Tips on how to be a good SL
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MastaLock
- Posts: 64
- Joined: 2007-07-23 20:54
Tips on how to be a good SL
First off, if you have any more tips in order to help other players feel free to post them. More good squadleaders means more teamwork and an overall better experiance. Feel free to join up if you ever see me, my squad name 90% of the time is TactiLOL.
Some general points first, I think that I am a pretty good squad leader. Not only because my squad comes in first on our side frequently, but the fact that I have people wait to get into my squad after every round. You should really remember that having fun is the whole point of playing this game, and being a good squad leader is fun, but also contributes a lot to the enjoyment of your squad members.
Tip #1: VOIP
More like a requirement, it is nearly impossible to communicate effectively with your squad without a mic. Typing doesn't really cut it. Typically, the more players on VOIP in your squad, the better it will perform. I don't exclude people from my squad if they don't have VOIP, but I will give preference. Giving orders under VOIP is part of Tip #2.
Tip #2: Giving orders
Use the in-game move/attack/defend orders frequently. They will help your squad navigate more effectively and increase thier situational awareness. When giving orders under VOIP, there typically isn't a need to yell at your squad members. However, your orders are that, orders, and you should expect them to be followed. If you are yelling that them (and they aren't your close personal friend who you are trying to remind that they suck), someone is doing something wrong. If I have squad members that are not following orders, I will give them a warning. I will tell them to rejoin the group and stick with us, and that if they don't want to listen to me, they can go join another squad.
Tip #3: Following Orders
The commander is just that, the commander, and he is commanding YOU. However, if you gives you an order, that doesn't mean you should just blindly follow it. It takes less than 2 seconds to ask the commander what his plan for your squad is (Attack/Defend/Etc) and if he has another squad doing the opposite (Defend/Attack/Etc). Remember, communication is essential.
Tip #4: Organization
You are in charge of your squad, and therefore, you are in charge of keeping them organized. Always ask if there is a volunteer for a specific kit (like Medic). If someone loves to play as Medic, they will perform a lot better than if you assign someone who doesn't really like to. Also, keep an eye on your squad as they will problaby be switching kits around, and always make sure you have at least one medic. Organization goes well beyond just keeping your squad kitted correctly. Making sure that your team is using proper tactics, (Smoking before crossing, leapfrogging, clearing buildings, flanking, rear guards, overlapping fields of fire, etc) is a large part of your job. You should be seasoned in that kind of stuff if you plan on leading your squad effectively.
Tip #5: Staying Alive
A large part of your job is not catching bullets in your face. Leading your squad does not mean you should be the first person through the door or across the road. The first person in a group is usually the first one killed, and if it is you, then you are doing no good to your squad if no one can spawn on you. If you are assualting an area, it is problaby a good idea to send your squad in while you wait outside, under cover. This way, if there is an unexpected suprise (there usually is), your squad can spawn back on you if necessary and keep pressure on that area.
Tip #6: Keeping Up Morale
Remember, games are supposed to be fun. Congratulate your squad on doing a good job or performing a task well. For me at least, I seem to perform a lot better when I am having fun. This is also helpful because if you are fun to play with, then people will desire to be in your squad. If they desire to be in your squad, they will follow your orders, and if they follow your orders, you will win, thus increasing the fun! Also, remember, that if you do lose, there is always next round.
I hope this helps some, I'll update as I think of some more, and make sure to add any tips of your own. See you on the battlefield!
Some general points first, I think that I am a pretty good squad leader. Not only because my squad comes in first on our side frequently, but the fact that I have people wait to get into my squad after every round. You should really remember that having fun is the whole point of playing this game, and being a good squad leader is fun, but also contributes a lot to the enjoyment of your squad members.
Tip #1: VOIP
More like a requirement, it is nearly impossible to communicate effectively with your squad without a mic. Typing doesn't really cut it. Typically, the more players on VOIP in your squad, the better it will perform. I don't exclude people from my squad if they don't have VOIP, but I will give preference. Giving orders under VOIP is part of Tip #2.
