FreddysHouse Guides by S.A.S


 News
 Message Board
 
 01 Intro & Patches
 - Introduction
 - Patches

 02 Main Menu
 - Player
 - Campaign Game
 - Single Player
 - Multiplayer
 - Mission Editor
 - Options
 - More on Controls

 03 Mission Briefing
 - On the Map
 - Using the Map
 - Other Tools

 04 Game Screen  
 - Player View
 - Crosshair Indicator & Selecting Weapons
 - Action Menu
 - Radio
 - Waypoints
 - Command Menu & Bar

 05 Squad Command
 - Command Bar
 - Command View
 - Selecting Units
 - Issuing Commands
 - Command Menu Explained
 - Formations
 - Communicating with other squads

 06 Fire !  
 - Selecting Weapons and Status
 - Crosshair and indicator
 - Headshots
 - Weapon View
 - Rearming

 07 Weapons & Units
 - All Units & Weapons Listed

 08 Equipment  
 - Hand Grenades
 - Smoke Grenades
 - Rifle Grenades
 - Mortar
 - Mines
 - Satchel Charges
 - Night Vision Goggles
 - Binoculars

 09 Vehicles  
 - Game Screen
 - 1st / 3rd Person Views
 - Targeting and Firing Vehicle Weapons
 - Manual Fire
 - Re-arming, Repairing and Refueling
 - Lighting the way
 - Air Vehicles: Overview
 - Land Vehicles: Overview
 - Sea Vehicles: Overview

 10 Tactics

Operation Flashpoint - Weapons & units

There are a wide range of units and weapons to play with. Never under estimate the power of each weapon, with each having a role to play depending upon the mission requirement.

The following is a list with images, of what you'll be able to equip yourself with and more importantly, what you'll be facing. Ammunition is usually limited, so be on the look out for weapons dropped by the enemy.

Available Weapons & Corresponding units

The icon representing the unit type is displayed.

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NATO

 

Officer
M16 A2 Assault Rifle

Feed : 30 round magazine.

Armed with the M16 A2 Assault rifle (see soldier below for details), and usually carrying 2 smoke grenades, together with a number of basic grenades and binoculars, the officer is fully kitted out to lead his squad.

If the officer is killed the next highest ranking soldier will take command.

The officer icon in-game will be represented by the highest ranking soldier in the unit. 

Soldier
M16 A2 Assault Rifle

Feed : 30 round magazine.
In game
: Carried by most NATO troops as their primary weapon.

The standard issued weapon. The M16 is a good all purpose weapon offering good close range firepower, and is relatively good at long ranges.

Grenadier
M16 A2 Assault Rifle + M203 Launcher

Feed : 30 round magazine.
Grenade Launcher
: 1 Rifle Grenade (Usually carries 3).

The M16 with the M203 grenade launcher attached to it, giving the soldier fast access to a pre loaded grenade, when the need arises. 

Machine Gunner
M60 Machine Gun

Feed : 100 rounds.

A good support weapon which can lay down a blanket of fire to pin down enemy troops.

The M60 is noisy and will quickly attract the attention of the enemy, so it's best kept quiet until an ideal firing position (one with a good field of view) can be setup.

Sniper
M21 Sniper Rifle

Feed : 20 round magazine.

Head shots are deadly with this weapon - enabling a skilled marksman to pick off targets with one shot from a great distance.

The M21 has a adjustable zoom, which can be changed via the + / - Keys on the far right of the keyboard. 

Mortar
M16 A2 Assault Rifle
Mortars

Feed : 30 round magazine.
Mortars : Usually carries 3.

The mortars are attached to the end of the M16 and fired as normal.  Ideal for destroying small light armoured targets or to disrupt the enemy, especially if they're holed up in a building.

Mortars: One of its primary functions is attacking the enemy, in or from, covered positions. eg. behind a large hill, or valley. The range on these weapons is immense, but only if fired at an arc. The arc thing is very important, without this ability the mortar is nothing more than a souped up grenade launcher. It takes some practice to judge distances and effective aiming trajectories, but shooting almost straight up with this weapon could potentially be very devastating. (Comments by Travis Scobie)

LAW Soldier
M16 A2 Assault Rifle
LAW Light Anti-Tank Weapon

Feed : 30 round magazine.
Feed : 1 Missile (usually carries 3).

Light and with up to 3 or more missiles allowing a soldier to use it more than once.   For usability it ranks high, but it has poor armour penetration capabilities.   The LAW will make short work of light targets like a BMP, but against tanks and other heavily armoured vehicles it will take two or more well placed shots to dent a tank, let alone disable it. 

Switch to weapon view and place the middle horizontal line on the target and fire...

 

AT Soldier
M16 A2 Assault Rifle
Carl Gustav Launcher

Feed : 30 round magazine.
Feed : 1 Missile.

To take out heavily armoured ground targets (like a T80) this weapon is a must-have. 

Switch to weapon view and place the middle horizontal line on the target and fire...

AA Soldier
M16 A2 Assault Rifle
FIM92A "Stinger" AA Missile

Feed : 30 round magazine.
Feed : 1 Missile.

This weapon will ensure any air targets will be soon brought down, although due to the size of it, you'll only be able to carry enough ammo for one shot.

The stinger missile can be locked onto the target by switching to "Weapons View" and right clicking when the center crosshair is on the target.

Engineer
M16 A2 Assault Rifle
Land Mines

Feed : 30 round magazine.
Land Mines : Usually carries 3.

Land mines can be placed on roads or other areas where a heavy vehicle will travel. Useful for when laying down an ambush, but otherwise not much use in a bog-standard combat role.

