Five points of feedback that I should address: 1. In almost all situations, you want to have overhead cover for your radio against mortars, which usually means placement in a building. I should have mentioned and stressed this when talking about radio placement and not just the HAB, but I was more focused on getting concealment across because so many players don't even do that. I see way too many beach radios off of boats or open-field radios off of helos. I also just wasn't concerned about the meta so much as getting people thinking about the factors at play (which most beginners don't). 2. HAB stretching (maximizing distance between HAB and radio) is an older meta, and isn't as important as simply good placement of both the radio and HAB. Co-locating them makes them easier to defend similar to the on-cap FOB, and is the preferred method in high-level play. 3. Repair stations - I ended up not mentioning them to just talk about the absolute necessities, but they cost 500 build and require more build to repair vehicles, and are an important asset to include in FOBs, which would entail a build load of 1500+ rather than the 1200 discussed here, for a single FOB. The majority of FOBs I see do not have them, but I believe having them is better gameplay. 4. Rallies - yes they're important but as I mention in the video outside the scope of what I wanted to talk about. For now it's important to note that generally they should be the "spawn of first resort" for your squad, and also for you as a squad leader as a tool to stay in the field. 5. Attack FOBs should be preceded by an attack off of rallies before the team commits to a FOB. So again this delves into things that were outside the scope of the video, but it's good to mention. The goal of this video is just to get someone off of a cold engine start. Hopefully, these additional points will help guide them towards higher-level play as well, though it is not always possible in pubs.
Sorry for my rude reply and good on you for this pinned comment. I am just used to playing on a server where outdoor radios will get you yelled at and such. I understand you are making this for newer players. When you recommended stretching habs I realized that you probably played a lot in the older metas, as did I, and I took a while to break the hab stretching habit myself. Anyways, it's good to see you are accepting of feedback.
Tip for defense (Please don't use this against me). "HABs are for blueberries." ALWAYS make a determined effort to keep your squad spawning on rallies. If you're defending, this means you put a rally down as far to the edge of the build zone and an AMMO CRATE. This is where YOUR SQUAD spawns. If you're spawning on the HAB with the rest of the team, there is NOTHING you can do to help them if (make that, when) they start getting surrounded. Two squads with rallies on opposite sides of the build zone with a HAB as a last resort spawn is a VERY tough nut to crack. Rallies can get wiped by a none-the-wiser enemy passing by, but they won't get smashed by artillery or air strikes.
@@IvanKolyada You sure about that? I don't think rallies can be destroyed by explosives. (probably *should* be able to, but the way they're modeled it's basically just a texture)
@@IvanKolyada I suggest going into a offline match to test this, going off a one off experience doesn't "prove" anything. From my extensive squad experience, I would say they can only be destroyed by burning them, not blowing them up, but of course, I have never taken the time to test it myself so I can't say for sure would love to see your results.
Hey man! Just wanted to say that when i first started playing squad like 130~ hours ago your videos were a godsend and really helped me adapt some knowledge I had from other games like tarkov and battlefield into squad, I even ended up joining the 7th because of you! Thanks for the great vids man you're the GOAT
Dude I really appreciate you making these videos, especially with bookmarks. I think a lot of people want to squad lead and do this type of stuff, but don't have the reps and get flamed because they aren't informed enough and given no grace for learning.
I couldn't agree more with the advice to have new SLs back cap from point to point then place a HAB on the first "contested" point they run into, whether that's third cap or mid point. This allows the experienced players to play for map control while you have the ability to slow down the initial gameplay and observe how people are responding as lane is discovered, enemies are found, the map develops, etc. Doing this for your first few matches (and really longer, SL takes years to get even decent at) will really help speed up the learning curve and allow you to be useful to your team. I also appreciate you attempting to teach SLs to think about where to place a FOB as opposed to the common black-and-white thinking of X is always better. While I tend to place most FOBs near the relevant objective and play off rallies otherwise, that is not always possible depending on the situation which is always the right answer; play what the map control needs.
That’s how I learned so I’m glad you agree. I think once SLs get advanced we can start having debates about which is better and what’s the meta, but I find that’s detrimental to new SLs hence my approach. Glad you expressed appreciation of that approach.
