Battlefield 2 Sniper Guide

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Battlefield 2 Sniper's Guide Version 1.0

By Juxtaposition

Table of Contents

I.    Preface 

II.   Introduction [INTR]

III.  General Information [GENI]

Iv.   General Tactics (Stealth) [GENT]

V.    SVD Dragunov/Type-88 Rifle Tactics [SV88]

VI.   M24 Rifle Tactics [M24T]

VII.  M95 Rifle Tactics [M95T]

VIII. Tag Team Sniping [TTSN]

IX.   Snipers as Squad Leader [SSLE]

X.    What's New [WHNE]

XI.   Contact Information [CTIN]

I. Preface

This is my first guide ever, so please send me any constructive criticism you

This guide is intended to provide some concepts and tactics for the sniper

Firstly, I'm not going to tell you how to aim the sniper rifle. I don't know
any specifics and anything I could tell wouldn't be very useful compared to 
game experience. My current accuracy with the sniper rifle is about 35% so 
I'm probably not a good source anyway. Also, you will not find any map-specific
tips. I'm not going through every map and cataloging where I have had success 
for two reasons: 

1) That kind of advice in nearly useless in an online game with dynamic 
battlefields and thinking opponents, least of all for snipers.

2) It would take forever.

Stick with me and you'll learn evasion techniques, how to use all your weapons 
effectively, and how to be effective by yourself and working with a team.

This guide has been provided to Other sites are welcome to 
host it but I ask you send me an e-mail beforehand and properly credit the 
author. I reserve the right to ask any site to remove this guide for any 

All of my information comes from my experience in the game along with some 
things my brother has tipped me off to. Additionally, a few things have been 
taken from chat during games; sorry I can't credit the individuals who gave 
those to me but consider the BF2 player base to have taken part in this 
endeavor too (both as mentors and as victims). A few minor tidbits have come 
from the BF2 in game documentation in BFHQ.

II. Introduction [INTR]

This guide is divided according to basic general info, general tactics, and 
then by main weapon type. Snipers with a Type-88 or a SVD Dragunov will 
operate differently than a sniper with a M24 who will behave differently than 
a sniper with a M95.

III. General Information [GENI]

I'm sure 99% of the readers could skip right over this section if you have even
just tried the sniper class, feel free to do so.

To start with, snipers spawn with one of four rifles. USMC snipers start with 
the M24, a bolt operated sniper rifle. MEC snipers start with the SVD Dragunov,
a semi-automatic rifle. Chinese snipers start with the Type-88, another 
semi-automatic rifle. The unlockable rifle is the M95 Barret, a bolt action 

The sniper also spawns with a knife, a silenced pistol, hand grenades, and 
claymore mines.

Finally, the sniper spawns with a ghile suit, a body covering designed to 
break up your outline and give the prone sniper the appearance of the local 
flora. The ghile suit is always on by default.

The sniper doesn't have any body armor, this means you will take more damage 
from small arms fire but you will have increased sprint duration. This isn't 
as bad as it sounds, the medic, engineer, and special ops also don't have body 

Snipers die from two shots from the M24 or M95 and from three shots of the 
Type-88 and Dragunov. As always, a headshot is instant death.

Iv. General Tactics [GENT]
Section A - How to remain undetected [HTRU]

	Appearance [APPA]
	Concealment [COCM]
	Location [LOCA]

Section B - How stealth is Broken [HSIB]
Section c - How to use secondary weapons [HUSW]
Section D - What snipers do besides shooting everyone they see [WSBS]

Don't let the name fool you; this section is more important than the 
rifle-specific tactics. Here we go over stealth tactics along with some odds 
and ends.

Section A - How to remain undetected [HTRU]

The ability to remain undetected is the sniper's most valuable asset. A sniper 
achieves invisibility by keeping aware of the land around him. A sniper has 
more roles than just shooting people from far away, he can recon effectively 
and capture flags, but all require that he remains hidden. The three factors 
in achieving stealth are appearance, concealment, and location. 

Appearance [APPA]

Your options for changing your appearance are limited. In BF2 you always have a
ghile suit on with your face painted, the most you can do to change your 
appearance is to change what weapon is in your hand. Sometimes when under 
close scrutiny I feel more secure switching to my pistol to reduce the 
silhouette of my weapon, but I don't know if it honestly makes that much 

Concealment [COCM]

The second way to remain unseen is by keeping track of your concealment. 
Concealment isn't a cut and dry answer; you will want to vary how much you 
conceal yourself depending on the situation. The basic element of concealment 
is breaking up your silhouette; in layman's terms, you use your surroundings 
to try and make yourself look like anything BUT a sniper.

