Avoid the compulsion to run around all the time, movement is easily spotted by the human eye. If you are close to enemies, move slowly.
Stop every now and then and try to spot enemy movements.
Check the map often for intel and to get your bearings. Also, to see where friendlies are and if you have an enemy in front of you.
Manage your Stamina. It’s the bar that’s being depleted when you sprint. Without stamina aiming and hitting something is nearly impossible. Stop sprinting when you approach an area with enemies so that your stamina can replenish.
If you hear enemy weapons nearby in the direction your headed stop and try to figure out another route, maybe you can flank them.
Never profile yourself on top of a hill unless absolutely necessary. You should try to use the terrain as cover as much as possible.
It’s often better to take a slightly longer route in cover than it is to take the shorter one across an open area.
Moving across an open area is how you die. Run fast or smoke to conceal your movement. Let smoke plume before you move.
When crossing terrain, choose paths of movement that minimize your exposure to any potential snipers. Always move in a way that puts you near buildings and environmental objects you can put between you and your attacker and use as cover if you get surprised or ambushed. You know how rats and mice in houses will run along the edges of the wall and behind things to try to stay hidden as they travel, you gotta be like that. You gotta be the rat.
Don’t get discouraged if you don’t know the maps or where you are getting shot from. You will learn the maps while playing.
Stick together - You need to stick with your squad. Especially Medics. I understand if we just met up with another squad and they need medical attention but as soon as their Medic is up regroup with your squad. I’ve had countless times where my Medics are 200-300 yards away busy healing another squad when I need them on my own squad members. Teamwork is essential! Sure you may get a lot of kills as a lone wolf but you aren’t helping the team when the objective is lost because you could have been the one guy that noticed a whole enemy squad coming up on the back.
What are Control Points ?
Control Points (CP), also known as “flag” or “cap”, are areas on the map that teams need to capture.
A CP is a certain limited area of the battlefield, there is not an actual “flag” in the ground.
The capping radius (or even shape) of a CP may differ for each CP on the map.
CPs can be either neutral or belong to one of the teams.
At least 3 players need to be within the capping radius of a CP to capture it. At the start of a round, a neutral CP can be capped by one player alone.
It takes 2 minutes to capture a flag.
If players from the opposite team are in the capping radius at the same time, players from the teams will cancel each other out. The team with more players in the radius will gradually take the CP.
When you are inside the capping radius of a CP, the Control Point widget will appear. The flag shows who owns the CP and a progress bar shows the current progress of capping or decapping. The widget also shows the name of the CP.
Neutral CP show with a white bar,
those being capped or owned by your team show a blue bar.
A red bar indicates that the opposite team owns this CP (also indicated by the enemy’s flag; e.g. Canadian flag).
The layout of the CP on the map may change for the same map from game to game. In some game modes, CP can only be capped in a specific sequence (e.g. AAS, RAAS).
What are Flags ?
Main - The main base. This is where the game starts. Teams cannot capture the other team’s main base. You cannot fire a weapon in the main base. You cannot fire into a base (it has an invisible shield that protects it). It is your team’s safe harbor.
Neutral flag - Flag that has not been captured yet by either side. For example, the very first flag once you leave main.
Contested flag - Flag that has not been captured yet by either side and both teams are on the objective at the same time and try to capture it. The team with more people on the flag will capture it after 1-2 minutes. The middle flag often is contested by both teams at the same time.
Middle flag - Exists only in map layers with an uneven number of objectives. It’s the flag, well, in the middle. This is usually where both teams clash full force.
Capped flag - A flag that has been successfully captured by a team.
Offensive flag - This is the next flag that your team is going to capture. It has a red knife symbol on your map.
Defensive flag - This is the flag your team already captured. You can see it being represented on the map by a blue shield symbol. You need to hold these flags. If you lose any defensive flags to the enemy, your team cannot capture additional flags. Should your team lose a defense flag, your team has to move back and recapture it. Sometimes squads are back capping, which means they are protecting the already captured flags from the enemy. Back capping only needs 1 person on the flag. However, if that one person is being killed by the enemy, you’re losing this flag and your offensive cannot continue until you recapture this lost flag.
Explain Capping Mechanics ?
The examples below are mostly for AAS/RAAS.
To capture a point, players must stand within the point’s capture area until it comes under their team’s control.
The cap rate doesn’t change with more people on the flag. One person captures as fast as 10 from the same team.
Once a flag is captured you can leave the area with all soldiers, but this is not advisable. Should an enemy squad stop by they can easily neutralize this flag. Therefore leave some soldiers behind (also called “back capping)”. It’s not the most exciting job to do, but it is important not to lose any already captured flags. Doing so will prevent your team from capturing any other flags until they recaptured the lost flag.
Neutral flags can be capped by 1 person (e.g the first flag once you leave main).
It takes 2 minutes to neutralize a flag that was previously captured by the enemy and then 2 more minutes to capture it.
It takes the same amount of time to go from captured (capped) to neutral as it does to go from neutral to captured (capped).
For flags that were captured by the enemy you’ll need to have a minimum of 3 people and outnumber the enemy in the cap zone by 1 to neutralize it.
On contested points (those caps not yet fully captured by either team) you have to outnumber the enemy contesting the point. So, if the enemy enters the cap zone of a neutral flag while you’re capping it, you need at least one more person than them to continue capping.
Any flag that’s not a current objective for your team, you won’t be able to capture. For example, you’re not able to capture the flag after your current offensive flag. You first have to capture the offensive flag.
Your team can only capture the next flag if they already captured the previous flags (those that connect back to your main base). And you have to keep holding these back caps.
You need 3+ players to cap an active objective.
On most maps, your defensive flag has a small and hard-to-see blue bar under it that indicates the level of cap that it has. You can view this on the map to see whether your defense is holding or whether the enemy has started to cap your defensive point and what % is capped already.
Many people get confused by the indicator that shows up when you’re inside a cap zone and capping the point. If the indicator bar is BLUE you are capping. The BLUE bar may be going down which indicates you are DEcapping what the enemy team has already capped. Many people panic and see the BLUE bar decreasing and think we are losing the cap, but that is not what is happening. If the BLUE bar goes white, no one is capping. If the BLUE bar goes RED, the enemy is capping. OWI needs to clarify this GUI element and make it more obvious as to what is happening.
You can cap a neutral point with 1 person, assuming that point has not been previously captured.
Capping any point that has previously been captured: you need at least 3 people in the cap zone, plus 1 more player than the enemy team has on that point.
What is Ticket Bleed ?
The enemy team will start bleeding tickets if you successfully capture at least one objective on the enemy side of the flag lattice. For each objective on the enemy part of the map, controlled by your team, the enemy will lose 1 ticket per minute.
On map layers with an odd number of objectives, middle flags do not trigger ticket bleed. To introduce ticket bleed to the enemy, your team will need to capture at least one more flag past central. For example, if there are 5 objectives to capture in total, your team would need to capture 4 objectives to introduce ticket bleed to the enemy team.
For map layers with an even number of objectives, your team will need to capture more than half of them to trigger ticket bleed on the enemy team. For example, if there are 6 objectives to capture in total, your team would need to capture 4 objectives to introduce ticket bleed to the enemy team.
In the case of a “double-neutral” stalemate situation, all ticket bleed mechanics will be paused until the stalemate is resolved.
If one team manages to successfully capture all flags on the map, the opposing team will suffer a catastrophic ticket bleed of 60 tickets per minute to bring about the end of the round more quickly. This is the equivalent of 60 soldiers being wiped out per minute.
What is a Double Neutral?
