For anyone who wants to step up to Squadlead, but are afraid because they don't want to hurt the team, I've outlined some stuff here.
Applying these concepts, you can be a good squadleader (at least in my eyes)
Please note that it is very fun being bossy.
Special SL controls
T-rose: Hold T. You can ask for orbitals, supplies, etc.
Map: Rightclick on the map. The same options for T-Rose appears here.
B: Hold B to talk to CO
Manage Squad (squad screen): Invite/Kick players from the squad
SL assets: Beacon (puts your spawn point on the gruond), Otus (useful when you have a recon), Spanky (funny when you get 3).
Many players have SL assets on their kits. Pick the kits up and you can use them!
Icons on your visor
Flag icons and commands have several things:
1) An icon
2) A distance
Flag icons can be highlighted by pointing the cursor at it. To place a command, hold T and click.
Commands
Different commands are listed below.
Denoted by a line on the minimap, and a new icon on your visor
Useful for:
-Allowing your squadmembers to quickly orient themselves to something you want them to notice (Rotate to be parallel with line).
-Supplement verbal orders with a picture (pictures are much more accurate than words)
Move command
Method 1: T-click anywhere
Method 2: Pull up the map, right click, order
Denoted by a yellow line
Useful for:
Queuing commands (ie. move here, then attack here) (go on top of the building) (move here, stay here [such as in defense])
Info on enemy location (need interception, place rockets here, enemy walker, possible beacon, etc)
Accurately measuring rockets on blips (when precision is necessary, a move command
Attack/defend/repair command
Method 1: T-click on the flag icon in your hud
Method 2: Pull up the map, right click on the flag icon, order
Denoted by a purple line
Useful for:
Giving Squadmembers temporary unlocks (many people rely on these)
Special notes:
Commander assets are usually strategically placed on approaches. You can set a 'defend' command on an asset to a create directional defense.
Cerebere command center:
One asset on west approach near fence
One asset on east approach near fence
One asset in the back west corner
One asset in the back east corner
You can be more specific where you want your squad to defend from by issuing a 'defend' order on one of the assets. This helps yield extra points.
Types of objectives
Quote:
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Originally Posted by Objectives
An effective squad can accomplish many objectives with every order. The more objectives it can do in the shortest time possible, the more helpful the squad is to the team.
Note that 2142 is a dynamic fast-paced game. Squad objectives may change at any time.
1- Specific flag control
2- Flag capping
3- Back flag protection
4- Armor denial
5- Killing people
6- Stealing asset-spawn (I do not mean stealing from uncaps. Certain flags can spawn walkers, tanks, etc).
7- Asset destruction (Be careful how you approach this. Usually, better to avoid the headache)
8- Intel (Put up IDS on strategic areas)
9- Armor destruction
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Examples of plans that accomplish multiple tactics:
Statue squad -Belgrade
Primary objective:
Control Statue (1)
Secondary objective:
Steal walker (6)
Lay motion mines / EMP mines on the main road (3,4)
Tertiary objective:
Cap playground if it's easy, place IDS on playground (2,8)
[note that 'killing people' isn't part of the plan when capping playground. Adding that objective lengthens the time and therefore makes it harder to complete higher-priority objectives]
Church squad -Cerebere
Primary objective:
Control Church (1)
Protect back flags (3,4) -Lay motion mines/ EMp mines on main road, stop foot-tresspassers
Forward warning on hill, main road via IDS/PDS (8)
Secondary objective:
Killing people (5) (If someone is trying to get past church, you might get more kills staying on the flag (5), but protecting the back flags (3) is a primary objective
Destroying walker (4)
The average squad accomplishes 3 tasks, whether they know it or not.
Accomplishing only one task when everyone else accomplishes three actually hurts the team. If your squad is on Statue and only defends Statue, it accomplishes 1 thing and does nothing else.
If you have an asset destruction squad and only concerned with taking out CO assets, it accomplishes only 1 thing and does little of anything else.
[/quote]
Flag capping / Specific flag control
A note on specific flag control.
Do not choose a random flag. Granted, every flag is important, but some flags are good choices, some are poor chocies.
Good choices
-Lightly defended flags (or completely undefended)
-Back flags (back flags can either
1: Armor denial via chokepoint from uncap (ie. belgrade, tunis)
2: Prevent enemy armour altogether (from spawning) (ie. Berlin, Suez, Gibraltar )
3: Defensible flag that creates multiple fronts for the enemy (shingle, Berlin)
)
-Flags that spawn armour (on Sidi, which armour do you want? Tank, walker, or gunship?)
