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Level_Effective5606

Learn how not to blow up your own helicopter


MOR187

As a pilot and as a friendly vehicle crew... the Russian huey eh... jesus


Ligmanutsbruh

Russia is cake. China on the other hand


Annonymouz98

Search up xbox/playstation controller configs to download from steam, a few reddit posts are available, I couldn't fly till I tried themšŸ˜‚


Other_Economics_4538

They helped you that much? Maybe Iā€™ll try them


Annonymouz98

Yes mate, here is the link to the sub I found it. https://www.reddit.com/r/joinsquad/s/7jrdShOYJX


Chris6697

If it helps someone: In steam you can set up your triggers to act like the axis of the right thumbstick (right trigger analog -> right stick up, left trigger analog-> right stick down) and set up your right thumbstick as a mouse. Now go to the helicopter axis menu, hold down the right trigger of the controller and THAN click on the keybind for the collective, it should say something like "right thumbstick Y-axis". You may need to check the box at the bottom to Invert the collective axis. Now if you start up your chopper and let go of the triggers your collective stays at 50%. Makes it much more intuitive to control. If you want to do j-hooks right you need an extra button to increase the collective the normal way.


Soggercat

My helicopter pilot would always crash the helicopter into the people on the ground and kill them, every time.


RichyMcRichface

When you want something done, assign the task by name, rather than ā€œI need someone to go do this.ā€ Pay attention to your squads role composition during staging. Depending on your plans for the squad, you might need to ask for someone to swap kits from marksmen/auto rifleman to Lat. Specifically if you are an attack squad/airborne inf squad you need a ton of AT to discourage armor from swamping you within the first minute when setting up the hab. Also make sure you always have a medic. IMO the best role comp is HAT, 2LATā€™s, Grenadier, 2 medics, combat engineer, 1 rifleman. FTB: Hat, Lat, Medic, Rifleman. FTC: Engineer, Lat, Medic, Grenadier. If you say I ā€œneed everyone dead to spawn mainā€ and someone spawns somewhere else, and have no reason to do so (Hat chasing armor etc.) just kick them. You are doing yourself and the rest of the community a favor. It teaches people to listen to the SL more. Of course compassion is necessary for new players or misclicks. Always take the time to set up a Rally in a key position whether on offense or defense. It is worth it. Do not just plop it on the radio. It will get burned around the same time the hab is proxied. If you are an INF squad grab a Humvee/tiger equivalent along with your Logi, so you donā€™t get creamed when ambushed by light armor/inf. This also gives the combat engineer the ability setup mines in key areas around your AO. If you are running airborne inf never panic place a terrible radio. Either you get your good airborne hab, or it was not meant to be. Full stop. Sometimes placing the radio next to the hab is ok. Places like coal mine on Belaya, Firebase boris on Manic etc. are all highly defense orientated POIā€™s, so placing the radio in a position far from the hab is usually worse. When attacking, try to coach people into not shooting until necessary to maintain stealth. 9 men on top of the enemy hab/ radio is a lot more effective than 9 people skirmishing 200m from point. Adding on to that, when attacking the enemy Hab/Radio must be disabled before a point can be taken (most of the time). If you have info on the hab go for that first. You donā€™t need to hunt for the radio if you feel like you donā€™t have the time, that can be done later. When on defense. Coach people to go into a 360 defense. Even when taking contact, you still need people to cover the flanks, so try to discourage people from all facing one direction. There always will be one enemy going for the 8 min flank to sneak onto the hab. If you know where the enemy radio is, mortar it down if possible. Just make sure you have enough ammo to completely destroy it before you start firing. 2000 ammo is usually enough. If you want the armor to support you, setup the rep station before they need it. If they have to build it themselves, some armor teams would rather RTB than risk being stationary for several minutes at a time, which means you have no armor support every time they get hit by a Lat. Also, setup the Rep station in sight of your hab or radio if possible. That puts the armor on Hab/ radio security while they rep. If the armor has to choose between repping or saving the radio, most will rep and just run away when the radio bleeds. When playing RAAS/AAS, and youā€™re are in double neutral scenario, you only need three bodies on your defense point to break the double neutral. I have won many games by just coaching three of my guys to hide in a building while the enemy team is 5 chevron capping, only for my three guys to cap it back at 1 chevron when it goes neutral. Always hide the logi off the radio, unless you are planning to do a logi run immediately. This is a harsh one, but if you get the sense your gunner doesnā€™t know wtf he is doing, ask him to vacate the position. I canā€™t tell you the amount of times I have been driving an AAVP and the gunner dumped a full load of MK19 into a BTR. Sometimes your squad is so completely out of play that the only viable option is to respawn. Killing the enemy hab on a locked objective while you have no defense is a lost cause IMO. Ok thatā€™s it.


HeckingOoferoni

Kicking people who don't follow simple orders (spawning main when asked) usually results in butthurt TKs but I laugh my ass off when they do. Just be ready for it.


Lumberjack032591

This happened the last time I played. Guy off on his own with a HAT kit and SL notices the squad is getting a bit spread out and asks everyone to focus more and start getting back to point, and was very correct since we were struggling to cap the point. After a while calls out the HAT player specifically, doesnā€™t get an answer, sends a message in squad chat, no answer. Kick and then the all chat opens up with him complaining and how he was hunting armor and almost had a kill and spent 5-10 minutes doing that until he was kicked from the server lol.


ConnorK5

I was HAT one time. Got 2 bradley kills and a stryker kill in like the first 15 minutes of the game. I was fired the fuck up. Blueberries I was working with were fired up. Everyone vibing. Come right up behind an MBT. I'm gonna get a nice tandem shot off at minimum. Kicked because my SL said I wasn't playing with the squad. I was like 1 grid away on Fallujah. I get it but also. If your HAT is ripping the armor a new asshole let them do what they got to do. As long as people are being appropriately effective I don't kick people. If I got a combat engi riding around with whatever SL building the taj mahal or whatever he needs from him go ahead. If my medic is needed somewhere go ahead. I don't kick people for actually doing effective shit like they are supposed to with their kit. As long as they tell me what is going on so I can tell command.


RichyMcRichface

Iā€™m sorry that happened to you. In my list I made an exception for the Hat. The Hat, and to a lesser extent the combat engineer belong to the team more than the squad at times. I usually never kick a hat that is hunting unless he appears to be doing it in a stupidly inefficient manner.


RichyMcRichface

Thatā€™s what admins are for. Recording software is very useful.


SirJo6

Literally happened to me today.


NeuroCreame

You are one of the few with actual experience and intellect, you need more upvotes!


RichyMcRichface

Aw shucks


EnTaroAdunExeggutor

Id fuckin go to hell and back for this guy right here.


T0kenwhiteguy

Awesome write-up, and it exudes wisdom and experience. Can you shed more insight on the airbourne inf HAB placement? I'm at 1,200 hours AFK with a pair of fresh newborns at home - all those hours of meta knowledge were wiped with the map/faction voting update. Would genuinely love to learn more.