A double neutral occurs when the enemy neutralized your defensive flag and you neutralized their defensive flag. Now neither of you can finish your offensive capture until you have retaken your respective defensive flags.
Double neutrals are possible in AAS and RAAS. If you neutralize the offensive flag and then lose your flag, the offensive flag will still be neutralized for the enemy, even if you can’t see it on the map anymore. I’ve seen teams completely give up that advantage and leave the flag open for the enemy team to recapture because they don’t understand that they’re still holding it hostage.
If the enemy team was starting to capture your neutralized flag before the double neutral was initiated, the defensive flag will continue to flash red, even though they’re no longer able to manipulate the cap. Once a single friendly enters the cap range, the icon will stop flashing. This will be your guide for understanding when you’ve lost your hold on the enemy’s flag. If that flag starts flashing red again, you’ve lost the double neutral and need to relocate.
One thing to add. It’s most confusing on RAAS because when the enemy neutralizes your defense flag and you neutralize theirs, you won’t see the attack flag that you have neutralized. It is still there, and you are on the flag blocking it. There’s just no indication. This always leads to squads leaving the flag they just neutralized since they think it’s no longer active. It is just hidden. As an SL I always tell my guys that the flag is still here and we need to stay on it to keep the flag neutralized. Pretty much every single game the rest of the team will run back to the defense flag to try and get it back. The enemy will do the same, so you end up swapping back your flags and you’re back to where you were at the start. TLDR; On RAAS the flag icon will disappear on a double neutral, it’s still there and as long as you stay in the cap zone, you’re still keeping the double neutral.
To recap the double neutral flag you only need 3 friendlies in the flag, regardless of how many enemies there are.
When you are attacking a point and it goes neutral, quickly check your map and look at the blue bar under your defensive flag. If there is no progression towards neutral, you won’t go double neutral. If the enemy has started capping your defensive flag as you neutralize your offensive flag, you will go double neutral assuming no team stalls the cap of the other team
Advice - Unless your situation is very stretched out and very likely to fall apart, focus your team on holding the double neutral while sending one squad to recap the neutral flag. They don’t need to win firefights, only be sneaky, get in cap and stay alive. The rest of the team should focus on holding a secure perimeter around the offensive point. A common mistake teams make is everyone falls back from a double neutral, making it an easy recap and cap on the next point as an entire team moves between points.
How do I learn Good Comms ?
Before you use voice chat remember this: A.B.C. Accuracy, Brevity, Clarity. Your Squad Leader will thank you, and the rest of the squad will too.
Always check your map to see if you’re looking at an enemy or friendly soldier.
Don’t ever say “101 degrees” in squad chat. Any degree direction in squad chat is useless and anybody not in local range will just get a confusing direction to look at. Stick to local chat for degree information.
Don’t say “Enemy on me”. Not in local chat and especially not in squad chat. Other players do not know who said: “On me”. If they are quick enough to spot your name in the voice chat notification they would still have to open their map and then find where you are. Say at least “Enemy on YOURNAMEHERE’s position” and give some indication of where you are.
To describe where you are use:
landmarks (e.g. bridge, village, mountain)
features of the map (water tower, radio antenna, police station, main road, etc.)
your SLs position
on where you are relative to your other squad members
“I am west of the bridge”
“I am 50m south of SLs position”
“Enemy armor spotted, south of Market, approx. 100 meters”
“Enemy squad approaching our defense flag from the west”
“Enemy vehicle north of Squad Leader”
“I am the most northern squad member”
If you’re incapacitated you could say “I’m down. Enemy on YOURNAMEHERE’s position” on local voice chat. Your SL or FTL can use their map and look for a faded arrow (faded green if it’s someone from your own squad, otherwise faded blue) and hover over it to see if it’s you and mark it. However, it’s usually best to give some indication of where you are (especially over squad chat).
FTLs should mark any callouts on the map to decrease SL load.
The map is split up into grids. A grid is a network of evenly spaced horizontal and vertical lines used to identify locations on a map. Each grid has a number and a letter, which you can see on the edge of the map, A1 being top left and J10 being bottom right.
Each of these grids is further divided into subgrids, called keypad. Keypad is a subdivision of the grid location which is numbered like the layout of a keypad on your PC keyboard. 1 is bottom left, 3 is bottom right, 7 is the top left, 9 is the top left, and 5 is in the center. Just like the 1-9 on your keyboard numpad. It allows you to very quickly give a precise location.
Grid locations should be used rarely. It’s time-consuming to bring up the map and to figure out what grid you’re referring to. Better to say “Enemy BTR north-west of the objective, on the road” rather than “Enemy BTR A5-6-4”. Grid coordinates are handy though when there’s an enemy HAB somewhere without any landmarks to reference.
Call vehicles out to teammates and SL with the minimum information you know. Does it have tracks? Mention that. Which way is it moving? Etc.
The more effective you can communicate the location of the enemy, the more quickly and more efficiently that you and your team can deal some death in their direction. Weight of fire and accuracy of fire wins firefights.
The basic format of a target indication is simple
Distance (Make an approximate guess about the range. This is not vital and can be left out in a desperate situation.)
Type of enemy
So, to put this into practice
CONTACT! 100 meters (Distance)
300 degrees (Direction - use the compass at the bottom of your screen)
Top of feature (Reference)
2 infantry (tanks, APCs, HMGs, whatever) in the open! (Type of enemy)
In the heat of battle you’re never going to get the format absolutely perfect. And that doesn’t matter. What’s important is that you convey the relevant information: How far away are the enemies? In what direction? What is the enemy? And how can I help my buddies find the enemy?
Examples Local Voice Channel:
CONTACT! 300 degrees … Top of the ridge … 2 enemies in the open … About 100 meters
CONTACT! 2 enemies … 100 meters … Top of the feature … At 300 degrees from my position!
CONTACT! 100 meters … 2 guys with AKs … 300 degrees … Watch my splash! (proceeds to smash 100 rounds from the SAW in their direction)
2 infantry north of YOURNAMEHERE position
contact north 005, infantry
Contact northwest bearing 330
Contact on our right/left/on the rooftop
Enemy squad flanking from the bridge
Examples Squad Voice Channel:
“Tank 200m west of village. Sector F-4 keypad 3.”
“Tank in F4, keypad 4”
“Enemies on the bridge”
“Enemy FOB in the house in G6 Keypad 5!”
“Tank 100m West of tower moving from South to East”
Wherever your squad wants to create a new FOB, your SL needs to place a radio. Within a radius of 150m of this radio, your squad can build structures.
The radio hub can be incapacitated by firepower above a certain caliber or dug down by a holding down right-mouse-click with the Entrenching tool (shovel). Satchel charges set by a Combat Engineer and Sapper or the improvised explosive device set by a Sapper are also very effective at lowering the health of the radio hub. Deconstructing the radio hub to below 75% will make the Spawn Bunker unspawnable.
Once incapacitated the friendly team has 60 seconds to rebuild the radio before it is destroyed. The timer can be stopped by building the radio back up to a certain threshold, the radio does not have to be fully rebuilt in these 60 seconds. During this time the enemy team cannot destroy the radio and must defend the radio while the timer is running, friendlies are the only players able to destroy the radio while this timer is running.
Once destroyed, all tech structures and emplacements placed within a radio hub’s build vicinity will be destroyed as well. Fortifications such as sandbags and HESCO blocks will remain. If an enemy player destroys your radio hub, your team will lose 10 tickets.