Another excellent video, Dance. I've been SLing for a long while, and I am still that guy who goes to 3rd POINT, sets up a FOB (and weapon emplacements on certain points and/or against certain factions), and then parks there and defends until 4th PNT is SECURE and the team is strongly defending or pushing 5th PNT. Once that is achieved we dig down 3rd point and move materials up the 4th. Or, if my squad is lucky, Blues are properly defending 4th PNT, and then we can take our logi and materials and go set up a sweet flanking attack HAB like you described. What people too often overlook is that IT IS NOT BORING... nearly every game some enemy squad comes down radio hunting and trying to harass the back line. I've had 3rd PNT defenses that were so crazy that I never got to get off the damn point even when my team was rolling up... the enemy just kept on coming, as they do. So, yeah... 3rd PNT is crucial and is most often action packed. And what is even better... THERE'S NO FN WALKING WHEN YOU'RE DEFENDING! It cannot be overstated how important that 3rd PNT is, folks. Remember, 1, 2 & 3 are "your" points. 5, 6, & 7 are theirs, and 4th PNT can often be the decider in whether you grind out a win, steamroll them, or get steamrolled yourself. So you have to have that 3rd PNT defense until 4th is completely secure.
Another excellent video Haebyung Dance, thank you again for all your help to teach new players! Couple extra tips for new SL's, if you build the HAB inside a building please try to provide at least two easily accessible exits available for spawning players! Too many dead ends is frustrating and traps spawning players inside the HAB where they can be easily killed by attacking enemies! If you place the HAB out in the open (on a capture point) then also consider building the Indirect Fire/Artillery Shelter (if your faction has one) nearby the HAB. This really helps your team recover from enemy mortar/artillery strikes by giving your battle buddies a safe place to hide until the strike is over. They can then run out and repair the HAB/Radio if needed and continue the fight.
This guide is really good besides: Attacking with FOB and HABs Stretching HAB off of radio Attacks should be established with a Rally Point and the objective when attacking is to disable Redfor's Spawns. Once you disable Redfor's spawns or have breathing room another squad should establish a FOB and HAB to finish Redfor Spawns and flip the capture point. If 2 Squads can not disable the Redfor HAB or spawns you are not going to be successful with a HAB. Before ICO stretching HAB and FOB Radio was fine but with the movement speed changes and the Radio Volume Increases, it is VERY HARD to retake HAB and Radio from a close rally or from HAB stragglers. How it seems to play out is half a squad needs to be defending the HAB by looking out for INF contact on unexpected angles and I instruct one person in my squad to lie prone on top of the HAB if the roof is high. (like the barn in the video) If you can't defend a radio you shouldn't place one and instead opt for a rally. Otherwise great stuff regarding On Cap vs Off Cap, Not placing a hab on 1st and 2nd cap, explaining the FOB Exclusion Radius.
Thanks - really great points you fill in. My intent is to give Rallies a dedicated treatment because they’re the most underrated SL tool. Wish I’d mentioned the sound thing - so glad you bring it up!
