Optimal 0.7 Squad Equipment

DeePsix
Posts: 2202
Joined: 2007-07-29 19:22

Optimal 0.7 Squad Equipment

Post by DeePsix »

Hello Everyone,

I really like some of the equipment changes that were made in the latest release. For example, the Rifleman AT just became INCREDIBLY useful by giving him a weapon with an ACOG and I enjoy seeing those kits used more and more people.

I wanted to throw out there what I think are solid squad builds and wanted to get feedback and other people's suggestions:

Standard Squad Loadout


Squad Leader: Officer Kit
Alpha One: Rifleman Ammo
Alpha Two: Medic

Fire Team Leader: Rifleman AT
Bravo One: Rifleman Ammo
Bravo Two: Automatic Rifleman


With this setup, The Squad Leader and the Fire Team leader have the scoped weapons for ranged combat. The medic is with the Squad Leader but can of course be swapped to the other fire team. Each fire team has an ammo element and can drop a nice amount of ammo if need be (3 Bags). The squad has a handy AT4 at their disposal if they need it to crack harder targets.

Defensive Squad Loadout
* This layout assumes that the squad is located at a defensive position such as the Government Complex on Qwai River, or the Hilltop Estate of Fool's Road. It is assumed that a Commander Assets such as a supply box or a bunker/firebase are within close proximity. Otherwise the standard squad equipment will work fine


Squad Leader: Officer Kit
Alpha One: Combat Engineer -OR- Marksman
Alpha Two: Medic

Fire Team Leader: Rifleman AT
Bravo One: Automatic Rifleman
Bravo Two: Medic


This setup allows each squad to act almost independent. When guarding an area the Squad Leader should determine the routes of possible attack and choke points. He has at his disposal an Engineer to lay all ten of his mines down if need be to completely deny access along a road or path or a Marksman if he really has no need for the mines. Each fire team has a medic since it is assumed that each fire team is going to be separate but together (like each fire team on the roof of two building). Generally I liked to keep the Automatic Rifleman WITH the Rifleman AT because he can drop an ammo bag, and his higher rate of fire makes up for Rifleman AT, who might have his AT weapon shouldered waiting for a good shot.

Attacking Squad Loadout
* This layout assumes that the squad is attacking an enemy held area either with or without commander assets in the area. It is assumed that the Squad Leader has setup a SAFE rally a good distance away (100meters +). Otherwise the standard squad equipment will work fine

Squad Leader: Officer Kit
Alpha One: Rifleman Scoped -OR- Combat Engineer
Alpha Two: Medic

Fire Team Leader: Rifleman AT
Bravo One: Rifleman Ammo
Bravo Two: Combat Engineer -OR- Automatic Rifleman


Attacking forces should again be flexible. Depending on how the Squad Leader likes to lead, he has the flexibility to plan his attack. He can take the automatic rifleman and use the second fire team as a "suppressing" element to fix enemy forces while the Officer leads the flanking unit. He can trade out Automatic Rifleman or the Scoped Rifleman for a Combat Engineer if he knows there will be hostile assets to destroy. Attacking forces need to be extremely flexible and should be able to handle most situations.


Critical things to keep in mind:

1) Keep the Rifleman AT or the Combat Engineer with someone who can give ammo. He may need it during the engagement so keep the ammo carriers close or have the bags placed in cover a really short distance away.
2) Rifleman AT kits now have scopes. A Rifleman Scoped is nice to have, but I rather sacrifice for an AT option.
3) Work with the commander! If your defending, get some supplies or commander assets in the area! If the place is going to really hot, he could even bring in a second squad or armor support. In previous versions of PR, squads could act completely independent, now it's important for squads to work with other squads and with the commander!
4) Keep the Automatic Rifleman with the suppressing fire team. He is better off prone and laying into the enemy than he us shooting and scooting.
4) MEDIC! Don't forget about him! It is usually a good idea to keep him with the squad leader (he will of course tend the whole squad).

I hope you guys find this useful - especially our newer squad leaders! Please give me your feedback, and post your own layouts! I look forward to our PR tacticians leaving some good information.
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fuzzhead
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Post by fuzzhead »

hey great little guide!

