this is a really useful video, but I think Im a little bit stuck on the use cases between support by fire and assault by fire. while I can understand the differences between the two they still (from how I understand it) essentially achieve the same thing, which is providing "support" for any maneuver element by gaining fire superiority over the enemy. is there any specific cases where I should use one or the other? perhaps both at the same time?
@@steven.2602I’d imagine it’s mostly a range thing, a machine gunner becomes lot more vulnerable when you start getting up close to an enemy, especially since theyre broadcasting their position while suppressing
That’s a great question. The answer is that with support by fire, you’re goal is to help someone else do their mission, such as an MG shooting enemies to protect a guy moving to a flank to shoot a rocket at a bunker. Attack by fire IS the mission, where you’re specifically trying to kill or destroy something, and you’re not concerned with supporting anyone else. Any support effect is incidental.
I think one thing that might be added, though I'm sure most are aware, is a medic is a rifleman first and a medic second. If they die trying to get someone up before the area is clear, they didn't help. Once the area is clear, they can easily revive anyone who was downed. (This is sometimes bad advice because Squad revive times for medic are pretty low, but often applicable.)
Grenadier is a great assaulter. Pop grenades at the enemy to counter their defilade bonuses and suppress them, make instant smoke screens to blind the enemy and cover the advances, and they often have a decent gun as well for the dirty part of the assault. I choose the grenadier whenever I get the chance. The rifleman can move relativly fast, with usually a great choice of rifles that can be used to match the "environment" the battle takes place in (open terrain, Urban, etc) lots of magazines and extra grenades and the super useful ammo bag that lets the rest of the team stock up a little when things are getting critical. The rifleman class just seems to be a good all-rounder. He becomes essential if you have classes that quickly "chews" through their ammo like the heavy MG or Anti-Tank.
Since the ICO, I found that a lot of my squad members actually acknowledged some basic infantry tactics, which I wasn't expecting since most of my squad experience is just tomfoolery and bad comms. I blame you :)
A good way to play the grenadier is to use communication. Don't just fire you smokes and expect your allies to move forward. Before firing smokes communicate to all squamates and blueberries in your immediate area that you are about to smoke and that they should push forward. Played right a single grenadier can secure a push onto a point.
You should almost never use smoke as a way to obscure an assault. You should always use smoke to obscure enemy sight lines and open up a path for an assault.
@@ДушманКакдела This is what a lot of people don't understand about smoke. It's such a basic concept to grasp. You're supposed to get it up in the enemies face to block THEIR line of sight, not throw or shoot it into the middle of an open field. All that does is give away your position and tell the enemy where you're about to come from and make it very convenient for them to point their area weapons at you and wipe out your entire assault element
Can you make a follow up video about putting it all together as a squad leader? Basically a squad leader video? I would like your opinion on this matter. I usually main squad leader and I would say that on top of the soft things such as morale, communication and positioning (intangibles). Sometimes kit selection as an SL really matters where I intentionally kick marksmen especially on certain close up maps and as you pointed out LATs can act practically as grenadiers on certain factions.
It's definitely something I want to do, it's just a complicated one to put together because I also need the right footage and rounds to support it. The soft factors of leadership is something I've been thinking hard on!
Amazing. As a firearm instructor for some fighting rifle classes It's super interesting seeing a game like this & someone breaking down assault tactics in an instructor fashion is pretty impressive. Great work!!
The double right click to raise your weapon is something I've been asking for but never realised was already in game! Thank you, it's great to see that it's a thing
Great addition for the Squad community and as an individual who has read various manuals for fun and has applied the tactics and attempted to lead in such a professional manner. Fantastic! I firmly believe this is a great start for anyone who wants to experience this sort of gaming simulation. Squad is certainly a team orientated game and I have experienced many who play as if it's the traditional person shooter. This is a game of teamwork, coordination and patience. If you are really wanting to dive deep into the game. Start by opting for a support role. I.e. Logi runs, medic, reserve push, shovel operator and posting as security. As the game evolves and after many more games. you will certainly have an idea of the flow of it. Also, let your Squad Leader know you are new and you're willing to learn the fundamentals. (you'll get the good and bad leaders but stay positive). I hope that all that read this and watches this video, keeps to the game!!! because as crazy as it does get, there is no revive in the real world
I was taught for SBF to use explosives to force enemy movement and prevent enemy entrenchment under suppression so they either have to move away from the blast area into the cone of fire, or seek cover from the cone of fire into the blast area. Not only does this increase the lethality of SBF, but it also ensures the assault element doesn't have to deal with heavily entrenched defenders at all and can begin to engage squirters with small arms as they approach the objective
Yeah dude that’s some real stuff. I tried to make the video specific to Squad, and limit the scope. I absolutely agree that explosives in SBF is a very valuable asset.
@@HaebyungDanceActually your point about only having one grenadier means you really do have to think about how to use them. Maybe AT could fill the gap, but they don't all have HE/frag warheads, and if a tank rolls up after you blew all your rockets on buildings you'll be sorry
Nice video. I think the biggest challenge to success in your described assault in practical terms is division of responsibility within the Squad. It's a lot to manage the entire assault as SL, seeing as you can only personally view the supporting or assaulting element depending on which you choose to stay with. This makes the leadership of the element without the SL important and must be assigned ahead of the assault by a willing player even if they do not have the fireteam leader roll in game. Finding people with the willingness to take on such a duty, let alone several, can be a challenge with random players. Decisions that need to be made like when to open fire, what path to take, and the pace of movement are all important decisions these leaders need to both make and also direct to the rest of their element, and then the rest of the team needs to comply. In pub games this can be a challenge but I believe it is doable.
Yes it’s absolutely essential for any small unit tactics that you have good low-level leaders and troops that know their stuff and have good initiative. It’s the biggest challenge of squad - and it’s why I made this video to help the playerbase learn!
Really wanna thank you for this upload! Was watching this and a few others earlier today, and put em straight to use, and applying what I learned made the game just sooo much more fun. Specifically firing and maneuvering was great; we set the squad into two fireteams that could support each other when one got into a fight, typically using the tips in this video along the way. Again, big ups to you!
