Squad
86 ratings
Starter guide for new and advanced players
By spiny[B] -dA k1nG- and 1 collaborators
***atm under reconstruction since we hit characterlimit on one section***
This guide is work in progress(WIP) & is in line with Squad Alpha 10.1

Goals of this guide are :
  • getting new players started
  • provide important information
  • bring players in line with common gameplay
  • learn helpful standards
  • additional information for ingame decisions

 
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Introduction
***Note: Alpha V10 will be released February 5th, guide will be updated when final patch notes are available, thanks for appreciating, ratings and support with this guide***

This guide covers common knowledge from squad, since good teamwork delivers a much deeper expirience.
The chapter 2. Basic knowledge covers the mechanics and controls of Squad while the rest shows a lot more detailed information and tactics which are necessary to perform well or better over a period of time.

Some gameplay tips can also be found on the map "Jensen's Range".

Remember: "Please always reset your appdata in the game settings on every new build/patch!"(tip from devs)
While resetting the appdata your custom settings are lost, so dont forget to copy or look up your mouse settings, keybindings & gameplay settings.
This needs to be done ingame in settings -> gamesettings -> clear cached user data.

Progress
(will get removed on completion)

1. Short cuts for squad - finished, might get enhanced in progress
2. Basic knowledge - finished
3. Squadsystem & classes - 80% done
4. Vehicle knowledge - 15% done
5. Gereral Gameplay Tips - 80% done
6. Infantry Gameplay Tips - 0%
7. Basic Squad(Unit) tactics - 0%
8. General Vehicle Tips - 0%
1. Short cuts for squad
FOB - Forward Operation Base, base on the battlefield
HAB - HESCO Accommodation Bunkers, non-limited spawnpoint
rally - Rally Point, 9-tickets-limited spawnpoint
techi - Technical
RTB - return to base
blue on blue - synonym for friendly fire
HMG - heavy machine gun
CROWS - Common Remotely Operated Weapon Station (US Army vehicles)
LAT - Light Anti Tank Soldier
HAT - Heavy Anti Tank Soldier
APC - Armoured Personnel Carrier
IFV - Infantry Fighting Vehicle
2. Basic knowledge
This chapter is especially for new player, to give information that you figure out by time.

There are 5 faction in this game:
  • US Army
  • Russian Ground Forces
  • Insurgents
  • Irregular Militia
  • British Army
A team consists of squads. A squad consists of a maximum of 9 players. Based of the number of squadmembers, you can choose from a selection of roles.
Roles are:
  • Squadleader
  • Medic
  • Crewman
  • Rifleman
  • Automatic Rifleman
  • Machine Gunner
  • Grenadier
  • Light Anti-Tank
  • Marksman
  • Scout (Insurgents/Militia)
  • Raider (Insurgents only)
  • Heavy Anti-Tank

Goal

The map is finished when a team hits 0 tickets or all caches are destroyed (Insurgency mode only). Your team loses tickets for losing capture points, FOBs, vehicles or players give up / bleed out. The team that controls less capture points also loses tickets over time, called ticket bleed. If a team doesn't control any capturepoints, they lose rapidly tickets, called mercy bleed. Your teams tickets are on top of the scoreboard, tickets from the enemy team are hidden till the end.

Gamemodes

AAS - In Advance and Secure your team captures capture points along a lane. These can have 3 statuses: controlled by your team, controlled by enemy team, neutralised. Attack(orange) and defense(purple) points are marked on the map. You can only cap an attack point if your team is in control of the defense point. (mercy bleed on last flag -> 50 tickets / min)

PAAS - In Parallel Advance and Secure your team captures points along two lanes.

INS - In Insurgency your team need to find caches in order to destroy them with incendiary grenades by the squadleader. Cache locations are randomly selected from a pool and are shown on the map after certain amount of kills on the enemies.

Territory Control - In Territory Control one team defends capture points while another team attacks. Lost capture points cannot be recapped.

