SniperInstructor
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Welcome to Sniper School, we'll start from the bottom and build up the skill set. This isn't to think you're stupid and don't know what you're doing. We just want to teach people our way of doing things, in our own theory and implementation.
We're not perfect, and we will miss things and fail on other things, so it's important that if you have feedback you write it down and give it to us in the end, so we can make changes as necessary. Just understand that even though you might have input, doesn't always mean we'll change it, somethings are just necessary.
Expectations from you: I just want you to listen and work with me to do your best. If you don't want to be here, let me know now and we'll end it here, no harm no foul. If you have questions ask them, there will be times where I won't be able to answer your questions because I'm looking for how you respond or react without answers. Do your best and there will be no problems. Go outside of what we want and we'll discuss the issues and why we have problems.
Expectations from me: I am dedicated to training and making people more proficient in any way possible. I will be harsh at times, but I will always be fair, its the nature of expectations from this role. I will make some things suck, but again that's necessary to make value of the training and the role. If I make you quit because it's not for you, than I have succeeded in making sure we have selected the right people. If you have succeeded and passed, I have also succeeded in helping improve Charlie-Mike and you. I will have failed Charlie-Mike, myself and others if you slip by at average and don't care and I don't notice.
Phase One
Role Expectation:
- In this Sniper Role, I want you to keep this in your mind while going through this whole process. "I will observe first, shoot last". What I want from Snipers in Charlie-Mike is someone who will be not seen, not heard, and support the Main body conducting their mission. We want someone who will quietly find their way to support the Main Force. Then utilize their skill set to support the Main Force as a "Force Multiplier".
- When I mention "not heard" it is meant to be not heard by the enemy. This means I want you to communicate to the Main Force, but I want you like a ghost in the field. I don't want our Force to see you, and I don't want the enemy to see you either.
- I need you to take the time to consider all things in the mission. The geography, the terrain, the time of day, the weather, civilians, enemy. I need you to think of a 3d Battlefield.
- I want you acting independent without much instruction. If you can go a whole Operation with firing a shot, but you have allowed our forces to mitigate casualties, win the fight, and are Mission Successful. You have done your job as a Sniper.
- Should you select this role as a sniper, we never want to hear "I was bored the entire time". That means you were not meant for this role.
Gear Setup:
- Gear selection is important. Think Mobility, but sneaky. Think Recon, but more stationary. We need light gear, less protection, but more dangerous tools. All of this is mission dependent. So one loadout will be completely different then another. Example; If we needed you to employ yourself high on a mountain and observe a town occupied by the enemy, versus you moving into a forested region to get established for recon and a possible engagement.
Rifle Considerations:
DMR's (Designated Marksman Rifle) - Mk14, Rahim, Cyrus, M AR-10, MK1 EMR, M110 SASS, MK 11 mod 0, - Effective Ranges of 500 - 800
Good for: Patrol Overwatch, Urban Overwatch, Quick Engagements. Light weight, Semi Auto, Easier Ammo, Good for mobility.
Bad for: Less punch at range, Often subsonic past 800, meaning it becomes unstable and reliable past that range.
Standard Sniper Rifles
- Rifles - M2000, GM6 Lynx, CMR-76, ASP-1 KIR, M2010 ESR, M24 SWS.
Each one of these have a pros and cons, we'll summarize on some of these.
Bolt Actions:
M2000 Intervention - 408 - Bolt action, High velocity, excellent accuracy to 1800m. Issues: Bolt Action, Loud and unsuppressed, Heavy including ammo.
M2010 ESR - 300 win mag - Bolt Action, 1000m - 1200m, better wind resistance then 7.62 Issues - Bolt Action, Louder, Ammo heavier. M24 SWS - 762 x 51 - 800m - 1000m, low weight, accurate, Good concealment. Issues - Obsolete, Suffers due to ammo type
Semi-Auto:
Gm6 Lynx - 12.7mm/50 Cal - Semi Auto, Anti-Materiel, heavy recoil, can disable Light Vehicles. Issues: Very loud, High recoil, Extremely heavy.
M107 Barrett - 50 cal - 1200m - 1800m, Anti-Materiel, Semi Auto. Issues: Very loud, very heavy, recoil, cannot be suppressed.
Cyrus - 9.3mm - Semi Auto, Good stopping power, DMR feel with higher penetration Issues: Limited Stopping power beyond 900m. Not sniper grade for beyond 1000m, not ideal for vehicle interdiction.
MK11/M14 - Accurate 600-900, Lighter, Sniper-DMR hybrids
Unique Platform:
ASP-1 KIR - 12.7x54mm Subsonic - Quiet, unique, anti-personnel, integrated Suppressor, Poor Range, very quiet. Issues: Short range (600 max), Challenging ballistics, Ammo is rare and heavy.