Been playing Squad since early Alpha. Played a lot with Squad Ops. Great explanation of proper assaulting. Are used to use the grenadier as suppression, but I think you are absolutely right to use them as a member of the assaulting squad.
fire and maneuver vs fire and movement in most military doctrines is literally just squad level and more vs between individual soldiers. a unit maneuvers, a soldier moves.
It’s often how it’s treated but as far as SUT is concerned, the distinction still needs to be made for the reasons I laid out in the video. An individual can still maneuver as opposed to move if they are working off a buddy’s base of fire to flank instead of advance. A platoon is still moving as opposed to maneuvering if it’s bounding straight up a road instead of breaking off a squad. Maybe the distinction is academic, but I’ve personally found it to be a deficiency in irl theory.
Love your videos, it really nice to have someone to contextualise trategic maneuver with in the squad. Most people know what flanking and support fire are, but it's not easy to see who each kit can contribute to that !
Something I think you should go over is how commander assets (artillery and CAS) should fit into the assault as well as defensive tactics to use against the assault
PLEASE this. So many matches would benefit from at least one competent commander being available among the squad leaders of both teams. The problem is entirely with people not knowing how to use the assets effectively
I recently had a squad lead who made use of these tactics super efficiently. The enemy was hunkered down with bunkers and buildings on a point that is surrounded by mostly open field. Most of our team approached from the very open north and got slaughtered. Only a few to the east. We drove up to a forest behind the enemy, set up a HAB, cleared out the enemies in that forest and set up a support element to supress the enemies (essentially shooting from south to north). Meanwhile, the rest of the squad was in the "approach phase" flanking around to the west using the forest. The west was not only generally closer to the enemy point, but also didn't have enemy positions that cover the area. Besides that, there was a hill half-way to the objective granting cover to move up unseen. Once we reached that we were able to simply walk up to the point. Sadly, we didn't take it because our team lost another point, but it was one of the most fun assaults on a point I've had in this game ever.
So what you are saying is the position you were moving in from the West, was also being shot at from the South by the support element, and finally also attacked from the North by the blueberries? Damn, a 3 way attack, that would be brutal
Great video as always. A lot of people rarely understand that not everything they do is "tactixxxx", and not every tactic is "boring yes sir no sir memesim". Simple things that they do every single time, BUT properly named, practiced and focused on, can be incredibly effective, efficient, AND fun. Keep em coming! Feedback: -The pacing was actually a lot better this time. (perfect ofc not but pretty good so gj there!) -The text disappeared way too quickly, needing multiple pauses. (would be nice to at least catch a glimpse before it goes away)
Thank you so much for these videos, I’ve recently started playing SL and these videos give me a much better understanding of how to lead and utilize my squad.
these have been great to watch! I'm quite new to squad since the spring sale and have been trying my best to contribute effectively, but I've never been great at FPS in general and it was a buddy buying the game for me that got me in it in the first place haha I've been playing exclusively as rifleman because I am leery of taking a limited role from better players and learning good stuff to implement in subsequent rounds, biggest downfall is confidence though so that's another way these vids are helping me!
Even if you’re new - definitely don’t shy away from learning advanced things, or even learning about squad leading even if you don’t. It helped me to be a better player and understand what was going on in games, even if I didn’t directly do them myself!
As a squad noob ive only really used the medic and rifleman class, but your videos are making me want to explore the others and use them to their best effects
smoke generators are also extremely useful in the new update if you have a faster armored vehicle! especially w a 50. if you're getting ready for a push, and engage your smoke gen as your crossing directly perpendicular to the obj, you can provide a huge smoke wall that an entire team can push behind while you suppress them w your 50.
I’ve honestly learned to use the grenadier well in a support by fire position. I’ve been able to let squads cross a whole field to assault a position just because I’ve kept launching HE at the enemy position, creating casualties and suppression at the same time.
Great content! I used to run with a milsim group way back in Arma 2 and learned FFF, Bounding, Peels, and more. It was pretty interesting stuff. If you haven't already, might be interesting to do a post about effective communication. Contact reports, ACE, etc.
It’s a steep learning curve, but I hope you’ll be able to see how fun the game is. If you want help, don’t hesitate to join a community as it will make it a lot easier :)
Here's my thoughts as a Day 3 Squad Noob on day 3 of a BINGE. I love the Fire and maneuver gameplay. Idk what it was like before ICO but this really seems like an incredible solution to the the run and gun arcade nonsense that is in literally every other shooter ever. It feels really great to actually care about Stamina and Movement management. My Friends and I always complain we wish we had a slower paced more tactical shooter!! Well I feel that Squad has managed to make that a reality by enforcing realism constraints on their game. I can't believe I never played this sooner!!!! Edit: HOT DAMN THIS VIDEO IS JUICY!!! Wow I learned a lot. Took some great notes. Thank you!
A reminder of the difference between cover and concealment would probably help for those who don't already know (maybe you already covered it in a previous video, but for those who just see one video in the series.) A segment on risk assessment/management could be useful, too. A lot of newer SLs make daring plays over and over and get frustrated when it doesn't work. Helping them take a step back and find courses of action that are nearly as fruitful and involve less risk could help.
Yeah I talk about cover and concealment in the discussion video preceding this one, so I needed to try and cut out all unnecessary information possible in this one. I this risk assessment/management/judgement is a great topic that probably warrants its own discussion. Thanks for the feedback man really appreciate it!
Another banger. Really good to see you presenting and demonstrating these concepts. It was also a nice confidence boost to know that when I shot a frag rocket into a known enemy building we were about to assault, I had mostly the right idea until it hit the center of the window frame and killed a friendly squad lead across the street. Thanks for making this one!
