Squad leading
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[edit] Advanced SL Guide by |TG| B
This is just to get things started. Most of these are my observations by being a squaddie in different squads with great leaders. Please feel free to add anything that seems necessary, and correct my wrong assumptions. All additions will be added to this post.
Forum discussion here
[edit] Basics
- Being a good SL starts with patience. Be patient with your CO. Be patient with your squaddies who are causing trouble.
- Always accept your fault. If u died so often admit it to your squaddies. I often say "Well I am getting my ass kicked."
- Remember you are not just a mobile spawn point. veteran TG players expect much more from a SL nowadays. Just hiding behind a hill does not cut it anymore. But do take care of yourself. DO try to stay alive. All that walking should not be wasted
- Be specific. Use the tools like compass directions to point out threats, to shift your squaddies' fire power to face the incoming threats.
- Be a nice bossy guy with a deep voice. haha. Be bossy indeed. And again be nice at the same time.
- Stay with your squad at all times. If u die leaving some men in the front lines tell them to hold on out there as long as possible and tell them "I will be right there."
- In my opinion SL's best class is Assault. Support, Medic, Engi classes get distracted by the duty they supposed to perform. Seeing your SL to abandon you to save some guy is just distracting I think.
[edit] Attacking Tactics
The following are suggestions that a SL can use when attacking a base.
- Never ever keep pushing your squaddies. after trying the further discussed tactics, if u cannot get it u cannot get it. Making your squaddies die over and over again is harmful to your squad as well as the team
- Coordinate. Sending one guy to peek out of the corner to let him tell you what kind of threat we are facing. After your recon says 1 APC. Sending your AT with an assault to protect him from infantry attacks is good. Sending 2 people towards the right of the flag and 3 people from the left and letting the 3 engage first while your 2 flanks the defending squad is good. It is so good sometimes the flanking team can knife the fdefending fire team which is conctenrated to the completely opposite side.
- If your squad is stable (This can be determined by one round of kick ass gameplay and willing of your squaddies to work with the SL even more) devide them up into subteams. EX: Red Team, Blue team. Upon the arrival of outside of a base all you gotta say is "Red team right flank, Blue team charge hold on with me" Or Red team move in first; Blue team move in after 10 seconds. (This wave attack thing can be effective if the flag is defended by just a few people.)
- Move your men in formations. I have no idea how this works but I have heard CANavar was using it. I am guessing something like move in traingle formation so the two guys on the sides can watch threats from right and left or somewhere along that line. CANavar I would appreciate it if u share in greater detail.
- Vehicles. Bring em along. Few nice tactics I have seen is:
- Buggies. One of best vehicles yet. Squad with 2 buggies can tear some stuff up. It is especially awesome for fast attacking and coordinating. But buggies should be used for transportation (park outside the base) and little bit of support role rather than head on.
- Heavy Jeeps. Also nice stuff. its heavier armors makes the squads without AT tremble.
- APC attack. Unload the SL further outside the base. Unload the rest of squaddies outside of the base. Once the infantries go in APC also follows them but stays a little outside to provide cover for respawning enemies while the infantries take care of ATs hiding behind cover who has their launcher in their hands. (This one only seems to work on enemy defensive infantry squad)
- Tanks are opposite. Tanks move in first to be the fire drawer while the infantries flank. Their strong armor and huge firepower can take on squads with APCs, Jeeps, even Tanks.
- Attack Helo. I am not a big fan of a squaddie who is obsessed with attack helo. But they can useful indeed for anti armor and supporting role.
- Jets. I am in denial of any squaddie who wants to fly a jet. Create your own squad called AIR or something.
- SL change your position constantly. It gives your respawning squaddies to flank the nemey positions and you will be launching attacks from all over th place.