Mission Profiles:
Stealth overwatch - MK 11/ASP-1 - Quiet Suppressed, decent optics.
Long Range Elimination - M2000/M2010 ESR - Supreme Accuracy, Bolt action
Vehicle Neutralization - GM6 Lynx/M107 - Anti-Materiel Power
Urban Overwatch/Patrol Overwatch - M14/Cyrus//Mk11 - Mobility, semi-auto
Recon Overwatch - M24 SWS or Mk11 (suppressed) - Light Quiet, Bolt action precision.
Night Ops/Suppressed Sniper - Mk 11 - Compatible with NVG Scopes
Gear to Bring other than Rifles
Sniper
1. Primary Weapon system (Dependent on Mission Profile)
a. Suppressor b. 8-12 mags of Primary Weapon System c. Backup optic
2. Side arm
a. Glock, or pistol of choosing, or even MP5PDW b. Suppressor for sidearm c. 2-4 mags
3. Uniform
a. Microdagr gps - Grid info, Navigation etc. b. Range card - needs to be in uniform to relate to weapon system. c. Map tools/Protractor d. Medical
4. LBV/Backpack
a. Binos b. Notebook
Spotter
1. Primary Weapon System: Carbine or Short Range Rifle
a. suppressor b. 6-12 mags c. extra mags for Sniper Weapon System
2. Spotter Items Needed:
a. Vector 21/Laser Designator b. Bipod c. Kestrel 4500 d. Microdagr GPS e. Map Tools/Protractor f. Notebook g. Medical - including saline & PAK's h. LR Radio i. Smoke Grenades j. Entrenching tool k. Extra batteries l. IR Strobes/Chem lights
Other Mission Specific Items:
- Claymore/Mines/Tripwire - For Self Defense and protection of area.
- UAV - Intel gathering
- Extra things to Consider
WP NVG's vs normal NVG's - Willy-Pete NVG's make the whites much more brighter and can make the fog difficult to see through. Take this into consideration when equipping.
NVG compatible scope - Some scopes aren't compatible with NVG's.
VECTOR 21/VECTOR 21 NITE - Vector has two different models, night and day.
Phase Two
Role, Fieldcraft, Firing Position, & Movement
Core Mission Tasking
1. ISR - Intel/Surveillance/Recon - Observe the Enemy, Report Strength, movement, and patterns.
2. Precision Engagement - Identify and terminate High Value Target(s), with minimal footprint.
3. Main Body Support/Force Multiplier - In Support of other elements, provide guidance, overwatch, laser marking, target identification.
Team Composition
- Sniper - Focused on Shooting and observation.
- Spotter - Range calls, Wind, enemy movement, nav, security.
Communication will be extremely important. The Spotter is typically the senior/leader of the team.
Concealment vs Cover
- We know that Concealment masks us, but does not cover us from bullets, or explosions.
- Cover protects you from bullets and explosions
- A Sniper must try and blend both, but situationally dependent.
- Always avoid silhouetting, don't break skylines, ridgelines, or isolated terrain.
Ghillie & Camo
- Ghillies are powerful when static, but hinder mobility.
- Use vegetation and the environment to mask your position, and movement.
- face masks, gloves, helmet netting will help mask unnatural features.
Ahead of us we can see the different types of camo - From LEFT to RIGHT -
ARID - LUSH - SEMI-ARID - JUNGLE - and to the right of that is the Partial Ghillie (trash imo).
Beside all of the standing soldiers, is a proned out soldier. Which one best suits this area? (Arid).
-Task- Let me know when you locate and identify the camouflage of the enemy sniper nearby.!!
-Task- Alright one more drill - I want you to hide behind the military wall and I'm going to put myself in a position where I will have my binoculars out. If I find you cheating, you'll be dismissed.
-Task- When I tell you to, I want you to use the gap between the wall and identify me. We'll do this two more times in different locations.
Movement Techniques
- Low Crawl - When attempting to be unseen. Utilize this when getting close to your Firing/Observation Position.
- Crouch move - Faster but more visible
- Walk & Freeze - When moving through brush, move for 100 meters, stop - crouch. Listen and observe around you.
- Stalking - Move only when unseen, pause often, use optics to scan ahead.
When we move we want deliberate, slow movement. Frequently make stops, to look, listen. Force yourself to slow down, consider walking. Make sure you're employing noise and light discipline. If you don't need to talk, then don't. Don't run around the battlefield with your binoculars out. Only talk in whisper mode, and when at stops. Pay attention when moving. Remember you're a very small team, or even solo, you can die extremely easy, and even more likely you'll miss something.
Tactical pauses - Open your map while in brush, not in the open, or exposed.