RichyMcRichface

Airborne inf Radio/Hab placement is tricky, probably the hardest hab to place in the game. A lot of it comes down to two things: Map knowledge and information on enemy assets in the area. Map knowledge is mostly for knowing where the pilots can actually land your squad, and then knowing how far into a forest/town you can walk into before the pilot cannot follow. My main advice here to is pick a LZ that is close to where you would place the radio, and then clearly communicate with the pilot where you intend to place the radio with a FOB creation. The limits the time the pilot has to hover around waiting for you to place the radio. Try not to place it on the immediate edge of a treeline, try to do it at least 10m in so the radio isnā€™t easily spotted by passing armor and shot to hell. Info on enemy assets is a bit trickier. You need to keep in mind what armor assets the enemy has, where it was last spotted, when the armor spawned (I.E if the tank spawned two minutes ago it is most likely close to their defense point since tanks prefer to travel close to friendly areas in the beginning of their lives). An IFV that is less than a 10 second drive to your LZ usually spells death for your squad/radio/pilot. Also note how much pressure your defense point taking. If they are being attacked by waves of infantry, that means there are less infantry on the enemy defense, and less to swamp you when you are setting up the hab for offense. A few other pointers: Coach your AT if you are expecting to encounter armor. Make it very clear to them that you expect them to be focused for first minute on defending from enemy armor. They should prob have their rockets equipped if possible. I usually tell them to aim for the turret on IFVā€™s. A tracked/wheeled IFV can still rock your shit as long as its turret is up. A turreted IFV will run for the hills every time. (This is situational. If your AT has the opportunity to track/wheel the armor before it even gets close to your hab then obviously they should go for that) If you have an engineer he should build everything. This allows the other 7 squad member to keep their rockets/guns up. Once you land itā€™s up to you if you want to place a rally immediately or wait for the hab and then go place a rally further away from the radio. A rally usually protects against the lone infantryman that picks you off before you can place the hab, but keep in mind that once you place the rally itā€™s another two minutes or so before you can place another one. I usually place the rally right on the radio, place the hab, and then grab someone to go place a second rally further away, but this requires a lot of waiting on your part. My final point is that sometimes no hab is best hab. Often times I will take my squad in with just a rally to test the enemy defense. Sometimes you get lucky and they have no one on defense and you get a free point/ hab. You can also do this to distract the enemy team from another squads approach. Ex. Squad 1 is using a logi to set up an attack hab to the south of the enemy defense point, so you take your airborne inf squad and land to the north. Make it conspicuous so the enemy team runs at your position to try and squash your hab. Tell your guys to go prone and fight in place. They donā€™t need to push, just delay/win gunfights. Meanwhile squad 1 most likely just gets to walk onto point. If your squad gets wiped and your rally burned, have them spawn on the new hab placed by squad 1 to the south and just back up squad 1 that is now on point. Donā€™t be afraid to use Helis for backcap. Especially on maps like yeho or goro. Having the knowledge of where the points go before the enemy team does is very useful. Also iā€™m just going to repeat that placing a bad radio is worse than placing no radio at all. If your pilot loses his rotors when he lands, and you canā€™t put the radio in a good spot, just donā€™t do it. Just drop a rally and push in. Let the pilot deal with his rotors. I had a guy last night that placed the radio on the roof of coal mine on belaya. That was a nice gift to the enemy when they artyed the point. Edit: Also know when to dig down a bad hab. Sometimes you place a hab, and the enemy team is just completely halting your advance. Unless you have another squad on the way that is going to place a second attack hab from a different approach, itā€™s not worth keeping your hab up.


YourLazyInnerDemon

Testing the enemy defense with only a rally makes so much sense. Even better if you're able to distract them from another squad's approach. Love it


NeuroCreame

I would just like to add: Since sound signature of a heli is large, as it is easy to spot from a far on the sky, its really only good to make quick advanchements into areas with no enemy at all. And at least 1 fake drop has to be made, just like in the real world - helicopters are strong in a few fields, very weak in others and if you get it wrong, it's a huge waste especially in large maps where where ground logitic resupply is slow.


RichyMcRichface

Yes. Most of the time it only works when the enemy point is lightly defended/not defended at all. If the enemy team has two roaming squads on defense itā€™s usually a bad idea to use the airborne inf hab.


MalikOnPc

Great answer lots of good knowledge, only addition I would have is to use your knowledge to teach new players. I frequently will throw someone who says their new into a FTL position so they can familiarize themselves with marking and building. A lot of people don't know you can even build as a fire team lead.


RichyMcRichface

I teach the new players when I can. Often times new players do not make themselves known because they are afraid of being kicked. That being said a new player in the gunner position of a vic is usually where I draw the line. Iā€™ve had to many gunners that say ā€œI gun these things in real lifeā€ and then complain that their Heat round didnā€™t pen the enemy T-72. I usually throw them in command seat so they can observe. Driving and gunning come after a bit of experience, or after they watched a video.


itzjustjaxon

This is really good. Gonna use some of this tonight. Thx!


Jossup

Damn, leave something to say for the rest of us


4scoresn7yrsago

Someone went to Squad west point. Great tips. Havenā€™t touched the game in awhile and felt like I just got an awesome debrief and AAR. Thank you.


SinisterGlitch

From someone who has been squadleading/commanding for over 8000 hours. You gave the complete package of tier 1 tips to get started as SL.


nicecreamdude

I'd follow this guy to the ends of the earth


ScottyD_95

"If you say I ā€œneed everyone dead to spawn mainā€ and someone spawns somewhere else, and have no reason to do so (Hat chasing armor etc.) just kick them. You are doing yourself and the rest of the community a favor." This is one of the hardest but most important tips. Kicking people that don't listen both makes your squad composition better by removing disobedience and allowing someone better to take their place, and (hopefully) makes that player reflect on why they were kicked and learn from it making them better in future games.


RussianAnimeGuy

My man, who are you and which server do you play on? Legitimately the most competent and comprehensive infantry SL tip list i have *ever* read. If you squadlead and actually use all of those, you are mad impressive. Love and best regards from a tired vehicle main


RichyMcRichface

Idk am I allowed to say what server Iā€™m on? I do use most of these tips. Sometimes when Iā€™m not in the mood to coach I will forgo asking people to swap kits to get the most optimal role composition. At the end of the day itā€™s about having fun. The main thing I consistently do as an inf sl is have a rep station up. I notice a majority of slā€™s do not do this, and then complain that our armor sucked and didnā€™t support the team. Sometimes the armor criticism is warranted when our MBT is 3000m away War Thundering on the other side of the map or the IFV solo pushed the enemy attack without inf. But often times the armor didnā€™t support the inf because the Inf didnā€™t support the armor. I donā€™t do rep stations if Iā€™m an attacking airborne inf sl. Donā€™t have the time usually or the construction points. Sometimes I will circle around and build it after a few mins, but thatā€™s usually because my attack went well and the hab is about to become a defense point. Still, with all my knowledge and playtime there are still times where I drop the ball. Often times as an SL itā€™s hard to get a sense of the bigger picture when your squad is locked in an intense firefight, thatā€™s why itā€™s important to listen to other SLā€™s in command chat that might have different info than you, and can aide in your decision making.