Conquest - In Conquest all capture points are open for attack and defend.

Invasion - In Invasion one team defends capture points while another team attacks. Lost capture points cannot be recapped.

Spawning

*note: spawnpointlist availible*
To spawn in, you first have to enter a squad, choose a role and choose a deploypoint. Menus are toggled with pressing ENTER. Deploypoints are your factions base, FOBS(team wide) and rally points(squad wide).
If you died wait for a revive by a medic or press "GIVE UP" and close the spawnscreen to respawn.

Communication

Local Voice (press V) is used to talk to nearby players.
Squad Channel (press B) is used to talk to all squadmembers.
Command Channel(press G) is used by the Squadleader to talk to all other Squadleaders of its faction.
Squadleaders can also directly talk to a squadleader by pressing 1-9 on the keypad.

You can also chat to All (press J), Team (press K) or Squad (press L).

Medical treatment

If you get hit in combat you lose health. In addition it can be a bleeding applied to you. You will notice bleeding from red pulsing on the screen. Bleeding can be stopped by using a field dressing (bandage) on you.
To refill your health you need a medic. The medic can heal you up with the first aid kit.
Bandages and Medkits can by applied on others (with LMB) and on yourself (with RMB).

Heads-Up Display

Ammunition is always displayed bottom right and you can see its condition on the color:
  • white - full magazine
  • yellow - till half
  • orange - less than half
  • red - close to be empty
  • black - empty
Rearming and switching roles is possible at Supply boxes.

There are also two bars bottom right.

In the bottom right corner is your stamina bar which is used by sprinting and costly movement. The lower stamina you got the lower is your walking and sprinting speed. It gets slowly refilled by waiting or straight up walking. Your stamina can be in an exhausting state, which leads to reduced accuracy and a "shaking" playermodel.

In the middle bottom is the radar for bearing callouts of enemy positions, squadmember & squad interal markers.

Inventory usage

You can select any items of your role by the referring slot 1 to 6. Sometimes there are more items on one slot. Then you double-tap to get the second item of the slot or you use the mousewheel and hit mouse1 once to accepct.

Minimap usage

To get overview of the battlefield and know if units are hostile or not use the minimap alot. You can open the minimap with M. To cycle through the zoom levels around your location press N.
The map is organized in grids. There are larger ones (red) where you call the coordinates (e.g. C 3) which contains 9 black quadrants.Black and white/grey quadrants are called like the keypad on your keyboard(KP1 to KP9). One black quadrant consists of 9 white/grey quadrants where you call the keypad from, called "micro-keypad".So in the end you first call the red large grid coordiantes followed by the keypad from the black and then white/grey grid (e.g. C3 - KP2 - 8, position marked with red cross).

Coordinates of your own position are shown by default at the bottem right, under the map.
To get coordiantes you need to press enter, to enable the cursor, and then hover over the position.

Map scale is displayed bottem right on the map. Its used to determine distances especially for mortars or callouts. The scale shows that one red quadrant equals 300m, one black quadrant equals 100m and one white/grey quadrant equals 33m horizontally or vertically.
-insert icon describtion-

Mines

Mines can destroy any vehicles. Mines are placed on the ground and can be hidden by placeable tiny rocks.
Mines can be digged in (hold LMB) or digged out to defuse (hold RMB) with shovels.

IED

Improvised Explosive Devices can be placed on the ground, objects , people and vehicles. They detonate from a Scout's phone call after a few seconds.
IEDs can be digged in (hold LMB) or digged out to defuse (hold RMB) with shovels.

Mortar

Mortars come with 3 grenades magazine and they need 2 values direction and distance. Distance is determined by the map with help of the scale. Now get to the mortar and aim with it (press RMB). The mortar can be set onto the attack mark which can be placed by the squadleader (distance from attack mark is inaccurate). Look at the chart on the left and take the elevation to hit at a certain distance with the mortar.
Now you can shoot 3 times before you need to reload (press R).

