Squad Leaders
ATI
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
-captain obvious
Comments
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.
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.
-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.