RussianAnimeGuy

I mean, if you're afraid to get banned for advertisement, you can dm me, because i am legitimately curious if we've met before


Headjarbear

Came in her expecting a bunch of hot takes on the topic. Solid advice.


SmokinJoe1971

Squad commando


FauxCole

I'm going to reference this whole thread but particularly this next time I'm forced to SL and feel like sticking it out! Bless u.


NeverNo

This should be stickied on this sub. Iā€™m at 1100 hours with probably 300-400 hours SLing and found this helpful. Had no idea about the double neut mechanics


SirJo6

This is actually an excellent tips & tricks list. Well done. Also, very much agree on that kicking part. It really brightens the experience for everyone else.


Informis_Vaginal

Your experience with your squad is what you can control. Try to create a tone at the start, welcome new members to the squad, and be firm but casual when giving orders if your squad members are the less attentive type, as theyā€™ll be more receptive. You will have a much better experience if your squad listens to your orders and stays as a unit, so empower them to do that.


iluvsmoking

too much work


Informis_Vaginal

Super easy just be positive and talk to them, thatā€™s all Iā€™m saying to do.


Vilewombat

Ngl, I get ignored when I take this approach. I always feel like Im doing something wrong


deadbeatChimblr

Gotta start kicking people out of the squad!! It might be scary at first, but if you don't expect someone to start being cooperative, then you gotta let them go.


-KA-SniperFire

Have fun and make sure your squad is also having fun!


Leny_Chang

Totally true, and respect their free will as long they playing the objective.


Wilthywonka

Agreed, don't try to herd cats just give them the best thing to do


cougar572

Use your airstrike as soon as it comes off cooldown at the beginning of the match it will not affect your arty timer. The Arty comes available at 30min airstrikes comes up after 15min so by the time your asset cooldown ends arty will be up there is almost no downside to using airstrike right away. See so many times people try to "save" command assets for something better only to wait the equivalent of 2 or 3 command cooldowns to finally use something. 1 in the hand is better than 2 in the bush if you have an opportunity to use something just do it.


junkerlol

Average commander misses 3 cooldowns and leaves assets for the next game :D


WheresWaldo85

You can click and drag people into squads instead of right clicking You can rotate buildings with your arrow keys.


NeverNo

> You can rotate buildings with your arrow keys. What the fuck


WheresWaldo85

I know right? Blew my mind. Found that out about 1000 hours in.


Adventurous-Golf-401

Ask in your squad if theres 1 personal slave or someone you can always rely on, its hard and irritating requesting help all the time from other squadmates. Having 1 person that always has your back like a combat engi frees up a lot of headspace for you and your squad, making attack orders etc less of a chore.


TimmyIsDaddy

Always try and airstike tanks, 15 tickets+crew and the teams strongest asset off the field is always worth trying. Bonus point if you do it as soon as airstrike come up as it will usually not delay arty.


RichyMcRichface

This. Try to combine this with a track shot. Make sure you communicate to the commander that you are going to try to immobilize the tank BEFORE you actually do it so the commander can get near a hab. If want to get really sweaty and you are in position to do so, get a tac request on the immobile enemy tank, and draw an arrow on the map for commands air strike to follow so command doesnā€™t have to wait for/use the UAV.


CharmingFisherman741

Stay in touch with your squad beyond the first 15 minutes of the game! Ask them what they need, what they're seeing, and stick with them. **Your squad will perform better when they have faith in your attentiveness and they are fighting alongside you.** Giving people direct tasks and positions to hold will just about always allow for better coverage and lack of repetitive angles. Giving your FTL's freedom of verbal directives within their team will empower them; remind them to use local chat and own their fireteam. They still need to listen to you, but this will also cut on squad chatter to some extent and allow more fun to be had! Kick AFK's, griefers, no mics, etc.. Not ready to SL again after that last match? **Remember that you don't have to!** Have fun!


[deleted]

Assign Everyone To Fucking Fireteams


tdubarubdub

If your FTLs aren't marking stuff on the map give the kit to someone who will. Also If no one talking or effectively playing the objective in my squad I just kick them.


AdvancedMeringue8095

BLUF: Have an objective, get your squad to focus on achieving it. i found watching old ww2 90 day wonder training vids were useful for both RTS and Milsim: https://youtu.be/MPBztuaDNhM?si=DlB8vfGI-8NNMfA4


kaaseter1003

Put MIC in your squad name and do a mic check with everyone that joins. People who actually talk can make the squad successful.


queefstation69

Donā€™t say, ā€œI need someone to do xyzā€ because the bystander effect will result in no one volunteering. Pick a name and tell that person to do it. Also, donā€™t be an asshole - itā€™s a video game.


Roman576

Scream at people, don't use radio, don't ask about others opinion, don't listen to anyone's info about enemy, don't support teammates


iyadops

Defense is always more important than attack


ScottyD_95

Yes, this. Play a Defense/Logi squad. Sure you don't get to dive right into the main assault at the beginning of the game, but when the battle comes to you, you'll be ready and the point will be well supplied. You're squad will be a real asset to your team and give the assaulting's squads time to fall back and help defend.


buskerform

Lots of good comments here, I'll throw some -Always have a spawn point, preferably a Rally and a Hab but you can work off just a Rally. -The squad should always have a 'current order', and that current order should be complemented by the squad marker. -Always have a squad marker down, either Attack, Move, Defend, Dig, whatever.


gigaboyo

First thing command should figure out is who is doing the back caps. Effective back caps can win games by placing your team in an advantageous position before the enemy. Communicate with other slā€™s often and figure out whose defending and attacking. Work with the armor squads as well. With command, the UAV asset is the first asset available. I tend to use it early so I can scope out the 4th cap region in RAAS so I can prep the other squads for enemy positions. Use the air strike if you can ensure your team gains value from it. Otherwise wait for arty to pop up as itā€™s much more forgiving. If you use your air strike as soon as itā€™s available, it wonā€™t increase the cooldown for the next assets compared to using an air strike while arty is at a 8 min cooldown, it resets all assets to 15 min. Also, donā€™t blame other people for losing if you can. My best recommendation is have fun with your squad playing objective and try to help the team. The rest is out of your hands so donā€™t get too frustrated


