Buglet Posted March 11, 2015 Share Posted March 11, 2015 Hello everyone, my name is Buglet, and in the hope of enhancing squad-based gameplay here on EU 1 & 2 I'm creating a guide on character loadouts, as well as giving information on how to use the equipment, and how each role is best optimized. Enjoy! Foreword Just like in the real military, ArmA 3 allows us to play in squads. A squad is a group of soldiers (typically 4-10 units) who work and stay together in order to complete a set of defined goals. In a squad, every unit will have a different "role" to fulfill, and it's the unit's equipment that allows them to fulfill that role to the best of their ability. When everyone in a squad fulfills their role to a high enough standard, it is a common occurance for the squad as a whole to preform well. In a squad, communication is key. Although each unit has a specified role it is often the case that units must collaborate and merge their skills (e.g: a squad medic cannot preform well unless supported with cover by his squad members). Each member of the squad should be able and ready to follow simple commands ("Move there", "lay down covering fire", "engage that enemy", etc...). Without this level of basic communication, the squad will fall apart. Let's get to the details! Squad Formation Squad formation is all about hierarchy. Orders must be given, and without someone to give those orders they'll never get done. That's why we have squad formation. I'll try and make this quick. Here are the components of a squad: Squad Leader Team Leader Autorifleman Asst. Autorifleman (x2) Rifleman AT Combat Lifesaver Marksman Ammo Bearer And here is the structure: Squad Leader - SLTeam Leader - TLRifleman AT - AT Asst. Autorifleman - ASST. AR 1 Ammo Bearer - AB Autorifleman - ARAsst. AUtorifleman - ASST. AR 2 Marksman - Mks. M Combat Lifesaver - MEDIC None of this is set in stone. The squad formation is at the jurisdiction of the squad-leader; he can change roles, change the hierarchy, etc... You'll notice that the squad isn't led by only 1 person - in-fact, three members of this squad are in leadership positions. This is so that commands can be simplified. It's much easier for the Squad Leader to command two people (Team Leader & Autorifleman) who then command their troops, than for the Squad Leader to command eight people directly. If you are a Squad Leader remember this. You DO NOT have to command everyone - pass the command down, and it'll get done. (Example: SL can say to TL that he wants a compound cleared. TL then commands his 3 guys on what exactly to do. Saves a lot of time and effort for the SL who probably has other stuff to do). Loadout Ah, the loadout. Like I said, every member of the squad has a job and its their equipment that allows them to do that job. I'll try to make this brief too (may add pictures soon!) ALL MEMBERS OF SQUAD should have a Map, Compass, Radio, Watch, Binoculars, a few Smoke Grenades, RGO Grenades, a small backpack (unless stated otherwise), appropriate clothing for mission, and (if needed) NVG's. Squad Leader: When it comes to equipment, a squad leader has little specialized stuff. I would recommend a GPS as it allows awareness of immediate terrain without having to commit to opening the map. An IR laser on his gun is a must, as well as range finders. The Squad Leader should not carry any heavy explosives or weaponry - in-fact, a Squad Leader is perhaps the member of the squad with the least firepower. That's okay, though, because quite often the Squad Leader travels near the back of the group! A good sight (ARCO) is always helpful too. Team Leader: Not dissimilar to the Squad Leader. Would also suggest a GPS and perhaps an underbarrel Grenade Launcher on their weapon. Not essential! Autorifleman: This role merges leadership with firepower. Obviously, some sort of LMG is a must. Don't be tempted to carry a lot of ammo - you've got the Ammo Bearer! Again, IR Laser on the LMG is a good thing! Asst. Autorifleman: A simple Autorifleman. Would perhaps carry a little less ammo than their counterpart. Rifleman [AT]: This role is always subject to change - there are multiple launchers with multiple uses - Anti-Tank, Anti-Air, guided, unguided, etc... the details of this role are to be decieded by the commanding roles depending on the mission at hand, however it is essential that this unit carries some kind of launcher. Even if you don't think it'll be needed, it's safeer to go with than without! Ammo Bearer: Better get that Carryall Backpack! This unit should not be carrying much ammo for himself, but rather ammo for other people! That means LMG mags, rockets for AT, more First Aid Kits, and so on... The precise contents of this pack always change - if you're expecting A LOT of enemy infantry, but limited enemy air support, it's probably not a good idea to fill up with AA rockets... etc... Have common sense! Marksman: This class is specifically for longer-ranged engagements. I'd suggest a slightly higher-caliber weapon with a longer barrel (Mk 18?) with a more precise optic set. Also, one tip is to travel light! This unit should be able to move freely and swiftly around the battlefield in order to deliver precise, longer-ranged engagement. While the rest of the squad is effective up to about 400m, this unit is effective at over 700m! It makes a difference! Combat Lifesaver: One misconception is that this unit is explicitly a walking First Aid Kit - alternatively, some people forget that their role is to heal people. It's a difficult balance. In a perfect scenario, this unit will never have to stop being a normal, everyday rifleman. However, when another unit suffers a casualty, it is up to this unit to fix them! You'll want a lot of First Aid Kits and a Medkit, as well as a lightweight gun for simple engagements a personal protection. One tip: stock up on those smoke grenades! They're VERY useful. All this is merely my own recommendation for a working squad. Feel free to make changes to any unit's equipment, but be careful not to hinder their performance as their role while doing so! Final Tips Covering fire is useful. If a medic needs to get somewhere, smoke grenades are a good idea, but so is making a lot of noise. If the enemy is shooting at you, they're not shooting the medic - simple. USE COVER! AI squads in ArmA don't do this much. They like to go prone and stay there. Use rocks and trees and walls and objects to conceal and protect yourself. If you want to question a command, do it quickly. The Squad Leader and Team Leader are people too, and sometimes make mistakes. If they give you a command you disagree with, don't have a go at them. Just say: May I suggest we do [this] instead? It would be safer/quicker/more fun, etc... Know where your squad is and what they're doing. I can't explain this in any better way than to give an example. Once, a squad I was in was having a bit of difficulty. A few of us couldn't spot the targets we were supposed to be shooting. Due to what can only be a lack of communication, we were in-fact looking in the wrong direction, and had been doing so for a few minutes already. Keeping good communication so that you're always aware of your squad's activity is ESSENTIAL! And that's it! Enjoy! Will be adding more in future! sorry for using Comic Sans BUGLET Nanne118, PiranhA, PERO and 1 other 4 Link to comment Share on other sites More sharing options...
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