@@HaebyungDance As a sapper player. i find placing the hab away from the radio is just often not enough especially with the sound change, Often i kill enemy radios when they are stretched (but not stretched enough) because you can still hear the radio from the hab as they are so loud (i swear this distance is like 100M aka 2/3 the radio diameter). You have to put to put them in the outer 50 meters, but often you can predict where it is using this info and now that it takes enemies so long to respond you can bleed the radio before anyone gets anywhere close. I will say the thing that probably dupes me the most is 2 things: For urban maps or near buildings, placing a repair station nearby helps muffle the sound a ton. But soloing is often the hardest when it's next to the hab. The blueberries trickling out of the hab will hear you. It's doable but hard when solo. (Place a charge on the radio, and it will stop the horde. Then, you're safe to dig.) However, that becomes almost impossible when the radio is blocked off, as they will hear you dig. That best option needs a place to block it off though, for forests you may find a rock that works well, or you might just have to settle for next to the hab with a few hescos or something. However depending on terrain and other circumstances it may be more viable to put it on the outer 50 meters, certain things like hills fields and rocks can create subconscious zones that will keep the enemy searching over and over and ingore other possibilities. A good example of this is if you put the radio across a field in the opposite treeline from the HAB, I as a stealthy sapper will subconsciously stay in the trees and away from the open field, even though the radio COULD be over there I subconsciously consider that a different area than the area that the hab is in or I may hesitate that it would be not worth the risk to cross the field to search 1/100th the radius (this could be double edged if the radio is found and you have a chance of saving it as now you have to walk in the open towards the enemy on your radio but this could still be your best chance) You also have to consider who is more likely to take it down, if you think a fireteam or more will try to attack the HAB then a stretched radio is better as they have the better option to take the HAB compared to stealthing the radio as they cannot stealth as well as a lone man or two and can actually proxy the hab from a further distance. Once they find the hab, proxy, and dig it a layer, it may not be worth the time of the element to search for the radio, they did enough for now and may be needed elsewhere, or they raised enough alarm, because when you proxy a hab, no bleed out timer starts, you have a limited time to find the radio before QRF comes. Solo or duo saboteurs can take their time and explore the options. They can confirm that the radio is at the hab without making contact and wait for a good time to place the charge. If the radio is covered, a duo can wait until they have the best chance to proxy the hab, and one can cover while the other digs. TLDR Now a days there is a lot of extra factors that swing more, stretched may not be the best for every situation, but honestly there is a lot to consider with a lot of unknowns that you often couldn't be blamed for making a wrong decision in a hasty unlcear situation
Great video, with lots of valid points. I myself never considered that someone might be putting down a fob creation mark on top of my abandoned logi, and always left them within the blue radius, so now I'll try to avoid that. Your method of determining the distance the off-cap fob should be from objective is also quite handy, and the result is right around the 300m goal I tend to go for. And you've opened my eyes to on-cap fobs. Previously I tended to scoff at any SL who placed those(granted, they rarely established any fortifications or deep defensive perimeters), but now I realize their potential. While I understand your "anti-meta" school of thought so to speak, I would still suggest new SLs use SquadMaps to know where the caps might go in advance. There're also certain areas on some of the maps, that ideally you should rush to right from main and establish a fob there asap, even if the layer doesn't end up going there, because it might be near impossible later in the match. Abandoned Soviet Base on Talil is one such example: unless you get a hab inside the base's perimeter, you won't have any sort of meaningful offensive there, so it's a good idea to send a logi there right away. One thing I'm surprised you didn't mention is making sure your hab and fob aren't directly between the two caps. They should also be concealed from any roads and, if possible, any open ground where vehicles might roam. Another critical thing is placing a hab in such a way that infantry doesn't have to run across roads, rivers or fields when approaching the cap. I've seen plenty of otherwise decent offensives stagnating, struggling to cross a 2-lane road within 100m of the cap. Also, with off-cap fobs, shoo away any wanna-be artillerist trying to place mortars: it's an easy way to alert all the enemy infantry and vehicles to your fobs location. Same goes for rep stations: they're fine on a defensive fob(both on- and off-cap) but definitely don't put them on the offensive ones.
Thanks for the great response - all great points you raised. I think I was more focused on getting the viewer to a functional state than anything else, but everything you brought up is super valid.
Awesome video def working my way up to try SLing. So many games of bad fobs ruining a teams chance at winning. It would be cool in the future if OWI added some more features to the battalions. Like a logistics battalion gets access to an extra large logi heli/truck to make building up fobs quicker maybe even larger radio placement range on the large logis. Also might be cool if they gave radios a second radius from logi vehicles where you can still drop the radio it just will need to be dug up.
Placing the radio outdoors will guarantee that it gets mortared down. Radios and HABS should always go in buildings. Hiding radios never works. Its about defending your radios and HABS, and you cannot defend shit when its getting mortared or artillery. The enemy team will always find/ know where your radio/hab are. You should make them as defendable as possible and the best way is to place them indoors.
For the same reason, stretching HABs away from radios means you have to defend more ground. Placing them close to each other and Indoors is the most effective way to minimize the amount of resources you will need to defend them.