[edit] Defensive Tactics
- Be specific. Again I cannot stress this enough. Some SL s just say "ok we are defending". it sounds boring and your squaddies have no idea what is going on. Have one man climb onto a higher ground where he can spot incoming threats. Make sure to cover all entrances. When threat is incoming give specific orders such as "C4 on the gate" (u can use your move here or demolitions needed here from your T menu to be more specific) "mine one SW road fast". ETC. Also make sure to shift your squaddies' positions to face the incoming threats. "Shift your positions to the NE"... But Leaving a AT or sniper on up top for him to see the whole battefield is always necessary in case the attacking enemy SL read this and trying to flank you.
- Use every kit you have.
- "Support les get some ammo pack on the roof where the sniper (AT) is"
- "Medic les get med packs around here"
- "Mine the South West and North East, Block us in."
- "C4 that entrance"
- "Sniper get on the roof, spot anything u see and let us know what is coming this way."
- Never ever hesitate to go on D. D is da way to go. Defense can as rewarding and as enjoyable as attacking.
[edit] Starting the Round
- communication with commander
- a brief welcome to squad members, assignment of kits and vehicles
[edit] Maneuvering
- The best way of moving from one point to the other while keeping the team together seems to have a lead position which can be taken by squad leader or a member. In the specified formation, rest of the squad follows the lead without disrupting the formation, never gets in front of the lead. Until the target point reached, squad members should follow "enemy engagement" orders of the leader. This is especially important for sneaky surprise attacks in which "hold fire" order is issued.
- VOIP command: "Squad regroup on my position, column formation, hold your fire"
- Flanking:
- Explanation in Story Mode:Your squad is moving through a lightly wooded area in a duel wedge formation. Suddenly you come under enemy fire from the front. The front wedge, Alpha team immediately drops to cover, and positions themselves in a line formation facing the enemy. Alpha team then opens up to engage and lays suppressive fire. While the enemy is suppressed the rear wedge, Bravo team, splits left or right on the direction of either the squad leader or the team leadert. Bravo team tactically runs left or right a good safe distance, then moves up parallel to the enemy line of fire and come in on the flank in a line formation. If it goes as planned, the suppression team is keeping the enemy pinned, creating a nice flank by the second team. Communication is key for timing and signaling the suppression team to shift fire away from the flanking side. The flanking team comes in and kills the enemy. (Taken from SimHQ)
[edit] COMMUNICATION WITH COMMANDER
- If you are unable to comply with commander's attack orders;
- VOIP: "Commander, this is squad #, we are under attack ! request permission to defend current position"
[edit] Formations
When you move as a team there are a number of formations to use in land combat. The decision is dependent on the likelihood of enemy contact, and the type of terrain the team or squad will be moving over or through.
[edit] Column:
You can move in column formation when enemy contact is less likely and the terrain is difficult. When you follow in this single column formation, maintain some distance in case of booby traps or a surprise grenade attack. (Taken from SimHQ)
[edit] Line:
A line formation is when the team or squad moves up in a single line - say a ridge line to engage an enemy on the other side. It is effective when you're moving up to engage an enemy or to concentrate maximum firepower on a target. You're arm and arm next to each other; it's like a wall of soldiers advancing. (Taken from SimHQ)
[edit] Wedge:
The wedge formation is the best formation when moving from point A to point B as a team or squad. If you're a squad then there will be at least two teams, (two wedges). A wedge will have a point man positioned ahead at the tip of the wedge; the team moves at his pace. If he stops then the team stops. If he approaches a danger zone or an enemy that hasn't seen the team, he would report back and the team leader (usually in the middle of the wedge to direct his soldiers) would issue the orders to either engage or go around the danger area. (taken from SimHQ)
[edit] SOME OTHER VOIP ORDERS
- when there is too much radio chatter and/or you are communicating with Commander "Squad, kill the radio transmission" which can be followed by; "Squad resume radio transmission"
[edit] Advanced SL Guide by |TG| B Continued
As the time goes by I have recieved a number of responses to the first Advanced Squad Leader Guide. Also as the days go by we as a TG community has become much more competitive, challenging and proffesional on every level. This thread is to help the new squad leaders to get started on how to keep your men under your control and keep them together, thus creating a service to the community by holding another efficient squad which what TG community is hungry for. Notice these ideas have come from all over the TG people. If I fail to cite your idea please forgive me.