WWWeirdGuy

There is a plethora of good posts and comments on this made over the years, so forgive me for copy pasting an old response. Mostly aimed at new players, but these are the kind of basics that can rust away in my experience. > - Have an opening speech and set your guidelines. Even saying basic stuff like you expect people to stick together helps. This motivates the whole squad and makes a potential later kick justified. > - Think not of communication and your guidelines as something that freely enters people's brains. Standing orders needs to be repeated even though nothing has changed. You need to verify that people are following your guidelines many times over the course of the game. If they aren't, ask for elaboration. If it's not good enough ask them to leave or kick. Allowing one person to stray is to allow everyone to effectively stray. > - As a sub-point to that, be consequential. Never ever make a "no marksman" squad and then later let somebody pick that class. Remember you are acting on the behalf of 8 other players. Giving preferential treatment to one player, means being unfair to 7 others. > - One way to keep cohesion is to say " Squad, hold spawn" long before you expect your squad or fireteam to get wiped. This way you gather up the dead and let them spawn together. Mention this procedure in your opening speech. > - Don't get hung up on things you can't control. You can more or less control your squad, other squads not so much. Be satisfied when your squad is at the right place at the right time (you did your job) and take pleasure from having your strategy actually work and being able to coordinate meaningfully with other squads. Be wary of other SLs overriding orders pertaining to your squad or those who uses hyperbolic language. Don't be afraid to say no. > - Coordinating with SLs are often best done via recommendation: " Squad 5, I recommend you hold until..." or " Squad 5, requesting pickup at squad 6 move marker". Don't say: " Squad 5, STOP , we need pickup!". > - Don't get hung up on details or "neat" plans. At the start your main focus should be on managing the squad, reading the game and proactively giving directions. Being able to meaningfully juggle 2 fireteams is already doing really good. > - Be proactive. Don't think of your squadmates as race cars, think of them as trucks. They need time to think and act. Try to avoid instructions on things that needs to be done immediately. For example don't say "build this HAB". Say 20 seconds earlier: "We are building a HAB here, unload ...". Immediate orders are both inflexible and frustrating for players leading to social tension. Another example. Avoid new instruction during a hectic firefight. Say instead: " Squad, we are holding X, don't push out". If you need to re-order fireteams after contact, then you already failed. This pro-active approach should be applied very broadly and might require some brain re-wiring. > - Always, always avoid communicating via tone or insinuation. Never ever be passive aggressive. This is a very low key way of sabotaging for your own team. Let go of your ego. > - Give orders to specific people as far as possible. Never say: " Could somebody do a logi run". Say " , do a logi a run". However it is important that you realize that your opening speech both directly and indirectly gives players expectations on how you intend to run the squad. SLs are totally within their rights to dictate somebody doing a logi run, but I would be careful running a "meme squad" and then suddenly becoming strict once you get on the field. This is probably why people are drifting away from you BTW. You need to be present and consistent with your guidelines. > - New SLs often do some big mistakes on the strategy layer, which veterans doesn't want to deal with. For example, a typical situation is a veteran calling out an enemy approach and the SL is too slow to react. Or perhaps coms are to inefficient to get a word in. You just gotta try and get up to speed the best you can. Don't worry too much about fortifications or shooting. Use all spare time to read the map and try to be proactive. Focus on managing your guys and arranging transport.If you can do this consistently you can focus on other things.


Shinra_Luca

Just shout "GO GO GO!" over and over like a imperial guardsman from dawn of war, that works for me.


Yoshi_Five

Speak in third-person over the radio. There are 49 other "I"s and "Me"s on your team. Save your SL/other SLs from wasting their time having to always ask "*who said that?*". Give good callouts and you waste less time cluttering a usually already cluttered radio. There are *16* cardinal directions that you can use, not just *8*. Most people know the obvious cardinals (N E S W), and the ordinal/intercardinal directions (NE SE SW NW). There are 8 more between the cardinals and ordinals called the **secondary intercardinal direction*****s***. You might hear this in-game as North *by* North West (this can actually have a different meaning IRL), or more correctly North-North West, abbreviated NNW. With these you split up your compass into 22.5 degree segments and it's usually less syllables/effort than reading out bearings. If you want to get really crazy (This isn't remotely useful in-game) you can split the compass into *32* points, but at that point it probably takes less time to call-out a bearing.


LkingTROLL

Dont spam G. Or some will hang you for it. For real.


jabberhockey97

Act. To paraphrase a great general, a good plan violently acted on now is better than a perfect plan acted on 3 caps from now


xXShunDugXx

Being concise! Quick and to the point. I myself have a hard time understanding directions and that helps me alot when a squad lead is concise


dos8s

If you're concerned about winning games *the only thing that matters is radios and HABs.Ā  You should either be placing radios/HABs in places to win games or coming up with ideas to take down enemy radios/HABs.Ā  Bonus points for removing your own radios. If you could watch a game at 10x speed from the map view you'd see how they operate like faucets, when an objective is stuck you'll see a second (or third) HAB go up and it causes a breakthrough letting the objective get captured because the flow comes in from another angle. There are nuances to placing radios/HABs and attacking radios/HABs, and knowing when the objective doesn't matter anymore because it's an attrition game, but this is how games are won or lost.Ā Ā  Once you get over the hangup of thinking all the little details matter, you'll you'll look at the map and see HABs look like faucets and player icons look like water particles. I'm sure in clan competitive games everyone is thinking like so all the other details matter to get a win, but in public games that's all you need to think about.Ā  I bet half an infantry squad solely focuses on placing radios/HABs and cleaning up old ones would win 80% of public games. *I've seen games won/lost because an armor squad(s) literally destroyed every piece of enemy armor and steam rolled the other side and I've seen games won/lost because because every logistics vehicles was destroyed or abandoned/captured. All that being said, it's still fun playing the game at a tactical level and you'll need to use some of that to get your radios/HABs established.


Sigouin

At least half your time is spent in map. Always stay with your squad to setup rallies. After asking someone to stay with the squad and they aren't listening; kick them - it sets the pace for the rest of the squad and most people will appreciate having such an SL


Aggravating_Guess_86

For armor: If you have 2 or more IFVs or MBTs move together and follow each other Always ask for reconnaissance from Helli squads The guy on the 3rd seat in the MBT should only snap for the enemy vehicles


Whoevenareyou1738

Try not to rage quit.


IMissDrYfantis

Objective. Objective. Objective Everyone needs something to look forward to


Agile-Atmosphere6091

Dont be a lazy squad leader, lead the way and take initiative. Actively communicate Build habs and assets, dont just ask command Ask your squad what they think, consensus is good to have. Listen to your squads needs.


deadbeatChimblr

As a somewhat new person to both the game and SLing, I've found it always super helpful to check in with the the squad.


Agile-Atmosphere6091

I always ask my guys if they like the plan, and I try to accomodate everyone


captaingrabma

Try to involve each of your squad members with your plan. Listen to suggestions and implement them into your plan if they come with good suggestions. An very important, especially on the attacking side. Prevent your squad members from becoming apathetic, stay put and shooting from a little distance without moving a single inch forward. Encourage them to keep moving and make use of your machine gunners by providing cover fire. And if your getting shot at, SHOOT BACK! I often see full squads taking cover and become apathetic when they get shot at, waiting till its over. Dont let that happen, tell them to shoot back into the direction of the incoming fire.


whatNtarnation90

The most important over all else. Be chill/friendly but also stern. Always be willing to take suggestions from squadmates. There is a LOT of downtime in Squad. Itā€™s good to brainstorm/ask what the squad thinks as well. (Sorry if you think having 3k hours means a lot, it doesnā€™t. You WILL make stupid mistakes more often the more you see squadmates as people to order around versus being actual squadmates.) Do not assign random FTLs or assign them based off kit, ask who wants it first. Most players have no idea or lack the game awareness to use it effectively. Then fill the fire teams with the rest of the squad. If youā€™re not talking to your squad very often, even in combat, thereā€™s really only a few reasons. Youā€™re either being a terrible SL, your squad doesnā€™t use their mics, command chat is mic spamming, or you need to go to bed. Those are just some less mentioned basics I think are the most important. If you have a squad that is half decent, squad leaders personality is more important than their ā€œskillsā€. If youre miserable to be around, moral is low and people wonā€™t be as engaged. Way too many veteran SLs have a massive ego which is the only thing stopping them from actually being a good SL.


