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Old 01-25-2008, 03:59 PM   #1 (permalink)
 
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Leadership Tactics: Squad members not following orders?

Getting people to follow orders, especially with people who are new to TG can be a difficult task, and is a problem squad leaders of all levels of experience face. Although following orders is a requirement on the server, you can use charm, coersion, direct communication to motivate and inspire order compliance. This guide will address this issue this problem for squads that are composed of individuals who are unfamiliar with TG. Before continuing in this guide, please keep in mind throughout the guide that "getting people to obey and comply with orders" is not the best mindset to have. It is how to get people to cooperate and work as a team. As a leader you are -subservient- to those who serve you. "How can I help, motivate, and inspire our squad to achieve our team's goals?" is a question leaders should ask themselves.

However, with working with people of new and varying backgrounds, a strong assertive leadership style is most effective in bringing organization to a team. The guide is written for this kind of environment. Please note that a strong assertive leadership style is not always appropriate in other environments - this will not be covered in this guide.

Communicating Effective Orders

A squad that you are leading may not be operating in the manner you would like. You cannot expect squad members to magically read your mind of what you expect and perform in a fashion in which you expect. You must clearly communicate expectations of what should be done in the form of a command. This may be a simple and obvious point, however it is commonly overlooked.

This guide will briefly review the basics of orders. It will be important to understand the structure of orders when the guide discusses how to deal with orders that are not followed.

Issue orders in the imperative form

An order is an instruction, usually phrased in the imperative form. If you are not phrasing your orders in the imperative form, you may give the perception that compliance with the order is optional, or even worse it can be interpreted by your squad members that you are not issuing an order at all. Your squad members may think you are debating a course of action, and are unsure of the decision you are going to make. By issuing orders using the imperative form, your communication is concise and direct.

Example: Order in the imperative form
"Spawn in on me."

Example: 'Orders' not in the imperative form
"Spawning on the squad leader keeps the squad together."
"Are you able to spawn in on me?"
"You can spawn in on me."

For example the phrase, "You can spawn in on me" conveys that spawning on the squad leader is optional. The phrase "Spawning on the squad leader keeps the squad together" is not bad statement to say since it communicates your decision making process however it should be proceeded by a order in the imperative form to be effective.

Issue orders that are direct and not open to misinterpretation

Orders need to be based on what players should DO, not things that players should NOT DO.

Example: An ineffective order:
“Squad, do not run towards the flag.”

Example: An effective order:
"Squad, maintain position in the 2nd floor of this building."

An order phrased in the prohibited mood form is open to misinterpretation. If a squad leader issues the ineffective order instructing it's squad members to not move towards the flag, the action of moving running east in the opposite direction of the flag would be in compliance of the order. This is a problem if your real intent is to have the squad to maintain position in a building waiting for the enemy to move off the flag. This is why you should always phrase orders based on behaviors you desire rather then behaviors you wish to suppress or prohibit.

Example: An ineffective order:
“Bob, Don't spawn in recon please.” [If Bob spawns in Support, this would be in compliance of command.]

Example: An effective order:
"Bob, Spawn in assault medic please."

Types of orders

There are many types of orders you can issue. Here are a some different types of orders that you can issue to shape the behavior of your squad.

* Commands that control spawn
* Commands that control direction and speed of movement
* Commands that control fire discipline
* Commands that control communication
* Commands that control deployment of resources

List of Commonly Used Orders

C1 - “Form up on me!”
C2 - “Break contact!”
C3 - “Move on the flag!”
C4 - “Spawn in on me!”
C5 - “Spawn on the <target> flag!”
C6 - “Move on the way point!”
C7A - “<Player> spawn in as <kit>!”
C7B - “I want everyone to spawn in assault medic.”
C8 - “Hold spawn!”
C9 - “Weapons hold!”, Alternatively: “Hold your fire, unless you are fire upon!”
C10 - “Weapons safe!”, Alternatively: “Hold your fire!”
C11 - “Deploy <resource> at <position>!”, (Resources include but not limited: APMs, RDX, Motion Mines, Supply Boxes, Health Boxes, IDS, PDS)
C12 - Repair <asset/vehicle>!
C13 - Revive <player>!, Alternatively: “Squad Leader down!” (implied)
C14 - Maintain radio silence.

Violations

A violation is an observable behavior that breaches a command. An important, and minor detail is that a violation is only a violation if it is preceded with an order. If a member of your squad is moving in a direction you do not "desire", but if you have not ordered a direction of movement by using a command, it is not a violation. Although this is a small detail, it is an extremely important distinction. This is because you as a leader, failed to communicate expectations beforehand. You must first communicate expectations before deciding on how to handle undesirable behavior.

