Chapter 6. Individual Tactics
Chapter 6. Individual Tactics

Basics

Before you get on the field, be sure to check your goggles for cracks or damage. Be sure you have all your equipment, and insure that your weapon is functioning properly. Finally, make sure your weapon is loaded.
Be sure to understand the proper terms in use at the field. On many fields yelling “he’s hit” will result in the player who screamed being called out for saying “hit”. Every member should understand and be aware of the proper terms and conditions used at the local field.
The squad leader will review the field rules with his squad and insure they have a thorough understanding of these rules.

Lessons that can be learned before you ever play

1. Gain the advantage and keep it
2. Moving in any direction is better than standing still
3. Find the enemy’s weak point and exploit it
4. Understand and know the enemy, their capabilities, and their experience
5. Suppression fire will keep the enemies heads down
6. Avoid one on one situations
7. Learn the tactics of the PLI
8. If expected to do something, do it
9. Teamwork is essential
10. Communicate

Cover and Concealment
Cover and concealment are not the same thing. One provides a barrier that will stop a paintball, the other simply hides you from sight.

1. Cover will stop a paintball, but may or may not hide you. A good example would be a sheet of plywood or a plastic window.
2. Concealment allows you to hide, but may not stop a paintball. A good example is a bush.

Often in paintball cover and concealment can function together. This is due to the lightweight, fragile projectile. When using cover, members should remember not to get to close to it. A tree trunk will provide good cover up close, but by keeping it an arm length away it can still provide cover, but allows the player to see around the obstacle.






Movement

Movement is the key to paintball. No game has ever been won by sitting in a bunker. Members must understand the dynamics of moving, when to move, how to move, and most importantly, why to move.
Naturally the best time to move is when you are not under fire. When not under fire, take your time in moving. Be sure to plan your route and know what will happen if the enemy springs an ambush. Every member of the PLI should be aware of where they are and know where they will go if ambushed. Members should constantly scan the field for:

1. The enemy
2. Their squad mates
3. Dangerous situations or animals
4. Cover
5. Concealment

This effectively means your brain is always asking the question: "What if?" Be aware of your surroundings and have a plan about what you will do if it hits the fan. This is especially true of the leaders of the PLI. Squad leaders must not only ask themselves what will I do, but formulate possible plans of action. The SOP's and immediate action drills of the PLI will only carry the unit so far. Intelligent members making decisions in the heat of battle will ultimately decide the fate of the unit.

Always be ready for the ambush. Members should always carry their weapons at the ready position, not at sling arms or on their shoulders. Paintball guns are much lighter than military firearms and not as difficult to carry. Weapons should generally be carried at Port arms, at the shoulder, or at the hip.
When moving under fire, members of the PLI should understand the concepts of bounding over watch (the Whiskey command) and be prepared to move in short bursts even when under heavy fire. Failure to move when ordered to do so will result in defeat. It takes the average person three seconds to see a target, recognize it as a target, aim, and fire. Moves that take less than three seconds will not get players hit.

Seven Rules of Movement

1. Never allow yourself to be seen in silhouette, and keep low at all times.
2. Avoid open spaces.
3. Select your next position in cover before you make your move.
4. Hide your movements any way you can.
5. Move fast.
6. Stay clear of covering fire.
7. Be alert and ready for anything.

Noise Signature
Carrying several hundred paintballs results in a constant rattle when moving at any type of speed. Members will endeavor to reduce their noise signature by padding hopper tops, covering loaders, and securing gear to reduce the knocks and pings that all the gear causes. Especially noisy are half-empty loaders or hoppers. The best way to combat this is to have loaders that have half the capacity of a hopper. This will allow members to load a full hopper into a loader when it is half full, thus reducing the rattle caused by a half empty loader.
Players can also put round velvet floor protectors (these are used for furniture and can be found at your local hardware store) in the caps of their loaders, This will reduce the rattle of the loaders.
Harnesses should be snug, but not restrictive. Pouches should be kept away from the front and rear of the leg as it will restrict the member’s ability to run. Velcro can be noisy. Consider using buttons or snaps if you make your own gear. Metal buckles and snaps should be covered with electrical or camouflages tape to prevent noise.
Boots can cause massive amounts of noise. The best bet is to select boots with soft rubber soles. See Chapter 3. Equipment (Footwear).





