I usually run with simular setups...

at the very least, i require a medic, light AT and either rifleman ammo or support with ammo. that way my squad can stay alive and is able to deal with most threats.

I dont usually run with an engineer if its a normal infantry squad cause then I get all the vehicles trying to come to my engineer to get repairs, which is bad when we are in the middle of an assault ;)

I find alot more squads are using the light AT, grenadier and support kits which is just awesome as these kits are very useful and greatly improve a squads versatility.
Rhino
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Post by Rhino »

DeePsix wrote:Standard Squad Loadout

Squad Leader: Officer Kit
Alpha One: Rifleman Ammo
Alpha Two: Medic

Fire Team Leader: Rifleman AT
Bravo One: Rifleman Ammo
Bravo Two: Automatic Rifleman
IMO you there really have too much ammo in the squad. You have 3 ammo guys (baring in mind the Auto Rifleman has ammo), and really you only need 1 guy who has a brain. In my squads, I normally only have 1 ammo guy, and if I aint SL I am normally him as Auto Rifleman. Yesterday as Auto Rifleman I was cotinousisly resupplying myself, my SAW, my nades and a HAT + other squad members with only my 1 ammo bag, all you need to do is first, make sure you reload your ammo bag before your other squad members jump on, and normally if they do jump on too you can still reload it in time before it goes.

I would set my standard squad up like:

Standard Squad Loadout

Squad Leader: Officer Kit
Alpha One: Rifleman Optics
Alpha Two: Medic

Fire Team Leader: Rifleman AT
Bravo One: Grenadier (espically if you are PLA)
Bravo Two: Automatic Rifleman


Grenadier kit is soo much better in the new version, and PLA get a optic one soo it is a very useful kit again, like in r/l.

Personally thou I would split my squad up into 2 fire teams unless I need too as its too confusing for the average pubby.
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CodeC.Seven
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Post by CodeC.Seven »

Attacking squad in 0.7 should have 2 medics...
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Tannhauser
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Post by Tannhauser »

CodeC.Seven wrote:Attacking squad in 0.7 should have 2 medics...
Keep in mind that a stronger loadout with a good suppression makes for the lack of medics. If you scare the hell of an enemy squad with a good use of suppression, they will try and move their fire team2 while the first FT will hide and squeal in fear or throw nades at you. The time they use to move/change tactic, you can use to advance onto their position, especially if you use the grenadier kit well.
CodeC.Seven
Posts: 303
Joined: 2007-11-24 01:57

Post by CodeC.Seven »

If you are down 2 medics are better than one... Once you die and you have to start at the RP again enemys can reinforce... They can re-think their tatic... And it will be harder for you to get them away from this point!
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DeePsix
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Joined: 2007-07-29 19:22

Post by DeePsix »

Thanks for the kind words!

I gave the squad enough ammo to supply an them enough because usually only one guy has ammo in the squad, and that can only supply so much, especially when the squads are separated into fire teams. The Automatic rifleman has ammo, but in most cases if the AT Soldier needs ammo, the machine gunner really shouldn't be getting up to toss a bag. He's too busy "fixing" the enemy with rapid fire. It is this reason each fire team has a rifleman Ammo class. Each fire team has a soldier with a scope, a soldier with ammo, and a third "accessory" like the Automatic Rifleman or an Engineer or a Medic. If you know you will be in good supply, as in, you will be near an area where ammo is readily available, then by all means switch out one of the ammo rifleman to a Grenadier or Marksman or whatever the squad needs at the time. The standard squad layout makes no assumptions about the rest of the team, so you would be hiking through the woods in Fools road with no resupply for literally several kilometers.

For example: I was playing with Fuzzhead and others on fools road. We were stalking through the woods east of the Helipad base. Our rifleman AT spotted infantry and a BRDM or Tank or something. I, using my M249 SAW, fixed the infantry and gave our AT Guy an opportunity to pop up and fire. After he fired, I had to abandon my position and stop suppressing the enemy infantry and while under fire to resupply our AT guys, not to mention my ammo was running low from suppressing. It basically turned into a team huddle in a ditch. At most I would only drop one rifleman ammo for a scoped or a marksman, but I generally love to have plenty of ammo. If people start running out of ammo, and all huddle on your bag, you may not get it back either, and your really up a creek then.