Concealment comes in a few forms, trees, buildings, walls, and earth offer 
total concealment, an enemy on the other side of them can't see you at all, 
however, you can't see him either. If you can't see him then you can't shoot 
him and you can't report his location to teammates, either way you aren't 
doing your job. 

Concealment also comes from grass, bushes, and other assorted plants. 
Concealment is a balancing act between risk and reward. Short grass is not 
useful for concealment; it's too short and will not mask your silhouette. 
Medium and tall grass can offer excellent concealment. The ghile suit of BF2 
snipers seems to be made to look like grass and as such I feel deep grass is 
possibly the best concealment you can find. I try to find dark green grass 
that's at least as high as my avatar, if not higher. The maps between the 
Chinese and the USMC are perfect for this. In battles between the MEC and the 
USMC grass tends to be of a lighter complexion and less suited to good cover. 
If you were to rate grass desirability on color alone I would say first dark 
green, then shady dry grass, followed by light green and lastly very light 
green or dry grass in direct sunlight. It's also important to note that most 
patches of grass have a few little spurts of some kind of plant, it might just 
be two or three stalks but positioning yourself under these can go a long way 
towards breaking up your silhouette and making yourself that much more 

Grass has two problems though, first, there has to be enough of it to cover you
effectively. The grass in BF2 is rendered by using flat grass sprites and 
making a honeycomb of sprites. If I'm on the edge of a patch of tall grass I 
try to leave at least two to four "layers" of grass in-between me and the 
direction I expect the enemy in. Some places grass is denser and you don't 
need as much to effectively break up your silhouette, other places grass is 
sparse and you need more to achieve effective concealment. The second problem 
comes from how the grass is rendered with the flat sprites; from the air grass 
begins to look like a mess of interconnected lines as opposed to grass. Imagine
trying to hide behind a big piece of poster board. You would logically hide 
behind the broad side of the poster board because it's actually big enough to 
conceal a person. When a person views you from the air it's like you were 
hiding behind your poster board but suddenly someone turned it a quarter turn 
so they view it down the length instead of looking at its broad side, needless 
to say, a sniper covered by grass is naked against a helicopter. It's also 
useful to note that if you are on a hill that is steep enough you can fall 
prey to the same effect that makes you visible to helicopters.

The other good types of concealment are the assorted bushes that dot BF2's 
maps. These can be good or bad to hide under depending on the situation. Some 
are big and leafy and rendered in 3D while others are a mess of 2D sprites 
thrown together. It's my experience that the 2D bushes are much better cover 
in most situations. A 3D bush can work well if it's surrounded by tall grass 
but a 2D bush surrounded by medium or tall grass can be more effective. 2D 
bushes tend to be more erratic and fit better with your grassy ghile suit. The 
biggest advantage to being under a bush or keeping one near you is that they 
are 3D objects and so they provide excellent concealment from the air and are 
often enough to keep you safe from attack helicopters and Blackhawks.

Here are some tips for hiding in bushes. It can be a bad idea to sit directly 
underneath the bush for two reasons. You can help break up your silhouette by 
staggering the levels the enemy sees. There will be your level, the grass level
(there is grass, right?) and the level of the bush. This helps remove the 
tendency of the eye to linger on things that stick out. If your bush is just a 
little less of a landmark than the bush next to it then you have a better 
chance for staying hidden. Secondly, everyone always shoots directly at the 
bush as opposed to raking it; this means that if you aren't directly in the 
bush you stand a better chance at survival. This is especially true of weapons 
like the tank machine gun that have laser-like accuracy. If there is good grass
around it can be very effective to sit between two bushes that are close 
together, the enemy will tend to look at the bushes when he glances your way 
and hopefully won't notice you.

Trees offer useful concealment from the air, but don't rely on them to cover 
you without grass around too.

Location [LOCA]

Location, location, location. It's true for snipers too. Where you position 
yourself is just as vital as how much you conceal yourself. You want to 
position yourself according to two factors, how noticeable your silhouette is 
and where the enemy is likely to look.

The first seems easy enough but so many rookie snipers don't practice it. Some 
ground rules for practicing good silhouette management. 

The basic idea of silhouette is you want whatever is behind you to be roughly 
the same color as you and the concealment you're in.

