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Posted: 2007-10-26 14:03
by nedlands1
1 x Officer
1 x Medic
1 x Support
1 x Rifleman
2 x Whatever they damn well please unless it is spec ops

Posted: 2007-10-26 14:11
by =HR=Drayu
Depends on the map and mission for me.

I always have 1 medic at least though.

Armor Maps:
1xOfficer
1xMedic
4xEngy

I then tell two people that I want them to go for H-AT and everyone else to spawn on me. I grab a vodnik or humvee and we race off to attack marker. Drop mines, reload from vehicle and repeat process, then set rally, then take flag, then defend.

Mestia or similar map:
1xOfficer
2xMedic
1xSniper
1xRifleman
1xGrenadier

Sniper sent to one waypoint to cover from distance. Rifleman leads to attack marker, Medics flank Officer, Grenadier offers smoke/nades from rear. Get to marker, drop rally, move to attack marker, either defend area/search for enemy rally/attack flag.

Loadouts change throughout map progress as to what commander needs.

Posted: 2007-10-26 14:55
by mammikoura
1x officer
2x medic
1x rifleman
2x whatever they want, though I usually don't like people going spec ops unless we are playing as the usmc

Posted: 2007-10-26 15:05
by Outlawz7
I don't really pay attention, unless it's a sniper/marksman. I usually sort out the squad after I have at least a few moments of peace, so I don't have to worry about engaging.

Posted: 2007-10-26 15:17
by Noobofthenight
Well, Normally myself, I change the set up depending on whether my Squad is assaulting/defending/recon etc. It also completely depends on the map in question too.

Posted: 2007-10-26 15:42
by .:iGi:.NinjaJedi
usually whatever the battle demands, i like going SL tho, either with a officer kit or medic.


got about 2000 points on helmand yesterday without firing once!

Posted: 2007-10-26 15:47
by Brummy
When having Squads named:

ENGINEER
AIR
ARMOUR
PILOTS

Or something like that, all people in it should be that specific Kit/Vehicle, IMO.

Posted: 2007-10-26 16:39
by Top_Cat_AxJnAt
The kits a squad takes is entirely depended on the squad specialization. This means what is its role, namely to focus on playing as Infantry, Armour or Air - not all 3 or even 2!


Below i have considered the kits for an infantry ONLY squad.



I divide all infantry squads up into fireteams of 2 men becuase it allows part of the squad to do one this, while the other part does something different. For example:
(1)Suppress and flank maneuver. The whole squad cant flank, must be able to do the both at the same time!
(2)Use of specialist infantry equipment, like H-AT or L-AT. The whole squad cant hunt a APC!

Therefore all the kit are considered in relation to requirement of each fireteam. E.g. Keep the SL alive, engage enemy armour, lay down suppressing fire.

But becuase the threats (enemy infantry/armour/air) an infantry squad faces varies, the equipment a squad needs varies also! However some threats always exists, like enemy infantry, therefore there are kits that an infantry squads needs in all situations.
But there are also some kits that are only needed when certain threats exist. These are called: Situation Dependant kits.


A squad leader always need an SL kit and he should always be close to a medic. Therefore one fireteam consists of:

(1) Squad leader kit and
(1) Medic kit


The light machine gun is crucial for the squads success against enemy infantry. Therefore one fireteam consists of:

(1) Support kit
(1) SITUATION DEPENDANT kit 1

It is vital that members of the squad (1 fireteam) can take point sometimes or lead the fight into close quarters when it is too dangerous for the SL to do so. Therefore one fireteam consists of:

(1) Rifleman
(1) SITUATION DEPENDANT kit 2


As i said above, to decide what a situation Dependant kit should be in that particular instance, one must know exactly what threats and to what degree you are facing! So i always ask my self these question (I'm not joking, i do every time):

Q.1 Does OR will our infantry squad face a threat from Armour and if yes, to what degree?
If yes but only from APCs, then Situation Dependant kit 2 should be a L-AT.
If yes but from tank and/or APCs, then Situation Dependant kit 2 should be a H-AT.



Q.2 Does OR will our infantry squad face a threat greater than average from infantry and if yes, to what degree?

If yes and from infantry in fortified positions or across open ground, then either Situation Dependant kit should be a Grenadier.
If yes and from infantry at long range, then Situation Dependant kit 1 should be a marksman.

Genius....These are both situations (yes to Q.1 and Q.2) where the 2 man fireteam places 2 kits that need to do some different from the rest of the squad and only by sticking together can they be most effective.
E.g.
Fireteam: H-AT and rifleman. The H-AT NEEDS infantry protection and re-supply. The rifleman provides re-supply to the H-AT and can protect it. They can work separately from the rest of the squad becuase the whole squad cannot hunt tanks, therefore this team is a match made in practicality heaven!

AND/OR

Fireteam:
Support kit and Marksman. Neither kit can lead assaults and both kits need a good position to be effective (nice bit of cover and a good view becuase they have to stay their and shoot for longer than normal amount of time). Therefore if they stay together in the same fireteam, the squad leader can get them to stay back and find good fire positions much much easier!


Ok, i will admit this is a little more than just kits, but if you dont know how organize kits with other kits, you have no hope in hell of using them to the best they can be used, and this means winning with them!






Any critical points or questions?

Posted: 2007-10-26 16:50
by RHYS4190
on insergent maps or urban i alow medics but on maps where there are scoped rifles i just say dont go medic leave the wounded behind. i can't waste rifle men looking after coupses and having to defend the medic because there hopless shots due to they have no zoom.

Posted: 2007-10-26 16:53
by pureperversions
RHYS4190 wrote:on insergent maps or urban i alow medics but on maps where there are scoped rifles i just say dont go medic leave the wounded behind. i can't waste rifle men looking after coupses and having to defend the medic because there hopless shots who could not hit a barn door because thay have no zoom.
but due to there lack of zoom the medics are a lot better at close range battles

besides you get a better rate of fire with 4 rifleman alive and one medic than 5 riflemen having to respawn all the time due to death and bleeding out so unable to fire as accuratly

Posted: 2007-10-26 17:37
by Hx.Clavdivs
1x Clueless squadleader
1x comic relief
2x sarcastic clansmates
1x dumb idiot making scenes
1x aspiring writer who takes notes and posts on forums like these

Now you just can't help having fun with this combination on a friday night!

Posted: 2007-10-26 17:46
by KP
That last one would be me? :razz:

Always love TC's answers to posts like these. Very thought-through, and if you play with him, it seems to work, too.

Posted: 2007-10-26 18:05
by G.Drew
very interesting ideas here

Posted: 2007-10-26 18:54
by Reddish Red
1x Medic
2x Rifleman (2nd rifleman depending on map)
1x Engineer (Depends on Map)
1x Heavy AT (Depends on Map)
1x Spec Ops (Usually only on Basrah, Spec Ops aint that useful anywhere else)
1x Marksman/Sniper (Also, Depends on Map)

Or, I just tell them to get kits I know there good at.

Posted: 2007-10-26 22:10
by PaveHawk
1x officer
1x Medic
0x snipers

All I ask from my squads is that there be at least one Medic at all times, and no snipers. That and spot before you shoot. Most of the players that I play along with have the ability to determine what kit works best for what.

Posted: 2007-10-26 23:32
by blud
Really depends on the situation. Headshots are common enough, and medics get killed half the time they try to revive, so, I don't really consider medics very important.

SL Officer
Rifleman x 2
Whatever x 3 (Depends if we need LAT, Engy, Medic.. depending on the situation)


**Unless the map is low and close on tickets where flags don't matter anymore and it's all on kills/deaths, then I have 3 medics in the squad.