Infantry 101

Squad2 views31 min readby VanceUpdated 26 JulView on Steam ↗

INTRODUCTION


THE FIGHTING INFANTRYMAN
Infantry makes up the primary fighting force in a Squad platoon, and the game itself is built around simulating the experience of an infantry-based battle. Knowing how to play your role when you are the boots on the ground is core to the Squad experience - this quick guide is designed to get you up to speed on the basics of being an infantryman on the Squad battlefield.

DISCLAIMER
This guide is not meant to be inspired by, but not representative of, real infantry combat doctrine. The realities of a game of Squad differ from a coordinated military exercise, and this guide is meant to be practical and useful - not fluff. Learning from and applying this guide is going to win you games and provide for a better gameplay experience - the tactics and advice given here are stripped down to the essentials needed for a great approach to playing Squad as an infantryman.

COVER TO COVER

An infantryman ideally moves from cover to cover in a combat scenario. This simple but effective tactic turns the "as the crow flies" approach into a coordinated constellation of waypoints set by the infantryman himself as he carefully navigates the extremely hostile environment of a modern battlefield. The first thing an infantry player in Squad should drill himself to do is to move from cover to cover, and think in terms of available cover and concealment. Squad is a game that can feature players of various skill levels, and in reality you'll find many players neglecting to do even this one basic thing. Squad is not Call of Duty, and playing it like Call of Duty is going to lead to unenjoyable in-game experiences and poor performance as far as gameplay is concerned. Typical engagement distances in Squad range from 50 meters all the way up to 500 meters and more - and an infantryman should be concerned about potential incoming fire from threats up to a kilometer away or even more. Players simply cannot afford to run through the map without thinking of the cover they are leaving behind and the cover they are heading toward.

C.C.M.O.

If you practice nothing else as an infantryman, practice C.C.M.O.. It takes time to learn, but once properly implemented, it can completely change the way you experience the game. C.C.M.O. is an infantry movement doctrine and stands for four words: Choose, Check, Move, Orient. We'll go into detail on understanding and implementing these phases of C.C.M.O. in the four sections below.

(C.) CHOOSE



Choose your next position. This position should ideally feature cover or concealment, but it may simply be a better firing position on open ground. The important thing is that you choose it - simply running forward until you make contact with an enemy (or more likely, until an enemy sees you before you realize you've made contact) leaves you on the backfoot once contact is made. Squad features a stamina bar that depletes as you sprint, and make it harder to aim your weapon the closer the bar is to empty. It takes time to bring your weapon to bear on an enemy and steady your sights, and enemies that are firing from a weapon-ready position or a completely prepared position such as a prone position behind cover or concealment have a massive advantage over targets that are spotted simply sprinting. Exhausted infantrymen that are not managing their stamina properly have to wait for it to recharge at times that are far from ideal. Choosing your position helps prevent you from being caught out in the open - the idea is to segment the traversal of a larger area into a series of manageable waypoints that feature cover and is a great way to keep your stamina high. This often turns a straight-line jog through an open street into a zig-zagging series of waypoints that either provide cover, concealment, or an ideal firing position. Peek out from cover, and choose your next position BEFORE you leave cover or concealment. Failing to do so could mean you path in ways that ignore cover and concealment around your route that you could be using to reorient yourself and catch your breath - and maintaining that sort of situational awareness and combat readiness is what the next three letters of C.C.M.O. are all about.

