Cortesi Construction

May 27th, 2011 by teratomorrow

Cortesi Construction
33644 8th St Union City CA 94587
510-952-9999
cortesiconstruction@comcast.net

Cortesi Construction is a Family Owned and Operated Company with over 20 years of Experience specializing in any Home Improvement or Construction service such as; Kitchen Remodeling, Bathroom Remodeling, New Construction, Roofing, Countertops, Plumbing, Flooring, Tile, and more.

Established as a Company since 1991, Cortesi Construction is #1 in customer satisfaction, offering experienced, reliable, and fast service to ensure we don’t waste your time or money. All Work comes with a 100% customer satisfaction guarantee. While Projects are ongoing there is always on site supervisor making sure the job gets done right and just the way you like it.

We offer free estimates and references upon request. 

We Are The Handyman Experts, Call The Experts, serving the areas of Union City, San Francisco, & Fremont CA. CA General Contractors License # 818945.

Cortesi Construction

May 27th, 2011 by teratomorrow

Cortesi Construction
33644 8th St Union City CA 94587
510-952-9999
cortesiconstruction@comcast.net

Cortesi Construction is a Family Owned and Operated Company with over 20 years of Experience specializing in any Home Improvement or Construction service such as; Kitchen Remodeling, Bathroom Remodeling, New Construction, Roofing, Countertops, Plumbing, Flooring, Tile, and more.

Established as a Company since 1991, Cortesi Construction is #1 in customer satisfaction, offering experienced, reliable, and fast service to ensure we don’t waste your time or money. All Work comes with a 100% customer satisfaction guarantee. While Projects are ongoing there is always on site supervisor making sure the job gets done right and just the way you like it.

We offer free estimates and references upon request. 
We Are The Handyman Experts, Call The Experts, serving the areas of Union City, San Francisco, & Fremont CA. CA General Contractors License # 818945.

The Leupold VXII 3-9×40 MM Scope

August 26th, 2010 by teratomorrow

 

Leupold is known for making quality scopes for rifles. Often times, you get what you pay for when you are talking about optics. There are certain times when you can get a good deal on a scope, but for the most part, getting a cheap scope for short ranges is not much of an option.

Here are some of the features of the Leupold VXII 3-9×40 MM Scope:

  • The LR Duplex® reticle gives you proper holdover points for your rifle’s ballistics profile, allowing you to consistently make accurate, ethical long-range shots.
  • The Multicoat 4® lens system delivers optimal brightness, clarity, and contrast in all light conditions.
  • ¼-minute click adjustments for windage and elevation.
  • A lockable, fast-focus eyepiece securely locks your eyepiece once you’ve set your reticle focus.
  • The tactile power indicator makes it easy to tell your scope’s magnification with just a touch, without ever taking your eye from the eyepiece.
  • Gloss black, matte black, and silver finishes available.
  • Also available with the Duplex, Wide Duplex, Heavy Duplex, Leupold Dot, or German #4 reticle.
  • A durable Leupold Scope Cover is included to protect your valuable VX-II riflescope during transport or when not in use.
  • Rugged and absolutely waterproof in all conditions.

It is a great hunting scope that gets the job done. A great feature about the scope is that when you are making MOA adjustments, you will notice the clicks, which helps you remember where you are setting your scope. Another thing that this scope does really well with his staying clear when you need it most. Different weather conditions can be a hassle with low-quality scopes, but this one gets the job done.

 

CMMG AR 15 Rifles

August 25th, 2010 by teratomorrow

CMMG AR 15 .22 Conversion CMMG is a company that produces M4 and AR 15 rifles. Their AR 15 rifles are pretty fun guns to shoot. There are a lot of different manufacturers of these kinds of rifles, and they can also come in a number of different calibers for you to choose from. CMMG makes quality rifles that have gotten numerous good reviews from people. There are different things CMMG can do with and AR 15 rifle, and one of them is that you can do conversions. If you do not know, these rifles come in uppers and lowers that you're able to switch out for other gun parts. One thing that you can do with a conversion is convert and AR 15 rifle to a .22 rifle. This is one thing that CMMG offers their customers, and there are actually a lot of people up there who love the end result with the .22 conversion. The awesome thing about the .22 conversion is that the ammunition is rather cheap to shoot. If you are looking for a gun that is fun to shoot, and it is not going to take a lot of money to pay for ammunition, then the AR 15 .22 rifle conversion definitely tops the list. There are a ton of options for you to use on this rifle, and the functionality and usability of changing the parts makes it that much better. There are a lot of things that you can do in order to customize the rifles, and that leaves a lot of room for you to customize the rifles specifically to your needs. One thing that is great when it comes to guns and rifles is the ability to customize them exactly how you want them. Not everyone is going to want to shoot 200, 300, or 400 yards. A lot of people simply shoot out to a range of around 100 yards, and the requirements such as scope quality is going to be different regarding those distances. If you ever think about getting CMMG AR 15 .22 conversion rifle, you can always check out some good forums to get feedback and reviews from on CMMG rifles. There are a lot of things that you can do to guns, and it helps when you do good research before making an investment in guns.

Rifle Scopes

July 8th, 2010 by teratomorrow

A night vision rifle scope is a great accessory to have if you frequently hunt at night. If you want to buy one of these scopes, you will need to consider a few things beforehand. Some of these include speed, type, lens, and generation. This article will give you a few tips for buying a night vision rifle scope.

Speed

One of the first things you need to consider when buying a night vision rifle scope is the speed of your prey. If you opt to buy a cheap design, you will have a hard time aiming at fast moving animals. Fast movement will smear the image in the sight making it impossible to aim. Therefore, make sure you buy a quality night vision rifle scope if you hunt fast animals like deer.

Type

One of the next things that you need to consider when buying a night vision rifle scope is the type. You can choose to get a passive or an active scope. A passive night vision rifle scope will only amplify the surrounding light. Active scopes electronically enhance images on your scope. You will need to make sure you keep spare batteries around because active systems need to be powered.

