Squad Leading
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Merc248
- Posts: 6
- Joined: 2005-08-10 21:47
Squad Leading
I'm trying to figure out the various steps and methods one could undertake in order to lead a squad effectively in PRM. One thing I've noticed in common between all of the good squad leaders I've been with is that they all communicate A LOT through VOIP, though it doesn't seem like that does the trick more than half the time (usually I see people running off to wherever they want rather than actually following orders, though somehow, good squad leaders can get them to organize in a public server.)
In any case, I've tried to lead a couple of squads myself and have failed miserably, either because I tried to plan out too far out in the future or whatever else. Are there any pointers that you guys can give that can help one be a better squad leader in general?
In any case, I've tried to lead a couple of squads myself and have failed miserably, either because I tried to plan out too far out in the future or whatever else. Are there any pointers that you guys can give that can help one be a better squad leader in general?
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PF-Greasy Monkey
- Posts: 206
- Joined: 2005-08-27 18:07
voip is the key i think
if you have people that are not listening, kick them from the squad
place markers on the map for actions or targets
use the officer kit with rallypoints
place the rally poins to locations close enough to the flags
plan your squad member kits according to the flag you are assaulting/defending
commnicate with the commander
ask him to pass messages to other squads instead of using the chat(a bit faster and promote VOIP use)
if you have people that are not listening, kick them from the squad
place markers on the map for actions or targets
use the officer kit with rallypoints
place the rally poins to locations close enough to the flags
plan your squad member kits according to the flag you are assaulting/defending
commnicate with the commander
ask him to pass messages to other squads instead of using the chat(a bit faster and promote VOIP use)
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bizzy96
- Posts: 31
- Joined: 2006-12-14 18:53
try to set your squads out like this
for infantry:
1x officer
2x medic
1x light anti tank
1 x ammo man
1x support/DM/sniper/ light anti tank
or
1x officer
2x medic
1x heavy AT
2x ammo man
if your an armour support squad, like tanks:
4x crew men (2 tanks)
2x light anti tank (when the tanks get combat you get off the MG on the top and shoot enemy tanks with the RPG)
either way try to set them out evenly. ask for voluntiers before your assign the positions but if nobody does voluntier for them. be friendly and stuff but make the orders you give clear and use VOIP
for infantry:
1x officer
2x medic
1x light anti tank
1 x ammo man
1x support/DM/sniper/ light anti tank
or
1x officer
2x medic
1x heavy AT
2x ammo man
if your an armour support squad, like tanks:
4x crew men (2 tanks)
2x light anti tank (when the tanks get combat you get off the MG on the top and shoot enemy tanks with the RPG)
either way try to set them out evenly. ask for voluntiers before your assign the positions but if nobody does voluntier for them. be friendly and stuff but make the orders you give clear and use VOIP
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CodeRedFox
- Retired PR Developer
- Posts: 5919
- Joined: 2005-11-08 00:47
VOIP is the best way. And make sure everyone is using VOIP. Give out commands and talk to your Commander. A well places artillery strike can destroy a well dug in enemy. Also get to know players in the PRMM world. When I join a server and see good guys I've played with in the pass I joining there squad.
But dont expect the same teammate help when your a squad leader, before the rally points were introduced the squad leader was a very important role (ie forward spawn point), But with the addition of RP keeping the squad leader alive is no long important or necessary (besides just setting up another RP).
But dont expect the same teammate help when your a squad leader, before the rally points were introduced the squad leader was a very important role (ie forward spawn point), But with the addition of RP keeping the squad leader alive is no long important or necessary (besides just setting up another RP).
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Glamorize_Cocaine
- Posts: 20
- Joined: 2007-02-11 01:23
seeing as how i don't trust VOIP i try to have all the guys in my TS or vent in my squad... much eesier, and i've played with them so basically i know what they're good at and what they're... well, don't let them near that.. lol!
but yeah, communication is a good thing, and if they still don't kick them out, lock it, invite someone else.
but yeah, communication is a good thing, and if they still don't kick them out, lock it, invite someone else.