Hey thanks for the comment. I think the tolerances for these things are very different for high level play vs general pub play. Even then I think sometimes there aren’t many options for placing a radio and HAB indoors in some maps/situations. But I agree the mortar threat is particularly massive, which I briefly mentioned in the HAB section but I do wish I’d talked about it more for radios. As I mentioned if the radio and HABs are co-located (and I guess it doesn’t really have to be on-cap) it’s best to focus on making them defensible. But otherwise things rely completely on them remaining hidden, which is always just a ticking timer before they inevitably are, after which they need to be dug down. Depending on the level of play it’s feasible in some lobbies. Thanks for the feedback though as it’ll help me lock in future videos better!
You shouldn't make guides for bottom of the barrel gameplay, full stop. You are teaching people to adapt to bad players, not how to play the game optimally. Radio should never be outside, point blank period. There's no reason it should be in a FOB guide. You are teaching bad fundamentals and justifying it by differentiating between good gameplay and bad gameplay. @@HaebyungDance
You can actually build hab by yourself in vanilla. It will cost ammo, but you can do it if you have LV (logistics vehicle), You can swap to the mechanic in it so you'll get yourself a shovel
@HaebyungDance I meant like place radio, hab, ammo -> switch -> dig kinda of way. But it has very limited usage, and the only one case I can think of it, is when your infantry that was in the logi got killed along the way to the point. As you need at least one squad mate to get a mechanic role, and with that, why just not use that squad mate to dig
I'm not a fan of dropping 2 radios from one logi run, ammo is just so important. No ammo = verhicles free farm your infantry because your AT can't play. Also no bandages which significantly reduces infantry efficiency. 2 logi runs per FOB. I know nobody wants to do it, but it's the minimum. Bring enough build for radio, HAB, ammo crate. The rest ammo. Then do another run with 500 build and the rest ammo in case the HAB gets destroyed but they don't find the radio.
1200 build for logis is a flawed meta that came about due to poor logistics. Logis should be 1500+ build because rep stations for armor is so much more important than a few hundred ammo especially for rollout. The logi should ideally generally be constantly moving to/from main, and if you have helis they should be supplying when needed anyways. Hab+ammo crate+rep station should all be placed and supplied when you first put down the radio on defense. For attack, you only want one attack fob (if any) anyways. If you have a logi placing multiple radios within one round trip from main, something has gone wrong.
@@HaebyungDance 1200 build=hab, ammo crate, rep station, 100 build. And its also meta to put a spare stretched ammo crate. So either you dont have enough build for the rep station, or you dont have any at all. Especially on rollout there is absolutely no need for 1500 ammo. If you need ammo for mortars or tows, you will be doing supply runs to support that. Rep stations again should go up along with the hab. Other things can normally wait
This guide is terrible, sorry. You are encouraging people to place radious outside, that is just terrible advice. You then go on to encourage people to stretch habs, which again, is terrible advice. Its a noob trap for new SLs who think stretching the HAB actually does something. It doesn't. You obviously have not played much squad with squad leaders who actually know wtf they are doing, otherwise you would have been berated by them for doing such stupid shit
There's more to the guide than the outdoor radio and HAB stretch - which are addressed in the pinned comment (along with attack FOBs). Otherwise, thanks for the feedback.
It all depends on the level of play. This guide is more than sufficient for a typical public server, even though it lacks some points. Stretching the habs might be a bad idea, but sometimes that's how it is. In regards to placing radios outside, I would prefer newer SLs to know that placing the radio under any sort of cover is preferable, but not absolutely necessary, because locking into them the "inside radio" mindset will do nothing other than make their radios more predictable and less useful. Also a genuine question: would you prefer to stretch a HAB but place your radio under overhead cover, or have the HAB closer with the radio in the open?
Five points of feedback that I should address:
1. In almost all situations, you want to have overhead cover for your radio against mortars, which usually means placement in a building. I should have mentioned and stressed this when talking about radio placement and not just the HAB, but I was more focused on getting concealment across because so many players don't even do that. I see way too many beach radios off of boats or open-field radios off of helos. I also just wasn't concerned about the meta so much as getting people thinking about the factors at play (which most beginners don't).
2. HAB stretching (maximizing distance between HAB and radio) is an older meta, and isn't as important as simply good placement of both the radio and HAB. Co-locating them makes them easier to defend similar to the on-cap FOB, and is the preferred method in high-level play.
