Squad
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Information on Squad Play
By [MIG] SGOC JaV_JoKeStEr
[MIG] Meridian International Group, LLC

We wanted to reach out to the public to share some know how, for people looking to get a better experience within SQUAD! The information listed below is for players to get a better feel for how the game is suppose to be played! Realistically!



 
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Communication

The Three C’s

“Calm-Clear-Concise”

In order to deliver relevant information to others you must first take the time to formulate thought into words before you speak. This will help reduce the pause time. Like these useless sounds; uuuh, uuhm, and so on that your mouth uses to delay sending the actual message because your brain needs to catch up.

Standardize your speech Comms

Using these words; “Contact, Bearing, Number of Contacts and Type, and Range” in the same order every time you report the same situation. As in; “Contact, 287, 4x Infantry, less than 50m” This example set of words and information supports everything your Team/Squad needs to snap to the bearing engaging their eyes first while you feed the details to follow.

Response to Comms

Receiving information from the sender is as important as sending information. Responding to comms directed to you must be acknowledged and confirmed. Without a confirmation response the sender will not have any reason to believe that his message was received much less understood. This lack of response forces a re-send of the message and a demand for response costing the TL time out of map connection. Distraction!
For example; Message; TL 1-2 says, “Grenadier move to location marked on map cover East side for our push North!” Response; The Grenadier says, “Solid, cover East side…moving!”

  • Wilco- I will comply with the last order given.
  • Wait One- Wait a few seconds
  • Say Again?- State your last transmission again. Don't say repeat, repeat is used for mortar fire.
  • Break-Break- Used to say that the next transmission is important to hear.
  • Mike- Abbreviation for minute
  • Klick- Abbreviation for kilometer
  • How Copy?- How did you copy my last transmission? Reply with either Good Copy or No Copy
  • MSR- Major Supply Route(edited)
  • Firebase- A base of operations, not just a FOB and a HAB
  • Oscar Mike- On the move


Calling for Support

Calling for support is critical to you and your squads survival requiring special attention to battlefield terrain details. The use of the map will be needed to locate yourself relative to the support you need in order to expedite support to your location. Calling out grid coordinates for most is very time consuming and may cause TL distraction. Example to use; Medic, West is down NW your pos. By giving the medic a bearing to first look to will get his eyes looking in the right direction. As the medic you will respond to these calls with “copy, solid, wait one, working, moving, smoking up,” etc.
CQC Training
CQC Training

Room Clearing Maneuvers
Clearing hostile environment buildings and the rooms within has the potential for the most lethal exposure to enemy fire. It is the goal of this instruction to teach operators how to mitigate that lethal exposure and how to overwhelm by surprise the enemy within these rooms.

+CQC Training
- Principles: Suprise, Speed, Violance of Action
- Approaches
* Stealth (typically stacking up)
* Dynamic
- Points of domination & Area of Responsibility = The effectiveness of an operator’s coverage of his area of responsibility (AOR) upon entering a room is critical to mission success. Each operator has an area within the room to be breeched. Imagine a four sided box with an entry point centered on the lower side of this box. Now section it off inside by four areas. Stack up four operators outside of the door and each will enter the room covering their predetermined area of responsibility. The order they enter the room is dynamic in that it can be a “read” or a “no-read” entry. The take away point is that each operator knows where his sector is located and that he will move in to cover it quickly and effectively.
* Designated areas for 1&2 operators
- Read and No-Read Systems
* No-Read = In a “No-Read’ use communication system there will be a predetermined entry order before entry to a room. In this system it will be said that the first man always enters to the left and the second to the right. Please note that there are many variations of order of entry to a room which are affected by the route of approach to the room and any intelligence previously collected on the room in question.
* Read = In a “Read” use communication system there will not be a pre-planned and set order to a stack’s order of entry. The order of entry will be determined by the first operator to enter the room in question. In addition the first man to enter may choose to use an “immediate threat” plan upon entering and reading the room. It is then the second operator to enter the room to “read” the direction the first operator took and then act accordingly. Example; The first operator moved right into the room and the second moved left because of the first’s action.
  • Pie-Slice

    Description:
    A procedure that allows the gradual observation around a comer or other obstacle where a perpetrator might be hiding in ambush.
    This technique permits the slow, cautious viewing of an uncleared area involving an angular obstruction while maintaining a margin of safety for the operator.
    By staying quiet revealing very little of himself and by maximising the space between the operator and the corner, the operator gains better reaction time and minimizes the risk of a perpetrator reaching for the operators weapon.

  • High Lowe

    Description:
    A procedure that allows the gradual observation around a comer or other obstacle where a perpetrator might be hiding in ambush.
    This technique permits the slow, cautious viewing of an uncleared area involving an angular obstruction while maintaining a margin of safety for the operator.
    By staying quiet revealing very little of himself and by maximising the space between the operator and the corner, the operator gains better reaction time and minimizes the risk of a perpetrator reaching for the operators weapon.