Lens

You will also need to consider the type of lens you get when you buy a night vision rifle scope. If you need to spot targets that are far away, you will need a more powerful lens. However, you should be aware that this higher magnification will be at the expense of light. Therefore, you will need to decide if you want better magnification or illumination when you choose the lens for the night vision rifle scope.

Generation

When you buy a night vision rifle scope, you will have the choice between three generations. First generation scopes will provide a clear image as long as there is a full moon outside. A second generation night vision rifle scope will give you increased clarity, however they are more expensive. Third generation scopes can be used even during cloudy nights. They will provide the best clarity, but they will be more expensive.

Uses

One of the final things you should consider when you buy a night vision rifle scope is how you can use it. If possible, you should choose a scope that you can also used as a standard scope. This will allow you to switch the night vision rifle scope off, and use it in the daytime. This will keep you from having to use two different scopes.

These are a few tips for buying a night vision rifle scope. If you normally hunt fast prey, then make sure you get a high quality scope so the image won't smear. Also, an active night vision rifle scope will electronic enhance the images, but you will need to provide them battery power unlike the passive variety.

Sniper Rifle

June 28th, 2010 by teratomorrow

When playing Modern Warfare 2 as a sniper, one of the most essential skills one can learn is the skill of invisibility.

There are a number of tools you have as a sniper that can give you a tactical advantage, but only if you know how to use them. This guide deals specifically with remaining unseen, or at least much harder to see. We'll cover how to use the ghille suit, high traffic areas, and how to move from one location to another effectively.

To begin lets take a look at the ghillie suit. The ghille suit is the outfit that your character is automatically wearing when your primary weapon is a sniper rifle. However, the guile suit must be unlocked for certain environments by completing the ghillie in the mist challenges. You complete these challenges by getting one shot kills with sniper rifles; it is fairly easy to do.

Simply put, the goal of the sniper is to get to high ground, and keep distance between himself and the target. However, certain areas are death traps for a sniper. You need to pick your sniping locations wisely.

Tactical Positioning: High Traffic Areas

Every map has what are called high traffic areas. Sniper rifles are not good for short or medium range firefights. The majority of kills you get will be on unsuspecting passers by. High traffic areas are areas of the map that other players often run around in. Generally paths between buildings are more commonly traveled than the border of the map. Avoid direct contact with high traffic areas as much as possible. By standing in a high traffic zone, you are more likely to be seen and killed.

Although you should avoid direct contact with high traffic zones, you should not avoid indirect contact with them. Indirect contact simply means you have a good view of the high traffic area without being directly in it. Obviously this keeps you from being detected as easily and it gives you the opportunity to shoot anyone who is running around in those high traffic zones.

Tactical Positioning: Using Your Environment

The ghillie suit your character is wearing is designed to match the scenery of the area perfectly. This gives the sniper an extreme advantage, allowing him to blend very effectively with his environment. Always be on the lookout for bushes or tall grass that overlook a high traffic zone.

Whenever you find a bush or grass patch that is next to a high traffic zone, either crouch or lie down in it. Although on your screen it may look like you're not well secluded, in all actuality, if done correctly, you are virtually invisible. Bushes or grass patches located in shadows are even more effective than those located in the sunlight.

Movement and Killcams

Sometimes when you are sniping you're going to have to move in order to maximize the amount of kills you get in the duration of a game. Generally it is necessary to move from one high traffic area to another to get more kills, but moving can be suicidal if done incorrectly. Most of the time when a sniper is killed, it is either because he's camping in a high traffic area or because he is running around.

When you are moving from one area to another, try to avoid going into a high traffic area. Certain maps make this task more difficult than others. Perhaps the most common mistake that is made is constant running. Some people try to run from one side of the map to the other without ever stopping. Nine times out of ten running across the entire map will get you spotted and killed. Run in short burst instead.

When moving, you should run from one area of cover to another. While taking cover take a quick look around for enemies to ensure it is safe to move to the next area of cover. This helps keep you from being spotted.

Finally, whenever you kill someone, keep your scope up for a few seconds after you kill them to keep them from pinpointing your location when they watch the killcam. It's harder to precisely locate someone whose scope is up than it is to precisely locate someone who has their scope lowered.

Conclusion

This concludes the guide of stealth. Hopefully now you have a deeper grasp of snipers stealth ability. Remember these methods take practice. The more you practice them the better you will become. These techniques are the groundwork of becoming an effective sniper.

Remington Rifle Reviews

Bolt Action Rifle

June 20th, 2010 by teratomorrow

The pump or slide action rifle is a type of firearm that has always had a following but has never dominated the deer woods in terms of popularity. American hunters went from the being largely lever action hunters to bolt action hunters and that trend doesn't appear ready to change at any time soon. While I myself hunt almost exclusively with bolt action rifles, the pump action rifle deserves a closer look by most hunters.

The advantages of the pump action rifle are many. First, the pump action rifle offers quick follow-up shots. Admittedly fast second shots are more of an advantage in theory than actual hunting application. The difference between a follow up shot from a single shot rifle compared to even a semi-automatic rifle rarely is significant for most hunting. Second, many new deer and other big game hunters are familiar with their workings from using pump action shotguns. While learning to use various action types is not rocket science the simplicity of a similar shotgun and rifle is an advantage. Third, pump action rifles are able to handle modern powerful cartridges that provide them a significant improvement over the common lever action cartridges. The pump action rifle offers a lot of reasons for hunters to consider choosing a pump when selecting a gun.

The disadvantages of a pump action rifle are fairly insignificant. While pump action rifles are not usually as accurate as a bolt action rifle, the difference is generally quite small. While some pump action rifles shoot poor groups, there are many bolt actions rifles that shoot poor groups as well. Most guns regardless of action type are perfectly able to produce effective hunting accuracy. Another disadvantage of pump action rifles is that they are loud when cycling. Imagine getting into a tree stand, pulling up your rifle, and realizing the buck of a lifetime is standing in front of you. Would you rather have a bolt action rifle to load or a pump? Again, this is a small matter that probably will never happen, but it is a small disadvantage.

