Blindbasher wrote:
Squad leaders
- How to get members
- Giving orders
- Spawning / staying alive
- VoIP
Squad members
- Ideal squad
- Squad formats
- Orders
- spawning
- kits
Squad leaders
How to get members
Basically, the best way to get members is become squad 1. This squad fills up within seconds of joining a server. If you weren’t quick enough to get squad 1, then make a squad as soon as you can, and then click manage squads and invite as many people as you can. Don’t stop inviting until you have 5/6.
Edit:
Using custom squad names also attracts specific users. Some times if you want a sniper squad, if you don't invite and let snipers join themselves, you will get a better sniper squad.
Giving orders
Remember to always have fresh orders that you can complete. Don’t say attack hotel once the Karkand map loads, because the MEC will all flood the Hotel etc, you have no chance. Try and get to an area with hardly enemies, and you know the commander can give you a vehicle drop or supplies. Also if you have APCs or tanks in your squad, order them to come with you. If they don’t take your orders seriously and just tank / APC whore, kick them and let another valuable member join your squad.
Spawning / Staying alive
You should always spawn at a place where you won’t get killed by a tank or sniper instantly, and you know it is close to your orders. Also keep in mind that squad members will also spawn on your location. So don’t think about your self always, make sure your squad members can spawn and have a constant attack on your orders.
You should also stay alive as much as you can, as your squad members rely on you to act as a spawn point for them. For instance you’re attacking the Suburb on Karkand and there’s a sniper and car there. You should be able to stay low and camp some where, and wait for a squad member to take out the threats, or die and spawn with a suitable kit for the task. If you die, you will have to run all the way from the left hill to the suburb again, wasting time and making it harder for you to complete your task.
VoIP
Communication is the key to a successful squad. If you have VoIP, it will be so much easier to communicate with your squad even if they don’t have a Mic. You will also be able to tell your squad where enemies are whilst you are critically wounded. They will also understand you quicker, and know exactly what you mean. If you are the squad leader of squad 1, you usually get a lot of members with a Mic any way. If you don’t have one, I suggest you go out and buy one, as it will add a whole new dimension to your game.
Squad members
Ideal squad
The ideal squad will all have VoIP, and follow orders once they are given. They will also use common sense . Check to see what kits your team mates have, and use something that you know will come in handy.
Edit:
Remember don't be scared to kick out lonewolfs and members that don't follow your orders. It's your squad, your in charge!
Squad formats
If you have the right squad format, you could be invincible. You run low on ammo and health, the medic and support come and heal and re-supply you. Your tank needs repairing, and a magic engy comes and fixes you. I recommend these formats:
On foot:
2x Medic
1x Support
1x Sniper
1x Anti Tank
1x Assault.
Scenario: Your trying to cap the suburb on Karkand. The assault member can throw smoke to cover you. The sniper can stay far back and pick out enemies from a safe distance as well as spot them. The medic and support make sure every one have what they need. The anti tank can come into action when a near by APC comes to stop you.
Squad in Tanks / APC / Cars
3x Engy
1x Medic
1x Support
1x Anti Tank
Scenario: You have a tank, an APC and a car. Your capturing flags, and an APC and tank comes to stop you. You are all next to each other repairing one another, and the commander drops a supply crate. Your guns over heat, and the Anti tank quickly take your position and fire a rocket. The support can give ammo the AT and vehicles. If it happens that some one has to come out of their vehicle for any reason, the medic is always there to revive them etc.
Orders
When your squad leader sends you orders, he will know that you are capable of completing the orders, and that the orders are realistic. The squad leader will expect you to follow the orders, and use the appropriate kit. It’s no use spawning as a sniper when you know there’s an APC waiting for you. If you don’t follow orders, the squad leader will usually kick you from the squad without hesitating.
Spawning
Your squad leader expects you to follow his orders, and Spawn on him. It becomes very hard for your squad to complete your task if you are not all inputting to the mission. As I have showed you some formats above, each member is vital to your squad, and will play a huge role. Even if you have no ammo, and are low on health. Your body count helps cap a flag a lot quicker. Your squad leader will usually lie low and act as a spawn point, and numbers count when you have 1 person out of action. Also spawning on your commander saves you from requesting a car or running to your destination.
Kits
As I said in the squad formats, having the right kit is vital to your squad. Having 6x Medics is no good when an APC comes along, not even your nades will stop the APC with an engy. The APC will mark you all spotted, and backup will be there in no time. You should spawn on your squad leader, commit suicide if you have to, and spawn with the right kit. In this case:
Assault to smoke the area for a retreat.
Anti tank to take out the APC.
Spec-ops to C4 the APC.
Engy to mine the APC.
This will take out the APC, or give you a safe route to leave or complete your task.
If you want anything adding in the guide, let me know please. It is my first guide.
not reading much after.
its a very good guide, not the best but if everyone would read this, karkand can actually become fun in 24/7 karkand servers (i try to avoid them, hardly anyone teamwork's there, i don't say everyone!) with everyone team working.
here are some other squads that work well, infantry based.
Squad 1
support, anti tank, anti tank. (NOTE: first is the squad-leader for this, same with other formations)
if the anti tank becomes more then 2, you need a medic with that.
Squad 2
Support (IMO always best as squad leader, that or sniper
), engi, engi, medic, anti tank and sniper.
Squad 1 works great against tanks, 2 well aimed shots and say bye bye to the armor. if you die spawn on the squad-leader who is always 50 meters behind you. if you kill the tank before he kills you, the squad-leader(support) is near for new ammo. if you die, walk 50 meter, take your shot! (at the tracks/back of the tank)
Squad 2 is also an anti armor/flag capping squad.
anti armor with 10 mines, i don't see an tank going through that. if an engi wants to clear it, no problem! claymores or an well aimed sniper shot. the anti tank can take out armor while the armor is stuck between mines.
when capping a flag, mine all entrances, and put claymores where infantry will most likely attack from.
the chance of a successfull cap just increased allot!
both things i said work only with the best teamwork, even better if other squads also use teamwork.