Tips on how to be a good SL

gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Post by gazzthompson »

'[R-DEV wrote:fuzzhead']This is the exact reason would love to see SL spawning removed, sorry off topic :P
amen im gunna post that in suggestion post now
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Post by Tartantyco »

-I find that a short "pep-talk" before the round starts helps give you a good squad. Just make it clear what you expect of the SMs, what your squad's role will be(Eng, Inf, Mech. Inf, Arm., etc.) and what your squad will NOT be doing. And talk alot, make the chatter going, some people are a little shy and just hearing other people talk will help them overcome that issue.
Ace42
Posts: 600
Joined: 2007-07-26 23:12

Post by Ace42 »

'[R-DEV wrote:fuzzhead']This is the exact reason would love to see SL spawning removed, sorry off topic :P
Hey, I didn't say it wasn't cheap. Just that it was effective. But removing SL spawning only gives more reason for SLs to run into combat.
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daranz
Posts: 1622
Joined: 2007-04-16 10:53

Post by daranz »

Ace42 wrote:Hey, I didn't say it wasn't cheap. Just that it was effective. But removing SL spawning only gives more reason for SLs to run into combat.
SLs are soldiers, not holy cows. Everyone should try to keep themselves alive, and the squad shouldn't be playing Secret Service, with the SL being the Commander in Chief.
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Ace42
Posts: 600
Joined: 2007-07-26 23:12

Post by Ace42 »

Tartantyco wrote:And talk alot, make the chatter going, some people are a little shy and just hearing other people talk will help them overcome that issue.
I think that is pretty important and merits being reiterated. I've been in squads that are silent until a cheerful voice starts the ball rolling, and things start coming together. When you are playing with people whose first language is not your own, and microphone fidelity isn't always perfect, and your hearing isn't great, it can be quite intimidating to break the ice, irrespective of your experience in combat or role in the squad.
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Rick_the_new_guy
Posts: 291
Joined: 2006-12-01 17:01

Post by Rick_the_new_guy »

This post will refocus on supporting the CO with assets.

Tip one: If not interested in getting your team off to a good start, do not help the CO get the Support Post up on initial deployment. I know what your thinking. “The Support Post is overrated.” I agree, it is not like it allows a Support Truck to spawn, a bunker, AA, barbed wire, sandbags, and a forward operating firebase to support the team. I mean, COME ON!


Tip two: In order for your CO to support your efforts on assaulting a position and generally killing the enemy, SLs need to make sure SM engis and rifleman are aware of a new concept in .6, the CO assets.
In order for a Firebase to be deployed a bunker must be put down at a friendly CP. If a CO requests repair support for a location to spawn at, with a unlimited ammo, and a heavy jeep, AND a place to get a Marksman kit outside the wire, please assist the CO in making sure a bunker is built, and later the firebase. If not, ignore him/her or tell them to piss off.
Furthermore, if you’re not interested in winning the game by tickets, do not help get the bunker up. Not doing so will prevent your team from adding 5 tickets every ten minutes. Also, keep in mind that if the bunker is not build, the tickets used to provide the materials for the bunker will be lost. Again, if you believe tickets are overrated for winning a battle, don’t worry about it.
So the next time you see a CO trying to put a bunker up at the Main base, laugh and discuss it with your squad mates: “Why, is he/she building a bunker there, we do not need to spawn there anymore.” This will improve your reputation and increase popularity with the enlisted personnel.


Tip three: I know it takes a while for supply crates to hit the ground, but if it is no too much trouble, request supply drops in friendly territory as often as possible. You see, the thing is, players can request kits from supply crates. In .6 this particular air support is readily available. So if you hear a CO letting you know the supply crates are ready, at least let them know that you refuse to saturate friendly positions with locations where ammo/ and kits can be received. This will save him/her a lot of time.

Tip four: If driving an APC, and you see the CO get out, drive away quickly and immediately. Contrary to what the PR manual reads, COs do not need officer gets to function. So if he/she requests a pick up, conclude that if they wanted a ride they should have stayed in the APC, and finally end such matters with a nice page down with your keyboard.


