The Squad should break down into 2 elements.
The rifleman can be swapped by other kits if you are using the APC or humvee as your vehicle. Vehicles that carry more ammo and replace the role of the rifleman's smaller ammo re-supply.
+4 Infantry
+1 Driver
+1 Gunner
Vehicle must be equipped with firepower, IE: HUMVEE, TECHNICAL, APC, TANK, CAR + PKM, etc
INF or Vehicle can alter between roles of assaulting force or suppressive force, while the Vehicle can provide base of fire or flanking maneuvers and sweep the enemy. Vehicles have more mobility and speed than INF.
Vehicles should not engage enemies alone, enemies armed with AT or RKG's can destroy your vehicle if enemy infantry is not already engaged.
Vehicles that have a exposed gunner should flank the enemy and fire as far as possible away from the enemy. The .50 cal is accurate sufficient enough at far ranges to engage targets.
Vehicle provides mobile recon, transport, evac, firepower, ammo, and noise distraction.
Communication between Driver and Gunner
- Driver should use the compass N,NE,E,SE,S,SW,W,NW, to alert gunner of enemies positions.
- Gunner only needs to notify the driver whether to stop, reverse, or forward.
- Drivers obeying the gunner on firing on enemy targets who go reverse or forward should not turn the steering wheel left or right, DO NOT PRESS THE A or D KEYS, this will alter the gunner's aiming forcing the gunner to re-adjust, taking more time, exposing both the driver and gunner to danger.
- Multiple enemies and under fire in a STOP position with exposed gunner? DRIVE OUT OF ENEMY VISIBILITY.
The .50 cal is a powerful weapon, but multiple enemies have more volume of fire vs one gunner. - Dying in the vehicle is no revive.
ENTERING AND EXITING THE VEHICLE
Majority of vehicles in PR will have sufficient room to seat your entire 6 man SQ. However some vehicles like the Humvee only carry 5. In cases like this, you must make a 2nd trip between two distances to transport all squad-mates.
When approaching a vehicle, avoid approaching from the front of rear of the vehicle, if the driver needs to make a hasty gas or retreat. You can become a unintended victim of road kill.
When exiting the vehicle, always exit away from enemy fire and visibility. Switching seats by default uses the F1-F8 keys.
Note the driver (D) exits the vehicle by switching to the front passenger seat with the F3 key then exits in a safer zone than the danger zone.
USING THE VEHICLE TO FLANK
In this situation, your SQ would have a lot of work cut out for them, due to the enemy outnumbering them, is in a more fortified cover position than your SQ. However using the vehicle, you can use a flanking maneuver and neutralize their advantage of fortification, numbers of units with your own advantage of mobility and .50cal firepower the vehicle provides.
If the enemy were to try and avoid the fire from the vehicle, they would be forced to go into the engagement zone where your INF are already covering.
Area 1 is the where the vehicle should drive to engage the enemy, this forces the enemy to be targeted from 360 degrees.
Area 2 is the infantry engagement zone where both SQS would be evenly matched. And the odd's of the firefight would come down to precision.
TO BE CONTINUED...
+Using the vehicle as bait
+Using armored vehicle as cover