View Full Version : Copper's Full Guide for an efficient, thinking and doing SL

2008-11-22, 10:12
When you jump into PR, you'll find that you have the option to join squads, these are small units of players which team up together to take on seperate objectives to the rest of the team.

Today I'll be going through a few items which will make a respected and well known squadleader out of you, here's the list of what I'll be talking about:

*SL designated objectives
*SL abilities
*SL-Commander communication
*SL commo-rose

*Squad Names
*Squad Size
*More specific objectives (not designated)
*Squad Kit-Control
*Keeping the squad together
*Moving the squad
*Appropriate usage of Fortifications
*looking in a different direction to everyone else
*The compass
*Keeping your spacing

*Planning before moving out
*Back-up plans
*Telling individual squad members what needs to be done on their part
*Interpreting your enemies intentions/tactics
*Thinking wisely and not making foolish mistakes
*Giving clear messages (either over VOIP or in squad chat)

*Requesting support from teammates
*Informing your team on your enemies possible intentions

*Keeping it calm when things go wrong
*Motivating your squad
*Focusing your squad
*Giving tips to newbie SM's
*Help the squad by not being abusive

*Flanking enemies
*Using fireteams
*Recon the area
*Rules of Engagement or ROE
*Making use of the terrain (manmade or natural)

SL designated objectives:
Squad leaders have a vast amount of objectives at their disposal, these can be designated on the map, using the T-menu or by using the map.
To use the T-menu, press T (default) and a screen will open up for you, here you can select from a variety of order, sometimes they will be in the same bar so you'll have to left click if the order is on the left side, or right click for right side. You can also use the map, press Caps lock (default) and you should be in, right click on the map and you will see a drop down of orders and other things, select the order you wish and it will be placed at the designated area. The list of designated objectives is:
*Move (move to a certain position)
*Attack (attack a certain location)
*Defend (defend a certain location)
*Demolition (explosives needed at the area to blow up something)
*Mine (Place mines at the location)
*Repair (Repair something at the designated location)

SL abilities:
Squad leader's have some abilities which can only be accessed by squad leaders, these are:
*RPs or Rallypoints
*Contact Reports
*Deploying assets
*Requesting Area attack

Rally points are spawn points for your squad, you need the officer kit to place down a rally, the insurgent equivilent is a hideout. Rallypoints will allow you to spawn closer to the front lines and your objective.
Contact reports can be sent to the commander, this is a type of sign that can be placed on the map detailing enemy locations and units. The SL confirms what the type of enemy is, and the commander designates it for the whole team.
Assets are static positions that can help you defend or attack your enemy, they are stactic. A SL needs the officer kit to place assets and he must first deploy a foward outpost or firebase to place other assets. simply point in the direction you want the asset, use the T-menu, and click PLACE "FIREBASE" or whatever's there.
Area attacks are strikes which can be used to neutralize large amounts of enemies, they consist of 3 types of strike, all deadly. A SL must use a GLTD to designate targets (these are found in officer or spec ops kits, insurgent equivalent is cellphone and collaborator only has it).He must use his T-menu, then click 'AREA ATTACK', then it is processed to the commander, who can call in the strike.

SL-Commander communication:
The commander is a very important asset as he can tell you about friendly intentions, rather than you asking other squads. It is also good to relay intel to him so he can relay it back to friendly squads. He can also give you orders so be prepared to follow them unless you have a good reason not to.

SL commo-rose:
The squad leader has access to more commands in his commo-rose, He can request supplies, reinforcements, or extraction, this more efficiently marks the location of the need and sends out a radio order to all friendlies, much better than squad members sitting around having to type into chat.

Squad names:
There are many roles which you can choose from in PR, so you might want to choose a specific role for your squad to play, this not only helps the squad members know what you'll roughly be doing but helps other squads and the commander know what you'll be doing and that they don't need to worry about choosing that role. Most squad names will be abbreviated, he are some examples:
*INF (infantry squad)
*MECINF (mechanized infantry squad, which has vehicles as well as infantry)
*ARMOUR (Armour squad, tanks most likely)
*CAS: (Close air support squad, helicopters, jets or both)
When you wish to create a squad just make an abbreviation or clear name that'll easily clarify what you'll be doing.

Squad size:
If you have a specific squad, you need to know your limititations. You can't have a sniper squad with 6 people in it, that just won't work, so either lock your squad an invite someone, or wait for someone to join the lock the squad. Locking the squad will make sure that other teammates can get the best out of other squads rather than playing with a SL which has an entirely different idea and objective.