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RikiRude
- Retired PR Developer
- Posts: 3819
- Joined: 2006-02-12 08:57
Being a SL just takes experiance and skill. I personally don't like leading a squad, I prefer to be a squaddy. Just be a squaddy and watch what an experianced SL does and I'm sure it will come out naturally. Don't have your head in your ***, sound commanding, and listen to your squads ideas and you shoudl be a fine SL =)
Proud n00b tub3r of 5 spam bots!


'[R-CON wrote:2Slick4U']That's like being the smartest kid with down syndrome.
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Aljen
- Posts: 399
- Joined: 2006-11-14 14:48
I think that SL is still very important in 0.5 even with RP. He should be the first one for reviving at any time because you can spawn on him without any area restrictions and without a fear of spawncamping. RPs are easily destroyed and with a dead SL your whole squad can stuck in a hostile territory without any spawnpoint.coderedfox wrote:But with the addition of RP keeping the squad leader alive is no long important or necessary (besides just setting up another RP).
0.5 added that to SL hiding skills are not more as necessary as before when he served mostly as a mobile spawnpoint, now he can actually fight with enemy although I really hate to see my SL in the first line (he should direct his squad movements with "move" marker) like it was written in old Red Army doctrine.
Truth needs no law to enforce it
Evolution: The realization by the organism that those things inside the white lab coats are pretty damned tasty!
Evolution: The realization by the organism that those things inside the white lab coats are pretty damned tasty!
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[PTG] ]-[00T
- Posts: 20
- Joined: 2007-02-13 17:10
Good advice lads. 
From personal experience I found it best to get into VOIP sqds and see how others command a sqd. Incorporate the skills/methods you like into your own.
After that I practiced by getting my sqd to defend key flags while the majority of the team advanced.
So long as your sqd is following your orders this can be a great way of developing your comms skills without the threat of your whole sqd being killed or moving out of a flag area only for it to be neutralised 1minute after you leave, getting caught out of position and feeling like an *ss (oh, the nightmares).
On assault I'm still learning, but a good tip is to not let any of your sqd shoot (unless fired upon) until you give the order as your position is immediately given away. I cost my sqd leader his life (sorry freor) and have learned the lesson well.
Soon you'll find yourself more confident in your abilities to run the sqd and you'll reap the benefits.
Good luck to you.
From personal experience I found it best to get into VOIP sqds and see how others command a sqd. Incorporate the skills/methods you like into your own.
After that I practiced by getting my sqd to defend key flags while the majority of the team advanced.
So long as your sqd is following your orders this can be a great way of developing your comms skills without the threat of your whole sqd being killed or moving out of a flag area only for it to be neutralised 1minute after you leave, getting caught out of position and feeling like an *ss (oh, the nightmares).
On assault I'm still learning, but a good tip is to not let any of your sqd shoot (unless fired upon) until you give the order as your position is immediately given away. I cost my sqd leader his life (sorry freor) and have learned the lesson well.
Soon you'll find yourself more confident in your abilities to run the sqd and you'll reap the benefits.
Good luck to you.

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Nickbond592
- Retired PR Developer
- Posts: 2713
- Joined: 2007-01-30 18:16
treat your sqd with respect,
listen to there ideas,
give very clear objectives using the commo rose markers,
use tactics that dont get you and your men killed,
take your time, (if a member wants to run off and play rambo kick him)
use the officer kit as much as possible,
use voip extensively and encourage members to do the same, (ask questions and advice of squaddies)
rally points are the key to this version so use them wisely,(good safe positioning essential)
make your members want to be in the squad and your sqd will always be full.
and if your still not sure join a squad with an active SL and learn from him either by his/her examples or mistakes
listen to there ideas,
give very clear objectives using the commo rose markers,
use tactics that dont get you and your men killed,
take your time, (if a member wants to run off and play rambo kick him)
use the officer kit as much as possible,
use voip extensively and encourage members to do the same, (ask questions and advice of squaddies)
rally points are the key to this version so use them wisely,(good safe positioning essential)
make your members want to be in the squad and your sqd will always be full.
and if your still not sure join a squad with an active SL and learn from him either by his/her examples or mistakes
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Makee
- Posts: 327
- Joined: 2006-09-12 08:39
There are two crucial keys, from my experience, to have a good squad.