3. Squadsystem & classes
#getting_overhauled

Squadleader (SL)

Squadleaders are the core of the squad, cause they communicate with other SL, provide rally points or FOBs. All other roles got the shovels to build the placed deployables up.

Medic

Medics keep the squad alife. They are equiped with extra bandages (6 total) and a First Aid Kit. With Bandages you can stop bleeding and the First Aid Kit allows you to heal or reanimate teammates.

Loadout
Rifle
Optic
Handgrip
Pistol
HE grenade
Smoke grenade
US
M4A1
Red Dot Sight
no
M9
1
1 red , 2 white
Russia
AK-74M
Iron Sight
no
MP443
1
1 orange, 2 white
Insurgent Forces
AMD65
Iron Sight
yes
Makarov
1
1 orange, 2 white
Militia
AKS-74
Iron Sight
no
Makarov
1
1 orange, 2 white

Rifleman

Rifleman are the basic unit equiped with a rifle and grenades. If the rifleman uses iron sight or red dot sight he can deploy one line of sandbags on the map in total.

Recruit

Recruit only provides the basic rifle for self defense and an entrenchment tool.

Automatic Rifleman

Automatic Rifleman are equiped with a machine gun to provide accurate supportive fire while crouched or prone.

Loadout
Rifle
Optic
Handgrip
Pistol
HE grenade
Smoke grenade
US
M249 SAW (100 rounds clip)
Red Dot Sight
no
M9
1
2 white
Russia
RPK74
Iron Sight/ Optic
no
MP443
1
2 white
Insurgent Forces
RPK/RPK74
Iron Sight
no
Makarov
1
2 white
Militia
M249SAW (200rounds clip)/RPK-74
Iron Sight
no
Makarov
1
2 white

Light Anti-Tank (LAT)

LAT and HAT are the only classes that can effectively destroy APC's or tanks with HEAT rocket. Based on the faction they also have HE (High Explosive) rocket against infantry. The rocket lose effectivness on close distance (around 10 meters) due to own safety.

Loadout
Rifle
Optic
Handgrip
Pistol
HE grenade
Smoke grenade
lauchner
HEAT
HE
US
M4A1
Red Dot Sight
no
no
0
2 white
M72A7 LAW
2
0
Russia
AK-74M
Iron sight
no
no
0
2 white
RPG 7
2
1
Insurgent Forces
AK-74S
Iron sight
no
no
0
2 white
RPG 7
2
2
Militia
AK-74U
Iron sight
no
no
0
2 white
RPG 7
2
2

Grenadier

Grenadiers are excellent to bombarde infantry squads. They can also damage vehicles especially technicals or trucks.

Loadout
Rifle
Optic
Handgrip
Pistol
HE grenade
Smoke grenade
US
M4A1/M203
Red Dot Sight
no
no
10
2 white 2 blue 2 red
Russia
AK-74M/GP-25
Iron Sight
no
no
10
2 white 2 blue 2 red
Militia
AK74-M/GP-25
Iron Sight
no
Makarov
10
2 white 2 blue 2 red
Insurgents
AK74-M/GP-25
Iron Sight
no
Makarov
10
2 white 2 blue 2 red

Marksman

Marksman are equipped with a semi-automatic rifle with some magnification and low ammo. They still have a very high stopping power.

Loadout
Rifle
Optic
Handgrip
Pistol
HE grenade
Smoke grenade
US
M110
Acog Sight
no
M9
1
2 white
Russia
SVD
PSO-1
no
MP443
1
2 white
Insurgents
SVD
PSO-1
no
Makarov
1
2 white
Militia
SVD
PSO-1
no
Makarov
1
2 white


Heavy Anti tank (HAT)

HATs are limited along the whole team since they are most effective against vehicles. They can destroy any vehicle with one tandam HEAT rocket hit (apc's will burn a while). Therefore they are available on Insurgent Forces and Militia only.