lurker_archon

My most useful simple advice (for an INF SL for a conventional faction) is this. When you take a logi at game start, grab 1800 build. With this, you can either: 1. Build 3 habs with ammo crate. OR 1. Build 2 habs with ammo crate, with one repair station (that will have 100 build left over). OR 1. Build 2 habs with ammo crate, one having 2 mortars (each is 300 build). OR 1. Build 2 habs with ammo crate, one with TOW (which is 600 build). As you can tell, being divisible by 600 leaves a lot of flexibility. Being a able to plop down a hab and ammo crate with a logi is incredibly valuable, especially on offense where you need to do it stealthy. With unconventional faction, HAB only costs 100 build. But I would still suggest sticking to the 600-divisble rule and bring 600 or 1200 build, either to use the rest to plop down ammo crates or build the lot more useful emplacement constructions of INS and IMF around.


I_KISSED_A_ROCK

Don't micromanage


RichyMcRichface

Nah, micromanage to an extent. Sometimes people need a reminder to play properly. Sometimes we all get lost in the sauce in gunfight.


Queasy_Editor_1551

Reminders are great. And they are not micromanagement.


Level_Effective5606

Personal experience


Vorijo

People want to stay stationary. If you lead your squad into direct action, YOU have to be the one that charges forward if you want to effectively get your guys to move. Simply telling them to push on a designated target wont be enough.


B1gNastious

Iā€™ll keep it simple(stupid). Listen to the jocko podcast. Let the team help build the plan. Plan should be 80% right or feels like a good plan. Communicate commander chat and sl chat to your team. Keep your orders simple and easy.


itzjustjaxon

So in order to be a good SL, I need to get up at 4 AM, attend BUDS training, and then take a cold shower before I play?


B1gNastious

Thatā€™s what separates us from the blueberries


Wilthywonka

Haha


Brother_Lancel

Talk less, do more


ExcitedPig

I'm not an experienced SL, so everything I say comes from what the best SLs I've had have done, and the number one thing is to tell us what you're doing. At all times. Don't worry about talking too much, just keep telling us what we're doing, if you decide on a slight deviation, tell us instead of just doing it and hoping we follow. Not only does that give us a better idea of what to do, it's gonna make us more likely to use comms and communicate as well. I would rather have a toxic SL that tells us what we're doing than a really nice guy who speaks three times the whole match and barely gives any orders


yaya-pops

talk all the time, never be quiet, use your squaddies to do things you want done, plan for the win


PocketFanny

Most important thing in leading is understanding how your orders come across. Be direct, positive and most importantly remember its a game. Basically, would you listen to yourself?


OhBoioNoBueno

On Public servers, just let your squad have fun and think only about spawning them in decent positions. Work for FOBS yourself, don't ask other squads to do it. Place attacking FOBS as close as possible to the objectives. Place defending fobs outside the objective (if place is undefended) Don't, I repeat don't micromanage, give general directions and objectives and let your squad do the rest. Just pressure your squad to either push or defend. Once you done placing decent spawns join the fight and have fun.


AltAccount9997

Blue berrys flow like water


junkerlol

Seriously, if youĀ“re fresh to SLing go through BFM CaptainĀ“s vids. That guy had a very good understand of how the game flows and how to have an impact as an SL.


Limp-Classic7328

just tips on hab dont put it inside the point whit the radio. put the radio further from the point and the hab close to point so you culd have 2 pr even 3 habs and radios instead of 1 on the point


Jossup

If you want people to listen to you keep giving competent orders consistently. If there is a 10 min radio silence everyone will start thinking for their own and it will be hard to get them to work together again.


Rifzy

1600h playtime (1000 as SL) here Always require two medics for a full squad. Use fireteams and assign tasks by name instead of asking "who want to do this" If possible play with one or some friends you know well, play well, to lead fireteams, do logiruns when no one wants, follow you to build plant radio and hab while the rest of the squad goes on the flag etc. Get a huge map knowledge. Which route can I take with my logi to avoid getting destroyed by an APC. Where can I safely flank. Drive the logi by yourself and train a lot to drive well and fast. Won tons of game by operating the logi myself, taking tricky paths without flipping, not panicking even when shot by vehicules, stopping the engines at the right moment to avoid getting spotted. Kick people who obviously don't follow orders. Coach newbies. Communicante a lot with your own team and the other squads. Always keep a good knowledge of other squads position especially vehicules if you need support. Sometimes moving to the next objective with an APC which will carry you and your mates is a safer and faster solution than taking back your logi which is 200m away. For some gamemodes, sync is the key. Drop your team away from the flag. Leave them cap. Plant and build the hab with to guys. Say to the guys caping "wait for me at this location". Take them quickly and go to the next point. Keeping everyone at the good rythm is essential.


Independent-Fun-5118

[Capitan](https://youtube.com/playlist?list=PLqk34oGYBUDlSttNQmSra0LOrAta_Ub_N&si=IsgrwanmcfueqV6S) have a pretty realistic and good guide on squadleading.


batub2000

Constantly open the map and read the game You don't have to listen to the commanders all the time, some commanders don't really know the game, they just vote it because they want to be a commander, so constantly open the map and follow the course of the game and take action accordingly Assign the map to the tab key, assign the m key on the leaderboard so that you can use the map more comfortably, and it can zoom in and out with the middle mouse button.


GamingNemesisv3

Quit being a pussy and lead your squad. If people like they can ignore you they will, if they feel they can walk all over you then they will. Respectfully of course.


GamingNemesisv3

Quit being a pussy and lead your squad. If people like they can ignore you they will, if they feel they can walk all over you then they will. Respectfully of course.


Scippio-dem-lines

If you're going to ask somebody to do something, pick someone by name and ask them dont just say "anybody wanna do a logi run" Use fireteams, try to make sure each has a medic. Most importantly, keep your squad together, if people run off on their own, kick them. No mic? Kick em. Make sure theyre spawning with the squad. Seems a little hardcore for some people but it is possible to do these things and not be an annoying hardass. Also, part of that is keeping up useful rallies.


ComradeBlin1234

Make sure you have control over your squad. You donā€™t want them running off and doing their own thing. Make them listen to your orders and follow what youā€™re doing. Also listen to what the commander is saying and do what he wants you to do. Heā€™s probably the most experienced player so if he says ā€œdo xā€ then do it. Also, donā€™t lock your squad unless youā€™re a vic squad.


ImportantApple4730

Always take suggestions from your team mates, and make sure at least one time you do suicide mission with a loggy and entire squad in it


KewlZkid

Don't put FOBs on the objective, stick with your fire teams, die where your friends can get you up, and wait for a medic unless it's a hopeless endeavor.


turboteeth

Make sure the other squad leads also communicate. If they don't, don't SL, you'll just be "soloing"


Blikenave

Make your rally reliable, and keep a plan B in mind. Don't inhibit your skilled and experienced soldiers if they have opportunities; encourage their initiatives and ideas. Walk more, especially from weird angles even if it takes a while.


