Post Scriptum Guide

A Morons Guide to Post Scriptum for Post Scriptum

A Morons Guide to Post Scriptum

Overview

Looking to learn the basics or sharpen your skills in Post Scriptum​? Here is a multi part guide covering the basics of each class in Post Scriptum. This guide is broken down by each class followed by a video for better description. Also each video includes basic Tips and Tricks for all players.We will be regularly updating this guide as we release our class guides on YouTube, which you can find here https://youtube.com/playlist?list=PLJPaKSpk6d91IPNCbcfNW1M_0Ggs73zMb. Check back soon for more classes

Intro

Post Scriptum is a tactical first-person shooter set during the height of the Second World War. Much like live combat, the game demands competence and communication to survive and thrive. If you are looking to learn the basics, or sharpen your skills, you have come to the right place. This is a multi-part tutorial series. Welcome to a Moron’s Guide.

The Squad Leader


Intro:
Congratulations on your promotion, Staff Sergeant. As you well know, the Army is always looking for bright young men to lead its squads. We’re looking forward to seeing you in action. The men are awaiting you in the field. Good luck, Staff Sergeant. Your country is counting on you.
It’s time to discuss one of the most important classes in the game, the squad leader. As Squad leader, or SL, you will command a squad of up to 8 players while coordinating with other squad leaders. Armed with a rifle or submachine gun, the squad leader carries immense power on the battlefield, both in terms of firepower and utility. In this video, we will review the equipment, responsibilities, and some tips and tricks to playing the Section Leader in Post Scriptum.

Equipment:
Let’s first review the equipment you have at your disposal and how it is best implemented. Both Allied and German squad leaders are equipped with essentially the same loadout, which are…
A rifle or submachine gun with 4 to 8 magazines in reserve – SLs get some of the best weapons in the game. Don’t waste that extra firepower by staying in the back.
A pistol sidearm – for emergency situations or executing deserters
A knife- to quietly impale your foes
Two fragmentation grenades – explosive airmail and effective crowd control
As well as Two white smoke grenades – deployable smoke to block the enemy’s line of sight. American Squad leads are supplied with two additional red smoke grenades, for marking special positions.
Three field dressings – for healing up to 75% of your health or patching up an injured teammate
One morphine syringe – for reviving squadmates or resuscitating your medic after he ran out into the open without regard for loss of life or revealing your position.
A set of binoculars – a magnification tool to see armor or troop movements in the distance.
And a canteen with 7 sips – to recharge your stamina. After all, a dehydrated squad leader is useless in the field.
Each faction arms their SL with different primary and secondary weapons.
The British SL enters the battlefield with the Lee Enfield bolt action rifle or the Sten submachine gun, as well as the Enfield 2 pistol sidearm on his hip
The French squad leader fails to hold the Maginot line with the MAS 36 bolt action rifle or the MAS 38 machine pistol and can switch to the MAS MLE. 1873 pistol sidearm as his secondary
The American SL heads to war with the M1 Garand semi-automatic rifle or the M1A1 Thompson submachine gun. They also run toward the fighting with the iconic M1911 pistol sidearm on their hip.
And the German squad leader blitzes across Europe with the Kar98k bolt action rifle, the MP40 submachine gun (with at least 2 squad members), or the STG44 assault rifle (with at least 3 squad members). On French maps, German SLs are given the MP34 submachine gun instead of the MP40 or STG44. The German SL also uses the Luger Pistol or the Mauser C96 Pistol sidearm on their hip.
As stated in the previous tutorials, each of these weapons have their pros and cons and take some time to get accustomed to. If you want extra practice with these weapons, be sure to try out the training mode, where you test out all the firearms, vehicles, and mechanics of the game.