Unlocks: 20 players in team & 9 players in a squad
Limited: 1 per team

Loadout
Rifle
Optic
Handgrip
Pistol
HE grenade
Smoke grenade
lauchner
Tandem HEAT
HEAT
Insurgent Forces
AK-74U
Iron sight
no
no
0
2 white
RPG 7
1
1
Militia
AK-74U
Iron sight
no
no
0
2 white
RPG 7
1
1

WIP & completation

4. Vehicle knowledge
Vehicles are fundamental elements of squad gameplay as they speed up movement with transport trucks, supply FOBs with logistic trucks or provide fire support with tanks and APCs.
When vehicles are destroyed they respawn at the base after a timer and your team losses tickets based on the vehicle.

Controls

Get-in/ Get-out: F
Toggle engine: E
Seatchange: F1-F12
Logistics: Q - resupply a FOB with ammunition and buildpoints within range
Fire support: Q - Zoom-in with the gun

Claiming Vehicles

If your squad consists of 2 or more players you can claim a vehicle at the base or on the field. Claims always need to be confirmed by the Squadleader.

Vehicle limits based on squadsize:
  • 2 members to claim 1 vehicle
  • 4 members to claim 2 vehicles
  • 6 members to claim 3 vehicles
  • 8 members to claim 4 vehicles


    Logitic trucks will get resupplied at the main base which will spawn crates on the back. To supply FOBs just be in range of the FOB and supply it(press Q).

    #getting_overhauled

US Army vehicle

Transport:
M939 truck:
  • Capacity: 18
  • Respawndelay: 3
  • Tickets: 6

Logistics:
M939 truck:
  • Capacity: 4
  • Respawndelay: 3
  • Tickets: 6

Fire support:
Special about US Army vehicles are that mostly their are 2 version: 50.cal and 50.cal with CROWS(Common Remotely Operated Weapon Station), which means the gunner isn't exposed to rifle fire.

HUMMVW:
  • Capacity: 5
  • Respawndelay: 6
  • Tickets: 8
  • Caliber: 50.cal





HUMMVW CROWS:
  • Capacity: 4
  • Respawndelay: 6
  • Tickets: 12
  • Caliber: 50.cal




MRAP:
  • Capacity: 5
  • Respawndelay: 6
  • Tickets: 12
  • Caliber: 50.cal




MRAP CROWS:
  • Capacity: 4
  • Respawndelay: 6
  • Tickets: 16
  • Caliber: 50.cal





Stryker:
  • Capacity: 11
  • Respawndelay: 8
  • Tickets: 24
  • Caliber: 50.cal





Russian Ground Forces


BTR 82A:
  • Capacity: 11
  • Respawndelay: 8
  • Tickets: 30
  • Calibers: 30mm (AP/HE) /7,62PKT (coax)

Insurgents

Irregular Militia
5. Gereral Gameplay Tips
Stay together as squad

It is vital to stay together as squad to stay alive keep attacking or fullfill a certain task. A squad of 9 people can survive any situation. Most important is the medic class, since he will keep the squad alive but he needs to be covered while hes reviving. Also important are anti-tank rolls since its the only class that can wipe out vehicles, but hes vulnerble to rifle fire when he takes the anti-tank launcher.

If your squad claimed a fire support vehicle it is important to communicate with your infantry since vehicles are mostly exposed and they cannot cover 360° against infantry especially anti-tankers.

Communicate with your squad

Communicate direction(bearings) of enemies positions and objectives. This will raise awareness and everybody stays on the line.

Use your utility

Most deadly situation can be survived by the squad if you use your utility like AT launchers and smoke grenades. If AT units make their hits count, they will either destroy the vehicle or force the vehicle to retreat. Usage of smoke grenades will break the enemies line of sight. Use it against stationary vehicles, while ambushing a position, crossing open terrain or to revive allies lying in the open.
Try to create smokewalls to spread the attention, since enemies will still spam the smokes.

