Optimal 0.7 Squad Equipment

Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Post by Maxfragg »

the perfect squad depence on the map your playing, since I'm a fan of infantry focused maps, my personal favorite squad looks like this
1. Officer
2. Medic
3. Rifleman Ammo
4. Rifleman scoped
5. Marksman
6. depending on map Grenadier, Support or L-AT
Drakenberg
Posts: 83
Joined: 2007-08-15 12:02

Post by Drakenberg »

:
KP
Posts: 7863
Joined: 2006-11-04 17:20

Post by KP »

For Basrah, I like to do the following:

2x Land Rovers

1x Automatic Rifleman
1x Engineer/Spec Ops (preferably Engie)
4x Riflemen (SL as an officer) with scopes.

Place the Engineer on one of the .50s, as he hasn't got a scope or a Minimi, stir well and throw into the action, and with a good squad there will be dead insurgents littering the streets. In a contact, keep the front towards the enemy, let the drivers dismount and open fire (the Minimi gunner should be one of them) and let all four machine gunners leather the **** out of anything in your way. If you come across a cache, you can blow it and get the heck out of there fast, with so much firepower it's almost embarrassing to protect you. Should the Landies fail you for some reason, the SUSATs give you a huge advantage over the insurgents.
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

I'm fine with it, as long as you play with s4ensible people that hold fire when you tell them and cover you etc it's no problem.

My general preferred loadout would be.

1) SL
2) Medic
3) Support
4) Marksman
5) L-AT
7) Optics Rifleman
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Post by KingKong.CCCP »

In my opinion, the proper squad should be consisted of 3 great players as fireteam (element) leaders, and three good players (fireteam buddies).
Fireteams named after their fireteam leader.

SL fireteam
SL as officer,
automatic rifleman / ammo rifleman

FT1
Grenadier (teamleader),
scoped rifleman (the least experienced player)

FT2
Medic (teamleader),
rifleman AT / ammo rifleman



Default formation should be WEDGE. Fireteams on flanks, teamleaders closer to SL. Each teamleader is responsible for his teambuddy, teambuddies follow teamleaders.
When engaging, squad can easily spread out in a line formation, from left to right:
rifleman AT, medic, SL, MG, grenadier, rifleman.
The idea is to have mixed scoped and non-scoped kits, so that the squad can deliver efficient fire, any direction.

Why MG with SL?
SL and MG suppressing, never flanking. Ammo in the middle of the squad.
Pretty easy to understand and control.

Why MEDIC as teamleader?
It's the toughest kit to play with, only amazing players can be good medics.

Why GRENADIER as teamleader?
its the best tactical kit ever.

Isn't it impossible to maintain WEDGE formation?
No, not realy, but you need good teamleaders (excellent players, no joke).

My 2 cents...
Top_Cat_AxJnAt
Posts: 3215
Joined: 2006-02-02 17:13

Post by Top_Cat_AxJnAt »

Optimal Squad Equipment should include the following...

A KingKong



most effectively used when in the SL fireteam AS MEDIC! ;-)



and if you really bloody desperate, and i stress really....

A KP

but generally best to use for thoroughly menial and petty jobs, namely machine gun nest scouting, jdam distraction, that sort of stuff! :-P
KP
Posts: 7863
Joined: 2006-11-04 17:20

Post by KP »

Top_Cat_AxJnAt wrote: A KP

but generally best to use for thoroughly menial and petty jobs, namely machine gun nest scouting, jdam distraction, that sort of stuff! :-P
Err...thanks. :lol:

A Top_Cat with an RPG/Grenadier kit should also be included.
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Post by Heskey »

The first 3 people in any infantry section should be:

Officer
Medic
Automatic Rifleman

The 4th person in any infantry section on a map with vehicles should be:

Rifleman AT (Scoped rifle, so Optic Rifle users shouldn't gripe about it)

And if you have 6 men, your squad should look like this:

Officer
Medic
Automatic Rifleman
---
Rifleman AT
---
Optic Rifleman / Engineer / Anti-Tank / Marksman (after client fix)
Optic Rifleman / Engineer / Anti-Air / Grenadier

Snipers, Spec Ops, Crewmen and Pilots are subject to specialist tactics and squads, a general infantry section should look as above. (Special kits spaced over 2 remaining squad members, as you can't have 2 of each in 1 squad)
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

I agree with you on everything but the medic Heskey. In a squad of only 3 people, having 2 who really shouldn't be in the line of fire is just a bad idea. I really only want a medic for my 5th or 6th guy in pub play. If you've got a really good squad, with people who actually try to stay alive, then a medic is worth his weight in gold. So the exception to the rule would be that fantastic squad you see once in a blue moon which really wouldn't excel without the medic.

Anyhow, I totally agree with the rest. AR and R-AT always come in handy.
[R-CON]creepin - "because on the internet 0=1"
Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Post by Heskey »

Nah nah, I'm sticking with an Engineer as your 2nd/3rd class, because with 3 people, you can set rally-points, cap flags, and the Automatic Rifleman can request any kit he chooses; but someone's gotta be there to keep them both alive - You can't just keep spawning at rallys and charging in :P
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