(C.) CHECK

After you have chosen your next position, you might be tempted to sprint straight towards it. This is not C.C.M.O. - the second letter of the acronym stands for "check" - and checking for the enemy before you leave your current cover or concealment is vitally important if you want to reduce your chances of being shot on the battlefield. What does proper checking look like? It looks like an infantryman that looks around carefully before and while he leaves his current cover or concealment. It's like how you might have been taught to "look both ways before you cross the street" - this kind of thinking is even more important in a combat situation. You want to not just be checking to the left and right, but scanning the area ahead of you carefully (perhaps with optics) and giving your rear a quick glance before you leave potentially life-saving cover or concealment - forsaking it for a new position that may be quite a risk to reach. Infantrymen that do NOT perform a check before moving to a new position are much more likely to take effective fire from the enemy. Becoming aware of threats before they become aware of you is an ideal you should strive for as much as possible in Squad. This really can't be stressed enough. If the enemy truly has the drop on you, they are much more likely to win the resulting engagement. Ensure you keep your situational awareness high by checking before you move.

You can think of cover and concealment as "magnetic." A soldier should leave it slowly and enter it quickly. This tends to look like a soldier that is sweeping his weapon around, checking the larger area he occupies as he slowly leaves cover - not just quickly checking straight ahead from behind his cover before making a break for it. By the time you are fully exposed, your checking should be done and sprinting (if necessary) can start. Remember to check AS you exit cover, not just BEFORE you leave cover. This means checking while walking - as you begin to slowly move out of your current position. Oftentimes, deadly threats are waiting for you to leave your cover or concealment, and you won't spot them until you make the attempt to leave your current position. You can return to your previous cover during this move-and-check phase if you start taking contact or find yourself in an unfavorable position regarding a newly-spotted enemy. Once you are fully exposed, you should either be sprinting towards a chosen position or using a weapons-ready stance to navigate your way to the new position. Simply blindly running along sidewalks and streets and crossing open areas in urban zones without performing checks is a fantastic way to get shot in Squad and is sadly the way many Squad players die - needlessly. Checks should involve your optic if you have one to scan far-off zones, and close-up zones can be scanned without needing to look down your sights. The important thing is to make sure that you are as aware as possible of any current threats that could contest your navigation to your next position. You may have to re-choose your next position depending on information acquired during this phase, or in some cases, call reinforcements or fall back entirely.

(M.) MOVE

This is where you actually stop checking and "just move" to the chosen position. The feeling of "just moving" is a feeling you'll have to get used to as an infantryman. The full sprint to the next position is often the best option, and it will leave you completely exposed for a period of time. There is little you can do if you're shot at during this phase except keep running, take a knee and return fire, or go prone and either return fire or crawl to the nearest available cover or concealment. This is why the first two letters of C.C.M.O. - "Choose" and "Check" are so important. You can make decisions here and do things to ensure this kind of sprint is going to go well - like killing the guy you spotted as you checked, or avoiding a killzone entirely because you remembered to choose to sprint to close-by cover instead just doing of an open ground jog that ignored and bypassed that relevant cover completely. If you are trying to cover ground quickly and keep pace with your squad, a full sprint is often the best idea. Taking a knee at some point during a longer sprint can be useful to regain situational awareness and stamina, but if the distance to your next position is short enough, closing it as quickly as possible is usually the best option. Sprinting leaves you exposed and increasingly exhausted, and moving targets are much, much easier to spot in Squad than targets that are still or moving slowly. Sprinting infantry is going to find it almost impossible to become aware of targets that are both still and in cover during the sprint - which is why waypointing your way through the battlefield to maintain situational awareness and practicing proper stamina management is so crucial. Swivel your head as you sprint to check sightlines, but don't expect to be able to spot far-off targets as you do so.

