Squad
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Squad, Fireteam & Role Composition Guide
Von Fox
This guide offers a list of various squad composition templates using fireteams and roles for a infantry squad. It explains the basic and the fundamentals of designing a squad composition for a infantry squad by going over in detail the strengths and weaknesses for both soldier roles as well as the different types of fireteam concepts that there is. The guide is written from my personal experiences in squad as both a squad leader, fireteam leader and a member of a squad. The content of the guide is therefor not defining the universal "meta" for squad as it may differ from every individuals subjective perspective. If anyone perhaps have other ideas/concepts/compositions for how you should design your squad compositions feel free to suggest them as I am always willing to improve my abilities in squad (and this guide) as well as I hope others who are reading this guide is willing to learn even if this guides content challenges their view of the "meta" in squad.
   
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Introduction
When composing a squad you need to consider two factors: Flexibility and Balance. In other words, what soldier-roles and vehicle assets you have to your disposal, your soldiers capabilities in terms of skills and experience and how you combine those individuals with fireteams. Who you team up with who is based on your intended purpose of a fireteam and the situation.

Flexibility
Flexibility is your ability to change what you are doing on a moments notice in order to counter the different threats or situations you may encounter from the enemy. You should strive to compose your squad with it's fireteams and soldier to be able to take on as many different threats as possible.
Here are some examples of situations you need to be able to handle:
  • Targets at long range (Having scoped weapons)
  • Targets with armor (Having anti-tank)
  • Targets using superior shooting positions (Using a grenade launcher with smoke grenades or MAAWS smoke)
  • Having a lot of wounded (Having a Medic to treat wounds)
  • Running out of bandages or ammo (Having a rifleman with an ammobag)

Balance
Balance Is the relationship between Assault and Support.
Assault: Is your ability to be aggressive and to take out enemies while on the move.
Support: Is the ability to ensure that your Assault element can accomplish their tasks.
You should strive to build your fireteams to have an fairly even balance between the support and assault.

Balance is also how you have distributed your assets in between your fireteams, Have you put all soldiers with optics in one team, all AT's in one, all MG in one? By offsetting the balance between your teams, your teams might not be as flexible as you wish and if that is the case, you need to know your weaknesses and avoid to put them in situations they cant handle while instead place them in situations they can handle.
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Task Terminology
This section will be declaring some of the various tasks a soldier, team or even squad could have in Squad. The guide will be using these terms and you can always return to this section to refresh what the term means. There may be more special tasks that is not included in this guide but these are the most common. You can skip this section and move back to it if needed.

  • Team Leader - Suitable for leading a larger fireteam (3+ members). Interpret the Squad Leaders orders and (with local voice comms as main tool) coordinate and micromanage the soldiers in the fireteam to accomplish the Squad Leaders intended purpose of the orders. Will serve as a "point-man" leading the soldiers in the front of the formation and should have a good chance to quickly fire at enemies if they present themself quickly (at close to medium range). Most suitable roles are those with assault rifles.
  • Casualty Management - Revive downed squad members and treat wounds. Coordinate your squad members to assist you in this task if the situation requires.
  • Assaulting - Attacking an objective or FOB by engaging enemies and approaching/moving towards the target.
  • Support - Enabling another unit to accomplish their tasks by helping them out. This is something anyone can do.
  • Delay - The act of interrupting enemy's actions or movement with intent to buy time for your own team to act. Anyone from soldier to squad can preform this task.
  • Flanking - Attacking an enemy, objective or FOB but from the side or behind and attempting to avoid combat until a suitable position in the side or behind have been achieved.
  • Rally stomping - Roaming around to find enemy spawn points to approach so they disappear or locating FOB's and reporting the finds. Avoiding getting into contact unless a known spawn point have been successfully destroyed.
  • FOB Hunting - Roaming around to find enemy FOBs to destroy. Avoiding getting into contact unless a known spawn point have been successfully destroyed.
  • Scouting - Separated from the main unit and moving ether ahead of the unit (in your units direction of travel) or to targeted locations to gather intelligence on enemies locations and also act early warning to prevent a ambush of friendly units.
  • Early Warning - To ether be moving around an objective or to remain stationary and watching outside the objective with purpose of detecting enemy attack and if possible to tie the enemy down in a firefight outside the objective to delay their attack allowing reinforcements to flank. and neutralize the attack.
  • Driving/Logistics - To ether transport personnel or supplies from A to B. While all roles can make one or two trips, this task is more in regards of continuous transplantations for a prolonged time.
  • Static Weapons - Operating Static weaponry and maintaining them in an operational condition. While all classes can temporary hop on a static weapon, this task is more in regards of continuous manning of static weaponry.
  • Rear Guard - Checking your units rear/six to alert your unit in case the enemy is attempting a flank from the rear.
  • Quick Reaction Force - “QRF” Also referred as Rapid Response Force "RRF" and "Backup". The purpose is to remain vigil and flexible and reinforce with support where extra help may be needed.
  • Defense - Eliminating threats that targets a defend-able cap-zone or FOB
  • Overwatch - Remaining stationary and covering friendlies or a location from being affected by enemy presence or fire. Ready to engage the enemies that may affect the friendlies or location.
  • Suppression - By fire at/engaging a known enemy location to inhibit the enemy from freely moving and engaging targets by convincing them to take cover and/or attracting attention from other enemy units to steal focus to allow other friendly units to avoid detection or enemy fire.
  • Armor Hunting - By ambushing or actively moving/searching for armor to neutralize, disable or deter.
  • Area Denial - Through usage of certain weapons creating a psychological effect that is convincing enemies to avoid a area. Example is mines around bridges & roads or accurate marksmen or vehicle fire covering avenues of approach.
  • Forward observation - To move to areas of interest for indirect fire and observe the indirect fire effect on the area while also relaying the effect of indirect fire to the gunner.
  • Directing Fire - Directing fire from automatic weapons. When the gunner have reduced ability to see the effect of their own fire, you can see it for them and tell them how they should adjust to be more effective.
  • Flank Guard - To protect the main force from being flanked by either using overwatch or setting up a ambush at strategic locations on the side or rear of the main unit.
  • Vehicle Maintenance - Repairing Vehicles
  • Vehicle Operator - Dedicate to operate/crew armed vehicles
  • Close Infantry Support - Moving together with the infantry as a vehicle and providing fire support to infantry as they are moving.
  • Troop Carrier - Transporting infantry in a armored vehicle from A to B.
Roles Types
There are a multitude of different roles in Squad. They all come with different weapons, equipment and abilities and some of them even have the option to even further change their weapons. This results in that the different roles will inherently be more suitable for different task than other roles. While an experienced player can preform all of these tasks with perhaps any roles , it should not be ignored that with the right person in the right role they can be more efficient while doing their task.
Just because the tasks are listed for a role in this list, it does not make automatically okay that you have a free pass to do it. It only makes the soldier more suitable to do it and in many situations you can take your own initiative to carry out these tasks without the Squad Leaders approval but always keep in mind that the Squad Leader have the final word on what you should do.