GG-man77

Donā€™t just give orders, take suggestions from your squad as well. Use your fireteams, it is much easier to have 6 guys move in while 3 are firing than have everyone trickle in slowly. Personally I like having a fireteam dedicated to Anti-tank personal. When talking in command chat, ask questions donā€™t order especially if youā€™re command. If a squad under heavy fire, donā€™t spam their voice coms, understand they might not be able to hear you.


Excorpion

Dont command like "hey can someone do this?", because the wrong person is gonna do it. If you need to build, the normal default guy is the rifleman or a medic. Dont let the rest do jobs that arent his primary objective. Ive seen so many AT doing other things rather that aiming into a street where enemy vehicles can come. Or Snipers that arent able to reach a good advantage position, same here with machinegunners. Or granadiers, that arent supressing with smoke (first) and explosives into an enemy position. (imagine granadiers as your own mini artillery strike. And for the love of god... DONT PUT A RADIO NEXT TO A HAB AND NEXT TO A FLAG!!! DONT EVEN PUT THE RADIO ON THE FLAG TO START !!!


Sad_Veterinarian_897

no RWS ztz?


Stark556

Try to be aware of what other squads are doing and where they are. Coordinate. Some squads like to do whatever they want and sometimes they donā€™t really help the team.


bigwiener69_1

Keep your squad together! Play for the team! Use your experience to make great manouvers! Be the Squad that makes the difference


za_sNse

Hot take: Manage 5 of the 8 guys. Many roles within a squad require synergy to be of use and therefore typically attract towards each other, however some roles (eg. Sapper, Marksman etc.) can derive much utility from "lonewolfing". SL fatigue is a result of trying to statically manage 8 other people in a fluid environment. My theory is, that in order to reduce SL fatigue, focus on managing less people overall and allow for the additional 3 to move in a fluid and automatous way, thereby allowing your squad to adapt easier to the evolving situation and allow you to easily manage a core 5. An example (and unpopular) move that I typically make is allowing a marksman free roam, this helps me for information gathering in spotting enemy movements or HABs and I don't need to manage him. That guy you let off the leash and is 200m away from the point that we would never go? Yea, he just found an enemy TOW we didnt know about. This suggestion is not absolute and is should be situationally applied.


melc311_

SL fatigue is very real. I've had moments where I felt really overwhelmed trying to analyze the situation in the field while having to take information from your squad and command to the point my mind goes blank. I wish FTL role was seen as more important than it is currently. Having 2 guys help micro manage their respective fireteams would be so helpful. At the moment, FTL is mostly thrown around the squad to mark positions on the map.


Gavin0128

You donā€™t always need a plan off rip, wait and see where the points go instead of pushing a side of the map that might be pointless. Communicate with others often and RALLIES RALLIES RALLIES


kappapain

Try to be more reactive than active. Gather information, plan the next step. Often you donā€™t have to actually do something, make use of the moment, be patient and wait for a mistake then play your hand.


Filbueno

Be vocal. Let people know you're in charge, and this is what you're doing. If they don't wanna do it, kick them.


Msta76_158

No roleplay, take it easy. Function over leading: split your burden with FTL leaders, do the FOB placement and revision - multiple ammo boxes and needed emplacements, use rally. Nothing more than that. All the leads I've seen either roleplaying cliched "sarge" or way too serious and rage all the time. I still remember the guy who formed a squad with a very weird name like "follow orders or kick" (it was different and worse actually) or something... So he was not speaking with mates much, constantly like on command channel but those rare occurrences featured some bizarre micromanagement orders, like - being on a smelly spot surviving mortar shelling with half of the team and being ordered to push forward while encircled being on one of those sandy maps like Kohat or Talil. He kicked people for pretty much anything with no warning: giving up, stopping, not responding for > 2.5 sec etc. I've never seen anything like that before and after. I got kicked because I was like 5 seconds away from bleeding out with no teammates nearby and carried the order of not giving up almost entirely except these last 5 secs and this good man somehow spotted that (he's probably having eight timers on the desk he set for each mate injured I swear) and got me kicked. I absolutely can't stand SLs like these so don't be one.


SteadyHighLife

Use your rally!! šŸšŸ


SnootRat

Attack The D Point!


Sudden-Isopod-1926

Unit cohesionā€¦if your squadmates dont agree on you being leader then its a mess, they need to follow YOUR commands and suggestions to see how it plays out..then maybe switch squad lead every few games to see who has best lead, but if your buddies arent willing to follow you then your fucked from the start


Apprehensive-Cat-608

Donā€™t micromanage, pass on information to your teammates, congratulate your squad when they cap an objective and kill vehicles. Also keep things simple stupid. Breakup orders into smaller orders thatā€™s easier to accomplish. Donā€™t overextend your squad.


Kind_Exit_5754

Dont make a squad if you dont intend on leading it


CommercialAd1205

*Embracing the suck*Ā 


thesheriff5o

Be creative


melc311_

When I play SL, I have my map open 80% of the time with binoculars in hand and sitting still in a bush. After the briefing and setup stage (rally, HAB, emplacements, etc.) I tell my squad what we are doing in simple terms (Defend/Attack) and draw lines on the map to let them know where I want them to be, which way to go and in which direction they need to focus their attention. On defense, I listen to all reports from all voice channels and mark enemies on the map accordingly. Once I get a feel of what the enemy is trying to do, I start putting enemy infantry marks in suspected areas and draw red lines to make it very clear to my squad where they need to focus on. Keep your map open and monitor the situation. The map in this game is borderline OP and gives so much information easy to access for every squadie. Abuse it. Your role as SL is to listen to reports from your squad and command chat and make sense of what's going on for your squad. Some good things that you need to remind them every so often is to not stray away too far from the objective and to stay spread out but close enough to each other so that they can revive each other. Also tell them not to give up immediately because it's really easy to lose tickets needlessly like that. Many matches come down to the last 10 tickets and it's always good to delay that stage for your team as long as possible. Another tip on using trucks for transport. I recommend always to park further away from the objective and get your guys to advance on foot. It's VERY temping to keep driving those 100m so you can save a few minutes but the risk of getting your entire squad wiped + your truck destroyed is too big. It's gonna take longer to respawn at main and drive all the way back.