Only a Squad Leader with a Squad Leader kit can place a radio hub and is accessed through the deployables menu by pressing T. To place a radio hub, the Squad Leader requires one other member from the team to be nearby and a logistics vehicle to be within 30 meters. In addition, a radio hub cannot be placed within 300 meters from another radio hub. This radius can be displayed on the map from the drop-down menu. Once placed, the radio hub can then be supplied by a logistics vehicle with construction and ammo points. These points show on top o the screen when a player is within the 150-meter build radius. Unlike deployable assets, a radio hub does not need to be constructed with an entrenching tool.
If construction points are available, the Squad Leader can then place deployable assets within the 150-meter build radius, which then need to be constructed by other team members with the Entrenching tool. When construction and ammo points are depleted, a logistics vehicle will need to deliver supplies from the main base to continue building and resupplying ammunition.
Do You Have Advice for a HAT/LAT ?
In Squad two infantry roles carry anti-tank weapons.
The Light anti-tank also called LAT has access to a heat projectile rocket launcher with medium damage and is considered a defensive role in a squad to disable or mobility kill vehicles. The maximum number of LATs in a squad is 2.
The Heavy Anti-Tank role also called HAT is limited to two players for the whole team and is a far more offensive role that can outright destroy light vehicles and cause great damage to heavily armored vehicles.
Both roles are crucial for the team to succeed, they can protect your squad from deadly vehicles and inflict heavy ticket losses on the enemy. Oftentimes a Squad Leader calls for an AT to be in the squad and for a 9-man squad it is frequently happening that both LAT roles must be taken at the beginning of the round. With the HAT role, you are taking even more responsibility for your team and it is expected from you that you know what you are doing.
Fire all LAT and HAT on Jensen’s Range and learn the sight markings. They are different for each type of launcher.
Learn what you can damage and where the damage will work.
Rockets have an arming distance. Don’t be too close to the target.
The scroll wheel is critical for quickly selecting the proper RPG warhead. If you use the number keys, which many people do, the frag rocket is selected by default which can waste valuable time.
Also at round start, if the Squad Leader has asked you to spawn, it’s often a good idea to get into the vehicle with your heat warheads equipped, because you might run right into an enemy vehicle. The best way to do this is to sprint straight to the vehicle and select the heat rocket right before getting in, this will let you skip the lengthy animation, so your squad doesn’t have to wait or leave without you.
A loaded logi is your high-value target. Here’s a simple way to Identify a logistics truck, if you see barrels and some boxed stuff in the back, it’s definitely a logi truck. You can prevent your enemy from building or supplying a FOB.
Take a look at the vehicle models in Jensen’s Range. Armors with different thicknesses are colorized on every vehicle. As you could see, frontal and turret armor are always the thickest, side armor will be thinner, and rear armor will be the thinnest one. To maximize the efficiency of Anti-Tank rockets, it’s always best to aim for the weakest part.
Check the map for enemy vehicle positions.
Clear your back since all of the launchers have backblast and can severely injure or kill your teammates.
Always reset your zeroing after you have shot your rockets, if not this can lead to awkward situations where you overshoot way too far above your targets
Run around vehicles if you are close to an immobilized vehicle if you have no ammo left, to distract them from other ATs, Some Turrets turn very slow and can be easily outrun
Crewman’s that are trying to repair the vehicle are always exiting behind the vehicle or in case of tanks on top
If Crewmen are repairing the vehicle in cover out of your line of sight use a grenade to injure or kill them or fire a fragmentation rocket at the ground close to the vehicle the large splash damage area will kill everything behind the vehicle
How do I Identify the Enemy ?
Learn which uniforms, weapons, and vehicles each faction uses. Also, learn to identify weapons and vehicles by their sound. This will make it easier to identify enemies and what vehicle is approaching your position.
Study the faction uniforms on the team selection screen. This screen can be accessed during the game from the deployment menu.
Identify something that’s both easy to remember and easy to differentiate between the two teams. This is usually something like overall uniform color, brightness, or camo pattern. For example: “the enemy is lighter,” or “the enemy is darker green,” or “the enemy camo is more splotchy.” These generalizations are especially useful at the beginning of the round when you haven’t seen the enemy on the battlefield yet.
Find finer details about the enemy uniform that can help identify them. These are usually harder to spot in the field, but can still be helpful. For example: “the enemy all wear dark sunglasses.” Ideally, look for traits that aren’t shared with any of the kits in your faction.
Take a close look at a downed enemy. This is even more effective if you can see one of your teammates near the corpse at the same time.
Check your map often to see where friendlies are and are not. When looking at the map, I try to make generalizations or rules of engagement about the battlespace around me. For example: “there are no friendlies to the west.” This understanding allows me to open fire immediately if I see any units to my west. These rules are often very short-lived, so I open my map frequently to revalidate them or define new ones.
Make liberal use of the scroll wheel when using the map. Changing the zoom level provides useful adjustments to the level of detail and context provided by the map. I zoom out to make more strategic decisions about where to move, attack or defend. For more tactical decisions and actions, I zoom in as far as I can so that I can take notice of nearby threats, friendlies, and environmental features that can provide cover and concealment.
The map and scroll wheel also help me with vehicle identification. If I hear a vehicle or helicopter, I quickly open the map, zoom out, and look for green or blue vehicles in the vicinity. If I don’t see any, then I take cover and proceed accordingly.
If you’re still in doubt, wait for verification from the friendly player name tag. Note that the tags don’t always show up or are often hard to see.
You will still make mistakes occasionally and fire on friendlies. When this happens, be sure to apologize, and do your best to revive them if they’re down. If you TK someone type in the console ChatToAll Sorry for TK. Admins see that you killed a team member and if they see an apology they know it was not intentional. They can miss apologies via voice channel, therefore always apologize via text chat.
Staying still and watching for moving pixels is the best way to spot enemies.
Call Contacts - You shouldn’t shoot at an enemy unless you’ve been given the clear to fire. One of the things a lot of new players don’t realize is you may want to get the kill but then no one knows where you’re shooting. You need to call out the contacts using the compass at the bottom of your screen like “Contact at 330”. Saying “Contact left” isn’t going to do anything to help and so is just shooting at an enemy. Now on the not firing until given the okay to shoot, you don’t necessarily know what your SL is trying to do and when you shoot and give away your position you may have just messed up the SL’s plan to sneak around the enemy flank.
What Should I Do Under Fire ?
Any time you are under fire you need to be shooting back, it is the only chance you have in some cases. This game is centered around one of the best suppression models I have seen to date in a game. If you are being shot at, shoot back. Can’t see them? Guess. You might be right. If anything it might get the enemy’s head down and gives you a chance. The moment you return fire, even if just in the direction of fire, you created a 2-way firing range, and the entire tempo has changed. You now have him surprised, off guard, possibly suppressed, maybe wounded, or even dead with enough lead and luck.
Don’t be too far away from or right on top of teammates when attacking and defending.
As for spotting enemies, look for movement, not shapes.
Hold your fire if you spot a group of enemies in the distance. Let soldiers around you know (local com), let your squad know if it’s an armored vehicle (squad com). If possible let enemies come closer or let them move to a position where they hardly find cover. Coordinate the attack with soldiers around you.
Always use single fire. In CQB (e.g. in a building) autofire can make sense.
Hide behind cover and use your lean keys to expose less of your body.
Someone shoots at you? Don’t fret, and don’t immediately go prone, and don’t immediately go to your bandage unless your screen is blood red and you are about to die. Instead, try to move to cover quickly, dodge back and forth to make their next shots miss, and with each shot, you coerce out of them, you get more information about where you are being engaged from. Get to cover, then bandage.
When you’re running for cover use your freelook button and look around where the shots are coming from.
Tracers work both ways. You can see where your shots land and the enemy can see where they’re coming from.
