We discuss the procedures of navigation and map reading in Arma 2. These skills are crucial in advancing your ability to make plans. No matter your role, knowledge of the area before deploying is the first step to being able to successfully execute a mission — and more importantly — improvise out in the field.
The sniper team’s organization is simple and consists of two positions: a shooter and a spotter. Don’t let the wording fool you — both are trained shooters, referred to as snipers, and in most cases have a relationship that functions interchangeably and always complimentary.
Sniper rifles firing the 7.62mm round have a typical zero range of 800m. Because Arma simulates semi-realistic ballistics modeling, 800 or even 1200 meters is not the furthest distance you can engage. In this guide we explain the technique of extending the marks on your reticle for extreme long-range.
In certain scenarios, it is highly advantageous to direct multiple shooters to engage different targets (or the same targets) simultaneously. This tactic is often referred to as a “command fire” and is one of the most difficult sniper techniques to master especially true when you have more than one moving target.
While operating in a sniper team, the Projected Clock method is one of the most effective techniques for a spotter to call targets to a shooter.
The markings on your scope are not just for looks — learn the fundamentals behind being effective with holdover values. We cover the five different types of sniper scopes and their reticles featured on the sniper rifles of Arma 2.
Knowing holdover values and ballistic data enables you to confidently take first shots with less risk of a miss. Use this tool while you’re in the field by having it at the ready on your mobile device — a QR code is featured at the bottom.