More specific objectives:
Objectives that cannot be designated, that are more advanced than 'move' or 'attack' orders, this involves telling your squad what you'll specifically be doing in order to accomplish the main objective. It's still an objective, just more detailed.

Squad Kit-control:
To accomplish your objective you and your squad are going to need the right weapons and gear, that's is why as soon as people join your squad you should get through to them what you want them to bring and what the limitations on kits are. You wouldn't have an infantry squad with crewman or pilots would you? That is why it is important to make sure everyone has the right gear to complete the objective. Telling them what is needed and asking people to volunteer for kits is a good way to go. If you don't really care about most kits tell them to go for anything except maybe some restrictions (no pilots for an infantry squad would be off-limits definentily).

Keeping the squad together:
To be able to operate as a squad you need to be one physically in the first place! Moving together will allow you to take on more situations (such as enemy squads or groups of infantry) and you will less likely be killed, using the move order is a great way to keep squadmembers moving with eachother and their SL.

Moving the squad:
Like I said in the last section, using the move order can be great for keeping each other together. In addition to keeping the squad together telling them where to move can often end up in them being saved from a much deadlier enemy, so telling them where to go is best as well for staying alive!

Appropriate usage of Assets:
Assets can help your squad and the whole team hold your own positions, or disturb your enemies, but you need to know what to place and where to place it. Firstly, you must build a foward outpost or a firebase, then you can start building items such as AA and HMGs. You can also place razor wires, which are excellent for keeping enemy infantry out of houses or gates, so place them at entry points.Put sandbags near open areas for cover perhaps, and place HMG's covering known access points so whoever comes in to the area can get mowed down easily.

Looking in a different direction to everyone else:
Making SM's look into a different direction can keep your squad aware and also avoid the threat of you and your squad dieing, use of this in urban combat is ABSOLUTELY NECCESARY for survival.

The compass:
The compass is a great asset to all soldiers on the battlefield, at the bottom centre of the screen, is the compass, it's bearings and general directions. The bearings will allow you to relay quick locations of enemies, however, the bearings will only work for you and a person that is 10m away from you. So, if your far apart, resort to general directions. These are North, South, West, East, North-east, North-west, South-east and South-west. Knowledge of this can increase your ability to get fire on locations very quickly in urban combat.

Keeping your spacing:
In PR, it's easy to die, the least you can do with your squad in a combat area is too all avoid dieing because of one grenade, machine gun and so on. You should keep yourselves spaced in hostile territory, 10m preferable. This will keep the whole squad from dieing in one big go to a lucky LAT operator.

Planning before moving out:
Before you charge out into battle, you need a plan for you and your squad. As one person once said, you fail to plan, you plan to fail, which is something you won't want in PR. Make sure that you have a battle plan ready so that you can accomplish your objective in an organized fashion without stress or fuss.

Back-up plans:
You must be prepared for the worst at all times, sometimes the enemy is unpredictable, and they'll do exactly the opposite of what you thought, so arrive with a backup plan. But sometimes your back-up plan is still not matching the enemies tactics, so just make one on the spot. Use intel, enemy locations, weapons, possible flank areas to formulate your on-the-spot back-up plan.

Telling individual squad members what needs to be done on their part:
If you need to tell each squadmember what they must do to help accomplish the objective, do it, quick and clear, so that you can do the objective and move on. Your priority is to complete the objective, so do your best to make sure it goes right in the first place.

Interpreting your enemies tactics/intentions:
To be able to adapt quickly to a changing battle situation, you must be able to know your enemy and try to think like them in order to figure out what they may be doing. As you get experienced at PR, note favourite locations people use and use that knowledge to stop your enemy in their tracks. Also look at the map, and look for the easiest way to get to objectives, as people may usually take the short way. (despite those help tips when a game is being loaded!)

Thinking wisely and not making foolish mistakes:
Your first priority is to accomplish your objective, your second is too stay alive for as long as possible. While your objective may be close by, that does not mean you sacrifice you and your squad to get it, observe the area, note enemy locations, so you don't end up making mistakes that get you and your squad killed. And once again, try to think like the enemy.

Giving clear messages:
You have to get moving to your objective and things can often happen quickly in combat or a firefight, so you have to give clear orders, that are understandable as well, so people can respond quickly. You don't have time to sit there explaining 1 simple order, and you never will. (unless your at base, but that isn't a combat zone is it?)

