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  • Squad Kit Loadout

    Hey all,

    I was working on a guide to outfit my squad when im SL.
    Any suggestions would be greatly appreciated.

    -Infantry-

    Assault Infantry SQ (ATK-INF)
    Assets - Insertion, HMV(Optional)
    Objectives – Attack CPs ,Destroy Enemy FOBs.
    1. SQL - Officer
    2. SQM - Rifleman
    3. SQM - Engineer
    4. SQM - Light AT/Grenadier
    5. SQM - Medic
    6. SQM – Marksman

    Defense Infantry SQ (DEF-INF)
    Assets - Insertion, HMV(Optional), Supply Truck
    Objectives – Defend CPs from Light Enemy Attack.
    1. SQL - Officer
    2. SQM - Rifleman
    3. SQM – Auto Rifleman
    4. SQM - Light AT/Grenadier
    5. SQM - Medic
    6. SQM - Marksman

    Fireteam Infantry SQ (INF)
    Assets - Insertion, HMV 1, HMV2(OP)
    Objectives – Pre-coordinated Attack or Defense.
    Alpha
    1. SQL - Officer
    2. SQM - Medic
    3. SQM - Auto Rifleman
    Bravo
    4. SQM - Rifleman
    5. SQM - Medic
    6. SQM - Light AT/Grenadier

    Advanced Marksman SQ (SNP)
    Assets – Insertion
    Objectives – Provide Recon, Assassination
    1. SQL - Officer
    2. SQM - Sniper/Marksman
    3. SQM - Rifleman

    Special Operations SQ (SPEC OPS)
    Assets – Insertion
    Objectives – Provide Recon, Demolition
    1. SQL - Officer
    2. SQM - Special Ops/Engineer
    3. SQM – Rifleman

    Anti-Armor SQ (AT)
    Assets - Insertion, HMV
    Objectives – Destroy enemy armor and assets from long range.
    1. SQL - Officer
    2. SQM - Heavy AT
    3. SQM - Rifleman


    Commander Support SQ (CO HELP)
    Assets - Supply Truck
    Objectives – Assist the Commander by building assets and laying minefields.
    1. SQL - Officer
    2. SQM - Rifleman
    3. SQM - Engineer
    4. SQM - Engineer

    -Ground Vehicle-

    Mounted QRF SQ (MNTD/QRF)
    Assets - 2 HMV, 1 APC
    Objectives – Quick reaction force, Engage infantry and LAVs
    1. SQL - Officer(HMV 1)
    2. SQM - Light AT(HMV 1)
    3. SQM - Crewman(APC)
    4. SQM - Crewman(APC)
    5. SQM - Rifleman(HMV 2)
    6. SQM - Engineer(HMV 2)

    TOW HMV SQ (TOW)
    Assets – 1 TOW HMV
    Objectives – Quick reaction for destroying isolated armor
    1. SQL - Officer
    2. SQM - Engineer
    3. SQM - Engineer

    IFV SQ (IFV)
    Assets – 1(3) IFV
    Objectives – Assist infantry
    1. SQL - Crewman(Gunner)
    2. SQM - Crewman(Driver)

    APC SQ (APC)
    Assets – 1(2) APC
    Objectives – Assist infantry, Engage LAVs
    1. SQL - Crewman(Gunner)
    2. SQM - Crewman(Driver)
    3. SQM - Engineer(F3)

    Tank SQ (ARMOR)
    Assets – 1(2) Tank
    Objectives – Engage Armor, Wipe out Infantry
    1. SQL - Crewman(Gunner)
    2. SQM - Crewman(Driver)
    3. SQM - Engineer(50Cal)

    -Air Vehicle-

    Fighter Air Support (JET-CAS)
    Assets - Spotter Insertion, 1 Fighter, 1 Bomber
    Objectives – Support team with air attack.
    1. SQL - Officer(Spotter)
    2. SQM - Pilot(ATG)
    3. SQM - Pilot(ATA)

    Helicopter Air Support (HELI-CAS)
    Assets - 1 ATK Helicopter
    Objectives – Support team with air attack
    1. Officer(Spotter(Optional))
    2. Pilot(Driver)
    3. Pilot(Gunner)

    Air Transport (AIR-TRANS)
    Assets - ALL Trans Helicopter
    Objectives – Insert squads at LZs, Supply drop
    1. Pilot(Pilot)
    2. Pilot(Co-Pilot)

    , , or


  • #2
    Re: Squad Kit Loadout

    Originally posted by AREM117 View Post
    Anti-Armor SQ (AT)
    Assets - Insertion, HMV
    Objectives – Destroy enemy armor and assets from long range.
    1. SQL - Officer
    2. SQM - Heavy AT
    3. SQM - Rifleman
    Make sure the Rifleman w/ Ammo is the one with the IRONSIGHTS. That rifleman has a larger ammo bag and will be able to resupply the Heavy AT even after he's grabbed his bag back.

