Author: jabes <hauj00b>     Reply to Message
Date: 7/26/2011 2:49:34 PM
Subject: Jabes' Squad SOP

OK, I figured McMeel did a really good job of giving everyone the once over quicky training session. We covered Insurgent game type some, but didn't really get to AAS.

This is most likely a work in progress, but I wanted to contribute the stuff that I found 'worked' in this game. So often the SLs cycle out of the squad and I end up stuck with SL, so I've kind of taken to always having that kit ;P

1. Picking a Kit
SL will always take the officer kit, and if the map is just starting, you'll want to ask which kit hasn't been already called for. If you didn't play medic last round, maybe its a good idea for you to go ahead and volunteer to be medic for this round. Medic needs to always be the first kit chosen, exception would be a small fire team of 2 guys (AR and SL typically).

2. Spawning In
If the map is mid-stream and the squad is already out on patrol, then you'll want to ask if a Rally Point is available. The SL can drop the rally kit and give you a spawn point if it is. For example, a decent spawn strategy on Muttrah for the USMC is for the SL to insert with the huey, land at docks, and throw a rally point down. This can save your squad 4-5 tickets early.

3a. On Defense
Find Cover. Setup covering fire on all angles.

Medic will have a reflex scope, so his first responsibility will be covering the entrance from the ground or alley way.

AR should take the widest angle with the most cover (usually 3rd floor corner on a 4 story building).

Specialist, Rifleman, and Grenadier/AT should make a well rounded fire squad and play to each others strengths. If deploying a FOB, make sure to get a kit with a shovel.

A key part of defense is checking your map often. Always verify targets via the map or a teammate before firing. Even if the target would get away unless you fired, trigger discipline and being discreet will turn a single kill into a squad wipe.

3b. On the Assault

Medic will protect the flank and rotate with the specialist when bounding across openings to the attack point.

Grenadier, AR and SL should all be near the front, securing areas for the supporting squad mates.

The goal here is to not get killed. If resistance is found on one street or alley by an enemy with a superior position, the best idea is to back out of it. Throw smoke, and retreat, or get an APC (lol) to help you bounce. If you're pinned, back down. You'll regain the advantage in a different position.

If we run up on an APC, and we don't have an AT kit, we will retreat.

If we have an AT kit, we'll setup an ambush with a 2 man AT team and retreat.

4. Be patient.

Looking at that mini-map takes time and coordinating inter-squad operations can be a noisy and chaotic affair. If you find yourself in a 5 minute lull, feel free to chat it up, on vent. Try and keep the ingame VOIP relatively clear. Often a random is in-squad and VOIP is the only way to direct them. That said, bullshitting with the randoms can be a blast. 'Spider balls'

5. Use Mumble
Offer observations and intel frequently, use Mumble for observations and 'your mom' jokes.

6. Use Mumble. Seriously awesome.

7.

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