A Squaddie can also benefit from this article as well. It is going to be a long read. Make sure you have your pajamas on.
This thread is the conituation of the previous guide. A lot of things have been taken from there. But this thread is different because this thread will concentrate on what is more important. Also I have tried to add extra things from other people.
I will touch down little things and as different squad leaders have different styles they could develop from here.
Forum Discussion here
[edit] Infantry Formations
When you move as a team there are a number of formations to use in land combat. The decision is dependent on the likelihood of enemy contact, and the type of terrain the team or squad will be moving over or through.
[edit] Column:
You can move in column formation when enemy contact is less likely and the terrain is difficult. When you follow in this single column formation, maintain some distance in case of booby traps or a surprise grenade attack. (Taken from SimHQ) Please do note "MAINTAIN SOME DISTANCE".
EX: "Allright guys, let's move out to our objective. Column formation. Assault class take the lead"
[edit] Line:
A line formation is when the team or squad moves up in a single line - say a ridge line to engage an enemy on the other side. It is effective when you're moving up to engage an enemy or to concentrate maximum firepower on a target. You're arm and arm next to each other; it's like a wall of soldiers advancing. (Taken from SimHQ)
EX: "Contact. SW. 4 Infantry. Make a Line of fire facing SW right here. Assault class move to E and see if u can flank them."
[edit] Wedge:
The wedge formation is the best formation when moving from point A to point B as a team or squad. If you're a squad then there will be at least two teams, (two wedges). A wedge will have a point man positioned ahead at the tip of the wedge; the team moves at his pace. If he stops then the team stops. If he approaches a danger zone or an enemy that hasn't seen the team, he would report back and the team leader (usually in the middle of the wedge to direct his soldiers) would issue the orders to either engage or go around the danger area. (taken from SimHQ)
EX: "Move out to the objective. Wedge formation. Alpha front wedge. Bravo on me"
[edit] Vehicle Formations
There are number of suggested formations for a vehicle column. All of the Infantry formations can be applied here.
[edit] Column
Same thing. One thing to make sure your squaddies are complying is to maintain distance from each other to avoid a bombing run taking out everything with one pass. (1stMIP rule)
[edit] Line
Same thing. Can be formed to supress heavily on a base or when contact is present.
[edit] Wedge
http://www.tacticalgamer.com/showthread.php?t=58107 (Deathdealer)
NOTE: an engineer in a vehicle with the convoy would be extremely effective like the picture shown in Wedge formation. (Xinx)
NOTE: While taking a flag let the Tank provide cover from a distance while APC provides close cover due to its speed and flexibility. Infantries get on the flag together.
[edit] Maneuvering
The best way of moving from one point to the other while keeping the team together seems to have a lead position which can be taken by squad leader or a member. In the specified formation, rest of the squad follows the lead without disrupting the formation, never gets in front of the lead. Until the target point reached, squad members should follow "enemy engagement" orders of the leader. This is especially important for sneaky surprise attacks in which "hold fire" order is issued.
VOIP command: "Squad regroup on my position, column formation, hold your fire" (John Canavar. 1stMIP)
If you have any information about the enemy units on destination you organize the formation accordingly. Squad Leader taking a lead can be risky.
EX: "It seems like we have an APC, and a Tank on destination. Anti-Tank team take the lead." "I have no idea what is ahead. Sniper take lead and recon for us." "Moving through an urban territory. Assault take lead."
[edit] Flanking:
Explanation in Story Mode: Your squad is moving through a lightly wooded area in a duel wedge formation. Suddenly you come under enemy fire from the front. The front wedge, Alpha team immediately drops to cover, and positions themselves in a line formation facing the enemy. Alpha team then opens up to engage and lays suppressive fire. While the enemy is suppressed the rear wedge, Bravo team, splits left or right on the direction of either the squad leader or the team leadert. Bravo team tactically runs left or right a good safe distance, then moves up parallel to the enemy line of fire and come in on the flank in a line formation. If it goes as planned, the suppression team is keeping the enemy pinned, creating a nice flank by the second team. Communication is key for timing and signaling the suppression team to shift fire away from the flanking side. The flanking team comes in and kills the enemy. (Taken from SimHQ)
Flanking can be done by a team or an individual. The indivudual must know what kind of force he is going to be flanking, whether to shoot each one of them with heavy fire (SAW) or use grenades for a surprise kill.