Never, never ever put yourself on a hilltop for any reason. Many people think 
they'll be safe if they go prone on the crest of a hill and inch up high enough
so just their head and their gun poke out. Their thinking is that if I reduce 
the amount of my body showing to the enemy, I will be much safer. It's easy
to come to this conclusion because every other class is better off taking cover
like this. However, you are a sniper, and you have that fancy ghile suit for a 
reason. I'm sure you have heard the expression "hiding in plain sight". The 
enemy is much more likely to scan horizons and the crests of hills as opposed 
to the front of the hill or the ground in front of it. This, coupled by the 
fact that you look like grass makes these locations much better than the crest 
of a hill. The only exception to the no-crest rule is when whatever is behind 
the crest is the exact same as what's in front of it. As illustrated below.

          111   222            If the hill face right below the 111 is the same 
    ______                     as the hill face right below the 222 then the 
   /      \                    spot marked by the 8 would be a very good hiding
  /        \ 8 _               location. It would provide good protection while 
 /          \_/ \              not making you stick out.

In that exception when I say the same I mean the same, if the front face has 
dark green grass and the back face has light green grass then it's a no-go. 
The reason for that and for the whole practice of silhouette management is 
because the human eye tends to gravitate to contrast. It's no secret, but not 
many people think about it. You can try it too, if you happen to live in a 
suburban or rural area, just glance across a field and notice where your eyes 
tend to go. I'd bet good money that they are going to almost always follow the 
horizon or other landmarks, perhaps a line of trees or a stream. This is why I 
suggest just a grassy field as the best cover you can find.

Let's go over places that are hazardous to snipers seeking concealment:

The tops of hills, especially when the sky or the ocean is behind you.

The tops of buildings, I know that's what you see in movies but building tops 
are generally bad places to hide both because of the contrast rule (you'll 
almost always be viewed against the sky or another part of the building and 
most buildings tall enough to be useful tend to be tan or some other not-sniper
colored color) and because that's where people expect snipers to be. People 
think that snipers always prefer these high spots with big fields of fire so 
they can cover more but that's a fallacy. You ought to be able to cover most 
things adequately from ground level and you will never be able to cover a huge 
area by yourself anyway and it's much easier to hit people with a rifle at 
ground level also.

Beaches, there is usually some grass on beaches but if the ground below the 
grass is the yellow it can make you stick out to someone nearby.

Right around the corners of buildings and other spots all the other classes 
use for cover are bad because you are wasting that wonderful ghile suit, 
there's no reason you need to hide where they do. Especially if you are in a 
squad combat situation and defending a flag. Attackers are automatically going 
to come in and cover corners, checking building corners, stacks of crates, 
wreckage, ect. Generally the enemy expects a person to be places that protects 
him from enemy fire, not out in the open. Thus, they look out in the open last. 
Find a grassy place in the open. This gives you the edge you need to dispatch a
few of them. They probably won't even notice you until all your squad members 
are gone and they get it in their heads there's a sniper they need to look for. 
Your squad mates make much more tempting targets because they are easier to 
notice and even if they do notice you most people consider a sniper at close 
range to be pretty defenseless (Then you can surprise them, more on that 

Lone landmarks that can be used as concealment are bad also. There is a Monty 
Python skit where they demonstrate good hiding skills. The gag is they show you
shots of wide open fields with a single bush and ask you where someone could 
possibly hide in this picture. Then they blow up the bush and you hear someone 
scream. Well, the same idea applies to BF2, if someone is taking sniper fire 
and all they see in that direction is a single bush, where do you think they're
going to look first?

Follow these tips and I promise you won't be let down. I don't know about you 
but I have literally walked over an enemy sniper with good concealment. I hear 
the tinny discharge of a silenced pistol and spin around to see a sniper not 
five feet in front of me before he finishes me off. You may think that it can't
be that hard to see a sniper sitting in front of you but you would be 
surprised,especially in levels like Kubra Dam with lots of different 
elevations to watch it's hard to keep a close eye on the ground in front of 

Section B - How stealth is broken [HSIB]

There are a few ways people with good concealment give themselves away:

When your rifle is fired there is a muzzle flash. You might not think that this
is a huge deal but it makes it all the easier for the enemy to spot you. This 
is compounded by how snipers like to hide in darker places like the shadow of a
building. The darker the location you are in the easier it is to see the 
muzzle flash. If you are using the Dragunov or Type-88 and let loose a volley 
of two or three bullets it's easy for an observer to pinpoint your position by 
the sound and muzzle flash alone. Imagine trying to see the flame from a 
cigarette lighter on a bright day as someone lights their cigarette 20 feet 
away. However, think how easy it is to see even a small flame in a dark room 
at that distance. I have experimented with trying to hide in lighter colored 
grasses so as to make myself marginally more visible to observation but to 
mask the muzzle flash against the light background, so far I haven't had much 
success but give it a go yourself and tell me how it works.

