Hi, I'm new to these forums, but I've been playing PR for a few years, and I have an interest in military history and tactic. I'd consider my self an above average squad member, and in my time playing this game, I've noticed a few problems that NEVER fail to make a squad miserable, give the squad leader a headache, and basicly just turn the game into a walking death simulator. I decided to put this guide in the infantry section because each individual squad member needs to know some basic information about how the squad functions as a machine, or it just wont work.
These problems are things you see ALL THE TIME in public servers, where a squad is trying to work together, but just isnt having any success, even though they are trying their little hearts out.
PROBLEM #1
CORNERS, DOORWAYS, AND ROOM CLEARING
The NUMBER ONE problem squads have, is CQB and/or corners. Infact most SLs and squad mates are so TERRIBLE at it that its almost pathetic. I can describe what happens with most public squads. The squad finds a building it wants to clear out so they can use it for a shooting position... one guy (usually the SL of all people!) RUSHES into the building alone while his squad mates are still 10m away, gets gunned down at the door way, and a building vs open street fight ensues. Usually you're in the street with not much cover and the enemy now has the advantage (height? better cover? defending and aware of you!) Usually this whole thing results in a long walk back from your spawn point, no matter what happens. You CANNOT clear rooms in PR by yourself. Sure sometimes you'll get lucky and land a burst in the head of a single insurgent in a room. You'll probably be BLEEDING after if youre not dead, and then you need to heal which slows down the squad, and there is usually more than one enemy... PR is DESIGNED to have about a 1-1 kill/death ratio unless youre working with a squad. Keep that in mind next time you try and rambo a building by yourself. Keep a buddy on your back!
SOULTION #1
TWO GUYS CLEARING A SINGLE ROOM AT A TIME, AND A MAX OF TWO GUYS AT ANY CORNER SHOOTING.
Why? First of all two guns shooting is ALWAYS better than one in infantry combat. Two targets are harder to hit than one! Also two guys aren't the whole squad!
To clear any room with two men in PR, you both go through the door (after a grenade is thrown, if you can, but whatever) one RIGHT AFTER the other. Then, one steps left and starts moving with whatever wall he comes up against, the other steps right and starts moving along that wall. BOTH of these men are NOT aiming, but shooting from the hip while jogging! Once they each reach their first corner of the room they CROUCH AIM AND SHOOT to finish the enemy off! This is because you cant aim whilst moving fast in PR. Imagine if you were crouched in a corner waiting for some Americans to come into the room, but instead they each go opposite ways, are moving FAST, and are shooting at you. Which one do you aim at first! OH WAIT you're already dead! See how that works? Sure one of the said Americans might catch one in the teeth, but shit happens, right? This is something that is hard to orchestrate with public players, but if enough people know how room clearing works it will become more and more common.
CORNERS! Basicly... let two guys handle a corner. The whole squad doesnt need to be bunched up around one tiny little area trying to make shots at a contact. Figure something else out... but dont cluster around that corner! Keep in the "snake" formation which is mentioned below. DONT BUNCH UP AT ANY CORNER UNLESS ITS TO ENTER AND CLEAR A ROOM. Thats a good rule of thumb.
PROBLEM #2
SQUAD MOVEMENT AND FORMATION
This is A CLOSE SECOND MOST IMPORTANT FACTOR DECIDING IF YOUR SQUAD WILL MAKE IT THROUGH A FIRE FIGHT OR WIPE OUT! Seriously. I can describe a simple squad by having the leader at the front sprinting away as fast as he can, while everyone trails behind him in a big cluster. We've all seen this hundreds of times everywhere. This is BAD.
Think about what will happen when this squad runs around a corner right into an enemy. The squad leader is first, so he's basicly dead. He didnt check the corner and was running so he was out in the open. Everyone else is right behind him, all moving together in a big mass, not paying attention, so they either go around that corner, and few bursts from an automatic weapon wipes 4/5 soldiers. Or... they ALL hear the shots, they ALL try and shoot around the corner, and they ALL get killed anyways because one guy threw a grenade at them and no one was watching because they are all trying to get the l337 killz.
SOLUTION #2
ALL YOU NEED IS TO HAVE A SQUAD WORKING IN ONE, SIMPLE, EASY FORMATION.
EDIT NOTE: The 'Snake' is ideal for if you are using fireteams that keep getting broken up, dying, or basicly just not working out at the moment. This is a good method to fall back on if fireteams dont work.
Yes, you heard me. Advanced teamwork oh noes! This is actually very simple. An effective squad in PR only really needs one formation when moving: The column. Yes thats right. Other formations have their uses, but for simplicity and for the sake of sparing the brain cells of newbies and pubs, all you really need is the column.
A squad working in this formation, can be described as a "snake". It winds around buildings, obstacles, and looks like a line of soldiers in your map. The head of the snake (usually the SL) is leading the way (hopefully with caution and awareness) while the man behind him leads the guy behind him, and so on and so forth. Spacing is important, so that the first soldiers to die are the only ones to die, intially. The squad should be stretched out over about 50m in a line, with the head of the line at the enemys positon. This BUYS TIME for the squad to figure out what to do! When shot at STAY WHERE YOU ARE UNTIL YOU ARE TOLD TO MOVE! DON'T RUSH UP TO YOUR FRIENDS BODY LOOKING FOR KILLS! YOU WILL BE SHOT TOO!
This works, because the squad passes by dangerous obstacles (corners, doorways, walls, hills etc) one at a time, due to the nature of how the "snake" moves. This eleminates half the squad RUSHING around a corner or hill unaware only to get gunned down by an AK47. The "snake" makes sure that the first person that is killed at a dangerous obstacle, is more or less the only one to die, giving the squad time to become AWARE and DECIDE what to do about it.