For more information about the roles, visit the Official Squad Wiki[squad.gamepedia.com]

Roles
(R) Rifleman
Description:
Weather you have a scope, iron-sight, holographic or a submachinegun your abilities stays fairly the same however if you have a scope you might have it easier to accomplish some of the tasks better than if you didn't due to the extra visibility and accuracy. The Rifleman most of the time uses a assault rifle making this role versatile in both accuracy for longer range as well as firepower in close quarters. The Rifleman is the only role who carries an ammo bag which can be used by the Rifleman them self or by other soldiers. This make the rifleman really useful to pair up with other roles that have a high demand of ammo, like AT, MG and Combat Engineers. Due to the Rifleman's extra ammo capacity, the Rifleman can deploy a "Grenade Rain", either with smoke or fragmentation grenades. This can be useful for crossing dangerous terrain or to clear out entrenched enemies.

Suitable Team Assignment:


Suitable Tasks:
  • Team Leader
  • Assault
  • Flanking
  • Rally Stomping
  • Scouting
  • Early Warning
  • Driving/Logistics (Consider changing to crewman if damage to the vehicle is expected)
  • Static Weapons
  • Directing Fire (With Scoped or Binos)

(MED) Medic
Description:
While in the end the Medic share mostly the same equipment as a Rifleman and can therefor assume the role or a Rifleman, the Medic have exclusively the ability to bring friendlies back to full health thus making the Medic more suitable to support other roles doing their task by managing their health. This will force the Medic in the same situations as any of the other roles and at a moments notice switch to preform the job of a Rifleman to later return to the tasks of a Medic. Due to that the medic have largest supply of bandages, the Medic should have the priority to revive wounded. In order for the Medic to have the best ability to detect and reach downed squad members, the Medic should not be on point as the medic may then have to turn and run back to treat the wounded instead of running forward.

Suitable Team Assignment:


Suitable Tasks:
  • Casualty Management
  • Rear Guard
  • Quick Reaction Force

(AR/LMG) Automatic Rifleman / (MG) Machine Gunner
Description:
Due to the weight of the weapon and the recoil the AR and MG, the ability to acquire a clear and accuracy kill-shot in while on the move makes this role more suitable to be stationary. However with with experience and a lot of practice a good player can learn the weapons deficiency and strategically utilize this weapon effectively both in close quarters and on the move. The LMG is however lighter than the MG and can be a bit easier to acquire targets if you been on the move. This is the go-to role for deploying supressive fire. If you have both a LMG and a MG in your squad then put the MG in your Support Team and your AR in your Assault Team

Suitable Team Assignment:
LMG

MG


Suitable Tasks:
  • Defensive
  • Overwatch
  • Suppression
  • Early Warning
  • Flank Guard

(LAT/HAT) Light/Heavy Anti-Tank
Description:
Provides a hand-portable weapon to be deployed against both soft and hard, light and heavy vehicles by ether deter, disable or destroy. this role can prevent the enemy from employing effective use of their vehicles. While this role is not engaging or preparing to engage a vehicle, this role functions in the same way as a rifleman.

