Training Suggestions
Training Suggestions
Training Suggestions
Movement Formation
Formation while moving is extremely important. A poor formation will lead to a squad
wipe, easy identification by hostile forces, and most importantly, it will look bad.
The squad should be already split into sections, either by fire teams (FTs) or by
objectives (taking specific points setting up a support FOB/Emplacement) and should
form up accordingly.
The formation should be a rough line with the SL and his FT at the front and other
FTs falling behind. The second, fourth, sixth etc. man down the line should cover the
left. The third, fifth, seventh etc. man down the line should cover the right. The rear
FT or soldier should cover the rear.
The squad should move either directly across open ground or from one piece of
cover/concealment to the next, which approach to use is up to 1/2ic.
A staggered retreat is a good way of getting out of a tough spot, it works excellently
in urban areas but it can still work well in open ground if applied well. The idea is
simple, the men at the front line fall back to behind the men holding the rear (the
direction in which the squad falls back) then the troops that just fell back cover the
next wave that retreats, this process repeats itself until the contact is broken or the
squad gains the advantage in cover.
Squad Roles
Squad Lead
1st in Command. The squad lead (SL) is the link between the squad and the team.
They should keep the information flow both to and from the squad to the rest of the
team. They should delegate responsibilities and allow for squad members
experience and tactical knowledge be shown but keep control at the same time.
Medic
Usually the medic takes the 2nd in command role (it depends on squad members
experience). The medics only job is to keep the squad alive. Medics should stay
near the rear of the squad and formations when in combat and breaching
compounds, they should stay near the middle of the squad whilst marching. To be
successful the medic should assess the situation before attempting a revive, the
decision to pop smoke, bandage then secure area, or to engage hostiles before
reviving is up to the medic alone, not the soldier on the ground.
Marksmen/Scout
This role if often a lone operator, operating from distance, from height and often
behind enemy lines means this role gets little love, and often is useless with a good
SL.
Light Anti-Tank
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Light anti-tank (LAT) operators have only one role: killing hostile vehicles. They
should only care about the SLs orders on hostile vehicles, they should allow their
security to be controlled by squad members and focus on the target as it will often
overpower the squad without swift destruction.
Automatic Rifleman
Automatic Rifleman (AR) is the best anti-movement role in infantry warfare, barring
only JTAC. They have the ability to pin entire teams down, lower the heads of FOB
gunners and to wreak havoc on hostiles behind concealment. AR should work fairly
independently of the SL but should be able to respond to calls of support from the
SL.
Grenadier
Grenadiers have the special ability of killing hostiles they cant see. The grenadier
should be able to both eliminate and accurately mark hostile troops. The lethal high-
explosive (HE) grenades can destroy entire squads, but the smoke grenades can
focus the fire of the squad as well as friendly vehicles, emplaced weapons, and
squads.
Rifleman
The rifleman is not special in any way (they have only a rifle, a few grenades and a
few bandages) but they can wreak havoc through flanking hostiles, throwing
accurate smokes or HE handheld grenades, or through brute force. The rifleman is
perfect for breaching compounds, surprise attacks and a manning equipment.
Fire Teams
Fire teams should be assigned and recognised as soon as possible at the start of a
match. Each FT should have a separate leader to the SL. This is as the FT leader
have a better understanding of the situation than the SL in most cases. FTs should
primarily communicate in direct communication, either direct in game comms or
through a 3rd party program (Discord/TS), and through the squad comms if the rest of
the squad will need the info. EG LAT needs exact range and bearing, squad needs
rough area of vehicle.
For a squad of 1xSL 2xMedic 1xAR 2xLAT 3xRifle this is an example of a fire team
split for a vehicle heavy operation:
FT 1: 1xSL 1xMedic 1xRifle
FT 2: 1xAR 2xRifle
FT 3: 2xLAT 1xMedic
Each FT is 3 men and is specialised for a specific task.
FT 1 is responsible for the movement, communication and control of the squad as
well as the setting of spawn points whether they be FOB/HABs or rally points.
