Category:Tactics

Tactics Part 1
This part one of my advanced tactics and techniques guide. Part one will cover the advanced techniques in Call Of Duty four that have regular success. These are usually easy to practice in a private match using a second controler signed in as a dummy.

Here is a list of all the techniques i will be going over:

Pre Aim. Cover selection Movement Belly flop Grenade launcher Route selection RetreatingAdvanced firing techniques

Pre aim: Pre aiming is the technique of aiming down the sites before an enemy appears, where you expect them to show up. I use this consistently in buildings when i am unsure of enemy numbers or location. This saves you that split second it takes to aim down your sites to bring down a target, allowing you that ever precious second to get in the first few shots. The only guns i don't recommend this for are the shotguns and ,when up close, snipers. Never pre aim a shotgun for two reasons. 1: The range is so crappy you shouldn't need the sights at all, they will be close enough for the hip every time. 2: Because the shots scatter, they never go where you aim with the iron sights anyway. When using a shotgun always aim from the hip. A sniper should be pre aimed most of the time at long range, especialy if waiting for a hostile to poke out his head. It should not, however, be pre aimed in close quarters. Just spray and pray no scope, trust me. The main weaknesses to pre aiming down the sights are that in open areas you move so slowly that a rookie sniper will drop you, fast, and that the enemy can circle around the other way and surprise you. More on how to fix these problems in my advanced firing techniques section.

Cover selection: Not every wall in Call of Duty 4 will stop a bullet. In fact, half of them won't. Therefore, you need to be careful about cover selection. Since most players online use assault rifles, i am using thier penetration capabilities to provide you with a list of generally safe cover. The most safe cover pieces i've found are the blocks made of concrete bricks. The only thing that might shoot through this is a deep impacted .50 Cal, and i doubt that will. Keep in mind that if a chopper is present, avoid these blocks unless you have a roof over your head. Other generally safe pieces of cover are trees, wrecked cars (the normal ones work two, but they can blow up, and trust me you don't want to be the idiot on your team who died from an exploding car), dumpsters, and double barrels. Normal lone barrels are alright, but a deep impacted AK will tear right through it. The quad barrels are your best bet. The most common places for bullet penetration to be used is near doorways, or anywhere in sight of a fixed heavy mg. If you get shot through a wall randomly, and survive, go prone and pray that they don't keep spraying. Usually when this happens it means there is a LMGer spamming a wall, or a fixed turret spamming a wall. As a rule, i personally try to never use cover that is thinner than i am. This means thin walls, those wierd fences on bog, that sort of thing.

Movement: Movement appears to be one of the most basic things in Call of Duty 4. It is, in some ways, but isn't in others. When do you crouch? when do you go prone? sprint or normal run? This is how i feel movement should be. I believe the most combat effective way to move in Call of Duty 4 is slow and methodical, but not too slow. Basically, you should sprint to a nearby cover spot, then crouch/go prone (whichever will keep you protected from fire behind that cover spot) Peek above the cover spot, engage enemies seen, then get safe again. Now, search for another good, solid, spot of cover (like the ones i listed in the cover selection technique part of this guide). Take crash, for instance. I usually take cover, prone, behind a pillar, with my AK pre aimed for my first kill or two, then i sprint up to the chopper, take cover there, get a couple kills, cross to the other sie with pillars, take cover there, etc. When advancing on enemies, make quick, short bursts of sprinting to cover, fire off a few rounds, then sprint forward to the nearest piece of cover. When in a building, it is usually a good idea to crouch. This makes you very quiet, and 80% of the time will mess up an opponents pre aim(80% of pre aim will be geared at head level in hope for a head shot). When attacked by a sniper, if you survive, rush the closest piece piece of cover between you and the sniper, go prone, and pray. If you have smoke, use it. While you are behind the cover, start searching for an escape route, out of the snipers field of vision. Once you've found the route, use my stick and move technique from cover to cover until you are out of the snipers vision range. Remember to warn your allies.