Suitable Team Assignment:
LAT

HAT


Suitable Tasks:
  • Team Leader
  • Assault
  • Flanking
  • Rally Stomping
  • FOB Hunting (If HAT)
  • Scouting
  • Early Warning
  • Armor Hunting

(GR) Grenadier
Description:
Has a unique ability to launch grenades from a under-barrel grenade launcher (UGL). The grenades vary from: HE "High-Explosive" (Anti INF), HEDP "High-Explosive Dual Purpose" (Anti INF & Light Armor) and Smoke Grenades. The GR can use the grenades to destroy sandbags and smoke to blind windows and doorways as well as marking targets with smoke. While the Grenadier is not using the UGL, the Grenadier can assume the same tasks as a Rifleman.

Suitable Team Assignment:


Suitable Tasks:
  • Team Leader
  • Overwatch
  • suppression
  • assault
  • Flanking
  • Rally stomping
  • Scouting
  • Early warning

(DM) Marksman
Description:
Have the squads most powerful optics and carrying a designated marksman rifle. The rifle have a larger caliber than most assault rifles causing the recoil to be increased. A Designated Marksman is not to be confused with a Sniper. To keep the definition and difference as simple as possible: A sniper would operate mostly as a pair with a spotter or sometimes alone completely detached from any squads operating autonomic and independent from support with the task of gathering intelligence. This is not the same as the in-game Marksman. The Marksman is a Squad asset and the marksman actions needs to serve their squad's mission before anything. The Marksman needs to help the squad from taking long range accurate fire and that means that if the Marksman is not with the squad, the Marksman may not even be able to see what or who is engaging the squad. The Marksman should in many way just be played as a Rifleman (with a scope).

Suitable Team Assignment:


Suitable Tasks:
  • Team Leader
  • Overwatch
  • Flanking
  • Rally Stomping
  • Scouting
  • Early Warning
  • Forward Observation
  • Area Denial
  • Flank Guard
  • Directing Fire

(S) Sapper/Combat Engineer
Description:
While this role is not busy using the mines and explosives to destroy vehicles and FOBs this role plays much like a rifleman.

Suitable Team Assignment:


Suitable Tasks:
  • Team Leader
  • Area Denial
  • Armor Hunting
  • Rally Stomping / FOB Hunting
  • Scouting
  • Early Warning
  • Forward Observation (if equipped with binos)
  • Directing Fire (if equipped with binos)
  • Vehicle Maintenance

(CREW) Crewman
Description: If the squad have access to a vehicle and the vehicle will be used in combat or is expected to take damage, this role have a toolkit and can repair vehicles to a degree. This role also possesses binoculars and therefor have a ability to observe an area over great distances.

Suitable Team Assignment:


Suitable Tasks:
  • Driving/logistics
  • Vehicle Maintenance
  • Vehicle Operator
Fireteam Types
The type is defined by the quantity of roles the team is comprised of. By using this statement you can make your own adjustments to design your own fireteams or your own types. Also bare in mind that fireteams can have other roles in them than the ones mentioned under "Common Roles". It is not so much in what role you have but rather the soldiers ability to use it for the purpose.

Fire and Maneuver Teams
Assault Team

Description:
Uses movement to accomplish its tasks. Needs to be able to perform support tasks if requested. Should always be assigned with a Medic and never be smaller than 3 members.
Size: 3-4
Common Roles:
  • Grenadier
  • Anti-Tank
  • Rifleman
  • Marksman
  • Medic
  • Sapper
Suitable Tasks:
  • Assault
  • Flanking
  • Rally Stomping
  • FOB Hunting
  • Scouting
  • Early Warning
  • Quick Reaction Force

Support Team

Description:
Finds stationary positions to support the Assault Team in accomplishing their tasks through effective deployment of fire support. Needs to be able to perform Assault tasks if requested which means it needs to be at minimum size 3 and have a Medic at such situation.
Size: 2-4
Common Roles:
  • Marksman
  • Grenadier
  • AR/MG
  • Rifleman
  • Medic
Suitable Tasks:
  • Defensive
  • Overwatch
  • Static Weapons
  • Rear Guard
  • Flank Guard

Specialist Teams
MG Team

Description:
A MG team is a version of a support team but designed specifically for the purpose of providing effective sustained supressive fire. Should be composed out of one LMG or MG with one Rifleman to cover MG when reloading, direct fire with either mounted scope or handheld binoculars and provide ammo for sustained supressive fire. It is somewhat redundant to pair up more than one LMG/MG in a fireteam without at least assigning a rifleman for ammo as the MG/LMG will proably run out of ammo before you had enough time to make good use of the supressive fire.
Size: 2
Common Roles:
  • AR/MG
  • Rifleman
Suitable Tasks:
  • Defensive
  • Overwatch
  • Static Weapons
  • Rear Guard
  • Flank Guard

AT Team

Description:
Acts semi-autonomic from the squad to set up vehicle ambushes and hunt armor
Size: 1-2
Common Roles:
  • Anti-Tank
  • Rifleman
Suitable Tasks:
  • Armor Hunting
  • Area Denial
  • Early Warning
  • Scouting
  • Rally Stomping
  • FOB Hunting
  • Flanking
  • Quick Reaction Force

Scout Team

Description:
Not intended to engage but to gather intelligence, Most commonly only comprised of one marksman but can hold more than one if required.
Size: 1-2
Common Roles:
  • Marksman
  • Grenadier
  • Rifleman
Suitable Tasks:
  • Area Denial
  • Forward Observation
  • Early Warning
  • Rear Guard
  • Scouting
  • Rally Stomping
  • FOB Hunting (If 2)
  • Flanking
  • Quick Reaction Force

