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Stiletto squad setup


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I've been thinking about ideas for a different squad setup for Stiletto. Currently we have a 14-man squad setup consisting of three teams. I'd like to reduce that to an 8-man squad consisting of one team.

 

Initially I'd suggest:

 

Squad Leader

Team Leader

EOD

Engineer

Marksman

Medic

Autorifleman

Autorifleman

 

The basic idea is that Stiletto, with it's multiple-mission setup, lends itself well to sending teams to different areas.

 

The 8-man squad retains the roles of the 14-man squad, while trimming down the fat. The remaining 6 persons are then easily switched into the next squad down the line.

 

This means we'll see tighter squads more suitable for many of the Stiletto missions, while any larger operation can be accomplished using multiple squads. I'd expect that Platoon would be populated earlier under this setup, leaving the SLs free to handle their teams.

 

I was also playing around with the idea of not having a designated Team Leader. This would mean that Squad Lead, at any time, can nominate a player as TL. TL could be replaced by a "Pointman", a role designed around being the first guy through the door. Possibly with a shotgun.

 

I'm posting this with the expectation of starting a discussion on the subject. Constructive feedback please :)

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2 autoriflemen but no LAT or rifleman?

 

I feel that the rifleman is quite an versatile class, especially in Stiletto where you are facing enemy insurgents, a man with a rifle, grenades and an M72 can be a very portent force on the battlefield. It is also good to have a few for the new players on the server, who maybe do not want to jump straight into a specialist role.

 

I do agree on having a system to "trim down the fat when there are only a few players online.
 

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Autorifleman is a very good place to start for a beginner. There's really nothing special to the role other than making sure to fire short bursts.

 

On Stiletto, pretty much anybody can pick up a short-range AT launcher, so having a "Rifleman LAT" is kinda pointless.

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Was there for the discussion last night (prepare for leo).

 

I agree that our current rifle squads are too large. It took a miracle to see Bravo on Gauntlet; I have yet to see a functioning B squad on Stiletto.

The 4-man lead element also detracts from SL duties by ways of multitask overload managing three soldiers in addition to two fireteams. That's good for splitting the one squad we usually have, but this idea is here to enable more squads overall and lessen the strain on Alpha.

 

What I would propose is the following US Army-esque formation:

 

SL Element

Squad Leader (SL)

(Specialist Unit: CIA Asset, RO, Medic, etc.) - essentially a slot to make sure SL has a HUD but isn't lumped into a FT

 

Team 1 / Point Team

Fireteam Leader (TL)

Autorifleman (AR)

EOD Specialist / Engineer (E)

Rifleman LAT (RLAT)

 

Team 2 / Support Team

Fireteam Leader (TL)

Autorifleman (AR)

Designated Marksman (DM)

Combat Medic (CM)

 

If we want a medic in SL, get a second rifleman into T2.

 

This will retain the familiar SL-TL-TL structure we've grown used to, but cut down on superfluous roles such as the dreaded AAR/ammo bearer/rifleman. It also makes sure that those who want to lead a team know exactly when they will and not fear it's at the whim of SL.

 

The TLs would keep their UGLs for a lack of a grenadier that's normally seen in Army squads, so we're still nation-agnostic. Three 40 mm per squad are more than enough, in my mind.

 

The benefits as pointed out by Amentes still apply. Quicker filling, higher chance for Bravo - giving us the ability to tackle multiple objectives and encouraging a PltCo to slot up.

Assuming we keep all slotting rules, this also means there has to be at least some Bravo before higher-end support elements are unlocked.

 

I am actually open to the idea of collapsing all three groups into one so that the SL doesn't need a second guy for a HUD and security. But baby steps first.

 

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3 hours ago, Amentes said:

On Stiletto, pretty much anybody can pick up a short-range AT launcher, so having a "Rifleman LAT" is kinda pointless.

 

I also agree with this, I would say let the squad leader decide if rifleman should bring extra ammo for AR's or for themselves or maybe bring an LAT like you say. I think the rifleman should be a customisable role at the SL's discretion, since you may not even need AT for a certain mission.

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3 hours ago, SkullCollector said:

SL Element

Squad Leader (SL)

(Specialist Unit: CIA Asset, RO, Medic, etc.) - essentially a slot to make sure SL has a HUD but isn't lumped into a FT

 

Team 1 / Point Team

Fireteam Leader (TL)

Autorifleman (AR)

EOD Specialist / Engineer (E)

Rifleman LAT (RLAT)

 

Team 2 / Support Team

Fireteam Leader (TL)

Autorifleman (AR)

Designated Marksman (DM)

Combat Medic (CM)

 

Looks good. And too put them all in one squad, maybe this would be an idea:

 

Squad Alpha:

Fireteam 1:

- Squad Leader (Sgt), is also a rifleman with 40mm. Next too leading his squad will be the 1st fireteam leader when splitted.

This guy will be carrying the long-range radio.

 

- Autorifleman (Pvt), will be carrying heavy firepower. Everything you will need to suppress the enemy.

 

- EOD (Sgt), as this person is in the first fireteam. The SL can use him too walk up front too scan for mines and IED's, or use him as a rifleman. Since every soldier is a rifleman. Rank: Sergeant/Sergeant-Major. Not that he will lead the team, but this is basicly just the rank specialists have in EOD.

 

- Rifleman (Pvt), basicly an allrounder. It depends on the mission what SL wants from him. Can be a regular rifleman, a pointman with a shotgun, a rifleman LAT or a grenadier.