"The easy way is always mined."
U.S. Army Philosophy
Confirmed during the War in Vietnam

The Infantryman

Among the paintball infantry's basic fundamentals are the principles of war (Appendix C), the elements of combat power, and the tenets of the Paintball Warrior Battle Doctrine. These fundamentals have apPLIcation at the platoon and squad level. This section provides the mission of the infantry and the doctrine principles basic to the infantry rifle platoon and squad. These principles form the basis for platoon and squad tactics, techniques, procedures, and drills. This section also discusses the elements of combat power and the skills required of leaders and soldiers at the small-unit level.

Mission
The mission of the infantry is to close with the enemy by means of fire and maneuver to defeat or capture him, or to repel his assault by fire, close combat, and counterattack.
a. Despite any technological advantages that the PLI might have over an enemy, only close combat between ground forces gains the decision in battle. Paintball Infantry forces have a key role in close combat situations. They--
· Attack over approaches that are not feasible for heavy forces.
· Make initial penetrations in difficult terrain for exploitations by armor and mechanized infantry, and heavy infantry units.
· Retain existing obstacles and difficult terrain as pivots for operational and tactical maneuver.
· Seize or secure forested and built-up areas.
· Control restrictive routes for use by other forces.
· Operate primarily at night or during other periods of natural or induced limited visibility.
· Follow and support exploiting heavy forces when augmented with transportation.
· Conduct rear area operations, capitalizing on mobility.
b. Success in battle hinges on the actions of platoons and squads in close combat; on their ability to react to contact, employ suppressive fires, maneuver to a vulnerable flank, and fight through to defeat, destroy, or capture the enemy. The successful actions of small units relies on the ability of leaders and soldiers to use terrain to good advantage; to operate their weapons with accuracy and deadly effect; to out think, out move, and out fight the enemy.
c. Paintball Infantry platoons and squads normally operate as part of a larger force. They benefit from the support of other infantry units, armor, artillery, mortars, close air, air defense, and engineer assets. They also provide their own suppressive fires either to repel enemy assaults or to support their own maneuver.

Combat Power
The doctrine that guides infantry forces is based on the four elements of combat power: maneuver, firepower, protection, and leadership.

a. Maneuver. Maneuver is the movement of forces supported by fire to achieve a position of advantage from which to destroy or threaten destruction of the enemy. Infantry forces move to gain a position of advantage over the enemy and to hold that advantage. They maneuver to attack enemy flanks, rear areas, logistics points, and command posts. In the defense, they maneuver to counterattack a flank of the enemy attack. Maneuver, properly supported by fires, allows the infantry to close with the enemy and gain a decision in combat.
b. Firepower. Firepower is the capacity of a unit to deliver effective fires on a target. Firepower eliminates or suppresses the enemy in his positions, deceives the enemy, and supports maneuver. Without effective supporting fires the infantry cannot maneuver. Before attempting to maneuver, units must establish a base of fire. A base of fire is placed on an enemy force or position to reduce or eliminate the enemy's ability to interfere with friendly maneuver elements. Leaders must know how to control, mass, and combine fire with maneuver. They must identify the most critical targets quickly, direct fires onto them, and ensure that the volume of fires is sufficient to keep the enemy from returning fire effectively, and the unit from expending ammunition needlessly.
c. Protection. Protection is the conservation of the fighting potential of a force so that it can be apPLIed at the decisive time and place. Units must never permit the enemy to acquire an unexpected advantage. Platoons and squads take active and passive measures to protect themselves from surprise, observation, detection, interference, espionage, sabotage, or annoyance. Protection includes two basic considerations: care of the soldier and his equipment, and action to counter enemy combat power.
(1) The first consideration involves sustainment techniques necessary to maintain the platoon and squads as an effective fighting force. It includes keeping soldiers healthy to maintain fighting morale through personal hygiene, physical conditioning, and rest plans. It also includes keeping equipment in good working condition, and providing and protecting supPLIes. It means managing the soldier's load so that he carries only what is needed and is fit to fight when required.
(2) The second involves security, dispersion, cover, camouflage, deception, and suppression of enemy weapons. Ultimately, the infantryman must remain undetected to survive. Once found, the infantryman becomes vulnerable to all the fires of the enemy and he must either fight to break contact or to close with and finish the enemy. The infantry always wants to set the time and place of battle, and must protect itself so that it can do so with maximum combat power and the important element of surprise.
d. Leadership. Military leadership is a process by which a soldier influences others to accomPLIsh the mission. Leaders coordinate the other three elements of combat power. Their competent and confident leadership results in effective unit action. The right leadership gives purpose, direction, and motivation in combat. Leaders must know their profession, their soldiers, and the tools of war. Only this kind of leader can direct soldiers to do difficult tasks under dangerous and stressful conditions.