The fact is that the pump action rifle, the lever action rifle, the bolt action rifle, the single shot rifle, and the semi-automatic rifle are all perfectly good choices for hunting. A hunter should look at what his or her needs are and then select the rifle action that they are most comfortable with using. While all the options might seem confusing and daunting the fact is that you can't go too far wrong with any reasonable choice.

Rifle Site

Remington Rifles

June 16th, 2010 by teratomorrow

The .35 Remington is a hunting cartridge that has been around for over 100 years. Though originally chambered for a Remington semi-automatic, the .35 Remington is perhaps best known to modern shooters as a common caliber in the Marlin Model 336 lever action rifle. In addition to the Marlin, the .35 Remington is also a popular hunting choice in the Thompson Center Contender. The .35 Remington is popular with hunters who hunt whitetail deer, black bear, and hogs in deep woods and thick brush where shots are often short and quick. However, if shots are kept to a reasonable distance in the hands of a patient hunter who will wait for a proper shot the .35 Remington can be effective on larger game such as moose and elk.

Ballistics for the .35 Remington are not all that impressive compared against many more modern cartridges, but the large bullet diameter seems to help provide a boost to the real world effectiveness of the cartridge. According to Remington.com, Remington offers two loads for the .35 Remington, a 150 grain and a 200 grain Core-Lokt. The Remington Core-Lokt is a reliable hunting bullet that has stood that test of time and has and will continue to take a lot of game. The Core-Lokt bullets in the .35 Remington should expand quickly to deliver energy while the locked core is designed not to separate to provide deep penetration. The 150 grain load leaves the barrel at a published 2300 feet per second and generates 1762 pound of energy. At 100 yards the load provides 1874 feet per second and 1169 foot pounds of energy. The 200 yard numbers show a velocity of 1506 and 755 foot pounds of energy. As the general rule of thumb is that 100 foot pounds of energy are required as a minimum for deer hunting, this makes the .35 Remington about a 150 yard deer cartridge. The 200 grain Remington load adds a little energy to these numbers.

One of the more exciting recent innovations in the ammunition world (where most innovations are marginal improvements as best) is the Hornady LEVERevolution. The Hornady LEVERevolution is a flexible tip bullet that provides greatly improved ballistics yet the tip is soft enough to be used in a tubular magazine. Hornady loads the LEVERevolution for the .35 Remington in a 200 grain bullet that makes the .35 Remington a legitimate 300 yards whitetail deer cartridge providing a published 1003 foot pounds of energy at 300 yards (according to Hornady.com).

Though the .35 Remington is a hundred year old cartridge that still has a lot of life in it. The .35 Remington is one of a number of useful cartridges for hunting in brush and other areas where shots are relatively short.

Great Sniper Rifles

June 15th, 2010 by teratomorrow

Reloading Forum | Remington Rifles

 

Battlefield: Bad Company
Recon Class - a Multiplayer Strategy
“So you want to be a Sniper… urr… Recon dude, eh?”

Overview

This strategy guide is aimed for players interested in improving their performance as the Recon Class for Battlefield Bad Company online play. I am an Xbox 360 player, but the strategies should translate the same across platforms, so I imagine anyone can read this and get something out of it.

And here's the hot-coffee -in-your-lap disclaimer: it's just a guide. That's right, no bottle of pixie dust that magically makes you a super-shooter, or a genie that makes you the god of the virtual rifle - though, if you had a genie, and you didn't pick “world peace” or something that rhymes with “Angelina Goalie” is beyond me. So no suing my ass because you read my guide and you think you still suck. You don't suck. Have some confidence, soldier! Come on, that's why we're snipers! We're soooo damn good that we hide in the *way* back like real men!

Finally, I should state this first and foremost - everyone thinks being a “Sniper” is cool. And it is! But Battlefield Bad Company isn't just about how many kills you can rack up. It's about your side winning the battle, whether that be in Gold Rush, Conquest, or whatever other cool version DICE decides to come up with someday. So if you're going to play a Recon Class, you need to think about what's best for your team.

Your role as a Recon Class player is to provide Intel for your team (highlighting targets and letting the computer automatically report the enemies location to everyone else), provide sniper cover, hitting armor with laser guided ordinance, and providing your squad with a good spawn location during assaults.

Tools of the Trade:

The first thing you should do as a Recon Class Sniper is get a feel for the tools of your trade. Here's a brief list of what the Recon Class carries about with him instead of a wallet, car keys, and breath mints:

This is my Rifle…This is my Gun

First off, that gigantic gun in your hands that makes it look like you're trying to compensate for something is your sniper rifle. There are several types, but the tools are technically the same - only the numbers (range, damage, and rate-of-fire) are different. You shoot. You hit. You kill. That's the idea. I'm only going to cover skills and technique, not guns - you should pick your rifle (damage vs. rate of fire) on your own personal preference. I, personally, take the big damage rifle on large maps, and the higher rate-of-fire rifle into urban-like fights.

Proximity/Motion Sensors

Next is the motion sensor. This is a great little device that prompts you and your allies when an enemy triggers it. Since you, as a sniper, are the most likely to pitch a tent, roast some weenies, and kill a few baddies from a LONG distance away, this is the tool for you. After you find a good hunting spot, throw your motion sensors all around you and create a defensive perimeter. Keep in mind that, while you're peeping through your scope down field, you'll never see the guy coming up your flank with his knife out and his eyes on your dog tags, so those motion sensors really are your best bet at staying alive and not getting knifed.

The Handgun

Then we have the sidearm. This is your last-ditch weapon, and many will argue that running for your life, pulling your knife, or firing point blank with your rifle is a better strategy. I disagree. I've made MANY kills with the handgun, and if I'm relocating to another sniper point **in close quarters AND there isn't a bullet in the chamber** (notice the cute little stars I used to make my point) I'll go for the handgun. It fires extremely fast, you can easily make a headshot (on purpose or by accident… sometimes more often by accident) and it's pretty much your only option at close to medium range once your rifle's empty. Learn to use it, remember what button pulls it. But honestly, don't pull it unless you've already fired your rifle from the hip (no scope) and, unfortunately, missed.