Change position every now and then after you shoot. Once a single enemy soldier knows where you are they will let their team know. Peeking the same angle on an enemy again is how you die.
To get an accurate range ask the SL or an FTL to tag a specific spot to get an exact distance. Otherwise, if you can see an enemy player, most scopes/binoculars in the game give you a way to estimate the range.
ADS before peeking or rounding cover - This tip is mainly applicable to scoped weapons. Being zoomed in simply gives you a closer look at a target, making it easier to identify them as friend or foe. Aiming down sights doesn’t happen instantly, and you don’t want to lose that precious time if you round a corner and come face to face with an enemy.
If you are dying constantly it is probably because of positioning and awareness
You are moving past an enemy position you don’t know about
You aren’t moving close enough to cover
You are visible from too many sides
Do not waste TOW/Kornet (the guided rockets) shots on infantry
Watch out for IED bikes and drones. If a bike is making a beeline for you, shoot that guy immediately.
Learn to identify where the incoming fire is coming from by listening. Bullets move faster than the speed of sound, so if you get shot at, you’ll first hear the supersonic crack of the bullet passing by you, and then you’ll hear the dull “thump” of the rifle that fired it. If you hear a crack, get ready to listen for the thump.
I'm Dead Now What ?
Not dead yet and still on your feet? You’ll bleed at 0.3 health points per second until bandaged.
Stamina will not regenerate if your health is less than 5 health points.
If you’re shot and on the ground wait for a Medic. If no one is close to you ask SL where to spawn.
Say “Thank you” if the Medic fixes you up (or dies trying).
Don’t click the “Call Medic” button as it’ll alert enemies in the area to your/the Medic’s presence. Instead, call teammates via local chat because the enemy can’t hear that.
However, you can use the Medic call to bait enemies. Just spam it if you are alone and maybe the enemy will wonder if people are still near you.
Also don’t give up when there are teammates nearby. You have 5 minutes until you die. Even if it seems impossible to be picked up now, a lot can happen in 5 minutes and the coast will probably be clear to be picked up in a bit. Be patient, it’ll save you time & tickets.
However, sometimes respawning quickly and throwing away a ticket to win an objective can make sense. Sometimes you need pressure, especially on Invasion defense. Check with your SL.
When the Medic heals you, give cover and look for enemies, don’t look at the Medic. Also, try to stay in place so the Medic can properly heal you and doesn’t have to follow you around (this can lead to both you and the Medic getting killed).
If a friendly is dead you can drag them by their feet/shoulders. Approach them crouched and press F to drag them.
Drag downed players to cover, so your Medic does not have to risk their life and can focus on healing.
If no Medic is close by, use your own bandages to get a downed player back on their feet. You can refill bandages from a Rifleman’s backpack.
Do you Have Advice for a Medic ?
Common phrases that a Medic should use:
“Don’t look at me - look at the enemy”
“Where did you get shot from”
“Are you safe to pick up?”
“X, cover me, I’ll get Z up”
“I can’t (won’t) get you X, give up”
“No, you’re in a shit spot, give up”
“X coming up, stay down!
“X coming up, cover the door”
“Medic low/out of bandages”
“Hey, other Medic, I’ll get X, you get Z”
“I’m coming to get you X, don’t give up”
“Good job X, you gave up just as I was getting you up. Idiot.”
Using Medic Vision to aid squad members and relay information to Squad Leader
“Everyone in the HAB in F2 is dying”
“Everyone in the west building in the cap zone is dead”
“Squad 2 just West of us is getting wiped”
“Hey X, the blueberry in front of you just died”
“Most of the squad is down, give us a moment SL”
“Both Medics down, everyone give up”
“All friendlies died in the cap we just left”
“No friendlies alive in the cap, grenades free”
“Some friendlies are dying behind us, we might be getting flanked”
Common mistakes for a Medic:
Double Medic is the behavior where 2 Medics go revive/heal the same person. Don’t do it. Just don’t. It is a significant risk of losing both friendly Medics at literally no reward to be gained by doing it. It’s a senseless risk you don’t need to ever take. Stop it.
Smoking on top of the player you’re trying to save. AKA “shoot here - marker” - In most cases, you want to throw the smokes in between the player you’re trying to revive and the enemies shooting at him or watching his body. This way the smokes block the enemy line of sight more than they blind you and you might just survive in there. Throwing it on top of the guy you’re trying to save lets the enemy keep a better overview of the situation and you’re making the downed player and yourself a bullet/RPG magnet. It has a time and a place.
I’m a Medic so I must medic - mentality. This is when you tunnel vision on nothing but reviving people and run around like with your bandages or medkit in hand in the middle of combat. Or running to revive a player who is downed only a second ago. What do you think happened to the enemy who killed him? Fall asleep? No. Don’t end up dead on top of your buddy. You have a rifle - Use it.
You need to stick with your squad.
Be aware of your surroundings, make sure you know where the enemy is so you don’t get killed trying to revive a teammate.
Prioritize! Revive other fellow Medics first, if there are multiple people down, bandage them all at the same time so they don’t bleed out.
Your safety before others. This means you need to make sure you’re not under any fire or threat. Make sure you are safe! No point in trying to revive someone when you’re taking MG fire in your direction.
Communicate! Use your local voice channel to tell those who are down to keep breathing and not go towards the bright light.
Medics are important to ensure a victory for your team, as I’ve had many close games where we end up winning with less than 20 tickets.
You have a shovel and can build structures too. Though this shouldn’t be your primary objective when your teammates are down.
Ask if they know where the shot came from and how much time they have left.
Don’t smoke your position, always smoke as far away from yourself as you can, in the enemy’s direction.
While bandaging, freelook in that direction and if you see movement, abandon the bandage, swap to rifle, and shoot.
Bandages heal bleeds (blood droplet symbol).
Kit heals health.
Have to fix the bleed first then heal.
Right-click with kit heals yourself, left click heals friendlies.
Second Medic kit has a long-range optic.
Try to always have a visual on your Squad Leader. If they go down before they can place a rally or FOB your whole squad will most likely lose the precious ground they just covered.
If you go down, the squad goes down.
In a firefight with multiple downed friendlies, when reviving, give each person a quick tap with the Medic bag (don’t fully heal them). This quick tap allows your friend to begin building stamina, and therefore allows them to aim better and help defend while you go and get to another person. Go back when it’s clear/everyone is up and then begin fully healing them.
Do You Have Advice for a Grenadier ?
Use your sighting range with X and send long-range nades
Your smokes are amazing for pushing or covering movement
Your main challenge will be estimating ranges and adjusting your GL launcher accordingly. This is probably 50% of the skill. It’ll come with practice. Probably most helpful will be getting used to how big a typical soldier silhouette looks at different ranges for common reference points. When firing at longer ranges, opening the map and counting the grids (and estimations for diagonals). Ranging will be important when trying to squeeze those GLs into doorways and windows.
GLs should mainly be used against concentrated enemies but this will rarely happen if you’re going against an experienced team that knows their spacing. However, people still have to spawn at a HAB and this could be your moment to shine.
Another part of your skill and survival will be managing when to switch to GL and when to switch to your scoped rifle. You can often get caught out by the enemy with your GL out and not enough time to switch back. This is when n00b-tubing comes in handy - quickly snapping onto the enemy and GL-ing right under his feet, praying he’s far enough for GL to arm.
Throw smokes not exactly on top of enemies but fairly close in front of them. It’s useful to smoke up stationary MGs, etc since riflemen will just reposition and the smoke plume is pretty thin. Remember that sometimes it may be more beneficial not to smoke up an enemy, e.g. if you have a vehicle supporting from behind just waiting for the dude to peek and take him out.
