Visaya's Squad Composition/Limitations
Posted: 2006-01-10 00:45
First let me state that this was scattered and collected from a couple threads. Assuming class limitations are possible and that these are ideal conditions (32v32) please reflect on my ideas.
"The USMC has 13 man squads.
They are made up of 3 fireteams and a squad leader.
A fireteam has:
Fireteam Leader - M-16A4 w/203
Rifleman - M-16A4 (often with an ACOG x4 scope but not always)
Assistant Automatic Rifleman - M-16A4 (carries the spare ammo)
Automatic Rifleman - SAW
You take three of those and add a squad leader and you have a squad of 13 men. I think the game's "squads" should be renamed fireteams and allow attachments of two Marines for a new "squad" or fireteam of 6."
Taken from this thread:http://realitymod.com/forum/showpost.php?p=45983&postcount=20
Lets see that makes
3 m203 grenadier fireteam leaders
6 Riflemen/Assistant AUto Riflemen (m16's for the sake of the game)
3 SAWs
1 Squad leader with either m16/m16 with m203
thats 13 people now scale that down to 6 player squads.
The riflemen have a 2:1 ratio on the saw gunners and a 3:2 ratio on grenadiers. (assuming the squad leader takes an m203 -being generous again)
I even did some more research to find that in one platoon there would be 1-3 medics (corpsmen) assigned by the navy if you were lucky. SO EVEN FOR THE SAKE OF GAMEPLAY, I say put 1 medic per squad when in fact you normally wouldn't have one.
So I concluded that each squad should be 1 grenadier, 3 riflemen, 1 medic, 1 saw gunner. That is 6 people. Now you have to factor in AT's, if you would want them as a seperate support squad you would have to call on or if they would be in your squad for your convenience, and obviously within the game. You need some way to counter Armor within your squad.
So my compromise was to put an AT in every other footsquad by swapping out an MG because people would cry if there were no medics (but in real life there would be almost none). Now if you suggested that a squad composed of 1 grenadier, 3 riflemen, 2 MG's, I couldn't argue with you because that would be a little more realistic than what I initially suggested. So my initial suggestion was even generous based on the information I collected.
After this post I further revised and compiled this:
This only applies to full infantry squads. Support squads and vehicle squads would be different. This is the basic mainstay of any force.
There are 2 types of squads: MG squads and AT squads
Odd numbered squads are MG
Evens are AT
MG squad composition
Unlimited Riflemen
Limit 1x grenadier
Limit 2x MG gunner
Limit 1x Medic
Mg becomes available on 4th slot
Medic becomes available on 6th slot (yes they are rare)
AT type squad
Limit 1x grenadier
Limit 4x riflemen
Limit 1x MG
Limit 1x AT
Limit 1x Medic
AT available from second slot
MG available 6th Slot
Medic available 6th slot
This way it is possible to deploy without an AT, but an at is only available every other squad. So either deploy with it and be prepared, or someone will have to die and respawn with a reduced chance of taking armor out. It also allows your squad to be customizable to be more attack minded or defensive.
"The USMC has 13 man squads.
They are made up of 3 fireteams and a squad leader.
A fireteam has:
Fireteam Leader - M-16A4 w/203
Rifleman - M-16A4 (often with an ACOG x4 scope but not always)
Assistant Automatic Rifleman - M-16A4 (carries the spare ammo)
Automatic Rifleman - SAW
You take three of those and add a squad leader and you have a squad of 13 men. I think the game's "squads" should be renamed fireteams and allow attachments of two Marines for a new "squad" or fireteam of 6."
Taken from this thread:http://realitymod.com/forum/showpost.php?p=45983&postcount=20
Lets see that makes
3 m203 grenadier fireteam leaders
6 Riflemen/Assistant AUto Riflemen (m16's for the sake of the game)
3 SAWs
1 Squad leader with either m16/m16 with m203
thats 13 people now scale that down to 6 player squads.
The riflemen have a 2:1 ratio on the saw gunners and a 3:2 ratio on grenadiers. (assuming the squad leader takes an m203 -being generous again)
I even did some more research to find that in one platoon there would be 1-3 medics (corpsmen) assigned by the navy if you were lucky. SO EVEN FOR THE SAKE OF GAMEPLAY, I say put 1 medic per squad when in fact you normally wouldn't have one.
So I concluded that each squad should be 1 grenadier, 3 riflemen, 1 medic, 1 saw gunner. That is 6 people. Now you have to factor in AT's, if you would want them as a seperate support squad you would have to call on or if they would be in your squad for your convenience, and obviously within the game. You need some way to counter Armor within your squad.
So my compromise was to put an AT in every other footsquad by swapping out an MG because people would cry if there were no medics (but in real life there would be almost none). Now if you suggested that a squad composed of 1 grenadier, 3 riflemen, 2 MG's, I couldn't argue with you because that would be a little more realistic than what I initially suggested. So my initial suggestion was even generous based on the information I collected.
After this post I further revised and compiled this:
This only applies to full infantry squads. Support squads and vehicle squads would be different. This is the basic mainstay of any force.
There are 2 types of squads: MG squads and AT squads
Odd numbered squads are MG
Evens are AT
MG squad composition
Unlimited Riflemen
Limit 1x grenadier
Limit 2x MG gunner
Limit 1x Medic
Mg becomes available on 4th slot
Medic becomes available on 6th slot (yes they are rare)
AT type squad
Limit 1x grenadier
Limit 4x riflemen
Limit 1x MG
Limit 1x AT
Limit 1x Medic
AT available from second slot
MG available 6th Slot
Medic available 6th slot
This way it is possible to deploy without an AT, but an at is only available every other squad. So either deploy with it and be prepared, or someone will have to die and respawn with a reduced chance of taking armor out. It also allows your squad to be customizable to be more attack minded or defensive.