Roles & Responsibilities:
Primary Responsibility
The squad leader is responsible for the effectiveness of his squad. If the squad fails, the squad leader has failed. Therefore, each squad leader must master a combination of skills to ensure victory for his team. These skills include communication, marking targets, and keeping the rally up. Additionally, effective squad leaders are players with hours of experience in the game and with other classes. Be sure to use other infantry classes to understand their basics before jumping into the responsibilities of the squad leader. If you know how to squad lead, consider stepping up into the role instead of promoting another for the good of the team. You never know when you may find yourself in the shoes of the squad leader.
Communication
Arguably the most important part of leading a squad comes down to the way you communicate with others. This begins at the very start of the game, during squad creation. Utilize local and squad chat to maneuver your squad, call out targets, and keep everyone on the same page. Whether attacking or defending, use these voice channels to give direction to your squad.
Command Chat

Alternatively, SLs have access to a third voice channel called Command Chat. This channel connects you to the leader of every other infantry squad as well as the leaders of the logistics and armor squads. It also gives you a direct line of communication to the Platoon Commander, a role that will be covered in a later video. Use command chat to alert other squads to emerging threats on the battlefield. To directly contact another squad lead, you can use the number pad keys corresponding to their squad number.
Rally
To effectively lead your squad to victory, everyone must be able to spawn. SLs can place a squad rally anywhere outside of the objective as long as he has a radioman or two squad mates within 8 meters. To do this, hold T and find “Place Rally”. Once placed, the rally will remain active unless it expires or gets destroyed. A rally may turn red, indicating an opponent is nearby. Spawns will be limited until cleared. Nothing halts the momentum of an attack like losing your rally.
Communicate your intentions with your radioman, whether it be to keep the rally refreshed or to leave it be so you can set another rally location. Alternatively, SLs have the ability to refresh a rally while standing within 8 meters of it by holding T and clicking “Refresh Rally”.
Rally Placement
The placement of the squad’s rally depends on the preferences of the squad leader. Some squad leaders swear by dropping “safety rallies”. This means dropping a rally along the way to the outskirts of an objective. This enables members of the squad to spawn somewhere near the front as the rest relocate. Many SLs struggle to find hiding places for their rallies. A good rule of thumb for preventing quick detection is dropping it in uncommon areas. At the top of buildings, fully inside shrubbery, or some distance behind the lines are all better places than on the bottom floor of a building or out in a field. Another tip to avoid detection is placing the rally further back, especially behind enemy lines. The squad may have to burn more canteen sips but it should preserve the rally’s hiding spot.
Map Markings
Along with communication, squad leaders have a visual tool for locating enemy troops. Holding T brings up a wheel that will drop an icon on your target. Use this to quickly mark infantry, armor, or major pushes. Many SLs utilize the green markers on this wheel. These marks are exclusively for your squad. Among other things, sword markers are commonly for suppression targets or enemy in the open, defend markers indicate locations to protect, shovel markers show items that need to be built with entrenching tools, and move fast markers indicate where you want your squad to regroup. Use these markers often to keep your squad moving and on task.
Building
In combat, squad leaders can also act as urban planners. While holding T, the SL also has access to a building window. They can place down among other things: ammo crates, machine guns, vehicle repair stations, and bunkers. Be sure to have your squad members with entrenching tools build these items.

The Rifleman


Intro
Lace up those combat boots and top off that canteen, because it is time to discuss the most basic, yet deceptively important class, the rifleman. Unlike the specialists, riflemen are not limited to one per squad. It is the only class that is always available. You will most likely find yourself in the boots of the rifleman when the other roles are occupied. Let’s first review the equipment you have at your disposal and how it is best implemented.