Belly Flop: A highly effective technique that disrupts enemies aim, and half the time confuses them or makes them think you dropped into last stand. This is a technique that requires you to sprint, jump while sprinting, then hold the crouch button so that you land prone. The movement your enemy see's is erratic, nearly impossible to track, and even harder to hit. When entering a fire fight, i always use this technique to land behind some cover (i aim my belly flop for the corner) and begin to fire as soon as my feet leave the ground. Once i land, i aim higher up and copntinue firing, usually getting a kill or two. Once i've entered the engagement like this, i usually get up into a crouch for mobility purposes, but this technique almost ensures that i at least get to my cover spot safely. Also works in open areas if engaged from the same or a lower elevation as a quick fix for lack of cover, it'll make you a small target and the enemy most likely won't be able to kill you until you land. This technique is also great for avoiding grenades, and rushing to a cover spot. DO NOT use this in the open with no cover against enemies with a higher elevation, it actually makes you an even bigger target. The opposite applies, however, when you have the height advantage this is a very good idea. Belly flop to the edge of some elevated surface (upper part of buildings, crest of a hill, etc.) and watch your kill count go up as you are an incredibly small target, and the enemy is bigger do to the height advantage.

Grenade Launcher: Now i know what most of you thought the second you saw the 'n00b tube' in my guide. You thought i was probably the n00b running around on shipment with overkill, two AR's, both n00b tubed, blowing the crap out of everybody before they have time to aim down the sights. I'm not. I am the person with a grenade launcher mounted on my AK for the purpose of what i like to call, a mini airstrike. Now keep in mind, this technique takes A LOT of practice, and in my opinion is the most difficult thing in Call of Duty 4 to master. Trust me on this, go to a private match (crossfire is best for getting used to grenade arc i believe, but overgrown is pretty good too). Now get out your grenade launcher, and start practicing the arc of the grenades. Get used to hitting long distance targets. Do it from different elevations. Now, picture this, on crossfire there is a persistent sniper hiding in one of the buildings that have a full view of the main street. Your sniper is not skilled enough to take him out. He's shredding your team to pieces. None of you can last long enough to get a Chopper, and an airstrike won't do any good because he has a solid roof over his head. He has two bodyguards, so even your ghost can't seem to touch him. What do you do? Use your finely tuned grenade launcher skills to call a small airstrike inside the building. Try to launch the two round inside the building next to each other (fire one, then adjust to one side a bit and fire again). You just saved the entire game using a weapon that everybody thinks requires no skill, because you knew that from long range and with some skill, it could do anything. Try doing this completely concealed. Have a pretend spotter in a private match give you a direction, now have him give you about where on the map the enemies are. From crouched behind a piece of low cover, attempt to hit your target, using one shot, adjusting slightly, then rapidly firing off the second shot. Like i said this technique is incredibly hard to master, but absolutely deadly in the hands of a pro.

Route selection: Choosing what routes to take in Call of Duty 4 seems like it should be common sense, but i constantly see people making the same mistakes over and over again. When choosing routes, remember your class! A sniper should NOT rush up the middle! A ghost should NOT use high traffic routes! A guy with a shotty should ALWAYS avoid the open! If you are a basic every day class (an example would be stopping power, deep impact, fragx3, and an automatic AR) Us high traffic routes, but instead of just rushing up them use my stick and move technique described in the movent section! A sniper should use very low traffic routes, away from the action, to get from spot to spot, and when moving should have his backup out (unless he is steady aimed and can confidently no scope). If an enemy sniper has killed you three times in a row while you are using the same route, CHANGE YOUR ROUTE! Don't keep getting mowed down by the same sniper, find a different way to wherever you are trying to get to. Use your map! On a map you are slightly unfamiliar with, or when desperate for a safe route, get to a safe spot and press start, this will bring up a full version of the map you are on, and will show all possible routes. Remember, use routes that will keep you safe, and get you there fast. Different routes work for different classes, find what works for you.

