Sorry for the necropost.
I am thinking that squad leading will be somewhat different than the BF series. Since the squads in
BF2 could be so big, you would have a large monolithic element.
Since the squads in FFOW are maxed at 4 players, it would be better to use TS and have 2 squads (fireteams) of 3. That gives you 2 squad leaders.
Rather than have a full squad stay back in defense, have the 2 squad leaders stay back on defense.
Here is how it could look...
Leader: Spec-ops/Drone (squad leader)
2IC: Spec-ops/Drone (squad leader)
Fire-teams (option a):
1. Spec-ops/EMP
2. Spec-ops/EMP
Fire-teams (option b):
1. Spec-ops/EMP
2. Anti-vehicle/EMP
Fire-team (option c):
1a. Anti-vehicle/EMP
2a. Anti-vehicle/EMP
1b. Spec-ops/EMP
2b. Spec-ops/EMP
SOPs:
1. Both squad leaders stay back at the point you are defending while the fire teams push towards the objective point.
2. Squad leaders launch 1 drone for static defense over the defended point and a 2nd drone to recon the way for the fire teams. Recon only! No kamakazie! If the recon drone is destroyed, cycle the drones forward (defending drone goes forward while replacement drone goes on defense)
3. Squad leaders apply static defenses (ring the radius with C4...which we call anchoring the point)
4. Fire-team member with a ready EMP pod sets it as static defense. Remember, you can pick these up if you capture the point and want to move up.
5. Fire team member also places an EMP pod at the objective. This is part of ICE-ing the objective
* Isolate [from reinforcing]
* Change [it to your side]
* Eliminate [remaining opposition]
6. If the fire teams are using anti-vehicle kits, then they should seal the perimeter of the defended point with landmines so enemy vehicles cannot bum-rush the squad leaders.
7. Assign a "capture" team and a "clearing" team. Capture team goes immediately into radius. Clearing team cycles around the perimeter/spawn points to clear out enemy. ***The clearing team keeps the capture team alive.*** If the capture team goes down, then the clearing team takes over the capture team's role to continue the camp. When the (old) capture team respawns and pushes forward, they become the new clearing team.
The goal here is to capture the point within 1 spawn cycle. No sense in being slow and letting the enemy respawn. That's like fighting double the number of defenders.
Edit: The reason I am so strong on EMP and drones is that I think half of the battle is LOCATING the enemy while preventing the enemy from LOCATING you. EMP can neutralize vehicles and air support all while preventing you from showing up as a red triangle to the enemy. Drones make those little red triangles appear for you to LOCATE the enemy. I am already seeing pub servers that are so forested with EMP pods that being the air support role is a waste of time (especially since the rank-up has been slowed for them).
Edit: Add a quick dab of armor and CAS from other squads and there should be no point that this loadout and SOP cannot capture.
2nd Edit: Of course, cycle who is squad leader every new set of rounds since it's a boring static role