If you are working in a tightly coordinated squad, tactics like bumping, bounding, and overwatch can be used to make sure that moving soldiers are covered by friendly infantry. Just covering your squadmates when they sprint, and asking them to cover you while you do, may be all you need to say and do during your average match of squad. "Cover me, I'm moving up" and "I'm covering you, move up" are two simple and easy to use callouts that can get a squad moving more safely without requiring the entire squad to start learning tactics like bumping, bounding, and overwatch mid-game. In my long experience as a Squad Leader, most players are not prepared to learn and implement these tactics properly in your average public match. What the average player does understand are those two simple phrases. Use them, and watch your games improve. This is the easiest and quickest way to start using Fire & Maneuver in your games, a tactic which I cover in more detail in my guide for Squad Leading called "Squad Leader 101." The most important thing during the move phase, is moving. Only stop if you have to - likely because you need to regain situational awareness, or because you'll soon need stamina for an engagement - and NOT because you took contact. It's important to note that stopping a sprint towads cover to return fire from an exposed position is often not optimal or recommended. Stopping in the middle of a street makes you a very easy target for enemies - since you are no longer moving you are much easier to hit, especially if those enemies are shooting from farther away. Oftentimes, the best course of action is to NOT lay prone if you're shot at while in the Move phase - the idea is to continue until you reach your chosen position, running in zig-zag or erratic "serpentine" patterns if you are under fire. Laying down makes you an easy target if you're exposed, and even if you lay down because you're in defilade, you're making it easy for the enemy to pin you down in the defilade. Only prone in defilade if it's not going to leave you pinned. In most cases, just keep moving. Segment your navigation into short sprints that feature cover and concealment at every chosen waypoint. If you haven't been doing this, Squad might feel like a whole different game to you once you do.

(O.) ORIENT

Orienting is the final phase of C.C.M.O., and occurs after you have reached your chosen position. Because the new position you are entering naturally features completely different sightlines and potential areas of contact, you will have to orient yourself once you reach it. Ideally, the enemy did not see you reach the new position, and you can surprise him with effective fire once stamina is regained. Remember to slowly peek during the orient phase, only exposing the smallest possible part of yourself as you slowly "slice the pie" and peek around more and more of your cover. Shorter sprints leave you with more stamina to use, and letting it recharge to full or close to full before or as you orient instead of immediately engaging is often important. This is the best situation an advancing infantryman can find himself in as he takes ground - safe, and in a position to catch defenders unaware. If you fail to orient after reaching your new position, you will fail to find targets that are defending the ground you just took - and make no mistake about it, it is impossible to win a game of Squad without taking vast amounts of ground on foot and engaging the enemies trying to hold it. The orient phase is much like the check phase, except you usually don't walk when you do it. You minimize movement (to minimize your chances of being spotted) and maximize your situational awareness. Use your optics, or binoculars if necessary, to acclimatize to your new sightlines and threats. After you have oriented, you can occupy your position relatively safely.

If you skip the orient phase and just occupy your newfound cover without looking around once stamina is regained, you miss the chance to take decisive engagements and evade dangerous threats. If you just ran to some bushes, you may have to crawl through foliage before you orient safely inside the concealment - but without orienting, you are essentially blind to your new zone, and will be ineffective at the position until you know what you can do there and what the enemy (if present) can do to you there. This is where you mark the map if you're a fireteam leader or squad leader - as soon as possible, oftentimes before engaging. If you shoot before marking, you miss the chance to set up ambushes with your squad and attack in an organized fashion at the squad level. Maintaining high situational awareness is ultimately what C.C.M.O. is all about, and situational awareness is your ultimate tool for not getting shot in Squad. Infantry that lacks situational awareness find themselves in losing engagement after losing engagement. If Squad feels like a death simulator to you, it is probably because you are not using C.C.M.O. properly. You can't really overuse it in Red Zone States, and Zones and Zone States are the topics we are going to cover next, so you don't find yourself C.C.M.O.'ing your way through friendly main.

ZONES AND ZONE STATES

Before you start enthusiastically using C.C.M.O., this guide will run you through the concept of Zones and Zone States. We're not referring to a killzone per-se when we refer to a Zone or Zone State - this is a new way of thinking you can adopt in Squad to make sure you tailor your movement strategy to the current danger level and engagement opportunities that the area you are currently in provides.