When you fire your rifle there is also a loud report from the rifle. People 
with any kind of decent sound system can at least get an idea from where you're
shooting while people who have a full blown surround sound system can get a 
pretty good idea. With the semi-automatic rifles I try to limit myself to three
to five quick shots fired in under about two seconds. With the bolt action 
rifles I make it a rule not to fire more than two shots in a row. Your enemy 
will have an idea of where you are but probably not a good one. After you fire 
just a few shots you should always move to a new location, especially if there 
are many people in the area. You don't have to move terribly far, but I 
wouldn't try more than a couple of volleys every twenty or thirty seconds. 

Don't fire the first shot at people facing you. If you fire at someone's back
you are more likely to make them dive for cover or spin around wildly. Either 
way they aren't going to notice you. Don't fire at a guy popping out from 
behind cover looking for you, though you might kill him you'll probably give 
away your position and he's probably closer to a respawn than you are and he'll
come looking for vengeance.

Don't throw grenades; first off, you shouldn't be that close, secondly their 
long arcing trajectory makes it easy for anyone who sees it in the air get a 
darn good idea of where you are.

Don't move an inch if you are under close observation. The human eye is made so
it notices movement. If someone is looking straight at you the smallest 
movement could give you away, even while crawling.

As much fun as it is, try not to kill the same guy too many times. You'll 
likely make the guy into a full time sniper hunter. Plus, snipers tend to ruin 
people's games. You want to win the match but you don't necessarily want to 
frustrate them into quitting or not enjoying the game. It's everyone's 
responsibility to foster a fun and enjoyable gaming community.

If you find an enemy sniper unaware to your presence you should resist the urge
to knife him. As much fun as it is you should use a silenced pistol or a 
grenade to do him in so as to eliminate any idea from where it came from. 

Teammates have a habit of pointing you out to the enemy. Medics run up and drop
med kits and other attacking classes just tend to group together. Don't get 
upset at them, but don't be afraid to tell them to bugger off. They think that 
if you're sitting out there in the field there must be a good reason so they 
figure they'll be safe out there too. If they do get you killed politely 
explain over the chat that you enjoy a level of freedom that they don't, and to
bugger off next time.

It is possible that you just may have found a terrific sniper position, in 
which case feel free to open up a little more often. There have been a few 
times where for whatever reason they just couldn't pinpoint me and I pretty 
much fired as often as I had a clear shot, breaking most of the tips I just 
gave you. I have had times when a squad of guys with tank support and the 
commander's support (he called artillery on me so I assume they had a UAV too) 
and they ended up calling a Blackhawk to come out and find me.

Section C - How to use secondary weapons [HUSW]

Here we cover the weapons that aren't your sniper rifle. They are the knife, 
silenced pistol, grenade, and claymore.

To begin, your knife is a useful weapon in some situations but hypothetically 
you don't really want to be in those situations in the first place. The knife 
does its job well as a last-ditch weapon however. In most first person shooters
the melee weapon usually takes two or more hits to kill, making it nearly 
useless. However, in BF2 the knife is an instant kill so if you can land a hit
you just might save yourself. The knife can also be useful in a combat 
situation where there are many people from both sides fighting, hide yourself 
well and they'll probably get right next to you without noticing, then its 
curtains for them. It can pay off to practice with the knife a bit, your 
primary weapon isn't any good at extremely close range and the pistol will 
usually run out of bullets pretty quickly in any kind of prolonged situation 
so the sniper probably pulls out his knife a bit more often than other classes.

The next weapon is the silenced pistol. This weapon has a number of uses for 
the sniper primarily because it's the stealthiest weapon in the game. However, 
it's also got very very poor stopping power and a small small clip so it's 
somewhat situational. When you can get the jump on a guy and take a second to a
im you can usually take him down purely with the pistol. I usually take most of
the clip to kill an opponent, always reload it even if you got lucky and only 
need half or a fourth of the clip to take someone down. 