Tip Five: If playing the engineer kit, and you need a vehicle, and fast; why not take the Battalion Support tuck? I mean that is what is there for right? The rumors that it subtracts tickets to deploy and is needed for building bunkers/ firebases/ AA/ sandbags/ razor wire/, are just that rumors. Sure, we all know you can spawn in it, and sometimes COs place them in locations for a platoon (one or more squads) to have as a rally point while defending a position; and hell! Sometimes COs even use them to build bunkers after the team has secured a new CP (only so many bunkers can be placed depending upon the # CPs the team has). But by all means! Take the truck! You, like everyone else who has an engineer kit are entitled to it!

Tip Six: The Firebase actually takes two shovels to build. Having only one shovel will not get the job done. The Bunker only needs one.
It is recommended that your rifleman keeps an eye on the health of bunkers and the firebase while defending positions and assaulting positions. SLs, the default kit for spawning in if you’re going to get an Officer kit, or Marksman kit, your call, your call, should be engi (shovel and wrench), this will allow yourself to personally make sure the health of assets are at 100% levels.
The assets when reduced to levels below 100% will erode and fall apart (can’t use). Topping them off would prevent the CO from bugging you with that silly repair icon order that he/she must keep doing because they are just trying out all the stuff on the CO screen. Never mind that it is placed right on top of a bunker or firebase.

PS: In case you didn't know, I was being sarcastic*.

*Homer Simpson joke.
Last edited by Rick_the_new_guy on 2007-08-05 16:19, edited 1 time in total.
(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
Outlawz7
Retired PR Developer
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Post by Outlawz7 »

Ace42 wrote: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.

USMC has it on Desert Storm and on Hills of Hamyong.
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Rick_the_new_guy
Posts: 291
Joined: 2006-12-01 17:01

Post by Rick_the_new_guy »

And the hits just keep coming.

Great news everyone. Perfect example of what I just wrote about.

Check out this scenario:

After ordering a SL from the clan PR-MED or something to build the bunker (he and the entire squad was there mind you) at the Main base, he gives me the ol page down. He explains that we need the bunker closer to the front lines and that when he and his guys have time they will get to it. Right know they need to press the fight on the front lines.

I was not surprised to hear this. Never mind it takes 20 seconds for two shovels to build the bunker. On top of that the CO truck was taken during the process leaving me with out any transportation. Not too sure if it was the same squad.
Just like in .4 and in .5 I have little motivation to become CO due to SLs not being team players, and for their gross ignorance. I’ll still help out COs as the XO, but I do not see myself being CO for a while. The last three days I have played as CO had been very frustrating.

Devs, the CO set-up in .6 is great, not really too much you guys can do to improve it. Perhaps the public relations staff can work on educating the players. Or maybe have PR endorsed clans that are only officially recognized if they read and understand the manual.
(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
Burlock
Posts: 183
Joined: 2007-07-04 10:22

Post by Burlock »

Is there any way i can put a move / attack marker at a place i cant see? i have read the guide and such and been SL often but i have never worked out a way of doing this, am i just being a noob or is there no way to do this?
Skylark
Posts: 19
Joined: 2007-07-27 14:33

Post by Skylark »

Burlock wrote:Is there any way i can put a move / attack marker at a place i cant see? i have read the guide and such and been SL often but i have never worked out a way of doing this, am i just being a noob or is there no way to do this?
your being a noob :smile: , this is a standar BF2 function.

Use your mause in Squad Screen and right click
Burlock
Posts: 183
Joined: 2007-07-04 10:22

Post by Burlock »

Skylark wrote:your being a noob :smile: , this is a standar BF2 function.

Use your mause in Squad Screen and right click
hehe well i never played BF 2 for more than one weekend abotu 8 months ago before noticing it was so rubish i never wanted to play it again, it only since i found PR that i decided to play :p

but thats anyways
MastaLock
Posts: 64
Joined: 2007-07-23 20:54

Post by MastaLock »

More Tips!

Another tip I have had to develop (unfortunately) has to do with uncooperative players.

Basic scenario is this, your squad is doing as you asked, with the notable exception of 1 person in your squad. These people need to be removed from the squad. They are not helping. Period. I do not just randomly boot people though. I understand there are new people to the mod, there are people who don't speak English (my first language) and so on. However, there are also people who will just flat out ignore you. Do someone else on the team a favor and invite them into your squad, because if you are following this tips, you will be cleaning house, and that new person is probably chomping at the bit to get out there.

