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8-man Squad kit setups.

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We had a good session last Saturday.

 

Watching Christiansen lead our 8-man squad, I found it interesting how his preference for the squad weaponry setup was different to my own.

 

Given that, I thought it could be interesting to start a thread where anyone so inclined could give a rough outline of setups for 8-man squads, with a description of what they see as pros and cons for it, as well as an example situation wherein such a setup might be most useful.

 

Hoping to see some different ideas, so as to enlighten everyone on the hows and the whys of the kits they get asked to bring.

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If I was ASL'ing an 8 man squad, I would probably do 2 man buddy teams in a fireteam each, so:

 

Fire team 1:

ASL - Usually doing a lot of radio comms and "big picture" planning, gets distracted a lot.

Medic - Sticks with ASL, provides security while he has his head in a map, if someone needs a medic they are either brought back to the medic, or the ASL buddy team goes to them.

 

Rifleman AT - Smaw carrier, I don't want this role to be 44 KG, but I also really don't like them only having 1/2 rounds, sooo..

Rifleman - So my solution is to have a basic rifleman who can carry another 2 rounds (or another tube if using a jav), This should keep this buddy team light enough to still quickly clear buildings and move between cover, while still being able to deal with multiple large armored targets.

 

Fire team 2:

AR - Fire team 2's leader, has a smaller AR for use in a city, this fire team is gonna be up front and clearing buildings.

Rifleman - I am a fan of the basic rifleman slot, and I don't want to force people to carry ammo but I'm sure the AR would love a few more boxes.

 

LAT - someones gotta deal with the damn BTR's

Engineer - Usually up front with a mine detector, makes things go boom.

 

 

Outside of a town, say assaulting a forest or a small military base, I'd put Fire Team 2 on point, and the AR would put the engineer up front for mines, they would move up and get the squad into the compound, dealing with most of the threats out in the open and clearing the perimeter.

Fire Team 1 would follow up behind, and would clear the few small buildings and possibly deal with any medical situations and / or tanks..

 

Inside of a town, I would divide up the town into a slightly unfair say 60/40, because I expect Fire team 2 to be faster and to be able to clear more ground, This also gives Team 1 more slack to be able to react to tanks and medical emergencies like before.

 

 

TL;DR Fire Team 1 is the reactionary force, they are able to redeploy to other areas of the AO as needed to deal with supprises..

Fire Team 2 is the front line, they are the ones who clear the way.

 

Of course, no plan survives contact, and Fire Team 1 would by no means be waiting behind, they would just be the second people through the door.

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SL and medic are fixed, but for the remaining squad members, I'd say, cater to your objective, expected opposition and preferred tactic...

 

E.g.

Objective: Get intel
Expected Opposition: Platoon-sized infantry with a few motorized assets

 

Preferred tactic: Stealth

=> Since you want to go in and out without being spotted, keep weight low. No or low-level vests / helmets. That way, when engaged, you can break contact as quick as possible simply by running away. Multiple guys with binoculars or medium-/long-range scopes for scouting and planning ahead. Everyone has a silencer and 1 guy carries LAT, just in case.

 

Preferred tactic: Guns blazing

=> You plan on going loud sooner than later, so survival trumps mobility. Take heavy vests and helmets that can withstand a hit or two. At least 1 with LAT / MAT, at least 1 with LMG / MMG, and at least 1 assistant with extra ammo. Rest can be riflemen to do quick boots-stuff like running point, clearing buildings, securing areas, getting the wounded out of harm's way, ...

 

 

If you don't expect motorised but mechanized assets, drop LAT and go for MAT immediately.

Reason to believe there will be mines and / or IED? Take an EOD with you.

Need to commandeer an enemy vehicle and bring it back to base? Bring an engineer that can repair it, if needed.

Etc.

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A few things to keep in mind.

 

a) You're either running a "real-world" model or you're running a model that works well for players in AWE.  The real world doesn't generally translate well for AWE because there tends to be a lot of waiting around, and frankly, players would need to be absolutely committed to chain of command, and stepping into command roles when leads need to be replaced (ie., killed).  Also, a real-world model doesn't take into account the concept of re-spawning...

 

b ) If you're taking about making an eight-man squad a standard setup, note that one-size-fits-all won't work for all players.  Some squad leads need/want to micro-manage, and won't take advantage of delegating to team leaders, which could lead to friction; in a way, the Shacktac hud enforces an individual team's cohesion by giving you a visual representation of who's in "your" squad (and by contrast, anyone who's not in "your" squad isn't as important as you).