The good news is that it's totally silent from anything but a few feet away. 
You can hunker down in a nice patch of grass and pick a guy off, if you have 
good aim he probably won't even realize where you are until most of his health 
is gone. This can be a good tactic to use on the last guy at the back of the 
squad; sometimes the rest of his mates won't even realize he's gone. The pistol
is also a good weapon to clean up with, the bolt-action rifles will demolish 
most of an enemy's health no matter where you hit him so it will only be a shot
or two from a pistol to take him down, this tactic is useful in 1 on 1 sniper 
battles where your opponent has a semi-automatic. It's terribly inaccurate but 
I have used it to pick off people from long range after I have hit them with 
the M24 or M95, just be patient with the bad aim and make sure they don't have 
cover to get behind. All in all I wouldn't take it into a stand up fight with 
any of the classes with body armor (assault, supply, and anti-tank). I haven't 
tested it to see exactly how many shots you need on someone with body armor, 
but I have noticed I succeed significantly less of the time.

The hand grenade is pretty basic. Not many applications for the sniper except 
it can be useful to lob over cover in a close range sniper duel. Otherwise 
reserve it's use for combat situations and use it like anyone else would.

The claymore is the last of the sniper's special weapons. Many people use it to
cover ladders up to roofs, but like we talked about earlier you want to try to 
avoid being on the tops of roofs anyways. I try not to just distribute them 
around flags and the capture points mainly because there is always going to be 
some fool on your team who isn't paying attention and walks into the mine and 
then punishes you for it. I have found a few uses for them however. First, you
can toss them in the path of a FAV you spot coming down the road. They explode
and while they don't do major damage to the vehicle you can seriously hurt the
passengers. It's also possible to set up ambushes along roads if you think your
team is competent enough not to drive into it. If you get lucky and the 
claymore takes out the driver the gunners are going to take a second to figure
out what just happened which is a perfect opportunity to take them out. I have
also found use for them when I'm deep behind enemy lines. For instance, when 
sniping the airfield you are inevitably going to be found out by someone. When 
that happens drop one or both of your claymores generally where you were and 
high tail it out of there. By the time they get to where you were you could 
plausibly be pretty far away, if they trip your mine and take a dirt nap you 
should have a good window to find another good position to snipe from before 
they respawn and come looking. The last situation I have found it useful is 
when you round a corner and get surprised by one or more enemies you can go 
to pistol quickly and snap off a few shots to get them to take cover. You run 
around a corner and drop a claymore or two in their direction. They realize you
were just a pathetic little sniper who can't defend himself at close range and 
chase you around the corner, thus getting a faceful of death.

Section D - What snipers do aside from shooting everyone they see [WSBS]

If you are such a soul that you find the greater good of the team better than 
racking up kills you can be an invaluable resource to your team in the form of 
a scout.

The best scouts are strictly not aggressive; never give away your position 
unless it's necessary to defend yourself. The possible exception I give to 
this rule is when you see an enemy squad leader attacking one of your 
positions. Take note of your force disposition and see what's attacking it, 
if you think your team can beat back the offensive then I would let the guy go.

So what makes a good scout? The only way to serve your entire team is on more 
linear maps. Good examples would be the Chinese maps that are laid out in a 
valley. When spotting for the entire team you want a good vantage point of the 
entire front, primarily you want to spot enemy armor, other snipers, and enemy 
troops heading towards an undefended flag.

The other alternative is attaching yourself to a squad. The first type of squad
based spotting I have found to be useful is attaching yourself to a squad 
assigned to defense. Find a nice position overlooking the flag(s) you're 
defending and call out any threats. If the map is more linear you're probably 
free to open up on incoming troops as the enemy snipers tend to be behind the 
front. Watch out if a point has changed hands a lot of times, it gives opposing
snipers ample opportunity to get into position. A lot of the MEC maps tend to 
be awfully convoluted and they make for a much more 360 degree threat 

The second squad role you can play is infiltrator defense. Attach yourself to 
a squad with a dedicated attack helicopter pilot or with a few guys who are 
set up to run interference, sit behind the front lines and call out anyone 
foolish enough to make an end-run. You can take them out if they stop within 
range, but if they don't let them go and leave it up to your squad. This might 
sound like a tedious job but I'm sure you've been in a position where your 
team's defense crumbled after having to divert resources to meet an attack from
the rear. This position ranks up with one of the most underplayed and 
underappreciated but you'll come through for your team.