Tip #2: Giving orders
Use the in-game move/attack/defend orders frequently. They will help your squad navigate more effectively and increase thier situational awareness. When giving orders under VOIP, there typically isn't a need to yell at your squad members. However, your orders are that, orders, and you should expect them to be followed. If you are yelling that them (and they aren't your close personal friend who you are trying to remind that they suck), someone is doing something wrong. If I have squad members that are not following orders, I will give them a warning. I will tell them to rejoin the group and stick with us, and that if they don't want to listen to me, they can go join another squad.
Tip #3: Following Orders
The commander is just that, the commander, and he is commanding YOU. However, if you gives you an order, that doesn't mean you should just blindly follow it. It takes less than 2 seconds to ask the commander what his plan for your squad is (Attack/Defend/Etc) and if he has another squad doing the opposite (Defend/Attack/Etc). Remember, communication is essential.
Tip #4: Organization
You are in charge of your squad, and therefore, you are in charge of keeping them organized. Always ask if there is a volunteer for a specific kit (like Medic). If someone loves to play as Medic, they will perform a lot better than if you assign someone who doesn't really like to. Also, keep an eye on your squad as they will problaby be switching kits around, and always make sure you have at least one medic. Organization goes well beyond just keeping your squad kitted correctly. Making sure that your team is using proper tactics, (Smoking before crossing, leapfrogging, clearing buildings, flanking, rear guards, overlapping fields of fire, etc) is a large part of your job. You should be seasoned in that kind of stuff if you plan on leading your squad effectively.
Tip #5: Staying Alive
A large part of your job is not catching bullets in your face. Leading your squad does not mean you should be the first person through the door or across the road. The first person in a group is usually the first one killed, and if it is you, then you are doing no good to your squad if no one can spawn on you. If you are assualting an area, it is problaby a good idea to send your squad in while you wait outside, under cover. This way, if there is an unexpected suprise (there usually is), your squad can spawn back on you if necessary and keep pressure on that area.
Tip #6: Keeping Up Morale
Remember, games are supposed to be fun. Congratulate your squad on doing a good job or performing a task well. For me at least, I seem to perform a lot better when I am having fun. This is also helpful because if you are fun to play with, then people will desire to be in your squad. If they desire to be in your squad, they will follow your orders, and if they follow your orders, you will win, thus increasing the fun! Also, remember, that if you do lose, there is always next round.
I hope this helps some, I'll update as I think of some more, and make sure to add any tips of your own. See you on the battlefield!
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Deer
- Posts: 1603
- Joined: 2005-03-17 09:31
What i find very very effective, is that when you give anykind of order, always tell them whats the point, why you want them to do that or why you want them to do that by specific way (like sneaking instead of storming)
By telling the reason, you get lots more powerfull execution of that task as return.
By telling the reason, you get lots more powerfull execution of that task as return.
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El_Vikingo
- Posts: 4877
- Joined: 2006-11-27 01:50
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ArmedDrunk&Angry
- Posts: 6945
- Joined: 2006-07-14 07:10
Welcome to the forums.
I agree that it is the best first post I have ever seen as well.
I would add one tiny little detail.
Use the move pointer as well, in short hops.
We are attacking this place ( pointer on flag) but we are going to move here first ( pointer on that place ) and the to here ( same ) and then we will drop a RP here.
This allows the squad to know what you are thinking and make their own plans for how to move and where to look when moving.
Like Deer said, people respond better when they know what the overall plan is as well as the details involved.
I agree that it is the best first post I have ever seen as well.
I would add one tiny little detail.
Use the move pointer as well, in short hops.
We are attacking this place ( pointer on flag) but we are going to move here first ( pointer on that place ) and the to here ( same ) and then we will drop a RP here.
This allows the squad to know what you are thinking and make their own plans for how to move and where to look when moving.
Like Deer said, people respond better when they know what the overall plan is as well as the details involved.
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
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MastaLock
- Posts: 64
- Joined: 2007-07-23 20:54
2nd Post - lol wut?
I completely agree that communication is the most powerful tool that your squad can have (even more so than Heavy AT).ArmedDrunk&Angry wrote:Welcome to the forums.
I agree that it is the best first post I have ever seen as well.
I would add one tiny little detail.
Use the move pointer as well, in short hops.
We are attacking this place ( pointer on flag) but we are going to move here first ( pointer on that place ) and the to here ( same ) and then we will drop a RP here.