1. SQUAD LEADER MUST ALWAYS USE VOIP
2. SQUAD LEADER MUST DO EVERYTHING HE CAN TO FORCE SQUAD MEMBERS TO ALWAYS STICK & WORK TOGETHER
To have anything more than that, is always better, of course, but if you don't have these two things working, squad will be bad, no matter what kit they (members) have or are they use voip to communicate.
More on squad leading you also have here: http://guide.realitymod.com/index.php?t ... ader_Guide
1. SQUAD LEADER MUST ALWAYS USE VOIP
2. SQUAD LEADER MUST DO EVERYTHING HE CAN TO FORCE SQUAD MEMBERS TO ALWAYS STICK & WORK TOGETHER
To have anything more than that, is always better, of course, but if you don't have these two things working, squad will be bad, no matter what kit they (members) have or are they use voip to communicate.
More on squad leading you also have here: http://guide.realitymod.com/index.php?t ... ader_Guide
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CyC_AnD
- Posts: 59
- Joined: 2006-11-12 11:47
It much depends on ppl you play with. I like to squad leading, and commanding sometimes. But if nobody follow orders then I usually resign after half of round.
I liked to play SL on vanilla, couse I had feeling what flag enemy will capture next. Now we have 1-3 flags that can be taken next, so its not so important.
When I'm SL and I see some other squads named: Teamwork, VOIP etc. or just full, then I'm trying to comunicate with them (bravo team will you attack x flag? my squad will defend last one etc.). I'm trying to talk to ppl, to encoureage them, make them spread out (harder to kill). Looking more to map to see where our troops dying (so can guess from where I can expect enemy). Sometimes I split my squad, staying with one soldier f.e. on defence, and sending rest to the fight (ppl are usually bored and run all map if you tell them to defend flag where is little action...).
Put good rally points, strategic to the flag capturing and defending. I'm trying to always team up for better stopping and attacking power. Shout to ppl to team up, to go back if grenades are falling down, out manouver enemy, go from lest expected side etc.
Last time I had real laugh was on EJOD where we were 10 to 20 and fought for our main base flag. I flanked next flag and recapture it with squad of 4 ppl few times. They outnumber us, but somebody from enemy team wrote in chat "I can't belive we are loosing this"
SL is just more about thinking on your and enemies routes and attacking/defending strategies, and showing ppl that not always diyng in the field is best strategy
. Sometimes leaving flag for enemy and staying in close to it to recapture it 1 minute after last enemy soldier will rush to next flag makes ppl to think more in your squad 
Oh and if you already have ppl that recognize you and liked you becouse of your SLeading then they follow you to death. SL and commanders are most important thing in this mod, and differ this game from other like f.e. red orchestra.
edit:
Oh one more, always look at the map, if you see flag without defending forces, enemy will capture it in next max 5 minutes lol. If you see your troops attacking some flag go to it other route to flank enemie, or rush to other flag, so enemy need to split defending forces (so more chances to capture at least one flag).
I liked to play SL on vanilla, couse I had feeling what flag enemy will capture next. Now we have 1-3 flags that can be taken next, so its not so important.
When I'm SL and I see some other squads named: Teamwork, VOIP etc. or just full, then I'm trying to comunicate with them (bravo team will you attack x flag? my squad will defend last one etc.). I'm trying to talk to ppl, to encoureage them, make them spread out (harder to kill). Looking more to map to see where our troops dying (so can guess from where I can expect enemy). Sometimes I split my squad, staying with one soldier f.e. on defence, and sending rest to the fight (ppl are usually bored and run all map if you tell them to defend flag where is little action...).
Put good rally points, strategic to the flag capturing and defending. I'm trying to always team up for better stopping and attacking power. Shout to ppl to team up, to go back if grenades are falling down, out manouver enemy, go from lest expected side etc.
Last time I had real laugh was on EJOD where we were 10 to 20 and fought for our main base flag. I flanked next flag and recapture it with squad of 4 ppl few times. They outnumber us, but somebody from enemy team wrote in chat "I can't belive we are loosing this"
SL is just more about thinking on your and enemies routes and attacking/defending strategies, and showing ppl that not always diyng in the field is best strategy
Oh and if you already have ppl that recognize you and liked you becouse of your SLeading then they follow you to death. SL and commanders are most important thing in this mod, and differ this game from other like f.e. red orchestra.
edit:
Oh one more, always look at the map, if you see flag without defending forces, enemy will capture it in next max 5 minutes lol. If you see your troops attacking some flag go to it other route to flank enemie, or rush to other flag, so enemy need to split defending forces (so more chances to capture at least one flag).