GREEN ZONE STATE
If you are in friendly main, you are in a Green Zone State. There is no threat of enemies engaging you effectively, and no opportunities for engaging effectively yourself. What does being in a "Green Zone" actually mean? It means you are essentially safe. The battlefield itself, as you traverse it, has many Green Zones. Imagine looking at the map and seeing all the enemy players and friendly players on it. The parts of the map that are not seeing any action and are unoccupied or unoccupied except for friendlies are likely classifiable as Green Zones, and if you are travelling in the exact middle of a large formation through friendly territory, you are likely in a Green Zone State. This means that you do not have to carefully hop from cover to cover like you do in Yellow Zones and Red Zones (topics we'll reach shortly). You are free to just sprint, or if you are armor, drive without regaining situational awareness constantly. There is no need to use C.C.M.O. if you are in no danger of being engaged, and frankly, doing so will probably look silly to the rest of your nearby advancing teammates. It's important to remember that fog of war exists, and there is no zone that is 100% Green in a game of Squad besides main. Enemy artillery, snipers, helicopters, and backline ambushers are always a potential threat once you step outside of the safety of main. The important thing to remember is that C.C.M.O. becomes increasingly useful the more your "Zone" or "Zone State" progresses from Green to Red. In Green Zones, speed of movement is preferable to finding cover and moving from cover to cover in a waypoint fashion - your sole waypoint can simply be to enter a Yellow Zone- where you will start using C.C.M.O. in earnest.
YELLOW ZONE STATE
As far as winning a game of Squad goes, this is the ideal state. You are in a position to fight the enemy on more or less even terms in a Yellow Zone State, and ideally at a position of advantage. It's not safe by any means, but it's not a Red Zone and this is where you actually "do your job" as an infantryman by taking up effective firing positions that win firefights. The Yellow Zone might be a quite safe place to fight from, but if you are engaging an enemy that can return fire, you are out of the Green Zone State completely and at least in the Yellow Zone. Unlike the Red Zone, the Yellow Zone is ideal - though you may get killed in the Yellow Zone, it is where the rubber meets the road and where you're not spinning your wheels. Dying while engaged in a Yellow Zone is just a part of Squad and a typical game of Squad will usually have some deaths. The important thing to know is what state you're in, so you can C.C.M.O. properly. By the time you are in a Yellow Zone, and close to making contact, C.C.M.O. should be in full effect. This is how you navigate the battlefield safely and again - end up doing your job by laying effective fire onto the enemy so that you can take ground from defenders. Making sure you don't go from Green Zone straight to Red Zone is a very, very important part of being a great Squad player. Don't bite off more than you can chew - doing so is how you die in ineffective ways in Squad. The Yellow Zone and being in a Yellow Zone State is all about taking on only what you can handle. Remember that Yellow is halfway between Green and Red, and the idea is to not be in Red at all. Moving cover to cover using C.C.M.O. should ideally land you in a "positive" Yellow Zone that you can take up an effective firing position in - or otherwise be useful to your team as you do aggressive shovel work or recon.
RED ZONE STATE
The Red Zone is the nope-zone in Squad. In a Red Zone, the enemy has the advantage and is likely already laying effective fire onto you. If you are overpowered by enemy fire in the Yellow Zone, it could quickly turn into a Red Zone. The Red Zone is the "too dangerous" zone. If you are in a Red Zone, the idea is to either survive or to get out of it as fast as possible. A Red Zone State is often a state where you are unprepared to fight an enemy that is either about to be engaged with you or is engaged with you. Red Zones do have to be traversed in a battle, but the idea is to minimize your time in them, rather than maximize your time in them as with the Yellow Zone. A tank in a Red Zone might, for example, be being slowly surrounded by enemy anti-tank infantry. It may be completely unaware that it is in a Red Zone, but master Squad Leaders and Commanders can often quickly tell that a tank is deployed in a Red Zone just by reading the map situation. It is likely fighting without infantry support, in highly hostile territory, close to enemy spawns and known enemy positions. Know what state you're in. Infantry in Red Zones are often quickly pinned down, outflanked, and outgunned. If you know you're in a losing fight, you're probably in the Red Zone. Take cover or find concealment as you call in reinforcements, or leave and reposition as soon as possible. Red Zones often do NOT turn into Green Zones until the enemies turning it into a Red Zone are killed. Machine Guns that fire for too long can turn their Yellow Zone into a Red Zone and should displace just before that happens, ideally. While you sometimes have to deal with Red Zone States - like crossing contested large fields because you simply "have to" - the idea should be to minimize your time in them by either sprinting or creating concealment through smoke grenades to turn it into a Yellow Zone. The Red Zone is the "death zone" and C.C.M.O. should be used to its fullest possible extent if you are even close to the Red Zone. Simply not checking one sightline properly can, and often does, get you killed in Squad. Don't be hasty. Squad is a game for the patient player, and the patient players are the most effective players in Squad.