Tip #0923: Going the extra mile (Commanderless Coordination)

I don't think this was posted, but I'll do it again to make sure. When playing as SL there and is no Commander, take it upon yourself to 'multitask'. Give other squads orders, or at the very least, inform the other squads of your intent. I've had people thank me many times for taking it upon myself to get some cohesion going with the team. As a bonus, I will tell someone in my squad who is defending (or who doesn't have a mic) to be my 'designated typer' and I will dicate to them what to type. I then thank them for being my 'combat secretary '. In order to make sure your message is visible (and for emphasis), no joke, use a lot of exclamation points. It will draw that attention of people who might not see your message otherwise.

A few more sub-tips on that note: When in doubt, DEFEND! You can pretty much always account on someone attacking, not so much with defense. Also, if you are a SL in another squad is doing this kind of coordination, a simple 'Page Up/Page Down' goes to great lengths to make that SL feel like he isn't talking to a vacuum.

Happy Hunting!
Last edited by MastaLock on 2007-08-23 18:36, edited 1 time in total.
Masaq
Retired PR Developer
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Post by Masaq »

Rick_the_new_guy wrote:And the hits just keep coming.

Great news everyone. Perfect example of what I just wrote about.

Check out this scenario:

After ordering a SL from the clan PR-MED or something to build the bunker (he and the entire squad was there mind you) at the Main base, he gives me the ol page down. He explains that we need the bunker closer to the front lines and that when he and his guys have time they will get to it. Right know they need to press the fight on the front lines.

I was not surprised to hear this. Never mind it takes 20 seconds for two shovels to build the bunker. On top of that the CO truck was taken during the process leaving me with out any transportation. Not too sure if it was the same squad.
Just like in .4 and in .5 I have little motivation to become CO due to SLs not being team players, and for their gross ignorance. I’ll still help out COs as the XO, but I do not see myself being CO for a while. The last three days I have played as CO had been very frustrating.

Devs, the CO set-up in .6 is great, not really too much you guys can do to improve it. Perhaps the public relations staff can work on educating the players. Or maybe have PR endorsed clans that are only officially recognized if they read and understand the manual.

Okay, speaking as a guy who almost always plays Squad Leader:

I will help (by ordering my troops to help) a commander put assets up, if the Commander is placing them in the correct places at the correct time.
  • I do not endorse placing a bunker at main base at the start of the round
  • I do not endorse placing giant, huge, massive forts of sandbags and barbed wire miles from anywhere
  • I do not endorse placing massives of CO assets when we're only just winning/loosing on tickets, with little time left
  • I do not endorse hermetically sealing a bunker behind a wall of barbed wire so no spawning troops can get out
  • I do not endorse two entire squads helping commanders build massive fortified positions when a single squad is attempting to capture a vital CP and getting torn up, spawn after spawn!
  • I do endorse placing bunkers at the "critical" CPs; the ones that the loss of will cause a team to loose, usually. Examples being the Ruins or the Gardens on EJOD, or the Dam on Jabal al Burj, or the Air Drop on Road to Kwinyong Ni.
  • I do endorse placing firebases roughly halfway between the CPs we have to defend and the ones we need to attack, when the front line has been established and squads are fighting over bloodied ground
  • I do endorse placing barbed wire in cities to limit movement into CPs in moderation
  • I do endorse AAA guns in useful locations to defend possible LZs and against mass-wave infantry attacks

:D

"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Post by KingKong.CCCP »

Ever since I first joined squads lead by Fuzzhead, Spacecadett, Top Cat AJA, or anybody from Hx clan, I was amazed by the fact those guys knew everything happening to me, all the SMs, and having great view of what is going on around us.
I spent some time playing as SL (more like a year, lol!), and this is something I've learned...


IT TAKES TIME
Sad but true. It takes months playing the same maps, with different teams, different SMs, to learn how things work out... how people react to different situations, what the blue guys will do... Also, it takes time getting used to caps-lock map, checking what weapon is used, marking single SM to see who is doing what. Every now and then, you will come to conclusion that you've become a great SL... but time will tell you're just begining to learn squad leading.

KEEP IT SIMPLE
Make a simple plan, and stick to it. It takes time to understand what is realy going on, to play over and over the same map, so that you can come up with a simple but efficient plan. Do not loose focus on what you're doing as a squad. Never jump back and forth between two flag, you will loose all the SMs, and they will just use you for spawn. That's not a squad.
Make sure you're not gonna walk one distance 10 times. That is the most boring thing in the game. Crossing the river can be so anoying, dying all over again for half an hour. Focus on crossing it right ONCE, placing RP in a good spot on other side.