My favorite part of attacking is smoking out the enemy. Get one squad to hold down a frontline assault, apply pressure and so on, then get two squads to flank. IFV rushes into smoke after heavy supression, or inf uses smokes available to make flanks impossible to see. Now you have a confusing defense. You can't see the main attack, but you know you need to defend it. The frontline attack is blunted, but now they have easy shots at those moving to defend against the flank. My favorite defending tactic is to break out of the main defensive location because I can outflank the flanking attack, blunting it significantly even if I don't kill. Why? The surprise is eliminated, and the squads moving into position are now dispersed to deal with me.
Would love to see a video discussing ideal formation and tactics of moving a squad sized element across open ground with no good cover. There are situations where transportation may not be coming and crossing open ground is the best tactical solution - in squad a lot of the time guys just run in a line without any sort of plan which results in chaos if met with any resistance. I'd also like to see you model a breakout for squad players as well. Almost no one understands the concept and being surrounded is made even more miserable as a result of people not knowing what to do.
So I play a VR game called VAIL and also in a comp team HOLY CRAP UR GENIUS Obviously not everything translates, but the strategy is truly game changing THX SO MUCH!!!
15:10 interesting point you got there about the grenadier. I would think that a grenadier and a mg gunner could make a good smaller size support element due to their firepower in a L-shaped assault, maybe if reinforced by one rifle man in some cases to supply ammo. Then you could possibly have a larger assault element to conduct the "flank" attack. Also the support element may need the extra range of the m203 or equivalent to harrass the defending enemy, whereas the assaulting element can resort to more frag grenades if they can close the gap unnoticed. That said I've yet to play squad in this level of tactics so, in squad what you say could be more true. 😅
Yeah generally it takes two hits to die - if you get shot once you still have plenty of time before you bleed out and get downed (you should have ~2/5 health) That’s time better used to finish the fight or find safe cover.
Hi, first of all, thanks for the content. In the game, my name is Tuxiro. I have a clan, and I'm going to implement some ideas. Congratulations on the initiative! 🎉🎉
The grenadier role varies alot by faction. Some factions have a "grenadier" which uses frag rockets. Russian and Turkish Grenade Launchers can function as light mortars as well. For factions that have both the Grenadier and the Raider kit, it is usually better for the grenadier to be with the suppression team and the raider to be with the assault team since hand grenades are better in close quarters then the GL
The fact that kids in basic can regularly hit close to 40/40 but you can’t hit shut in this game assuming these soldiers are at least half trained is ridiculous. Same as the fall distance you die from.
Used to use tactics like this in old arma clan. Seems tactics like this seem to be most effective way to assault fixed objectives in current game state
(Fantastic videos btw just to get that started!😂) Look , I'm yet to play squad but I do play arma ,post s riptum , hell let loose and many others and I'm watching these guide videos and I have to say I LOVE the idea of this more realistic type of gameplay, it's something I've always wanted but I was always told "it can't be done" "it doesn't work in video games" etc. And I kind of get it, however much we want realistic , a game just isn't. For instance, this fire and manoeuvre type play sounds fantastic until you realise you haven't got any more actual map with which to "flank" your enemy. I can't say how many times fights end up on the very edge of a map because everybody is trying to wide flank each other. I kinda think they might be right about it not being realistic to desire total realism in a game. When you see "you're leaving the map 20 seconds" and you have to turn back , these outflank moves just won't work Still. I guess you can have "moments" of near realism. At least a little better than what we see in other games. I still really want to try out squad. I just worry that all these real life combat tactics , might, yes might, be asking too much from what is essentially a "game of fun". Guess I'll have to try it out, see for myself .
Hey, can you make a video or briefly express your opinion in the comments on how to build effective FOB's? I am new to Squad with only 40 hours on record, and I've been thinking how to make good use of deployables, such as anti-tank weapons, machine gun bunkers, mortars, as well as cover elements like observation towers, HESCO blocks, sandbags, and razor wire. I am curious as to where I should install these deployables, how and when to use them effectively, and if there is any use of building them in the first place
FOBs are situational tools. If we ignore invasion for a moment, a good weapons FOB needs one thing: good fields of fire over key map areas that will stay important for the entire or a long portion of the match. The heart of the FOB are the heavy weapons. Easiest to use productively are mortars to coordinate offensive and defensive bombardments. TOWs should be set up where you can deny roads or open fields to enemy armor with long lines of sight. HMGs require really good positioning but are useful to complement positions where you already have guys setting up a fire position. Defensive structures like bunkers, HESCOs, towers, and razor wire should be placed sparingly as needed, and not be used for their own sake. For example, mortars might want indirect fire shelters to protect against counter battery fire, or machine gun emplacements could use razor wire to funnel the enemy into kill zones.
Suppression in Squad v6 is a great thing, but for some reason since the release I have barely met with suppression. For all the time since the release, I have been suppressed only once so that I could not shoot at the enemy at a critical moment for the enemy.
I thought I was going crazy because NOBODY ELSE had killed him. Afterwards I turned to my teammates like "How tf did we assault, proxy, and dig down the enemy HAB" and we didn't kill this guy?!"
The kick button is a very useful tool for insubordination. It's great to kick a guy who wants to walk a kilometer to the attack objective while the squad's defending when they're halfway there. Enjoy the two mags and ironsight, buddy.
Yeah mostly from USMC MCRP 3-10A MARINE RIFLE SQUAD but also from US ARMY ATP 3-21.8 INFANTRY PLATOON AND SQUAD, FM 1-02.2 MILITARY SYMBOLS, and MCoE TACTICS BATTLE BOOK all available online.
This happen a lot in squad. When an enemy team did so well in flanking. My whole team just panic refuse to leave the hab area. They just start to hide and block the whole team up. Then the whole area get over run. Then there is the other problem of squad leaders. Build hab in the objective. I have so many argument with many squad leader. To not do it. The problem, when enemy push in. They can take control of the area and the spawn location at the same time. If you dont have a backup hab. Like 90% of the time. We dont. That objective going to be lose so quick. Then we argue with each other, what when wrong.
Hello, great videos, much appreciated. What is the resource that you cite in your videos, for example the screenshot at 10:20 (Attack by fire). From where is this screenshot taken? I'd love to look at the material.