V. SVD Dragunov/Type-88 Rifle Tactics [SV88]

The SVD Dragunov and the Type-88 rifle is mostly the same rifle. People argue 
over which one is minutely better at short/medium/long range. My personal 
feeling is that they pretty much perform the same. As far as I'm going to go 
is that the M24 and the M95 are clearly better for the long range sniper. At 
any rate, I'm going to concentrate on the characteristic that sets these two 
apart from the other two rifles. They're semi-automatic. For those of you not 
in the know, semi-automatic means that it chambers the round automatically as 
opposed to you pulling out your powder horn and manually chambering a new 

It is this author's humble opinion that these rifles should not be used as 
sniper weapons if the target in question is smaller than roughly an inch tall 
when viewed through your sniper scope. If you can achieve good accuracy with 
it at longer ranges then kudos to you, write in and tell me how you do it 
without using a whole clip on one person. This means that while you aren't 
going to go sit out in the middle of nowhere and rack up 800m kills all day, 
you make an excellent squad support gunner.

If you insist on the traditional sniper's role of firing from an undetected 
position I would give you these recommendations:

Get close enough that you can hit 9 out of 10 times.

When you are ready to fire snap off three quick rounds, if you didn't take out 
the guy then don't get greedy. Bide your time for at least fifteen seconds 
before firing again. This is to prevent your acquisition by the gun's report or
by an observant grunt that spins around and sees your muzzle flash. The not 
firing under observation rule applies doubly now. With a long range rifle 
chances are someone will have to be looking for you through a scope to see the 
flash well at all but it's easy for the unaided eye to spot you from the ranges
you're operating at.

The above rule doesn't count if it's only two or three lone guys and you're 
relatively sure you're not under sniper observation.

When attacking squads, take out medics first, squad leaders, then other 

If someone is running for an open vehicle (transport chopper pilots if you have
a line of sight into the cockpit, or wait for gunners to come up, also note it
won't work through glass with this rifle) wait until he gets in. Then you have
a pretty good idea of where his head's going to be, if you don't get a headshot
right off then you can probably get in another shot or two. It can also be 
funny to see a guy plough over a teammate when he gets spooked in an FAV. (I 
have seen people wait for these opportunities in fact, try it out if you're 
sadistic enough.)

If you sight a big squad coming down the road, lay an ambush and mop up the 
lucky folks that didn't hit by your claymores. I find the best mine placement 
is one on the road that's sure to go off, then one near cover or trees the 
squad is likely to jump behind. If it's a squad with FAV backup, two claymores
are enough to kill most if not everyone in the vehicle, try placing them on 
either side of the road looking in so they go off at the same time (don't blow
yourself up).

Anyways, if you want to be adventurous and slough off that sniper role I 
recommend close squad support. You do great in the role of close range combat 
because you can get off three quick shots in the time it takes full auto to 
fire 4-6 bullets or one burst from an M16. However, your three shots can easily
all hit, where theirs usually don't or at least won't kill in three shots. 
From close range it's easy to get headshots too. It's not hard to become 
proficient to that level from close range. If you aim at lower to mid-torsos 
the second shot should land on the upper torso from the recoil. If you don't 
think the third would land then wait a split-second before loosing your third 

The first thing you want to do is find a squad that's working together. Snipers
donít' do well in partial squads or squads that kind of come together when the 
leader calls for an attack, it should be a close squad that travels together 
and fights alongside each other. 

It should be noted that the no-rooftops rule is still a good idea here, but can
be broken, mainly because the best spots for close squad support snipers are 
the MEC cities/towns with lots of corners and the best fire position may not be
street level with the squad.

It's interesting to note that the SVD Dragunov was not actually designed for 
the long range sniper application. It was created to add significant long range
fire potential for the standard infantry squad. Since it and the Type-88 
behave nearly the same in BF2 they both work perfectly as infantry support.

There are a few situations that you'll find yourself in; attacking down a 
street, attacking around a corner, attacking over open terrain, defending 
down a street, defending around a corner, and defending over open terrain.

When attacking down a street you should typically be to the rear of the 
formation because your gun will be marginally less effective where an a 
non-sniper usually has to use iron sights and is probably more effective the 
closer they are due to features like full auto. At any rate, the only class 
without body armor that might want to hang back would be anti-tank, but a lot 
of them have the DAO-12 shotgun so many anti-tank want to be right up there in 
the thick of it. You should try to take a position in any concealment you can 
find no matter how little it can be; in the heat of a firefight just a little 
might be all you need. You don't have any useful abilities in this situation 
so the best idea is to try and take out people who are prone first, anyone 
who is standing or crouching are much easier targets for your squad mates. If 
you are behind enemy lines and vulnerable to attack from the rear or flanks 
you may consider laying a claymore mine to cover your tracks. Even if more 
than one man may be moving to intercept you stand a good chance of rattling
them and forcing them to slow down as they check for mines. If you have a 
second sniper in the squad nothing freaks out a squad more than running into 
three claymore mines. You have a good chance of taking out the squad leader if
you remove three guys in a squad and nothing freaks them out more, seeing as 
everyone only expects to see two. 