Do smoke up enemy MGs and vics, forcing them to reposition, especially if they are sitting at a very good camping spot and causing trouble to defenders.
Bear in mind that you may run into SLs wanting an extra Rifleman rather than GL (for that extra resupply for his LATs) so you may not always have the opportunity to practice.
Player movement is damn quick, so not only will you need to be calculating distance, but you also need to account for your target’s movement, and at range, this can be very difficult against a target sprinting full-bore. Splash damage is weak enough that if you are even a hair too short or too behind, your target will just keep running. At range, it is often better to take 10 potshots and miss 9 of them than it is to launch one 40mm.
It is also a very map-situational kit. On maps where with lots of elevation differences like Fools Road Grenadier is often not as good as regular old bullets.
Marking smoke can really shine on urban maps, though. On Narva or Basrah it can be hard to make accurate callouts that distinguish between different buildings. See half a squad run into a building? Stick a red smoke to the balcony and holler in local chat, “enemy in red smoke building!”
If you want to get more accurate with the GL, I’d avoid changing the sight zero and just wing it. Load up the firing range and just sit there for an hour shooting grenades at shit
The HE grenades are great to put into compounds, buildings or tree lines that you know contain enemies but are not visible. It’s basically for area denial as opposed to shooting at singular targets.
Grenades will not arm if you hit targets that are too close (less than 50m).
Smokes should be placed in the sightline between the location you desire to reach and the enemy when assaulting. Smoke close to the enemy can also force them to relocate. They are very useful to mask compromised positions when defending to allow them to keep firing or reposition despite being bracketed. It’s a marker though and should only be used when your cover is blown/you’re ok with blowing your cover. This will become even more true once the helis are in the sky looking for it.
GL smoke is for marking, not concealment. For example, there’s a sniper in a bush up on a hillside. You have one of your smokes land next to the sniper and a bright blue plume of smoke will appear and they will be forced to retreat since their position is no longer hidden.
Is the Raider Role Redundant ?
The Raider is a kit only available for Insurgents in Squad.
The primary task of a raider is to apply pressure on the enemy when it comes to close-quarters combat. The raider is armed with a fully automatic, fast-firing PPsH-41, HE grenades for flushing out areas of enemies, smoke grenades for cover, field dressings for wounds, and a shovel for construction of deployables. This role can prove extremely lethal when clearing out rooms or tight spaces in urban areas.
The raider should be the first one to enter a room and should be expected to die in the process. It is highly discouraged to use this role beyond urban environments.
Close quarter combat is the strong point of this kit, not open fields.
Your PPsH-41 comes with a high rate of fire, use this to your advantage.
Always be on the constant move but remain cautious as well.
Use your grenades to clear out rooms and small spaces.
The immense recoil created by your weapon will prove difficult to control at medium ranges, fire short bursts to counteract this problem.
Surprise attacks should be taken into considerations as well. By doing this, not only will you confuse the enemy, but fear as well, especially in tight spaces.
Always keep your weapon raised during tight combat, quick reactions will save you in many situations.
Always keep clear communication with your squad, update them as you sweep an area.
Any HAT Specific Advice ?
The Heavy Anti-Tank is the most effective anti-vehicle role in Squad, equipped with the most powerful and greatest number of rockets. Given the kit’s greater firepower compared with LAT, each team is limited to just two Heavy Anti-Tank kits. The primary Heavy Anti-Tank kit is unlocked when a team reaches 15 players and the secondary kit is unlocked when a team reaches 20 players. Each squad requires a minimum of three players to claim each kit. One squad can claim both kits, although allowing two squads to claim a kit is generally preferred. The HAT role falls under the Specialist role type, which is limited to two per team.
Rockets specific to the HAT role include the M3 MAAWS 84mm Tandem rocket and 84mm High Explosive Anti-Tank rocket, (US Army), RPG-7 40mm RPG-7V2 Tandem Heavy Anti-Tank rocket (Russian Ground Forces, Irregular Militia, and Insurgents), and RPG-29 105mm Tandem Heavy Anti-Tank round (Irregular Militia, Insurgents).
The minimum arming distance of HAT rockets is 40 meters. This means your target must be further away or your rocket won’t explode. Heavy Anti-Tank players need to be able to visually know how far the arming distance is in-game to not waste a rocket by firing on an enemy vehicle that is too close. The RPG-29 has a greater arming distance, closer to 25 meters.
When playing as HAT, you must know where enemy vehicles are on the map. Players in a squad and Squad Leaders themselves need to communicate with one another regarding the location of enemy vehicles, particularly Main Battle Tanks. Enemy vehicle markers should be placed by Squad Leaders whenever possible and deleted when unnecessary.
HAT is one of the most valuable roles on the battlefield given its ability to destroy heavy enemy armor. The most important skills a Heavy Anti-Tank player can acquire is proper ranging and use of the Russian PGO-7 2.8x optic. Practice on Jensen’s Range before playing on a server. Similarly, the same can be done with the M3 MAAWS of the US Army, with the only difference being that the sights can be adjusted to fit the target range, and the range markers on the sight change depending on the type of round that is loaded. Please refer to the RPG-7 page for information on how to properly range targets using the PGO-7 2.8x reticle, and the M3 MAAWS page.
When possible, have a Rifleman remain close to the Heavy Anti-Tank, especially if heavy armor such as a Main Battle Tank is nearby. This will allow the Heavy Anti-Tank player to quickly reload using the Rifleman’s ammo bag to fire another rocket if necessary.
The Heavy Anti-Tank is often abbreviated as HAT.
Helicopters may be hit mid-air with practice. For a 100m target flying straight at normal speed, you must aim 2-3 helicopter lengths ahead. Helicopters may seem closer than they actually are.
Most HAT kits have both a stronger and a weaker rocket. If possible, fire a ranging shot with the weaker rocket first, aiming to disable tracks or wheels. Hold the rocket launcher still after firing, and observe which range mark the rocket lands on. This can be used to quickly and accurately calculate distance. Follow up with the stronger rocket.
What About LAT Specific Advice ?
Although LAT is not as powerful as HAT in terms of anti-vehicle capabilities, it is still a crucial role. LAT is a much less restricted kit, offering eight total slots per team compared with just two Heavy Anti-Tank kits. Also, more LAT kits come with a rifle equipped with an optic, making them more effective at long-range engagements as a Rifleman.
Each faction offers two types of LAT kits; a primary and a secondary. Every squad is limited to one primary and one secondary kit, unlocked when a squad reaches three and six players respectively. Teams are restricted to four primary kits and four secondary kits total, unlocked when the team reaches six, twelve, eighteen, and twenty-four players total respectively. The Light Anti-Kit kit is considered a Fire Support role, which is restricted to three per squad.
The rockets used by LAT are the M72 LAW (US Army and British Army) 66 mm High Explosive Anti-Tank rocket, the RPG-26 (Russian Ground Forces) 83 mm High Explosive Anti-Tank rocket, and the RPG-7 (Russian Ground Forces, Irregular Militia, Insurgents) OG-7V Fragmentation rocket and PG-7V High Explosive Anti-Tank rocket. Please visit a faction’s respective Wiki page for more information on specific kit load-outs. These rockets all deal High Explosive Anti-Tank type damage, whereas the rockets exclusive due to the Heavy Anti-Tank deal Heavy Anti-Tank type damage, which is calculated differently based on a vehicle’s type and armor.
Given the increase in the number of Vehicles in Squad, including Main Battle Tanks, the ability to destroy or disable enemy vehicles is increasingly vital to the success of a team. On Maps (layers) with a large number of vehicles, as many LAT kits as possible should be claimed. A team that is not able to effectively deal with enemy vehicles often loses a match, given vehicles’ ability to ferry troops across the map, supply Forward Operating Bases, and provide massive fire support on the battlefield.