PAN & SCAN

This is what you do during the Check and Orient phases of C.C.M.O. - but it should be second nature for a Squad player. Check your "sectors" even if you're not using the sector method (it's unlikely to happen at the squad level public matches). Try and maintain some kind of 360 degree awareness, even if your awareness is stronger towards the areas you are likely to take contact from, or are taking contact from. Taking a knee to Pan & Scan could be the difference between an average Squad player and a great Squad player. Doing so means you will often be the one to find contact before contact finds you, and you will have the opportunity to alert your squad to danger over comms. Use your optics to bring far-off areas "closer" - but you don't have to use your optic to scan close-up sightlines. Just make sure that you are getting a good read on your surroundings, and especially potential enemy positions or enemy positions. Binoculars are fantastic for Pan & Scan, and should be used by Squad Leaders and Commanders as they mark targets for their team to deal with properly. Failing to scan critical sectors like the flank or rear can get you and your entire squad killed. In the words of a famous Squad player, "Nobody likes watching the back, but if someone comes up the back, you're all dead." Pan & Scan. It will save your life, and the lives of your squadmates, countless times.

MARKSMANSHIP

Practice your marksmanship. This can be done at the training range, but the best practice comes through experience. Learn to shoot by being patient about shooting in the first place. Familiarize with how to use your optics. Ineffective fire will get you killed - effective fire will save your life. Shooting at a target without meaningfully suppressing it just alerts it to your position and might be a huge factor in your resulting death. You're either suppressing, or trying to take kill shots. Either way, you are thinking about how you are using your weapon. Just spraying and praying doesn't have a place in Squad, and your shots should always be purposeful. Shooting is too noisy to justify needless gunfire - it draws enemies to your position like a magnet and gets you scoped out very quickly. Hip-firing towards an enemy as a reaction to contact that you were unprepared for is a suppression tactic and not spraying and praying - but a sniper pulling the trigger too quickly before his weapon properly steadies, is. Learning to hit your shots takes practice - and an understanding of the stamina system - but an infantryman with bad marksmanship will eagerly take fights only to lose them to enemy infantry with better marksmanship.

Patience is key. Going for headshots is crucial in some situations - such as when you are trying to maintain more stealth or outright prevent an enemy from surviving an engagement by immediately lying down. Making sure that you are ready for the kind of contact you are about to engage with is key. Do not sprint towards a close enemy HAB unless you have to. Practice moving at weapons-pace, with your gun at least up, if not already aiming down your sights as you move. I'll break down how you can (and always do) engage from three key "Weapons States" - and remembering that you are always in one of these three Weapon States is as important as remembering that you are always in one of three Zone States, whether you know it or not.