Leader Skills
Infantry platoon and squad leaders must be tacticians. They cannot rely on a book to solve tactical problems. They must understand and use initiative in accomPLIshing the mission. This means that they must know how to analyze the situation quickly and make decisions rapidly in light of the commander's intent. They must be prepared to take independent action if necessary. The art of making sound decisions quickly lies in the knowledge of tactics, the estimate process, and platoon and squad techniques and procedures. The skills required of infantry leaders include physical toughness, technical knowledge, mental agility, and a firm grasp of how to motivate soldiers to fight on in the face of adversity.

Soldier Skills
Soldiers with sharply honed skills form the building blocks of combat effective squads and platoons. They must maintain a high state of physical fitness. They must be experts in the use of their primary weapons. They must be proficient in infantry skills (land navigation, camouflage, individual movement techniques, survival techniques, and so forth). Finally, they must know and practice their roles as members of fire teams, squads, and platoons.

Training
Infantry units must train properly for combat. Training must conform to Army doctrine. Doctrinal manuals provide leaders correct procedures and principles to conduct training properly. Leaders and soldiers must understand standardized doctrinal principles found in apPLIcable publications. Training must require unit leaders to use their initiative and make decisions quickly. The training environment must be realistic and stressful. Training must challenge soldiers to master all infantry tasks, individual and collective, and it must constantly remind them of their mission, their heritage, and the physical and mental toughness that is required of them. Platoon training must also promote the cohesion of the unit so that, when all else fails, units continue to fight.






















"Infantry is the Queen of Battles."
General Sir William Napier
Squad Automatic Weapon (SAW) Gunner

The use of a single SAW can allow a squad to assault or withdraw with suppressive aimed fire that was formerly not available. Many semi autos now boast a cyclic rate of fire of 10 to (optimistically) 26 balls per second. The real difference is the ability of a full auto weapon to fire with less movement by the member and subsequently better accuracy. Additionally, the level of fear invoked on most players when they hear full auto fire makes the weapons indispensable.
In the military, the machine gunners firepower is accepted to be as great as the rest of the squad combined. Although paintball SAW gunners do not have quite that much power, their rate of fire, accuracy, and terror incurred on the enemy make them very valuable in the field.
SAW gunners should have a second primary weapon off the field to use in the event of a problem with their weapon. SAW gunners should also maintain a well-stocked tool kit complete with extra parts. In selecting a SAW gunner, squad leaders should look for members with technical ability, and a level head.

SAW Gunner Positioning
The Squad Automatic Weapon Gunner (SAW) is a PLI member equipped with a select fire or fully automatic paintball gun. The SAW must be protected by the rest of the squad as they can single handedly lay down a large volume of fire to facilitate an attack or a retreat by the squad.
Ideally each PLI company should have two SAWs per squad. In the event this is possible, the SAW gunners should be located in the #1 and #3 position (or the point man and Pivot man):

Position: * * * * *
Position #: #1 #2 #3 #4 #5
Title: Pointman Squad Leader Pivot Man Asst. SL Rearguard
Abbreviation: (P) (SL) (X) (ASL) (R)

This allows the squad to have full auto firepower up front and in the middle of the squad. If the squad only has one SAW, he should be placed in the #3 Pivot Position. This allows the squad to flank to the left or right with SAW support and allows the SL or ASL to take the SAW gunner on an attack or designate them to provide cover fire.
In the event a third SAW is available to the squad, it should be placed in the #5 Rearguard position.