This allows the squad to know what you are thinking and make their own plans for how to move and where to look when moving.
Like Deer said, people respond better when they know what the overall plan is as well as the details involved.
I think that is a very useful tool that is stated above about the short move orders. I typically use a move order to stage my squad outside a position we are preparing to attack, and then setup the assault from there.
Another useful thing I have found for move orders is if you manage to get hit and go down, quickly set a move order on yourself while calling for a medic to revive you, this seems to help the medics out a lot in quickly locating you, especially if they aren't in visual contact at first.
And thanks guys, I figured it would be a better used first post than "lol ur mod is broek i cent drive teh ememy APCs! lol"
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daranz
- Posts: 1622
- Joined: 2007-04-16 10:53
Oh, how true that is. You can tell people to go medic, only to find that after they die twice and go back to specops. People don't seem to like sticking with kits, and I wish more did (personally, most of the time I'll play through the entire round with 2 kits - one to spawn with, and sometimes one to request). Telling people to stick with their kits on advise on changes can make things easier, if they cooperate.MastaLock wrote: Tip #4: Organization
You are in charge of your squad, and therefore, you are in charge of keeping them organized. Always ask if there is a volunteer for a specific kit (like Medic). If someone loves to play as Medic, they will perform a lot better than if you assign someone who doesn't really like to. Also, keep an eye on your squad as they will problaby be switching kits around, and always make sure you have at least one medic.
Also, as Deer said, telling your squadmembers what's going on makes playing in your squad that much more enjoyable, and makes for better teamwork overall. What I like to do is tell people my plan from the get go, by saying, for example "I want to stay at Flag A and see if any enemy comes. Once they capture flag B, we'll move out and go on to Flag C." That makes people less confused, and it also encourages them to offer input on what to do next.

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Rick_the_new_guy
- Posts: 291
- Joined: 2006-12-01 17:01
Great thread.
To put more emphasis on communication, a SL who takes the initiative on giving Sit-reps on their orders can really help out.
For example, while COing EJOD, a SL got on the horn and actually reported that an assault on a flag was under control and that the flag was going down. I can’t remember the last time, if ever, someone did that.
This in turn allowed me to tell another squad to prepare to move his/her men south to the next assault icon. Essentially, it allowed the unit to be one step ahead of the enemy.
__
Also, another important thing for SL is Bunker/Firebase management. Try to top off the hit points of the bunker when defending AND before heading out. The team can use them as spawn points if pushed back. Furthermore, the team gains tickets on their existence.
With the Firebase, try to have a couple of guys actually defending the firebase to prevent its destruction. There are many variables here, so use good judgment.
__
Also, with the icons, the SL can actually point things out to the CO. When the CO left clicks on the squad on the CO screen, they see what the same icon markers the squad does. Good communications skills are needed here. Simple typing can get the job done. A SL can use this to:
Place a destruction icon where a enemy vehicle/bunker is. A lot of time is wasted on grid references when an icon does the trick.
Place a repair icon for their tank/firebase. The CO can get his/her XO on this.
Place a ‘move to this position’ icon, with comms, to state a good place for a sandbag/razor, or bunker/firebase could go. Remember, the SL on the ground has the best knowledge of how to defend or assault a position if they have been at it for a while. Try to get the CO to put down well placed assets to help out.
Bottom line, the icon can work well for communicating to the CO as it does for the SM.
To put more emphasis on communication, a SL who takes the initiative on giving Sit-reps on their orders can really help out.
For example, while COing EJOD, a SL got on the horn and actually reported that an assault on a flag was under control and that the flag was going down. I can’t remember the last time, if ever, someone did that.
This in turn allowed me to tell another squad to prepare to move his/her men south to the next assault icon. Essentially, it allowed the unit to be one step ahead of the enemy.
__
Also, another important thing for SL is Bunker/Firebase management. Try to top off the hit points of the bunker when defending AND before heading out. The team can use them as spawn points if pushed back. Furthermore, the team gains tickets on their existence.
With the Firebase, try to have a couple of guys actually defending the firebase to prevent its destruction. There are many variables here, so use good judgment.