EXPLAIN THE SITUATION
Even when playing with some good players, your SMs will not understand why you are doing/saying what you are (because everybody thinks they know best, I don't know why?) - explain it to them. Like, "We have to defend this for a while (people seems to like to know for how looong??? :roll: , so you can add "for like minute") till squad 4 takes West Tower. Enemy just realized he can attack our position, and you see those blue guys getting killed to the north? Hold postions, expect enemy in about 30secs, from north, north-east."
That way, you will have their attention, and they will not wonder off on their own.

BE FLEXIBLE
Most of the time, you're gonna have a squad with noobs or morons. Use them in the way that you can. If they don't want to move to rally marker, wait for them to die, and say "Spawn on me (SL)!" and use that moment to set RP. Instead waiting for a medic, use your own field dressings (all of them). Instead asking for ammo, use the jeep, bunker. Also, use a kit from a dead body, rather than asking for it.
Help your SMs. If someone close to you is asking for a medic, give him your field dressings. If he's asking for ammo, tell him where he can rearm.
You can gain respect from vanila players fast by shooting a spec ops and saying (as a militia/insurgent) "British spec-ops kit on my position - take it!"

KICK
Kicking is not rude. Remember, you're not getting paid for being a SL, and you have the right to enjoy the game, so don't let them waiste your time, or nervs. Don't invite anyone (except your friends) to the squad.
I say: "If you don't wanna play with us (the rest of the squad), or not feeling like listening to anybody, you are free to leave and make your own squad. You joined this squad on your own free will, and I'm not forcing you to play with us. Just don't waste my time."
Also, if you have an officer kit, RP and VOIP, most likely there are people waiting in queue to join your squad, so kicking a spawn-whore and making room for a teamplayer is the fair thing to do.


MARKERS
This is the way I use them, and so far, I believe it's the best usage out there:
- ATTACK - everytime somebody spots enemy infantry, I give ATTACK marker on that spot, saying: "Enemy infantry on attack marker". Later in the game just "Enemy marked". Note: ATTACK is not MOVE AND ATTACK THIS POSITION! It's just the last known position of enemy infantry!
- MINE - "Enemy armor/apc on mine marker" (mine marker actually looks like a tank! :) ). Same as ATTACK, it doesn't mean to realy mine it. ;)
- DESTROY - "Enemy RP/TRUCK/BUNKER marked"
- MOVE - "Guys, we'll move (makeRP) to this position". The only thing I use for movement.
- DEFEND - I usualy use it to mark the position we are already on, to prevent ppl from moving forward saying "Spread out, watchout for north (or whatever), pick your targets" while using binoculars to spot enemy movement.

Placing attack marker on the flag you are going to attack is the lamest way of using markers. :roll: First, in AAS, most of the time it's pretty obvious what flag you're attacking (let's not forget you are also using VOIP), and second, that orange smoke will probably get in the way.


TALKING TO CO
If the CO is most of the times silent, I say "This is squad 3... blah blah". But if the CO is talking most of the times, I start with "This is squad 3, do you read me?" ... waiting for CO to say "3 go ahead?", so that I know I'm not talking in the same time as another SL.


Again, IT TAKES TIME to make a good decision. The fastest way to gain someone's respect is to say things like: "JohnDoe, stay in your postion, in about 5secs you'll see two bad guys on the stairs - shoot them, then throw a nade over the wall" - when this guy actually do what you told him, and end up killing 2 guys on the stairs, and 2 more guys over the wall!
But, to take care of yourself, and have the time to think about what is going on for 5 more guys - it's freaking hard, and you'll not gonna learn it in a month, that's for sure. :)
fuzzhead
Retired PR Developer
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Post by fuzzhead »

great tips kingkong!!! we should compile all these squad leader guides and make a massive one!

very good use of all the markers, i use mostly the same as you, though i never thought of marking tanks with the mine command that is a nice one :) i agree putting attack commands on the next flag is really pointless way of using markers and might as well not bother using them like that...
MastaLock
Posts: 64
Joined: 2007-07-23 20:54

Post by MastaLock »

.7 Tactics Update

No SL Spawning

Now that squad leader spawning has been removed (which I didn't like at first, but now throughly agree with), the SL is no longer some sort of holy player who should be shielded from enemy fire by his entire squad. I now find myself more in the position in which a squad leader should be in, leading his squad into combat. However, this now makes it extra important that your squad medic is nearby.

