Squad templates




















Interpret the Squad Leaders orders and with local voice comms as main tool coordinate and micromanage the soldiers in the fireteam to accomplish the Squad Leaders intended purpose of the orders. Will serve as a "point-man" leading the soldiers in the front of the formation and should have a good chance to quickly fire at enemies if they present themself quickly at close to medium range.

Most suitable roles are those with assault rifles. Casualty Management - Revive downed squad members and treat wounds. Coordinate your squad members to assist you in this task if the situation requires. Support - Enabling another unit to accomplish their tasks by helping them out. This is something anyone can do. Delay - The act of interrupting enemy's actions or movement with intent to buy time for your own team to act.

Anyone from soldier to squad can preform this task. Flanking - Attacking an enemy, objective or FOB but from the side or behind and attempting to avoid combat until a suitable position in the side or behind have been achieved.

Rally stomping - Roaming around to find enemy spawn points to approach so they disappear or locating FOB's and reporting the finds. Avoiding getting into contact unless a known spawn point have been successfully destroyed.

Scouting - Separated from the main unit and moving ether ahead of the unit in your units direction of travel or to targeted locations to gather intelligence on enemies locations and also act early warning to prevent a ambush of friendly units. Early Warning - To ether be moving around an objective or to remain stationary and watching outside the objective with purpose of detecting enemy attack and if possible to tie the enemy down in a firefight outside the objective to delay their attack allowing reinforcements to flank.

While all roles can make one or two trips, this task is more in regards of continuous transplantations for a prolonged time. Static Weapons - Operating Static weaponry and maintaining them in an operational condition.

While all classes can temporary hop on a static weapon, this task is more in regards of continuous manning of static weaponry. The purpose is to remain vigil and flexible and reinforce with support where extra help may be needed.

Defense - Eliminating threats that targets a defend-able cap-zone or FOB Overwatch - Remaining stationary and covering friendlies or a location from being affected by enemy presence or fire. Ready to engage the enemies that may affect the friendlies or location.

Area Denial - Through usage of certain weapons creating a psychological effect that is convincing enemies to avoid a area. Forward observation - To move to areas of interest for indirect fire and observe the indirect fire effect on the area while also relaying the effect of indirect fire to the gunner. Directing Fire - Directing fire from automatic weapons.

When the gunner have reduced ability to see the effect of their own fire, you can see it for them and tell them how they should adjust to be more effective. Flank Guard - To protect the main force from being flanked by either using overwatch or setting up a ambush at strategic locations on the side or rear of the main unit.

Troop Carrier - Transporting infantry in a armored vehicle from A to B. There are a multitude of different roles in Squad. They all come with different weapons, equipment and abilities and some of them even have the option to even further change their weapons. This results in that the different roles will inherently be more suitable for different task than other roles. While an experienced player can preform all of these tasks with perhaps any roles , it should not be ignored that with the right person in the right role they can be more efficient while doing their task.

Just because the tasks are listed for a role in this list, it does not make automatically okay that you have a free pass to do it. It only makes the soldier more suitable to do it and in many situations you can take your own initiative to carry out these tasks without the Squad Leaders approval but always keep in mind that the Squad Leader have the final word on what you should do. For more information about the roles, visit the Official Squad Wiki [squad.

The type is defined by the quantity of roles the team is comprised of. By using this statement you can make your own adjustments to design your own fireteams or your own types.

Also bare in mind that fireteams can have other roles in them than the ones mentioned under "Common Roles". It is not so much in what role you have but rather the soldiers ability to use it for the purpose. Fire and Maneuver Teams. There are many different variations of compositions. This list contains some of the more useful ones with a description motivating their uses. In some compositions the Squad Leader will have soldiers in the Alpha Fireteam.

These individuals can be used as free individuals without a team leader and can position themself where they are most effective for the benefit of the squad and the task at hand. You can order these individuals to "Support" other fireteams to buff up them if you need to temporary adjust the strength of those fireteams. They can also be used as a fireteam with the Squad leader as the FTL.

This requires more micromanagement of the SL and it can benefit if the SL then appoint a "Pointman" among the Alpha members to follow and then Alpha can be remotely directed with the Alpha FT order.

They have the numbers and the medical support to provide them a longer combat endurance allowing them to stay in combat a lot longer. The support team can be modified to work as a Assault Team allowing this composition to be very suitable for bounding maneuvers. You can temporary order the Alpha Team to follow the Support Team, effectively making them into a 4-man team or buff up the Assault to give them and extra edge.

This allows for good flexibility, strength and cohesion for your squad. This composition offers maneuverability and support and not necessary at the sacrifice of strength as you can use your two Assault Teams in close proximity to offer strength or keep them more separated for flexibility. The Squad Leader can group himself with the MG directing its fire or letting the MG, AR be the pointman and order the rifleman to follow so they can on their own to support the Assault Teams.

You can temporary assign either alpha or both to assist the Support or Assault Teams. You can also assign ither Alpha members into the other fireteams and convert it into a or a for easier micromanagement. This however reduces the Support Teams strength. This composition is usefull when you have a HAT and you want them to be more independently moving around to hunt threats. However this sacrifices some of the support capability for the squad. The Alpha fireteam will require more micromanagement like the compositions to be effective.

Having a competent vehicle crew can be a force-multiplier. It can allow your squad to dominate the infantry combat allowing your squad to operate with high maneuverability. As Squad Leader you should however not take direct control of a vehicle by using the Lead Crewman role and instead rely on your squad to do their jobs. If you do take the Lead Crewman role you are at risk of getting tunnelvision only focusing on your vehicle neglecting all your other responsibilities as a Squad Leader.

You wont be able top place rallies without having 3 other squad members around which is extremely hard to coordinate as most times you need to place a new rally is when it is stomped by enemies and you have all ready a lot of casualties. Also the infantry is likely going to not be coordinated enough meaning you will waste their and the teams time while the soldiers could be more effectively utilized in a infantry squad with a Squad Leader that cares about the infantry.

If you wanna be in command of a vehicle yourself, you should make a dedicated vehicle squad with no infantry in. This can be used scouting, early warning by having them going ahead of your formation or you can use them to quickly relocate to flank enemies or rapidly relocate to the next attack objective.

The vehicles weapon can be used against helicopters as well as land vehicles in combination with a AT or on its own.

If the vehicle is lost the fireteam can still operate like a normal infantry fireteam. This means the Crewman need to keep the vehicle at strategic positions to not get flanked as it would take too long time for the gunner to swap to driver to get it out of there alive. The vehicle team have been given their own fireteam so that they can effectively operate the vehicle.

The Support Team is assigned to Alpha under the SL so the Squad Leader may have to micromanage that team a little bit more for maximum efficenty. The 2-man vehicle can be more liberal and aggressive in its movement. If the vehicle is 3-man then the vehicle can be more aggressive. The main spotlight will be on the vehicle teams where the Infantry side is weak and is more a supportive role to the vehicles. The infantry can should more be used to support the vehicles by protecting vehicles from anti-tanks.

This composition should niter defend or attack an objective on their own unless they really know what they are doing and instead would work together with another infantry squad.

But have been kept here in case OWI re-introduces it again. Common Caliber 7. Common Caliber What dictates what composition you use can be perhaps what roles your squad members chose, what situation you are in or how you wanna run your squad.

Keep in mind that you can change the composition mid-round if the situation requires to deal with the ever changing battlefield you will be facing while playing against other human opponents.

I would strongly advise against grouping similar roles into the same team's. The strength of assigning fire teams is that you can design them to have a purpose and some roles can really come to bloom if you combine them with the right roles.

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