__
Also, with the icons, the SL can actually point things out to the CO. When the CO left clicks on the squad on the CO screen, they see what the same icon markers the squad does. Good communications skills are needed here. Simple typing can get the job done. A SL can use this to:
Place a destruction icon where a enemy vehicle/bunker is. A lot of time is wasted on grid references when an icon does the trick.
Place a repair icon for their tank/firebase. The CO can get his/her XO on this.
Place a ‘move to this position’ icon, with comms, to state a good place for a sandbag/razor, or bunker/firebase could go. Remember, the SL on the ground has the best knowledge of how to defend or assault a position if they have been at it for a while. Try to get the CO to put down well placed assets to help out.
Bottom line, the icon can work well for communicating to the CO as it does for the SM.
(PO3) Marcinko_R. (BF2 PR .609) Squad Member
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.htm
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .609) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.htm
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daranz
- Posts: 1622
- Joined: 2007-04-16 10:53
One thing that is useful for is calling in airstrikes. You put a marker where you want the airstrike, the commander selects you and the aircraft squad, and places an attack marker on your marker (since he can see the markers of all selected squads).Rick_the_new_guy wrote: Also, with the icons, the SL can actually point things out to the CO. When the CO left clicks on the squad on the CO screen, they see what the same icon markers the squad does. Good communications skills are needed here. Simple typing can get the job done. A SL can use this to:
Place a destruction icon where a enemy vehicle/bunker is. A lot of time is wasted on grid references when an icon does the trick.
Place a repair icon for their tank/firebase. The CO can get his/her XO on this.
Place a ‘move to this position’ icon, with comms, to state a good place for a sandbag/razor, or bunker/firebase could go. Remember, the SL on the ground has the best knowledge of how to defend or assault a position if they have been at it for a while. Try to get the CO to put down well placed assets to help out.

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MastaLock
- Posts: 64
- Joined: 2007-07-23 20:54
Last night I ran into a situation that unfortunately happens a lot. We had no commander for the map. In this instance, I take it as my responsibility to try and coordinate the squads. Typically in this instance, I will have my squad defend a position while I send another squad to attack. This because (unfortunately) I don't trust the other squads to have the discipline to stay on station and not run off trying to cap something.
I would say if you don't have a commander, it is your responsibility as an SL to inform the other squads on your side via team chat what your next objective is (Attack/Defense). This will allow for at least some minimal coordination in-between squads and can make a huge difference in the game.
I would say if you don't have a commander, it is your responsibility as an SL to inform the other squads on your side via team chat what your next objective is (Attack/Defense). This will allow for at least some minimal coordination in-between squads and can make a huge difference in the game.
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Ace42
- Posts: 600
- Joined: 2007-07-26 23:12
Actually, I find the first person in the group has a slight advantage over stragglers due to the element of surprise. If you have seen the mediocre film "Enemy at the Gates" - you'll recall the bit where the sniper team plays rock-paper-scissors to see who gets to go first across streets, etc, as it is the subsequent people trying to cross the street who are out in the open by the time the enemy has noticed the movement, brought the weapons to bear, and is ready to fire.MastaLock wrote:The first person in a group is usually the first one killed,
This is probably why I always manage to get on the flag while the rest of my squad is cowering around a corner waiting to get picked off, grenaded, or out-flanked.
I'd say getting on the flag ASAP is more important that keeping yourself and your squad alive. It's no good having your squad relatively safe waiting to move onto a flag while the enemy is in the process of taking the next flag in sequence, which will make your squad's efforts pointless. Especially as you can help make sure the flag you spawn near is defended en-route to the objective you are attacking.
Depending on the map and the flag in question, I can generally have 3 bites at the cherry and get on the flag at least a couple of times in the time it takes other squads to advance a fraction of the distance and STILL not get on it.
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Jimmy_Smack
- Posts: 356
- Joined: 2007-02-07 16:11
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
SL should never take point.
Ive played Kufrah and Desert Storm on Tactical Gamers and the first guy I shoot with an AK is a squad leader. Which pretty much screws them up, as the rest get picked off and cant spawn on their leader.
On Kufrah, US is losing badly and our squad is dealing with infantry incursions.