Last edited by CyC_AnD on 2007-02-17 10:13, edited 1 time in total.
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[BiM]Black7
- Posts: 402
- Joined: 2006-01-08 22:10
My check list
1. check so all have voip or atleast hear you
2. tell them this is a squad play squad if they dont follow orders they will be kicked or should leave at once.
3. Tell them what kits are highly wanted (medic, rifleman, support)
4. befor spawning set out a destination on the map
5. tell em where to spawn, and to wait for the rest of the squad befor moving.
these 5 check points is what i normaly go through when im SL witch is alot now days.
To think about as an SL.
1.You and the medics are the most important factors of the squad so try keeping 2 medics in the squad 1 that stays with your and 1 that moves with the rest of the squad.
2. When advancing (moving) tell someone with a suiting kit to lead or take point so your not the one leading the grp your self into a ambush let em do it.
Tell him to go ahead about 20-30m infront of the rest to scout and spot enemys.
3. Think about your squad members as pawns tell em what to do and when to do stuff your the squad leader after all.
4. Read up on some general infantiry tactics/formations/advancement info (goggle it).
5. When giving orders dont shout or scream talk calmly and ask if ppl understand. if they disobey or its urgent shout some.
6. When moving in on bases etc set a rally point "and" keep back wail the rest move in that way they have 2 spawn points you and the rally point.
7. Use directions when pointing out stuff or spotting enemys no left or right stuff cuz it wont work, its Southwest, North and that sort of thing that works as its general for all.
8. Dont be a rtard cuz ppl dont follow rtards that mean dont lead your men into death to often, dont make stupid disitions, dont call your men idoits for dieing (cuz you lead em there), dont call in arty on your own men etc.
9. If your squad members do something really good dont be a sissy and ignore it give the alot of credit tell em they rock and are the best squad that you ever had "if thats the case
"
Ps. Oh yeah always use the officer kit
communicate with commander if there is one tell him what your doing, ask him for support from other squads, tell your squad that the commander is telling you to go there etc its good for moral
, support other squads etc
B7
1. check so all have voip or atleast hear you
2. tell them this is a squad play squad if they dont follow orders they will be kicked or should leave at once.
3. Tell them what kits are highly wanted (medic, rifleman, support)
4. befor spawning set out a destination on the map
5. tell em where to spawn, and to wait for the rest of the squad befor moving.
these 5 check points is what i normaly go through when im SL witch is alot now days.
To think about as an SL.
1.You and the medics are the most important factors of the squad so try keeping 2 medics in the squad 1 that stays with your and 1 that moves with the rest of the squad.
2. When advancing (moving) tell someone with a suiting kit to lead or take point so your not the one leading the grp your self into a ambush let em do it.
Tell him to go ahead about 20-30m infront of the rest to scout and spot enemys.
3. Think about your squad members as pawns tell em what to do and when to do stuff your the squad leader after all.
4. Read up on some general infantiry tactics/formations/advancement info (goggle it).
5. When giving orders dont shout or scream talk calmly and ask if ppl understand. if they disobey or its urgent shout some.
6. When moving in on bases etc set a rally point "and" keep back wail the rest move in that way they have 2 spawn points you and the rally point.
7. Use directions when pointing out stuff or spotting enemys no left or right stuff cuz it wont work, its Southwest, North and that sort of thing that works as its general for all.
8. Dont be a rtard cuz ppl dont follow rtards that mean dont lead your men into death to often, dont make stupid disitions, dont call your men idoits for dieing (cuz you lead em there), dont call in arty on your own men etc.
9. If your squad members do something really good dont be a sissy and ignore it give the alot of credit tell em they rock and are the best squad that you ever had "if thats the case
Ps. Oh yeah always use the officer kit
communicate with commander if there is one tell him what your doing, ask him for support from other squads, tell your squad that the commander is telling you to go there etc its good for moral
B7
"It's every man's dream to hear that beer and pizza can prevent cancer," he said. "However, the 17 beers and four large pizzas needed to get enough xanthohumol and lycopene to help prevent prostate cancer is unfortunately not advised."
