Squad Guide

Simple Squad Structure that works for Squad

Simple Squad Structure that works

Overview

This is a simple Squad Structure for SL’s that actually works and can be explained to a random squad in less than 2 minutes.It is extremely basic and easy to use while having an substantial effect and will make life easier for the SL as well as the Squaddies.

Simple Structure, quickly explained

Simple Squad Structure to improve teamplay that works.

Reading Time: 3-5 minutes

Players keep complaining about teamwork in Squad not really happening and strong tendencies of many players to essentially run and gun alone.

I complained about that too occasionally, although i always thought to make it work should be possible as a Squadleader with a bit of effort and structure without essentially trying to herd kittens. There are guides around, very good ones, but they tend to be too complicated and indepth for a game like squad, something that works needs to be simple and can be explained in less than a minute or two at most, its a game, not the military – ppl want to play, not study a field manual.

Its my conviction the mess that many squads are when the fighting starts usually happens not because players are not interested in teamwork, most are, but because without at least a minimal squad-structure every player can only react to whats currently happening around him.

So, how to create this minimal structure that helps to enable easier teamplay in squad ?

1) Mic Check !

Should always be done first thing when opening a squad. Just ask every player if he has a mic, this way you can also confirm everybody is speaking the same language. Should take less than 30 seconds.

2) When the Squad is full:

Make the Squad into 3 Fireteams and tell them right away you expect them to stick with their fireteams as a rule:

Alpha

  • Squadleader
  • Machinegunner or Automatic Rifleman
  • Grenadier, Rifleman, Combat Engineer or Marksman (on the more open Maps)
  • Variation: If you want an APC in the Squad the crew should be your Alpha Squaddies. This way they can take over the center Fire Support part, while B and C protect the vics flanks.

Bravo

  • Heavy AT / Light AT
  • Medic with Scope
  • Rifleman with Scope

Charlie

  • Light AT or anything else (preferably scoped)
  • Medic without Scope
  • Rifleman with Scope

Of course structure should be tailored to the map, on maps without or only few vehicles you obviously don’t need the AT’s or only one, but its important that in B and C are each one Medic and Rifleman. This way the Fireteams can resupply themselfes with Ammo and on the flanks B and C will be downed more often than Alpha. If one fireteam has Marksman, Automatic Rifleman and Machinegunner thats very bad, because they will all tend to tunnel vision and be flanked easily, have no ammo or heal.

Each flank Fireteam has a Medic + Rifleman with Ammo – Fire Support in the Center has its flanks protected.

Explain to the Squad right from the start that Bravo should tend to the left side of the squads general orientation and Charlie to the right (B-A-C formation), also remind ppl to stick together and communicate in local.

This has a couple of benefits:

  • The Squad will naturally cover a wider arc.
  • Comms will be less clogged since FT Members can sort out part of communication in local.
  • Medics will not bunch up on the same revive-target as much, making them more effective.
  • AT’s have ammo readily available.
  • Unscoped roles are placed where they can most likely expect short distance contacts (on the flanks) and are most useful.
  • Machinegunner or Automatic Rifleman that make a lot of noise and easily give away their position when firing have their flanks protected in Alpha and are much more effective.
  • One Fireteam can be sent to do specifc tasks easily, while the Squad still retains all vital capabilities.

    Example: The Squad overruns and blocks an enemy FOB: You can order Bravo to start digging it, Alpha secure north, Charlie secure south, much faster than assigining individuals to do it and in the end having 6 ppl all looking in the same direction while a single enemy comes from the other side.

Since the 2 Alpha Squaddies will stick with the SL you basically only have 2 elements, which is easy to handle compared to ordering 8 individual squaddies around, giving you more time to coordinate with vehicles and other squads.

There is no need to micromanage anybody, just setting a general objective – giving fireteams special tasks from time to time, your squaddies will find out quickly that it works and actually work to make it work.

Provided squaddies stick with their fireteams and communicate it will be apparent for everybody that this way they also have a personal advantage (protected flanks, medic nearby, ammo available, more killing, less dying).

It is also Important to not be too strict about the actual formation, its a rough setting, as long as the B medic is not on the C flank or something you should not start micromanaging when ppl get seperated for a brief time in thick action. Ppl do need some leeway to exploit opportunities, don’t be too strict about the setup when the actual fighting starts, but always try to keep it roughly in order. When there is less pressure always take a minute to get your Fireteams sorted again. This is best done when the Squad is changing the objective, prepares for an assault or reorients on new attackers when defending.

Essentials

Essential is:

1) Fireteams are close enough to each other so enemies can’t walk between them without being downed (in a forest that means pretty close, approx 50m, on Kohat it could be different hills with 150+ meters in between).

In a forest Fireteams need to be closer together. Short Sightlines.

In more open terrain Fireteams can be further apart. Long Sightlines.

and

2) Fireteam members are close enough to each other to actually cover each other and hear each other in local.

also: the Machinegunner is actually very useful this way, because enemies that got attracted by the tracers and sound tend to run into one of the fireteams on the flanks and die, while the Machinegunner is able to concentrate on the frontal arc of the squad.

TLDR

Make 3 Fireteams, Make sure B and C have each a Medic and a Rifleman, other kits dependent on the Map but fire support like Machinegunner in Alpha (in the center). Bravo to the left of the general orientation, Charlie on the right, Alpha in the center.
Encourage Fireteams to stick together and adjust them a bit when necessary so distance between fireteams doesn’t get too large and the players will usually sort out the rest so you as the SL have enough free space to actually coordinate with other squads.

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