The Binoculars

Finally, we have the laser guidance system - or, the-really-kick-ass-binoculars-they-should-sell-civilians-at-the-Sharper-Image. You call in air strikes with this baby by “painting” a target with your laser. It only works on vehicles (I have tried SO many times to paint the back of some jack-ass team-killer's head, but alas DICE programmers hate me), so once you successfully light up the target, your screen will switch to death-from-above mode with the bomb dropping down. You guide your missile with the right thumb-stick. Finally, keep in mind that if you die, your missile loses its guidance. So, when you hear the bomber pilot chime in that he's got your target, try and use that last second to get back into cover - if you die, chances are, your missile will either miss or hit your own guys.

The Knife

This is a one-hit, one kill weapon. And when you kill an opponent, you get to keep their dog-tags - you sick bastard. As a Recon unit, you won't spend a lot of time with your knife out, so I imagine that the only time you'll use the thing is when an enemy solder is rushing you and you're out of options. If you've already missed with your rifle, the guy's coming right for you, and you can't pull your handgun in time, hit the knife button and hope you slice and dice first.

Shooting :

Practice makes… dead bad guys.

Practice a lot with your Rifle. Every rifle is a bit different. Learn where the bullet strikes with whatever scope you are using. Take many practice shots - at live targets (not your teammates, dammit) and at stationary targets. The overall goal is to become proficient with the Recon Class, and you're not going to do that in the first few games. Each rifle has a slightly different scope, so it takes some getting used to. When you shoot, especially look for where the bullet strikes compared to how you had your sights lined up. Then, learn to aim there at all times.

One shot. Slow reload time. Zzzzz.

Take your time. If you're using any of the default rifles, notice how damn long it takes to work the bolt and get yourself ready for another shot - easily 2-3 seconds. This means you need to squeeze the trigger slowly and aim carefully. There's no rush - hopefully your soon-to-be victim is minding his own business half a mile away - so make sure to take that extra second to calculate and aim. Don't just slam down on the trigger either - pulling the trigger too fast might jerk your thumb and force your aim to slip. Just like a real rifle, squeeze slowly and keep your sights on the prize.

However, there are several sniper rifles with a higher rate of fire at the cost of greater damage (like the SVU). Although they still aren't quite as fast as firing a fully automatic gun, pacing and properly placing each shot is just as important as the bolt-action rifles. Find what you are most comfortable with - several shots to kill a target (but you get many chances) vs. one big boom and hopefully one dead target.

Hitting moving targets

You don't have to worry about gravity in this game, (aka, bullet-drop) so no need to change your angle for extreme shots. But you do need to worry about bullet travel time. There's no way for me to tell you HOW to lead your target when they are dashing for the outhouse across the field. It would go something like, “when your target's about an inch tall, you should lead it by about half an inch. Wait, what do you mean your TV is the size of my house?!?” Practice is the best way to judge. When the map first loads and your getting into a defensive or offensive position, take a few shots and mentally count the milliseconds it takes for you to see the puff of dust on the ground. Then, try and guess WHEN your target will be somewhere and place your bullet there.

Also, when the target is on the run, don't just lead the target, follow him and see where he's going. If you think you can hit him, squeeze the trigger. But if he's zigzagging like he's pissed off a hornet's nest, that might mean he's anticipating fire and attempting to dodge. Either wait for him to stop his evasive maneuvering, learn his pattern of maneuvering and place your bullet in his path, or wait to see if he's actually trying to get somewhere. Chances are he's on his way to cover. If you have a decent angle, that cover might not do anything for him against you. Or, if he makes it to cover and you can't get a shot on him, then wait. You'll probably get a better shot on his head when he pokes out looking for a target - especially if he's a recon unit as well.

Finally, the last benefit for letting a poor shot go is that enemy squad mates might spawn around him. I know… more baddies is usually a bad thing, but a new guy standing in the field trying to figure out where to go is a *significantly* easier shot than the guy running and weaving. When you're on the defenders side (gold rush) or in conquest mode, killing as many reinforcements is paramount. Also, putting an enemy solder back into the spawn lobby (I wonder if it's really called that…) keeps him off of the battlefield for another fifteen seconds - which might, in the long run, save one of your squad mate's lives.

Where to shoot

Rule one: Always shoot for the head… Let's pound our head on the concrete block called “Captain Obvious” for a second here. You shoot for the head because not all rifles are a one-shot-one-kill kind of deal. If you can hit them in the head, that's a guaranteed kill, which means that if the target is hiding, firing, taking cover, or picking their nose, it's to your advantage to take that extra second and line your crosshairs up to at their noggin'. Taking that extra second to carefully aim will merit you more hits and more kills in the long-run. Also, there's that nice, extra +5 bonus for a headshot, too. Not too shabby.

Rule two: forget rule one. (haha! Get it? Rule one… ahhhh, never mind) I say this very important exception for a reason… when the target is on the move, (and, honestly… almost all of the targets are going to be on the move at one point or another), at extreme range, and you absolutely CANNOT wait for a better shot, than shoot for the body. Sometimes the target is already wounded and you will finish him off. Sometimes just wounding him will be enough to make him turn tail and take cover (and, therefore, buying your squad some time). And there is still a very good chance that you'll kill him. But the reason you shoot for the body instead of the head (again, Captain Obvious gets promoted to General in this example) is that it's better to *hit* your target and just wound rather than *miss* your target all-together. The more pressure and damage you can inflict on the other team will, in the long run, help your team. And if another one of your teammates takes down your wounded soldier, that's still *some* points for you.

Close Combat is not our friend…

Suddenly find yourself in a close-quarter gun battle? If necessary, stop aiming with your scope and shoot from the hip instead. A pointblank shot with the rifle in any body location usually kills - just try and imagine where the crosshairs would be if you had them. And if you miss, or the target is still alive, THEN pull your handgun. Don't wait for the bolt-action - you'll never make it.