We got a sniper doing a shitjob of defending our position, he gets killed. I shoot the guy, who killed him, then pick up the Medic kit (ironsights in CQC=win), then shoot another guy, who turns out to be the SL.
Question was, why the hell didnt the SL stay back, when the first one got killed?
I'd expect a barrage of hand grenades, as soon as I killed the point men, but.....
Ive played Kufrah and Desert Storm on Tactical Gamers and the first guy I shoot with an AK is a squad leader. Which pretty much screws them up, as the rest get picked off and cant spawn on their leader.
On Kufrah, US is losing badly and our squad is dealing with infantry incursions.
We got a sniper doing a shitjob of defending our position, he gets killed. I shoot the guy, who killed him, then pick up the Medic kit (ironsights in CQC=win), then shoot another guy, who turns out to be the SL.
Question was, why the hell didnt the SL stay back, when the first one got killed?
I'd expect a barrage of hand grenades, as soon as I killed the point men, but.....

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Ace42
- Posts: 600
- Joined: 2007-07-26 23:12
And *I* have played EJOD where I've ran across a street, GL fire nipping at my heals, climbed up the stairs into a building, onto the roof, onto the eastern city flag, and had my entire squad spawn on me and clean up while two other squads were time and time again getting mowed down trying to engage defenders and cross the same fields of fire as more and more defenders concentrate on their angle of attack.Outlawz wrote:SL should never take point.
Ive played Kufrah and Desert Storm on Tactical Gamers and the first guy I shoot with an AK is a squad leader.
When *I* try to take cover in a defensive position, my squad generally do everything in their power to alert others to my presence, expose their backs to whichever direction I am not covering, attract enemy grenades, or decide to twiddle their thumbs.
So, no, I don't think "A squad leader should never take point" - you're just as likely to get shot in the *** as in the face, and a moving target is harder to hit. What I would concede though is "A squad leader should never have the chance to take point, because his squad-mates should be getting their s*** together and be twenty yards ahead of him while he covers them."
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Sturnn
- Posts: 230
- Joined: 2007-02-26 16:48
Well, whenever im squad leader and i ask for an airstrike or artillerey barrage on a target such as a squad held up inside a house killing all my team around me, the artillerey never fires and kills the enemy at all!. its like most commanders don't even bother with artillerey anymore or Artillerey doesn't work in PR....but anyway...I always have at least 1 guy to take point and we follow on his lead....which usually saves my skin loads of times because everytime i lead the squad i usually get mowed down by enemy gunfire or killed or wounded by a grenade...so i think its best to send someone out infront of SL so if he dies he can respawn on the SL or respawn on the rally point..
and i always throw a smoke grenade or ask others too, to conceal our movement or make a diversion to keep the enemy guessing...i remember once, me and my squad had a good field of fire in a house on the map al basrah i has a good killing zone where you can see up the hole street and give good suppressing fire with machine guns and sniper rifles...
and i always throw a smoke grenade or ask others too, to conceal our movement or make a diversion to keep the enemy guessing...i remember once, me and my squad had a good field of fire in a house on the map al basrah i has a good killing zone where you can see up the hole street and give good suppressing fire with machine guns and sniper rifles...
Ex-British Squaddie
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Ace42
- Posts: 600
- Joined: 2007-07-26 23:12
I haven't played a map in 0.6 where artillery has been used. It hasn't been available to me when I've been commanding. It may have been removed for good, maybe just on the maps that are popular on the servers I play on.Sturnn wrote:its like most commanders don't even bother with artillerey anymore or Artillerey doesn't work in PR...
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TroyMcClure
- Posts: 320
- Joined: 2007-03-05 13:06
Very useful. I often play as a medic and I enjoy it, for me it's very important to know if the SL is down or dead and where he's, mostly in the wood I can loose a great amount (or all) of 30 secs to search SL.MastaLock wrote:Another useful thing I have found for move orders is if you manage to get hit and go down, quickly set a move order on yourself while calling for a medic to revive you, this seems to help the medics out a lot in quickly locating you, especially if they aren't in visual contact at first.
Another important aspect it's to give short (when possible, english isn't my first language
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fuzzhead
- Retired PR Developer
- Posts: 7463
- Joined: 2005-08-15 00:42