WEAPON DOWN
If you are sprinting, you are in a Weapon Down state. You are at a disadvantage if you run into contact that's in a Weapon Up or aiming-down-sights (ADS) state, and may likely lose the resulting engagement for no other reason than you couldn't pull up your weapon fast enough to deal with an enemy that was closer to being ready to pull the trigger. This isn't Call of Duty. You need your gun up if you think you are about to have to shoot. Getting shot over and over while in a Weapon Down State is the hallmark of the Squad noob and lemming-style sprint-in-to-die tactics are absolutely a waste of tickets and manpower in Squad. Think before you sprint. If you are clearing alleys and it's getting hot, be in a weapon state that is closer to ready-to-fire. Being in a ready-to-fire or "RTF" state means your weapon is in a position where it can begin to put effective fire on the enemy, either from a point-fire position or an ADS situation. Remember to re-raise your weapon if it's lowered while watching a door in a hipfire position by tapping your ADS button twice quickly - the game automatically puts your gun into a Weapon Down state if you are idle for too long, and having your barrel properly pointed at a doorway instead of at the floor can be the difference between winning or losing a fight at the door. Never underestimate the importance of having your gun readied at the time you need it readied. Not paying attention to weapon states at all will get you killed innumerable times.
WEAPON UP
If you are moving at "weapons pace," meaning with your gun at the ready, you are in a Weapon Up State. You are likely to win the resulting engagement if a sprinting enemy suddenly appears in front of you. Assuming both sides have comparable marksmanship, the first player to see the enemy and put their sights on them usually wins the engagement. Weapon Up states are more valuable than many players think, and you should not be reacting to contact by pulling up your weapon from a Weapon Down State so much as reacting to contact by pulling the trigger after adjusting an aim point that is already close to where it has to be because you were in a Weapon Up or ADS State.
ADS
While it's often not feasible or optimal to walk around while already scoped-in using your optic, the reality is that in certain situations, it provides you with the best chance of winning a sudden firefight that occurs at medium or close range and should be how you proceed forwards with your weapon. Unless the target is very close (where point-fire is preferable) ADS is how most infantry fights in Squad are ended. You can walk forwards while scoped in or ADS and there are many situations where it is best to do this as a class like Rifleman or Grenadier. If you are moving down a sidewalk and contact down the sidewalk seems likely, walking forwards while ADS may be the kind of "drop" you need to win an engagement quickly and effectively. Always remember that ADS sacrifices peripheral vision and situational awareness for optical magnification and accuracy. There are situations where it's better to hip-fire - but unless you are in close-quarters combat, the majority of your kills will be ADS. Simply being ADS in the first place wins you a lot of fights where the enemy that appears simply isn't doing the same thing as you make contact.

THE ROLE OF INFANTRY

The primary role of infantry in Squad is to take and hold ground. While vehicles can also do this, Flags are usually taken by infantry operating on foot and Squad itself is an infantry-centric game.

As an infantryman, you should be using C.C.M.O to take ground. Many times, you'll just be taking ground and doing little else as the fight it implies ensues. Infantry can dig in and hold positions effectively on the defense, but to actually assault properly, C.C.M.O. should be in use. Repositioning defenders should also be using C.C.M.O. as they relocate to new defensive positions or displacing. Just sprinting towards enemy emplacements and firing positions mindlessly on attack is a quick way to die ingloriously, and this happens more often than it should in Squad. If nobody is covering you as you move up, and you just sprint everywhere, the chances that the enemy simply outplays you goes up significantly. You may not always be able to choose a next position that features cover or concealment (such as if you're cresting a hill or running through smoke) but if that is the case, the position you choose should be the hilltop or the smoke you reach, even if it's exposed - further decisions can be made about getting into proper cover once you reach the position. The important thing is to choose, and not just run without thinking.

Infantry excels in urban environments - the opposite is the case with armor. Infantry can move through wooded and forested areas stealthily and effectively while armor and vehicle struggle to do the same. Anti-tank infantry is a huge threat to armor and the best protection for friendly armor is surrounding friendly infantry. Support your armor as infantry by securing it properly.

