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.
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.
Raider role advice.
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.
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.
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.
Marksman specific advice.
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.
Combat engineer / Sapper advice.
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.
Maps & Modes
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 how you cap please?
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.
What is a Radio in Squad?
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 of 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.
What is AAS?
The objective of Advance and Secure is to capture and hold Control Points (also referred to as flags) in a preset order. Capturing enemy flags penalizes the enemy team and rewards you with added tickets. The team who runs out of tickets first will lose.
There is also a variation of this game mode called "Parallel Advance and Secure" (PAAS). In PAAS there is not just a single line of Control Points but multiple separate parallel such lines. Each of these lines need to be captured on their own.
Two teams will start from opposite ends of the map in their main base, or in certain circumstance a limited forward spawn area. The teams objective is to capture and hold Control Points from the enemy team. Control Points can only be captured in a specific order that will appear on the map
Your team cannot capture a Control Point out of order, your team will need to capture and hold the previous flag. This is indicated by the Attack and Defense markers that appear over Control Points on your map. If both teams neutralize two opposing flags in the CP's line of sequence, it's a stalemate - neither team can take their next attack flag. Only after the defense flag has been re-captured, can the attack flag be captured next.
As each team starts to cap neutral flags, it's not possible by enemies to block this capping process. For example: if one soldier is in the capture zone of their team's first flag and nine enemies are in that cap zone as well trying to block it, the flag will still be captured. Once they find him and kill him, the flag will (obviously) stop capping. This should severely reduce the "Rush Flags" meta, and shift the focus more towards the linear progression of moving from flag area to flag area, as well as having a proper supply train with FOB's and logistics. Blocking a flag is technically still possible if you eliminate the entire attacking force, but it will require more resources to do and is more likely to fail.
The team who runs out of tickets first loses. Therefore assets and FOB`s play a big role in the ticket count of a team as well. Knowledge about the value of those assets can help you in correctly analyzing the situation of a team. Securing a flag while losing a lot of assets can actually harm your teams effort in winning a round.
Furthermore, keep in mind that individual scores do not affect the result of the match.
What is RAAS?
Random AAS map layers introduce a mode where the flag layout will differ each time with a variety of flag objective combinations. Normal AAS layers will still have the normal static flag layouts.
Two teams will start from opposite ends of the map in their main base, or in certain circumstances a limited forward spawn area. The team's objective is to capture and hold Control Points from the enemy team. Control Points can only be captured in a specific order that will appear on the map
Your team cannot capture a Control Point out of order, your team will need to capture and hold the previous flag. This is indicated by the Attack, and Defense markers that appear over Control Points on your map. If both teams neutralize two opposing flags in the CP's line of sequence, it's a stalemate - neither team can take their next attack flag. Only after the defense flag has been re-captured, can the attack flag be captured next.
As each team starts to cap neutral flags, it's not possible by enemies to block this capping process. For example: if one soldier is in the capture zone of their team's first flag and nine enemies are in that cap zone as well trying to block it, the flag will still be captured. Once they find him and kill him, the flag will (obviously) stop capping. This should severely reduce the "Rush Flags" meta, and shift the focus more towards the linear progression of moving from flag area to flag area, as well as having a proper supply train with FOBs and logistics. Blocking a flag is technically still possible if you eliminate the entire attacking force, but it will require more resources to do and is more likely to fail.
The team who first runs out of tickets loses. Therefore assets and FOBs play a big role in the ticket count of a team as well. Knowledge about the value of those assets can help you in correctly analyzing the situation of a team. Securing a flag while losing a lot of assets can actually harm your team's effort in winning a round.
Furthermore, keep in mind that individual scores do not affect the result of the match.
What is Invasion?
This mode has an attacking and defending team. The defending team begins with all control points under their control. The attacking team must capture all the flags, in an order that is marked by lattice markers on the in-game map. When the attacking team captures a control point in Invasion, the defending team cannot recapture it.
The objective of Invasion is focused on attacking and defending from each team respectively.
For the attacking team to win they should capture all flags and drain the enemy tickets. The attacking team has a considerably smaller amount of tickets compared to the defending team so smart use of assets and capturing flags is vital for victory.
For the defending team to win they must defend their flags and drain the enemy tickets.
There is also a sub-gamemode of Invasion with random flag placements.
What is Destruction?
In the Destruction game mode, the attacking team must destroy multiple caches before they run out of tickets or the timer runs out.
Attackers start out with 200 tickets and defenders start with 1000 tickets. Layers have either 2 or 3 phases and each phase has two zones, each of which has a cache. Attackers must search both zones, denoted by Question Marks (?) on the map (see image on right).
The Question Marks indicate a location where the randomized cache might be located. Once an infantryman enters this area, the Question Mark either disappears if the cache is not at that location or the marker will turn into a sword, indicating a confirmed cache location.
Once a cache has been located, it must be destroyed by either the Combat Engineer's or Sapper's demolition charge. These charges explode in 30 seconds once placed. No other weapon or explosive can destroy the cache. When both caches of a phase are destroyed, the attacking team gets a 50 ticket bonus plus additional time. The defending team loses 10 tickets.
