The makings of a [i]Great[/i] Squad Leader

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  • WarGimp

    #1

    The makings of a [i]Great[/i] Squad Leader

    I wanna nod towards dwuf76's thread for getting me thinking about posting this:
    Pantau slot gacor dan update RTP hari ini bersama VIRUS88. Temukan pilihan game populer, informasi terbaru, serta akses praktis untuk pemain Indonesia sepanjang 2026.

    I don't want to derail his, but it inspired me to point something out.

    There's a big differance between being a good squadie and being a good squad leader.

    His point is that he sometimes doesn't like being thrust into the role of SL. That's cool... atleast he's aware of the differance! A good SL shouldn't be flying an attack chopper or in a tank with a man in the turret. He basicly shouldn't be anywhere that prevents his guys from spawning on him.

    Well, that's a good start, but what makes a great SL?

    I've been lucky enough to play with some great SL. I aspire to be one when I'm in the roll... but what defines that?

    I figured there's some things you can do (even in a pub game without battle coms) to really enhance the preformance of your squad:

    You don't have to be leading the way all the time. Since you are the a walking spawn point, your life is worth more than then men's. Send some troops up ahead to cheak things out before rushing a flag.

    Don't be afraid to hide! If you can act like an anchor for your troops to re-spawn on, you've got a much better chance of taking a flag.

    Watch your mini-map to see where your men are. Try to keep the squad together as much as possible. Don't lose your boys!

    Use the requests for supplies, UAV, and Artillery! What's the worst that can happen? The commander says no. *shrug*

    In SF, I suggest that the strongest kits for SL are anti-tank, assualt (both because of the grapple hooks to get you off the ground), and the sniper (because he can provide a hidden spawn point AND cover).


    I'm sure you folks can add to these suggestions, have some ideas on the topic, or wanna call me a git.
    So... ah, do it!
  • Scort

    #2
    Re: The makings of a Great Squad Leader

    Personally, I have spent 115 (ish) hours, of my 150+ total game time, as squad leader, and I often have one of the top squad - quite a few gold and silver medals for this
    Now, I know exactly how that makes me sound; big headed git! But it is true, if you get a squad that works well together, you're almost unstoppable.

    I personally play as a Spec Ops SL, but I do spend most of my time leading - never really thought about staying back and letting the other 5 do work; I just seem to end up 'in the action'.

    I find it very difficult not to play as a SL now, I have gotten so used to being able to call in Arty, UAV and Supplies, that I feel crippled without these commands.
    Overall, I would like to think that I am a decent SL, I always watch the mini, 3D and zoomed maps for squad positions and locations we are best suited for.

    One thing I do find a little annoying is when the commander does not issue orders, as I have to issue the orders myself - often via the 'squad management' screen, which is a little distracting mid-play.

    I have yet to use VoIP, but will constantly use squad talk and radio comms to keep everyone up to date, and so far, it has worked rather well :)

    Scort.

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    • BeerStein

      #3
      Re: The makings of a Great Squad Leader

      Just make sure when you are a SL to keep yourself out of single man vehicles, or off the mounted guns. It will frustrate your squad members to no end if they cannot spawn on you.

      Be there as support for your squad - get them the supplies and UAV they need, keep them healed up as a medic, or supplied, or repaired. Also - give them a good jumping off point as a spawn pt.

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      • WarGimp

        #4
        Re: The makings of a Great Squad Leader

        On special forces maps, I feel stongly that the best SL kits really are the one's I listed above. In VBF2 I usually take support for SL since you can't outrun your own squad (too damned slow), can give ammo, and you have insentive to stay a bit back from the action (you've got a spam-gun, HANG BACK 'n SPAM!).

        Roof tops in SF are just too tactically useful to ignore, tho. A fact that makes it all the more ironic that they are ignored so much!

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        • VegaBoner

          #5
          Re: The makings of a Great Squad Leader

          SF pwns with good squads.. i only play now with that

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