Operation Flashpoint: Red River achievements

Operation Flashpoint: Red River

3.4 from 1370 votes

There are 55 Operation Flashpoint: Red River achievements (50 without DLC) worth 2,156 (1,125)

19,605 tracked gamers have this game, 873 have completed it (4.45%)

2.2 from 15 votes

This DLC has been removed from the Microsoft Store and is no longer available for purchase.

1,192 tracked gamers have this dlc pack, 356 have completed it (29.87%)

There are 5 achievements worth 389 (125)

There are no reviews | Estimated completion: 6-8 hours

Achievement Details

Millionaires' Club in Operation Flashpoint: Red River

Millionaires' Club67 (20)

Complete a VOD Last Stand map with over 1 million points

  • Unlocked by 432 tracked gamers (36% - TA Ratio = 3.34) 1,192  

Achievement Guide for Millionaires' Club

237,915 (140,112)
Achievement won on 20 Jun 12
TA Score for this game: 2,156
Posted on 20 June 12 at 14:15, Edited on 08 July 12 at 20:12
This solution has 18 positive votes and 1 negative vote. Please log in to vote.
Since we just got this achievement last night I hope to shed some light, write a sensible guide, and help you get this achievement. Please message me or put in a comment before you down vote me. I am willing to modify, clarify, fix, or make my guide better.

First I want to thank ZeroDesolation, Lady Death 13, and MightyMango for doing this game with me! Also I want to thank them for helping me write this guide!


The achievement requires you to obtain over 1 million points on any of the VOD Last Stand maps as the achievement states. The VOD maps are part of the DLC and include Last Stand 03 "The High Ground" and Last Stand 04 "Hold the Line".

If all four players escape alive, by getting into the chopper near the green smoke, you will receive a 1.5X multiplier. Which means your total team score only needs to be 666,668 to score 1,000,002 points (remember to score OVER one million). To be safe our goal was 667,000.

I also recommend to end the game at the end of a wave, you don't want to leave your spots to try and board the chopper and end up losing the game because you could not hold mission objectives. Only exception would be if your low on respawns and it is worth the risk.

You get 4 respawns to start with and as each stage is completed you will get more.

By doing so we ended the game with a score of 687,000 points at Stage 7 Wave 2 with well over 16 respawns.


We played both maps and found that, with the right setup, "The High Ground" was better. We got the 1 million points in 2 hours and 10 minutes. Also the current top 2 leaderboard positions are held by playing the High Ground map.

Other reasons why we picked High Ground map: 1. We could see enemy vehicles and shoot them from one spot. 2. Enemies and vehicles spawn farther away so you have time to react. 3. You are closer together in this map to heal and help out others when needed. 4. Higher ground while the other map had you for the most part on lower ground.


There has been a long debate between us if 3 people is better then 4 and I honestly believe 3 people will do a better job then 4 people. It worked out so well for us I am suggesting 3 people but if you have a fourth, please go for it. The reason being is that a level 20 computer player has a great amount of accuracy, fast response times, and is very good in close and medium range combat. Placing the computer in the right spot will allow him to take out plenty of enemies. By the time the game was over the computer racked up over 180,000 points (which is over his share of the points).

You will want two level 20 Grenadiers, a level 20 scout, and a level 20 Auto Rifleman (this will be the computer if you have one).

The equipment setup is my suggestions, there are many different setups with cons and pros to each.

The Grenadiers should be equipped with M4A1 (with the M203 Grenade Launcher) and M16A4 weapons, equipped with C4 charges, and M21 AT Mines. B-Mod should be the Advanced Demolitions Training. The Special mod will depend on the position. The position taking the Javelin will want the Heavy Assault Gear. The Team Leader, healer, and enemy management for Area 1 will equip the M203 HEDP Rounds (slug upgrade).

The level 20 scout should be equipped with the M39 EMR, M16A4 (don't equip the suppressor because it lowers your damage and the enemies know where you are already), and the M18 Claymore. B-Mod should be the Sharpshooter Training and Special mod should be the Marksman Rifle Muzzle Velocity. I used to equip the special mod Marksman Rifle Ammo Pack but fell in love with the velocity mod because you can hit targets that are moving so much better. I'd rather go and reload more often.