Examples of Some Violations

V1 - Spawned in as inappropriate kit kit
V2 - Spawned in when requested to hold spawn
V3 - Spawned in at unrequested location
V4 - Failed to revive when capable
V5 - Failed to clear hostiles before reviving

Reasons for Violations

There are many reasons why people do not follow or unable to execute orders you issue:

* Did not hear the order
* Did not understand the order
* Distracted with something else
* The order perceived is irrational; disagrees with the unit's goal or the probable outcome/consequence of executing the order
* Not interested in following order, but will eventually conform with the group
* Not interested in following order, and will not conform with the group

Most of the problems for why people do not follow commands listed above are correctable. The only exception is the last case, which this guide will address later. You as the leader must understand the cause of why a squadmate may be having trouble complying with an order. Based on the underlying reasoning of non-compliance you must using an appropriate strategy of communication to rectify the issue.

Tools to address squad members/leaders not hearing commands

* Systematic Repetition
* Way points

A common problem is that squad members or squad leaders do not hear commands. This is especially true if the there is a lot of background noise in the game, or people are talking over each other. To alleviate the problem of members of your unit not hearing commands, you must repeat the command until full compliance is met. Additionally, you must use every communication tool at your disposal, and therefore you should make active use of way points in conjunction with verbal communication over VOIP.

With regards irrational order and disagreements regarding order outcomes
This is a big topic that will be addressed in a later guide. However, if you determine that the order is not being followed through because of this reason, you may have a candid discussion using persuasion and negotiation to resolve the cause of the disagreement. A discussion may reveal that your approach may be flawed. However, if after throughly hearing any objection you may choose to continue with the original course of action.

With regards group conformity
This is a topic that will be addressed in a later guide.

Progressive Discipline

When players violate commands, you must have a strategy that appropriately addresses or investigates the undesirable behavior and allow players ample time to correct their behavior. The following strategy is a generic conservative strategy for dealing with violations. You should gradually escalate the severity and potency of your feedback regarding undesirable behaviors. By gradually escalating the potency of the feedback, it gives the benefit of the doubt to your squad members or squad leaders that are making an honest effort to comply. Another benefit is that you do not "jump to conclusions" regarding undesirable behavior. A player may have a legitimate reason on why he is unable to comply with your command that you may not be aware of. Gradual escalation of feedback also allows you to avoid unnecessary direct and unpleasing confrontation with a player.

Level 0 - Issue command or instruction to squad
Level 1 - Friendly Reminder
Level 2 - Informal Reprimand
Level 3 - Direct Reprimand
Level 4 - Probation, Final Reprimand
Level 5 - Termination, Removal from Squad / Referral to Administrator

Feedback

Reprimands & Praise

When issuing critical feedback or reprimands, it is very important to take into consideration the following things:

* All reprimands MUST be specific AND be preceded by a command or instruction that you have issued that was not followed.
* Reprimand the behavior, not the person.

A careful balance

Excessive use of reprimands or critical feedback will make players uncooperative and resentful of your leadership.
Non-existent use of reprimands or critical feedback will leave problematic and undesirable behaviors un-addressed.

Methodologies to giving feedback

* Feedback is immediate and contingent
* Feedback is specific
* Feedback is creditable

If a player inappropriately drives off in an APC against your direction as squad leader. You should immediately point it out. Giving feedback regarding events that occurred 10 minutes ago, is not as effective.

Praise & Reinforcement

It is important to continually praise or positively reinforce correct behavior. If you are praising your squad be sure to describe what behavior you are praising. A generic "Good Job!" is not as effective as "Good job! I liked how we are sticking together as a squad and maintaining cohesion." An arbitrary guideline on the amount of praised used should exceed the amount of reprimands or negative feedback issued to maintain a positive atmosphere.

S.M.A.R.T.

As a squad leader or commander, your responsibility is to establish goals that guide your squad mates in the right direction. Goal setting tells squad members what you expect them to accomplish and outlines how you measure success. When setting goals or orders, it is the leader's responsibility to make sure goals are realistic, clear and understandable. Additionally it is the responsibility of a leader to make sure objectives are met through proper assessment. A common anagram to assess if goals or orders are understood and met is using the S.M.A.R.T. mnemonic:

Specific
Measurable
Achievable
Realistic
Time framed

Please refer to the following examples below. The examples incorporate all of the issues discovered above.