SAW Gunner Individual Tactics
The SAW Gunner must realize that they will be the primary target of enemy snipers and troops and must not be afraid to lay down fire when necessary to protect themselves and the squad. The weapon should be carried close to the body so as to appear as a normal semi auto gun and not a SAW. When in the staging area, gunners should not advertise their full auto capability beyond a basic function test. The SAW gunner should carry a large amount of ammunition and other members of the squad should also carry an extra 100 round tube of paint for the SAW gunner.
The Full Auto paintball gun, like the modern machine gun, requires a special level of effort to be maintained in proper operating order. The SAW gunner should have a detailed knowledge of the function of the weapon, common problems, their solutions field stripping, oiling, and cleaning. It is not sufficient to stick the weapon in an inexperienced players' hands and say "you are the SAW gunner". Only the most experienced players should be chosen for this assignment. Often ownership of a full auto gun will dictate who is the SAW gunner. Squad leaders should be sure that all PLI SAW gunners understand the potential problems with overshooting their opponent and the possible repercussions to the unit if the SAW gunner abuses his firepower. SAW gunners must be familiar with the PLI statement on the responsible use of full auto paintball guns in chapter 1.
Finally, the SAW gunner must understand that while they are important to the squad, they are still expendable. The mission objective overrides the individual players wishes. Basically, if a squad on an important mission is ambushed, the SAW gunner must be prepared to remain in place by himself to hold the enemy at bay while the squad continues its mission. In Paintball, and especially in the PLI, the good of the unit and its mission is greater than the good of the individual (EXCEPT when safety is at issue). For this reason experienced players who understand what it means to "hold in place" while his (or her) compatriots retreat to continue the mission. It sounds harsh, but the beauty of it is that in paintball, all our casualties come back quickly.
























"It is fire-power, and fire-power that arrives at the right time and place,
that counts in modern war-not man power"
Captain Sir Basil Liddel Hart
Paintball Assault Weapon (PAW) Grenadier

Each member of the PLI should have at his or her disposal a Paintball Assault Weapon (PAW) also known as a Compressed Air Projectile Launcher (CAPL). The PAW is a paintball weapon capable of firing a single shot of 25-50 paintballs in a shotgun pattern with devastating effect. The results of a single squad of five men springing an ambush by discharging four PAWs and one SAW simultaneously can wither the courage of even the most stalwart paintball warrior. The PAW weighs in at 4.3 Lb. And is small enough to be carried on each members back until needed. Plans for the PAW are available from PLI Headquarters and they are commercially available from several resources. The cost of a PAW runs from thirty to one hundred dollars.
The PAW operates by loading a Sabot cartridge constructed of plastic cups, loading the Sabot into the weapon, charging a single CO2 cartridge, aiming, and firing or using foam discs to hold the paintballs in the tube of the weapon before discharging. It operates as a large paintball gun by dumping the 12-Gram cartridge into an air chamber which, when opened, fires 25 paintballs downrange at about 225 feet per second. Admittedly this is more of a shotgun than rocket launcher, but the nickname PAW (from the military LAW) has stuck.
The PAW can be used as a direct fire or indirect fire weapon. It should not be discharged with 30 feet of any player due to the massive firepower. The PAW fires at about 225 FPS and works best as an indirect fire weapon. When used in the direct fire mode, the PAW has a devastating field of fire, but an effective range of only about 100 feet. Over this range the velocity of the paintballs drops to the point that many will not bust. In addition, the field of fire or pattern of the balls at 100' will be about 20' to 25'. This equates to only 1 ball per foot.
Some fields will not allow PAW to be used in the direct fire mode due to the possibility of one player getting hit by multiple shots at close range. It is the stated policy of the PLI to abide by local rules.
Generally the PAW will be a secondary weapon to the members paintball gun. This is due to the slow reload time of the devices currently produced; However, as the technology improves, and even with current technology and some prior preparation of rounds, it will be possible to field a Grenadier who solely uses the PAW in the field as his primary firearm like a US Army M79 Greandier in Vietnam. Since there is a large disparity in the ability of an M203 style PAW (due to the weight and short barrel), a full size PAW should be used if a Grenadier is employed.
The PAW Grenadier should be positioned in the #4 Assistant Squad Leader Position in the squad. This allows the flexibility necessary to lay down indirect fire over the front of the squad and support the operations of the squad. The PAW gunner must remember that in a direct fire situation he has less range than an enemy trooper and less accuracy. If the Grenadier is employed, he will be teamed with the Squad Automatic Weapon (SAW) gunner in position #3 (Pivot Man) to mutually support each other and the squad.
Including the PAW in the squad will limit the squad leader to flank movements from the #1 and #2 positions as the SAW gunner and PAW grenadier should provide cover fire for the flanking movement. This is also limiting because the PAW Grenadier is at such a disadvantage in direct fire conflicts. In close range (30' to 50') engagements, the PAW can be devastating, but squad leaders must know how long it will take their Grenadier to reload and fire.
The inclusion of the PLI Grenadier in a squad can be a powerful asset, but squad leaders and platoon commanders must recognize and be prepared to deal with the changes necessary in the standard operations of the unit.
When operating as a platoon or company, the commander may choose to have a Grenadier squad to use to support attacks. This is an especially effective alternative if no mortars or indirect fire support is available to the unit. Grenadier squads should have at least four PAW launchers and should be supported by at least one SAW in addition to the Squad leader. The Grenadier squad leader should not be armed with a PAW unless absolutely necessary so he can concentrate on the targets and commands coming from the field commanders and act to support/protect the squad from enemy action. The ASL should also be armed with a semi or full automatic paintball gun to support the squad if necessary. Grenadier squads should have no more than six grenadiers per squad. For the purposes of the PLI, this is an oversized squad and should only be used in specific circumstances.