-Task- I'll stand in the tower and watch. You'll move up using the terrain to mask yourself. When you get close enough to see me with your binoculars and hidden you'll call me. You'll then freeze and I'll walk to try and find you (if there are other players they'll assist).
Terrain Features & Movement
- Ridgeline - Stay off the top of the ridge. Move below the crest, and avoid being exposed.
- Mountains - Stay out of Skyline, stay low at the base. Find alternatives to viewing Objectives.
- Valley - If covered, suitable for movement, be concerned about high angles and other view points.
- Forests - Good for movement, masks both you and the enemy well.
- Open areas - Stay out of them, skirt around them.
- Rivers/Streams - Loud movement, will make it difficult for you to hear, no above cover.
Other than Skylining and avoiding the obvious features, there's not hard and fast rule for finding the best route to your objective. Utilize speed, cover, concealment, and patience move. Don't move so fast that you're missing stuff.
Think about your backdrop as you're moving. Is there trees behind me masking me? Am I in the open atop a mountain attempting to crest?
-TASK - We're going to use a ridge line and I want you to use the terrain to mask yourself crossing the ridge. Think about whats behind you to mask your movement.
Firing Position Essentials
1. Shape - Use natural terrain, avoid unnatural lines.
2. Shine - No reflective scopes, or skin.
3. Silhouette - Never skyline, avoid hard angles.
4. Shadow - Use Deep shadows or shaded ground.
5. Spacing - Don't bunch up with your spotter, stagger slightly.
6. Routes - Plan entry and exit ahead of time.
- Look for places so you may have wide field of fire, but narrow field of detection.
- 1-2 fallback spots pre-selected.
- Partial view is better than full exposure. You only need LOS to your kill zone.
-Task- (move everyone to grid ref 064-049 KP 9) Alright orient yourself to find the compound below us. It's day time, we're not in a ghillie suit, and you need to get eyes on the entry side of the two story building to look through the windows. WHats our path from here? Talk me through how we're doing this and setting up.
-Task- 071-079 KP 2 - Our target will be on this road. Where ya'all setting up? Alright, now find my shooter without binos, and then when you can't see him, find him with binos.
-Task- 024-037 - Enemy Troops are coming from the North, to hit a target at this house here. We want interdiction. We want to target and eliminate soldiers before they get to the target site, in hopes to have them retreat. Where do you establish a Firing Point? What's your ingress and Egress. Thoughts on suppressed or loud?
' Another important thing I want to talk about' When you get into the Phase of our Foundation Drills, I'll need you thinking about the cycles of Patrols and enemies. Use your map and keep a record of what the Enemy Patrols are doing.
Phase Three
Rangefinding, Estimation & Windage
- There's multiple ways to get a range of an item.
a. Range finder b. Scope and Mil dots c. Map and tools
- Scope and Mildots to determine range.
a. a man is 1.8 meters tall b. Using the scope with mildots measure the man (in this case 3 dots) c. (1.8 x 1000)/3 = 600 meters in distance.
- scope
-SCOPE ADJUSTMENTS- You can adjust your scope in game (if compatible)
- Windage
Ctrl + Pg up Adjusts increments by .1 left Ctrl+Pg dwn adjusts increments by .1 right. CTRL+SHFT + Pg up Adjusts by 1 left CTRL+SHFT + Pg Dwn Adjusts by 1 right
- Distance
PG-UP & PG DWN Will make adjustments .1 down and up. SHFT+PgUP & SHFT+PgDwn Will make adjustmetns by 1 up and down.
- Range Card
- Range Card - This tool will match to your ballistics. It will auto dope your bullets for range. Take the Temperature and follow the column down to the range you are aiming for. the -1.9 is adjusting UP, not down. So -1.9 will raise it 1.9 clicks upwards.
When firing the rifle, keep the trigger depressed to observe the shot before reloading.
- Windage - As you begin to range further out, recognize that 1. Windage will be unknown at the target, so using the grass moving through a scope will allow you to determine if it's some or none. 2. Left and right on the Scope will assist you in adjusting for the wind.
- Range Finders:
If you're using the Laser Range Finder make sure you have Laser Designator Batteries. You can just left click to range find while looking through the scope.
- Vector21 - it will come with batteries in it. While looking through it, Long Press R to initiate a Range check. Press TAB to determine the Azimuth. If you Quickly Press R then Long Press R it will show the Range on the left and Height Difference from your position to the target. Pressing TAB then Long Press TAB will give you the azimuth and the inclination.
If you want more information on the Vector 21 utilize the Vector 21 Page.
Phase Four
Shooting Drills
1. Known Distance Engagement
- First Iteration; Target Ranges will be done with zero wind and at known distance. Target Ranges 300, 600, 900, 1200, & 1500
- Second Iteration will be with same targets with minor wind at known distance 300, 600, 900, 1200 & 1500
- Third iteration will be same targets with high winds at known distances 300, 600, 900, 1200 & 1500
!!!! We're going to the Unknown Distance Range, You'll be teleported. Once there, do not use your range finder to find the range of targets. !!!!