 

Medic
M16 A2 Assault Rifle

Feed : 30 round magazine.
Special
: Can heal Units

Armed with the standard issued M16, the medic can take care of himself in most situations, but will find himself sprinting across the battle field attempting to heal team mates whilst dodging enemy fire.

To heal a unit, move near a wounded soldier and (by using the action menu) select 'heal'.  You'll then give life saving treatment for a few seconds and the soldier will be back to full fitness.

The medic can also be called for by a soldier,  via the command menu '5 - Status', then 'Call Support' and asking for a medic to come help.   Squad commands can also order a medic to heal a soldier at a location.

 

Pilot
XM-177 E2 Assault Rifle

Feed : 30 round magazine.

Rarely will a Pilot need to use his rifle, but the XM-177 is a nice backup weapon if a pilot has to eject and land in enemy-held territory. 

Crew
XM-177 E2 Assault Rifle

Feed : 30 round magazine.

Fast rate of fire, and weapon of choice for vehicle crews. 

In some cases vehicles will get damaged and be a sitting duck.  It's at these times a crew will abandon their vehicle and trust in the XM-177.

 

Black Ops
MP5 SD6
Satchel Charges

Feed : 30 round magazine.
Satchel Charges : Usually carries 3 charges.
In game : Carried by Black Op units only.

A favourite of the black ops, the MP5 is silenced due to the need for stealth during a typical mission for this type of soldier.

The MP5 SD6 has a high rate of fire, but has limited effectiveness at long range.

Satchel charges are placed by using the action menu where there will be two options avaliable:

1 - Set a timer for 30 seconds. This can be stopped by going back to the charge and disabling it.
2 - Touch off.  This allows the Soldier to remotely detonate the charges.  

Soviet

 

Officer
AK74 Assault Rifle

Feed : 30 round magazine.

Armed with the AK74 Assault rifle (see soldier below for details), and usually carrying 2 smoke greandes, together with a number of basic grenades and binoculars, the officer is fully kitted out to lead his squad.

If the officer is killed the next highest ranking soldier will take command.

The officer icon in game will be represented by the highest ranking soldier in the unit. 

Soldier
AK74 Assault Rifle

Feed : 30 round magazine.

The soviet's general assault weapon. The AK74 is well known for its high rate of fire and good accuracy at long range, although it's more effective at close ranged targets.

Grenadier
AK74 Assault Rifle + Grenade Launcher

Feed : 30 round magazine.
Grenade Launcher : 1 Rifle Grenade (Usually carries 3).

The AK74 can also have a grenade launcher fitted allowing the soldier to fire one pre-loaded grenade when the need arises.

Machine Gunner
PK 7,62 Machine Gun

Feed : 100 round magazine.

Rapid fire machine gun which can give nearby units support fire when required. A little hard to aim due to the way it kicks up, but with a few bursts here and there it can be potent, and a thorn in the side of the enemy.

Sniper
SVD Dragunov Sniper Rifle

Feed : 10 round magazine.

Deadly in trained hands, the SVD can kill with one shot provided the target is hit in the head.

The trick with the SVD is to place the top "Triangle" on the target to ensure a headshot. Note this rifle does not zoom.

RPG Soldier
AK74 Assault Rifle
RPG NH-750

Feed : 30 round magazine.
Feed
:  1 Rocket Propelled Grenade. (usually carries 3).

Equivalent to the NATO's LAW launcher. The RPG (rocket propelled grenade) can take out most light armoured targets.  An RPG-equipped soldier will usually carry enough ammunition for three shots.

To aim, enter "Weapons View" and place the center line on the target, then hit the fire button.

AT Soldier
AK74 Assault Rifle
AT4 Sagot Launcher

Feed : 30 round magazine.
Feed
: 1 Missile.

To take out heavy armoured targets this is THE weapon to do it with, although bear in mind that a soldier will only have enough ammo for one shot.

To aim, enter "Weapons View" and place the center line on the target, then hit the fire button.

AA Soldier
AK74 Assault Rifle
9K32 Strela Launcher

Feed : 30 round magazine.
Feed
: 1 Missile.

Air targets will fear this weapon. Very fast and deadly to anything in the air.

The Strela Launcher can be locked onto a target by entering "Weapons View" and right clicking on the target.

Engineer
AK74 Assault Rifle
3 Mines

Feed : 30 round magazine.
Land Mines : Usually carries 3.

Armed with three land mines which can be placed to destroy heavy vehicles, the engineer can aid in preparing ambushes - especially useful against enemy convoys.

 

Medic
AK74 Assault Rifle

Feed : 30 round magazine.
Special : Can heal Units

Armed with the the AK74, the medic can take care of himself in most situations, but will find himself sprinting across the battle field attempting to heal team mates whilst dodging enemy fire.

To heal a unit move near a wounded soldier and by using the action menu select "heal". You'll then give life saving treatment for a few seconds and the soldier will be back to full fitness.

The medic can also be called for by a soldier selecting via the command menu '5 - Status', then 'Call Support' and ask for a medic to come help. Squad commands can also order a medic to heal a soldier at a location.

Pilot
AK74 SU Assault Rifle

Feed : 30 round magazine.

Armed with the AK SU the Pilot can put up a good fight if he has to eject into enemy territory.

Crew
AK74 SU Assault Rifle

Feed : 30 round magazine.

Once a vehicle becomes disabled it will be time for the crew to bail out and use their AK74 SU's to ensure they stay alive.

Spetz Natz
AK74 SU Assault Rifle

Feed : 30 round magazine.

The Soviet's answer to NATO's black ops, the Spetz Natz will usually be found armed with the AK74 SU, as with most vehicle crews.

<- Fire !

Equipment ->

 


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