The Grenadier Squad

Position: * * * * * * * * *
Title: SL PAW PAW PAW SAW PAW PAW PAW ASL
Position #: 1 2 3 4 5 6 7 8 9
(Basic ECHO formation)

At the battalion level, a Grenadier platoon consisting of two Grenadier squads may be used as indirect or direct fire support for the battalion. This would generally be done when the mortar platoon is unavailable, but could be used to support the mortars. Grenadier squads should be viewed as indirect fire assets and not assault troops. They should be afforded appropriate protection by the units to which they are assigned.

Grenadier Squad Operations
The Grenadier squad is divided into two fire teams. The SL and PAW Grenadiers in positions 2, 3, and 4 are fire team A. The ASL and PAW Grenadiers in position 6, 7, and 8 are fire team B. The SAW Gunner should be in a support position as placed by the SL.
When in a PLI Grenadier Squad, PAW gunners can fire as a platoon, squad, or fire team by Battery, by numbers, or at will . The fire of a squad of grenadiers by Battery will be a huge offensive tool, but will be followed by down time. Basically in a fire by Battery, the SL gives the order to "Fire by Battery", "Ready", "Aim", "Fire". On the command of fire, every PAW will discharge at a selected target. The SL may choose a target "Fire by Battery, Target Enemy Bunker at 2 O' Clock, 75 Feet, Ready Aim, Fire." Firing by the number (or "Fire by File") allows the first PAW to be reloaded ideally by the time the last PAW fires. Fire by number (or File) can be done from the left or right. On the order to "Fire by Numbers from the Right, Ready, Aim, Fire" the #8 Position PAW will fire, immediately thereafter, the #7 Position PAW will assess where #8's rounds fell, adjust, and fire. This continues until the #2 Position PAW Fires. At that point the SL can determine whether or not they PAW should hold fire, fire at will, fire by battery, or fire at another target.
In the event a fire order is given and a safety violation is observed by any member of the Grenadier Squad, the command "No Joy" will designate a safety violation and will halt the firing until the SL can determine what the squad member saw as a safety violation.
This plan of action for the Grenadier squad is very basic. Only experience will teach the uses and abilities of the PLI Grenadier squad.

Summary of Grenadier Fire Commands

1. Fire by Battery: The squad/platoon fires a single volley simultaneously
2. Fire By File (Left or Right): Firing is done from the left or right one Grenadier at a time. Each Grenadier should adjust their fire based on the impact of the rounds fired by the grenadier before them.
3. Fire At Will: Grenadiers fire and reload at targets selected by them as quickly as possible.
4. Fire By Numbers: Same as Fire by File.
5. No Joy: Cease fire due to safety violation (command given by any member)























"Blessed by those happy ages that were strangers to the dreadful fury of these devilish instruments of artillery, whose inventor I am satisfied is now in hell, receiving the reward of his cursed invention, which is the cause that very often takes away the life of the bravest gentleman."
Miguel de Cervantes, Don Quixote, 1615
Mortarman

The newest addition to the paintball arsenal is the paintball mortar. The PLI artillery falls directly under the command of the senior commander at an event. At events where artillery fire is simulated, it falls under the direct command of the PLI field commander or his designated representative.
Employment of the artillery varies depending on its range. PLI close support artillery such as mortars should be assigned to defensive positions or difficult assaults to provide fire support.
Simulated artillery fire must be used to full support the infantry. Radio communications are essential as are accurate maps of the field. The duty of mapping or supplying maps falls to the Event Logistics Officer and PLI engineers.