Retreating: Retreating is a tactic that, throughout history, has been used repeatedly. They have been used to lure into ambushes, to save lives, to trick opponents, to get to high ground, or simply to get away from the enemy. Remember, A retreat is not running away. A retreat can be luring into a trap. Place a claymore at a door, fire at an opponent, let him spot you, then duck behind said door, he will most likely rush after you, right into the claymore. BOOM! one more kill for you, and you barely used any ammo. Use retreats like this to lure enemy forces into a snipers sights, into a bottleneck so your guy with the RPD can mow them all down, or simply to get to a more defensible position. A good idea when trying to get to a more defensible position is to go into a nearby, enemy free building. Move backwards so you can fire at your enemy, get some high ground, then wait for them. Now, there will be times when you truly do need to escape from enemies up close. This goes double for snipers and ghosts. For this there are several techniques. Number one is stun grenades, they slow down the enemy and have a fast timer. While the enemy is stunned you will have a chance to make a hasty escape. Number two is throwing an uncooked grenade in thier path. Why uncooked, you ask? Because they will almost always assume it is cooked, and therefore will not cross it's path until it has exploded. You now have a six second wall between you and your pursuer. Keep in mind this doesn't always work, because some people will ignore the grenade indicator and pray that they get lucky and make it out of range. Also, this will only work if it is between you and your pursuer, try to place it at least a few meters in front of where he will be in a couple seconds. Also, this rarely works in the open. Smoke grenades are one of your best options in the open, but you have to make sure the screen covers your escape, and its usually a good idea to get cover before popping it. If retreating from a sniper, try popping the smoke on them, they will be completely blind and unable to leave that area easily until the smoke goes down. The last technique for retreating is used when rounding corners. Turn around and fire at the corner of the wall as you keep moving away from the pursuer, usually the wall will be thin at the very tip, and the bullets will deter enemies. Keep in mind that this doesn't usually work with shotguns, pistols, smg's, or snipers (snipers because of the small clip cant keep the fire up long enough to deter enemies for an effective amount of time) Also note that you can fire away from the corner, but the reason i shoot into the corner is because it confuses the hell out of people. Psychology, dear Wattson

Advanced Firing Techniques: Firing and aiming a weapon is very simple, however there are a few special tricks i've picked up that work wonders, some obvious, some not. First is Pop shooting. This is when you hide behind cover, pop up, fire a few rounds, and get back behind cover again. Works AMAZING with snipers, and has helped me bring down a three man team with just an AK47 when i got ambushed. Pre aiming before you pop up can help too. Another technique is leading shots. Most people seem to forget about this very basic principle. At long range, it takes time for your bullets to conect with your target. Therefore if your enemy is moving, you need to aim at where he will be, not at where he is. Think the last few levels of space invaders people. This is very important for snipers to master, it will allow them to hit sprinting opponents regularly. This technique does require some practice, however. Another technique is burst firing. This is when, with an automatic weapon at long ranges, you fire in short bursts to help control recoil and accuracy. This is especially helpful when trying to engage at long range with an AK47, RPD, M60E4, G36C, or any other high recoil automatic gun. Using this technique i have been able to consistently counter sniper with a red dot sighted AK47. The last technique is recoil manipulation. This is when trying to headshot with a high recoil gun, you aim around the chest, just below the neck, and the shots will walk themselves up to the head. Works wonders for me, every time.

That's all in part1 folks, stay tuned for Part two: How to Develop a deadly class

- Baker

Tactics Part 2
This is part two of my advanced tactics and techniques guide. This Is the section about class creation. This was inspired by a match where i played a kid who was using an ACOG'd AK47 (which is usable by the way, but an ACOG works so much better on the other guns) Claymores that he never touched, sleight of hand (which is useless on an AK47, the normal reload time is only like two seconds) and deep impact. After this match i invited the kid to a party, and helped him fix his class for his needs. He went from 0-12 to 5-4. True 5-4 isn't great, but its a lot better than 0-12.

Step 1 to creating a deadly class: Decide the classes role. Basically, if you want to make a class that can avoid the enemy easily, it's a ghost. This means you already know it needs silenced weapons and UAV jammer. Now since it's silenced you have to choose a gun that is silencable, and has decent iron sights. You see what i'm saying? By deciding the role of the class you are trying to make, it gives you a framework for the rest instead of a bunch of crap (like said childs class mentioned earlier)

Step 2 to creating a deadly class: Weapon selection. Some my argue that perk selection needs to come second after deciding the role. I beg to differ. Think about it like this: an AK47 is already a 3-4 shot kill, is it really necessary to put on stopping power? No. It's helpful, yes, but not necessary. This opens up more useful perks like overkill or juggernaut. An M4 has a great rate of fire, so you sure don't need double tap. An RPD is an offensive machine with great power and rate of fire, leaving juggernaut and overkill as viable options instead of stopping power or double tap. An rpd's recoil is bad though, so you may need a grip on it. This could mean no RPG, no bomb squad, no bandolier. Even though Perk 1's aren't really crucial to a class (usually) they can be missed dearly. Basically your weapon will help you determine perks.