  • Buttonhook

    Description:
    A room-entry technique in which two operators quickly and aggressively step around the doorframe and well into the inside (that should be out of the "fatal funnel" zone) to the respective door which the operator was originally lined up beside.

  • Modified Crossover/Buttonhook

    Description:
    The room-entry technique for use when operators must enter the doorway from the same side for example if breaching is required.
    The "Modified" entry technique incorporates a combination of the "crisscross" and the "Buttonhook" entry techniques.
    It is performed with operator ❶ traversing across the entry point (fatal funnel) to an inside doorway position opposite from the outside door facing where the movement began. Operator❷ executes a buttonhook maneuverer inside the same-side door facing from their original position or vice a versa.

    Description:
    The room-entry technique for use when operators must enter the doorway from the same side for example if breaching is required.
    The "Modified" entry technique incorporates a combination of the "crisscross" and the "Buttonhook" entry techniques.
    It is performed with operator ❶ traversing across the entry point (fatal funnel) to an inside doorway position opposite from the outside door facing where the movement began. Operator❷ executes a buttonhook maneuverer inside the same-side door facing from their original position or vice a versa.

  • Running the Walls

    Description:
    Two or more operators enter the room and run to the first corner where they turn and continue to advance to the next wall. They are clearing the room as they move along the walls.
    It is important that they try to stay on line.

  • Wall Flood - 4 man wall flood

    Description:
    Four operators get ready by the door. Their position in the room is known in advance.
    Operator ❶ always goes to the left and clears from the hard corner to past the center of the room.
    Operator ❷ always goes to the right and clears from the hard corner to past the center of the room.
    Operator ❸ always goes to the left and clears from the center of the room to the left side of the room.
    Operator ❹ always goes to the right and clears from the center of the room to the right side of the room.

  • Immediate Threat - 4 Man Immediate Threat

    Description:
    Four operators are ready outside the room.
    When the door opens, operator ❶ will have to decide which side of the room he will go to. This is determined by the immediate threat in the room.
    Operator ❷ then takes the opposite side of the room.

    When the first operator enters the room he scans for any threat. If he sees a threat he will move straight towards it while firing at the threat until the threat is secured. If the operator doesn't see anything he will stay on the wall moving straight to the nearest hard corner.
    The same goes for the second operator. He moves to the opposite side of the room and also scans for any threat. If he sees a threat he will move straight towards it while shooting until the threat is secured. If he doesn't see anything, he will stay on the wall moving straight to the nearest hard corner.
    Operator ❸ moves to the same side as operator ❶. If operator ❶ is engaging a threat in the middle of the room, operator ❸ will take the hard corner. If not, he will scan the middle of the room.
    In case that operator ❶ overlooked a threat operator ❸ will engage it.
    Operator ❹ moves to the same side as operator ❷. If operator ❷ is engaging a threat in the middle of the room, operator ❹ will take the hard corner. If not, he will scan the middle of the room.
    In case that operator ❷ overlooked a threat operator ❹ will engage it.

  • Hallway Single and Double File

    Description:
    1-man (forward security) provides security to the front. His sector of fire includes any threat that appears in the hallway forward of the team. Remaining team members follow in the file formation directly behind the number 1-man. The number 2 and 3-man covers the left and right sides of the number 1-man. Their sectors of fire include any threat suddenly appearing from nearby doorways on either side of the hall. They cover the number 1-man's flanks.
    The last man provides rear security against any threat appearing behind the clearing team.
    This technique may be used with large or small




http://www.cqb-team.com/entry_technique.php

https://www.youtube.com/watch?v=K5OctwulUiM

Environmental Contact Reporting
Environmental Contact Reporting

How to report enemies within structures The game Squad contains vast amounts of open ground which is typically easier to spot and then report to your squad. What about that entire urban environment, how do you effectively spot and report a single contact that is in a sea of varying types of urban structures? A standardized and uniform method of describing structures is needed to eliminate all of the random descriptive verbiage that clouds the entire report making it useless to anyone. Or worse yet the wrong targets are zeroed in on and then friendly fire is reported. The point here is to effectively bring as many weapons to bear onto the correct target as possible, and as soon as possible.