Equipment:
Allied and Axis riflemen enter the battlefield with essentially the same loadouts.
A rifle with 7 to 12 magazines in reserve
A knife- for close quarters fighting
Two fragmentation hand grenades and Two white smoke grenades – which we’ll explore soon
Three field dressings – for restoring up to 75% of your health
One morphine syringe – for reviving a fallen comrade
An entrenching tool – for building and demolishing emplacements, boxes, and Forward Operating bases
One ammunition crate – to completely resupply one soldier
A camera – for wartime photography
One stack of sandbags – to build a small bit of cover
And a canteen with 7 sips – to recharge your stamina
Each faction arms their riflemen with different primary weapons. The British Lee Enfield No. 4, the French Lebel 1886 M93, the German Kar98k, and the American Springfield M1903 are all bolt-action rifles. Alternatively, the American rifleman can also select the semi-automatic M1 Garand, the rifle that won the war. Each of these rifles have their pros and cons and take some time to get accustomed to. If you want extra practice with these weapons, be sure to try out the training mode, where you test out all the firearms, vehicles, and mechanics of the game.
When deploying grenades, there a few simple directions to follow. First up, remember that friendly fire is ALWAYS on and misthrown grenades can have dire consequences. Second, it is important to remember that you can throw both overhand and underhand. To throw overhand, hold the left mouse button and release at a 45-degree arc to achieve the farthest throw. When throwing underhand, hold the right mouse button and remember to aim up ever so to prevent dropping the grenade at your feet. Third, whenever possible, use local chat to announce your intentions to throw a grenade. This can help to alert allies around you to not rush ahead into danger as well as warn nearby players of the potential for a misthrow. Before you decide to throw a fragmentation grenade into a window, be aware of the teammates around you lest you miss and accidentally send a hail of sharp burning metal fragments into their bodies.

Roles & Responsibilities:
As a rifleman, you are expected to work together with your squad members and follow your squad leader’s direction. While riflemen are not loaded with any special weapons, they have an important role as an emergency resupply for machine gunners or other specialists. Simply dropping off an ammo crate to an MG in need can be the difference between holding back an assault and being overrun.

Tips and Tricks:
Suppression
Like many first-person shooters, Post Scriptum has an array of sights and sounds to enhance gameplay. First up is suppression. When being suppressed, your field of vision becomes narrowed by a dark ring, preventing you from aiming down sights effectively. When used correctly, this can prevent a defending player or squad from returning accurate fire on an assaulting team or vice versa. Successful squad leads will direct suppressing fire toward the enemy when doing things like moving positions or covering a medic.
Bullet Sounds
In addition, you will also be given an auditory clue when your bullets reach their intended target. If you listen carefully, you’ll hear a splat when you tag an opponent. *splat* Unless the opponent has been revived already, these hits result in a wound. However, if you tag an opponent in the head, a different audible sound can be heard. *ping* This ping indicates that your bullet killed the opponent, preventing them from being revived.
Heads up display (HUD)
Post Scriptum, like many realistic shooters, has an extremely limited HUD. While playing any class, you should pay close attention to the information on the bottom right of your screen. Here you will see your weapon or currently selected equipment, your weapon’s clip capacity (indicated by the white, yellow, or red bullet below your weapon name), your reserve magazine quantity, and stamina bar on the bottom. A white bullet reflects a full magazine. Yellow, a partially depleted magazine. And red, an empty magazine. If you have a gaming mouse, it can be helpful to alternately bind reload to a mouse button for more reload control.
Stamina
As you run, jump, crawl, and fight your way across the battlefield, you will no doubt use up your stamina. If depleted, you will move sluggishly and not be able to hold shift to zoom in during ADS. Your stamina regenerates slowly automatically but you can speed this up by laying prone or drinking from your canteen. A best practice would be to take a swig from your canteen in preparation of a firefight. Nothing is worse than aiming down your sights and lacking the stamina to zoom or hold your weapon steady while taking fire.

The Medic


Intro:
Calling all brave soldiers looking for a greater way to contribute to your squad! If you want to heal as much damage as you deal, the medic class is for you. Limited to two per squad, the medic fulfills a desperately important role. Reviving and healing teammates will shift the battle in your favor. In this video, we will review the equipment, responsibilities, and show you some tips and tricks to play the medic class.

