a wooden wall and kills the target
behind it a 800 metres!
My all-time favourite rifle is the m40. It takes a lot of training to use this rifle properly, but in the
right hands it is extremely deadly. My impression is that it is MUCH more precise than the .50
cal (noticeably more headshots), although the x10 scope has a somewhat limiting effect on its
range. Also, at more than 500 metres it will take either two hits or one headshot to eliminate a
target. Its penetration power is also somewhat limited compared to the Barrett 50. cal. However,
my tests confirm that you can kill a target at 200 metres behind a wooden wall with this rifle
(depending on where you hit).
It is in all aspects a rifle for those who expect to take out the target with the first bullet, and
perfect for stealthy solutions with a deadly range of up to 500 metres. When hiding in foilage or
behind dirt mounds it does not portrude in the same way the .50 cal does, making detection even
harder. Its noise is miniscule, making it very hard to pinpoint the sniper’s location. The trajectory
is staggeringly curved and calls for thorough training with tracers-on games to attain the needed
precision. In tracers-on games you will find that the m40 tracers is the one least visible on the
battlefield. The reload time of the m40 can also be a nuisance. Of course this problem can be
eliminated by hitting with the first shot every time. In one particular game on NovaWorld, I took
out 32 opponents in little more than eight minutes at a distance of 270 metres with the m40,
before I eventually was found and put out of action. It is a powerful weapon in the right hands,
and to be taken very, very seriously.
The PSG-1 is probably the most underrated weapon in the DFLW game. The main advantage of
this weapon is of course its silencer. However, the sound of the PSG-1 is very distinct and WILL
leave NO doubt about your presence. Retribution will be swift. My tests confirm that the PSG-1
can be heard at distances up to and including 75 metres. Nonetheless, this rifle can be used to
deadly effect on ranges up to 300 metres. The major drawbacks of this rifle is its limited scope
(x4) as well as its small penetration power. It is not uncommon to have to shoot a target two or
three times to achieve the kill. The reload time, however, is more than just acceptable. This
weapons is at its deadliest when in the hands of a very capable sniper within 100-200 metres of a
respawn area. People, who are running with their back turned towards the area of operations will
contribute their unsuspected demise to a .50 cal bullet coming from a horrendous distance. In
many such cases, I have seen irate victims accusing the sniper of cheating, not even giving it a
thought that the kill was achieved with a PSG-1.
Another interesting use of the PSG-1 is in countersniping assignments. Hide behind the
respawn, or a ridge line or glitch area commonly used by the opposing snipers and wait for the
characteristic noise of their thundering .50 cals. Sneak up behind them at no less than 70 metres(
due to sound), take him out with a shot to the head while he or others nearby are shooting (to
mask your own noise), and withdraw to wait once more. In most cases the sniper will think it
was a long-range .50 cal shot, and frantically search for the shooter. Indeed a competent and
confident PSG-1 sniper can turn into a regular nightmare for any sniper.
The M4 Masterkey can be used on singleshot mode as a sniper rifle at ranges less than 400
metres. However, this rifle is very noisy and somewhat limited in its scoping capabilities(x4). It
is precise though and boasts alot of penetration power. Its reload rate is also very satisfactory,
and should be, since this baby uses a lot of ammunition. The attached shotgun is best used as a
supplement to the occasional CQB situation. Indeed, I have achieved some of my highest kill
ratios with this rifle.
The OICW is also a very efficient weapon in the hands of a sniper. It has a x6 scope which is
suitable for close range sniping, and a grenade launcher for the occasional support role. Its main
drawback, however, is its limited penetration power.
The Steyr AUG is very precise and boasts a lot of penetration power, but its x2 scope and its
characteristic loud noise makes it unsuitable for proximity or spawn sniping. It as a grenade
launcher attached as well, which is noticeably hampered by its reload time compared to the
OICW. I have been told that the grenades of the Steyr are actually more powerful than those of
the OICW, but I have not been able to have it confirmed.
The G11 is a superb weapon with regards to close-range support and sniping. The recoil is
practically non-existing, and its precision, as well as its staggering rapid fire rate, makes it a very
deadly weapon. I have achieved very good results at ranges about 200 metres with this weapon.
In prone position while utilizing the autofire mode, I can easily pick off moving targets at 200-
300 metres. The weapons major drawback is its limited ammo supply, its characteristic and
VERY loud noise, and its awful scoping capabilities (x2).
Its limited penetration power is more than made up for by the fact that it very quickly riddles its
intended target with enough bullets to achieve the desired effect. All in all a powerful supple-
ment to the assortment of close-range sniper rifles.
With regards to secondary weapon, I usually carry the MP5SD for those situations where a mag
of silenced 9mm rounds might prove to be the best solutions, even though your going to HAVE
to hit your target a lot of times!. The UMP has a lot more precision and stopping power, which
makes it more popular, but is VERY noisy. I also carry Glock as a sidearm due to its autofire
capabilities. I seldomn use it however. I seldomn carry anything else than extra ammunition. The
kevlar vest affords no noticeable protection against large-caliber weapons, and it slows you
down a bit too.
As my choice of explosives, I mainly carry claymores for purposes of proximity defense and as
decoys. I have, however, also used satchel charges for decoy purposes though the sound coming
from these is very distinct. Note that some people put a satchel charge beneath themselves to be
able to take out anyone who slits the sniper’s throat. This is downright stupid. First of all because
you will be doing the guy a favour. You are gonna WANT him to spend the next three minutes
getting back to his area of operations, or at least take the penalty time for commiting suicide.
Second of all, incoming fire has a real chance of hitting the satchel charge, blowing yourself up
in the process.
In my role as a counter-sniper, I always carry the AT-4 rocket launcher. Though bulky, it is
excellent for marking enemy sniper positions, flushing out glitch snipers and in some CQB
situations. Notice, when utilizing the rocket against snipers, how some people tend to jump up
and run when they hear either the launch or the subsequent explosion. A capable sniper can take
out a target responding in such a manner effectively, but experienced players seldomn make that
mistake.
Last Words
There are no right way to be a sniper. It is all a matter of experience and adaptability. The stuff I
have written down in this document is merely a summary of MY personal experiences and
preferences with regards to sniping. I feel I have been getting very good results with my ap-
proach, and these results continue to improve, as I myself learn more and improvize. Use what-
ever you find of particular value in this document, and combine it with your very own and
unique way of playing the game. That way you won’t become predictable either, which kills you
just as sure as any bullet. By adopting your OWN approach and LEARNING from your mis-
takes, you will quickly become a capable player and a deadly sniper.
My sincere thanks goes to Jackal:SCW: and J.J =SFG=, two of the best snipers around, who
have helped me with reading and commenting on this manual, as well of all the SAS members,
who I play with every day and in that way help me improve my skills.
Especially DjDeath*SAS* who helped me with the screenshots for this manual and
Blakey*SAS* who compiled it all.
If you have any questions or comments on or about this manual, you can drop by at
http://www.hqsas.co.uk to post on our public forum and check out our website, or contact me
personally by email on [email protected].
Happy Huntings!
GhOsT*SAS*