Demolition Team

Description:
Not intended to engage infantry and acts semi-autonomic from the squad with intent to search and destroy FOB's and deny vehicles access to certain areas by placing mines.
Size: 1-2
Common Roles:
  • Sapper
  • Rifleman
Suitable Tasks:
  • Area Denial
  • Scouting
  • Rally Stomping
  • FOB Hunting

Motorized Support/Assault Team

Description: This composition utilizes light vehicles such as Scoutcar, Armed Technical or MRAP. The team requires it to have a anti-tank soldier (preferably a HAT and recommended to be FLT) The AT must not drive the vehicle so that they can be dismounted and engage vehicles if encountered. This is a good composition for setting up vehicle ambushes, due to the vehicles extended ammo supply it can supply the AT with plenty of rockets to engage IFV and even MBT's. Lighter armored vehicles can be double-teamed up but both the AT and the vehicles weapons to Finnish it off quickly. The vehicle can be soloed by one operator in support and overwatch situations to allow the driver to add extra firepower when dismounted. Lastly when the fireteam is mounted, the vehicle can serve as a scout / early warning clearing a path before a logi truck aswell as quickly respond to enemy attacks. When only 3 assigned members it is not a suitable options to use during front line assault operations and may require the vehicle to be left, parked to later be picked up (as you effectively need 2 to operate the vehicle during an assault and have more than one soldier outside).
Size: 3-4
Common Roles:
  • Anti-Tank
  • Sapper
  • Rifleman
  • Crewman
  • Medic
Suitable Tasks:
  • Scouting
  • Rally Stomping
  • FOB Hunting
  • Flanking
  • Quick Reaction Force
  • Early Warning
  • Armor Hunting
  • Overwatch

Vehicle

Description:
Provides the squad with fire support and troop transportation
Size: 1-3
  • 3-Man
    • MBT (Requires Crewman) (MBT NOT RECOMENDED for MECH Squad usage)
  • 2-Man
    • IFV (Requires Crewman)
    • APC (Optional Crewman)
    • Car (Optional Crewman)
  • 1-Man
    • APC (Optional Crewman)
    • Car (Optional Crewman)
Common Roles:
  • Crewman
Suitable Tasks:
  • Area denial
  • Overwatch
  • Suppression
  • Rear Guard
  • Rally Stomping
  • Armor Hunting
  • Close Infantry Support
  • Scouting
  • Flank Guard
  • Troop Carrier

Buddy Team

Description:
Just two soldiers working together. Technically does not need to be actually teamed up under a team name to be called a buddy team any pair of soldiers can temporary forge a buddy team to increase their survival.
Size: 2
Common Roles:
  • Any
Suitable Tasks:
  • Survive
  • Cover the others back
  • Revive their buddy when downed
COMPOSITION TEMPLATES
-- Infantry Templates
There are many different variations of compositions. This list contains some of the more useful ones with a description motivating their uses. In some compositions the Squad Leader will have soldiers in the Alpha Fireteam. These individuals can be used as free individuals without a team leader and can position themself where they are most effective for the benefit of the squad and the task at hand. You can order these individuals to "Support" other fireteams to buff up them if you need to temporary adjust the strength of those fireteams. They can also be used as a fireteam with the Squad leader as the FTL. This requires more micromanagement of the SL and it can benefit if the SL then appoint a "Pointman" among the Alpha members to follow and then Alpha can be remotely directed with the Alpha FT order.

0-4-4 Assault + Support

Description:
This is a composition that allows for strong and self reliable fireteams. They have the numbers and the medical support to provide them a longer combat endurance allowing them to stay in combat a lot longer. The support team can be modified to work as a Assault Team allowing this composition to be very suitable for bounding maneuvers.
  • SL
  • 4 (Assault Team)
  • 4 (Support Team)
Example:



1-4-3 Assault + Support + Scout/Demo

Description:
This composition is similar to the 0-4-4 composition and share the same strengths but you have a separated Scout/Demo Team (Alpha Fireteam). You can temporary order the Alpha Team to follow the Support Team, effectively making them into a 4-man team or buff up the Assault to give them and extra edge. This allows for good flexibility, strength and cohesion for your squad. You can also utilize the Scout/Demo Team for other miscellaneous task like FOB building or logistics.
  • SL + 1 (Scout/Demolition Team)
  • 4 (Assault Team)
  • 3 (Support Team)
Example:



2-3-3 2x Assault + Support/MG

Description:
If you are looking for a strong Assault Squad while not sacrificing too much of the the support, you can then go with this option. This composition offers maneuverability and support and not necessary at the sacrifice of strength as you can use your two Assault Teams in close proximity to offer strength or keep them more separated for flexibility. The Squad Leader can group himself with the MG directing its fire or letting the MG, AR be the pointman and order the rifleman to follow so they can on their own to support the Assault Teams.
  • SL + 2 (Support/MG Team)
  • 3 (Assault Team)
  • 3 (Assault Team)
Example:


2-3-3 Assault + Support + Scout/Demo

Description:
This composition is similar to the 1-4-3 composition and share many of the same attributes. You can temporary assign either alpha or both to assist the Support or Assault Teams. You can also assign ither Alpha members into the other fireteams and convert it into a 0-4-4 or a 1-4-3 for easier micromanagement.
  • SL + 2 (Scout/Demolition Team)
  • 3 (Assault Team)
  • 3 (Support Team)
Example:


2-4-2 Assault + 2x Support/MG/AT/Demo

Description:
This composition is similar to the 2-3-3 composition but the Assault Team have been strengthen to offer maximum flexibility and strength. This however reduces the Support Teams strength. This composition is usefull when you have a HAT and you want them to be more independently moving around to hunt threats. However this sacrifices some of the support capability for the squad. The Alpha fireteam will require more micromanagement like the 2-3-3 compositions to be effective.
  • SL + 2 (Support/MG Team)
  • 4 (Assault Team)
  • 2 (Anti Tank/Demolition Team)
Example:

-- Mechanized/Motorized Templates
Having a competent vehicle crew can be a force-multiplier. It can allow your squad to dominate the infantry combat allowing your squad to operate with high maneuverability. As Squad Leader you should however not take direct control of a vehicle by using the Lead Crewman role and instead rely on your squad to do their jobs. If you do take the Lead Crewman role you are at risk of getting tunnelvision only focusing on your vehicle neglecting all your other responsibilities as a Squad Leader. You wont be able top place rallies without having 3 other squad members around which is extremely hard to coordinate as most times you need to place a new rally is when it is stomped by enemies and you have all ready a lot of casualties. Also the infantry is likely going to not be coordinated enough meaning you will waste their and the teams time while the soldiers could be more effectively utilized in a infantry squad with a Squad Leader that cares about the infantry. If you wanna be in command of a vehicle yourself, you should make a dedicated vehicle squad with no infantry in. It's good to keep in mind that if you have a armed vehicle in your squad, that you always keep a repair station at hand for them (either by reserving supplies, building one or by coordinating with other squads to set on up)

(1)-4(3)-4(3) Motorized Assault/Support + Assault/Support + (Scout/Demo)

Description: If your squad have a armed techie, MRAP or Scoutcar you can assign that asset to one of your fireteams and upgrade them to be independently motorized from the rest of your squad. This can be used scouting, early warning by having them going ahead of your formation or you can use them to quickly relocate to flank enemies or rapidly relocate to the next attack objective. The vehicles weapon can be used against helicopters as well as land vehicles in combination with a AT or on its own. If the vehicle is lost the fireteam can still operate like a normal infantry fireteam.
  • SL + (1) (Scout/Demo Team)
  • 4(3) (Motorized Assault/Support Team)
  • 4(3) (Assault/Support Team)
Example:






1-4-3 Assault + Support + Vehicle

Description:
If you have a low ticket-value vehicle like a car or some versions of APCs you can designate one squad member to operate it for overwatch and fire support. This means the Crewman need to keep the vehicle at strategic positions to not get flanked as it would take too long time for the gunner to swap to driver to get it out of there alive. You could also operate the vehicle as mobile hard cover/ammobox. The rest of the squad is organized in a more conventional Assault/Support Team composition and works in the same way.
  • SL + 1 (Vehicle Support Team)
  • 4 (Assault Team)
  • 3 (Support Team)
Example:


2-4-2 Assault + Support + Vehicle

Description:
In this composition you can use the vehicle while its moving allowing it to push with the infantry providing the infantry ammor and mobile cover. The vehicle team have been given their own fireteam so that they can effectively operate the vehicle. The Support Team is assigned to Alpha (under the SL) so the Squad Leader may have to micromanage that team a little bit more for maximum efficenty.
  • SL + 2 (Support Team)
  • 4 (Assault Team)
  • 2 (Vehicle Support Team)
Example:


1-4-3 Assault/Support + Scout/Demo + Vehicle

Description:
This Composition can either be used with one or two vehicles with the 1-man vehicle operating little bit more conservative and defensive than the 2-man vehicle. The 2-man vehicle can be more liberal and aggressive in its movement. If the vehicle is 3-man then the vehicle can be more aggressive. This composition does not offer much in terms of infantry support by infantry and instead relying on the vehicle providing the support for the 4-man Assault/Support Team.
  • SL + 1 (Scout/Demo Team)
  • 4 (Assault/Support Team)
  • 3 (Vehicle Support Team)
Example:


4-2-2 1x Assault/Support + 2x Vehicles

Description:
If your squad have two vehicles and you want the vehicles to be interchangeable with each other you can then use this composition. The main spotlight will be on the vehicle teams where the Infantry side is weak and is more a supportive role to the vehicles. To the the Assault/Support Team's strength of 4 men, it will make the squad weak at clearing compounds and buildings in a urban environment. The infantry can should more be used to support the vehicles by protecting vehicles from anti-tanks.This composition should niter defend or attack an objective on their own unless they really know what they are doing and instead would work together with another infantry squad.
  • SL + 4 (Assault/Support Team)
  • 2 (Vehicle Support Team)
  • 2 (Vehicle Support Team)
Example:

[LEGACY] TEMPLATES
-- [LEGACY] Templates (INF)
----------------------------------------------------
Due to the removal of the Delta Fireteam these composition is no longer applicable. But have been kept here in case OWI re-introduces it again.
----------------------------------------------------
OWI, please bring back delta.