Equipment:
Let’s first review the equipment you have at your disposal and how it is best implemented. Both Allied and German medics are equipped with essentially the same loadout.
A rifle with 7 to 12 magazines in reserve
A pistol sidearm – for quickdraw close quarters matters
A knife- for scalping your foes
Two fragmentation hand grenades and Two white smoke grenades
British and French soldiers are equipped with white phosphorus smoke grenades – we’ll be covering this in a moment.
Fifteen medic field dressings – for restoring a soldier to full health
Unlimited morphine syringes – for reviving fallen comrades
An entrenching tool – for building and demolishing emplacements, boxes, and Forward Operating bases
Binoculars – for viewing enemies in the distance.
And a canteen with 7 sips – to recharge your stamina
Each faction arms their medic with different primary and secondary weapons. The British supply their medics with the Lee Enfield No. 4 and the Enfield 2 pistol, the French rushed their doctors to the front lines with the MAS 36 and A P35A Pistol, the German medics were issued the Kar98k and a P38 pistol, and the American doctors went off to war with the M1 Garand and an M 1911 pistol. As stated in the rifleman tutorial, each of these rifles have their pros and cons and take some time to get accustomed to. If you want extra practice with these weapons, be sure to try out the training mode, where you test out all the firearms, vehicles, and mechanics of the game.
Healing and Reviving
Medics are equipped with the most effective field dressings in the game, returning players to full health. Successful medics ensure their patients are out of danger before applying first aid. Ask injured players to move behind cover or deploy smoke.
They are also equipped with fifteen morphine syringes. Medics should look for a red icon indicating a downed player and equip their syringe. Hold left click to administer the morphine. Once revived, a medic should look to heal the player, unless you are in immediate danger.

Roles & Responsibilities:
A medic’s primary responsibility is healing the injured and reviving downed teammates. An experienced medic can turn the tables on a game by reviving teammates on a capture zone and keeping players alive. Equally as important as reviving is keeping yourself alive. Smart medics use cover and remain back in reserve during a full squad push. Communication is key for notifying the wounded of your intentions. Downed medics should always use voice chat to notify nearby players. Remember, medics have significantly more morphine than the other classes, so always call for a medic if possible.
Revive/Heal/Drink
The most efficient way to revive and heal a downed player looks like this: Use local chat to tell the downed player they’re about to be revived. When they come to, immediately begin healing them while telling them to sip from their canteen. You must tell them to drink while you heal because many players instinctively pull out a bandage after being revived. When done correctly, you can have a wounded soldier back on his feet in under 15 seconds. Let’s listen to this in action. (Play clip of revive/heal/drink).

Tips and Tricks:
White Phosphorus
Not all white smoke grenades are created equal. The white phosphorus grenade, used by the British and French soldiers, can be a brilliant tool for concealment. This grenade explodes on impact, releasing instant smoke cover, great for obstructing enemy visibility. However, the white phosphorus fumes are dangerous to consume for about five seconds after deployment. Therefore, remember to wait a few moments before running through the smoke. It’s also important to remember so you don’t throw the poisonous smoke at a friendly and commit a war crime.
Medic Map Reading
There is a quick and easy way to see nearby injured and down teammates. By opening your map, you may see players with special icons covering them. If you see a red or yellow blood drip icon, that indicates an injured player in need of a bandage. The red and white heartbeat icon indicates a downed player in need of a morphine syringe. Efficient medics use their maps regularly to check on surrounding players’ health and attend to the wounded.
Rifle Zeroing
Like many realistic shooters, Post Scriptum has predictable bullet drop see video for more info.
Bayonet
When you find yourself in close proximity to an enemy, most weapons allow for you to fix a bayonet on the end of the barrel. A weapon with a bayonet has a longer melee range than the knife, allowing you to best a knife-wielding opponent. It does take a couple seconds to attach your bayonet so remember to do so BEFORE entering a close quarters area. Stabbing also takes a bit of stamina, be sure to take a sip before going hand-to-hand.

The Radioman

Intro
Listen up, soldier. Your entire squad is counting on you. If you can handle the pressure, you might just have what it takes to join the US Army Signal Corps. We’re looking for experienced and brave soldiers ready to take up the mantle of the mobile radio operator. Do you have what it takes? Ahem….sorry about that. What I meant to say is…today we’re going to discuss the vital role of the radioman. As the Squad Leader’s right hand man, the radioman is responsible for helping deploy and maintaining the squad’s rally. This class is only available once there are four soldiers in an infantry squad. In this video, we will review the equipment, responsibilities, and some tips and tricks to play the radioman in Post Scriptum.