@@HaebyungDance Thank you for taking the time to reply, it's much appreciated. I've watched your real life tactics series, and it's really great. I'd like to look at more source material, for example stuff covering squad formations, the sectors of responsibility, that kind of stuff. Would I be able to find it in the US Army Battle Drills? Edit: Or if I study the Field Manual and the Battle Drills would I essentially cover all the basics?
I don't play Squad, but I still enjoyed watching your video. That being said, I come from the Battlefield franchise (BF2 specifically), and I find that getting blown up by _noob tubes_ - slang for grenade launchers - head-on is one of the lamest things a player can do, as opposed to engage in a fair, skill-based, gunfight. Oooh, and don't get me started on those (again, I'm talking *Battlefield 2* here reader) who walk around with bazookas in their hands, to one-shot infantry soldiers: that is the worst man! ahah
One question I’m left with is what’s the point of taking and clearing a house or a hilltop when you can neutralize the majority of the threat and then just go around it? Why hold terrain at all is the point is to kill the enemy, attacking the last holed up guy and then defending a hilltop sounds like poor risk reward in the end
If the house or hill is inside an objective capture zone you need to clear it, then occupy it to defend against counterattack. The house or hill could also be key terrain dominating an area and preventing an attack from going by where it wants to go. If you can bypass it, then by all means do so, but sometimes that’s not practical and would cause too many losses in the long run.
@@HaebyungDance i suppose the capture zones and objectives just always feel very arbitrary and manufactured to me, but i can see sometimes forcing the enemy to change tactics in response to a well defended position could be very useful
@@HaebyungDance fair enough, I’ve just never managed to find a game that captured realistic human effects and meaningful objectives… Read all about maneuver and then it feels to hard to really apply and practice short of joining up as a marine haha
Great question. It’s important to remember that tactics are not formulaic - they should be flexible. If you’re flanking element ends up in a straight up fight, it might be worth switching footing so your support element repositions to help them. There’s also only so much a single group of guys can do, and that’s when you need help from other squads. Unfortunately, that’s difficult to do. Or you could just fight grind and win that way lol.
What are your thoughts on the grenadier and rifleman, their role, and tips and tricks to play them?
this is a really useful video, but I think Im a little bit stuck on the use cases between support by fire and assault by fire. while I can understand the differences between the two they still (from how I understand it) essentially achieve the same thing, which is providing "support" for any maneuver element by gaining fire superiority over the enemy. is there any specific cases where I should use one or the other? perhaps both at the same time?
@@steven.2602I’d imagine it’s mostly a range thing, a machine gunner becomes lot more vulnerable when you start getting up close to an enemy, especially since theyre broadcasting their position while suppressing
That’s a great question. The answer is that with support by fire, you’re goal is to help someone else do their mission, such as an MG shooting enemies to protect a guy moving to a flank to shoot a rocket at a bunker.
Attack by fire IS the mission, where you’re specifically trying to kill or destroy something, and you’re not concerned with supporting anyone else. Any support effect is incidental.
I think one thing that might be added, though I'm sure most are aware, is a medic is a rifleman first and a medic second. If they die trying to get someone up before the area is clear, they didn't help. Once the area is clear, they can easily revive anyone who was downed. (This is sometimes bad advice because Squad revive times for medic are pretty low, but often applicable.)
Grenadier is a great assaulter. Pop grenades at the enemy to counter their defilade bonuses and suppress them, make instant smoke screens to blind the enemy and cover the advances, and they often have a decent gun as well for the dirty part of the assault. I choose the grenadier whenever I get the chance.
The rifleman can move relativly fast, with usually a great choice of rifles that can be used to match the "environment" the battle takes place in (open terrain, Urban, etc) lots of magazines and extra grenades and the super useful ammo bag that lets the rest of the team stock up a little when things are getting critical. The rifleman class just seems to be a good all-rounder. He becomes essential if you have classes that quickly "chews" through their ammo like the heavy MG or Anti-Tank.
Since the ICO, I found that a lot of my squad members actually acknowledged some basic infantry tactics, which I wasn't expecting since most of my squad experience is just tomfoolery and bad comms. I blame you :)
Haha I consider that a mission accomplished!
This channel is absurdly underrated. You deserve way more subs for the effort you put into these
I try :) as long as it helps some players it's worth it. But thanks for recognizing the hard work lol!
I agree 100%.
He’s the post ICO equivalent of BHM Captain. Teaching effective strategies and tactics for better Squad games. We thank you for your efforts sir
Indeed
That’s very high praise that I’m not sure I’m deserving of!
A good way to play the grenadier is to use communication. Don't just fire you smokes and expect your allies to move forward. Before firing smokes communicate to all squamates and blueberries in your immediate area that you are about to smoke and that they should push forward. Played right a single grenadier can secure a push onto a point.
Great point - communicating your plans, intent, and what your teammates can do is another simple but underused tactic lmao
Had this last night, helped us overwhelm an enemy hab and cut off their defense, which won us the game.
You should almost never use smoke as a way to obscure an assault. You should always use smoke to obscure enemy sight lines and open up a path for an assault.
One of the most underrated, overlooked and under-utilised class in Squad.
@@ДушманКакдела This is what a lot of people don't understand about smoke. It's such a basic concept to grasp. You're supposed to get it up in the enemies face to block THEIR line of sight, not throw or shoot it into the middle of an open field. All that does is give away your position and tell the enemy where you're about to come from and make it very convenient for them to point their area weapons at you and wipe out your entire assault element
Can you make a follow up video about putting it all together as a squad leader? Basically a squad leader video? I would like your opinion on this matter. I usually main squad leader and I would say that on top of the soft things such as morale, communication and positioning (intangibles). Sometimes kit selection as an SL really matters where I intentionally kick marksmen especially on certain close up maps and as you pointed out LATs can act practically as grenadiers on certain factions.
It's definitely something I want to do, it's just a complicated one to put together because I also need the right footage and rounds to support it. The soft factors of leadership is something I've been thinking hard on!