Use vehicles for its purpose

It is vital to use the vehicles in the right way since it can change the engagement into your advantage. In case you just dont need a vehicle anymore(most likely transport trucks) try to hide it as good as possible since it can be used later and will loose your team tickets if it gets destroyed.

Transport trucks are only used to speed up infantry movements since it got no other gadgets.
Logistic trucks are used for resupplying FOBs. This enables to place HABs(for spawning) or build emplacements as fire support or cover. If FOBs will be used as fire support they need a constant supply of ammunition.
Fire support vehicles can be used as transport, to bring infantry close to a target and especially for firesupport. Most squads can afford to man up a fire support vehicle with 2 squadmembers (driver & gunner). Since most gunners can't be harmed until destruction of the vehicle, smart usage of fire support vehicles is the key to success and it's a waste to leave them unused. The loss of a vehicle will mostly result in a heavy tickets drop.

Utilize environment as cover

Use the environment to your advantage since it can hide infantry movements break the line of sight or make yourself a smaller target to the enemy. Based of informations you know locations of the enemies therefore use the forest to hide your movement, travel on the backside of a hill or try to stay as low as possible while moving through a valley. Enemies can't spot what they can't see.
It's also important in combat to get in cover while reloading the AT launcher(enemy gunner will search for you) or lean around corners to be a smaller target to enemies.

Get an overview with the minimap

The minimap is the most important gadget since it provides alot of informations like locations of allies, enemies and distances to targets. Especially gunners of vehicles and emplacements should check on targets if they are hostile or not since they can be effective at big ranges.
In general it helps with your own awareness and avoids alot of teamkills (especially vehicles).

WIP
6. Infantry Gameplay Tips
WIP
Always remember: " Who shoots faster and hits better wins the fire fight !"-which basicly means practice is the key!

Lets start with a simple phrase you should learn to have basic set of your tasks as an infantry soldier.

C - Communication ( Giving your squad vital information e.g. enemies, health status etc.)
A - Alarming (Calling out enemies by phrase DDAT)
S - Safeguarding(Enemies dont attack from one site only be aware of your surroundings)
E - Exploration (Basicly keeping your eyes open for enemy soldiers vehicles and buildings)

Calling out an enemy position by DDAT

D - Direction (Direction N-E-S-W 0-359° or simple front left right or behind)
D -Distance (Distance in m)
(A) - Auxillery target ( Giving an auxilery target to help your mates finding the target faster eg. red house)
T - Target (Target you can identify be as precise as you can)



WIP
7. Basic Squad(Unit) tactics
WIP
8. General Vehicle Tips
WIP
Conclusion
I hope to reach and help alot of people with this guide. Feel free to give me some feedback in the comments and rate my guide.

If you feel any content is missing, message me cause i would expand that guide, too.

Also big thanks to Holly for creating and helping with this guide big time.

Have fun with the game, spinyB
[WIP] FOB supply costs
Ammo crate

Requesting or resupplying class kits from an ammo crate consumes ammo from a FOB.
  • 25 ammo for all classes (except the ones below)
  • 50 ammo for Grenadier, Raider, Scout
  • 75 ammo for LAT
  • 100 ammo for HAT
[WIP] Deployables
Deployables

Deployables are exclusive to Squadleaders and gets placed by them. They still need to be build up with shovels by any other roles than Squadleaders.
Own or enemies deployables can be built (hold LMB) or debuilt (hold RMB) with shovels.

Rally points can be placed by Squadleaders but there have to be one squadmember around. They provide a temporal spawn point for 9 squadmembers.

Squadleaders can also build a FOB(Forward Operation Base) / Radio Hub with 100 consturction and 200 ammo. This will allow to place any other deployables in an area around it to create spawnpoints, tech structures, emplacements and fortifications. You are inside the area while you see the FOB information in the top left corner.