Finally, if the enemy is in such close quarters that you can practically touch them, go for your knife. Hitting the knife button automatically draws *and* strikes - if you hit, it's an instant kill. And, chances are, if you're still alive at this point, that means your enemy's trying to do the same thing - gotta love those dog tags.

Hiding

I almost called this section: “not getting shot at.” But hiding should work for now. And you will, unfortunately get shot at *a lot* so “not getting shot at” would have been misleading. Here's some things you can do to reduce your amount of “getting shot at…”

Where to hide

Let's start with the old camping joke… Remember back in the days of Quake and Doom, where people would yell at you from across the dorm room or over the phone about how you're being a cheap-ass by camping around a corner with a double-barreled shotgun or the BFG? (Did I just show my age there a bit?) Well, that's definitely out in a game like Bad Company. Running around madly will get you killed - at least, it will when you're wearing a Ghillie suit. Finding a suitable location is probably 80% of your job as a Sniper/Recon player. When you're defending, you need to have a good field of view on a highly trafficked area. The more attackers you kill, the less your teammates will have to deal with at the gold crate or objective. Also, if you can get a great angle on one of the gold crates you have to defend… even better. And when you're an attacker, wounding or eliminating threats is the best way to help your team.

Now I know I'm stating the overly obvious here (*gasp! A sniper needs to have a good hiding spot?!?!) but try and think about what you look like from others' perspectives. If there's a tree, stand by it or behind it. It's natural for the eye to focus on a closer object, and virtual gaming is no exception - if half or a quarter of your body is exposed, and the rest looks like a tree, it'll be harder for an enemy sniper or support class to spot you. Also, if you can find a bush, fence, or other soft cover (that doesn't stop bullets, but makes it harder for you to see) take cover in that.

NEVER take the highest point on the hill. This is the number 1 mistake I see other snipers make - they take the highest ground for the best vantage point (and that is true… you do have the best view from up there…), but they stick out like a big black dot against that blue skyline behind them. Sacrificing your life for the best possible shot is not a good strategy in the long run. If you're going to help your team win, you need to be around as long as possible - don't take spawns from the attacker's pool, and don't leave your allies without cover fire while you're waiting to respawn. If it comes between taking a good cover point or having a great view, take the cover point. You may only get half the opportunities to fire, but keep in mind one of the sniper's largest disadvantages is getting BACK into a good sniping location after you die. Unlike other classes that can immediately respawn with their team or at base and be effective in a firefight, you NEED to make your way back into a good hunting/hiding spot before you are effective again. So, as a recon unit, you have the WORST time after a respawn when it comes to helping your team.

Don't move

So, the number one thing that helps people spot targets, especially in a video game (and in real life) is movement. If something moves, it immediately stands out. A guy running through a field, a sniper crawling back behind a rock, even changing your angle can get you spotted by an enemy sniper or some jackass in a tank. After you find yourself a cozy place to snipe in, try not to move too much. If you do move, make VERY slow motions. Try not to jerk your aim left and right (over and over again) looking for a shot - you are holding a massively long barrel, after all. Movement will get you spotted.

And remember to lay out your motion sensors - if you're worried about getting knifed in a back by a spec ops guy coming up the hill outside of your scope's vision, the motion sensors are your best bet to stay alive — it takes a few extra seconds, but always throw those out all around you. Lay one to your left, your right (both at 90 degree intervals), behind you if you don't have your back to something, and finally one right in front of you.

So you think you've been spotted…

If one of your motion sensors triggers, or you manage to see someone coming up on you, don't necessary go running away screaming for your momma — come on, I know some of you do that like I do. The enemy still might not have an exact position on your location, especially if you have an excellent hiding spot. He might be rushing your position because someone else managed to spot you before they were killed (reporting your position on their radar), or because they saw your allies spawning from your location. Stay calm, try to score the hit on him, and be ready to pull your handgun or knife. If they don't know where you are, and you get up or move, then they'll definitely have you. If you stay calm and in cover, they might run right past you.

Teamwork

So what can you offer your team as a skilled recon unit? Well, other than being the guy in the back who cheers on everyone else heading for the front lines, here are some effective tips to keep your team moving forward. And no, I'm not going to just flat out say “kill lots of people.” That one should be a given.

You are the tank bane!

From your hiding spot, both your rifle and your support laser binoculars have limitless range. Try to put as much pressure on the opposite team as possible, especially tanks. If the enemy in armor is playing cautious, and he's desperately trying to keep his tank in one piece, continuously laser him, and then drop the lock at the last second - he'll see that someone's targeting him and will attempt to take cover. This may prevent him from advancing, and keep in back from the fight. And, since you won't drop your bomb, you won't have to wait for a reload time. It'll keep him guessing, and probably keep him away from the front lines.

Also, when you do lock on and initiate a bomb drop, try and decide what's best for your team under the given circumstances. If you have targeted a troop transport, and you see all of them evacuate and rushing towards an objective or flag, it might be better to hit as many of them as possible (or the cover they are running to) rather than the vehicle. Likewise, if it is a lone solder who has just abandoned his tank to take cover deep into your territory, it may be smarter to destroy the vehicle instead of the soldier. If you miss, he'll continue his assault on your teammates and objectives. And if you kill him, another enemy (possibly a support class, who can repair the tank) might hop right in and continue the barrage.

Spawn Central - stay close enough to be useful

Good hiding places are essential for a sniper to do his job, but when your team is on the offensive, sometimes you have to find decent hiding places quickly and close to the enemy objective. I always attempt to find a good sniper perch less than 30 to 45 second full-sprint towards the enemy base or objective. You will still be effective at this range (not too close to have to start shooting from the hip or instead pull your pistol) but you're not far enough away that when your allies die they can't use you as a good spawn location.

Ideally, if you can keep from being discovered, you will essentially prove your squad with two roles - a support sniper, and a mobile spawn point.

