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Duties of a Squad Member

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  • Duties of a Squad Member

    Hi everyone!

    I have realized as I have been playing the game that some things about being in a squad just seem to be pretty basic and simple for me. But some people just haven't ever thought about those things, so they don't do them. More so, there are things while in a squad that others find to be elementary that I have missed or done wrong. So my question to you is, "What are some basic things your average squad member should do or not do regardless of kit?"

    For me the list is something like this:

    Follow orders plain and simple.
    Fill the needs of the squad whatever they may be. (Take XYZ un-used necessary kit, be the first to volunteer, etc.)
    Hold spawn at the beginning of the round unless called upon.
    Don't give up without clearing it with a medic first.
    Provide intel as you get it.
    Don't spam the local or squad comms.
    Don't pester the SL about rallies and ammo crates.
    Don't wander off without permission.
    Offer up strategic recommendations that may be useful.

    I am sure that list is not exhaustive, but it's a start. Curious to see what you all add to it!

  • #2
    Good list, Asta. I'd add:

    * Don't engage the enemy without permission (unless you have to do so to defend yourself or your teammates)
    * When in doubt, ask.
    |TG| Mannerism


    • #3
      Join squad - do a comm check
      As SL answer your SM, let them know their mic is working.

      Ask what kit is required and where to spawn.

      Don't take a specialist kit unless instructed.

      Don't take a marksman kit period. They simply aren't as combat effective as a scoped rifleman. They tend to encourage people to play away from the squad in more static positions which means the individual is dictating his position not the SL.

      Get with you squad and stay with them.

      Cover a sector when the squad is stopped, find the gap in your squads security and fill it.

      Follow orders promptly, set an example for the rest of the squad.

      Give good contact/sighting reports:-
      - What - vehicle/infantry x number
      - Direction (North, south)
      - Bearing, 280 degrees
      - Distance
      - Pattern of movement, North to South, left to right etc

      Keep squad comms clear where possible


      • #4
        With regard to contact reports:

        Bearing (degrees) is entirely relative and really only adds to everyone's workload. (READ: useless) If I get a contact report of, say, 225 degrees, I need to do the following as SL:

        1. Open the map and find the player giving the report
        2. Guess at the 225 from him (pretty easy actually considering I can tell where he's looking and that the degrees on the compass are always from a fixed point)
        3. Try to figure out distance (if it is even provided)
        4. Mark it for the squad
        5. Tell everyone else in the squad to consult their compass to look for the contact (direction at least)
        6. Mark it for the team.
        7. Radio nearby SLs (if there are any nearby) to call out the contact for them
        8. Close my map and look at the contact
        9. Call for a medic because I'm dead now.

        Now, with tons of hours of practice under my belt, most of this is pretty quick and I've got it down, but really, there is a much easier way that helps everyone in the squad very, very quickly:

        1. Call contact *direction* (north, south, east, west), not bearing
        2. Distance or nearby landmark
        3. Number of contacts
        4. Direction of movement (could be north, south, etc, or right-to-left, etc.)

        If you do that, everyone in the squad can know where to look, how far to look and use landmarks to help zero in on the targets.

        That is a much more effective use of comms and a real help to your SL.

        Secondly, it is every squad member's responsibility to stay near your SL unless tasked to be elsewhere by the SL. The SL has enough going on without having to open the map every few seconds and keep the cats herded. Besides, you get more points being close to your SL, and we all know this game is about points and KDR, right? :)

        "You milsim guys are ruining the game."
        |TG-42nd|Wicks-Today at 4:47 PM

        No it was fine mate I'm just an *******


        • #5
          Ahem, good points however it is entirely possible to give relative bearing from a third parties position. If there is time I will give bearing relative to me and then to the SL. The workload is entirely on the shoulders of the person relaying the information as it should be and this isn't arduous nor a problem as a contact report of this detail is really only suitable for medium to long distance sightings.