Requesting friendly support:
If an enemy begins overwelming you or your not prepared to take on certain types of enemies, send a message over the chat (or one of those ingame talk server things like Teamspeak) to inform what support you need, where you need it and what the situation is growing to be.

Informing your team on possible enemy intentions/tactics:
No single squad can change a battle, that is why you have to inform your team of the enemy locations and other intel that can be used to predict enemy movements or tactics, letting your team know possible enemy tactics will definently make your whole team much more aware of the situation.

Keeping it calm when things go wrong:
As a squad leader, you can't afford to go panicky and make stupid decisions when things go wrong and your squad's life is at stake, you have to keep calm, adapt to the situation, and figure out what to do to win over the situation. But don't keep to calm otherwise you'll go hippy and won't figure out what to do!

Motivating your squad:
Motivation and Morale is the most powerful weapon in an army's arsenal! Remember, while it is only a game, we are all human, and have emotions, so keep motivating your squad and encouraging them to do things to help win the day. If one of the squad members is annoyed because he maybe getting killed to much or so, cheer him up back into battle. And remember, anger is also motivation, it drives us to do things, so get your squad fired up and they'll be like a sledge hammer up against the enemy!

Focusing your squad:
Your going to need to keep your squad focused if they are going to do things right, this means balancing motivation out as well so they don't go viking beserker on the enemy and get killed. Tell them the objective in different ways, that'll get anybody focused ready for action.

Giving tips to newbie SM's:
There shall always be new recruits, ready to fight with their gun, but not with their reaction time and adrenaline. To help improve your squad, give them some tips so they don't end up doing something wrong or stuffing up by accident.

Help the squad by not being abusive to them:
Absusive SL's aren't favoured a lot, I have copped some flak before and the SL has made me feel like an idiot, so don't abuse, people won't join your squad if they know your just going to harrass them. Not everyone may be as experienced as you and you may have higher expectations, but if your squad isn't what you expected them to be, deal with it, abusing them wont help you and especially wont help them.

Flanking enemies:
Flanking is one of the best ways to conquer what may be a superior and more intimidating force, you'll come at the enemy from an unexpected direction, and hopefull neutralize them all before they react. You shouldn't be seen when attempting to flank, then the enemy will simply wait for you to come and you'll die, to the enemy it'll just be like shooting ducks in a pond. So make the best of flanking.

Using Fireteams:
Fireteams are smaller units of a squad that can accomplish smaller objectives different to the main objective. Splitting up into fireteams can allow you to cover a larger area, and possibly direct your enemies fire between two forces, which can annoy your enemy very much and force them to watch their backs.

Recon the area:
Before you attack an objective, or if you are defending one, recon the perimeter, use your binoculars or if you have a GLTD use that. A thorough recon of an area will let you know of enemies at the objective or incoming to it, and you can use this information to plan your attack some more, and hopefully get the objective from the enemy.

Rules of Engagement or ROE:
ROE is necessary when approaching your enemy undetected. Use of ROE will allow you to lessen your chance of being spotted when approaching enemy positions and thus retaining the element of suprise. You should tell your squad what your ROE will be before moving out or when moving out so that you won't have anything unwanted happening when you go to your objective.

Make use of the terrain (manmade or natural):
In PR you can and must make use of cover, whether it be hills, buildings, drains or craters. Another great thing is that grass can be used more effectively and it is MUCH HARDER to spot people hiding in quite bushy areas and medium to tall grass. Make use of this as you advance as they'll help you stay alive and avoid being spotted. If you do not do this, then you might as well wait for an enemy to shoot you because whenever you are out in the open, you are DEAD, or at least bleeding and needing a medic badly. So use this with your squad and you will be more successful in staying alive and advancing safer.

Well that's it people! A very long post to read, and my hands are very sore now, so I think'll take a break!

Cheers! I hope you can use this when leading a squad!:)

2008-12-04, 15:37
Good Guide, Look forward to seeing you in-game.

2008-12-04, 15:50
Good guide, but grass isn't really good for cover, only at close range because it disapear at mid-long range so you cant see infront of you but ennemies can see you.

2008-12-05, 02:31

2008-12-05, 06:15
Good guide, but grass isn't really good for cover, only at close range because it disapear at mid-long range so you cant see infront of you but ennemies can see you.

That one in particular is really a detriment to the achievement of realism in PR. Without concealment it kind of makes crossing open spaces more dangerous than it really ought to be.

Oh well

2008-12-05, 07:10
Looks good! Will read it when I get home and see if I can use it this weekend :)