Step 3 to creating a deadly class: Perk selection. This is the third part of creating a deadly class. You should by now know what role your class is going to be, and what weapon you are using. I use primarily AK47s. If i am making a ghost class, I know slot two needs to be taken by UAV jammer. This leaves perk 1 and 3 open. Now let me ask you this, does an RPG on a class designed to avoid enemy contact make sense? You know that smoke stream that hangs in the air for a good 5 seconds that leads right to you? No, it doesn't. What does make sense though is bomb squad, so that i can avoid enemy claymores and c4. So now i have bomb squad and UAV jammer, what next? Well the AK has decent hip accuracy, but if i run into an SMG wielding ghost i know i would be screwed. I won't need deep impact because i shouldn't ever have to shoot through cover, and the AK has decent penetration anyways. Martyrdom is despised by me so i automatically avoid that, last stand rarely works...what does that leave? Steady aim, perhaps? With that increased hip accuracy i will be able to more confidently confront opponents in CQB.

Part 4 of creating a deadly class: Grenade selection. Yes, special grenade selection is an important part of class development, not huge, but still important. Basically, should a CQBer designed to clear buildings with his pump action shotgun have a smoke grenade? Only if he wants to blind his opponents AND himself. How about flashbang? Well the enemy could still blind fire and get lucky...especially if they can tell where it came from or aren't completely blinded. That leaves stun, which will slow the CQBers targets reaction time enough for him to close in for the kill, and have a round ready for his buddy. Plan on being a tactical leader? If you read my basic teamwork guide, you know how important it is for the leader to be carrying a smoke grenade. Remember, grenade selection isn't huge, but it's still important and should not be dismissed.

Now let me tell you how i turned the kids class around.

Here's the starting class

Kiddo (don't remember the name lol)

AK47 ACOG m9 silenced 1 flash 1 frag

claymores sleight of hand deep impact

Does anything in that class look like it goes together? No. So here is how i turned the above class around. First i asked the kid what he wanted his class to do. His response literally was: "Kill the enemy fast!". I took that response and decided he wanted a basic slaying class. I asked him what gun he was best with. He said AK47, and that he sucked with everything else. He had just gotten th ACOG and used it because he thought it looked cool. I told him to keep the AK, but put on a red dot sight (these tend to help new players aquire targets faster, it seems, and i didn't want to hurt his range with a silencer) Then i noted the m9 pistol, and told him to switch it for the m1911. The m1911 is like a three shot kill, and has a decent clip. Plus, it has good sights. The kid wanted to drop enemies fast, so i thought that pistol would suit him best. Then we looked at perks. I got rid of sleight of hand, telling him the AK reloaded fast enough as it was. Instead i put on double tap. Why double tap instead of stopping power? Because an AK's power is already great. In a test i ran with a friend, a double tapped AK kills just a tad faster than a stopping powered one. Besides, being a personal lover of the AK and having extensive knowledge about it, i knew double tap made it an absolute beast. Only problem with double tap is that it chews through ammo, and the AK doesn't share with anything. It also so happens that AK's, while slightly common, are not easy to come by. So i replaced his unused claymores with bandolier. Now i asked him if he was good at shooting from the hip. After asking me what that meant and me explaining it to him, he told me no. He then informed me that he sucked at close range. I put on steady aim for good measure. I asked him why he used flashbangs, he said he liked how it made people blind, but that he had a problem of blinding himself. I had him switch out the flash for a stun, as it is much harder to stun yourself than flash yourself.

Here is the new class

Kiddo v2.0 AK47 rds M1911 not silenced (for range purposes) 1 stun 1 frag

Bandolier Double tap Steady aim.