Applications (Examples)

Not spawning in as requested kit

1. “I need the entire squad to spawn in assault medic (L0: C7A).”
2. You notice that player John is has spawned in as Recon, and has 2 deaths (V1).”
3. “Remember guys, I need everyone to spawn in assault medic. If you are spawned in as another kit, I need you to pick up another kit or spawn in assault medic next time you spawn in. (L1)”
4. You notice that player John is still spawned in as Recon, and has 3 deaths (V1).”
5. “Guys this is not acceptable. I still see that people are spawned in as other kits that I did not request for. I need everyone to spawn in as assault medic. (L2).”
6. You notice that player John is still spawned in as Recon, and has 4 deaths; there is no question that he is not following orders (V1).
7. “John, I need you to spawn in assault medic next time you die.”
8. “John, this is your last warning. I need you to spawn in assault medic or I will remove you from the squad.”

Specific
You are asking a very specific player to spawn in a specific kit. There is no ambiguity.

Measurable
You can monitor compliance by looking at the spawn screen to see what everyone is spawned in, and the number of deaths.

Achievable
Switching kits is effortless.

Realistic
You don’t expect players to instantly change kits; if they are the wrong kit you don’t expect them to suicide. It may be possible that they are the wrong kit because they got revived next to another player’s dead corpse.

Time framed
You convey that this expectation is to be met when they die and on the player’s next spawn.

Not moving on way point

Some objectives may be more time sensitive then others. You may want to adjust your strategy appropriately for adjusting behavior for these situations. Unnecessarily abridging progressive discipline strategies may compromise your ability to maintain a positive atmosphere with your squad and have your squad be cooperative in the long run.

1. “Move on the waypoint! (L0: C6)”
2. “Where are you going? Move on the waypoint! (L2)”
3. “I don't understand why we are going in a different direction. Move on the waypoint now! (Emphasis added) (L3)”

Specific
You have a very specific minimap marker on the map where you expect to go. There is no ambiguity.

Measurable
You can monitor compliance by looking at the minimap to see how far each player is from the minimap beacon.

Achievable
Moving to a position on the map should be achievable even for new players.

Realistic
Your squad members may be under fire from enemy soldiers. It may be necessary to issue an additional break contact order or a order that controls fire discipline. If you observe that there are no contacts within 100 meters, you can reasonably expect your squad members to comply.

Time framed
You convey that this expectation is to be met immediately.

I welcome feedback and comments on this guide. I am especially interested in things people may disagree with and what sort of situations that are not supportive of the recommendations listed here, and any possible solutions and examples to help improve teamwork.
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Old 01-25-2008, 05:12 PM   #2 (permalink)

 
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Re: Leadership Tactics: Squad members not following orders?

VERY GOOD POST!

This has been long needed, if we could just get the outside world to read it. Setting short goals for the squad is very important, always give feedback. Even if you have to say something negative, finish it with something positive.
Remember to tell your squad they are doing good job, and to keep it up. Please remember that everyone is here to have fun, so make it fun!
Try not to get too mad at someone and let it show(<------Guilty), is distracts from the point that you are trying to make.
Never attack the person for the action they did, focus on the action.


Definetly deserves a +rep! It won't let me rep you!!
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Old 01-25-2008, 05:15 PM   #3 (permalink)
 
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Re: Leadership Tactics: Squad members not following orders?

Great post..should be stickified!
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Old 01-25-2008, 05:38 PM   #4 (permalink)
 
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Re: Leadership Tactics: Squad members not following orders?

I like the write-up Ainselie. Positive approach definitely brings best results when dealing with people who may not often play on TG servers or servers dedicated to squad play. I like to make sure every SM knows the plan at the start of the round and remind those who may begin to wander to stay on task with waypoint commands and VOIP use. I haven't had to kick a SM yet for not following commands but if I do I know how to exhaust all routes of getting that SM to comply before having to drop the "hammer" thanks to your post.
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Old 01-26-2008, 02:34 PM   #5 (permalink)
 
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Re: Leadership Tactics: Squad members not following orders?

Very good guide! Superbly instructional and perfectly laid out. This looks like wiki material.
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Old 01-27-2008, 12:00 AM   #6 (permalink)

 
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Re: Leadership Tactics: Squad members not following orders?

Good writeup Ainselie.

Something good to keep in mind when random pubbies join your squad: TG is vastly different from other BF2142 servers and the things we call familiar and common-sense (like following orders, teamwork, using VOIP) are completely foreign to newbies. SLs should take care to introduce TG to newbies gently instead of expecting them to know the things a TGer has in their blood.
Sometimes people disobey orders simply because they've never had to follow orders before.
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Old 02-02-2008, 09:02 PM   #7 (permalink)
 
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Re: Leadership Tactics: Squad members not following orders?

This is why I'm usually SM instead of SL. No way I could remember all this...but great to know. Gave me some guidelines in case I do have to SL on a TG server.
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Old 02-04-2008, 04:34 PM   #8 (permalink)
 
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Re: Leadership Tactics: Squad members not following orders?

Lol, Ainselie, I don't see you post much, but when you do, you go all out.

Fantastic post.
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