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Top_Cat_AxJnAt
- Posts: 3215
- Joined: 2006-02-02 17:13
If they think you know what your doing they will respect you.
To show them you know what your doing you have to know the reasons why a squad can take a flag/defend and flag and win and why a squad can loose.
It tke practise to understand and know the reasons but alot of it is just common sense. THere is then communicating it to your squad, i find this the easy part but others might not, however VOIP is vital.
The sort of key reasons are, many obvious: kits, objectives (both small and big or with 2 atonce), location of squad members (too bunched up, too spread out ext.), squad to squad co-operation (cant do it with out them - you help them/ they help you), rout to objective.
There is alot to think about, no question but if you think logicaly it is much easiers. This can mean having a mental list of things to do when:
- the game begins
- when a flag is ....(taken, lost)
- new member joins
- choosing a objective
By using this method, you can take a very hecktic and manic battlefield enviroment and break it down in to almost simple yes/no decisions.
You can also start of with a few situations in your head (like the above) and only a few questions or even only 1 you ask your self when the situation arises.
THe easiest example is when the game begins becuase you are not having to worry about staying alive. During this stage it is also easy to bring in past experience of situations you faced and lost in terms of key reasons (kits/objectives/rout ext.)
Words in italic you say to your squad, rest is in your head.
Remeber to explain WHY or we are doing this BECUASE - shows the squad what you are doing is not random but is supported by solid reasons = players respect you more.
1) - What kits will the squad need on this map?????
This breaks into 2 parts, standard always need kits and map affected kits - if the map has helis/armour you might want an AA/AT kit.
I require the following kits, 2 medics, 1 rifleman and 1 Light Antitank, please call out your name, followed by your kit, use text if you dont have VOIP, we will need the ...(special kit)... becuase of the threat of ...(tanks, planes, helis, jeeps ext.) ...
2) - What objective should the squad focus on (in most cases objective = a flag) ????? What is the furthest flag we can capture or successfull hold till the others are taken OR of the 1st or 2nd flags that must be captured, which will need greater support or will be neglected by the rest of the team and remeber to include a reason, however simple!
The objective is to capture the ...(name)... flag becuase ...(often neglected, stops enemy reaching ext.) and the next objective is to ...(move, attack, defend - main 3)... becuase ... (reason)...
3) - Where should the squad spwn?????? Consider the rout to the objective and which spwn point allows you to reach it quickly and safely. Speed and safety - balance the 2 becuase one spwn point might allow you to reach the objective quickly but might also be very dangerous.
Please spwn at ...(spwn point name or location e.g south west) becuase....(rout to objective is...)
will add later, got to gooooo, hope this helps.
To show them you know what your doing you have to know the reasons why a squad can take a flag/defend and flag and win and why a squad can loose.
It tke practise to understand and know the reasons but alot of it is just common sense. THere is then communicating it to your squad, i find this the easy part but others might not, however VOIP is vital.
The sort of key reasons are, many obvious: kits, objectives (both small and big or with 2 atonce), location of squad members (too bunched up, too spread out ext.), squad to squad co-operation (cant do it with out them - you help them/ they help you), rout to objective.
There is alot to think about, no question but if you think logicaly it is much easiers. This can mean having a mental list of things to do when:
- the game begins
- when a flag is ....(taken, lost)
- new member joins
- choosing a objective
By using this method, you can take a very hecktic and manic battlefield enviroment and break it down in to almost simple yes/no decisions.
You can also start of with a few situations in your head (like the above) and only a few questions or even only 1 you ask your self when the situation arises.
THe easiest example is when the game begins becuase you are not having to worry about staying alive. During this stage it is also easy to bring in past experience of situations you faced and lost in terms of key reasons (kits/objectives/rout ext.)
Words in italic you say to your squad, rest is in your head.
Remeber to explain WHY or we are doing this BECUASE - shows the squad what you are doing is not random but is supported by solid reasons = players respect you more.
1) - What kits will the squad need on this map?????