Bandolier ensures that the kid won;t run out of ammo before he dies, even though double tap chews up bullets. Steayd aim ensures that the kid won;t be as helpless up close anymore. The red dot sight will help him quickly aquire targets. Stun grenade is there because he constantly is flashing himself, and as stated before it is much more difficult to stun youself.

When creating a deadly class, you need to make the perk and weapon combinations compliment each other to make sure that the role the class was designed for gets done.

Now, just because i love you so much, i am going to give you some classes developed by me personally.

Basic soldier

role: Any range slayer, meant to keep the enemy watching killcam for as much of the game as possible.

Primary: Any automatic AR. I personally use the AK47. rds or silence, don't ACOG . secondary: Either a USP or M1911. The m9 doesn't have enough power and the desert eagle's clip is too small. Plus the two recommended have good iron sights.

1stun/flash(depends on personal preference) 1 frag

Perk1: Either 3xfrag, rpg, or bandolier will work here. Use the RPG if you find yourself shooting down chopper often, bandolier if you use double tap. 3xfrag is handy in any situation.

Perk2: Stopping power/ Double tap. This really depends on the weapon you are using and personal preference. A double tapped AK is better than a stopping powered one in my opinion, however the opposite fgoes for the M4.

Perk3: Deep impact/steady aim. Basically steady aim is if you plan on more CQB than the average bear, deep impact is for everyone who doesn't like their enemies getting away behind flimsy cover because they can't shoot through it.

Ghost:

role: Staying off enemy UAV to take out high value targets, and flank the enemy. (Snipers, fortified positions, etc.)

Primary: Most people use an MP5 or P90 here. I personally use an M4, so i'm better suited for any range i may come across. Just make sure you use an automatic SMG/AR, and silence it. G36C works great here also.

Secondary: Whatever you prefer, but it must be silencable. That means no desert eagle. If you are a desert eagle user i recommend the m1911. Make sure you silence it.

1 stun 1 frag The stun is there because it can paralyze groups while you take them out before they can react, or cover a hasty escape from a hot area.

Perk1: Bomb squad. This let's you avoid claymores, thereby avoiding warning the enemy sniper that you coming up behind him to knife him.

Perk2: UAV jammer. Absolutely crucial to this class. Some argue stopping power on ghosts. No. A true ghost will NEVER show up on UAV. EVER. if you use stopping power on your ghost class you're what i consider a semi stealth class.

Perk3: Steady aim/dead silence. If you want PURE 100% STEALTH use dead silence. However, remember that unless playing team tactical/ search and destroy/ hardcore it is VERY unlikely the enemy will be listening for footsteps. And crouched movement is quiet enough anyways. Steady aim is insurance aginst those nasty little enemies that pop up out of nowhere ready to blow your brains out. Lucky for you, with this perk, you won;t even have to aim down the sights to drop the enemy!

Wall:

role: To get a lot of firepower onto the enemy team, fast, and take quite a bit of damage too.

Primary: LMG of preference. Remember the LGM you choose is important, do you want power, rate of fire, or a little of both? Keep in mind that an m60e4 is next to impossible to aim with the bulky iron sights. Attachment is really up to you. I would put a red dot sight on an m60e4 though, just because the standard sights are no good and block your field of vision.

Special grenade on this class doesn't really matter. I almost never use them with this class anyway. 1 frag.

Perk1: If you don't have a grip, give this an RPG. Bandolier is useless with LMG's anyways. You most likely won;t even survive long enough to run out. Plus the combination of an LMG and an RPG will make this class a chopper killer. I'm talking one rocket and three or four shots from an RPD will bring one down. That's like a three second or so kill.

Perk2: Juggernaut. Yes i actually told you to use the 'n00bernaut' perk. This perk is what makes this class a wall. If you give it stopping power/doubletap/ sleight of hand it becomes a heavy soldier. Just the soldier class with a bigger gun. That's not what this class was designed for. Plus, if you think juggernaut is n00by think about it like this: 70% of all people use stopping power, using juggernaut just gives you the amount of health infinity ward meant for you to have.

Perk3: Steady aim or deep penetration. I prefer steady aim because without it, you're screwed up close 75% of the time. The LMG's have decent penetration anyway. If you like to spam walls though (not recommended, it usually just wastes ammo) then be my guest and use deep impact. But when that kid runs around the corner with a g36c you will be sorry...