Engineers are along the same line. It's up to the squad leader and the situation. Usually when defending an area, I have the ammo guys ditch their ammo in one big pile or leave it in "fall back positions". If we have a supply crate or bunker/firebase, I'll order my engineer to mine and deny access to areas. Many times when attacking I also run into enemy assets like bunkers or even razor wire. I like to bring an engineer to knock those targets out. Again, it really comes down to the squad leader and the situation.

As for medics, they can't always be counted on. Remember people get shot in the head, you get pinned, the medic even gets shot. A well organized squad can really really really make up for a second medic. One is defiantly enough - but hey its up to you.

My goal was to create at least a basic framework. I always ask the Squad Leader what kit I should grab when I join and if I don't know I always choose rifleman ammo. You can never have too many bullets.

I also always make my fireteam leader the guy with the Rifleman AT kit. He has a scope and I need I guy I can really trust to use my L-AT.
Last edited by DeePsix on 2008-01-09 21:49, edited 1 time in total.
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BloodBane611
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Post by BloodBane611 »

I agree with the one medic suggestion. Medics are good, but not entirely great, and not nearly important as having a well placed RP.

I do think there's too much ammo in the first setup, 1/3 of the squad is losing their optics for ammo. Some people like it that way, but I think 1 support and 1 ammo rifleman should be plenty for you. Make good use of supply crates, FBs/Bunkers, and use your ammo wisely and you should be good to go.
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Rhino
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Post by Rhino »

DeePsix wrote:The Automatic rifleman has ammo, but in most cases if the AT Soldier needs ammo, the machine gunner really shouldn't be getting up to toss a bag. He's too busy "fixing" the enemy with rapid fire.
the last time you want to be sitting down reloading is under a firefight, you reload after it....
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.:iGi:.NinjaJedi
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Post by .:iGi:.NinjaJedi »

Standard Squad Loadout

Squad Leader: Officer Kit
Alpha One: Rifleman Optics
Alpha Two: Medic
Fire Team Leader: Rifleman AT
Bravo One: Grenadier (espically if you are PLA)
Bravo Two: Automatic Rifleman
Im with Rhino on this one, Perfect combination of an infantry sqd. Maybe swap the Grenadier with a engineer depending on the situation.
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hx.bjoffe
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Post by hx.bjoffe »

^ Ditto.
Bravo One as complete situational-dependent wildcard. Maybe even 2nd medic.
Sadist_Cain
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Post by Sadist_Cain »

My style...

Standard kit (start of game)


Officer
Medic
Engineer
automatic rifleman
Scoped rifleman
2nd scoped rifleman or a marksman/sniper/spec ops (can prove useful)

I'm not fussed as long as I get a medic and an auto rifleman... and an engineer :D

Assault

Fireteam 1
Officer
Medic
Auto Rifleman
Fireteam 2
Grenadier
ammo rifleman
scoped rifleman

Normally attack from both sides.
need someone to pin the down with nades.
auto to hold them down inside.
scopes to pick off heads that pop up.
Ammo for grenadier

Defense/Supporting Role

Officer
Medic
Auto Rifleman
Scoped rifleman
L-AT/H-AT Rifleman if appropriate, Engineer if not
sniper/marksman/ammo or scoped rifleman

varies on the situation. marksman set far outside the defense area is very useful, he can let you know when the attack comes in, what's going on in real time and when needed can take out key members of the enemy squad




Search and Destroy/Armoured support


Officer
IFV
x2 Crewmen
medic
engineer/auto rifleman
scoped rifleman

only really do this if its needed. Most of the time I'm on our server so I have our regulars using APCs for the benefit of the team. In cases where the chaps with the apc dont wanna do that this is what I'll do.

I'll act as support for the other squads, make sure my apc transports people where needed.
Often we'll act as a fast response unit, watching the minimap then when someone is in trouble well move in, either dropping off more troops or swapping positions with the separated squad to maintain their objective until they return.

Thinking about it I'm not sure if I do all of the above LMAO! anyhow, I'm pretty sure that's what I aim for :S it's pretty much automatic right now.