Yeah I agree with this, I've always wondered how to actually action these concepts while squad leading
Amazing. As a firearm instructor for some fighting rifle classes It's super interesting seeing a game like this & someone breaking down assault tactics in an instructor fashion is pretty impressive. Great work!!
Haha thank you! It's just basic stuff for gameplay but glad you enjoyed
The double right click to raise your weapon is something I've been asking for but never realised was already in game! Thank you, it's great to see that it's a thing
The more I see explanation videos and tutorials to Squad, the more I love the ICO update. Even more than in the playtests.
Great addition for the Squad community and as an individual who has read various manuals for fun and has applied the tactics and attempted to lead in such a professional manner. Fantastic!
I firmly believe this is a great start for anyone who wants to experience this sort of gaming simulation. Squad is certainly a team orientated game and I have experienced many who play as if it's the traditional person shooter. This is a game of teamwork, coordination and patience.
If you are really wanting to dive deep into the game. Start by opting for a support role. I.e. Logi runs, medic, reserve push, shovel operator and posting as security. As the game evolves and after many more games. you will certainly have an idea of the flow of it.
Also, let your Squad Leader know you are new and you're willing to learn the fundamentals. (you'll get the good and bad leaders but stay positive).
I hope that all that read this and watches this video, keeps to the game!!! because as crazy as it does get, there is no revive in the real world
I was taught for SBF to use explosives to force enemy movement and prevent enemy entrenchment under suppression so they either have to move away from the blast area into the cone of fire, or seek cover from the cone of fire into the blast area. Not only does this increase the lethality of SBF, but it also ensures the assault element doesn't have to deal with heavily entrenched defenders at all and can begin to engage squirters with small arms as they approach the objective
Yeah dude that’s some real stuff. I tried to make the video specific to Squad, and limit the scope. I absolutely agree that explosives in SBF is a very valuable asset.
@@HaebyungDanceActually your point about only having one grenadier means you really do have to think about how to use them. Maybe AT could fill the gap, but they don't all have HE/frag warheads, and if a tank rolls up after you blew all your rockets on buildings you'll be sorry
Nice video. I think the biggest challenge to success in your described assault in practical terms is division of responsibility within the Squad. It's a lot to manage the entire assault as SL, seeing as you can only personally view the supporting or assaulting element depending on which you choose to stay with. This makes the leadership of the element without the SL important and must be assigned ahead of the assault by a willing player even if they do not have the fireteam leader roll in game. Finding people with the willingness to take on such a duty, let alone several, can be a challenge with random players. Decisions that need to be made like when to open fire, what path to take, and the pace of movement are all important decisions these leaders need to both make and also direct to the rest of their element, and then the rest of the team needs to comply. In pub games this can be a challenge but I believe it is doable.
Yes it’s absolutely essential for any small unit tactics that you have good low-level leaders and troops that know their stuff and have good initiative. It’s the biggest challenge of squad - and it’s why I made this video to help the playerbase learn!
Really wanna thank you for this upload! Was watching this and a few others earlier today, and put em straight to use, and applying what I learned made the game just sooo much more fun. Specifically firing and maneuvering was great; we set the squad into two fireteams that could support each other when one got into a fight, typically using the tips in this video along the way. Again, big ups to you!
Been playing Squad since early Alpha. Played a lot with Squad Ops. Great explanation of proper assaulting. Are used to use the grenadier as suppression, but I think you are absolutely right to use them as a member of the assaulting squad.
I appreciate it man!
Battle drill 1 should be in everyone’s book.
A very useful video for any milsim game from Squad to Combat Mission
Hey thanks your the only ico guide so far
No problem! Hope to see you back :)
fire and maneuver vs fire and movement in most military doctrines is literally just squad level and more vs between individual soldiers. a unit maneuvers, a soldier moves.
It’s often how it’s treated but as far as SUT is concerned, the distinction still needs to be made for the reasons I laid out in the video. An individual can still maneuver as opposed to move if they are working off a buddy’s base of fire to flank instead of advance. A platoon is still moving as opposed to maneuvering if it’s bounding straight up a road instead of breaking off a squad. Maybe the distinction is academic, but I’ve personally found it to be a deficiency in irl theory.
Love your videos, it really nice to have someone to contextualise trategic maneuver with in the squad. Most people know what flanking and support fire are, but it's not easy to see who each kit can contribute to that !
Great video, great explanation and visuals!
@dailypoon_ yo vids are amazing btw
Thanks man!
Something I think you should go over is how commander assets (artillery and CAS) should fit into the assault as well as defensive tactics to use against the assault
PLEASE this. So many matches would benefit from at least one competent commander being available among the squad leaders of both teams. The problem is entirely with people not knowing how to use the assets effectively
That channel is a gem, as a beginner SL, I was struggling to find a good video explaining the tactics behind a good attack in squad. Keep up!
That’s awesome!
I recently had a squad lead who made use of these tactics super efficiently. The enemy was hunkered down with bunkers and buildings on a point that is surrounded by mostly open field. Most of our team approached from the very open north and got slaughtered. Only a few to the east.
We drove up to a forest behind the enemy, set up a HAB, cleared out the enemies in that forest and set up a support element to supress the enemies (essentially shooting from south to north). Meanwhile, the rest of the squad was in the "approach phase" flanking around to the west using the forest.
The west was not only generally closer to the enemy point, but also didn't have enemy positions that cover the area. Besides that, there was a hill half-way to the objective granting cover to move up unseen. Once we reached that we were able to simply walk up to the point. Sadly, we didn't take it because our team lost another point, but it was one of the most fun assaults on a point I've had in this game ever.
So what you are saying is the position you were moving in from the West, was also being shot at from the South by the support element, and finally also attacked from the North by the blueberries? Damn, a 3 way attack, that would be brutal
Very comprehensive video. Been looking for something like this since v6. Gonna check out your other vids 🤙
Great video as always.
A lot of people rarely understand that not everything they do is "tactixxxx", and not every tactic is "boring yes sir no sir memesim".
Simple things that they do every single time, BUT properly named, practiced and focused on, can be incredibly effective, efficient, AND fun.