3. Repair stations - I ended up not mentioning them to just talk about the absolute necessities, but they cost 500 build and require more build to repair vehicles, and are an important asset to include in FOBs, which would entail a build load of 1500+ rather than the 1200 discussed here, for a single FOB. The majority of FOBs I see do not have them, but I believe having them is better gameplay.
4. Rallies - yes they're important but as I mention in the video outside the scope of what I wanted to talk about. For now it's important to note that generally they should be the "spawn of first resort" for your squad, and also for you as a squad leader as a tool to stay in the field.
5. Attack FOBs should be preceded by an attack off of rallies before the team commits to a FOB. So again this delves into things that were outside the scope of the video, but it's good to mention.
The goal of this video is just to get someone off of a cold engine start. Hopefully, these additional points will help guide them towards higher-level play as well, though it is not always possible in pubs.
Sorry for my rude reply and good on you for this pinned comment. I am just used to playing on a server where outdoor radios will get you yelled at and such. I understand you are making this for newer players. When you recommended stretching habs I realized that you probably played a lot in the older metas, as did I, and I took a while to break the hab stretching habit myself. Anyways, it's good to see you are accepting of feedback.
I appreciate the comment man. Have a good one.
Tip for defense (Please don't use this against me). "HABs are for blueberries." ALWAYS make a determined effort to keep your squad spawning on rallies. If you're defending, this means you put a rally down as far to the edge of the build zone and an AMMO CRATE. This is where YOUR SQUAD spawns. If you're spawning on the HAB with the rest of the team, there is NOTHING you can do to help them if (make that, when) they start getting surrounded. Two squads with rallies on opposite sides of the build zone with a HAB as a last resort spawn is a VERY tough nut to crack. Rallies can get wiped by a none-the-wiser enemy passing by, but they won't get smashed by artillery or air strikes.
I'll have to do a video on that, because rallies are very underrated by most squad leaders.
If rallies happen to be in the area, struck by artillery, they do get smashed. But yes, that is unlikely.
@@IvanKolyada You sure about that? I don't think rallies can be destroyed by explosives. (probably *should* be able to, but the way they're modeled it's basically just a texture)
@@yournarrativehasexpired3201 Yes, proven practically. Had my rally squashed by artillery, since there were none enemies nearby.
@@IvanKolyada I suggest going into a offline match to test this, going off a one off experience doesn't "prove" anything. From my extensive squad experience, I would say they can only be destroyed by burning them, not blowing them up, but of course, I have never taken the time to test it myself so I can't say for sure would love to see your results.
Hey man! Just wanted to say that when i first started playing squad like 130~ hours ago your videos were a godsend and really helped me adapt some knowledge I had from other games like tarkov and battlefield into squad, I even ended up joining the 7th because of you! Thanks for the great vids man you're the GOAT
Thanks dude! Glad my videos could be of help!
Dude I really appreciate you making these videos, especially with bookmarks.
I think a lot of people want to squad lead and do this type of stuff, but don't have the reps and get flamed because they aren't informed enough and given no grace for learning.
I couldn't agree more with the advice to have new SLs back cap from point to point then place a HAB on the first "contested" point they run into, whether that's third cap or mid point. This allows the experienced players to play for map control while you have the ability to slow down the initial gameplay and observe how people are responding as lane is discovered, enemies are found, the map develops, etc. Doing this for your first few matches (and really longer, SL takes years to get even decent at) will really help speed up the learning curve and allow you to be useful to your team.
I also appreciate you attempting to teach SLs to think about where to place a FOB as opposed to the common black-and-white thinking of X is always better. While I tend to place most FOBs near the relevant objective and play off rallies otherwise, that is not always possible depending on the situation which is always the right answer; play what the map control needs.
That’s how I learned so I’m glad you agree.
I think once SLs get advanced we can start having debates about which is better and what’s the meta, but I find that’s detrimental to new SLs hence my approach. Glad you expressed appreciation of that approach.