          (You simply have to visualise the SL's position, pretty easy as you can see them on the map, then turn to face the direction/line of sight you would need to maintain to be facing the target. Sounds more complicated than it is, I do it as second nature now).

          Furthermore people need to distinguish between contact and sighting. The exact method is somewhat debatable however its important to try and differentiate your reports between an enemy that you have spotted who hasn't seen you vs an actual active engagement.

          For close stuff none of this is necessary or important in the first few seconds. The squad should be moving together in roughly the same direction/pattern of movement (hopefully). It is then only necessary to call "Contact Front, Contact left" etc. Cardinal directions are not and should not be necessary in the first instance as the priority is to alert the squad to a genuine contact in close proximity. Further detail can be added after the initial punch up. You're first priority is rounds out, suppress/kill, flank, finish.


          • #6
            Originally posted by Wicks View Post
            (You simply have to visualise the SL's position, pretty easy as you can see them on the map, then turn to face the direction/line of sight you would need to maintain to be facing the target. Sounds more complicated than it is, I do it as second nature now).
            I do this on the regular! Glad I'm not the only one trying to ghost the SL's true bearing. :)


            • #7
              +1 to "moving together", Wicks -- squads (or at least fireteams, though I haven't seen them used in Squad just yet) should be sticking together for many reasons, but a common definition of "front" is certainly one of them.

              Also, referring to common landmarks as Dispo suggests is very helpful.
              |TG| Mannerism


              • #8
                Great points all.

                On the subject of contact reports in TGU we call a specific set of words and preach a standard way of doing so. This is intended to reduce the "radio time" used and so that players get into a common habit or a shared understanding.

                Now situations that happen very quickly can break you out of your usual method but generally we try to follow this:

                1. CONTACT/SIGHTING
                Contact vs Sighting: Contact means the enemy is engaging, about to engage or is combat effective relative to your position (close enough to hurt in a hurry). Sighting means that you have spotted an enemy and your leader has the chance to decide what to do strategically. It means you don't need to fire right away and give your position away. Call out sighting and your teammates who are moving will know to find cover and concealment before they are exposed.

                The call out is simple - CONTACT! or SIGHTING! Everyone knows what is coming next.

                2. DIRECTION
                Call out the direction secondly. This allows your team to get oriented. Here is the general rule on how to call directions in different situations. (this is only within your squad or fire team and is premised on the team being together).

                A. Travelling/Maneuvering
                When your team is traveling or moving together then your direction is relative to your movement. "Directionals" are either:

                No one needs to be worried about checking the compass. No time is lost in getting guns on target.

                B. At Halt (any stop longer than 30 seconds)
                First call out a Cardinal direction. (North, West, North-East, ect...) This is the fastest to process for the team.

                If you are at a long halt and the targets are far then your compass bearings may help although a landmark is even faster.

                3. DISTANCE
                CLOSE - Means within 200m or so.
                MEDIUM - Means within effective assault rifle range up to 400m depending on the game.
                FAR - Means outside of 400-500m.

                If you use meters as a distance then you run the risk that not everyone knows what 100m looks like and it will increase the time it will take them to process the info. It also takes longer to say.

                **EXCEPTION** DANGER CLOSE - Contact "DANGER CLOSE" - is usually called in a hasty manner and the contacts are within 50m. Direction hardly matters because it can change so fast. In this case also it is obviously CONTACT. This kind of report may be simply, "Danger Close, Infantry outside!".

                4. DESCRIPTION
                This may be a description as simple as "Infantry" or "Technical". It may progress with increasing detail ONLY AS NEEDED OR HELPFUL.


                "Sighting, Half-Right, Far, 3x infantry moved behind blue house."

                "Danger close! South side!"

                "Contact, front, medium range, squad in the open."
                |TG189| Unkl
                ArmA 3 Admin
                189th Infantry Brigade Member
                Thank You To our Supporting Members -
                "Place your playable units and do your tactical barbie" - Roque_THE_GAMER


                • #9
                  Great posts! This is the type of stuff I was hoping to dig up from you guys!




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