    Originally posted by AREM117 View Post
    TOW HMV SQ (TOW)
    Assets – 1 TOW HMV
    Objectives – Quick reaction for destroying isolated armor
    1. SQL - Officer
    2. SQM - Engineer
    3. SQM - Engineer
    Definately the best loadout in my opinion for operating a TOW Humvee. Some may like to have both TOWs in the same squad, but in my experience it's a big improvement on the radio chatter and coordination (not to mention it takes a load off the SL) if the TOWs stay in seperate squads and coordinate over Teamspeak.

    Originally posted by AREM117 View Post
    Tank SQ (ARMOR)
    Assets – 1(2) Tank
    Objectives – Engage Armor, Wipe out Infantry
    1. SQL - Crewman(Gunner)
    2. SQM - Crewman(Driver)
    3. SQM - Engineer(50Cal)
    Having the engineer on the .50cal is a good idea in urban areas where they can assist in protecting the tank. However, most armor maps seem to have wide open spaces or desert or forest so I like to have both engineers ride in a light transport vehicle behind the armor units. This is to prevent the clumsiness of engineers having to dismount every time the enemy is about to be engaged, or having the engineers shot out of the .50cal position. (This is all provided that your team has an extra vehicle available) (And that your engineers are smart enough not to drive the vehicle to close to danger zones, because if their vehicle is blown up, all your engies are dead)

    Originally posted by AREM117 View Post
    Air Transport (AIR-TRANS)
    Assets - ALL Trans Helicopter
    Objectives – Insert squads at LZs, Supply drop
    1. Pilot(Pilot)
    2. Pilot(Co-Pilot)
    Personally, I think the 2nd squad member being a pilot is quite useless. You're better off having them as an engineer to man the mounted gun and repairing the chopper should you take fire. Any more than one engineer per chopper and you can't fit a full 6-man squad.

    ... and that's my 0.02.

    I clearly need to go to bed.

    | |

    Comment


    • #3
      Re: Squad Kit Loadout

      Originally posted by marineseaknight View Post
      make sure the rifleman w/ ammo is the one with the ironsights. that rifleman has a larger ammo bag and will be able to resupply the heavy at even after he's grabbed his bag back.
      is this true?!

      Comment


      • #4
        Re: Squad Kit Loadout

        I don't think the ammo bag size matters. I've been able to resupply a hat 3 rounds (after getting my bag back) which is more than enough usually since you should relocate by then (using the optics rifleman).

        Edit: Forgot about typing this in but a dedicated AT squad should always have a medic, it gets very frustrating cycling kits and doing so usually means you'll get pegged too.

        Damnit Blizzard, fix ZvT already >.<
        In Soviet Russian, Arma admins are nice to you!

        Comment


        • #5
          Re: Squad Kit Loadout

          Yes, the Iron Sight Riflemen kit has a larger ammo bag.
          Skud


          Comment


          • #6
            Re: Squad Kit Loadout

            Originally posted by AREM117 View Post

            Mounted QRF SQ (MNTD/QRF)
            Assets - 2 HMV, 1 APC
            Objectives – Quick reaction force, Engage infantry and LAVs
            1. SQL - Officer(HMV 1)
            2. SQM - Light AT(HMV 1)
            3. SQM - Crewman(APC)
            4. SQM - Crewman(APC)
            5. SQM - Rifleman(HMV 2)
            6. SQM - Engineer(HMV 2)
            What's your thinking behind this? Why would you want to split a QRF squad across 3 vehicles when a single APC would offer better troop protection for the entire squad?

            The lack of a Medic in a squad specifically designed to rush into harm's way has got me scratching my head too. I'd replace the L-AT trooper with a Medic, because if this squad comes up against something the APC's main gun can't deal with; it's time to GTFO and get patched ready for Plan B.


            Comment


            • #7
              Re: Squad Kit Loadout

              My usual squad layout is

              Assault/Defend
              Officer
              Medic
              Rifleman
              Rifleman
              Support
              Engineer/LAT/Grenadier depending on the situation and map

              ||||
              |TG-E49|Rough Sex Bomb

              Comment


              • #8
                Re: Squad Kit Loadout

                Originally posted by kittykatnub View Post
                I don't think the ammo bag size matters. I've been able to resupply a hat 3 rounds (after getting my bag back) which is more than enough usually since you should relocate by then (using the optics rifleman).

                Edit: Forgot about typing this in but a dedicated AT squad should always have a medic, it gets very frustrating cycling kits and doing so usually means you'll get pegged too.
                Lol, thats cause HAT and LAT..... pretty much all exlosives are *From what Ive seen, overexaggeraton of course* at a 1 to 1 ratio with bullets... You get a clip every 5 seconds, and a grenade every 2.. Which is neat.