LATs should stick close to one another to provide sustained fire against vehicles since many vehicles require multiple hits from their rockets to be destroyed.
Before firing a rocket, make sure none of your allies are behind you to avoid damage from the back-blast. In general, players warn others in local chat by saying something like, “About to fire, clear back-blast!” before firing.
Although LAT is not as capable of destroying vehicles as HAT, LAT rockets cost half as much to resupply as the rockets exclusive to the Heavy Anti-Tank. So although LAT rockets do less damage, they are less expensive to rearm at an ammo bag or ammo crate. See Ammo Crate for a full list of resupply costs.
With the introduction of persistent ammo, players who spawn at a Forward Operating Base or Rally point will not spawn with any spent rockets. They will need to seek out an Ammo Crate, Vehicles with ammo points, or a Rifleman’s Ammo Bag to resupply. Switching to a LAT kit also means you will also spawn with no rockets unless you spawn at Main Base.
LATs are most effective when used to disable tracks/wheels, allowing follow-up shots from fellow ATs or vehicles. Crewmen will be forced to disembark to repair the vehicle, and may then be engaged.
What Should a Marksman Do ?
The primary objective of the Marksman is to provide long-range combat support for the squad. The secondary objective of the Marksman is to conduct scouting operations in tactical vantage points against the enemy. This role is equipped with a rifle featuring a high-powered optic for long-range engagements, a sidearm for emergencies, two field dressings for wounds, grenades (two variants), a shovel for construction of deployables, and a pair of binoculars for scouting and ranging targets. This role is strongly recommended to be used in large, open maps with little cover or urban maps with tall buildings. It is strongly discouraged to use the Marksman in close-quarters combat. If used correctly, the Marksman can be the most lethal member of the squad and can inflict heavy casualties on the enemy when least expected. Resupply costs 50 ammo points.
Stay near your teammates.
Great for watching no man’s land, like highways that infantry needs to cross.
Surprise attacks are a must when using this role, use the opportunity to your advantage at all times.
Using cover while on the move is also very important. Without it, you will be spotted and eliminated.
Shoot and scout tactics should be taken into consideration. Staying in one spot during an engagement for too long will eventually lead to your death.
Always make sure you have a safe spot to retreat to in case your engagement backfires.
Be sure to keep a close eye on your ammunition, you do not want to be engaging the enemy on an empty magazine.
Always be sure to stay close to your squad, fighting alone will guarantee no victory against a force larger than you.
Make sure you always have the high ground, this will secure a better chance of victory in any engagement.
Keeping clear communication between you and your Squad Leader is very important and will prove very helpful.
Do not bite more than you can chew, think twice before you make a move against the enemy.
You are the eyes and ears of your squad (and possibly others), your awareness as a Marksman is crucial to the survival of your teammates.
What is the Combat Engineer / Sapper ?
This is one of the only classes where you are allowed to roam.
You should be hunting FOBs or laying mines.
Place explosive devices to destroy enemy FOBs or objectives.
You can also dig faster than other classes.
And you can repair vehicles!
The Sapper/Combat Engineer is a very situational role in Squad but is also one of the most important roles depending on the game mode.
There are two different kinds of explosive specialists.
First the Sapper for the insurgents and militia faction. The kit has 1 anti-tank mine, 1 C4 and 1 IED, and a binocular.
The Combat Engineer which is available to the US, the British, the Russians, and the Canadian forces has 1 mine 1 C4, a repair kit, binoculars, and a sandbag plus barbed wire.
Both roles are not meant for direct combat, you are either in the backline doing logi runs, shoveling structures, and pushing FOBs with your team or you are in the enemy’s backline disrupting logistics, placing mines, or destroying FOBs.
Advice for Mine Placement ?
You can place up to 10 mines on the map.
If the limit is reached a mine has to be blown up or destroyed to place a new one.
To hide your mines, you can dig them into the ground with a shovel by pressing left-click.
The only way to disable mines is to dig them back out, use the right-click for that.
The mines are marked with a white skull on the map to help your teammates to avoid them because they do not ignore friendlies.
Place your mine on crossroads, bridges, or on entrances to objectives to destroy enemy logis and light vehicles or to damage armored ones.
Don’t place your mines in the way of supply routes of your own team, backline objectives of your team, or areas with friendly vehicles.
Hide mines with rocks. However, don’t do that on asphalt roads as the rocks are sticking out and are spotted quickly. The rocks can also be used as a dummy to scare off drivers or to funnel them into another direction, where you placed mines.
Place mines together in a line to blow up any vehicle instantly that comes across.
Place mines behind and in front of abandoned vehicles, this way logis are taken out of circulation, and if rescued they get blown up.
Use a disposable vehicle like a transport truck or a techie to get behind enemy lines and use it as an ammo dispenser for your mines. For the Sapper, I recommend a techie or a bike and for the Combat Engineer, you could take a transport, a scout car, or an MRAP to get behind the enemy. It is also useful to have someone with you if you are using a light armored vehicle. This way they can cover you and you will be able to shoot at vehicles while driving.
Advice for C4 Usage ?
C4 is an explosive charge that can be placed on the ground. It has a timer that takes 30 seconds to blow it up.
The explosive has a killing radius of about 5 meters but deals only 75% damage to a radio.
To fully destroy the FOB, you have to shovel the radio completely down which lets the enemy team lose 10 tickets.
C4 also ignores walls and you can place them near the wall or below the radio to damage it.
Spawn Hubs are also deactivated if the radio is damaged by 25% percent.
This is visible through their model: at 75 HP it changes its model and at 25 HP the model changes again.
You can also deactivate the spawn HAB if you can’t reach or find the radio.
However, the spawn HAB only takes 25% damage and doesn’t get deactivated if you place C4 on it, you have to shovel it a bit down so it will be deactivated also an enemy can just activate the spawn HAB again by just shoveling it for a few seconds.
Since enemies will often push back to their FOB when it gets deactivated, have a teammate cover you while you destroy the radio. This way no one can spawn in if you both stay in a 30-meter radius of the HAB but the downside is that the enemy knows you there and will try to stop you.
It can be stuck to vehicles which deals low damage to them and destroys any tracks.
But for that purpose, there is another gadget that is only available to the Sapper: The IED
I Want to Use an IED - How ?
IED are remotely detonated explosive devices that have a very large kill radius and deal way more damage than C4.
You can place up to 5 IEDs at a time,
They deal enough damage that the radio is destroyed immediately and you need 2 IEDs to destroy anything but a tank.
Because you can detonate them remotely some people use them strapped on vehicles as VBIED. Bikes are most suited for these use cases as they only cost 1 ticket, are harder to spot, and are easy to maneuver. I don’t recommend using any other vehicles for a VBIED as all cost 5-10 times as many tickets to use as a car bomb. The only exception is on invasion, where you have almost unlimited tickets as the defender and you can afford to lose some vehicles. Just don’t use any logis or BRDMs as a VBIED because they are crucial for your team. Let someone else drive your bike into the enemy radio or positions as they can stay on the bike until they reach the target if you are doing it yourself you have to exit the vehicle first and then call the IEDs. During this time you can be killed and your IEDs be shoveled down.
Another powerful option to destroy FOBs is to place IEDs on the top of the commander drone. The commander can fly the drone directly into enemy FOBs, where you can detonate the IED and destroy radios precisely and most often unnoticed because the drone is very silent and hard to spot in the sky.
Key Advice for Mortar Squads ?