This breaks into 2 parts, standard always need kits and map affected kits - if the map has helis/armour you might want an AA/AT kit.
I require the following kits, 2 medics, 1 rifleman and 1 Light Antitank, please call out your name, followed by your kit, use text if you dont have VOIP, we will need the ...(special kit)... becuase of the threat of ...(tanks, planes, helis, jeeps ext.) ...
2) - What objective should the squad focus on (in most cases objective = a flag) ????? What is the furthest flag we can capture or successfull hold till the others are taken OR of the 1st or 2nd flags that must be captured, which will need greater support or will be neglected by the rest of the team and remeber to include a reason, however simple!
The objective is to capture the ...(name)... flag becuase ...(often neglected, stops enemy reaching ext.) and the next objective is to ...(move, attack, defend - main 3)... becuase ... (reason)...
3) - Where should the squad spwn?????? Consider the rout to the objective and which spwn point allows you to reach it quickly and safely. Speed and safety - balance the 2 becuase one spwn point might allow you to reach the objective quickly but might also be very dangerous.
Please spwn at ...(spwn point name or location e.g south west) becuase....(rout to objective is...)
will add later, got to gooooo, hope this helps.
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flik
- Posts: 80
- Joined: 2007-02-09 17:50
Topcat has said a lot of what I believe - but I thought I'd put it in my own words 
----
Being a squad leader, I think, is like playing an instrument. There are a tonne of things one needs to consider (in instrument context - timing, note choice, harmony etc.)
Obviously, and ideally, you don't want to think of each individul thing on their own - you wan't to group the ideas together
================
The two most important 'groupings' of ideas to follow are[/b]
-The status of each squad member (dead or alive, and the kits they have, where are they on the map, do they have a vehicle)
-Status of map (Which squad is where, what is the current objective, which flags are captured, which flags are neutral, which flags are captured by enemy)
-I'll add this in, as a third thing. But it's just (and possible even more so) as important as the other two. is the commander alive/functioning/doing his/her job etc.
Above, is what I like to call the foundation of everything you decide as a squad leader. Think of it as breathing. It's there, and should be happening without you thinking it. Above information shouldn't need to thought about - you should know it
========
What do we do as a result of breathing? we exert. That is our next point of consideration. In other words.. What do we do now we know what we know?
We quickly and thouroughly[/b] work out a plan.
I could list a thousand different situations now - but I shouldn't have to.
be logical
=======
An example, considering everything above.
Situation
- 8 flag map
- Your team has 6 of the 8 flags.
- Your team has 7 squads
- At the moment, squad one is on flag one, squad two flag two etc etc.
- you are the seventh squad, and currently, essentially, you have no objective. all six other squads have captured the 6 flags, and are defending them appropriately
-Your team consists of 6 members, you have 2 medics, yourself as officer, an anti tank, a support, and a marksman.
-Your commander is alive, and is letting you know you have arty available. He has also made you aware of the enemy on the flag.
-The commander says there is 3 infantry, and a tank defending the flag, and that it an open flag (no fences)
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
consider what needs to be achieved here.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1.Place marksmen in spot for covering fire/taking out infantry.
2. REGROUP team.
3. Place arty.
4. remaining squad members approach, tank is taken down before it even knows you're coming (possible flanking/approach from other direction move
)
5. Marksman fires as you're arriving AND NOT BEFORE
6. support takes out infantry while providing somewhat covering fire.
7. Medics and yourself approach to capture.
8. defend flag until further instructions/progress on map
===============================
So now that you're breathing, and moving. You need to move with style.
in other words, How will you 'move'?
If you say things confidently, your squad is likely to follow.
==============================
other 'less important things you need to always consider'
-If a squad member isn't responding/following important orders/being a lonewolf. Why? should you kick him?
-Possibly, members won't have a mic, yet are following orders and have important information to display. Read the text they send to you.
===============================
Good luck! Squad leading is the best part of the game in my opinion!
----
Being a squad leader, I think, is like playing an instrument. There are a tonne of things one needs to consider (in instrument context - timing, note choice, harmony etc.)