Conclusion

The Recon Class is an extremely rewarding class to play, but it takes lots of practice, and more strategy and planning than fast reflexes. You need to be patient, and you need to be smart. Think about where you are and how you can best help your team. This class is NOT for those interested in rushing into battle and getting a massive kill count (though you can… with the right position). As a recon unit, you want to stay alive as long as possible, take as many shots as possible, and report as many enemy movements to your allies as possible. The more data you can rely to your team, the more enemies you can eliminate, and the more often you and your team will win in the long run.

 

Custom Rifles

June 13th, 2010 by teratomorrow

STATEMENT OF PURPOSE

The purpose of this paper is to discuss the development of the Combat Training Center Program as a response to the U.S. Army’s evolving training needs. The paper will discuss how the Army trained before the development of its four Combat Training Centers (CTCs), the training centers themselves, and the unique capabilities of each. Finally, the paper will conclude with a discussion of the future of the Combat Training Center Program. 

INTRODUCTION 

Army training has one purpose: to develop a combat ready force that is physically and psychologically prepared to fight and win America’s wars (AR 350-1, 1983, p. 1). For much of the Army’s history, training has been accomplished by individual units focusing on those tasks that are essential to the completion of their wartime missions. Training was, and for the most part still is, accomplished at duty stations around the world. At the vast majority of these Army posts, however, the resources required to conduct realistic, simulated combat training under stressful conditions are simply not available. Until 1973, Army units followed the Army Training Program, which allotted time to specific subjects but did not dictate how well soldiers had to execute specific combat-related tasks. 

When General William F. DePuy, the first commander of the U.S. Army’s Training and Doctrine Command (TRADOC), evaluated Army training methods, he realized that it was necessary to expose soldiers to realistic battlefield conditions before they experienced actual combat. General DePuy developed three new training methods: the Systems Approach to Training (SAT), the Army Test and Evaluation Program (ARTEP), and the Combat Training Center Program (Caldwell, 2000). The Systems Approach to Training describes the conditions under which specific soldier tasks are to be performed and sets a standard for how well these tasks must be executed. The Army Test and Evaluation Program establishes training standards for specific-sized elements, from squad (usually 10-12 soldiers) to battalion (usually 700-1000 soldiers) levels. The Combat Training Center Program, which is the focus of this paper, established specific places where units could go to perform force-on-force training in a field environment, under stressful and realistic simulated combat conditions, with established standards and evaluation procedures. 

The Army currently has four Combat Training Centers: the National Training Center at Fort Irwin, California; the Joint Readiness Training Center at Fort Polk, Louisiana; the Combat Maneuver Training Center at Hohenfels, Germany; and the Battle Command Training Program at Fort Leavenworth, Kansas. While each CTC is unique in its scope and purpose, all employ certain basic methods of training and evaluation that ensure each Army unit gets the most out of its scheduled rotation. 

THE COMBAT TRAINING CENTER PROGRAM 

According to the Combat Training Center Program Strategic Plan, “A CTC experience is the closest thing to combat our soldiers, leaders, staffs and units will ever experience. It is a battlefield where they can ‘die,’ come back to life, correct their mistakes, and fight again…” (www.call.army.mil). The CTCs serve many purposes for the Army, including providing commanders with an assessment of their unit’s combat efficiency, validating Army doctrine, and providing challenging training under stressful simulated combat conditions. 

The objective of the CTCs is to provide “…highly realistic and stressful joint, inter-service, and combined arms training according to Army doctrine” (AR 350-50, 1995, p. 1). They do this by adhering to the “five pillars” of the Combat Training Center Program: that participating units will be organized as they would for actual combat; that a dedicated, doctrinally proficient operations group control all unit rotations; that a dedicated, realistic opposing force (OPFOR) be employed; that the training facility be capable of simulating combat conditions; and that there be a base infrastructure in place that can support the CTC mission (AR 350-50, pp. 1-2). 

The first pillar of the Combat Training Center Program requires that participating units be organized as they would for actual combat. When a unit deploys its forces to one of the CTCs, it brings all of the personnel and equipment that would be assigned to it in the event of an actual combat mission. These assets are required to perform all of their normal logistical and administrative functions during their CTC rotation, including maintaining equipment, feeding troops, fueling operations and water support, ammunition re-supply, and medical support. 

The second pillar requires a dedicated, doctrinally proficient operations group. Operations groups, which consist of support personnel, civilian contractors, and observers/controllers (O/Cs), are primarily responsible for all CTC rotations. Support personnel take care of routine administration, operations, and logistical functions. Civilian contractors are predominantly retired military officers and noncommissioned officers who have extensive experience in their respective branches. They assist in the planning, coordination, and execution of each rotation. Observers/controllers are military officers and noncommissioned officers who receive classroom and field training to certify them as subject matter experts in the various areas of combat operations (www.usachcs.army.mil). O/Cs observe individual and collective training and provide impartial evaluations to the training unit. O/Cs also conduct after-action reviews during designated pauses in CTC training. After-action reviews are open discussions that focus on a specific mission or task, identify strengths and weaknesses in its execution, and determine how to fix the things that went wrong. 

The third pillar of the Combat Training Center Program requires a dedicated, realistic opposing force (OPFOR). OPFOR units are designed to represent a particular level of capability rather than a particular country. As such, these forces are organized to replicate elements of infantry, armor, mechanized infantry, airborne, and special operations units. These units are well-trained and well-equipped, using equipment and weapons systems that are visually modified to represent the types of systems that U.S. forces are likely to encounter in combat. In some cases, OPFOR units have actual equipment from the former Soviet Union. OPFOR units are free to move, attack, and defend as they see fit, in accordance with the capabilities, strengths, weaknesses, tactics, and doctrine of the armed forces of potential adversaries (AR 350-1, p. 1). Finally, the Combat Training Center Program dictates that the size of OPFOR units must be at least equal to and preferably greater than the size of U.S. forces participating in training (AR 350-1, p. 3). This forces to U.S. units to attempt to accomplish their wartime mission against a numerically superior, non-cooperative enemy force. 

