A quick guide to SuperFOBS

Squad105 views4 favorites3 min readby BongZillaUpdated 26 FebView on Steam ↗

Intro: A short human history.

Since the beginning of civilization, humankind has always searched for ways to protect themselves from danger. Using caves, castles, or bunkers, we've always made sure to use these defenses in our favor.

SuperFOB 101

Everything in a game like Squad is situational, so you need to be aware of many variations to know when and how to act.
Here are a few tips on how to build and defend one:

- Use the map assets to your advantage. If you need more than 2 or 3 runs to secure your super FOB, it's probably not worth the effort. Avoid open areas.

- Super FOBs are meant to defend and hold ground. This means you can build them in all game modes, not just invasion.

- The HUMAN Factor! One key variable a good SL needs to identify is the skill level of players in the match. Super FOBs DON'T WORK with newbies, no matter how hard you try. You need at least one experienced squad to properly hold a super FOB.

- Don't make them prisons! A super FOB must be difficult to enter but easy to exit. One reason super FOBs fail (mostly in bunkers) is lack of map knowledge—people get lost.

- Plan B: A proper super FOB needs a backup spawn point, either a rally or a HAB.

- Onions: This is where things get fun. Super FOBs work in layers, which is why you need experienced players who understand layout knowledge and timing—knowing when to fall back to another layer. Usually, super FOBs work in 3 layers:


The core, where the radio is located. It's recommended to place it in the center of the structure, in a small room with only one entrance so you can build a killhouse with fewer construction points.

The middle is where the whole squad spawns and moves around safely to reach the third layer.

. The third layer: Yes, the first rule of defending super FOBs is preventing enemies from getting close, so defending from the outside is essential.

The killhouse: One of the biggest reasons people don't like super FOBs is how easily they can be overrun. Once overrun, they say, "it's over." That's not true, and this is where it gets spicy. Killhouses work as the name suggests—with just 1 medic, one rifleman, and a machine gunner, they can defend against waves of enemies and create space for new spawns. Or they can hold long enough until the backup plan is put into action.

Conclusion

No matter how much you want to help your team, super FOBers ultimately care more about fun than victory. If there isn't a minimum level of team communication and enough experienced players in the game, I strongly suggest you don't waste time on it. The 20 minutes you spend building will be destroyed by enemies in 2 minutes—and that doesn't sound fun to me.


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A practical guide on how to superfob in Squad

Heres a full game on Goose Bay defending against Canadian Resistance Forces on the first point, with a simple superfob core we were able to repel any attempt on enemies overrunning our FOB.

Notice how clear, active and game focused was the commander chat and how we quickly responded to enemy's attacks coming from all directions.


Thanks for reading

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