If you are attacking around a corner you should pretty much act like you would
if you were attacking down a street. Try activating your scope and crouching or
crawling around the corner and taking them down as they come into view. At any
rate, don't go around the corner unless your teammates are already engaged. I 
think the sniper kind of sticks out when he's standing up as an easy target. 
Alternatively, if the corner has thick grass growing around it you can 
volunteer to crawl around the corner and scope out the situation. If there are 
many people, tell your squad mates to rush and open fire, if just a few guys 
you can open up on them yourself and your squad mates can follow up.

If you are attacking across open terrain you are probably your squad's most 
valuable asset. Especially if you are engaging at medium range you should be 
able to take out a few enemies at least. With all your squad mateís rapid 
firing you should be able to dodge most of the heat thrown at you, leaving you 
free to make good shots. Find a patch of grass if you can, go prone and open 
up. This kind of assault is dangerous though, so be aware if your squaddies 
start to rout.

Defending in either of those situations is the same as attacking except for 
one difference. If you are falling back as you go feel free to drop a mine or 
two to break up the enemy advance. Just be sure to notify your squad if the 
battle turns and you run back towards unexploded mines. You might even martyr
yourself on one so your squad doesn't have to circumvent them. It's important 
to note that defending over open terrain makes it easy to spot the squad 
leader. If there is one, take him out.

It's important not to underestimate these rifles at point blank range. If the 
man in your scope takes up your entire scope you should just center him and 
let off three as fast as you can. One time I engaged eight enemy soldiers 
successfully (one squad, two respawns) with a little bit of cover for myself 
because they came around a corner in file and they were so close to me I took 
three down easy, ducked, reloaded, took the next three down, reloaded and 
finished them off.

You can also use either of these rifles at point blank from the hip. If you get
jumped but your clip is full it's very possible you can get a guy just by 
firing all ten of your rounds as fast as you can. If you are literally right 
next to the guy then it's probably more effective than your pistol. (Of course,
you have ten fewer headshots you can make, but oh well)

VI. M24 Rifle Tactics [M24T]

The M24 is the exact opposite of the first to rifles I covered. The M24 is 
bolt-action and the clip holds six rounds. Two rounds are enough to kill people
usually and are accurate at most any range.

I know I said I wouldn't tell you how to aim, but I'll add a few things here. 
First, you need to lead a moving target, I don't know if BF2 has travel time or
not, but you surely need to lead it a bit for lag. I don't think there is any 
bullet drop, but there might be. It's one of those things I'm not sure about 
yet. It's near impossible to hit vehicle drivers unless they are moving 
straight to or away from you. 

If you want to be really adventurous you can try to do close squad support, but
I wouldn't suggest it. The only things you have in really close range are your 
pistol and your claymores, both of which aren't great barring certain 
situations. I would recommend shooting people who are being shot at by your 
teammates; your bullets will nearly kill a man without body armor so if your 
teammates soften a soldier up just a bit you can take him down easy. If you do
shoot a guy and he doesn't die I would suggest just leaving him for your 
teammates to finish off, a stray bullet could probably take him down. If you do
want to take the same guy out, it's probably just as fast to pull out your 
pistol as it is to chamber a new round. With the pistol you have a second shot 
ready if you miss the first time.

Seriously, the most use I have had in a squad with this gun was my grenades and

Anyways, this gun is the best long range killing weapon short of an artillery 

I find the best way to use this is to find a nice shady area and just run your
bullets dry. Try to find a hotspot so you don't have to move around a lot to 
find targets. If you can, set yourself up so you have good shots down bridges 
or the like, in addition to being a lethal kill zone you have nice shots at FAV
drivers, works the same for rivers and boat drivers. 

In fact, this is the perfect weapon for attacking or defending across some kind
of natural barrier like a chasm or a river. Be sure to take their snipers out 
first, followed by medics (unless the medics are helping the snipers). Squad 
leaders are always a priority, you know this stuff already.

I do have to say this is my favorite weapon for sniping an airfield. Although I
have found that while doing so this sniper is prone to artillery strikes as 
he's a bit more prone to staying still and lining up shots, and is less mobile 
than his semi-automatic counterparts.

There's not a whole lot about using this gun I can tell you past staying 
hidden, which we already covered in detail.

Suggestions for this section are more than welcome.