Equipment:
Let’s first review the equipment you have at your disposal and how it is best implemented. Both Allied and German radiomen are equipped with essentially the same loadout, which are…
A rifle or carbine rifle with 5 to 7 magazines in reserve, to ensure your opponents bite the dust first
A pistol sidearm – for when you could use a big iron on your hip
A knife- for slicing and dicing or for playing five finger filet
Two fragmentation grenades – an explosive solution to any personnel issues
As well as Two white smoke grenades – a chemical cover device that also has the downside of attracting a lot of attention.
Three medic field dressings – for healing up to 75% of your health or patching up a wounded teammate
One morphine syringe – for reviving fallen comrades while the medic is off winning the war himself
An entrenching tool – for building and demolishing emplacements, boxes, and Forward Operating bases so you can literally dig yourself out of a hole in combat
Binoculars – for spotting enemy infantry and armor in the distance, a vital tool for a radioman when directing fire as acting squad leader
And a canteen with 7 sips – to recharge your stamina. Staying hydrated is such an important part of the game, whether you’re a German blitzing across Stonne, or an American storming the beach at Utah, and especially when you’re French and you’re retreating back to Paris
Each faction arms their radioman with different primary and secondary weapons.
The British radioman enters the battlefield with the M1 Carbine rifle, as well as the Enfield 2 pistol sidearm
The French radio operator orders general retreats while firing the MAS 36 and the PA 1935A pistol sidearm
The German funker are issued the Gewehr 41 and a P38 pistol sidearm (Geh-vair Ein-un-vair-zig)
And the American radiomen head to war with the M1 Carbine and an M1911 pistol.
As stated in the previous tutorials, each of these weapons have their pros and cons and take some time to get accustomed to. If you want extra practice with these weapons, be sure to try out the training mode, where you test out all the firearms, vehicles, and mechanics of the game.

Roles & Responsibilities:
A radioman’s primary role should be staying near the Squad Leader (or SL). A radioman or two squad members are required to be within 5 meters of your SL to deploy a spawn point known as a rally. Once placed, the radioman has the capability to maintain the rally by holding T and clicking “refresh” to add time to the countdown. Because they stay near the SL, radiomen are typically tapped as Assistant Squad Leader. In this role, you should assist the SL with planning, fighting, and communication to the rest of the squad. Sometimes, they even act as Temporary SL if the squad leader dies amid a firefight. If you aspire to play as squad leader, be sure to know the ins and outs of the radioman class first.
Rally Basics
A rally is a squad-specific spawn point. Limited to only one per squad, they are deployed by the SL with either a radioman or two other soldiers nearby. Each faction has a different looking rally point. German rallies appear as small camouflage tents while the brown/tan tents are Allied rally points. A well thrown fragmentation grenade should eliminate an enemy rally. Spotting and destroying enemy rallies can be backbreaking for the opposition.
It is a good idea to hide your squad’s rally behind bushes or inside of buildings to prevent the enemy from locating it. If an enemy soldier is nearby, the rally will appear red and restrict spawning until clear. Therefore it is necessary to keep your rally clear by eliminating threats that lock it down.
Once deployed, a squad’s rally will immediately start a countdown which can be viewed on the map. Radiomen should stay in contact with the SL about refreshing this timer because once refreshed, the SL cannot drop another rally for 60 seconds.