The fourth pillar requires that the training facility be capable of simulating combat conditions. This means that each CTC must have controlled airspace, a large operational area (commonly referred to as “the box”), live-fire facilities (where units can use live ammunition against realistic targets in a simulated combat situation), and an advanced instrumentation system to record critical combat-related data. 

The most important piece of the instrumentation system is the Multiple Integrated Laser Engagement System, known as MILES. The MILES is a series of eye-safe laser devices that simulate casualties for both personnel and equipment (www.jrtc-polk.army.mil). MILES transmitters are placed on all weapons systems; receivers or sensors are placed on all personnel and equipment. When a MILES-equipped weapon is fired, it emits a laser beam that is picked up by a receiver or sensor if a soldier or piece of equipment is “hit.” The sensor then emits a distinctive tone that indicates that a soldier was wounded or killed, or that a piece of equipment was disabled. Units are then forced to requisition replacement soldiers or equipment as they would under combat conditions in an actual theater of operations. Anne Chapman, the TRADOC Military History Office historian, attested to the importance of the MILES when she stated, “I believe that a major reason that the training is so effective at the CTCs can be attributed to the development of MILES…where soldiers can ‘shoot’ each other to gauge their effectiveness” (Caldwell). 

The fifth and final pillar of the Combat Training Center Program requires that there be a base infrastructure in place that can support the CTC mission. To fulfill this requirement, each CTC facility must have sufficient barracks space to house the soldiers of participating units, an airfield capable of handling large cargo and passenger aircraft, large open spaces for unit aircraft and vehicles to stage prior to deploying into “the box,” and after-action review/briefing centers capable of accommodating entire units. 

At the conclusion of each CTC rotation, the participating unit receives a take-home package (THP). The THP is a compilation of all O/C comments, unit performance data for all aspects of combat operations (including casualties, re-supply, maintenance, efficiency, etc.), and videos of the various after-action reviews. These take-home packages provide training tools for the unit’s chain of command to improve their home station individual and collective training programs.
The Army’s Combat Training Centers provide the Army with one of the most important elements in training for possible future missions. The National Training Center, Joint Readiness Training Center, and Combat Maneuver Training Center, collectively known as the maneuver CTCs, are each custom tailored to a different theater of operation in which the Army may have to conduct missions. The Army goal is to have all commanders of active duty combat maneuver brigades, battalions, and special forces battalions receive at least one rotation at NTC, JRTC, or CMTC during their command tour (www.usachcs.army.mil). The Battle Command Training Program is the Army’s capstone CTC, designed for the senior commanders who will direct the Army’s future operations. Commanders at the division and corps level execute a BCTP rotation during the first year of their command tour (TR 350-50-3, 1999, p. 2). 

THE NATIONAL TRAINING CENTER 

The National Training Center is located at Fort Irwin, in the California desert. The NTC provides training for brigade and battalion task forces and is geared primarily toward heavy (armor or mechanized) units. Occasionally, selected light (infantry, airborne, special forces, etc.) units participate with a heavy unit to provide mixed mobility and joint training. The NTC encompasses 640,000 acres and provides participating units with combat scenarios in a mid- to high-intensity environment applicable to Europe, Asia, or the Middle East (CTC Program Handbook, 2000, p. 3-D-6). Fort Irwin offers over 1,000 square miles for maneuver and live-fire ranges (www.irwin.army.mil). 

The NTC conducts ten rotations per year, with each rotation averaging approximately 5,000 soldiers (www.call.army.mil). Rotational units include active duty heavy maneuver forces, attack helicopter battalions, armored cavalry regiments, and divisional cavalry squadrons (FR 350-50-1, 2002, p. 3). Additionally, reserve and National Guard units sometimes participate in NTC rotations. Participating units deploy to Fort Irwin for twenty-eight days. The first few days are spent on Reception, Staging, Onward Movement and Integration (RSOI) operations, which include air deployment to the NTC, drawing equipment from pre-positioned stocks, and deployment into the operational area. RSOI operations are followed by approximately two weeks of tactical operations against the 60th Guards Motorized Rifle Division (the 11th Armored Cavalry Regiment OPFOR). 
Tactical operations include force-on-force training and live-fire exercises, as well as all of the support functions necessary to the sustainment of combat operations. Finally, the rotational units conclude with recovery and re-deployment operations in which equipment and personnel are returned to their home station. 

THE JOINT READINESS TRAINING CENTER 

Building on the success of the National Training Center, the Army developed a Combat Training Center for its infantry, airborne, and special operations forces. The Joint Readiness Training Center, located at Fort Polk, Louisiana, covers 96,000 acres and provides realistic, simulated combat training for brigade and battalion task forces (CTC Program Handbook, p. 3-C-6). Ten rotations (eight active duty, one special operations, and one National Guard) are conducted per year (CTC Program Handbook, p. 3-C-10). The JRTC provides units with a unique training experience because it incorporates the United States Air Force, civilian role players, media on the battlefield, and fictional host-nation forces. Each scenario is based on a U.S. task force deploying to a mythical island nation to assist in repelling a hostile invader. 

Each unit deploying to Fort Polk begins with Intermediate Staging Base (ISB) operations. The ISB is the location within a particular theater of operations where a unit would prepare for tactical insertion into a combat zone (FR 350-50-2, 1998, p. 110). ISB operations provide the participating unit with an opportunity to train on deployment procedures, organization, planning, and pre-combat actions at a forward staging area. ISB operations are followed by tactical operations that include force-on-force and live-fire training, and the integration of Air Force assets in aerial re-supply, casualty evacuation, and close air support of ground forces. JRTC offers an additional tool to training units: Military Operations on Urbanized Terrain (MOUT). Fort Polk has a state-of-the-art $13.2 million MOUT facility that includes a mock city, an airfield facility, and a military compound that provide realistic training in third world urban warfare scenarios (www.jrtc-polk.army.mil). Additionally, the JRTC’s OPFOR (1st Battalion, 509th Infantry Regiment) possesses actual equipment from the former Soviet Union, including helicopters and fixed-wing aircraft. Finally, rotational units conclude with re-deployment out of “the box” and back to their home station.