Obviously, and ideally, you don't want to think of each individul thing on their own - you wan't to group the ideas together
================
The two most important 'groupings' of ideas to follow are[/b]
-The status of each squad member (dead or alive, and the kits they have, where are they on the map, do they have a vehicle)
-Status of map (Which squad is where, what is the current objective, which flags are captured, which flags are neutral, which flags are captured by enemy)
-I'll add this in, as a third thing. But it's just (and possible even more so) as important as the other two. is the commander alive/functioning/doing his/her job etc.
Above, is what I like to call the foundation of everything you decide as a squad leader. Think of it as breathing. It's there, and should be happening without you thinking it. Above information shouldn't need to thought about - you should know it
========
What do we do as a result of breathing? we exert. That is our next point of consideration. In other words.. What do we do now we know what we know?
We quickly and thouroughly[/b] work out a plan.
I could list a thousand different situations now - but I shouldn't have to.
be logical
=======
An example, considering everything above.
Situation
- 8 flag map
- Your team has 6 of the 8 flags.
- Your team has 7 squads
- At the moment, squad one is on flag one, squad two flag two etc etc.
- you are the seventh squad, and currently, essentially, you have no objective. all six other squads have captured the 6 flags, and are defending them appropriately
-Your team consists of 6 members, you have 2 medics, yourself as officer, an anti tank, a support, and a marksman.
-Your commander is alive, and is letting you know you have arty available. He has also made you aware of the enemy on the flag.
-The commander says there is 3 infantry, and a tank defending the flag, and that it an open flag (no fences)
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
consider what needs to be achieved here.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1.Place marksmen in spot for covering fire/taking out infantry.
2. REGROUP team.
3. Place arty.
4. remaining squad members approach, tank is taken down before it even knows you're coming (possible flanking/approach from other direction move
5. Marksman fires as you're arriving AND NOT BEFORE
6. support takes out infantry while providing somewhat covering fire.
7. Medics and yourself approach to capture.
8. defend flag until further instructions/progress on map
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So now that you're breathing, and moving. You need to move with style.
in other words, How will you 'move'?
If you say things confidently, your squad is likely to follow.
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other 'less important things you need to always consider'
-If a squad member isn't responding/following important orders/being a lonewolf. Why? should you kick him?
-Possibly, members won't have a mic, yet are following orders and have important information to display. Read the text they send to you.
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Good luck! Squad leading is the best part of the game in my opinion!
The sexiest man on PR.
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fuzzhead
- Retired PR Developer
- Posts: 7463
- Joined: 2005-08-15 00:42
some great reading in here
i have learned some things thanks guys!
squad leading is a challenging role and I think more players should step up to the challenge!
I hope the original poster has got his questions answered.
I think Im going to start a training session for squad leaders, look for athread on it soon.
squad leading is a challenging role and I think more players should step up to the challenge!
I hope the original poster has got his questions answered.
I think Im going to start a training session for squad leaders, look for athread on it soon.
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Mekstizzle
- Posts: 882
- Joined: 2006-10-30 17:15
As long as you use rally points in decent/semi-decent locations i'll be happy. Nobody does though. So you have to use APC's. But then APC's are driven off into the action and insta-killed. So know you have to spawn at the back flag, and your squad leader still doesn't use rally points. Followed by some swearing at them on my behalf (apologize, but sometimes it just gets too annoying) i usually just end up leaving the server these days.
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El_Vikingo
- Posts: 4877
- Joined: 2006-11-27 01:50
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Poi_Medic
- Posts: 222
- Joined: 2006-03-12 01:56
For me, everytime i play PR. I always make a squad named "Mics Only". That gets things moving faster. VOIP is key to this game, i use it alot as a squad leader and i allways tell my squad to report in anything that moves. Squad tactics is key, learn how to move your squad and when a squad leader must move. If you move out first, you will probly die casuing your squad to attempt to rescue you and they die in the process. Try and stay back from all the major firefights, i usually fall back when there is a crossfire, asess the situation and find the best place to flank them. Fire and manuver, bounding and leapfroging. I always get my teammates to follow those when moving from point A to B. Knowledge of the enviroment mixed with past experience will get you trough the leading your squad to victory. And my last bit of tip, this is probly what helped me the most, is think of where the enemy might be moving or expecting you. The most obvious path is the most likely one.
Playing Since PR.3