2. Unknown Distance Engagement
- In a new location, we will commit to new targets at unknown distance.
- Second iteration will introduce wind
- Third iteration will introduce high wind
Blue house - 637m Double House - 918 Road leading to Villa - 1200
Phase Five
Core Drills
We'll conduct four iterations. A lot of this we covered, but some stuff we didn't. Sometimes failure is the best learning tool and therefore we will incorporate things for you to learn on the job. I could discuss every facet and thing, but doing versus listening are very different. These foundation drills will not disqualify you in any way. We want to see you fumble, struggle and work hard to make the outcome the best possible one you can obtain.
1. Mission Understanding & Rules of Engagement
“What is our purpose, what are our limits, and what defines success?”
Key Points:
- Primary objective: Are you gathering intel, eliminating HVTs, overwatching an op?
- Secondary tasks: Are you relaying movement, assisting JTACs, or directing artillery?
- ROE: Do you fire on sight, or only when authorized? PID (Positive ID) required?
- Abort criteria: What happens if you’re compromised or lose contact?
Why it matters: A sniper who doesn’t understand their role or ROE becomes a loose cannon — or a wasted asset.
2. Terrain Familiarity & Movement Planning
“Where are we going, and how are we getting there without being seen or heard?”
Key Points:
- Study map features (elevation, water crossings, structures, dead ground)
- Plot a low-profile route to FFP (Firing/Final Firing Position) and fallback positions
- Identify natural concealment along the way
- Know terrain likely to funnel or expose enemies and friendlies
Why it matters: A sniper’s greatest strength is choosing when and how to be seen — understanding terrain is the foundation of stealth and survivability.
3. Camouflage, Loadout & Weight Discipline
“Am I carrying only what I need to move, shoot, and survive?”
Key Points:
- Check uniform vs environment (season, foliage, brightness)
- Pack essentials only:
- Rifle, scope, ammo (8–12 mags)
- Suppressor (if stealth), pistol
- Vector 21, Kestrel, MicroDAGR (if applicable)
- Medkit, water, earplugs
- Ghillie suit only if needed (can be heavy and reduce awareness)
Why it matters: Every extra kilogram slows your crawl and increases fatigue. A bloated loadout turns a sniper into a mobile target.
4. Ballistics & Range Preparation
“Do I know my zero, my drop, and my wind plan?”
Key Points:
- Know your zeroed distance (e.g. 100m or 300m)
- Memorize or carry your ACE range card
- Validate wind estimates for common shot ranges (300m, 600m, 900m, etc.)
- Test optics (check for correct zoom, reticle clarity)
Why it matters: A sniper scenario is won or lost by the first shot. Knowing your holds ahead of time reduces hesitation under pressure.
5. Team Communication & Contingencies
“Can we stay coordinated without talking too much — and what happens if it all goes wrong?”
Key Points:
- Radio frequencies set — short range for spotter, long range for command
- Establish brevity codes and non-verbal signals (e.g., arm taps, laser flashes)
- Designate call signs, fallback routes, and exfil locations
Plan for:
- Loss of comms
- Injured teammate
- Enemy counter-sniper
Why it matters: You’re a two-man team operating isolated and deep — coordination is your lifeline.
1. Scenario #1. (Tapolia - 074-154)
a. You'll be given a target area & mission b. You'll decide where you want to setup c. You'll then be given targets to identify and kill in a small window of time.
2.Scenario #2. (Tonos Bay - 122-223(EI location))
a. This will be at night. b. Mission is to provide overwatch for friendly forces. c. There is an enemy sniper in the area. d. You will have little time to find the sniper and eliminate him before he causes casualties to your friendlies. e. Look for things where someone would leave stuff behind or clues that someone is there.
3. Scenario #3 (Abdera - 094-202)
a. Mission is elimination of HVT without being noticed or spotted. b. Mission will occur in two phases. Phase one will be ingress at night time. Phase two will be elimination when the HVT arrives. c. You will then egress out of AO without being spotted. d. we'll also be looking for reports of enemy composition.
4. Scenario #4 (N of Alikampos - 110-148)
a. Timed b. Get into the AO. c. Locate the HVT d. Eliminate the target. e. we'll have them be sure they're prepping defenses and egress plans (small patrol finds them)
Individuals will complete all four to move onto the Evaluation.
Individuals and their current Core Drills Completion: 1. MajorGrunt, Gerry, Pablo 2. MajorGrunt, Gerry 3. MajorGrunt, Gerry 4. MajorGrunt, Gerry