Keep em coming!
Feedback:
-The pacing was actually a lot better this time. (perfect ofc not but pretty good so gj there!)
-The text disappeared way too quickly, needing multiple pauses. (would be nice to at least catch a glimpse before it goes away)
Yes! Great points. And as always, your feedback is incredibly valuable - thank you!
많은 도움이 됐습니다. 감사합니다 해병님
This channel only has 900 subs? No way. This information is going to win me 75% of squad games
Could you make a video on traget precedence for each "kit"?
rifleman, autorifleman, marksman, machinegunner, grenadier, etc...
Cheers dude, your last couple vids have really helped me wrap my head around the new update 👌
Thank you so much for these videos, I’ve recently started playing SL and these videos give me a much better understanding of how to lead and utilize my squad.
SLing is a constant challenge, so I am happy to make it easier in any way.
these have been great to watch! I'm quite new to squad since the spring sale and have been trying my best to contribute effectively, but I've never been great at FPS in general and it was a buddy buying the game for me that got me in it in the first place haha I've been playing exclusively as rifleman because I am leery of taking a limited role from better players and learning good stuff to implement in subsequent rounds, biggest downfall is confidence though so that's another way these vids are helping me!
Even if you’re new - definitely don’t shy away from learning advanced things, or even learning about squad leading even if you don’t. It helped me to be a better player and understand what was going on in games, even if I didn’t directly do them myself!
8:50 just a quick addition
“stop, crouch, *shift*, bang”
You regain stamina a lot faster by holding shift.
Great point! I do it as default so I didn’t even think to include it lol
As a squad noob ive only really used the medic and rifleman class, but your videos are making me want to explore the others and use them to their best effects
These are the exact type of videos I was looking for
Very good content bro!
I really like these videos.
Big kudos for from me for the amount of work you put to create such a HQ staff!
Thank you man - it is a lot of work but I have fun doing it!
Excellent work sir ! this video is professional AF !
These tips are pure gold for those who struggle with the ico
smoke generators are also extremely useful in the new update if you have a faster armored vehicle! especially w a 50. if you're getting ready for a push, and engage your smoke gen as your crossing directly perpendicular to the obj, you can provide a huge smoke wall that an entire team can push behind while you suppress them w your 50.
for certain compounds you can surround them in smoke, especially on desert maps
Thank god someone finally pointed out riflemen kits having so many grenades. Stellar point I wish more people thought about.
Glad you enjoyed!
I’ve honestly learned to use the grenadier well in a support by fire position. I’ve been able to let squads cross a whole field to assault a position just because I’ve kept launching HE at the enemy position, creating casualties and suppression at the same time.
The grenadier is an amazing kit for sure, very versatile and capable in an SBF position.
Old games like Brothers in Arms illustrate your points beautifully, it’s almost a must play for people new to the concept.
Some of the best single player FPS combat of all time!
I wish I'd got the idea behind that game at the time; I was too focused on scoring individual kills :(
Hey great video, I'd always wanted a youtuber to get in depth in the tactics of squad. Keep the good work
I appreciate it - thank you
Man it is so useful, thank you very much!
I am gonna link the video for my milsim friends, thanks man
I agree with everything 100%, great video dude. Now if only the other 99% percent of the community could see this video
I made it to help the community! Spread it if you can
Great content! I used to run with a milsim group way back in Arma 2 and learned FFF, Bounding, Peels, and more. It was pretty interesting stuff. If you haven't already, might be interesting to do a post about effective communication. Contact reports, ACE, etc.
This is a great idea. Thanks!
This video is so well put together
Thank you :)
thanks man, starting squad today!
It’s a steep learning curve, but I hope you’ll be able to see how fun the game is. If you want help, don’t hesitate to join a community as it will make it a lot easier :)
Great in depth video, I mostly play SL or commander so this video will help me lead more efficient
Here's my thoughts as a Day 3 Squad Noob on day 3 of a BINGE. I love the Fire and maneuver gameplay. Idk what it was like before ICO but this really seems like an incredible solution to the the run and gun arcade nonsense that is in literally every other shooter ever.
It feels really great to actually care about Stamina and Movement management. My Friends and I always complain we wish we had a slower paced more tactical shooter!! Well I feel that Squad has managed to make that a reality by enforcing realism constraints on their game.
I can't believe I never played this sooner!!!!
Edit: HOT DAMN THIS VIDEO IS JUICY!!! Wow I learned a lot. Took some great notes. Thank you!
Glad to have you onboard man!
A reminder of the difference between cover and concealment would probably help for those who don't already know (maybe you already covered it in a previous video, but for those who just see one video in the series.) A segment on risk assessment/management could be useful, too. A lot of newer SLs make daring plays over and over and get frustrated when it doesn't work. Helping them take a step back and find courses of action that are nearly as fruitful and involve less risk could help.
Yeah I talk about cover and concealment in the discussion video preceding this one, so I needed to try and cut out all unnecessary information possible in this one.
I this risk assessment/management/judgement is a great topic that probably warrants its own discussion.
Thanks for the feedback man really appreciate it!
Brilliant video good sir. Keep up the good work. we need an analytic oversight on tac shooters! getting tired of explaining this every other game lol
Thank you good sir!
Showed up in my recommended, good stuff! -Grug
I love you
Another banger.
Really good to see you presenting and demonstrating these concepts.
It was also a nice confidence boost to know that when I shot a frag rocket into a known enemy building we were about to assault, I had mostly the right idea until it hit the center of the window frame and killed a friendly squad lead across the street.
Thanks for making this one!
I've had that happen to me quite a bit lol!
Very good work!
My favorite part of attacking is smoking out the enemy. Get one squad to hold down a frontline assault, apply pressure and so on, then get two squads to flank. IFV rushes into smoke after heavy supression, or inf uses smokes available to make flanks impossible to see.
Now you have a confusing defense. You can't see the main attack, but you know you need to defend it. The frontline attack is blunted, but now they have easy shots at those moving to defend against the flank.