Another excellent video, Dance. I've been SLing for a long while, and I am still that guy who goes to 3rd POINT, sets up a FOB (and weapon emplacements on certain points and/or against certain factions), and then parks there and defends until 4th PNT is SECURE and the team is strongly defending or pushing 5th PNT. Once that is achieved we dig down 3rd point and move materials up the 4th. Or, if my squad is lucky, Blues are properly defending 4th PNT, and then we can take our logi and materials and go set up a sweet flanking attack HAB like you described. What people too often overlook is that IT IS NOT BORING... nearly every game some enemy squad comes down radio hunting and trying to harass the back line. I've had 3rd PNT defenses that were so crazy that I never got to get off the damn point even when my team was rolling up... the enemy just kept on coming, as they do. So, yeah... 3rd PNT is crucial and is most often action packed. And what is even better... THERE'S NO FN WALKING WHEN YOU'RE DEFENDING!
It cannot be overstated how important that 3rd PNT is, folks. Remember, 1, 2 & 3 are "your" points. 5, 6, & 7 are theirs, and 4th PNT can often be the decider in whether you grind out a win, steamroll them, or get steamrolled yourself. So you have to have that 3rd PNT defense until 4th is completely secure.
I've been WAITING, THIRSTING for a video like this
I hope it is quenched
Another excellent video Haebyung Dance, thank you again for all your help to teach new players!
Couple extra tips for new SL's, if you build the HAB inside a building please try to provide at least two easily accessible exits available for spawning players! Too many dead ends is frustrating and traps spawning players inside the HAB where they can be easily killed by attacking enemies!
If you place the HAB out in the open (on a capture point) then also consider building the Indirect Fire/Artillery Shelter (if your faction has one) nearby the HAB. This really helps your team recover from enemy mortar/artillery strikes by giving your battle buddies a safe place to hide until the strike is over. They can then run out and repair the HAB/Radio if needed and continue the fight.
Thank you, and great extra points
Been looking a video on exactly this for weeks.
Good video. Bout to SL for the first time after 35 hours
Good hunting!
This guide is really good besides:
Attacking with FOB and HABs
Stretching HAB off of radio
Attacks should be established with a Rally Point and the objective when attacking is to disable Redfor's Spawns. Once you disable Redfor's spawns or have breathing room another squad should establish a FOB and HAB to finish Redfor Spawns and flip the capture point. If 2 Squads can not disable the Redfor HAB or spawns you are not going to be successful with a HAB.
Before ICO stretching HAB and FOB Radio was fine but with the movement speed changes and the Radio Volume Increases, it is VERY HARD to retake HAB and Radio from a close rally or from HAB stragglers. How it seems to play out is half a squad needs to be defending the HAB by looking out for INF contact on unexpected angles and I instruct one person in my squad to lie prone on top of the HAB if the roof is high. (like the barn in the video) If you can't defend a radio you shouldn't place one and instead opt for a rally.
Otherwise great stuff regarding On Cap vs Off Cap, Not placing a hab on 1st and 2nd cap, explaining the FOB Exclusion Radius.
Thanks - really great points you fill in. My intent is to give Rallies a dedicated treatment because they’re the most underrated SL tool.
Wish I’d mentioned the sound thing - so glad you bring it up!
@@HaebyungDance I agree Rallies are super important. Solid video
@@HaebyungDance
As a sapper player. i find placing the hab away from the radio is just often not enough especially with the sound change, Often i kill enemy radios when they are stretched (but not stretched enough) because you can still hear the radio from the hab as they are so loud (i swear this distance is like 100M aka 2/3 the radio diameter). You have to put to put them in the outer 50 meters, but often you can predict where it is using this info and now that it takes enemies so long to respond you can bleed the radio before anyone gets anywhere close.
I will say the thing that probably dupes me the most is 2 things:
For urban maps or near buildings, placing a repair station nearby helps muffle the sound a ton.
But soloing is often the hardest when it's next to the hab. The blueberries trickling out of the hab will hear you. It's doable but hard when solo. (Place a charge on the radio, and it will stop the horde. Then, you're safe to dig.) However, that becomes almost impossible when the radio is blocked off, as they will hear you dig.
That best option needs a place to block it off though, for forests you may find a rock that works well, or you might just have to settle for next to the hab with a few hescos or something.