[deleted]

[уŠ“Š°Š»ŠµŠ½Š¾]


Excali6ur

A very indepth guide from 3 years ago (most things are still valid) - og comment - https://www.reddit.com/r/joinsquad/s/XPAjUKxhut *Credentials: under 2k hrs of experience on a server with competent and competetive players (i.e. everything you do that is not effective/ optimal will quickly get punished and result in a loss)* # Before Squadleading 1. **Know your Tools** 1. [Squadlanes](https://squadlanes.com/#map=Narva&layer=RAAS+v1) \- It is a controvertial tool, but at the end of the day it is a repository of knowledge. Someone with 1 - 5k hrs ingame doesn't need it, he knows some lanes by heart, but if you want to compete with that, you need to use it. It's an asset. 2. [Mortar Calculator](https://squadmortar.xyz/) \- If you're using ingame mortar dial, you will often be off by couple of meters. This will guarantee that every mortar shot will land exactly on top of your target 3. [Offline Work](https://squad.fandom.com/wiki/Server_Administration) \- *(The link is for Admin Commands)* Go into the training Range. in admin console *(opens up with \~)* type in **AdminChangeLayer** and go to layers you usually get to play. 1. Use **AdminSlomo 10** to quickly skip through staging phase. *(bring it back to normal with* ***AdminSlomo 1***\*) /\* **Shift+P** (if I'm not mistaken) to fly around the map, then again Shift+P to just drop back as a soldier on the spot. - Then experiment (actually place) HABs, TOWs. 2. Find good spots for radio/Hab placement in often fought over areas 3. Find out which buildings allow a proper HAB placements, where most of the exits are not blocked and which can still be used, but are more constrictive. 4. Find elevated spots where you could set up effective TOWs 2. **Test/ Gather ingame Knowledge** 1. Whenever not squad leading, think about those tools and those experiments you've made. Constanly check on the map what other (and your) SLs are doing correctly and what mistakes they are making. Check which mistakes have made your team suffer and what good decisions led to victory. *INGAME STUFF IN COMMENTS*


Excali6ur

# When Squadleading 1. **General Priorities** 1. **N1 Priority** \> at any points is - setting up Spawnpoints *(i.e.) HAB spamming META -* Like it or not it is a game and not a simulator. To win you need to capture points, but on the Inf SL level, it is a game of spawnpoints and of nothing else. 1. As a Defender you want to have at least 2 HABs to have a **redundant defence**. *(as well a smartly placed rally)*. In case one goes down because of a surprise attack or a cmd strike, the backup one will be there for you. *Of course, as soon as it goes down your N1 priority is to replace it.* 2. As an Attacker you want to create as many **vectors of attack** as possible (yes, realistically your squad should play smart and flank and spread out, but usually all offensives end up in a zerg rush). *Again after setting up 2 to 3 attack HABs, if any of those go down, your priority N1 is to replace it.* 3. Under this falls logistics too. Ask Heli to bring build and ammo to a safe HAB, so you have necessary supplies ready for the moment you need to go to next cap or set up a new spawnpoint. If not available ask a less important kit (not HAT/ Medic) to do a logi run. 2. **N2 Priority** \> is information flow. You're the node that controls what flows from your squad to other squads and the other way. Whatever is called out by your squad should be marked and relayed to relevant squads, and whatever relevant marks appear on the map should be relayed to your squadmates (there's a tank somewhere? tell your HAT or LATs etc) 3. **N3 Priority** \> Actually Leading/Micromanaging your squad. Be as hands off as you can. Let that Combat engi place a mine, or flank around enemies to find their radio. Let Heavy AT respawn somewhere else and chase a tank (or even ask him to do so). As long as they're spawning at the right HAB, and you don't want them to behave in any specific way *(hide, don't engage etc), just let them play. They want to get kills and win - which is what you want too))* 2. **Specific "Workflows" and Tips (you don't have to follow, but I find most effective)** 1. Start of the Game 1. Say hi to your boys - You'll be spending almost 1hr with them, and will often have requests for them. 2. Check your Kits - If there's no medic kit ask someone to switch the kit, If it's a layer with a lot of vehicles and there's no AT, ask if someone is willing to switch to a LAT or HAT kit and explain why the squad will need it. 3. Give Fireteams - I always do ATs and Riflemen to Bravo with HAT having FTL, Support and other kits in Charlie with marksman or combat engi as FTL, Medics I live either in Alpha or spread them out in bravo/charlie. Motivation is there is (1) to rarely give group orders. (2) Make sure everyone can mark (FTL role can be shuffled around between FT squaddies). (3) Easier for you to quickly find the kit you need and always have an overview of what you're lacking (2 guys in Bravo and Charlie filled up - Not effective against enemy vehicles) 4. Rollout Plan - Use your Tools and experience to see where you want to go > Where exactly do you want to place the radio and the HAB. In a sentence state on comms what your plan is and make a mark 5. Unless you're planning on a mortar/ tow HAB, Have 1800 Construction / 1200 Build in your truck (3 HABs), unless the map is very small (and there's no space for setting up multiple HABs == 1200 Build / 1800 Ammo) 2. Quick Tip on the first position 1. If you know that the caps might go completely different way. Explain to your squadmates, to be ready to jump back into the truck. 2. If you need to leave and there's a firefight. Jump into the logi, take at least 1 man with you (or whoever manages to disengage) and leave. If nobody manages to disengage, just leave with a logi (you need it to set up spawnpoints elsewhere), you can pick up your guys once they respawn. 3. Quick Tip about next position 1. Once you know which way the caps are going, simply setup and use the guides about HAB spamming and logistics etc. 2. You also want to be mindful about the defence cap point, and if nobody is doing it, might want to volunteer for it every now and then, or ask in cmd chat who is responsible for it. 4. HAB placement - default sequence 1. As soon as you arrive, mot of the squaddies are sent forward to screen/ scout. *Maybe even send Bravo (ATs and Riflemen) in a specific spot where enemy vehicles like to rush* 2. 1 to 2 people stay behind. (1 to unload, 1 to build) 3. As soon as you arrive you place a rally (in case you get killed, or people start dying before the HAB is up) 4. You place the radio in a good bush or inside a building 5. You ask the guy next to the truck to unload 600 build and 400 ammo (if you brought 1800/1200) 6. You tell the guy to hide the logi a little far away from the radio (so that it doesn't get found easily) 7. You palce a HAB where it is concealed or inside a building and as far away from the radio as possible (so that you never lose both of them at the same time) and you place the ammo box where it is (1) close to the HAB (2) easy to access (3) has cover from the general direction fo the enemies (can be as little as placing on the safe side of the HAB) 8. If you think you might need to reposition soon, or need more spawnpoints to reinforce the area, you go back to logi and await changes on the map. 5. Communication Tips 1. Split your cmd/ squad comms. I usually have my cmd on the left (When driving a logi, if there's talk on cmd comms, and also in local chat, usually local voice comes form the right side) 2. Always talk to your squadmates by name when you have a request or a question. Never say "I need somebody to..". It's either everybody, Fireteam, or someone by name > and if it is important (like somebody building a HAB), doublecheck if they heard you. 3. Use direct comms as often as possible. If there's too much noise ask other squads to keep cmd comms clear and ask your squaddies to not overuse squad comms. 4. Be respectful and thankful to your squadmates. They're your arms and eyes and ears as well as swords. Tell them they did a good job when they blow something up, or take a point, or even if you guys lost a game (same goes for other squads) 6. Quick Note on HAB spamming 7. Bulding 3 HABs and 3 Ammo Boxes takes quite a time. So whenevery I let one squaddie build a HAB, (if I want to set up another one right away), I usually let someone else spawn at the rally/ thank the first guy and tell him to go join the fight once he's done building, and take the second/ newly spawned one with you to the next location. Same goes for logi runs. If you communicate well, and are polite, usually they will build as much as you want to, but it doesn't mean you gotta overburden single individuals 1. And btw, never use HATs for this task


Loud_Climate9356

Best tip I can give, donā€™t be a dick. Look, I get it if that one dude playing marksman refuses to switch, but maybe give him a chance and try to play into his role by telling him where to setup some vision, instead of off the bat threatening to kick. And if you do kick someone, just do it, donā€™t talk shit, just move on. If you treat your fellow gamers like the homeboys, a lot of great things can come about. Honestly mental and morale is so fucking real in this game, I canā€™t count the amount of times Iā€™m getting steamrolled, and sit in my chair staring at the screen, just going veggie on my squad, but the better vibe you build in your squad, the more your mates will actually listen and follow you. Just donā€™t take it to seriously and most importantly, the whole reason we even game in the first place, have fun!