THE COMBAT MANEUVER TRAINING CENTER 

The Combat Maneuver Training Center, located at Hohenfels, Germany, is the European equivalent of the National Training Center and Joint Readiness Training Center. The CMTC provides combined arms training for heavy, light, and special operations units based in Europe. Fifteen U.S. units, three German units, and if time permits, other NATO units train on CMTC’s 44,000 acres each year (CTC Program Handbook, pp. 3-B-7, 3-B-9). The CMTC prepares units to fight in European combat scenarios, peacekeeping operations, and combinations of the two. 

Each standard 25-day CMTC rotation begins with three days of RSOI operations (www.call.army.mil). Units then move into the tactical operations phase, which includes five days of company- and team- level situational exercises followed by fourteen days of battalion force-on-force training (www.call.army.mil). Force-on-force training includes live-fire exercises at Grafenwoehr, Germany, and a MOUT facility that represents a small European village, against the 1st Battalion, 4th Infantry Regiment OPFOR. The CMTC rotation concludes with three days of recovery from the field environment and re-deployment to the unit’s home station (www.call.army.mil). 

THE BATTLE COMMAND TRAINING PROGRAM 

The U.S. Army Battle Command Training Program at Fort Leavenworth, Kansas, is the Army’s only mobile Combat Training Center, bringing CTC training to the unit’s home station. The BCTP provides command and battle staff training for brigade, division, and corps commanders, and their staffs (ww.bctp.leavenworth.army.mil). 

A BCTP rotation consists of an Initial Planning Conference (IPC), a Battle Command Seminar (BCS), a Start-of-Exercise Conference (STARTEX), and a Warfighter Exercise (WFX) (TR 350-50-3, p. 5). The IPC is a planning conference that establishes the framework for the Battle Command Seminar and begins the planning process for the BCTP rotation. It is conducted at the unit’s home station and is designed to familiarize the commander with the BCTP methodology. The BCS, which is held at Fort Leavenworth, Kansas, assists the commander in building his command and staff team in preparation for the BCTP rotation. Initial exercise instructions are provided and the commander’s staff uses the Military Decision Making Process to coordinate and plan their BCTP rotation. The STARTEX is conducted at the unit’s home station. It establishes the framework for the entire exercise and details the starting conditions for the Warfighter Exercise. Finally, the WFX is a multi-echelon, tactical exercise conducted at the training unit’s home station. Brigade, division, and corps headquarters units deploy to local field sites to “wargame” various combat scenarios against the OPFOR using computer simulations.
The BCTP OPFOR simulates the Northland Republic, an armor-based force patterned after various former Soviet Union models (www.bctp.leavenworth.army.mil). The OPFOR replicates the doctrine and tactics of potential adversaries using computer simulations. The OPFOR is completely “free-thinking” and fights to win. 

A unique aspect of the BCTP is its senior observers. Senior observers are retired senior general officers who are personally appointed by the Chief of Staff of the Army. They coach and mentor the rotational unit’s senior leaders and staff while also providing feedback to the Army’s senior leadership (www.bctp.leavenworth.army.mil).

THE FUTURE OF THE CTCs 

The Combat Training Center Program has been extremely valuable in helping the Army meet its evolving training needs. Recognizing that most future military operations will require cooperation among the various branches of the armed forces, the Department of Defense plans to build a Joint National Training Center by October 1, 2004 (Gilmore, 2002). 

CONCLUSION 

Through the use of realistic, simulated combat conditions, technologically advanced simulation equipment, professional observers/controllers, and dedicated opposing forces, the Combat Training Center Program provides challenging, realistic training that is as close to combat as a unit can get without actually being there. 

The Combat Training Centers offer a training opportunity that cannot be replicated at a unit’s home station. The training is all encompassing, from preparing personnel and equipment for deployment to a theater of operations, to pre-combat actions at a forward staging base, to conducting tactical combat operations, to re-deploying from a combat theater. Commanders can receive unbiased feedback that is free from command influence and offers a realistic evaluation of the unit’s readiness for deployment and combat operations. The training value is without equal, and the development of the Joint National Training Center will only serve to further improve the combat capabilities of the U.S. armed forces.

WORKS CITED
Army Training. (1983). Army Regulation 350-1. Retrieved August 29, 2002, from the World Wide Web: http://www.usapa.army.mil.
Caldwell, J. (2000, June). Commentary: After 225 years, U.S. Army is world’s best-trained. Army News Service. Retrieved August 31, 2002, from the World Wide Web: http://www.dtic.mil/armylink/news/Jun2000.
Center for Army Lessons Learned Web Site (www.call.army.mil).
Combat Training Center Program. (1995). Army Regulation 350-50. Retrieved September 10, 2002, from the World Wide Web: http://www.usapa.army.mil.
Combat Training Centers Web Site (www.usachcs.army.mil).
Joint Readiness Training Center Web Site (www.jrtc-polk.army.mil).
Battle Command Training Program. (1999). TRADOC Regulation 350-50-3. Retrieved September 14, 2002, from the World Wide Web: http://www.tradoc.army.mil.
Combat Training Center Program Handbook. (2000). Retrieved September 6, 2002, from the World Wide Web: http://www.ctc.army.mil.
Training at the National Training Center. (2002). FORSCOM Regulation 350-50-1. Retrieved September 9, 2002, from the World Wide Web: http://www.forscom.army.mil.
Training at the Joint Readiness Training Center. (1998). FORSCOM Regulation 350-50-2. Retrieved September 9, 2002, from the World Wide Web: http://www.forscom.army.mil.
Battle Command Training Program Web Site (www.bctp.leavenworth.army.mil).
Gilmore, G. (2002, September). Joint National Training Center in DoDs Future. American Forces Press Service. Retrieved September 25, 2002, from the World Wide Web: http://www.defenselink.mil/news/Sep2002.

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