Mortars cost 250 points each.
Only two mortars per FOB are permitted.
Each reload (3 rounds) costs 90 ammunition (1000 ammo = 11 reloads)
Right-click to view crosshair (decreases aim sensitivity). The numbers on the left are called milliradian. The numbers on the bottom (your compass) are called degrees/bearing/azimuth.
Left-click to fire, you can shoot three mortars at a time.
Mortars take 20 seconds to land once fired.
Mortars have a minimum range of 50m and a maximum range of 1250m.
What you’re planning to hit is very important. From the time you decide to shoot something to the time you hit it there are about 40 seconds so don’t shoot anything that’s moving. Emplaced positions are best, HABs are the #1 thing you should be shooting at.
Running a mortar squad requires a bit of work on everyone’s part. Here’s what you’ll need:
A surplus logi that your team does not need. Mortars are a luxury. Do not make your team lose because you took the only logi.
Good FOB placement, and usually on a small/medium map (for rapid logi runs).
Mortars built in a safe/hidden and distant position.
People willing to shoot mortars all game.
Person willing to do logi runs all game.
People willing to spot/follow SL all game.
Valid and accurate targets.
Name your squad “Mortars”.
Keep the squad members to a minimum amount.
You’ll need one person doing logi runs (for ammunition).
Two people shooting the mortars.
Spotters, preferably multiple fireteam leaders.
Multiple fireteam leaders are very beneficial. If you put a spotter and mortar in each fireteam, the mortars can work independently. It takes lots of weight off your shoulders as the Squad Leader.
Make sure you’re using a mortar calculator, you’re not going to hit much without one.
Mortars disperse by about 15-20 meters from where you aim.
This is not enough deviation unless you’re shooting static objects.
You must spread the mortars out to be effective.
Keep in mind what your goal is (Suppressing a compound? Killing a HAB? Providing smoke cover?)
Adjust volume, spread, and type of shells to your team’s needs.
Timing. Time your shots if necessary. Don’t waste ammo if your friendlies won’t be there for a while.
As a mortar Squad Leader, you must be able to see all rounds coming into your targets. So I suggest using a vehicle on the fringes of the map to get to a good observation point. The Afghan maps are by far the easiest to find a Forward Observing position (FO - Forward Observer) but most maps will have some type of high ground you can utilize - it’s important to not reveal your location by being seen or firing your weapon unless it’s 100% crucial.
Let your other SL’s know that your mortar team is available for fire missions - and that they should use the num pad keys to communicate directly with your squad to request it. Have them put a marker on the map requesting a fire mission. From there confirm with the person requesting the fire mission what is there and what the target is. Once you confirm the mission, try to be in a position where you can observe the rounds falling if possible. Place an observe marker on the map centered on the location for the fire mission and direct your mortar team to “standby for fire mission, orient on observe marker, standby for mils.”
Mortars, by their nature, won’t always land directly on the target, which is to be expected. That being said, they are still accurate enough to take down HABs, vehicles, and even radios. If your shots are off, you’ll have to adjust fire. Think about where your mortars are, and where they’re landing. Telling them to add 10 milliradians will make the mortars land a bit closer, whereas moving one degree will cause the mortars to land a bit to the left or right. This all depends on the range of course, and you’ll want to remember that even a half-degree at 1000 meters will be significant compared to a half degree from 150m. Adjusting fire takes some getting used to, and you’ll get better with experience.
Add milliradian = mortars land closer
Subtract milliradian = mortars land farther
Infantry/objectives = dispersed, conserve ammo (unless you have enough ammo)
Stationary targets = no dispersion, rapid-fire until out of ammo (if accurate)
The best target of all is a HAB. Taking down an enemy HAB puts them in a very difficult position, so long as you keep firing. If your mortars can hit their HAB, you’ll usually be able to kill it, so long as you have ammo. Even if enemies stay inside and rebuild it (which is very rare considering how fast HABs will fall to mortars) you’ll still be killing everybody else who leaves it, bleeding their tickets. Only two things can stop you: They find your mortars, or you run out of ammo.
Killing enemy mortar crews with your mortar crew is kinda fun, too.
Height Offset - One thing to consider with mortars is the height at which you are firing. If you’re firing from the top of a mountain to a flat spot on the map, then you may end up overshooting. Calculators such as SquadMC account for height differences, but you may want to stick to flat areas just in case.
Degrees At Range - Say I’m shooting a mortar at 150 meters, then I aim right one more degree. There will be a slight change to where the mortar lands. However, if I fire at 1,000 meters and aim right one degree, the mortar will land significantly farther than before. This is something to keep in mind when you’re adjusting fire and is a reason why you may want to use half degrees or quarter degrees.
Having a dedicated mortar team with experienced players that understand what they’re doing, good drivers that can stick to the route and avoid enemy ambushes to keep the supplies flowing, and good intelligence to feed to other squads from a few guys with optics/AT roaming around behind enemy lines can turn close games into clear wins. These squads are great because they can get players who would otherwise be lone wolves on an important task that contributes directly to victory.
Always remember, there’s going to be games where your mortars are just useless if your team can’t get organized well enough to even use them and you keep getting gunned down trying to FO. You have to be willing to just say screw it, and just send your full squad into the objective when you need it.
Can You Train me to be a Good Squad Leader ?
No - But follow these tips:
Having good spawns for your team is the #1 priority.
Your main job is spawn management and big-picture coordination with other SLs. Low-level tactical coordination is far less relevant.
Rally Points - One of the most important jobs you have as squad lead is making sure your squad has a good rally up at all times. Rally points have a cooldown of 2 minutes and require one other friendly within about 3m of you to place. They are free and give 10 spawns on that location. They provide freedom of movement and convenience for your squad. Put them down in buildings, in gullies, bushes, etc so you won’t get lit up as soon as you spawn. You can disable an enemy rally by getting within close proximity of it. Enemies can do the same so don’t place your rally too close to them.
Place rallies. Refresh your rallies. Always have a rally up.
Make sure you resupply your rally point off of rifle bags and ammo crates. Recent updates have made rallies harder to spam. Start placing them further back from the enemy. You can also pick your rally point back up and move it to try a different angle of attack.
Use your binoculars a lot.
Every ticket and life counts. If you are unsure of a situation. Keep your squad’s heads down and only YOU peak so your whole squad does not get wiped by an MG on a ridgeline.
Use transport time (logis or Helo) to relay INTENT and orders. For example, when getting a Helo drop I tell my fire support group to dismount, move for example northwest off LZ, and set a perimeter with bipods facing west while my AT fireteam helps with shovels on the Hab.
Don’t be afraid to ask your squad for their thoughts on a situation. I often ask if people know a good hidden radio spot or a nice angle of attack. Just make sure when you give a final order, people do not rebel.
When moving across open ground, keep your fire support back and let the assault push. Then keep bunny hopping.
Communicate the plan, mark the map, create spawn, put down rallies.
Do the back caps, play defense, build FOBs/HABs for defense. From there you’ll learn.
Don’t shoot from the HAB/rally. Don’t draw attention to our spawn area. In fact, get away from the spawn area. Stop spending your entire game within 20m of the HAB.
If you are defending a point with your squad, be firm and tell them to stay around the cap point, if they start to run off and not listen to you, either (A) kick them from the squad or (B) ask them why they are running away. If they have a reason such as “I want to place a mine on the road” or “I thought I heard a logi over here so I’m going to check it out” then leave them to their own devices.
It’s your squad. You call the shots and play in whatever way appears most fun/effective to you. If squad members want to play differently, they’re free to open their own squads. (Asking for tips and being open to suggestions can still be helpful. But don’t let others ruin your playtime.) Just don’t be a pushover or else people won’t feel like there’s a leader.