There are many different variations of compositions. This list contains some of the more useful ones with a description motivating their uses. In all compositions the Squad Leader can position himself where he is most needed and depending on situation can choose to order individuals or teams to follow him making most compositions where the squad leader have squad members assigned in his Fireteam (Alpha) redundant.

0-3-3-2 2x Assault + Support/MG

Description:
If you are looking for a strong Assault Squad while not sacrificing too much of the the support, you can then go with this option. This composition offers maneuverability and support and not necessary at the sacrifice of strength as you can use your two Assault Teams in close proximity to offer strength or keep them more separated for flexibility. The Squad Leader can group himself with the MG directing its fire or letting the MG, AR work more closely with the DM while positioning him/herself in between the Assault Teams for coordination.
  • SL
  • 3 (Assault Team)
  • 3 (Assault Team)
  • 2 (Support/MG Team)
Example:


0-3-3-2 Assault + Support + AT/Demo

Description:
If you only intend to have one AT asset then you should consider using this composition. It will retain a force balance between the Assault and Support Teams however sacrificing strength for allowing the AT Team autonomy, efficiency and flexibility. This is in some ways a better option than having two AT's without assigning them a rifleman for ammo, as the two AT may not be near a rifleman thus effectively ending up in only being able to fire 2 rockets before the enemy vehicle getting a chance to retreat while the AT's is looking for a place to ream, in comparison of one AT with a dedicated ammo carrier (rifleman) that would allow for 2 rearms for a LAT effectively providing a AT with 3 rockets before having to go and find a ammobox etc.
  • SL
  • 3 (Assault Team)
  • 3 (Support Team)
  • 2 (Anti Tank/Demolition Team)
Example:


0-4-2-2 Assault + 2x Support/MG/AT/Demo

Description:
This composition is similar to the 0-3-3-2 composition but the Assault Team have been strengthen to offer maximum flexibility and strength . This however reduces the Support Teams strength. The Benefits is that you can have two support teams with two AT having their own Rifleman for ammo. However this sacrifices a lot of support for the Assault Team making them vulnerable. To remedy this would be to convert into a 0-3-3-2 2x Assault & Support template allocating the AT assets in each Assault Teams while giving them their dedicated medic. A different alternative is having only one AT team and making the other team a Support Team with AR, MG or DM. Tho this offers a weak autonomy as you have to choose between ammo or health as the main options is Rifleman or Medic.
  • SL
  • 4 (Assault Team)
  • 2 (Support/MG Team)
  • 2 (Anti Tank/Demolition Team)
Example:


0-4-4-0 Assault + Support

Description:
This is a composition that allows for strong and self reliable fireteams. They have the numbers and the medical support to provide them a longer combat endurance , allowing them to stay in combat a lot longer. The support team can be modified to work as a Assault Team, allowing this composition to be very suitable for bounding maneuvers.
  • SL
  • 4 (Assault Team)
  • 4 (Support Team)
Example:



0-4-3-1 Assault + Support + Scout/Demo

Description:
This composition is similar to the 0-4-4-0 composition and share the same strengths but you have a separated Scout Team. You can temporary order the Scout Team to follow the Support Team, effectively making them into a 4-man team. This allows for good flexibility, strength and cohesion for your squad. When the Scout Team is detached from the Support Team, it can then operate normally.
  • SL
  • 4 (Assault Team)
  • 3 (Support Team)
  • 1 (Scout/Demolition Team)
Example:



1-3-3-1 Assistant + Assault + Support + Scout/Demo

Description:
This composition is similar to the 0-4-3-1 composition and share the same strengths where you can temporary assign either tha "assistant" to assist ither Support or Assault Teams and the same goes for the Scout/Demo Team. When the "assistant" is not tasked to assist a different fireteam, the "Assistant" can be assigned in Fireteam Alpha. That allows the Squad Leader to direct the "Assistant" with the Alpha Fireteam Orders. This can be useful for logistic drivers, construction personnel. You can at any time convert your squad into a 0-4-3-1 composition if needed.
  • SL + 1 (Assistant)
  • 3 (Assault Team)
  • 3 (Support Team)
  • 1 (Scout/Demolition Team)
Example:


2-2-2-2 Four Fireteams

Description:
If you really need to stretch your squad over a larger area while still not compromising the safety of your soldiers, you can pair them up on "Buddy Teams" consisting of a pair of soldiers in each. You can then delegate out 4 separate tasks for each team to carry out. This is suitable for setting up a perimeter around a defend-able objective to establish a all-round early warning system. This composition can also be used to micromanage a lot of inexperienced pub-players under a few experienced ones by making sure the more experienced players hold FTL positions and assigning inexperienced under them and under the SL him/herself..
  • SL + 2 (Buddy Team)
  • 2 (Buddy Team)
  • 2 (Buddy Team)
  • 2 (Buddy Team)
-- [LEGACY] Templates (MECH/MOT)
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Due to the removal of the Delta Fireteam these composition is no longer applicable. But have been kept here in case OWI re-introduces it again.
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OWI, please bring back delta.