[edit] Something to keep in mind
- Always call out enemy threats with direction either on defense or offense. Also direct your troops accordingly.
- EX:"Prepare for defense. I got a Tank coming in from SW. ATs shift to SW side take care of that Tank."
- "Prepare for Defense. I got a full squad moving in on the S side. All units make a Line of fire facing S now."
- "Tank and an APC moving in through the road. SpecOps get some C4 s on the road. Let's set up an ambush."
- Do not push your troops to overwhelming enemy forces. If the UAV shows billion enemy on your objective set up a suppressive line of fire and watch your flanks and start getting some kills.
- EX:"Allright guys. Too much for us. Let us set up a supressive fire line. Remember, we are not moving in, Just keep firing. Medic get some med packs on this line. Ammo out as well. Watch our right and left flanks."
It can further develop to this
- "Keep supressing guys. Squad 6 is moving in from the other side"
- "Artillery is firing on them. Medic stay with me. Everybody get ready to make a move on the flag."
- If failed after a multiple attempts. Try different things. Do not keep trying with the same method or do not keep pushing your troops to do the same thing over and over again when it is apparent that your attempt is failing
- EX:"This is not working. Let us get some armors."
- "They are watching their S pretty heavily... Let us spawn on N side of them and use those jeeps for a quick flank."
- Never ever leave anybody behind. That is rude. That makes your squaddie wanna just join another squad. If there is a room in your vehicle wait for your squaddie to walk towards the vehicle and board it. Make sure you let your squaddies spawn on you all the time and make them accustomed to it.
- EX:"Allright guys I am going to use the jeep to get behind their lines. If you are not in the jeep with me keep pushing and once you die respawn on me."
- "I am in a full vehicle. You will be able to spawn on me in about 10 seconds."
- Be a little more specific on your orders. Defensively and Offensively. Brief your soldiers before the action.
BAD: "Ok guys we gotta attack over there." "Ok defence over here now."
You are SL. If you pass down the commander orders as it is given to you what is the use of you? You are the one that makes things work.
GOOD: "Attack this position. Allright guys. Tank cover from outside of the base. Watch those enemy spawn points. APC unload me outside of the base and move in to the flag with rest of the guys. Unload them on the flag and cover them in close range. Infantries, I need you on the flag together. Convert it fast." "We are going over to defence, here. AT team watch that NW gate. I am expecting some armors rolling in from there. Assault class I need you on the E. Infantry squad might sneak in from there. Jeep patrol to W and S. Keep me updated on what is going on."
[edit] Attacking
- The main thing is to turn the flag or at least neutralize it to stop the enemy forces from respawning. (Tempus) A centralized order like "Bodies on the flag" (Beatnik) will get your soldiers running for the flag area. But do make sure the flag area is clear. Or the defending squad is distracted by something else and away from the flag area... It will be like a full blackhawk hovered over for 3 seconds and stole your flag away.
- Vehicles can turn the tides. 4 infantries covered by an APC is unstoppable. 2 full jeeps rushing through the line of defence and turning the flag is deadly as well.
- If you have some trouble ask for air support. Bombing runs can be requested directly from the pilots: The following thread explains the procedures to get set up for the direct request for bombing run from the pilots.
- http://www.tacticalgamer.com/showthread.php?t=58463(StrikeFear)
- You can also ask the commander to pass on the word to request a gunship support or bombing runs.
- If there is an empty vehicle in the hostile flag area send one person to steal it to use it against them. It is their fault that they are not using it.
- EX:"Ob1one I need you to sneak up on that APC and steal it."
- Distract, Flank, Finish.