Spawnpoints:
  • HAB - Hesco Accomendation Bunker
Fortifications:
  • sand bags
  • hesco
  • hesco wall
  • bunker
  • razor wire
Emplacements:
  • HMG position - Heavy Machine Gun position
  • SPG-9 recoilless gun (Insurgents/Militia)
  • Mortars
Tech structures:
  • ammo crate
  • ladder

Destruction of deployments

Sandbags are able to be damaged by rounds 14.5mm and above and all explosives.
HESCO (eg. US and RUS MG bunker) based deployables are only currently destroyable by the IED.
Ammo boxes are quite fragile and vulnerable(explosions?)
HABS can be destroyed by IEDs and heavy mortar bombardment.
Radio, Vehicle repair stations and emplaced weapons can be damaged HEAT rounds, HMGs, cannons, big explosions, and mortars. The radio can be healed with shovels by building it up again.
Razorwire can be destroyed by explosions.

Mortar

Mortars come with 3 grenades magazine and they need 2 values direction and distance. Distance is determined by the map with help of the scale. Now get to the mortar and aim with it (press RMB). The mortar can be set onto the attack mark which can be placed by the squadleader (distance from attack mark is inaccurate). Look at the chart on the left and take the elevation to hit at a certain distance with the mortar.
Now you can shoot 3 times before you need to reload (press R).

Deploy costs

Ammo crates now cost 200 construction points
The bare M2A1 Browning and NSV Tripods are now 250 construction points
Their bunker counterparts are now 450 points
The Dshk emplacement is now 200 points
Unarmed HESCO bunker has been reduced by 50 construction points
Militia sandbag bunker reduced to 150 construction points
Ladders reduced to 100 construction points
Oil barrels Costs 200 construction points

Deploy Limits

Vehicle Repair Stations have been reduced to 1 per FOB
SPG-9 is now limited to 3 per FOB
Oil barrels limited to 6 per FOB
[WIP] Controls and interactions
< >
20 Comments
cfg Aug 5, 2017 @ 10:04pm 
Great writeup - I'll point new players to it. Only issue I noticed so far - and it could be server dependent - is that ammo goes from White which is full to Yellow after one round. Yellow is anything less than full. After that it goes from bright orange, to deep orange, to red, and finally black when empty.
spiny[B] -dA k1nG-  [author] Jul 10, 2017 @ 2:37am 
I didn't even know that there is a difference in between. I changed it to rocket now, since it's a more specific describtion.
Enzo Gorlomi Jul 9, 2017 @ 11:00pm 
For the LAT and HAT part, change missile to rocket. There isn't missiles in the game. (Yet.)
spiny[B] -dA k1nG-  [author] Apr 17, 2017 @ 8:14am 
Yeah thanks for the feedback, we gonna add this too in gameplay tips or some advanced stuff. We just take our time to first finish the basics and general information.
Drymouth Apr 17, 2017 @ 12:56am 
Also thanks for spending time on this guide
Drymouth Apr 17, 2017 @ 12:55am 
Explain the process of supplying a FOB and the fact that often times a squad member ( preferably a rifleman with no special role skills) has to drive back and forth between a resupply point and his squads FOB and to remember to press Q once FOB has been reached to unload the supplies needed to continue building more deployables in the field.
spiny[B] -dA k1nG-  [author] Apr 15, 2017 @ 6:28am 
Thanks Roemans - typo changed!
Roemans Apr 15, 2017 @ 6:21am 
A little typo, at heads up display you typed 'while' instead of 'white'. Nice guide btw
Vern Schillinger Apr 13, 2017 @ 6:40pm 
good job on this ur time was worth it fursure'
Sloth Apr 10, 2017 @ 10:19pm 
Make sure to add the spg9 as an emplacement. Great guide for new players