Mortar Squad Operations

The PLI mortar squad consists of two mortars crewed by seven men and one squad leader. They are assigned to either the event commander to employ as he sees fit or to specific companies as they are available. Several models of mortars are currently available. The Tippmann Ordnance 62 mm Heavy Mortar is a well researched and fully capable paintball mortar with beehive, shotgun, and splatter rounds available. It weighs in at nearly 30 pounds and is run off constant air. The AP-2 2 Inch Light Mortar available from Alternative Paintball is a light weight mortar constructed similarly to the PAW, but with a longer and larger diameter barrel. This weapon is also powered by constant air. The final mortar available is the "H" surgical tubing mortar. It is basically a large slingshot of surgical tubing used to fire bouncing betty type grenades or water balloons.

The weapon below is assumed to be a 62mm heavy mortar. Operating procedures for the other indirect fire weapons would be similar and would vary only as to the exact operation of the particular weapon.

Mortar Squad:
Sergeant (Squad Leader) Commands the fire of the guns.

Gun1
Corporal (Gunner). Aims the gun and selects targets. Must be armed with at least a sidearm. Carries the tube and base plate.
PFC (Loader). Loads the weapon. Must be armed with at least a sidearm. Carries the CO2 system and hose.
PFC (Security). Armed with SAW to support guns and carries extra rounds/grenades.

Gun 2
Corporal (Gunner)
PFC (Loader)
PFC (Security)

The 62mm mortar is a lightweight (30 Lbs) and versatile weapon that can accompany infantry units wherever they are operating to provide direct fire support at the command of the unit leader.
Mortars should be emplaced in positions where they can best support the company area and yet still be protected from enemy detection and counterfire. Firing positions are chosen by the company commander using the METT-T method. A ground reconnaissance is the preferred method for choosing firing positions, but when this is not possible a thorough map reconnaissance should be conducted.

Firing Positions Should:
1. Place Mortars in defilade.
2. Allow for easy fire control.
3. Provide for ease of ammunition supply.
4. Provide maximum coverage for the attack or defensive area.
5. Be camouflaged and concealed.
6. Have proper overhead clearance to allow maximum firing range.
7. Room for the entire mortar squad.
8. Firm ground to support the weapons.

Mission Types:
Offense. This mission requires thorough map recon of the area before the 62mm mortars can effectively target enemy positions. Mortars can be used to suppress enemy fire during the attack as well as obscure friendly troop movement.

Defense. This mission requires that the mortar be in defilade. The company’s 62mm mortars are used to engage enemy vehicles and personnel.

Withdrawals: During this phase of defensive maneuvering, mortars fire screening movements to mask troop movement.

Urban: When operating in urban areas, mortars should suppress enemy personnel behind or on top of buildings and clear rooftops and the top floors of buildings.


Fire Methods:
1. Direct Fire
- Direct Lay fire is when the gunner can see the target and make his own corrections.
- Direct Alignment is when the gunner’s fire is corrected by a forward observer within 100’ of the mortar position. This can be a function of the security trooper assigned to the mortar squad or a designated forward observer.

2. Indirect Fire
- When the gunners cannot see a target, the indirect fire method can be used. This employs a forward observer with a radio who can correct mortar fire via the radio.




"It is with Artillery that war is made."
Napoleon












Sniper

One of the most often maligned and misunderstood units available to the PLI is the sniper. The frustration with this position stems from the limited range and accuracy of paintball guns. Only the most skillful, accurate, camouflaged, and lucky troopers can be snipers. The PLI believes that limited use of snipers can be productive as long as the limitations are understood.
Snipers in paintball should be viewed as early warning system. Set along unlikely routes of advance, they can give advance warning of an unexpected enemy advance. Set along likely avenues the enemy will use, they can provide early warning for defensive positions or ambush team.
PLI snipers should endeavor to have the best camouflage available. This should include a Ghillie-Suit if allowed by the event. They must also have the recommendation of their unit leader to be given the position of sniper.
Most importantly, snipers must understand that they have specific missions that must be fulfilled. The position of sniper cannot be given to lone wolf players who will not fulfill their mission.
The sniper must recognize and eliminate targets that are more valuable to the enemy than the sniper is to the PLI. It is a harsh reality that the sniper is likely to be eliminated soon after taking his first shot. With this in mind, the sniper should select the best of the following targets:

1. Enemy Squad Automatic Weapon/FA Gunners
2. Enemy Officers
3. Enemy PAW Grenadiers
4. Mission Specific Targets

The PLI sniper is an important position that can only be held by the best, most disciPLIned, and dedicated player.