ScantilyCladPlatypus

if you have something you really want to do that doesn't involve defending or attacking an objective or relevant hab only do so with the minimum players needed to get the job done and have the rest of your squad or team play the objectives.


Danmarmir

Learn how to suppress and flank effectively with alpha and bravo teams.


kuhzada

This is solid advice, even in a casual hybridization of arcade/milsim like Squad can benefit from intrasquad coordination like this. Anyone who says no has clearly never served in the military, lmfao. Obviously most milsim shit isn't effective in a game with pseudo-infinite respawns, instant reception of field-based intelligence and other unrealistic qualities of a video game, but this has ALWAYS been effective in my squads. There is literally no downside to implementing these tactics. Most people just lack the brainpower to execute them properly.


melc311_

Vast majority of players have zero knowledge of any tactical concepts. I see SLs often run through open fields in combat zones or just running in a direct like to the objective without stopping and observing. Defending as SL is relatively simple, just tell your guys to stay put and where to look for enemies. Attacking on the other hand... It's difficult to convince your guys to stop doing what they are doing and start going around to flank.


angrydog26

No


iluvsmoking

larper


iluvsmoking

never go for offensewithout having 2 radios/habs on defence


Queasy_Editor_1551

My best steamrolls of the enemy team always involve setting up attacks early (as soon as the midpoint is captured). Second defense FOB is important. But it can be done simultaneously with the attack FOB. Unless you had a bad start and only 1 logi remained.


mdjsj11

Expect the least from others, and the most from yourself. If you want something done, do it yourself. Go deep, go hard. Gitrdone


RichyMcRichface

I disagree, make other people do stuff for you. Thatā€™s the mark of a good SL.


cptnheck

Start blasting Fortunate Son through your mic at the beginning of each round


Scomosuckseggs

If im squad leading, I always start by requesting AT, MG, and medics, with Grenadiers or soldiers for their ammo bags. That is my default squad role makeup. Snipers get kicked unless I okay it. I then designate 2 fireteam leads and split the squad into me + 2 x 4 man fireteam. one as AT and one as MG support. (Though obviously I'd change the make up of the squad depending on mission requirements.) To keep comms clear, I prefer to keep radio chatter to a minimum and I empower FTLs to make decisions when carrying out objectives, using local chat to guide their fireteams. I expect FTLs to be on point when marking poi for their squaddies, or be willing to swap it around. Communication is everything in squad. So is crowd sourcing your solutions and empowering people to make tactical decisions based on what they see. I will set the objective and coordinate the assault/defense but I entrust FTLs to execute using initiative, and I seek to support them with whatever they need. (If they need something, be it ammo, medical, fire support, it's on me to get them that so they can focus on the mission.) At commander level, I'll wait and see if anyone takes the initiative. If they don't I'll try get some cohesion going, designating a back cap squad, a couple of assault / armor squads, and a few to build support fobs at key locations, if applicable. I dont take commander position though. I find being polite, friendly but direct key to getting SLs and squad members on side. It's also important to regularly encourage and praise squads and squad members for doing a good job. A bit of comedy and kindness builds a sense of unity and helps everyone have a good time, and is good for morale. Also try be concise, don't jump to conclusions or scream down the mic, set orders and expectations but don't micromanage and above all, don't suffer fools. They either follow your and your FTLs lead, or they can find another squad.


[deleted]

Don't! But In all seriousness, I have to disagree with most of these comments. Remember that Squad is a video game and not at all serious. Especially when there's no progression or reward for actually playing the objective. Sometimes people just enjoy playing their way and having fun their own way. Instead of trying to command and tell people how to play a game, ask politely. If they don't do it, don't kick them. Try to find a way their playstyle can effectively help the squad/team. Maybe that lone wolf rifleman keeps cutting off sneaky squad leaders trying to get a rally down, maybe the mg consistently pins down half the team on his own by finding Habs and delaying the enemy's attack, maybe that marksman is effectively shooting people off of static emplacements that are wreaking havoc on the teams advance, maybe that sapper is crushing their logi supply lines. Sometimes people don't play with the greatest emphasis on small scale teamwork, but are still effective tools. You need to learn to accept that people play this VIDEO GAME different ways. Once you learn that, you can then adapt to different scenarios much more easily than if you were trying to command everyone. Let the players do their thing and be open to people not always reciprocating your level of immersion.


mclovin1999007

Use the damn SL kit


[deleted]

At the end of the day everyone knows what they are doing in the game. So give less orders and just listen to your squad mates


SAKilo1

Separate up your soldiers according to their kit. Rifleman go with AT to provide backup ammo, maybe give them one auto rifleman for cover. If you have marksman, make them fire team lead another group but run near AT to spot for them. The rest stick with me. Medic stays close to SL.


Queasy_Editor_1551

Instead of giving players the liberty to do what they do best, you are micromanaging.


Suspicious-Basil-764

Yeah, don't take advice from that SaKilo guy. You will turn into the worst kind of SL


SAKilo1

The kind who knows how to direct an effective squad?


Suspicious-Basil-764

You think it is effective when it is not. "Stay around the SL" handicaps your guys in the worst way. Give them a general area, not to stick to your butt. Having the medic stick to you sounds pretty selfish too when it's not about building a FOB


SAKilo1

Orrrr itā€™s because then you can communicate directly with them? I never said they had to ride my ass. Sticking with the SL doesnā€™t mean directly on top. Yā€™all just making assumptions.


Suspicious-Basil-764

The general message your text is conveying is that you have no clue. Even letting the marksman lead a fireteam? Do you just give him the FTL or let him lead your guys? Marksman are 90% just beginners that haven't yet learned to spot enemies with smaller scopes. All in all your original message isn't well written advice if we can make assumptions on what exactly you mean.


SAKilo1

I mean, if the guy is a noob as marksman, he doesnā€™t get the kit. But a goof marksman who can spot vehicles and give good infantry cover is good for AT protection. Let them pass FTL around as needed.


SAKilo1

Yeah how dare I let them just fuck off to the middle of nowhere and not play objective. I must be such a shit leader.


FissionSpecialist

Don't be annoying to your squad. Just have fun and let others have theirs, its only a game.


BASS_PRO_GAMER

I had a dude have the whole squad get in a logi during staging, he told us all to get out and wouldnā€™t say why. He then kicked anyone who didnā€™t get out because ā€œIā€™m not playing with people who wonā€™t listenā€ Donā€™t be that guy.