Squad Leaders

ATIATI Join Date: 2003-03-14 Member: 14492Members
<div class="IPBDescription">The ones right below the commander</div> There are lots of strategies for commanders but I wanted to know what the strats are for squad leaders. To me these people are almost as pivotal as the commander. For example: most games I play as marines I try and instantly take command of a small group of marines to help me quickly secure what the comm wants. How many of the people out on the forums play like this and please give me some strategies you use to help keep a cohesive unit of marines to better achieve the commanders objectives.

-captain obvious

Comments

  • ThanatosThanatos Join Date: 2003-02-05 Member: 13138Members
    Arg!.
    That is a pain. But usually it goes like this. Some guys use voice-com alot and keeps telling the commander what he sees and so forth. So all the communication usually revolves around these persons and the commander. All the other players only tag along and shoot things and build. This is offcourse if you are lucky. A method I have made special note of when it comes to having marines work as a group is to early in the game explain the strategy. For example: On bast. Tell them that you will secure MAJ and then move to secure refinery through the elevator shaft. This way they know what to do for the next minutes and hopefully wont run off to feedwater or some other place until you tell them.
    Important note here. Allways state both the starting point and the end point for any advances. This is more important if you have PGs up and your marines are scattered at the moment. This way they have somewhere to group up. And if there are several ways to get to where you are going state wich way you should take.

    You don´t have to be the commander to command. As long as he is in on the plan you can direct the battle from the field just as good.
    Another note. There is allways one or two ppl asking for a waypoint. I don´t usually give waypoints because most regular players knows the maplocations. For those who doesn´t, just tell them to follow the others.
    Or if you are in the field, tell them to follow you.

    Thanatos.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    what happened to your old account?
  • ripped0ffripped0ff Join Date: 2003-03-15 Member: 14554Members
    edited March 2003
    I tend to somewhat commonly end up as a far-from-official squad commander. Putting a team together works on an entirely voluntary basis. If I see that the comm is getting exasperated and really needs a good team, I just stand beside something like a proto lab and say that people should meet me around the armory. Once we've got about 5 people, we move out together as a team. Because I was the one who got everyone together, I tend to get stuck a squad leader.

    If someone can't listen to the comm or myself, they are kicked out of the squad. You can't really do anything to keep them from following you, but you can have the comm refuse to suit them up, so while you're jetting away, he's doing his best to catch up with an LMG.

    In the ideal squad, I like to find out who doesn't have a mic. This person becomes the squad's engineer. If everyone has a mic, I take the engineer position. Basically, the engineer is the one person who is designated to build in a dangerous room in which skulks can approach from any direction. If it's a dead end at the end of a long hall-way, you only need one guard with a mic, otherwise though, everyone covers the engineer. The fact that your guards have mics is essential to their giving the keep a heads-up.

    Squad leaders should also try and identify the most "gung-ho" member of their team. The one who is more then happy to die fighting. This guy is essential to your team. Not only can he provide a great distraction by doing something like shooting the hive while you're setting up a secret siege base, but he's the man you can feel alright about leaving behind. When I say "leave behind", I don't mean "turn tail and run" so that he gets left as skulk food, I mean he's the one who can hold down a point all by himself. Sometimes you'll need to do things like boost into a vent, leaving only one man behind, or quickly move the squad to a hot-spot, but you don't want to leave your new res node unguarded. In such cases, this type of marine will prove invaluable.

    Lastly, get a feel for what each of your men is good at using, and distribute them accordingly. For instance, shotgunners and HMGers should got up front, with GLs in the middle, and LMG/pistolers in the back. If it's early game and you don't have other weapon types, keep welder guys in the middle, your best LMGers up front for up close melee, and keep your best pistolers back. They'll provide extremely good pseudo-sniper powers to help you out. Whatever you do, make sure it's your engineer who has the welder. You can't sacrifice one of your guard's pistols.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    <!--QuoteBegin--ATI+Mar 30 2003, 07:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ATI @ Mar 30 2003, 07:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There are lots of strategies for commanders but I wanted to know what the strats are for squad leaders. To me these people are almost as pivotal as the commander. For example: most games I play as marines I try and instantly take command of a small group of marines to help me quickly secure what the comm wants. How many of the people out on the forums play like this and please give me some strategies you use to help keep a cohesive unit of marines to better achieve the commanders objectives.

    -captain obvious <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    this would USHALLY only apply to pubs... Although i cannot be to sure that clans have not used/use this strat... The fact is that clans pre-plan mostly what they are doing and what their objectives are.. so there is no real need to have any level of command.
  • WoLLyBoYWoLLyBoY Join Date: 2002-11-15 Member: 8687Members
    This is a thing for pubs mostly, I don't see many clan matches needing this level of command. But on a pub, I like to try to get a group of guys together and get the commanders obj. completed. To be a good squad commander, you need a mic + one more guy with a mic, and hope commander has a mic to, because communication is THE key. Getting people to follow you usually means following RippedOff's plan, go knife or pistol the marines all humping the armory and say "Hey guys, cmon lets go to so-and-so!!!" on VC, then wait at the nearest exit for ppl. Then all pile out, and try to find who's good at what on your team. Gotta guy with a mic, and good aim? Guess who's in front. Gotta guys who wants to run all over the place? Guess who's in the middle. Gotta guy who wants to hump the armory? Guess who doesn't get toys <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> It's all about who is willing to follow orders from you, or the commander. Once or twice the commander has asked me to let the other guys (the Rambo NUBS) go, and just concentrate on my small group of 3-4 guys + myself. A group of even 4 marines, who are TRYING to be cordinated, can acomplish most commander goals if told what to do, where to go. But always make sure you have the one Key point - Communication. VC, or spam binds, i don't care TO much, but darnit tell me, and the commander, and your teammates what the hell is going on. The guy just jumped around that corner, and the got skulk killed... No problem, how many skulks? Are there more than just skulks there? If your getting led in, or you are leading, a group of marines, let ppl know whats up, and don't spam VC, I wanna hear "Incoming skulk, right side" "I'm going in, i'll let you kjno whats up" and so on. Communication leads to good squad leadership, leads to good (and quicker) wins.
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    Usually, shouting works. Again.
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