Enemy destroys your rally

Priority 1, immediately group all of your available squad. The requirement is thankfully now only 2 members to set a rally, and as soon as you notice your rally is down, immediately get your squad over and drop a new (even if it's temporary) rally. Multiple times in .7 I've had my squad spread out defending a position, and lost our rally. In that situation, I recommend immediately pulling back and dropping a new rally. Of course it is situation, but if your squad is going against another squad who can keep respawning, eventually, you will lose, and have a very long walk.

Build orders

Getting a bunker/firebase built by your squad in a good position is a very good way to start off a map. This will allow your entire team to forward spawn if necessary. Although you might now get to your point as quickly in possible, you need to secure the long term tactical advantage (especially with these much longer games in .7) in order to be successful.

Spotting

Rendered completely worthless IMO unless you are doing it for a vehicle (which I guess might make sense). To replace spotting infantry, you should of course call out they compass direction, but now, your ability as an SL to place attack and move points becomes even more invaluable. As soon as I see enemy I place a point as close to them as I can and inform my squad. This definitely helps replace the lost situational awareness that losing the map gave you.

Speed Kills...

The enemy that is. A lot of people think that 'tactical' is a synonym for 'slow'. It is NOT!!! In my squad, I've had to make it if you can't keep up, your out and someone else gets a chance. The ability to keep your situation awareness while moving quickly gives you a massive advantage over your enemy. Example: Countless times, I am leading my squad, moving fast, and outrun my squad. What happens? I sit around and wait 30-50 seconds for my squad to catch up, try and drop a rally, and then we all end up dead because we were sitting around playing with ourselves for to long. Yes, as an SL, you need to move with your squad, but if your squad can't keep up with you, you need to get some new SM's, or some better motivation for them. This has replaced everything as my #1 pet peeve.

So, I hope this helps some budding young squadleaders, or maybe even some salty veterans. I'll update it more as I think of other tactics.
Skodz
Posts: 791
Joined: 2007-05-26 06:31

Re: Tips on how to be a good SL

Post by Skodz »

Nice guide, although, I believe we need more Commander in games, most of the time their aint any and it seriously decrease the effectiveness and coordination of good Squads.
flem615
Posts: 358
Joined: 2008-04-29 22:30

Re: Tips on how to be a good SL

Post by flem615 »

One thing ive found that is effective in a squad is using the attack marker to mark enemy positions, and to use it as a "fire here" marker. i almost never use the attack marker as a "move to this position and cap the point" sort of thing. it allows everyone to know were the threat is, and to return fire in the right direction. (srry if this has already been said)
Concerning speed kills:
i agree with you in some cases. i hate it when i tell my men to move across a field or something and i get there and im all alone. this can get very annoying, and end up in a wasted squad. but ive also been in a squad before where the SL never stopped moving. id be taking fire, so id hit the deck and fire back, and ill look up and hes 150 meters away. you have to move fast, but as a team, and only when its ok to move fast. running wildly through the city of Al Basrah while taking fire from multiple directins is a great way to have your squad spread out and get wiped out.

IICptMillerII
Last edited by flem615 on 2008-07-10 17:48, edited 1 time in total.
cyberzomby
Posts: 5336
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Re: Tips on how to be a good SL

Post by cyberzomby »

Agree with the speed. Today I tried to be a fast flanking squad and it worked mostly. My squad members couldnt keep up though. I should learn some ways of quickly telling them I want them on me and flanking around.

1 situation was: we where aproaching the temple in Qwa from the field. We came under fire and I sprinted to the base of the hill while my squad pinned the guy on the top. I flanked the hill-top by myself and could knive the guy on top. My squad members took him out. But what I would have liked is 2 guys with me so I could place a rally up there to surprise the enemy when they came in as reinforcements.
ice cold killa 2009
Posts: 8
Joined: 2009-01-02 23:04

Re: Tips on how to be a good SL

Post by ice cold killa 2009 »

thanks for the great advise this will help me lead succesful squads in the future
ICE COLD KILLA 2009
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