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Compound Clearing
To successfully breach a compound a squad should eliminate as many defenders as
possible before entry, this can be through marksmen (MM), mortars, or grenades.
Before pushing the attackers should prepare against the defenders counter attacks
(MM/AR covering windows/rooftops etc.) and use cover while approaching the
compound/building that they intend to breach. If the squad runs out of
cover/concealment on approach to the target they can utilise smoke grenades to
block the defenders view. When approaching the entrance the squad should place
the soldier with the most firepower on point, then breach the compound.
Once the squad is inside the outer defences the hardest part of the assault starts,
1m engagements. Due to the proximity of combatants, pre-firing is essential to
success. The squad should keep good spacing and ensure that each new area is
fully covered. EG. Checking corners watching out of windows and doors.
Once the compound is fully secure (this may take several assault waves) the SL
should decide whether to defend the compound or to move on. If the squad takes
defence of the compound they should ensure all entry points are covered, all
approaches have a spotter and that the squad recognises how they gained access
and how to counter it. EG. Easily jumpable wall or double door.
Radio Communication
Radio communication is essential for the success of a squad and team in Squad.
The SL is the exchange point between the huge amounts of information that the
squad is providing and the equally huge amount of information that the team
provides. The SL has enough on their plate with listening to other SLs or squad
callouts that they do not need non-necessary comms.
SLs should make sure that the other SLs on the team communicate and have the
same strategic battle plan. They should ensure that essential information is
transmitted and non-essential information is not.
Squad members should ensure that if theyre going to chat that they use direct
comms, whether it be in game direct communication or 3 rd party software. However,
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Identification
The identification of hostiles is incredibly important. Discerning whether the hostile
team has a full squad flanking your defence, or if a lone wolf is looking for a few easy
kills can win a game.
Some standard callouts that you might hear are:
Squad sized group 8 to 10 men
Fire team 2 to 5 men
Lone hostile 1 man
The identification of vehicles is also crucially important, although it can seem like a
slip of the tongue, the identification of a BTR as a Stryker or vice versa can lead to a
false sense of security or squad mates switching from LAT to other fire support roles.
Mistakes are perfectly normal, all people make them, and you should just put your
hands up and admit the mistake and correctly identify the vehicle (people are going
to be less annoyed by a correction that being wiped out by a vehicle).
It is also important to differentiate between tracked, armoured wheeled, regular
wheeled, scout and transportation vehicles. This is obviously because they all have
different firepower and need different amounts of caution.
Vehicles
Armoured Fighting Vehicles
Your main role is eliminating hostile vehicles with the secondary role of supporting
friendly troops. These roles are not set in stone though and flexibility is crucial to you
and your vehicle surviving.
If your weapon has a scope/magnification then you should use that to your
advantage and fight from range (LAT missiles have a large drop off).
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Logistic Vehicles
You are weak and vulnerable. Listen to your SL or to your team for the location of
hostile infantry and vehicles, as you should try your hardest to avoid them.
Transportation Vehicles
Currently 01/06/2017 the only transportation vehicles are unarmoured and
uncovered, this means you are weak to all forms of hostile contact. When driving a
transportation vehicle you should keep in mind that you are carrying the most
precious cargo in the game.
Definitions
Objective The target or task that you or your squad is supposed to capture or
complete.
IFV Infantry Fighting Vehicle, a vehicle that is resilient to most/all infantry weapons
with an armament of its own. Eg. BTR with 14mm autocannon.
APC Armoured Personnel Carrier, an armoured vehicle that can also carry troops.
Eg. Stryker, BTR, MTLB.
Technical An unarmoured pickup with a mounted weapon, this can take the form of
a 12.5mm mg, a recoilless rifle, or a rocket battery.
Scout Car A lightly armoured vehicle that can be destroyed with 40mm GL. Eg
BDRM
Logi (Lodge-e) A vehicle dedicated to moving supplies for FOBs.
IED Improvised Explosive Device, up to 1000lbs of HE with remote or direct
detonation, these devices can be daisy chained.
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