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10-21-2005, 07:36 AM #1
- Join Date
- Oct 2005
- Posts
- 1
Squad Composition
I think this should be in Tactics; sorry if it's in the wrong place.
Just wondered about people's thoughts on squad composition and armament for a general -purpose team. After reading Badger's (sorry if it's not Badger) great articles on tactics and the soldier classes roles article, I had a go at picking a team with greater care.
My squad was made up of:
Scout (Demo Class) armed with an SA80 + Frag grenades
W2, S6, E2, L2
Mout (Rifleman Class) armed with M16 + M203
W3, S3, E3, L3
Mout (Rifleman Class) armed with M16 + M203
W3, S3, E4, L1
Support (Support Class) armed with M240G + Extra Ammo
W1, S2, E4, L3
Sniper (Sniper Class) armed with SR25 + Extra Ammo
W4, S4, E1, L1
Support (Support Class) armed with M240G + Extra Ammo
W2, S2, E6, L1
A far from perfect arrangement, as I found out. I gave the scout the SA80 for spotting, and tried within the team to allocate skill points in the most objective way I could, sacrificing a little for mout 1's leadership bonus and support 1's leadership bonus. I figured the two support class troops didn't actually need a high weapon skill if I kept them on 'suppress' setting along with my sniper class soldier. And as for my scout, you can see I whacked all his points into 'stealth'. Wasn't sure which weapons are actually best for a general-purpose team.
Anyway, that's my quick go. Really interested to see some other suggestions, as I'm sure I'm still missing some basic principles.
And to the moderators, thanks for running a 'grown-up' forum. It's appreciated.
AmySay 'hi' to Foot for me.
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02-22-2006, 09:15 PM #2
- Join Date
- Feb 2006
- Posts
- 1
Re: Squad Composition
There are a few things I like, and a few things I don't like about this squad. First, I like that you divided it into 3, 2, 1. The only real alternatives being 3, 3, and 2, 2, 2, are not as effective, I find. But I don't like the loadouts you have selected.
First, I think the scout is unnecessary. That's just my opinion. The scout also doesn't need a special loadout as long as he has binoculars, which everyone has. This means your scout will probably be doubling as a rifleman. His frags will obviously come in handy.
Also, I think you have too many support soldiers here. It seems your size-3 team in general would not be easy to work with because the sniper would have to drag the two support guys around, and also, the support guys could draw unnecessary fire and get the sniper killed. What I prefer is a platoon with fireteams of 3, 2, and 1.
Often, when I am playing with the WW2 mod War of Infamy, I give the lone man a mortar. Generally, using any mods, I give him one of three weapons: a sniper rifle, a heavy machine gun, or a mortar. I believe that all three of these weapons are effective support weapons, even the sniper rifle. A sniper can beat the crap out of an enemy just as much as a wall of bullets from a machine gun or a shelling from a mortar.
Now, when I am using the WW2 mod, I put 2 riflemen and 1 demo in the fire team of three, and then 1 rifleman and 1 demo in the fire team of two. I do this because I never give my riflemen a fully automatic weapon with this mod. I give the submachineguns instead to the demo guys, and give whatever rifle to the riflemen. Then I alter the secondary weapons of these guys to make sure I have enough grenades and antitank weapons to fight without the mortar support.
Of course, depending on what mods you're using, your riflemen might not have access to frag grenades. They can probably grab grenade launchers, and since pistols are generally useless, grenade launchers are probably the best secondary weapons for your riflemen in normal Ghost Recon. But, if you only have two demo troopers, they will probably both have antitank rockets.
It isn't a problem for me not to have frag grenades when playing normal Ghost Recon as long as my team has rockets and grenade launchers. Neither of these are as effective as grenades, IMO, so, depending on your own principles of squad composition (which I think is one of the most critical parts of coop or SP), you may want to substitute a rifleman for a demo armed with frag grenades, or, if there are no tanks in the mission, simply give your demo guys frags instead of antitank rockets.
Anyway the only real problems I see with this squad is the balance issue. I think if you were to get rid of one of the support guys, it would be OK to have a sniper and support in the same fireteam. I personally don't often use both a sniper and a support in my platoons, but if I do, I put one of them in my fireteam of 3.
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02-23-2006, 11:02 AM #3
Re: Squad Composition
the whole "classes and roles" post was something I wrote after seeing one of Wolfie's posts a LONG freaking time ago. I liked his take on support's role that I expanded it to encompass everyone. I did that right after becoming the training officer for GR here..... I had to go search for that post... I forgot I had written it. I feel old now.... I think there are very few left around who would even remember who or what I am talking about. Anyone heard from any of these guys????????
Big-B
Wolfie
Hollywood
I see overlag from time to time
Rose
Karma
right-hand
lowdrag
dragon
kunin
samuria
geshia
badger
harntrox used to come around from time to time
OSD
these guys were on GR EVERY NIGHT....

Now I'm all veclempt. I need a tissue.Only two things are infinite, the universe and human stupidity, and I'm not sure about the former. -Albert Einstein
The two most common elements in the universe are Hydrogen and stupidity. -Harlan Ellison
If all else fails: "rm -rf /"
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02-23-2006, 11:11 AM #4
- Join Date
- Aug 2004
- Age
- 40
- Posts
- 6,210
Re: Squad Composition
Rose is still around, as is Overlag and Karma. The rest, I have never met.
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