VII. M95 Rifle Tactics [M95T]

The M95 is the unlockable rifle. It is also a bolt action rifle. Purportedly it
does the same amount of damage as the M24 except it works better against 
enemies with body armor and it also goes through windshields on the strong 
FAVs, helicopters, and aircraft; the latter is true, while the thing about body
armor may or may not be.

It would be great if they scaled this gun up to what it's like in real life, 
pretty much anything would be a one hit kill with this gun, in reality this has
the capability of shooting through an engine block, so some measly wad of flesh
and bone wouldn't be much of a challenge.

There is debate about which of the M24 and M95 is better at medium or long 
range, personally I think they are again the same gun, with the M95 gussied up
a bit. I don't have the gun unlocked though, so I only have some experiences 
with it after I nabbed it off some guy's corpse.

I use this gun the same as the M24, except I'm more prone to waiting around 
spawn points on maps with lots of transport choppers. The helicopters come in 
and just hover in mid-air for a few seconds... a perfect opportunity for a 
shot. I haven't actually shot down a helicopter yet because once the pilot 
realizes what's happening he usually pivots like mad and runs away. I have 
had a couple of guys fly into trees before, which was pretty entertaining.

Otherwise, I can't offer any advice, again, contributions welcome.

VIII. Tag Team Sniping [TTSN]

What's more fun than one sniper? You guessed it! Two snipers!

Seriously, I have had great fun sniping with people who have I have cooperated
with. It yields great results and many kills for the both of you.

The most rudimentary form of tag team sniping is two snipers, set up to 
overlook the same positions (don't get too close to each other though), 
cooperating and shooting the same person. Easy huh? Over the voice comm it goes
exactly like, "Okay, let's get the guy on the right."


"Three, two, one, shoot."

This is especially useful with the M24 as it's then an instant kill; it still
works fine with the Dragunov and the Type-88. Those have the added ability that
each sniper fires twice so if one of them misses once, it's not a problem. 

There are many more advanced things you can try. Suppose you have two guys 
waiting for a plane, try to take both of them down at once and really screw 
with them. If you coordinate each shot so you fire at the same time it royally
confuses the targets by masking where the sound. I'm not sure what it sounds 
like from the victim's perspective, but I imagine the sounds blend together 
and give the target a false idea of where the shot is coming from.

Another simple variation is to have one sniper aiming into an aircraft hangar. 
The second sniper shoots and flushes him into supposed safety, only to get cut
down moments later. This eliminates the need to get down on ground level to 
shoot underneath the hangar at people's feet.

It's also easy to set up ambushes, particularly if you have the semi-auto 
rifles, just set up claymores and just open up when they trip them, sounds 
simple enough but you make much quicker work of your targets.

Other variations that have been successful are a sniper watching another 
sniper. The rear sniper is preferably behind friendly lines, and watches the 
other sniper for threats. If someone makes a move on the exposed forward sniper
 the rear one gives him a nasty surprise.

Another one, but a bit more boring, is one sniper spots targets and doesn't 
fire at all. When the other sniper is rooted out and killed the second one 
starts shooting. When the first sniper gets back he spots for the second sniper
until the second sniper dies, repeat. This way you can keep the enemy under 
constant sniper fire. It has a terrible effect on morale and can even keep 
people from spawning at certain points.

I have yet to try this one, but I imagine two snipers with M95s could instantly
take out a pilot. You could camp the airfield and just shoot whoever jumps into
a plane or helicopter, effectively grounding their force for as long as you 
were operating. The only problem I could see with this one is if the damage 
through the windshield isn't as much as it is normally.

Experiment and send your successful tactics in.

IX. Snipers as Squad Leader [SSLE]

I have found snipers can make effective squad leaders by supporting their 
assault troops and staying out of the way. They serve as an effective mobile 
spawn point while still providing fire but staying a distance away from the 
bulk of the fighting.

Being removed from the immediate battle makes sniper squad leaders able to 
request good artillery strikes.

Just be careful your spawning squad mates don't give away your position.

Otherwise, follow the tactics according to your rifle.

X. What's New [WHNE]

This section will have copies of all the information added after v1.0 so if 
you come back after a version update you can find anything new here as opposed
to having to look for it in document proper.

XI. Contact Information [CTIN]

Feel free to contact me with suggestions, constructive criticism, and 
questions (if I have time).

If you mail me a suggestion or other information I would include in future 
versions please specify if you want me to cite you with your name (what name),
email address, or both. (Or something else if you prefer)

My email is; I don't check it terribly often, but maybe once
a week if I get around to it.


Thanks for reading!

Copyright 2005 David Ferry