Callofduty4 has written this guide to the SCAR-H assault rifle.

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This is for the record. Guides are written by the veterans.

This article is an official Ask A Veteran guide.

This page was created by CDW Veterans as a How-To Use SCAR-H guide.

The SCAR-H is widely regarded as one of the best assault rifles to choose from. This is most certainly true if, as with most weapons, one uses this weapon with the correct perks, attachments and tactics.

Specs[edit source]

Advantages Disadvantages
  • High damage
  • Low-Medium rate-of-fire (easily managed)
  • Unobstructive iron-sights
  • Unlocked early (Level 8)
  • Small magazine capacity (and thus low total capacity)
  • Average accuracy (from hip)
  • High recoil with Thermal Scope

Damage - 40-30 (56-42 with stopping power)
Recoil - Low
Rate of Fire - ~625 RPM
Magazine Size - 20 rounds (30 with ex. mags)
Wall Penetration - Good

Overview[edit source]

The SCAR-H is one of the most powerful assault rifles available for use, both due to adaptability and damage. It has low recoil and the lowest rate of fire for any automatic primary weapon in the game (though this has its advantages). Because of the low recoil, burst firing is not really necessary, but at extreme ranges, single shots could be taken to increase accuracy. The SCAR-H isn't the most effective at close range, but is capable in this capacity providing shots are placed on-target. The SCAR-H works most effectively at medium ranges.

Attachments[edit source]

The SCAR-H utilizes the same wide range of attachments as the other assault rifles:

  • Grenade Launcher (9/10) - Probably the best attachment, allows the user to take out groups of enemies extremely easily. Because the SCAR-H has very good iron sights, this is a great attachment on the SCAR-H. Works even better with Danger Close.
  • Red Dot Sight (1/10) - Only minimally useful, as the SCAR-H's iron sights are very clear and open. Generally regarded as a waste of an attachment.
  • Silencer (7.5/10) - The SCAR-H is an effective stealth weapon, but the silenced TAR-21 and ACR are better used for this role.
  • ACOG Scope (8/10) - The ACOG scope is very good on the SCAR-H. The recoil is made more noticeable but it resets very quickly, pretty much perfectly before the next shot is fired. Very effective if burst firing is used.
  • FMJ (8/10) - The SCAR-H's high accuracy and already high wall penetration boost the effectiveness of FMJ. The SCAR-H suffers from a small magazine size so shooting through walls without FMJ could use up the whole magazine and waste its small staring supply of ammo.
  • Shotgun (6/10) - The shotgun attachment is useful on the smaller maps, but with steady aim the SCAR-H can hold its own ground in CQB.
  • Holographic Sight (2/10) - Same as the RDS. Pointless. Slightly better at long range because the tiny dot will obstruct targets less, but it's still a waste.
  • Heartbeat Sensor (6.5/10) - Shares the same advantages as all weapons with heartbeat sensors, but sometimes part of the sensor can go out of view when moving, and it is not visible when aiming down the sights.
  • Thermal Scope (5.5/10) - Can be useful in hardcore where the SCAR-H can pull off one-shot kills at any range granted the target does not have painkiller or is behind a surface. Less useful in core, where the recoil becomes more noticeable.
  • Extended Mags (8/10) - Very useful. Fixes the problem of the small magazine. However, if one becomes skilled with the SCAR-H, it's small magazine ceases to be a problem, and extended mags is not needed by any means.

Perks[edit source]

The right perks are necessary.

Tier 1[edit source]

  • Scavenger - Mitigates low amount of ammo. Vital for camping/defending an objective.
  • Sleight of Hand - Mitigates low magazine capacity.

Tier 2[edit source]

  • Stopping Power - Minimizes ammo consumption, and of course increases damage. Useful due to low ROF.
  • Danger Close - Great with the grenade launcher. As the SCAR-H is very powerful and accurate, stopping power can be passed over for this perk and the grenade launcher.
  • Cold Blooded - This plus a silencer makes a great stealth class.

Tier 3[edit source]

  • Steady Aim - Greatly improves SCAR-H's CQB ability.
  • Commando - Great when caught out of ammo in CQB, which can happen often due to the SCAR-H's low ammo capacity.

Tactics[edit source]

The SCAR-H can be used defensively or offensively. But being an assault rifle, sticking between the two might be the best thing to do.

Offensive classes[edit source]

Streaker[edit source]

  • SCAR-H attachment - FMJ
  • Perk 1 - Scavenger
  • Perk 2 - Stopping Power
  • Perk 3 - Steady Aim

Runner[edit source]

  • SCAR-H attachment - Shotgun
  • Perk 1 - Sleight of Hand
  • Perk 2 - Stopping Power
  • Perk 3 - Steady Aim

GL Offensive[edit source]

  • SCAR-H attachment - Grenade Launcher
  • Perk 1 - Scavenger
  • Perk 2 - Danger Close
  • Perk 3 - Commando

Defensive Classes[edit source]

Camper[edit source]

  • SCAR-H attachment - Extended Mags
  • Perk 1 - Scavenger
  • Perk 2 - Stopping Power
  • Perk 3 - Commando

Sharpshooter[edit source]

  • SCAR-H attachment - ACOG Scope
  • Perk 1 - Scavenger
  • Perk 2 - Stopping Power
  • Perk 3 - Commando

GL Defensive[edit source]

  • SCAR-H attachment - Grenade Launcher
  • Perk 1 - One Man Army
  • Perk 2 - Danger Close
  • Perk 3 - Commando

"In the middle" Classes[edit source]

Stealth[edit source]

  • SCAR-H attachment - Silencer
  • Perk 1 - Scavenger
  • Perk 2 - Cold Blooded
  • Perk 3 - Ninja

Notes[edit source]

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