                What Ive noticed:

                Inf Squads between attack and defend are much too similar. And there are times when they are kind of reversed.

                Engys are nice for defence, when you put a tactical C4 at an entrance, and blow up anything entering.
                On the flip side, A heavy gunner is really nice when you can suppress a CP to the point where you can walk in and own the place. (Not that it happens very often...)


                Ive also made a list such as this.. but it was more for maps (example: Dont bring a sniper rifle into ... oh wow, I forgot the map name... Qinling? No.... The one with the winding rivers... Big concrete village in the center.. covered in trees.... Brits vs. Chinese...Its the map with the .50 rifle.)
                and Ive also learned that it changes every time depending on the scenario, so I made Static kits (that will never change no matter what the map, such as Officer, Rifleman (scoped, for balance), Medic, Engy.) and the interchangable kits (always requestable, and there are only two)

                Everyone has their own style I guess..

                §Sirsolo
                |TG-Irr|Sirsolo since 18OCT08.

                Carpe Diem

                Comment


                • #9
                  Re: Squad Kit Loadout

                  Originally posted by pwn3ge106 View Post
                  is this true?!
                  Yup. Now you know... :)

                  | |

                  Comment


                  • #10
                    Re: Squad Kit Loadout

                    Originally posted by TheSkudDestroyer View Post
                    Yes, the Iron Sight Riflemen kit has a larger ammo bag.
                    Are you sure about this? I just did some testing on a local server the ammo difference seemed negligible, if that.

                    Comment


                    • #11
                      Re: Squad Kit Loadout

                      bi ming


                      If you command an apc in your squad, the officer has the luxury of not always needing an officer kit since its requestable. I'd take advantage of that personally
                      Also you've got yourself some ammo there so scrap the rifleman. Should be possible to have a fairly focused squad by combining those two factors

                      Why would you want to split a QRF squad across 3 vehicles when a single APC would offer better troop protection for the entire squad
                      eggs, basket, dont :icon_lol: :p


                      If you find yourself in a fair fight, then you have obviously failed to plan properly.

                      Comment


                      • #12
                        Re: Squad Kit Loadout

                        But that's one tough basket that can provide a mobile base of fire while the four dismounts flank and then enfilade the enemy. If you run any of the soft-skinned vehicles into a firefight, my PR experiences tell me that it'll be smoking junk before the mounted MG/s do any good.

                        1 APC + 2 Humvees = 3 guns

                        1 APC + 4 dismounts = 5 guns + grenades.


                        Comment


                        • #13
                          Re: Squad Kit Loadout

                          Any competent op for squad with a LAT could bust that basket with no problem at a range anywhere under 150meters. And its better for the humvee with two guys to hit that hidden mine than an apc with six guys to. I think the humvees are for the extra firepower and expendability.
                          And the equation is more like: 1 APC + 2 humvees = 3 heavy weapons + 2 dismounts

                          Comment


                          • #14
                            Re: Squad Kit Loadout

                            Originally posted by Terminal Boy View Post
                            ...my PR experiences tell me that it'll be smoking junk before the mounted MG/s do any good.
                            Never been your driver, have I?

                            *50 tickets left*
                            "Okay guys, get in the humvee, and when I say go, shoot at anything that moves."

                            *Drives like a madman into enemy occupied North Desert on EJOD, parks beside firebase, squadies kill an entire squad, C4 the FB, get back in the Humvee, (An APC is shooting at us from their main now,) Drive away, blow it up, drive back and Captain Morgan pose on the smoldering remains.*

                            I really should get to sleep now.... 23:46 here.

                            Nighty nii....

                            §Sirsolo
                            |TG-Irr|Sirsolo since 18OCT08.

                            Carpe Diem

                            Comment


                            • #15
                              Re: Squad Kit Loadout

                              Originally posted by Terminal Boy View Post
                              But that's one tough basket that can provide a mobile base of fire while the four dismounts flank and then enfilade the enemy. If you run any of the soft-skinned vehicles into a firefight, my PR experiences tell me that it'll be smoking junk before the mounted MG/s do any good.

                              1 APC + 2 Humvees = 3 guns

                              1 APC + 4 dismounts = 5 guns + grenades.
                              1 APC = A bad mama-jama firing platform.

                              Add in 2 mobile, automatic .50 caliber weapons that are able to flank fast and very easily and you have a winner.


                              That is greater than your 1 APC with 4 dismounts.


                              2 mobile automatic .50 cals that can flank > 4 .223 caliber rifles that are easy targets when they get out of the APC, and are slow...therefore making them easy targets with no situational awareness until later in the battle...one that isn't going to be easily survivable for them.

                              Comment

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