Guide for Squad Leaders - Printable Version +- Comrades in Arms Discussion Board (http://forum.ciahome.net) +-- Forum: Comrades in Arms Life (http://forum.ciahome.net/forumdisplay.php?fid=3) +--- Forum: CiA Coop Nights (http://forum.ciahome.net/forumdisplay.php?fid=6) +--- Thread: Guide for Squad Leaders (/showthread.php?tid=1300) |
Guide for Squad Leaders - lenin - 01-23-2008 Hi Variable asked me to post this guide that I translated some time ago. The original Finnish version is made by Broileri and can be found here. [table][tr][td]Guide to Squad leading by Broileri of LDD Kyllikki[/td][/tr][/table] Controls into the spinal cord: - Controls can be learned by using them. Dry practice in the editor and in single player. - Remember bugs: - "Move" commands must be given seperately to each fighter or otherwise they won't be seen (- Commencing fire: The "Fire" command seldom works, "Engage at will" works sometimes; if required use voice or write "FIRE" or "FIRE AT WILL") - basic commands: - formations: "Form line", "Form column" - these are all you need. "Wedge" has its reasoning occasionally. - how to advance (crawl, run, rush, charge) - commencing fire (assigning targets, synchronized) Know the location of your troops: - Insist to get reports from your fighters. Leader has to know his men's positions at all times. Advancing: - While advancing check regurarly that everybody is with you. - Don't advance full speed in formations so those who are left behind can catch up by sprinting. - Only stop in a position where your fighters can take cover easily. - Make sure that spacings are enough so the whole squad won't be annihilated by one grenade. - Plan for the ambush that the enemy will make upon your squad. Orienting: - Orientation skills are crucial. Don't let your troops know if you get lost! Keep skilled orienteerers as scouts advancing ahead of the squad. At times use the "Advance" command to determine a location ("move to [position on map]", "don't go there, only report bearing and distance"). Attack: - Plan the attack roughly on the map; - think how you would defend the target yourself; - consider splitting the squad according to the situation; fire team must have a qualified leader as well. - Things usually go wrong. Don't get anxious but adapt to the situation and change tactics as required. - Don't get your squad killed by being formal. - Disengage if the battle is going wrong and try from another spot again. Use smoke if possible. Defence: - If you have time for preparation, define positions in advance on map and assign "move" commmands accordingly; - if no time, assign positions roughly by compass bearings (e.g. "2: SW building", "3: right of S road", "4: SE bush 30m from the village"). - Assign target zones if you want; either by compass bearings ("2: watch SE") or if you have a LOT of extra time: mark everyone's zones on the map. - Prepare for everything: tanks, landing from air or sea; - think how you would attack the objective. - Nevertheless, the enemy will come from where you least expect it. Ponder the backup positions, keep some fighter always as a reserve, use forward posts, conduct ambushes. - Lay mines. Dont hesitate to assign tasks: - The survival of the squad leader is crucial to the squad. Use scouts instead of running ahead yourself. - The sign of a bad leader is that you do everything yourself. Give tasks to others and use the time for e.g. planning your next move. Remember your status: - Listen to the suggestions (they are usually good and a fighter acts more motivated if he feels that he can make a difference) and make a decision afterwards. When you have made a decision don't listen to counter-arguments. Don't start arguing. A squad is not a democracy; Squad leaders are only one per squad. Anyone is welcome to lead in the next mission. Command: - Give orders frequently even if you repeated the previous orders: Don't have too long breaks between commands. Command "At ease" at idle spots (for example if you are viewing the map for a longer period or you are waiting for a vehicle) or set up a defence position. - If you stop giving orders for a long time the team will fall into uncertainty. Some of the fighters will start making independent decisions and go solo. - Critizice when there is need for it. Sometimes it's justified but remember that no one wants to listen to unneccessary shouting. Example commands: 1) Example of commands at the start of a mission when getting on the move:   All, return to formation;   all, form column;   "NW" (advance direction);   all, return to formation;   all, hold fire. 2) Example of commands when halting for a moment e.g. for checking the map:   All, halt;   all, get down   ...And again when getting on the move:   all, return to formation. 3) Example of commands while assaulting "Advance by rush":   All, get down;   all, form line;   all, take cover;   "Advance by rush. I'll give "move" commands, advance only with the "advance" command;   2: move to...   4: move to...   6: move to... etc. Some will stay and cover, some will advance to the cover that SL has determined. (In practice there is not much cover so the rushes can be easily 50m long.)   all, advance   2, 4, 6: take cover;   3: move to...   5: move to...   7: move to... etc.   all, advance.  4) Charges can be easily accomplished in the same way:   All, get down;   all, form line;   all, take cover;   "Get ready to charge. I'll give "move" commands, advance only with the "advance" command";   2: move to...   3: move to...   4: move to... etc.   all, advance. 5) Another example of commands when getting on the move:   "Alrighty, lets head North in column formation. I will shout when to open fire." 6) Another example of commands when assaulting:   All, get down;   "In the village ahead there are Ruskies against us. Let's start advancing in line formation, fire at will". - The main thing about orders is that they get understood. Every squad leader has his own style that will be polished as they get more experience. Learn from your mistakes. Welcome feedback with open mind. Re: Guide for Squad Leaders - Variable - 01-23-2008 Thanks for the translation lenin. I believe that everybody can draw some ideas from this article, even experienced leaders. Those of us who do not tend to lead, please use this document as a baseline. We do need more players capable of leading and that are motivated towards it. Re: Guide for Squad Leaders - slash [fin] - 08-08-2008 Hello, I made a basic list of commands for myself when i started playing flashpoint online. Ill try to keep it between keyboard and me while playing just in case if the leader dies. I dont know if it´s useful to you but here is the link to that file anyway: http://www.filebam.com/download/88782-18e2be/OFP.pdf (as you can see for me it´s sometimes even hard to recognize left or right Cheesy) See you on sunday or next week at coop night. - slash [fin] EDIT: FILE RE-UPLOADED 25.03.09 Re: Guide for Squad Leaders - MattyDienhoff - 03-24-2009 Also, anyone who hasn't read this should. http://www.theofpfaq.ashnav.co.il/1985/commanderguide.htm It covers what all the commands mean and how they affect AI behaviour. It's useful because: A: Knowing exactly what the commands mean helps you understand the principles behind them. B: It can be very useful to know how to command AI. Re: Guide for Squad Leaders - MattyDienhoff - 03-25-2009 ;D I've also been writing some things down in a text file that I'm going to add to the BI Community wiki's hints & tips article. Maybe you guys will find them useful. Quote:* Y switches between primary and sidearm (I'm sure most of us know this, but for anyone who didn't, there you go. This is important because it's not really worth switching to your sidearm in the heat of battle if you have to do it through the action menu, because then it would just be quicker to reload) |