If you're a lowly squad member, and the SL just ain't working for you... just remind guys not to bunch up close together, moving or under fire. This is important. So very important. It may not be a "formation" but you'll notice it gives you a few more critical seconds in a fire fight.
EDIT: Heres some funny and instructional videos. They give you an idea of what CQB looks like. Take note of how they get as many rifles pointing through the entrance while they move in.
http://video.google.ca/videosearch?q=ro ... mb=0&aq=f#
http://video.google.ca/videosearch?q=ro ... l=en&emb=0
http://www.youtube.com/watch?v=toInjjT0Ugc
I hope this helps someones game out!
BASIC INFANTRY TACTIC FOR SQUAD MOVEMENT & SURVIVAL
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BASIC INFANTRY TACTIC FOR SQUAD MOVEMENT & SURVIVAL
Last edited by redman0123 on 2009-03-02 20:01, edited 3 times in total.
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Re: BASIC INFANTRY TACTIC FOR SQUAD MOVEMENT & SURVIVAL
Sounds good, altough the "snake" isn´t what i go for, i prefer to have two snakes (fireteams). If your Squadmembers are bright and compliant enough for the snake, they will get used to fireteams also.
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Re: BASIC INFANTRY TACTIC FOR SQUAD MOVEMENT & SURVIVAL
I find fire teams to be more of a hassle... for example... your medic is in a fireteam which is pinned down a ways away, or when new players join your squad, or if two out of three guys in a fireteam are killed, it just creates problems. I find that my way just has a lot less micro management to deal with, and makes actually making decisions in a firefight easier. Besides, you can always just make a "fire team" on the fly. "redman and playerX... get across the street and buddy up!" ![Wink ;)](./images/smilies/icon_e_wink.gif)
![Wink ;)](./images/smilies/icon_e_wink.gif)
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Re: BASIC INFANTRY TACTIC FOR SQUAD MOVEMENT & SURVIVAL
You are right, setting them up is a bit of a hassle, but i think its worth it. Also some of the problems you mentioned apply to the snake too. With proper fireteams your squad have:
1. A wider perception (if the squad is communicating)
2. Always at least 2 shooting positions on a possible target.
3. Generally more firepower per target.
4.If two or 3 members get killed, form a snake.
1. A wider perception (if the squad is communicating)
2. Always at least 2 shooting positions on a possible target.
3. Generally more firepower per target.
4.If two or 3 members get killed, form a snake.
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Re: BASIC INFANTRY TACTIC FOR SQUAD MOVEMENT & SURVIVAL
Thats actually a pretty good idea... I've noticed that when the fireteams break down, the squad usually "defaults" back to noobing out and rushing around corners en mass etc.... The snake would be ideal for when two fireteams just arent working for whatever reason. Im going to edit my post to include your last idea.
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Re: BASIC INFANTRY TACTIC FOR SQUAD MOVEMENT & SURVIVAL
Very good tips, but these are things that you have to practice first. In public servers it's almost imbossible to get your squad work so well. There are always squad members that don't know how to work and you as a squadleader cannot start teaching them in the middle of a battle.
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Re: BASIC INFANTRY TACTIC FOR SQUAD MOVEMENT & SURVIVAL
I think squad formations are overrated. In a firefight it comes down to 2 factors.
1. Amount of guns shooting at the enemy
2. How far you stand apart
This is for "equal" gear. Means the enemy has teh same weapons.
The more guns can immediately shoot at the enemy the sooner he will pull back (suppression effect). So the more shots land near the enemy, the quicker the accuracy of his shots will drop.
If you stand too close the easier it is to suppress more of your squad with less shots. The formation itself is dependant on where you are.
1. Amount of guns shooting at the enemy
2. How far you stand apart
This is for "equal" gear. Means the enemy has teh same weapons.
The more guns can immediately shoot at the enemy the sooner he will pull back (suppression effect). So the more shots land near the enemy, the quicker the accuracy of his shots will drop.
If you stand too close the easier it is to suppress more of your squad with less shots. The formation itself is dependant on where you are.
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Re: BASIC INFANTRY TACTIC FOR SQUAD MOVEMENT & SURVIVAL
I think you make the argument FOR squad formations rather than against it.Agent Parker wrote:I think squad formations are overrated. In a firefight it comes down to 2 factors.
1. Amount of guns shooting at the enemy
2. How far you stand apart
This is for "equal" gear. Means the enemy has teh same weapons.
The more guns can immediately shoot at the enemy the sooner he will pull back (suppression effect). So the more shots land near the enemy, the quicker the accuracy of his shots will drop.
If you stand too close the easier it is to suppress more of your squad with less shots. The formation itself is dependant on where you are.
Formations, such as the line or the triangle allow you to direct the maximum firepower in the least amount of time.
Formations are based on how far apart you stand or walk.
Tight groups moving with no flankers are a grenadier's wet dream.
![Image](http://i621.photobucket.com/albums/tt292/UntenablePosition/UntenableSig2.jpg)
When you're wounded and left on Afghanistan's plains, and the women come out to cut up what remains, jest roll to your rifle and blow out your brains and go to your gawd like a soldier.
Rudyard Kipling
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Re: BASIC INFANTRY TACTIC FOR SQUAD MOVEMENT & SURVIVAL
i honestly prefer the arrowhead formastion (with a spread of 5-10m) instead of the snake becuase i find it covers more ground