Always, always, always retain mobility for your squad. Whether that’s working closely with a friendly APC or keeping your squad’s logi/transport nearby at all times, you should always be able to quickly relocate to a different part of the field as the battle develops and your game state changes. Unless you’re fighting in an urban area or on one of the small maps, a squad that walks is a squad that loses more often than not.
Do not tolerate racism/abusive behavior in your squad. It’s (A) not funny, (B) obnoxious, and (C) makes the squad unfriendly. Kick those players right away. Also, report those players to admins.
A lot of good squad leads make it look easy, and they always seem to know what they’re doing. They don’t, at least not all the time. You have to be confident with your decisions and sound confident about them. I’ve found myself in a lot of situations where I have absolutely no idea what to do. Don’t freeze up and let your squad split apart. Act like you know what you’re doing, even if you don’t. You can admit what you did was stupid afterward. You’ll eventually get to the point where you’ll always have a backup plan or two in case something doesn’t work out.
Lastly, always have some mode of getting around the map. The worst mistake a lot of SLs make in this game is being off of a relevant point for too long. Learn to be able to disengage and retreat somewhere more important. If you are needed somewhere else, keep a logi or transport nearby, radio some armor or a helicopter for a pickup, and if none of that works and you have the tickets, find some way to die and respawn somewhere relevant.
Backcap (AAS or RAAS) - Check your map, if you don’t see any other squad placing their marker on the first flag, and no one said they are going to backcap then you are the one who will have to do it. Either order one of your guys to grab a scout car, or choose one squad member who will dismount from the logi and capture the flag, while the rest stays with you in the truck.
That’s your most important job as an SL, creating spawn points for your team and squad. The ability to place FOBs and HABs (also RPs) is the most influential tool you have at your disposal.
The second most important part of your job is to keep your squad fighting close to one of the active objectives. You must be quick to relocate your squadmates when a flag is captured or lost, use your logi, alternatively ask for a Heli or APC transport to give you a ride (check the squad list and use direct radio to SL).
Incompetent Squad Leaders often get snowballed after losing a struggle for one of the middle flags, all it takes is one enemy squad getting to the next objective before the defenders. The process repeats itself until all of the flags are captured.
Don’t expect other squads to go back defending on their own, you can only count on yourself. Other SLs must be made aware by you that they need to relocate their squads ASAP.
Check your map constantly, the sooner you realize that a flag will be lost (or that your team will capture one) the sooner you can reposition your squad to newly relevant places on the map (notice that if FOBs are already prepared you can simply tell your squadmates to get shot and respawn)
SLs from the other team will be doing the same thing, being quicker than them will yield you an advantage.
Make FOBs and Rallies instead of getting into firefights like some ordinary grunt.
Constantly analyze the map.
Be more mobile than the enemy when active objectives shift (a flag is captured).
Always watch your map - You see it in all the squad play-throughs but I constantly see 1 or 2 squad members off in the distance and I have to wrangle them back in. Normally this isn’t the case with a well-organized squad but we still have new players so I don’t put them at fault. But again, pay attention to your map there’s more than one reason other than just having your bearings. You need to see where your team is so you know whether or not it’s a friendly or an enemy. I usually pop my map up every 10 seconds to check where everyone is and I rely on my squad members to be my eyes on the battlefield when we’re moving.
Formation - you do not always want to be bunched up. Squad Leaders this is where checking your map is important. Always be aware of how your squad is positioned and formed and correct accordingly. I usually have my squad fan out a bit when we are sweeping. You don’t want one RPG to take out your whole squad.
HELP OTHER SQUADS - You need to be at the ready if there’s a squad that needs help. Even if you’re moving to the next position you may need to fall back to help another squad out.
Be the teacher - If you have a new player to a MilSim or even FPS teach them. Don’t just shun them and tell them to go do whatever. Be engaging and help them out. Give them tips, teach them how each role works and where they should be at all times. Make sure you give them the experience that keeps them playing and understand this isn’t your average FPS. That you can’t just lone wolf and that teamwork wins the game.
Make it fun, but maintain control - At the end of the day, you’re playing a game. Play tactically and engage with all members of your squad. Include them and offer suggestions for their roles (“AR take that building and take a Medic with you”, “LAT feel free to go hunt that APC”, etc). Talk with your squad, joke with your squad. If someone misses an important LAT shot, don’t ridicule, perhaps they’re new to the game. Embrace new players and offer help from yourself and other squadmates if they have questions. That being said, keep your squad on task. Continuously monitor what they’re doing and if people are running off on their own without communicating to you (and you permitting) as to why turf them from the squad. Very few scenarios will call for a squad to split up, so have everyone stay relatively close.
Talk a lot, and realize that you (kinda) don’t matter anymore. - Your main priority is utilizing your squad to its best ability. You absolutely must communicate constantly with your squad and other Squad Leaders. Be polite and follow server rules.
You will be looking at your map a lot, it’s your best friend.
Mark significant contact on the map for your team to see using your radio. In short, communicate and reinforce that your squadmates communicate to each other (especially locally, in fire-fights). Keep track of your squad’s needs (ammo, Medics, ranges) and get them what they need.
Politely ask other squads for assistance when needed. Sometimes you’ll get it, sometimes you won’t. Assist other squads when you can. If CAS is in the air and you have a target, reach out and see if they are available to hit an LZ. Report armor and FOBs regardless of other squads’ locations - this is information they need to know. Ask for your squad’s opinion sometimes - Be open to reasonable suggestions from your squad (especially when starting out). Maybe you’re not familiar with the map and they know a good spot for a FOB. I’ll usually ask my squad if they want to attack or defend if no other squads have made it clear what their intention is yet. If it’s not a reasonable suggestion, shut it down.
Play the objective - Don’t be that squad out in the middle of nowhere chasing down a ghost FOB. Stay on cap. Destroy or defend the caches. Deviate from objectives to deal with FOBs on hard intel only, and you may even be able to send a few guys out to hunt it down. Objectives crawling with friendly and no enemy coming? Talk to other Squad Leaders to confirm they will stay and you’ll scout around.
Drop rally points a fair distance from the objective - Pretty self-explanatory.
You’re gonna fuck up - You will make bad calls. Your whole squad will get wiped. Look back at what happened and learn from it.
Good Fireteam Use ?
Ask if anyone wants to be a fireteam lead. This enables them to place and delete markers on the map, and also build simple structures (such as sandbags) in the FOB radius.
When making fireteams I usually split my groups into fire support and AT/assault. Direct your fireteams as a unit, but split them when assaulting or defending to cover more ground or put the enemy in a crossfire.
Remember, even though you are splitting your fireteams up, you are still ONE squad. Each fireteam should be able to support each other and work on the same major objective. In the example above, I could ask my alpha and Charlie squad to do a wide flank on the enemy position and catch the enemy push in a crossfire with bravo and squad 5
If you don’t want people to ask for Fireteam lead all the time a good thing to do is to split your squad into the two fireteams then make them give it to one another. Fireteam leaders can give Fireteam lead (FTL) to other members of that fireteam which should make it a lot less stressful.
I find that assigning fireteam leads to competent people, makes communicating and giving orders much more effective than just automatically giving the role to a Marksman or AT. Again, it makes your life easier if your FTLs can round up their fireteams and move on your orders while you are doing other things on the map or command.
Squad Leaders creating squads then leaving ?
OWI provide no log/audit of who setup a squad, or for that matter that a squad has been setup, so it is impossible to track this and remedy it. Many other server admins have asked for this, and they may do something later (but don't hold your breath).