The How to

Generally speaking all structures can be described in the same way. A “deck”, a single story ground accessed building. Multiple “deck” structures are then referred to as a “stack” The number of decks are called as; double stack, triple stack, quad stack, beyond four decks call it a tall stack. The ground “deck” is always known as the first “deck” For example; A four story building would be called as “Contact, 287, quad stack…” Next, identify which deck from the bottom the contact is on. For example; “Contact, 287, quad stack, third deck…” And now the actual location of the contact within the deck noted. Continued; “Contact, 287, quad stack, third deck, third window from left, 2x, RPG, 75m” Done! If more identifying detail about the “stack” is available then add it to the “stack” data. Example; “Contact, 287, red quad stack, third deck, third window from left, 2x, RPG, 75m”

Less is more

Keep in mind that “more” information is not always more helpful. Consider delivering your report in bites with feedback from the squad that they are on the right building and then feed the rest of the details. The point being…use this standardized method to report your contacts more effectively.
Nato Alphabet
  • Alpha
  • Bravo
  • Charlie
  • Delta
  • Echo
  • Foxtrot
  • Golf
  • Hotel
  • India
  • Juliet
  • Kilo
  • Lima
  • Mike
  • November
  • Oscar
  • Papa
  • Quebec
  • Romeo
  • Sierra
  • Tango
  • Uniform
  • Victor
  • Whiskey
  • X-Ray
  • Yankee
  • Zulu
Squad lead deployables
  • Rally- Squad lead can deploy a rally by having one squad mate close by. A rally is a spawn for your squad only. If enemy are within 50m, the rally will not deploy and you will be granted a reset timer. Rally bags can be destroyed by simply running towards them and they will disappear.
  • FOB a.k.a. "Forward Operating Base"- A FOB needs to be placed by having Squad Lead and two additional Soldiers (Does not need to be apart of your squad) at the minimum 150m from your main; in addition a second FOB needs to be 400m from the previous FOB or surrounding FOB's. With a FOB deployed it grants you the ability to deploy assets, such as HABs, emplacements, and defensive structures.
  • HAB- A HAB is a spawn point for your entire team.
  • Ammo Crate- Used to rearm your kits and change kits.
  • Vehicle Repair Station- Used to rearm and repair your vehicles. Uses supply points to repair and ammunition to rearm.
Special Thanks
Credits are given to the group Meridian International Group, LLC

***Information obtained is either self learned, self taught within our group, or obtained from training videos/exercises by various associates***

SQUAD game Website
http://joinsquad.com/

Discord
https://discord.gg/tsunYv6

Website For The Clan
http://meridian-international-group-llc.com/

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11 Comments
Smoody Aug 27, 2017 @ 4:17pm 
i legit fucking killed 6 of my team mates with 1 grenade im proud
mrbinx69 Aug 23, 2017 @ 11:52am 
The game squad itself was made to appeal to this type of gameplay.. lol play call of duty if this isnt cool to you.
Hans Zimmer Aug 19, 2017 @ 6:49pm 
@AskAbout I believe that your expression towards this post is very immature, rude and no need of any offensive language due to the amount of information it contains and inconsiderate of you to not appreciate the authors time to have written this for the community out of his own free will. However I do agree upon the fact that I, myself having played with soldiers know how to adapt to ingame situations and as SL myself,I play as a commander telling others what to do and my squad which I end up winning over half of the games. So in that sense I do agree and I still Yell and scream to immerse myself into the game with squadies. Just ease up the unecessary profanity bro, no one listens to that.
[MIG] SGOC JaV_JoKeStEr  [author] Aug 17, 2017 @ 3:03pm 
@rainz2much You are on the right page! Mortars inbound danger close (referring to close proxy to friendly) for example
Rainz2much Aug 17, 2017 @ 3:01pm 
Quick question! I have noticed that a lot of players use the terms "danger close" to describe the position of enemies that are very close by. However, I was always under the impression that the proper use of the phrase is in directing fire support. I.E. "Mortars, fire on position 123, Danger Close." Does anyone know the correct usage?
[MIG] SGOC JaV_JoKeStEr  [author] Aug 17, 2017 @ 12:09pm 
@p*ter Not all true. Some guys ex military or not like the aspect of roleplay as well.
P*ter Aug 16, 2017 @ 9:01pm 
nobody is going to do this, youd have to be a try hard to learn this
[MIG] SGOC JaV_JoKeStEr  [author] Aug 15, 2017 @ 7:14pm 
@AskAbout This is for people who go up against others in scrims, set missions, or use a realistic mindset. All this beats the random pub players who have no clue what they are doing. There are a ton of milsim units out there who use these tactics or others alike. ROLEPLAY is another key factor, ex-Military or people who want to enhance their gameplay.
AskA🅱out Aug 15, 2017 @ 7:07pm 
This shit is for stupid try hards who end up having a shit game in the end even after doing all this dumb crap
[MIG] SGOC JaV_JoKeStEr  [author] Aug 15, 2017 @ 1:00pm 
@Squeak there is more to come, after i get a rough draft. That is the way MIG plays SQUAD. If you ever want to be apart of a group. Just add me and we will get started!