My favorite defending tactic is to break out of the main defensive location because I can outflank the flanking attack, blunting it significantly even if I don't kill. Why? The surprise is eliminated, and the squads moving into position are now dispersed to deal with me.
Would love to see a video discussing ideal formation and tactics of moving a squad sized element across open ground with no good cover. There are situations where transportation may not be coming and crossing open ground is the best tactical solution - in squad a lot of the time guys just run in a line without any sort of plan which results in chaos if met with any resistance. I'd also like to see you model a breakout for squad players as well. Almost no one understands the concept and being surrounded is made even more miserable as a result of people not knowing what to do.
Yeah those are all important concepts that the Squad community could do better. Thanks for the suggestions!
He's Back!
And you're back too!
I'll always come back for the guy who taught me actual tactics for playing squad. Keep up the great work man.
So I play a VR game called VAIL and also in a comp team
HOLY CRAP UR GENIUS
Obviously not everything translates, but the strategy is truly game changing
THX SO MUCH!!!
It’s not me it’s all just military knowledge but glad it was helpful.
15:10 interesting point you got there about the grenadier. I would think that a grenadier and a mg gunner could make a good smaller size support element due to their firepower in a L-shaped assault, maybe if reinforced by one rifle man in some cases to supply ammo. Then you could possibly have a larger assault element to conduct the "flank" attack. Also the support element may need the extra range of the m203 or equivalent to harrass the defending enemy, whereas the assaulting element can resort to more frag grenades if they can close the gap unnoticed. That said I've yet to play squad in this level of tactics so, in squad what you say could be more true. 😅
Both work! Just depends on the situation.
@@HaebyungDance True that. Mission dependant. 😉
Also most players use smoke grenades wroung. And smoke the line of sight for your friendlies, essentially helping the enemies more random your team
great content !
Thanks!
Every squad in my team was like "throw some smoke and run straight for their bullet"
I'm a fairly skittish player, so if I get shot I bandage immediately, but I noticed you don't do that. Is not bandaging until later viable?
Yeah generally it takes two hits to die - if you get shot once you still have plenty of time before you bleed out and get downed (you should have ~2/5 health) That’s time better used to finish the fight or find safe cover.
Watching this video reminds me of, "For the purposes of this demonstration...." line from Basic. :)
The grenadier is arguably the MOST important man you have in an assault. Its almost never useless
This is gold
If you ever make a discord for Squad, let me know.
I'd love to join you as a Army 68W veteran. Doc's got you.
God bless you sir
Hi, first of all, thanks for the content. In the game, my name is Tuxiro. I have a clan, and I'm going to implement some ideas. Congratulations on the initiative! 🎉🎉
I would really like to watch you talking about squad composition.
Im planning to buy this game(and no the ICO haters wont deter me), this tutorial helps alot, thanks!
There’s a learning curve, and not every game is a banger, but some patience and joining a community can really help!
@@HaebyungDance Trust me, im willing to die a 1000 times to get a good teamwork centered experience. Thanks for the advice!
The grenadier role varies alot by faction. Some factions have a "grenadier" which uses frag rockets. Russian and Turkish Grenade Launchers can function as light mortars as well. For factions that have both the Grenadier and the Raider kit, it is usually better for the grenadier to be with the suppression team and the raider to be with the assault team since hand grenades are better in close quarters then the GL
Good points man
The fact that kids in basic can regularly hit close to 40/40 but you can’t hit shut in this game assuming these soldiers are at least half trained is ridiculous.
Same as the fall distance you die from.
It’s meant to be a teamwork game more than a single person FPS
Used to use tactics like this in old arma clan. Seems tactics like this seem to be most effective way to assault fixed objectives in current game state
Yeah but the tough part as always is teammate cooperation lol
@@HaebyungDance I also forgot to say great content. I'm returning to squad so this was very handy!
Thanks man - good hunting in game!
**Chef kiss** Perfection
YOU'RE perfection
(Fantastic videos btw just to get that started!😂)
Look , I'm yet to play squad but I do play arma ,post s riptum , hell let loose and many others and I'm watching these guide videos and I have to say I LOVE the idea of this more realistic type of gameplay, it's something I've always wanted but I was always told "it can't be done" "it doesn't work in video games" etc.
And I kind of get it, however much we want realistic , a game just isn't.
For instance, this fire and manoeuvre type play sounds fantastic until you realise you haven't got any more actual map with which to "flank" your enemy.
I can't say how many times fights end up on the very edge of a map because everybody is trying to wide flank each other.
I kinda think they might be right about it not being realistic to desire total realism in a game.
When you see "you're leaving the map 20 seconds" and you have to turn back , these outflank moves just won't work
Still. I guess you can have "moments" of near realism. At least a little better than what we see in other games.
I still really want to try out squad. I just worry that all these real life combat tactics , might, yes might, be asking too much from what is essentially a "game of fun".
Guess I'll have to try it out, see for myself .
Hey, can you make a video or briefly express your opinion in the comments on how to build effective FOB's? I am new to Squad with only 40 hours on record, and I've been thinking how to make good use of deployables, such as anti-tank weapons, machine gun bunkers, mortars, as well as cover elements like observation towers, HESCO blocks, sandbags, and razor wire. I am curious as to where I should install these deployables, how and when to use them effectively, and if there is any use of building them in the first place
FOBs are situational tools. If we ignore invasion for a moment, a good weapons FOB needs one thing: good fields of fire over key map areas that will stay important for the entire or a long portion of the match. The heart of the FOB are the heavy weapons. Easiest to use productively are mortars to coordinate offensive and defensive bombardments. TOWs should be set up where you can deny roads or open fields to enemy armor with long lines of sight. HMGs require really good positioning but are useful to complement positions where you already have guys setting up a fire position.
Defensive structures like bunkers, HESCOs, towers, and razor wire should be placed sparingly as needed, and not be used for their own sake. For example, mortars might want indirect fire shelters to protect against counter battery fire, or machine gun emplacements could use razor wire to funnel the enemy into kill zones.