- EX:SL: "Luus, AB come in to the flag from the E side. Clorox, Snap, X, move in from their North side.... I myself get on the South of the flag and and when I have at least 3 people who dies and respawns back on me I move in from the South which is completely left open due to my first wave as a distraction."
- A good Squad leader finds and knows the safer routes. A good SL uses the terrain in their advantage. Knowledge of the map is greatly influenced to be a leading a deadly squad who accomplishes their tasks.
[edit] Defending
- Never leave a vehicle empty. You will biting your nails once an enemy squad sneaks up on you and takes your tank.
- Cover all of the threat zones. Think about the flag area and think "What if I was a Squad who is attacking this base that I am defending. What kind of routes I could take." And put some people for recon. covering all sides. Once the threat is present use your men accordingly.
- EX:Squaddie: "I got a boat sneaking on the north side flank."
- SL: "How many"
- Squaddie: "1 boat, full."
- SL: "Snap, Robo, go help out on N. Keep me updated on what is going on."
- If there is a squad behind cover and suppressing you. You have to eliminate that threat. Send somebody to their flank. Or send and APC to rush that position.
- EX:"Full squad on N side guys. APC get on their right side and rush these guys. Everybody else lets set up and line of fire facing N."
[edit] Commander Communications
Commander is also a person... On TG servers CO s are rather busy panicy people. You can suggest, request and everything like that from him. Also do what he tells you to do.
Always state your squad number (Bommando)
EX: SL: CO this is Squad 3. We need a supply drop as soon as it is available. CO: Roger that Squad 3. Supplies will be there once it is recharged.
EX: SL: CO... This is Squad 2. I am under attack by 2 attack chopper with and infantry squad. I need Air support faaaaast.... AAAAAAA. CO: Roger that Squad 2. Air Squad. Give me a fly by on this position.
EX: SL: CO... This is Squad 1. We cannot take that flag. We must ve tried 3 times now. I am ready for a new order. CO: Roger that Squad 1. Defend your position.
[edit] SL case studies by Munchkin
From my play alongside a variety of expert SLs, and my own SLing experience, here are what I believe are the 4 attributes and styles of squad leaders:
[edit] Organizational
Example: John CANavar An organizational squad leader knows exactly where each of his members are, and which task they are carrying out. They have an extremely good hold on the situation, and are bombarded by tasks. The squad members follow their instructions to the letter, but do not go beyond these. The organizational squad leader has his prefered position on a sheltered hilltop, away from enemy fire, and takes this opportunity to watch the ebb and flow of the battle.
[edit] Directional
Example: Santa and Bommando A directional squad leader gives general tasks to his squaddies, having a fairly good idea of what's going on. Often relying on reports from the CO and squad-members rather than his own eyes, these guys can be deadly in organised (yet spur of the moment) counterattacks. Planning and tactics are to be done in seconds, rather than acquiring a detailed recon of the area. Squad members tend to have a bit of leeway on what they can do, and the SL appreciates that.
[edit] Inspirational
Example: Beatnik The squad leader has achieved some kind of mystical zen, in that he can give squad members general instructions ("We're on defense, you guys know the drill.") and it will be carried out perfectly. Everyone does their utmost, and okays their actions with the SL of their own accord. Initiative is on a rampage here, and boy is it sweet.
[edit] Leading By Example
Example: Deveran The squad leader who leads by example is at the forefront of the charge - he's happiest rushing in, and holds his own quite capably in CQB. He has some kind of mystical power of life, and is never down, despite his squad members having an uncanny ability to fail at life. This kind of squad leader is all initiative, almost no extensive planning. But man, can he clear a flag. If you're a CO and you have one of these guys in your team, put them on offense, they tend to be happiest there. Need 4 flags capped from underneath the enemy? Put them on it. Need an armour column taken out? These guys can do it. Anything else? They'll fix it up.
NB. All these styles of Squad Leading are equally effective and work well. Which path you take is more or less up to you and your personality. Often squad-leaders are not at any one of these extremes, but are an almagamation, and that can work just as well, if not better.
Forum discussion here
[edit] Further Discussion Threads
Squad Leader Kit Selection Poll