Tips and Tricks:
Map Reading
In Post Scriptum, the most important tool in your kit is not a gun or explosive, but the map. Each soldier should be accustomed to checking their map regularly to check the progress of the ever changing battlefield. Squad leaders will update the map with special marks to communicate with other infantry squads, armor, logistics, and the commander. Knowing what the marks mean will most certainly give you an advantage over newer soldiers. A red diamond with an X through it indicates enemy infantry. A red diamond with a box reflects enemy armor. Blue and white numbered circles may also be placed to indicate Points of Interest. The commander may drop mortar or artillery marks on a target about to be bombed; as well as smoke marks to indicate the deployment of a smoke barrage.
Players should become accustomed to reading the map by coordinates as well. Each map is organized with a grid overlay. The coordinates are read by letter, then number. Each grid square is divided up into 9 smaller squares represented by numbers. These numbers start on the bottom left, moving left to right, down to up. For an even more accurate location, THESE squares are divided up into 9 more squares, giving you a third number (1-9). Hovering over any location with your mouse should display the accurate coordinates in the bottom right of your map. Knowing how to read these coordinates is crucial for many classes, especially armor and commanders.
Mobile Spawn Points (MSP)
Mobile Spawn Points, or MSPs, are valuable resources for your team. Identifiable by the wheel icon, an MSP looks like a standard cargo truck. Once parked, these trucks act as spawn points for your entire team and do not have time limits. Instead, they have location parameters. The MSP must be kept out of the “red zone”, a 150 or 250 meter area surrounding an active objective. While driving the MSP, this red zone will show up on your map. An MSP will not be active in these zones or if there is an enemy within 30 meters of it. At the start of a game, a squad will typically pile into one MSP and place it near the red zone of the first objective, moving it up only once they capture the objective. Successful MSP locations are behind buildings, inside dense foliage, or hidden in a city. MSPs can be destroyed with a standard AT mine or heavy explosives. When placing the MSP, be sure to stay off contested roads as there is a good likelihood that a mine is waiting for you.

The Machine Gunner

Intro
Up and at em, grunt. You wanna live forever? Of course you don’t. Grab that BAR and give em hell! Pour it on them, private! Keep up your fire.
Up and at em, grunt. You look like a strong, capable young man. Say, you think you’re strong enough to lift THIS weapon? They call it the Browning Automatic Rifle or BAR for short. This thing can cut a jerry in half. Oh yeah it looks good in your hands. You’re sure to get all the broads!
The MG specialization in Post Scriptum is a harrowing responsibility. Armed with either a light or heavy machine gun, they can throw a wall of lead down range faster than any other class. Because of this, an MG is vital to both offensive and defensive tactics. In this video, we will review the equipment, responsibilities, and some tips and tricks to play the machine gun support class in Post Scriptum.

Equipment:
Let’s first review the equipment you have at your disposal and how it is best implemented. Both Allied and German machine gunners are equipped with essentially the same loadout, which are…
A light or heavy machine gun with 4 to 6 reloads or magazines in reserve, the bread and butter needed to suppress a whole squad
A pistol sidearm – a secondary to switch to if you long reload gets interrupted
A knife- used as a close quarters deterrent
Two fragmentation grenades – a throwable explosive device for devastating results
As well as Two white smoke grenades – deployable smoke to block the enemy’s line of sight
Three medic field dressings – for healing up to 75% of your health or patching up an injured teammate
One morphine syringe – for reviving fallen comrades or the medic who ran out into enemy fire, trying to save a rifleman who gave up anyway.
And a canteen with 7 sips – to recharge your stamina. In order to zoom while aiming down sights, you must be fresh so drinking after lugging a heavy gun around is a must.
Each faction arms their MG with different primary and secondary weapons.
The American MG heads to war with either the Browning Automatic Rifle M1918 A2, or BAR for short, or the Browning M1919 heavy machine gun. They also were armed with an M1911 pistol sidearm on their hip.
The British MG enters the battlefield with the Bren Mark III heavy machine gun, as well as the Enfield 2 pistol sidearm on his hip
The French gunner sets up with either the MAC 24 machine gun, or the Chauchat machine gun with no secondary weapon.
And The German machine gunner is issued the MG34, MG42, MG26t, or the FG42 as well as the P38 pistol sidearm as a secondary.
As stated in the previous tutorials, each of these weapons have their pros and cons and take some time to get accustomed to. If you want extra practice with these weapons, be sure to try out the training mode, where you test out all the firearms, vehicles, and mechanics of the game.