However depending on terrain and other circumstances it may be more viable to put it on the outer 50 meters, certain things like hills fields and rocks can create subconscious zones that will keep the enemy searching over and over and ingore other possibilities. A good example of this is if you put the radio across a field in the opposite treeline from the HAB, I as a stealthy sapper will subconsciously stay in the trees and away from the open field, even though the radio COULD be over there I subconsciously consider that a different area than the area that the hab is in or I may hesitate that it would be not worth the risk to cross the field to search 1/100th the radius
(this could be double edged if the radio is found and you have a chance of saving it as now you have to walk in the open towards the enemy on your radio but this could still be your best chance)
You also have to consider who is more likely to take it down, if you think a fireteam or more will try to attack the HAB then a stretched radio is better as they have the better option to take the HAB compared to stealthing the radio as they cannot stealth as well as a lone man or two and can actually proxy the hab from a further distance. Once they find the hab, proxy, and dig it a layer, it may not be worth the time of the element to search for the radio, they did enough for now and may be needed elsewhere, or they raised enough alarm, because when you proxy a hab, no bleed out timer starts, you have a limited time to find the radio before QRF comes.
Solo or duo saboteurs can take their time and explore the options. They can confirm that the radio is at the hab without making contact and wait for a good time to place the charge. If the radio is covered, a duo can wait until they have the best chance to proxy the hab, and one can cover while the other digs.
TLDR Now a days there is a lot of extra factors that swing more, stretched may not be the best for every situation, but honestly there is a lot to consider with a lot of unknowns that you often couldn't be blamed for making a wrong decision in a hasty unlcear situation
Great video, with lots of valid points.
I myself never considered that someone might be putting down a fob creation mark on top of my abandoned logi, and always left them within the blue radius, so now I'll try to avoid that. Your method of determining the distance the off-cap fob should be from objective is also quite handy, and the result is right around the 300m goal I tend to go for. And you've opened my eyes to on-cap fobs. Previously I tended to scoff at any SL who placed those(granted, they rarely established any fortifications or deep defensive perimeters), but now I realize their potential.
While I understand your "anti-meta" school of thought so to speak, I would still suggest new SLs use SquadMaps to know where the caps might go in advance.
There're also certain areas on some of the maps, that ideally you should rush to right from main and establish a fob there asap, even if the layer doesn't end up going there, because it might be near impossible later in the match. Abandoned Soviet Base on Talil is one such example: unless you get a hab inside the base's perimeter, you won't have any sort of meaningful offensive there, so it's a good idea to send a logi there right away.
One thing I'm surprised you didn't mention is making sure your hab and fob aren't directly between the two caps. They should also be concealed from any roads and, if possible, any open ground where vehicles might roam.
Another critical thing is placing a hab in such a way that infantry doesn't have to run across roads, rivers or fields when approaching the cap. I've seen plenty of otherwise decent offensives stagnating, struggling to cross a 2-lane road within 100m of the cap.
Also, with off-cap fobs, shoo away any wanna-be artillerist trying to place mortars: it's an easy way to alert all the enemy infantry and vehicles to your fobs location. Same goes for rep stations: they're fine on a defensive fob(both on- and off-cap) but definitely don't put them on the offensive ones.
Thanks for the great response - all great points you raised. I think I was more focused on getting the viewer to a functional state than anything else, but everything you brought up is super valid.
Awesome video def working my way up to try SLing. So many games of bad fobs ruining a teams chance at winning. It would be cool in the future if OWI added some more features to the battalions. Like a logistics battalion gets access to an extra large logi heli/truck to make building up fobs quicker maybe even larger radio placement range on the large logis. Also might be cool if they gave radios a second radius from logi vehicles where you can still drop the radio it just will need to be dug up.
Great content to help us learn the game! Thank you.
Hopefully it’s good!
Great advice Dance
Thank you for the video!
Thanks for view!
great video
Thanks!
Even have me relearning and I've SL'd for years lol
I bet you just do a lot of stuff unconsciously haha. It’s different to put it into words
Thanks again for the good stuff
Always.
Placing the radio outdoors will guarantee that it gets mortared down. Radios and HABS should always go in buildings. Hiding radios never works. Its about defending your radios and HABS, and you cannot defend shit when its getting mortared or artillery.
The enemy team will always find/ know where your radio/hab are. You should make them as defendable as possible and the best way is to place them indoors.
For the same reason, stretching HABs away from radios means you have to defend more ground. Placing them close to each other and Indoors is the most effective way to minimize the amount of resources you will need to defend them.
Apart from those 2 things that make me pull my hair out great video. Thanks for contributing to the community in a positive way.