When both caches of a phase are destroyed, a new phase begins. The next phase is on a three-minute delay to prevent rushing. Also, during this time the defending team is given temporary spawning locations at the new phase. Attackers win by completing all phases within the allocated time. Either team loses if they run out of tickets.
Given that the attacking team can only have two Combat Engineers it is recommended that the role be split between two Squads to allow for more flexibility in which objective to attack.
When defending, if both caches are destroyed, it is critical that your team has a way to get to the new phase. Either a spawn bunker or the temporary spawning points can be used to quickly get to the new objective. Defenders generally don't have to worry about ticket counts, so purposely respawning to use the temporary spawns is recommended.
What is Insurgency?
The Objective of Insurgency is to destroy randomly spawned Caches of the Insurgents team.
At the beginning of each round, there are two large weapon caches that will appear to the The OPFOR after a short time. After a period of 4-6 minutes the Coalition will be notified of the first caches.
The game mode is slightly modified if playing on a "small" map, (Al Basrah, Sumari, Kokan, Logar Valley)
Coalition forces must gain "Intelligence points" gained by successfully killing insurgents. Once a threshold is reached 50, for small maps, or 60 for larger maps, a new cache will be revealed if 2 are not already active. Each new cache must be a minimum distance away from other caches, 300m for small maps, 400m for large. It will then find a valid cache spawn location that fits these conditions if possible, and then spawn the cache.
The OPFOR team has 600-800 tickets (depending on the map), while the BLUFOR team will start with 200 tickets. For BLUFOR to win the game, they must destroy 3 caches, while the Insurgents needs to deplete the tickets of the BLUFOR team or run down the in-game round timer.
Destruction of the cache decreases the ticket count by 1 for the defending side, and increases the attacking side by 30 tickets.
HOW TO DESTROY THE CACHE: Only two players can destroy the cache, the Squad Leader and the Combat Engineer.
NOTE: When you get close to the cache, it will advise that the object is destroyable with Engineer Explosives. The [Squad Leader] can use his Incendiary Grenades (he only get these for this Game mode)
If the Incendiary Grenade goes off near the cache, it will result in the cache catching fire and blowing up. The Combat Engineer can also use his explosives.
If you do not see any weapon caches, you can wait for one to appear instead of spawning at the BCP. This can save a great deal of walking, better still speak to your squad leader to find what his plan is before spawning. With maps that don't have a BCP place down extra FOBs and Rally Points (Spawn Points).
The Insurgents must drain the BLUFOR team's tickets or wait out the clock to win.
What is Skirmish?
The objective of skirmish is the same as Advance and Secure (AAS) in that teams fight over control points but on a much smaller scale. Skirmish battles are fought on a trimmed out section of a map. For instance, on the Tallil Outskirts Skirmish v2 layer, the entirety of the map is the Ali Air Base, which is just a section of the actual Tallil Outskirts map.
Starting tickets are much lower than AAS and RAAS, generally, 100 tickets for each team. When a control point is first captured, that team gains 10 tickets instead of the 20 found in AAS. When a team captures an enemy control point, the ticket gain/loss is +20 / -20 instead of 30. This is due to the reduced number of tickets each team begins with. When a team reaches 0 tickets, that team loses the match.
Skirmish layers are useful for seeding servers or low population gameplay due to their small size. Engagements are much more frequent and matches end quicker.
Whats is Territory Control?
The goal of the game mode is to either a) have the other team run out of tickets or b) capture 95% of all hexes. As ticket counts are generally high in this game mode games tend to be very long and drawn out.
Hexes are a hexagonal shaped Control Points that are connected to another hex.
On initial spawn a few of these hexes will already be captured for both sides and will be connected to neutral hexes which only require one player to capture. Capturable hexes will be slightly less opaque and have a blue border with a friendly owned hex. Enemy hexes will also show this border and less opaqueness but instead are tinted red. Enemy hexes need at minimum 3 players or one more than the enemy within the control point to be captured.
The Anchor Hex is the starting point of s teams capture chain. This hex has an anchor icon on it - other hexes must be connected to the Anchor Hex in order to not be cut off. Capturing the enemies Anchor Hex will prevent the enemy team from taking new territory and contesting any hex.
Hexes that have no connection to the Anchor Hex have several grey strips over them. These cut off hexes cannot be recaptured by friendly players until they are reconnected to the Anchor hex territory. Friendlies will also not be able to stop the capture of the contested territory, meaning if the enemy has 3 players within the hex they will start to neutralize/cap the hex.
A few key rules for gameplay:
An enemy hex takes 45 seconds to neutralized and a neutral hex takes 40 seconds to capture.
Capturing a hex unlocks all adjacent (bordering) hex zones for capture.
Bleed: For every two hex zones captured beyond owning 60% of all hexes, the enemy will start bleeding 1 ticket per minute with a maximum of 5 tickets per minute for 10+ hexes captured beyond 60%.
Can You Train me to be a Good Squad Leader?
Not in this article, but JUst4Fun offer free training fo all their regulars on how to Squad Lead. See our training page for more detals.
Here are some tips to help you:
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.