@@HaebyungDance Woah, this is a quick response and a useful tip. Thank you 👍
Suppression in Squad v6 is a great thing, but for some reason since the release I have barely met with suppression. For all the time since the release, I have been suppressed only once so that I could not shoot at the enemy at a critical moment for the enemy.
Congrats on 1k subs!! On my phone it says i was number 998 haha
Thank you!! It just happened!
Lol 0:52
first, check the map for friendly units
second, check the opposing faction
and finally engage the enemy in front of you
I thought I was going crazy because NOBODY ELSE had killed him. Afterwards I turned to my teammates like "How tf did we assault, proxy, and dig down the enemy HAB" and we didn't kill this guy?!"
I would love to be in your squad. Sadly most players struggle to follow orders in timely manner let alone think or perform complex maneuvers
Just cause I make good videos doesn’t make me a good SL 😂 if I start a channel discord I’ll let you know and we can squad up.
The kick button is a very useful tool for insubordination. It's great to kick a guy who wants to walk a kilometer to the attack objective while the squad's defending when they're halfway there. Enjoy the two mags and ironsight, buddy.
Thanks sir
The biggest issue is vehicle handling for LAVs and technicals and a rebalancing of vehicles in all maps and layers based on the ICO
Hey, just found your channel and loved these videos! Would you happen to have a source on the snippets you use in the video on doctrine/tactics?
Yeah mostly from USMC MCRP 3-10A MARINE RIFLE SQUAD but also from US ARMY ATP 3-21.8 INFANTRY PLATOON AND SQUAD, FM 1-02.2 MILITARY SYMBOLS, and MCoE TACTICS BATTLE BOOK all available online.
@@HaebyungDance Awesome, thank you so much!
I'm an advanced shift-Wer 😅
Love your videos!
I am too! It’s something you gotta constantly relearn!
This happen a lot in squad. When an enemy team did so well in flanking. My whole team just panic refuse to leave the hab area. They just start to hide and block the whole team up. Then the whole area get over run. Then there is the other problem of squad leaders. Build hab in the objective. I have so many argument with many squad leader. To not do it. The problem, when enemy push in. They can take control of the area and the spawn location at the same time. If you dont have a backup hab. Like 90% of the time. We dont. That objective going to be lose so quick. Then we argue with each other, what when wrong.
you need more views sir.
Hello, great videos, much appreciated. What is the resource that you cite in your videos, for example the screenshot at 10:20 (Attack by fire). From where is this screenshot taken? I'd love to look at the material.
That particular one is from FM 1-02.2 MILITARY SYMBOLS. You’ll want to go to Chapter 5 CONTROL MEASURE SYMBOLS.
@@HaebyungDance Thank you for taking the time to reply, it's much appreciated. I've watched your real life tactics series, and it's really great. I'd like to look at more source material, for example stuff covering squad formations, the sectors of responsibility, that kind of stuff. Would I be able to find it in the US Army Battle Drills?
Edit: Or if I study the Field Manual and the Battle Drills would I essentially cover all the basics?
The RANGER HANDBOOK sounds like what you want to start with.
@@HaebyungDance Sick, thank you.
I don't play Squad, but I still enjoyed watching your video. That being said, I come from the Battlefield franchise (BF2 specifically), and I find that getting blown up by _noob tubes_ - slang for grenade launchers - head-on is one of the lamest things a player can do, as opposed to engage in a fair, skill-based, gunfight. Oooh, and don't get me started on those (again, I'm talking *Battlefield 2* here reader) who walk around with bazookas in their hands, to one-shot infantry soldiers: that is the worst man! ahah
As a battlefield player myself, I can relate. But in Squad we try not to fight fair lol! Glad you enjoyed man :)
One question I’m left with is what’s the point of taking and clearing a house or a hilltop when you can neutralize the majority of the threat and then just go around it? Why hold terrain at all is the point is to kill the enemy, attacking the last holed up guy and then defending a hilltop sounds like poor risk reward in the end
If the house or hill is inside an objective capture zone you need to clear it, then occupy it to defend against counterattack.
The house or hill could also be key terrain dominating an area and preventing an attack from going by where it wants to go. If you can bypass it, then by all means do so, but sometimes that’s not practical and would cause too many losses in the long run.
@@HaebyungDance i suppose the capture zones and objectives just always feel very arbitrary and manufactured to me, but i can see sometimes forcing the enemy to change tactics in response to a well defended position could be very useful
That’s where Squad is a game, not true milsim.
@@HaebyungDance fair enough, I’ve just never managed to find a game that captured realistic human effects and meaningful objectives… Read all about maneuver and then it feels to hard to really apply and practice short of joining up as a marine haha
lol the last shorthand sentence should be "make sure to blow before you go",
Nice.
Ayo can you do an area defense breakdown?
Defense is in the queue of topics to cover
❤❤❤❤
Do players actually listen and follow those tactics from the section leaders in the game? Im debating on if i should buy it or not
It’s highly dependent on the server. You’re more likely to get consistent teamwork if you’re part of a clan.
Okay I've watched a lot of videos about attack tactics and it's great but I'm wondering about defense now
Don’t worry I’m planning on it :)
Munitions make a game a win, i always find assaults or defences work way better when everyone has more explosives then they really need.
Hell yeah.
Yeah yeah cool and all, but I think I’ll stick to my big tank with its armor
Good armor players are vital in this game!
@@HaebyungDance holy sh*t this post is 5 months old, I didn’t expect a response lmao and one that quick
I read all my comments lol
Isn't amazing what ICO enabled?
your not getting randoms to do this lol squad a mess atm
What happens if your flanking element runs into the enemies flanking element lol.
Great question. It’s important to remember that tactics are not formulaic - they should be flexible. If you’re flanking element ends up in a straight up fight, it might be worth switching footing so your support element repositions to help them.
There’s also only so much a single group of guys can do, and that’s when you need help from other squads. Unfortunately, that’s difficult to do.
Or you could just fight grind and win that way lol.
a real infantry squad contains 4 people: machine gunner, and 3 grenadiers, one of who is the squad commander
Good vid
Thanks