Bipods
Anyone who has hip-fired an MG 42 already knows that each of the heavy guns and some of the light guns require stability to be effective. Luckily, all MG support primary weapons come equipped with a deployable bipod. By default, pushing C while laying prone or while crouched beside a ledge, allows you to rest your weapon on its bipod. Using the bipod will almost eliminate the weapon’s recoil, allowing you to fire more than a three round burst at an enemy position. However, while using the bipod, you will pivot around this point, limiting the range of sight you have. Hip-firing an MG should only be used as a last resort or when in close quarters. Always remember to use your bipod when trying to hit anything further than 10 yards away. In addition, it is important to note that most heavy machine guns, especially the belt-fed guns, require you to be prone or have your bipod deployed to reload.

Roles & Responsibilities:
Responsibility
The MG support class is responsible for deploying the most devastating anti-infantry weapon in the squad. With that much power comes great responsibility. First and foremost, the MG class is not meant to be a Rambo-esque solo player, running and gunning. Due to the high recoil and long reload time, an MG is best positioned with at least one rifleman nearby to help defend the position. This rifleman can also drop an ammunition crate for the MG, refilling his reserve ammo cache. Next, to give your squad the best chance of success, the MG is responsible for laying down fire on any target in need of suppression. Keeping the enemy’s heads down with burst fire allows your friends to move without harassment. Lastly, the MG is responsible for selecting smart MG nests and relocating once they have been discovered by the enemy.
Suppression
As mentioned, the MG can have a game-changing impact on the battlefield. When attacking an objective, a machine gunner can attract attention, suppress enemy positions, and help roll out the red carpet for his allies. While defending an objective, this class can pin down attackers and hold out indefinitely with squad support. To achieve either of these results, the MG must suppress wisely. Using a machine gun in full auto is situational, not the default. Sending a full 80 rounds down range when three short bursts of 10 would do the trick is a waste of ammo and a great way to reveal your location to the enemy.
MG Nests & Relocating
Speaking of locations, to properly support your squad, an MG must take care when choosing a location to set up. A good practice is selecting a nest right on or 50-100 feet behind the main line. From a distance, machine guns will have a slight damage reduction but positioning yourself further back will make you a smaller target for rifles and marksmen. The rifleman working with you can act as close range protection or as a spotter for the MG. When your nest is inevitably discovered by the enemy, the machine gunner should relocate quickly and quietly. Automatic fire positions are magnets for sniper and armor attention, so moving is necessary to remain effective. An MG is most exposed when moving between positions so coordinate movements with your partner and avoid engagements until your reset.

Tips and Tricks:
Voice Channels
In Post Scriptum, good communication is paramount for success. To help encourage communication, all players can use two different voice channels to broadcast their voice to others.
Local Chat
The first is local chat. Intended for close quarters communication, local chat allows you to interact with any local teammates, including those in different squads. Limited to about 15 yards, local chat is the best way to communicate with nearby friendlies in combat. To use local chat, hold V (as in Victor) while talking to broadcast. It will appear in blue text at the bottom left of your HUD when in use.
Squad Chat
Next is squad chat. This channel connects you to all other players in your squad, including your squad leader. The SL will typically use this chat to give commands, make requests, and keep his squad updated on the battleplan. Use this chat to update your SL or squad members during combat, but be smart. Talking over squad comms incessantly will prevent others from making call outs and could lead to the SL booting you from the squad. To use squad chat, hold B (as in Bravo) while talking to broadcast. It will appear in green text at the bottom left of your HUD when in use.
There is a third channel for voice chat that is only available for leadership positions. To learn more about command chat, check out our Squad Leader guide once it has been released.

The Grenadier


Intro
Let’s talk about a soldier with some explosive capabilities, the grenadier! You’ll be dropped into combat loaded to the brim with state-of-the-art impact grenades, for sending Jerry to an early grave. The grenadier is yet another way to overthrow the Nazi menace. Good luck and don’t drop your ordnance.
*Ahem* Pardon me. As you probably guessed, we’ll be discussing the grenadier class. The grenadier specialization is a variant of the rifleman, except you are armed to the teeth with explosives. With all of this explosive potential, a grenadier is capable of dealing with threats on the battlefield better than most others. In this video, we will review the equipment, responsibilities, and some tips and tricks to playing the grenadier class in Post Scriptum.