 

 

Fireteam 2:

This fireteam will be under command of the SL when the whole squad is acting together, or if SL decides will be a seperate fireteam and then the Fireteam Leader will be in command of this fireteam.

 

- Fireteam Leader (Cpl), just like the SL he is a rifleman with 40mm. Hebis not carrying a long range radio, but the shortrange radio with a little more range then the normal rifleman radio (dont know the name)

Will be second in command. If squad leader dies, this is the guy the rest has too listen too.

 

- Autorifleman (Pvt), just like the one in fireteam 1, provides the heavy firepower.

 

- Marksman (Cpl), will be the guy that takes on ranged enemy's. Can be used as a spotter on high ground. But remember, this guy is not a sniper. He probably knows a bit (or a lot) aboit sniping, but snipers act alone with there spotter. The marksman is basicly a rifleman who walks with the squad/fireteam but is more skilles in taking down enemys on the long range (above the normal 300/400 meter). So this guy should carrying a weapon with scope too engage both close range and long (under, lets say, 1000 meters) range.

 

- Combat Medic (Cpl), will be the best guy you have ever meet. As the name says, will heal you when you fucked up. Will be in fireteam 2, but if fireteam 1 needs this guy, he has too run like hell. All depends on what the SL says. Has to be in the back at all times so he will be shot last. Of course he is carrying a riflemso he is basicly a rifleman too (but not on front).

 

 

Chain of command:

1. Squad Leader

2. Fireteam Leader

3. EOD/Medic

4. EOD/Medic

5. Marksman

6. Autorifleman 1

7. Autorifleman 2

8. Rifleman

 

Based on the skill I think you will need. Where 8 is the lowest and 1 is the highest.

 

So in this setup you have (almost) all you need. The grenadier is left out since the SL and FT got 40mm. And rifleman can play as grenadier if SL wants.

Only thing you don't have is the ability to repair vehicles. Because you don't have an engineer. For explosives you have the EOD, normally it's not his job to walk up front searching, but he is more then capable of doing this.

Normaly he will only carry demolition

blocks to be the man that 'bloes shit up that blows shit up'. But because he is badass, SL can decide that he has too take some mines aswell.

 

What we have here is a small but versatile squad. All depends on the mission.

Pro's are that the squad lead can see everyone in his ctab.

Only thing he has too do at the start is giving his fireteam colors (or maybe this could be automatically?)

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I'm not 100% on the functionality, but I've often said I'd like to see 3x4 man teams in a squad. Say, something along these lines:

 

Squadlead

Medic

Rifleman

Engineer/EOD

 

Teamlead/Grenadier

Marksman

Rifleman

Autorifleman

 

Teamlead/Grenadier

Marksman

Rifleman

Autorifleman

 

This setup is similar to the British Army's 8 man section, whereby the 8 are split into two four-man teams; I've also included a 4 man commanding element. This could be modified to have only the two teams, as follows:

 

Squadlead

Medic

Marksman

Rifleman

 

Teamlead/Grenadier

Autorifleman

Rifleman

Engineer/EOD

 

With the above setup, we return to the old style of a clearing team, and an overwatch team. The medic is with the SL for easy delegation of support. The Marksman has a rifleman to act as spotter if required. The Rifleman in the section team is able to act as AR assistant if required, and would also most likely carry a LAT. The Engineer doubles as EOD, as it's fairly easy to do both in one role.

The only issue I can see with the above is Stiletto's abundance of IEDs at present. I'd consider adding a second Engineer in place of the SL Rifleman to account for this.

A smaller squad overall means that we shouldn't get the awkward one or two people in Bravo. If required, the squad could run with two 3 man teams to account for a third and/or fourth fireteam existing in Bravo, allowing for a balanced force across the board and no 5 man team/1 man team situations. 

 

For reference, the British Army's current section doctrine:

 

 

Quote

 

An infantry section now consists of:

Charlie Fireteam:

  • Corporal, armed with an L85A2 5.56mm rifle.
  • Rifleman, armed with an L85A2 5.56mm rifle with 40mm underslung grenade launcher.
  • Rifleman, armed with an L110A1 5.56mm light machine gun.
  • Rifleman, armed with an L129A1 7.62x51 mm sharpshooter rifle.

Delta Fireteam:

  • Lance Corporal, armed with an L85A2 5.56mm rifle.
  • Rifleman, armed with an L85A2 5.56mm rifle with 40mm underslung grenade launcher.
  • Rifleman, armed with an L110A1 5.56mm light machine gun.
  • Rifleman, armed with an L129A1 7.62x51 mm sharpshooter rifle.

 

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I have a couple of thoughts here. 

 

1. You can experiment with any squad layouts you like through the PlatCo squad management tool. 

2. I would caution against making "supersquads" that have every role, as it would remove the need for squads to support each other. 

3. Keep in mind that the size of individual squads should be amenable to transport. A 6-man squad won't fit into a standard hmmwv, and different choppers have different capacities. 

4. I appreciate people wanting to remove the basic rifleman, but keep in mind it's a valuable role to introduce new players to the server. That's why I put one in the squad lead role. 

5. As much as I appreciate looking to real world squad compositions for guidance, there are many facets of those layouts that don't have relevance in arma. And in a combat situation section commanders often change up unit configuration to accommodate the needs of the operation. 

 

All that said, I'm not married to the current configuration and am open to suggestions for the default layout. The PlatCo squad management interface gives you a lot of leeway to test new configurations. 

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