EVOLIS Member replied

579 weeks ago

Hello Folks,

I wanted to bring attention to something we need to address to common gameplay and perhaps further training within TXR standards.

Paying attention to Squad Composition.

Whether you have a full squad of 12 or less then half a squad of 6. You should always take a moment to review what your squad lacks. Ask yourself what 2 classes you play the best and compensate what the squad composition lacks. This basic observation and adjustment to gameplay could mean your squads survival in any battle.

Ask yourself, what does the squad need? - This considering, also pay close attention to the Squad or Platoon Leader on his/hers battle plans. Don't be afraid to point out the lack of a certain class within the squad that might benefit the tactic, but be mindful that it's the squad and platoon leads responsibility to assess the situation of battle and not micromanage your choice of classes in common gameplay.

One other thing to consider and practice among TXR squads and plantoons is the understanding of the "Fire Squad" mentality.

What I mean by this is, it's common knowledge that a Standard Max Crash chain of life is MAX, ENG, MEDIC. This is considered a MAX Fire Squad. So essentially in a perfect world your squad would consist of a group 3 including a MAX holding that line of life together. (3/3/3/3=12) Composition=MAX,ENG,MED.

I'll explain further squad compositions further in a later post but I'd just like to bring this up as an example of common observation that should be taken into consideration when playing in TXR squad/platoons.

Thank you for your time and I elaborate more on other types of "Fire Squads" and Squad compositions.

Well Balanced Fire Squad of 12.
-+EVOLIS+-

Meliande High Leadership replied

579 weeks ago

Evolis, I'm just wondering,
Has this been a problem lately?
And does it make a difference if you're running a casual platoon vs. Ops?
Do you think the squad leader should take on any responsibility for squad composition?
/Meli

EVOLIS Member replied

579 weeks ago

A problem in casual play no, but it does affect the level of gameplay that sometimes can affect the efficiency of our gameplay as a team even in casual gameplay.

I guess I feel that we as a outfit should guide people into playing the game better, but not force it upon them to operate totally within those guidelines.

If it seems like were trying to achieve that level of organization even in casual play then this is just a small example of that guidance through observation.

But, in OPS and of course competitive gameplay, we should always consider squad composition a priority as a essential common knowledge for TXR.

As for squad lead, I myself don't like to micro-manage anyone in casual play, but would like them to understand this basic perspective of gameplay. That's all. Food for thought.
-+EVOLIS+-

EVOLIS Member replied

579 weeks ago

1 Example of a possible Valkyrie Fire squad.
2 Medics/ Pilot and Gunner (Not sure if Triage works but this is the reason for both to be. Not yet proven to work.)
2 Heavy Assaults with Striker Lock-Ons
2 Engineers for Repairs in Flight and on ground.
-+EVOLIS+-

EVOLIS Member replied

579 weeks ago

Another thing to consider is (TYPES OF SQUADS)
Fire Squad
Drop Squad
Stealth Sqaud
Air Squad
Etc…. in comps of 6 or 12.
-+EVOLIS+-

Laistrogian Member replied

579 weeks ago

I generally divide squad compositions into 2 types of squads: Agressive squad (attacking) and Passive squad (defending)

In agressive, there's a much larger area to cover when attacking hence the need of more medic with only 1 engineer for ammo source.

Per squad, you need: 6 heavies, 3 medics, 1 infil and 1 engi, 1 LA

In passive, you're more likely to hold down rooms and choke points, turrets are crucial here and since the area isnt that big usually, medic has the ability to do a rotation in reviving.

Per squad: 5 heavies, 3 engi, 2 medic, 1 infil, 1 LA

Hops Member replied

579 weeks ago

For attacking towers, everyone should be LA, until there's a beacon on the roof. Then there should be one engy and MAYBE a medic.

Come to think of it, that goes for the new amp stations as well. …and tech plants. …and bio labs.

Beroken Officer replied

579 weeks ago

If you want to get in to the thick of it. You'll need to make a squad for every encounter and doing that is to much work and for 1 or a dozen men.

Keep it simple. Keep it stupid. Remember your not the only one doing these tactics its a group effort. Make a squad comp divided up into 2 fire teams as you would play them on a board. Then using those teams to call for different reactions… i.e. to Armor, to Air, to Infantry, but each fire squad is specialized in their own way. i.e. front line combat, counter/flank combat, anti armor/anti air, defensive combat, you will have to be the judge.

This is micromanaging but it will be simple once orders are given and objectives are clear.

edit wording


last edited 579 weeks ago by Beroken

Caliverw Member replied

579 weeks ago

Seriously guys same thing over and over again
We've been doing and talking about squad comp day 1
Come on now.. Just saying..
And infil is useless cause engie can have the dart thing

Hops Member replied

579 weeks ago

Engy can have the dart thing. Engy can't hack out a sundy. Heavies should have the dart thing. 150 rounds in you butcher not enough? Aim.
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