The organization works like this, the squad leader orders the squad around as an entire unit, and will give orders to fireteam 2. But player 4 has general small-range leadership over his fireteam in case they are very far away in a tactical sense. For example, let's say that on Ghost train the SL sends his advance team across one of the rope bridges and has the cover team watch the bridge for Chinese forces. When the Chinese do arrive, the advance team will move further into the forest in order to flank the Chinese. With this, the advance team is now well out of the visual range of the squad leader. Even though the objective is to flank the enemy squad while team 1 keeps them occupied, player 4 will have general leadership over the fireteam as they flank (Throw a grenade here, go around this building, etc). This was a very effective strategy that I used on ghost train, with an advance team flanking enemy attacks and a cover team defending important areas. We managed to win the better part of 5 flag attacks, 2 flag defenses and some random skirmishes with many rallies killed by the advance team.Infantry Squad
Fireteam 1: Security/Suppression TeamFireteam 2: Assault Team
- [1]Officer/Combat Engineer (Usually officer unless there is a special case.)
[2]Automatic Rifleman
[3]Medic (Also functions as a rear guard for close range flank attempts)
- [4]Rifleman/Grenadier
[5]Rifleman Specialist
[6]Medic (Also functions as a rear guard for close range flank attempts)
You may see some problems with this.
- [1]Two medics decreases the squad's overall firepower.
- [2]The squad leader should be with the advance team
- [3]Lack of shovels..

SL can be combat engineer if you need to rush a firebase in Asad Khal
Making, I believe, 4 shovels with Engineer, Automatic Roflman, roflman specialist and roflman ammo.
I usually pair up with APCs whenever my friends are on Xfire, so mechanization is already figured out. But often times, I can't get a smart APC to actually stick around to support my squad with out taking a dump (dropping ammo) and speeding off to get more 1337 killz.
There is ANOTHER option. The LIGHT infantry squad which consists of 5 men. Shortened down, using less limited kits and small enough to fit inside HMMWVs.
This squad works in essence, the same way. However, the automatic rifleman is replaced by the HMMWV gunner and the HMMWV functions as cover for the SL. This can even work well in villages in the squad is cohesive enough. It is best to stay dismounted and at least 55m from the HMMWV but in relative distance to run back to it in the event of a firefight. The HMMWV should try to distance itself from the enemy and then function as mobile cover. The HMMWV is great cover, many times I have found my squads praising "Made in USA." It can eat RPGs, Grenades, RPK fire, AK fire, and anything short of an RPG spam and IED.Light Infantry Squad
Fireteam 1: Suppression TeamFireteam 2: Assault Team
- [1]Officer/Combat Engineer (Usually officer unless there is a special case.)
[2]Medic (Fuctions as HMMWV gunner unless there is a casualty.
- [3]Rifleman
[4]Rifleman Specialist/Grenadier
[5]Grenadier (Also functions as a rear guard for close range flank attempts)
~What do you think of these squads?