Having a competent vehicle crew can be a force-multiplier. It can allow your squad to dominate the infantry combat allowing your squad to operate with high maneuverability. As Squad Leader you should however not take direct control of a vehicle by using the Lead Crewman role and instead rely on your squad to do their jobs. If you do take the Lead Crewman role you are at risk of getting tunnelvision only focusing on your vehicle neglecting all your other responsibilities as a Squad Leader. You wont be able top place rallies without having 3 other squad members around which is extremely hard to coordinate as most times you need to place a new rally is when it is stomped by enemies and you have all ready a lot of casualties. Also the infantry is likely going to not be coordinated enough meaning you will waste their and the teams time while the soldiers could be more effectively utilized in a infantry squad with a Squad Leader that cares about the infantry. If you wanna be in command of a vehicle yourself, you should make a dedicated vehicle squad with no infantry in.

0-4-3-1 Assault + Support + Vehicle

Description:
If you have a low ticket-value vehicle like a car or some versions of APCs you can designate one squad member to operate it for overwatch and fire support. This means the Crewman need to keep the vehicle at strategic positions to not get flanked as it would take too long time for the gunner to swap to driver to get it out of there alive. The rest of the squad is organized in a more conventional Assault/Support Team composition and works in the same way.
  • SL
  • 4 (Assault Team)
  • 3 (Support Team)
  • 1 (Vehicle Support Team)
Example:


0-3-3-2 Assault + Support + Vehicle

Description:
In this composition you can use the vehicle while its moving allowing it to push with the infantry providing the infantry ammor and mobile cover. The Assault Team is not as strong as a 4-man Assault Team so the Squad Leader may have to strengthen it up with his presence. Also if the Vehicle is utilized in conjunction with the Assault Team the reduced strength can be negated.
  • SL
  • 3 (Assault Team)
  • 3 (Support Team)
  • 2 (Vehicle Support Team)
Example:


0-4-1-3 Fireteam + Scout/Demo + Vehicle

Description:
This Composition can ither be used with one or two vehicles with the 1-man vehicle operating little bit more conservative and defensive than the 2-man vehicle. The 2-man vehicle can be more liberal and aggressive in its movement. If the vehicle is 3-man then the vehicle can be more aggressive. This composition does not offer much in terms of infantry support by infantry and instead relying on the vehicle providing the support for the 4-man Assault Team.
  • SL
  • 4 (Assault/Support Team)
  • 1 (Scout/Demo Team)
  • 3 (Vehicle Support Team)
Example:


0-4-2-2 Fireteam + 2x Vehicles

Description:
If your squad have access to two vehicles and you want the vehicles to be interchangeable with each other you can then use this composition. The Infantry side is weak even tho the they have a strength of 4 men which will make the squad weak at clearing compounds and buildings in a urban environment. The infantry can should more be used to support the vehicles by protecting vehicles from anti-tanks.This composition should niter defend or attack an objective on their own unless they really know what they are doing.
  • SL
  • 4 (Assault/Support Team)
  • 2 (Vehicle Support Team)
  • 2 (Vehicle Support Team)
Example:

Abbreviations
INF = Infantry
MECH = Mechanized (Infantry with Tracked armored vehicle support)
MOT = Motorized (Infantry with their own wheeled transportation. May and may not be supported with wheeled armored vehicle)
SUP = Support Role
SL = Squad Leader
FTL = Fireteam Leader
R = Rifleman
LAT = Light Anti-Tank
HAT = Heavy Anti-Tank
AT = Any/Unspecified Anti-Tank
LMG = Light Machine Gun (Common Caliber 5.56)
MG = Machine Gun
MMG = Medium Machine Gun (Commonly refered as the "MG". Common Caliber 7.62)
HMG = Heavy Machine Gun (Static emplacement or mounted on vehicles. Common Caliber 12.7 "50 CAL")
AR = Automatic Rifleman (Uses a LMG)
GR = Grenadier
DM = Designated Marksman
S = Sapper, Combat Engineer
MED = Medic
CREW = Crewman
MRAP = Mine-Resistant Ambush Protected vehicle
MBT = Main Battle Tank "Tank"
APC = Armor Personnel Carrier
IFV = Infantry Fighting Vehicle (Like an APC but with a stronger weapon than a HMG)
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Final Words
What dictates what composition you use can be perhaps what roles your squad members chose, what situation you are in or how you wanna run your squad. Keep in mind that you can change the composition mid-round if the situation requires to deal with the ever changing battlefield you will be facing while playing against other human opponents.

I would strongly advise against grouping similar roles into the same team's. The strength of assigning fire teams is that you can design them to have a purpose and some roles can really come to bloom if you combine them with the right roles. Like MG with a Rifleman so the MG can really provide sustained suppressive fire and the AT with a Rifleman so he can also benefit from them ammo and get multiple shots in. And if you throw a medic into the mix then you can make an MG team become a support team with good survivalbillity and the same with a AT team, if you add a medic into that, you will essentially upgrade it to a Assault Team. All these assets that you group together can easier use local communication compared to putting 2 HAT and 1 LAT in the same team and then forcing them to spread out where they get no benefit of even being in a fire team at all.