Equipment:

Let’s first review the equipment you have at your disposal and how it is best implemented. Both Allied and German grenadiers are equipped with essentially the same loadout, which are…
A bolt-action or semi-automatic rifle with 7 to 12 magazines in reserve – an important part of a balanced breakfast
A knife- for dealing with pesky close-range enemies
Three to four rifle-mounted fragmentation grenades – an ordinance delivery system that explodes on impact.
Two rifle-mounted smoke grenades – which fires a capsule of white phosphorus further than an arm can throw. Only American grenadiers are equipped with these special smoke cartridges.
Three medic field dressings – for healing up to 75% of your health or patching up an injured teammate
One morphine syringe – for reviving fallen comrades or the medic who is just about done getting killed in the same spot.
An entrenching tool – perfect for building cover or weaponry on the battlefield
And a canteen with 7 sips – to recharge your stamina. As stated in other guides, zooming in during ADS is impossible without stamina, making your accurately placed boom-boom grenades a bit more of a roll of the dice at longer range.
Each faction arms their grenadier with different primary and secondary weapons.
The American grenadier heads to war with the M1 Garand, the rifle that won the war.
The British grenadier enters the battlefield with the Lee Enfield bolt action rifle
The French grenadier sets up with the MAS 36
And The German grenadier is issued the Kar98
As stated in the previous tutorials, each of these weapons have their pros and cons and take some time to get accustomed to. If you want extra practice with these weapons, be sure to try out the training mode, where you test out all the firearms, vehicles, and mechanics of the game.

Roles & Responsibilities
Now that we’ve reviewed their equipment, it’s time to discuss the roles and responsibilities of the grenadier.
Responsibility
A rifle-mounted grenade is one of the most convenient weapons on the battlefield. Each squad is allowed a grenadier or an anti-tank trooper, not simultaneously. Therefore, you must choose which class your team needs. As a grenadier, your main focus is on enemy personnel. Each faction’s grenadier can launch a fragmentation grenade for devastating results. Impact grenades are super effective against enemy positions or rallies, typically repainting the ground or nearby wall with blood at the same time. It won’t touch armored vehicles, so it is best to avoid tanks altogether. However, some grenadier classes are armed with anti-tank grenades. These are your best offense against an enemy armored unit. Another great way to support your squad as the grenadier is through deploying the rifle-mounted smoke grenades. You can launch a smoke much further than your teammate can throw it, so aim on the far end of the field or bridge when masking your movement.
Offense and Defense
The grenadier can have different roles depending on the gamemode or side you find yourself on. When attacking objectives, the grenadier has a distinct advantage over traditional troopers when implementing their rifle-mounted frags. If aimed correctly, it can clear a room or bunker with a single pop. However, missing your target can have harrowing results, raining white-hot metal down on your allies or yourself. As a defender, the grenadier is really flexible. Used for hit and run tactics initially, the grenadier is the ideal unit when repulsing a push. If a squad leader or logistics member can build an ammo box nearby, the grenadier can effectively spam their grenade launcher to keep the enemy at a distance, especially when atop the high ground.
Tips and Tricks
Those were the basic responsibilities of playing the grenadier. Let’s look at some tips and tricks that will enhance your experience in Post Scriptum.
Weapon Balance
Tactical realism is a major focus for Post Scriptum. The weapons of the era play a big part in success or death on the battlefield. However, Allied and Axis weaponry is not all created equal. Weapon balancing, that is the thought that all the weapons in the game are symmetrical, is pushed aside for realism. In short, different weapons excel in different situations. The French Lebel and MAS 36 bolt action rifles have significantly bulky iron sights, affecting the weapons’ target acquisition. At range, the German Kar98k is significantly more effective than the American M1 Garand,

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