LOVE having a boat for any squad, always useful :D
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DeePsix
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Post by DeePsix »

[R-DEV]Rhino wrote:the last time you want to be sitting down reloading is under a firefight, you reload after it....
I was referring to special equipment like H-AT's and L-AT's. If you need to take out a hard target such as a Bunker/Firebase or even APCs, trucks, and vodniks. You may need more than one rocket. It's better to have your Automatic Rifleman stay in position fixing the enemy, than crawling around trying to get an ammo bag to the guy with special gear.

Good post Cain, although my experience with boats usually involves machine guns and explosions. :-(
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DavidP
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Post by DavidP »

Mines a bit different.

Assault Squad:
Officer
Rifleman Scoped
Marksmen
Rifleman Ammo
Medic
Support
(Usually i let people get what they want but this is what i prefer)

Fast Assault Squad:
Officer
Rifleman Ammo
Rifleman Scoped
Support Gunner
Medic
Light AT
(Half with scopes half without)

Extremely Fast Assault Squad:
Officer
Medic
Medic
Rifleman Scoped
Rifleman Ammo
Rifleman Ammo
(No time for request kits just go!)
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Jimmy_Smack
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Post by Jimmy_Smack »

I love the post man! Thought you did a great job with the ideas. I would have to agree with you on all of it. But, when I'm leading my squad it really depends on the map (what kind of armor and air support there is).
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Rhino
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Post by Rhino »

DeePsix wrote:I was referring to special equipment like H-AT's and L-AT's. If you need to take out a hard target such as a Bunker/Firebase or even APCs, trucks, and vodniks. You may need more than one rocket. It's better to have your Automatic Rifleman stay in position fixing the enemy, than crawling around trying to get an ammo bag to the guy with special gear.

Good post Cain, although my experience with boats usually involves machine guns and explosions. :-(
well if you want to take out a Tank or APC which are really the only things that take 2 hits, then genrally you dont want to be engaging infantry at the same time, if you are your fecked even if you did have an extra 2 ammo guys :p

Genrally when trying to take out a tank or APC, you put your squad in a postion where its in cover, have the Riflemant AT pop out, fire off a shot, run back behind cover and recive ammo. Like I said before 1 ammo bag will reload a LAT, or 2 HAT and still have enough ammo avalible in it for a new ammo bag + maybe more.
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DeePsix
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Post by DeePsix »

[R-DEV]Rhino wrote:well if you want to take out a Tank or APC which are really the only things that take 2 hits, then genrally you dont want to be engaging infantry at the same time, if you are your fecked even if you did have an extra 2 ammo guys :p
Sometimes you don't have a choice who you engage. When playing with Fuzz just the other night we (British) had to deal when an enemy BRDM that came along to the helipad and was supported by scattered infantry. The Infantry saw us and engaged as we suppressed and began peeling back into cover. I suppressed with the SAW as we peeled back behind small hills and ditches. When the BRDM came around the road and began to engage, our AT guy hit it and called out for ammo, which I had to disengage to go give him. My point is, that one ammo bag works for a squad, if it's a guy with a rifle. As a light Infantry squad our specialty ends up being quick attacks and falling back. With all the maneuvering we do, it's not always possible to rely on a stash somewhere behind a tree. Having a 2nd ammo bag ensures that not only both fire teams will have ammo if need be, but ensures that if an ammo carrier goes down or he loses his ammo bag while resupplying, then you always have a backup.

I personally prefer to have at least 2 ammo guys or more if I can spare them, as I usually use an Attack Squad setup. It comes down to the squad leader and the skills of the squad.
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BloodBane611
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Post by BloodBane611 »

I agree, relying on the AR in the middle of a firefight is cutting it close. While I personally dislike the irons, I do expect myself and those around me to be able to use them reasonably effectively. Having an ammo rifleman who is not a linchpin of your squad can help in a pinch, while remaining an effective fighter.
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RustyBandSaw
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Post by RustyBandSaw »

I honestly prefer running a four man squad, as follows:

1. Officer (SL)
2. Rifleman AT (spawns as Rifleman w/ Optics)
3. Automatic Rifleman (spawns as Rifleman w/ Iron Sights)
4. Medic

It's less people to worry about and coordinate. Since 0.7, running a squad is a pain in the ***, on a whole. I'm not sure if there are more tards playing, or if people just can't follow orders and completely lack combat awareness. KISS / Less is More.
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