 

- R

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13 minutes ago, Ryko said:

a) You're either running a "real-world" model or you're running a model that works well for players in AWE MSO.  The real world doesn't generally translate well for AWE MSO because there tends to be a lot of waiting around, and frankly, players would need to be absolutely committed to chain of command, and stepping into command roles when leads need to be replaced (ie., killed).  Also, a real-world model doesn't take into account the concept of re-spawning...

This is not your AWE Ryko;)

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Remember there's only 1 Corpsman/Medic per Platoon of 24+ people, so it doesn't make much sense to add a medic into one of the Squads.

 

I think the way it's currently laid out is fine for the MSO, in the way that everyone is a Rifleman. This leaves room for the Squad leader under instruction from Platoon to give his men specialist weaponry proportionate to what a mission requires.

 

Do note that we are in Afghanistan fighting the Taliban using mostly old soviet weaponry with possibly the occasional western weapon or equipment from the CIA funding of the Mujaheddin, so I wouldn't expect us to need to go overboard on laying out a squad structure.

 

Of course the MSO differs a lot from AWE, there's a bit more thought behind actions and more of a focus on proportionate fielding of equipment. Of course it's better to overcompensate to be safe, but too much and you risk a lot.

 

Personally, this is how I would set out my 8 man Squad if I was expected to do a 2 day Patrol.

 

Squad Leader

Rifleman

Machine Gunner

Rifleman or Marksman

Teamleader 2IC

Rifleman

Machine Gunner

Rifleman

 

I'd essentially just keep it as simple as that, as the Rifleman is the most flexible role on the battlefield particularly when they have support. I wouldn't bother with any specialist AT roles or Scout Snipers, as I believe these to be better suited to a Weapons Platoon.

 

I'd also probably leave Engineer style roles to Logistics as, sure in AWE you could repair a transmission box and wheel axle with a bar of soap, but I believe in the way of the MSO it should be a little slowed down. Leaving for more thought, patience and a little more atmosphere when it comes to repairing a vehicle. It'll also give command a little more strain when they need to make the heated decision of either destroying a multi million dollar vehicle or try to defend it for Logistics but risk it falling into enemy hands, which of course would not be good.

 

If I was dealing with my preferred, 3 fireteam squad layout then my lay out could be made extra flexible given a little more to work with.

 

Just my thoughts, a little more realistically orientated than AWE but with reason as this is MSO.

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My preferred loadouts if i was a returning SL is:

 

SL: Standard rifleman loadout + rangefinder

Rifleman 1 + 2 : Standard rifleman loadout.

Rifleman 3 : Grenadier loadout

Rifleman 4 : Standard rifleman + extra ifaks and ammo in a backpack.

 

2ic : standard rifleman + range finder, has command of MG gang

 

Mg-1: m240/249,300-400 rounds

Mg-2: standard rifleman, 600 rounds mg ammo and a spare barrel in a backpack.

 

 

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I liked your 5-3 setup, generally.

 

I can see why you don't use a 203 on your SL, given that he also carries a backpack radio that weighs about as much as the 203 and the ammo for it would.

As 2IC, I felt I was well served with my 203 however.

It's a bit circumstantial when sitting back on OW, as it doesn't have the effective reach of the MG, but I did put it to use at one opportune moment of enemies getting a bit closer than I was expecting.

 

Unless I know I'll exclusively be clearing buildings, I'm very much in favor of having two MGs, which begs the question of whether the 3-man OW team should use a 240.

I find myself against using the 240 in our current setup, largely because I feel that the lack of an accompanying M145 MGO hamstrings it a wee bit.

 

I could see myself replacing Rifle 1 or 2 with another 249, but keeping the majority of the ammunition on the OW Rifleman.

That also enables the squad to switch into a 4 4 setup on the fly.

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My set-up is similar to Mini's (since we both smoke crayons):

 

 

Squad Leader

Autorifleman (M249)

Marksman (M110)

Rifleman (M16)

 

Teamleader (2IC w/ M203)

Autorifleman (M249 / M27)

Rifleman LAT (M4 + M136 + spare M72s)

Rifleman (M16)

 

 

 

Both elements would work very close together with the exception of the SL element providing more defensive, protective bases of fire and the TL element pressing more offensive movements.

 

The standard Riflemen in both teams would be far from useless, applying grunt-work with extra M67s and their finest door-kicking boots on, they would be the base of the movements.

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