💾 Archived View for squid.flounder.online › squadguide › squad-leading.gmi captured on 2023-01-29 at 16:12:45. Gemini links have been rewritten to link to archived content

View Raw

More Information

⬅️ Previous capture (2022-04-28)

-=-=-=-=-=-=-

Return to Squid's World

Return to Squid's Squad Guide

Squad Leading Guide

Squad leading is the most difficult role in Squad, in my opinion. You are responsible not only for your own survival, but for communicating with a large number of different people.

In my opinion, it takes a lot of experience in the game to be a good squad leader, and I wouldn't consider myself a very good one - just good enough in a pinch.

Communication is Key

Basically, the best thing you can do as a squad leader is communicate. If you can find some other squad leader that can work with you, you can find a way to be productive with a small number of squad members.

Placing of FOB Radios

When you go to place an FOB Radio, there are a few questions to ask yourself::

Will this radio placement impede placement of a more strategically important radio?

Remember there is a limit to how close radios can be placed to eachother -- especially on small maps, a radio placed in a strategically unimportant area may prevent a HAB from being built on a key defensive point)

Is the radio hidden well enough, or protected?

If the radio goes down, the hab goes down. All constructions: gone. The radio is the single most important part of any base. Make sure it is hidden and/or protected

Placing of HABS

When placing HABS, these are good questions to ask:

Is this HAB exposed?

If the HAB is exposed, then it's a prime target for an enemy armored vehicle to spawn camp for days. Make sure you don't place a HAB in an open field where it can be seen from 500 yards away. Place it somewhere nice and tucked away.

Will you be able to get out of every exit of the HAB?

A lot of times, Squad Leaders will attempt to place HABS inside buildings to provide the best cover. Unfortunately, doing so often blocks one or many exits from the HAB. Sometimes, there is only one available exit to any HAB.

This is incredibly detrimental because spawning players will get clogged in the HAB, as they may have multiple attempts to leave the HAB while other players are spawning and having the same experience. This is a recipe for a meatgrinder.

Is there cover near the HAB?

You don't want everybody hiding out inside and around the HAB - there has got to be a covered route to escape from the HAB and push out toward the enemy. Ideally, your HAB should be surrounded by various pieces of cover and concealment.

How close is this HAB to the objective?

Another key consideration is that a HAB is mostly useless if it is an unreasonable walk to the next objective. Even if you don't mind the extra steps, the lost time will prove to be a problem, and you will fail to place enough pressure on the objective to win.

More on HAB Placement

Basically, it all comes down to finding the perfect mix of cover and proximity. You want to be close to the action, but relatively safe. Sometimes you have to strike a balance. Have some of the HAB exits be exposed but let others point directly into covered routes. Build extra obstacles around the HAB to provide safe places for people to push out of the HAB and take cover at.

Placing of Ammo-Crates

One under-utilized squad leading trick in Squad, which makes a big difference, is to place Ammo crates strategically. Generally, a HAB is placed and the Ammo crate is placed nearby. But, of course, it is possible to create more than one ammo crate.

Go to the very edge of the valid construction radius, at a point where soldiers coming from your base would come to if they were walking from the HAB to the next objective.

If you place additional ammo crates within your construction radius at places like the one mentioned above, or other vantage points, then certain squad members such as LATs and Machinegunners can maintain a continuous barrage of fire from that positionwhile the rest of the team advances.