Power Sniper:

Role: a one shot one kill sniper.

Primary: I prefer the Dragnov here, but you can really use any rifle you choose. Don't ACOG it.

Secondary: One of the few classes where i say a desert eagle is a viable option. Any pistol you want really, but you should probably silence it.

1 stun 1 frag. The stun is for hasty getaways, and giving you that second to switch to your pistol before then enemy lines up a shot.

Perk 1: Claymores. Every sniper needs claymores to cover their back, listen for the click, it will give away enemies in the vicinity and give you time to switch to your pistol in case the mine didn't kill the enemy

Perk2: Stopping power. This is why it's called the power sniper. With stopping power, an m21/ dragunov round in the chest is one shot kill. Two if enemy is using juggernaut. M40a3 is pretty much an instant kill anywhere, and i'm pretty sure a .50 cal will drop a juggernaut with one round above the waist with this perk. Not sure about that though as i personally hate the .50 cal.

Perk3: Deep impact. This means that most cover can still be penetrated for the second shot kill on that pesky juggernaut.

Stealthy sniper:

role: a sniper that stays off the radar unless he fires.

Primary: whatever sniper you prefer.

Secondary: Any pistol works here, really.

1 stun 1 frag the stun is to get away from enemies and afford you the split second to witch to your sidearm before the enemy can line up a shot.

Perk1: Claymores. For the same reasons as the power sniper.

Perk2: UAV jammer. This is what makes it a stealth sniper. It is now MUCH harder for that enemy ghost to hunt you down, assuming you change sniping spots every once in a while. It doesn;t have to e a major move either, in fact just switching which side of the hill you shoot from may be enough in some cases.

Perk3: I recommend extreme conditioning, to get to sniper spots quickly. This class works best when it utilizes the ghillie suit, when possible, rather than being a bush inside a barn(which kinda sticks out) This will allow you to get from grassy area to grassy area quickly.

Assassin:

Role: Do anything needed, anytime, anywhere.

Primary: G36c silenced, or a silenced SMG. The reason i say g36 as the only AR here is it has the best hip accuracy and seems to work the best for this classes purposes.

Secondary: Sniper of choice. (I bet you're wondering why i made the sniper the secondary, i did this because mobility rating is determined by the primary weapon. Meaning that this sniper could potentially be as mobile as a guy with a skorpion. Heel free to switch these however, because you only get a ghillie suit if the sniper is your primary)

1 stun or flash 1 frag

Perk 1: Claymores. For sniping. The click gives you a warning to switch to the close range gun, and you'll need it because it takes almost twice as long as switching to a pistol.

Perk 2: Overkill. This should have been obvious when i stated it had two primaries.

Perk 3: Steady aim. This makes it a beast up close. Congratulations. You now have a class that can snipe, and dominate close quarters!

That's all for now folks. Stay tuned for Part 3: Advanced Tactics

- Baker

Tactics Part 3
This is part three of my advanced tactics and techniques guide. In one of my previous guides (basic tactical teamwork) i went over some very obvious, yet rarely used tactics. This guide contains all of my more advanced tactics. Keep in mind i rarely find myself in the need to use these, because most teams defenses don't survive my basic tactics. But when the need arises, i still have these aces in my hole to crush the resistance.

There are three Sections to this guide:

1: Advanced team stacking 2: Use of psychological warfare 3: Map control

Section 1: Advanced team stacking. This is one of my more deadly advanced tactics. I also rarely need to use parts of it. Basically, if you read my basic tactical teamwork guide, you already know how to stack a standard six man team. There are several variations of this i have developed for special situations. Going silent is the first, and most deadly, of my advanced stack ups. This is where everybody on the team switches to a UAV jammed and silenced version of thier current class (with the exception of snipers and LMGs, they just UAV jam or switch to an AR class. The sniper goes to a silenced g3/m16/m14. Lmger goes to silenced AK/m4/g36c. Shotgun users switch to SMG's. If overkilled keep the most versatile weapon and silence it.) Now why would i want my entire team to be UAV jammed? Simple. If you are like me and have ever played a game where the enemy team has UAV up nearly the whole time, and the enemy hunts by it (especially a good sniper that keeps getting choppers) you know that chances are you will lose. Wrong. I use this tactic if the enemy team gets more than 1 chopper in quick succession. Now think about it from the point of view from the other team. You bring up ur UAV and...what the hell? No dots? 80% of the time the enemy team will panic. When using this tactic it is vital that all players try thier best to stay out of sight, and camp in unexpected places. Remember though, since everybody is UAV jammed it is safe to stay near allies without being detected. This stackup is amazing for turning around a team death match for the win. Another advanced stack up i use i call "going heavy" this is like going silent but rather than UAV jammer, everybody switches to a juggernaut class. This helps in domination and HQ for assaulting bases. A well defended HQ can be hard to take, having your entire team capable of taking an extra round or two can be invaluable in knocking down the head quarters. This tactic is also a defensive beast, hole up the entire team in a building (explained in depth in my basic tactical teamwork guide) and now you have a building full of people that can take extra rounds, making them very hard to kill. When ahead, but with the enemy team gaining, i usually switch to this stackup. Other stackups are necessary for different maps. Why have a sniper on shipment? You shouldn't, switch him out for an SMG user. On crossfire sometimes it is a good idea to have two snipers, especially if the enemy sniper is better than yours. Switch out an unneeded player for that extra sniper. It is usually a good idea in a team for everybody to be able to do two things well, thier norm and one other specialty (specialties are, once again, explained in my basic tactical teamwork guide)

Section two: Psychological warfare. This is a tactic that is used by the military in real life. It has it's purposes in call of duty also. Using my silent team set up mentioned in the previous section, the enemy will most likely panic (about 80% of the time, i tested this). This means they will be jumpy, more likely to camp, be confused, and more likely to make mistakes. Since they will probably be camping, you now know to check the corners of every room you enter first (the corners are where most people will camp). Because they will be jumpy, thier target aquisition will be thrown off. Knowing how the enemy will behave is a big advantage. Now comes the fun part, messing with them. Random smoke grenades or gunfire will freak them out. No joke, you throw a smoke while your team is UAV jammed, and chances are the entire enemy team will dump half of its ammo and grenades into it. I've seen it happen over and over. The enemy will jump at any chance to get a possible kill, if you throw the smoke right, they will expect you to be crossing a high traffic street, so will start firing into the smoke or nading it. Random gunfire will make them more jumpy because, since you are silenced, they will be checking all over to see if they are under fire, and will try to find the muzzle flash. A stun grenade from long range into a group of enemies will make them all spray and pray, expecting someone to rush through the doorway. With my heavy stackup, the enemy will become angry. Anger means adrenaline. Adrenaline numbs the mind. It's a science really. The fact that they are angry will make them more aggressive, true, but you are all carrying juggernaut to compensate for that. The thing about adrenaline in CoD is, it completely messes with basic skills. Aiming, cover selection, every technique covered in part one of this three part guide will be hampered greatly. The enemy snipers will make fewer shots, the enemies grenade placement will be off, they might forget to cook grenades, thier cover selection will be poor, allowing for bullet penetration to do the work for you. Remember though, if these tactics are used on you, to try and keep a level head, or your entire team is screwed.

Section three: Map control. Map control is a rather difficult tactic to employ sometimes. It requires a deep knowledge of the map, and coordination between members of the team. Use one sniper to channel the enemy into a lower traffic route, being overlooked by another sniper. Now you have the enemy in a sniper crossfire, and as long as your team stays a semi distance away, the enemy will keep spawning right in the corner. Know what buildings on each map are important to control (i went over how to take control over a building effectively in my basic tactical teamwork guide) Know what areas are important to keep sights on. Keep the enemy channeled into what i call 'kill zones' like one of the starting spawns on crash. Work them back there with coordinated sniper fire, and keep them back there by having other troops guard the routes out. I know it sounds basic, but unless you have complete cooperation from the team, it is very hard to pull off. If you do manage to do it though, it is an absolutely deadly weapon that is very hard to stop once started.

And thats the end of this entire guide. Part1: advanced techniques, Part two: How to create a deadly class, and part 3: advanced tactics.

Thats all tactics for now...

- Baker