The level 20 Auto Rifleman will be the computer (if you elected to only take three people in) and should be equipped with MK48 MOD 0 with the Marksman Scope and the M4A1 with no suppressor. For B-Mod equip the Advanced Gunner Training and for the Special mod equip Light Assault Gear for added armor since this position may take heavy fire at times.


The scout will go on top of the building with the Mk19 grenade launcher. His job will be to cover the hills to the East to South East and Area 2. He will also mount the Mk19 grenade launcher when needed (you only have 120 rounds and you can NEVER replenish the rounds, so I suggest using them sparingly and only when you see a large group together).

To protect the base from sneaky enemies and to protect yourself, the scout should lay down his M18 Claymores at the bottom of the steps and all around the scout's building on the ground. Enemies like to hide inside the building the scout is on top of. So a good place to place the claymores are the entrances to that building.

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Both Grenadiers and the Auto Rifleman will take the North East wall looking down the hill and marked in the picture below.

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The second Grenadier will be more mobile and the job is to take out enemies with the M203 Grenade Launcher (for extra points), keep people outside of area 1, lay down AT mines, C4, heal/revive everyone, call in air strikes and to use the Stinger against choppers if the main Javelin guy is overwhelmed. Keep in mind the second Grenadier should be the team leader because the Javelin operator will be too busy to keep track of the computer and to call in the air strikes.

The Auto Rifleman (the computer if you have one) will be set up to oversee Area 1 and Area 2. He should be positioned at the South East end of the wall. His job will be to take out people down the hill for Area 1 and will also thin out enemies on the hill to the East. When it gets crazy he will take out enemies who have entered into Area 2.

The Grenadier taking the FGM-148 Javelin will stay close to the ammo spot because the Javelin only takes one round at a time and is a pain to run with, reload, heal with and stow away. A tip, if you fire a shot and go over to the ammo pile and press [A] button, you will load a shell into your gun so you don't have to go through the painful reload time. The Javelin's job, once the vehicles and choppers start rolling in will be to take them out. Your teammate's should be calling out chopper locations and vehicle locations as they see them, you also need to be on the look out for them as well, especially the back road. Vehicles enter the main in two areas:

1. The East Road (the main road)

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2. The Back Road which is South/South West (behind the scouts spot). Also notice the FIM-92A Stinger and ammo is found right here.

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You can target both vehicles entering the area from the Javelin ammo spot although the back road you have to act fast as it has a short window.


The ammo to refill your normal rounds and your M203 Grenade Launcher will be found under the American flag behind the scouts position.

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The back road is hard to guard when the vehicles start rolling in fast so this area must be well protected with AT mines and C4. You want lay the AT Mines out in an alternating pattern. They will only explode if the tires or treads roll over them. So you want to place one on the left side of the road and the next one on the right side of the road as pictured below.

Each one will take out a tank or other vehicle, you want to place 4-5 in the location at all time. If you die you start with more AT Mines so lay them down!

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You also want to keep at least one C4 planted at the stopping point for the back road as a last resort.

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Communication is key! The scout should always be calling out choppers and looking behind his spot to help call out vehicles entering though the back road. If a vehicle enters in the back road the scout needs to TAKE COVER until the vehicle is taken out. If your the scout remember to look at the back road often, it is your life if you miss one. My rule of thumb was during a reload I was checking my 6.

Call the chopper in early. To call the chopper just walk through the green smoke. We called the chopper at Stage 2 Wave 1 and it stayed the whole time until Stage 7 Wave 2. The chopper can't die and if an enemy chopper is above head the enemy chopper will focus some of it's fire on your invincible chopper and not you! The chopper may leave if it gets too hot and heavy but you can call it right back after stuff calms down some.

Bonus points are awarded if you keep the enemies from breaching Area 1, Area 2 and the Main area. If they breach it even for a second you lose your bonus points. At later stages if will be nearly impossible to keep the areas clean because if an enemy chopper flies over head an area (and it will, a lot) you will lose control of that area.

Explosive kills net you more points. So use the M203 Grenade Launcher as much as you want and refill it often. The Mk19 grenade launcher at the top of the scout's position DO NOT COUNT as explosive kills (only normal kills), unfortunately!

Protect the Main Road. The Back Road should be well protected with plenty of AT mines however you should always have at least one AT mine placed on the Main Road. You should place it on the Main Road past the bend right before area 1.
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