I would not recommend having 3 of any class (exception Crewman). As you would miss out on what benefits other classes can bring to your squad (if you deploy them correctly)

Also note that these are templates that does not need to be followed 100%, you can make modifications to them to suit your needs but these are the compositions I tested and regularly use that I found a lot of success with when deploying them in the right situations.

Feel free to share your experiences when using the templates and let me know how you think they work.

If you wonder how you can apply these composition in different situations, check out my other guide on Attack and Defense Tactics:
https://steamcommunity.com/sharedfiles/filedetails/?id=1728307151
Roadmap
My guide is not completely finished. I have some plans for how i want it to look in its finished state. This is the things I'm planning to add:
  • Grammatical Errors Fixing
  • Graphics
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Squad Leading Guides (Collection by Fox)
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https://steamcommunity.com/sharedfiles/filedetails/?id=1728307151
https://steamcommunity.com/sharedfiles/filedetails/?id=1784181394
https://steamcommunity.com/sharedfiles/filedetails/?id=1884694007
https://steamcommunity.com/sharedfiles/filedetails/?id=2063347030

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43 Kommentare
Fox  [Autor] 29. Juni 2023 um 6:14 
It is a common misunderstanding that you would need a clan for any of my guides to work. But it only requires one player to make this work and it is the SL.

@jtm_alaska, thank you for your comment! I am glad you have the same experience as I do, keep inspire other players with your teamwork when you play!
jtm_alaska 29. Juni 2023 um 4:13 
I can attest to not needing a pre-made group to coordinate with. Randoms are fine. Just need some basic understanding of game mechanics, and the desire to organize the squad as you see fit. You become an Real-time strategy player as a SL and you decide how to best utilize your units.
Fox  [Autor] 16. Dez. 2022 um 12:06 
you don't need one. when I SL, I just create a open squad with players I never met. Look at what kits they choose, then If I have too many duplicates or too few I make adjustment to players loadout choice, I meanwhile distribute the players with their respective roles into fire teams. I tell them what I expect of the squad and the members and that I will kick people who lonewolf (which I will and people who played with me before can attest to that) but more of that is explained in this guide https://steamcommunity.com/sharedfiles/filedetails/?id=1784181394 .

If i play with friends who I played with before, I tend to give the FTL roles but not if they choose unsuitable kits for it. While playing with people you played with before is definitely beneficial it is not required to still get success out of a squads role composition.
DeWeese 16. Dez. 2022 um 11:56 
I would love to try, but don't got a group to coordinate with
Fox  [Autor] 16. Dez. 2022 um 11:08 
We as humans often reject what we have not seen or can imagine our-self as impossible. One mans science is another mans magic.

A well coordinated squad will make little work of COD players, the only reason players lonewolfing feels they are successful is because they are fighting the other teams lonewolf players.
DeWeese 16. Dez. 2022 um 10:04 
This game is far to fast pace for anything of this sort, would love to see it as the game advertises this, yet u can just COD run around and place down flanking spawns
Fox  [Autor] 4. Dez. 2020 um 9:33 
@Hurricane Jose

if you like to see this in action, perhaps add me to your friends list and try to join the same sever i play on, when you are in the server shoot me a msg in steam chat and I will try to either SL for you or talk to any of my friends I play with that SL like this to allow you into their squad.

If you like to learn to SL like this I would not mind try to personally tutor you as well. (This goes for anyone who wants to learn to SL like I write about in my guides can add me as a friend, just tell me why you added me an I can tutor anyone) What is important tho that you need to be the one who contacts me an keep the initiative so I know you are worth the time to tutor. I have all ready taught a few friends all ready and they come to become great SL's
Fox  [Autor] 4. Dez. 2020 um 9:22 
Now of course you can assign a DM to be a teams FTL but... they you will slightly reduce the effectiveness of a DM as the DM benefit of being a bit more liberal with their positioning in relation to others in the squad. So i tend to avoid assigning DM's FTL in larger fireteams.

"so what of the DMs good ability to see far and be a valuable asset to provide intel?" The DM can still do that and imo a good DM can verbally in a clear way relay their intel to the SL without a major need of a FTL kit, worst case scenario, you can quickly give the DM the FTL from a FTL and have them use it temporary to mark for you, then give it back to your originally intended FTL.
Fox  [Autor] 4. Dez. 2020 um 9:22 
So I always look up on it from the perspective of investment vs reward. Give FTL to only one person each and only get them to help mark extra contacts or give FTL to a leader of a team that can use it as a tool to lead & coordinate a few other soldiers, then design the teams to compliment each other with their strengths to negate each class, weaknesses. While also still have the ability to mark contacts. I get more out of a FTL if i assign it to a fireteam consisting out of more than just one person.

Fox  [Autor] 4. Dez. 2020 um 9:22 
@Hurricane Jose

Good questions. In order to get maximum usage out of many of these composition I would recommend as a SL that you take advantage of the full benefits that comes with running with fireteams. More details on that can be found in this guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=1784181394

The fireteam role is a tool, a tool that can be used in many ways, one way is to make only assign one person to each fireteam and have them help mark contacts on the map. This method is commonly used with one of the AT's getting one and one of the DM's getting the other.
However this method will waste some of the potential the FTL position comes with to help lead and coordinate a portion of your squad, a "Fireteam".