-Flags that can be accessed from the back (ie. Tunis)
-Flags that a squad is already attacking
-Flags where you can survive in the cap radius
Approaching flags, the following are good ideas:
Flank: Enemies are shooting people from one direction. Approach enemies from a different direction.
Speed: Light armour. Buggies. etc. The longer you spend getting to a flag, the more likely enemies will react (and dying enemies spawning in on the flag you want to take)
Support: Armour support is a good idea, if you have it.
Control: There is a specific time when enemies start spawning in one by one. You have achieved maximum control, and probably should have had the flag already.
Kit setup
Template: 1 support, 4 medics, 1 wildcard. [not to be used on armour-heavy maps]
All support MUST have IDS. Make this very clear. If enemy armour is present, also bring EMP.
1 Wildcard represents recon, engineer, assault, or support.
-Recon will let your otus become useful, as well as has powerful RDX/APMs. These can be used for flag defense, covering your tracks when infiltrating difficult battlelines, and destroying enemy RDX/motionmines.
-Support will give you multiple IDS. This is a boon to the team. I will usually mandate 2 supports in my squads. If the commander is especially dilligent with spotting, and I don't particularly need 2 EMPs, I will use 1 support, 3 medics, 2 wildcards.
-Engineer will keep your vehicle alive, as well as give your team excellent passive defense against vehicles via motion mines. I will always bring 1 support, 4 medics, 1 engineer on Belgrade.
Working with your squad
Your squad is a supersoldier. You can stop armour dead in its tracks and shoot it down without even personally pulling the trigger. You can know everything that is in your vicinity and detonate them to smithereens.
Sound fun?
Things you need to make it happen:
1) Kit assignments - in the beginning of the game, assign kits
2) Cohesive squad - A squad that stays together. If there are some elements of the squad that isn't being cooperative, try to fix it. If you can't fix it, find someone new.
3) Squadleader with an objective - but of course, you already have that down.
If a squadmember isn't cooperative, try to work with him at first.
Name names!
1) Soandso, you are recon. I asked for assault, please switch to assault on respawn.
2) Soandso, you respawned recon. Switch to assault kit immediately. Find a kit off the ground, or set spawn kit now.
At this point, you've tried being nice and you've tried being stern. It is time for
3) Reporting soandso for insubordination.
Note that sometimes, people are slow with their English. If someone makes a special point about this, be especially patient. I can name specific regulars in my squads who ask me to slow down.
Working with your CO
Press B to talk to your CO
When talking, use the following setup:
Squad number: Sit rep. Recommendation/request.
Examples: Assume for all examples, you are Squad1
Squad 1: Walker on Power station. Need orbital strikes and EMP.
Squad 1: We are ready to take a flag. Need to know which flag is easiest to take.
Squad 1: Enemy bypassed crossroads. Need spots on squad-1 move command.
(Note how the things above coincide with the things below)
What your CO can do for you (Requests)
1- Give you EMP/oribital strike. Do this verbally
(Don't request for only one. If you want to do it on infantry, the commander will do it on his own accord. You may request orbital alone IFF your squad has armour emp locked)
2- Give you UAV. Do this verbally
3- Give you supply drops. You may use "Request Supply Drop"
4- Give you support versus heavy forces.
(He may choose to orbital strike. He may choose to send a squad to help. He may even choose that his resources are better spent elsewhere)
5- Give you spots (aka. I don't see them. Help me see them)
6- Reserve vehicle assets
7- Advise you on what you should do next (ie. what flag to attack, what flag to defend, etc)
Stuff you can request, but really? Leave it to the commander to decide how he uses it
1- Merge two ineffective squads to make one decent squad
2- Organize a team effort
Sample runthrough
You should already have some ideas of what you want to do. You've had squadleaders you liked. What plans are you familiar with? Start with those plans first. While the map is loading, think about what your first plan is.
When you create the squad, and people join, do the following:
1) Identify primary/secondary objective (ie. We're taking Statue, and stealing the walker)
2) Ask for volunteers for kit assignments. (ie. We need 1 support with IDS EMP, 1 engineer with MMs/EMPs. Volunteers for support? Soandso support. Volunteers for engineer? Soandso engineer)
3) Ask for specific jobs (ie. We need someone to camp the walker spawn)
I keep getting pubbies...
Don't worry, I do too. Usually, I get 1-2
TG players, and 3 pubbies. Most pubbies will work with you though, and do well enough keeping up revives and getting kills in.
Nevertheless, I think some players make a point of joining new SLs. I will too if you want me to

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