Squad Guidebook

Squad is a multiplayer tactical first person shooter which emphasizes realism, teamwork and communication. An average game consists of finding a server, joining a squad, and immediately assisting that squad in their objectives.

To be successful in said squad, you must coordinate, communicate, and conquer. A squad which coordinates attacks, communicates by calling out spotted enemy positions, and conquers by applying efficient deadly force will vastly outperform a squad who does not.

Microphones are a necessity in Squad, which boasts an accurately simulated two way radio network. There are three networks in Squad. One, the command net, in which squad leaders can talk with other squad leaders. Two, the squad net, in which squads of 9 members can communicate with eachother. Finally, local net, in which any team member can speak with any nearby team member.

Because of this radio network, squad leaders often have the best idea of the current happenings in a battlefield. It is up to squad leaders to coordinate their efforts. For example, it would behoove a squad leader to communicate to other squad leaders the next action his squad will be taking, to prevent multiple squads from pooling resources on a single capture point when the state of the capture point only warrants one squad’s attention.

Squad is not an easy game to play. Squad contains realistic mortar cannons, dozens of small arms weapons, armored personnel carriers, supply and transport trucks, medic equipment, deployable heavy weaponry and defenses to name a few. Each of these game assets could require their own special training if one wanted to become proficient in each. It’s not uncommon for new players to be very poor Squad gamers until they have invested dozens of hours into learning the game.

Leading a squad is a meta game of it’s own. As a squad leader, you are responsible for 8 other gamers, all of which may have an idea of their own on how to lead the squad.

Squad Leader Rule #1. Do not take orders from squadmates.

As squad lead, it is your duty to issue orders. If you take even one order from a squad mate, you might as well hand squad leader over to that mate. If chain of command breaks down, your squad will spend more time on figuring out who’s boss than working to win the game. Respect the role as Squad leader. Lead or die.

Squad Leader Rule #2. Do not tolerate insubordination.

If you squad lead long enough, you will find players who dislike your leadership style. You will find players who ignore your orders. Although there are realistic elements in Squad, this is still a game, and nobody is forcing a player to be in your squad.

Players who cause problems for chain of command should be asked to form their own squad where they can lead themselves, or be kicked.

Squad Leader Rule #3. Ask first, order second, kick third.

As squad leader, you will quickly become busy with juggling many tasks at once. Creating rally points, ordering troops to attack points, calling for supplies, coordinating on command net, etc. You don’t have time to deal with problem players or be the nicest person you can be. This is simulated combat, survival of the simulated fittest.

A new round just started and you need to get a logistics truck and a Stryker APC onto a strategic point on the map ASAP. You have 8 squadmates ready and waiting for your orders.

“I need a stryker crew. Who’s got it?”, You may ask.

Be prepared to hear crickets as nobody steps up to the plate. If this happens, it’s time to crack the whip.

“Cowboy_98 and SH11V, spawn in as crewmember and grab the Stryker. Everyone else, I need medics and LATs. Spawn main and jump in either my logi or the Stryker. Double time, let’s go!”

Now everybody’s on the same page, there’s no room for arguments on who does what, and the game starts smoothly.

Later in the game, you may be tasked with defending a forward operating base (FOB.) This can be a boring part of the game, but it’s necessary to retain controlpoints for your team.

“|DoS| Foggy, I need a logi run.” A command often delegated to squadmates after no volunteers offer their driving services.

“No man, I want to shoot.” Says |DoS| Foggy.

“This is an order, soldier! This post needs ammo.”

“Nah, I’m good.”

|DoS| Foggy was thinking of themselves, not of the unit. Your squad doesn’t need that kind of luggage; that’s a kick.

Squad Leader Rule #4. Communicate early, communicate often.

I struggle with this one, but it’s an imperative for highly functional squad leaders. Communicate with your squad mates. Give spawn and objective orders before they have to ask for them. Inform them of need-to-know intel from command net.

### Squad Leader Rule #5. Do not give vehicles to lone wolves

You will see this over and over in Squad. Solo players wanting to drive a Warrior or 30mm on their own into battle. The problem with this is extreme, and I’ll break it down.

Armored vehicles are not designed to be operated by one user. Switching between driver and gunner seats takes several seconds, which means several seconds of time needed to react with deadly force. This time can be the difference between life and death in a vehicle team.

Armored vehicles are more likely to be destroyed when operated by one user. A standard vehicle team is a minimum of three people– driver, gunner, spotter. These three work together to eliminate blind spots and detect threats, call out bearing and distance, and move quickly.

Armored vehicle loss incurs a hefty death ticket cost. Loss of these tickets affects the entire team.

Solo players often communicate poorly. An effective vehicle team should provide regular intel to the rest of their their squad regarding spotted enemy FOBs, infantry, and other vehicles. Knowing where the enemy is is what keeps the squad healthy.

Squad Leader Rule #6. Treat armor with the utmost respect.

A vehicle can be the lifeforce of the squad. Take a Bradley fighting vehicle for example. Should a squad choose to run one, that entire squad’s existence should revolve around that vehicle. The vehicle gives infantry a break from walking long distances. The vehicle resupplies ammunition. The vehicle provides cover from small arms. The vehicle’s weaponry is immensely powerful, and is an indispensable tool for providing direct and suppressing fire when accomplishing objectives.

When driving a fighting vehicle in hostile areas, infantry should be on foot, offering 360° coverage for a half kilometer around said vehicle. It is this teamwork that will keep the Bradley combat effective, safe against enemy RPGs, and able to play Uber for the wearied infantryman.

When a fighting vehicle becomes damaged, get the Hell out of dodge. Do not stick around to take another round, return to base (RTB) immediately. Don’t think of that health bar as a health bar. Think of it as a buffer against death. That buffer should be pegged at 100% at all times.

Squad Leader Rule #7. Use the map

Map markers are a non-verbal language that spans throughout the entire team. With objective markers, your squad-mates know where you want them without having to clog squad net. With enemy markers, they know where the threats are, and can choose flanking or direct maneuvers when approaching. This knowledge is effortlessly transmitted and interpreted by other squads on your team.

Squad Leader Rule #8. Use your optics.

Squad leaders have an often underappreciated tool, binoculars. Binoculars can spot enemies from afar that the naked eye cannot. Holding ‘T’ to bring up your rose menu and set accurate enemy markers is a huge plus. Spot for your team while they push, and call out those targets!

Squad Leader Rule #9. Keep Squad net clear

This is one that can be tricky to manage, but it’s important to do so. Players often like to chat it up in Squad net, which can quickly become a cluster of back and forth noise which distracts you as SL as well as your squad mates. Squad net is for tactical comms. Idle chatter needs to stay on the local net, and your subordinates should be made aware of that.