Hey thanks for the comment. I think the tolerances for these things are very different for high level play vs general pub play. Even then I think sometimes there aren’t many options for placing a radio and HAB indoors in some maps/situations. But I agree the mortar threat is particularly massive, which I briefly mentioned in the HAB section but I do wish I’d talked about it more for radios.
As I mentioned if the radio and HABs are co-located (and I guess it doesn’t really have to be on-cap) it’s best to focus on making them defensible. But otherwise things rely completely on them remaining hidden, which is always just a ticking timer before they inevitably are, after which they need to be dug down. Depending on the level of play it’s feasible in some lobbies.
Thanks for the feedback though as it’ll help me lock in future videos better!
You shouldn't make guides for bottom of the barrel gameplay, full stop. You are teaching people to adapt to bad players, not how to play the game optimally. Radio should never be outside, point blank period. There's no reason it should be in a FOB guide. You are teaching bad fundamentals and justifying it by differentiating between good gameplay and bad gameplay. @@HaebyungDance
You can actually build hab by yourself in vanilla. It will cost ammo, but you can do it if you have LV (logistics vehicle), You can swap to the mechanic in it so you'll get yourself a shovel
Yeah that's true and it works in a pinch. Don't like doing it though :/ also it only works when you already have a radio.
@HaebyungDance I meant like place radio, hab, ammo -> switch -> dig kinda of way. But it has very limited usage, and the only one case I can think of it, is when your infantry that was in the logi got killed along the way to the point. As you need at least one squad mate to get a mechanic role, and with that, why just not use that squad mate to dig
Yeah that makes sense! Or sometimes you need the HAB dug up extra fast which I can see this being really useful too
I'm not a fan of dropping 2 radios from one logi run, ammo is just so important. No ammo = verhicles free farm your infantry because your AT can't play. Also no bandages which significantly reduces infantry efficiency.
2 logi runs per FOB. I know nobody wants to do it, but it's the minimum. Bring enough build for radio, HAB, ammo crate. The rest ammo. Then do another run with 500 build and the rest ammo in case the HAB gets destroyed but they don't find the radio.
I was here
Let’s send this one to the top
@HaebyungDance Ho yesssss papiiiiiiiii
1200 build for logis is a flawed meta that came about due to poor logistics. Logis should be 1500+ build because rep stations for armor is so much more important than a few hundred ammo especially for rollout. The logi should ideally generally be constantly moving to/from main, and if you have helis they should be supplying when needed anyways. Hab+ammo crate+rep station should all be placed and supplied when you first put down the radio on defense. For attack, you only want one attack fob (if any) anyways. If you have a logi placing multiple radios within one round trip from main, something has gone wrong.
1200 build is sufficient for a rep station if desired.
@@HaebyungDance 1200 build=hab, ammo crate, rep station, 100 build. And its also meta to put a spare stretched ammo crate. So either you dont have enough build for the rep station, or you dont have any at all. Especially on rollout there is absolutely no need for 1500 ammo. If you need ammo for mortars or tows, you will be doing supply runs to support that. Rep stations again should go up along with the hab. Other things can normally wait
I'll make note of it in a pinned comment.
another banger as always dance
Hell yeah
This guide is terrible, sorry. You are encouraging people to place radious outside, that is just terrible advice. You then go on to encourage people to stretch habs, which again, is terrible advice. Its a noob trap for new SLs who think stretching the HAB actually does something. It doesn't. You obviously have not played much squad with squad leaders who actually know wtf they are doing, otherwise you would have been berated by them for doing such stupid shit
There's more to the guide than the outdoor radio and HAB stretch - which are addressed in the pinned comment (along with attack FOBs).
Otherwise, thanks for the feedback.
It all depends on the level of play. This guide is more than sufficient for a typical public server, even though it lacks some points. Stretching the habs might be a bad idea, but sometimes that's how it is. In regards to placing radios outside, I would prefer newer SLs to know that placing the radio under any sort of cover is preferable, but not absolutely necessary, because locking into them the "inside radio" mindset will do nothing other than make their radios more predictable and less useful. Also a genuine question: would you prefer to stretch a HAB but place your radio under overhead cover, or have the HAB closer with the radio in the open?