It's your job if you're playing infantry to stick with your squad and Squad Leader. Squad Leaders often truly hate having to constantly remind their squad to stick together if the SL is already on mic and dropping Rally Points, and the often best thing you can do for your squad is having it just stay together in the first place. There are instances when players have to operate away from their squad, but those instances do not in any way outnumber the instances where it's far better to have infantry mutually supporting each other in a squad environment. Use your comms, and be smart about your movement. Mark your map as a fireteam lead, and do what your Squad Leader says. If your SL is competent, do what he says. If he's not, maybe step up to lead yourself after reading Squad Leader 101.

Spawn in intelligent ways - the worst thing infantry can do is take up irrelevant fights or just wander around the map without being useful. You want to focus on the active flag, and either taking it or defending it. Infantry that's "stranded" fighting away from active points are just bleeding tickets and are not being useful to the team. Squad is an objective-based game, and playing for kills far away from the point can be highly damaging to your team's ticket pool and your chances of actually winning relevant fights as it leaves your platoon understrength in key areas and engagements.

Playing infantry in Squad is a lot of fun if you're implementing tactics like those outlined in this guide. Unlike the SL, your goal is to win firefights and not just coordinate them over comms and map. If you like feeling tacticool, Squad may be the game for you. Matches are very competitive since most players know how a match of Squad is supposed to go and what "winning teams" look and play like. The standardization of match types and the strategy-based metagame mean that you can truly shine if you know how to use infantry tactics at the infantry level. The potential for outplays in Squad is insane and going full-auto or pulling a frag out may be the difference between victory or defeat in fight after fight. Learning when to bandage, how to smoke, when to frag, what stance to take, where you should look, when to reload, when to fall back, when to push up, and how to cover your squadmates properly will come in time, but is beyond the scope of this guide. These things are going to be things you learn by playing. A great infantryman is a fearsome force in Squad and will be in the right place, at the right time, doing the right thing - winning the game for the team.

THE ONE-LIFE CHALLENGE

If you're in a public game on a non-competitive server, you can try applying this entire guide during a one-life challenge. Make it a point to survive the entire match of Squad without getting downed once. If you implement this guide as you do this, you might learn more about Squad in a dozen games than you have in a dozen months. It is not easy to do, and you are going to find yourself playing very differently than usual. While it's not optimal play to do this, by the time you return to conventional play, you'll be taking all the learning you did from taking the one-life challenge with you - and that's knowledge that will serve you for the rest of your Squad career.

QUICK SUMMARY & CLOSING TIPS

Stick to cover like glue. Leaning should be used when peeking around cover and concealment, and low stances should be used if the cover does not provide adequate protection in the standing position. Cover should be "sticky," - that is, the soldier should be slow to leave it and quick to enter it, in practice moving like cover and concealment possess magnetic properties.

Use optics to "bring the picture to you" when looking at more distant areas. Optics should not be used to scan areas where targets could be acquired without optics, as the additional peripheral vision afforded by not using optics affords higher situational awareness.

A position can range from 0% to 100% cover, and each position provides a unique killzone.

A position may offer complete cover to the East and North but fail to offer any cover to the West and South. This is not a problem if there are no enemies to the West and South - but the moment there are, the value of holding your current position drops sharply. Looking through a small window at a road is closer to 80% cover, and a firing position in a small room using a murder hole is close to 90% cover. This murder hole position may offer a killzone that is highly effective if it covers a road or an intersection, or largely ineffective if its view is blocked by another building.

Learning to learn tactics by just playing Squad itself and developing your playstyle is part of the enjoyment of the game. The basics of getting an infantryman up to speed have been laid out here, but it's up to you to build on these basics using your own insights until you are an advanced player. Remember that direct application of military tactics to Squad may have varying results. Some translate beautifully, and some don't apply at all. Don't bog down your gaming and comms with military field manual stuff when fundamental logistics aren't being handled properly. Focus on these basics and your game should not only improve, but be far more fun.

Have an awesome time playing Squad!

- Vance

OTHER GUIDES BY VANCE

EPILOGUE

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