Squad Leader Archive

Thread: The Squad Leader, why Overlooked doesnt mean Terrible, and the SL's guide to PvP

DanteCalvert
Mon Apr 19, 2004 1:07 pm
#1

I have seen many people claim that Squad Leader is overlooked and it sucks. These are the people that master it in an hour hologrinding, or those that have just regard us as second class. Well, guess what? The Squad Leader is more important then almost any other profession when it comes to PvP. We often tell ourselves there is no point to it, our sucess/faliure rate of specials is so disorientated, and they cost way to much HAM. Squad Leaders are very important in PvP, and I'll tell you why. In fact if you ask me, SL's were created for PvP, as we are useless in PvE.


To master a profession doesnt mean you get a skill box and can use the profession, to master a profession means you know how to use it, and how to defeat your enemies with it. Over the past week, I have seen how I have changed the tides of battles, and im sick of being told im useless.


First off, I cannot stress how important brandy and muon gold is, along with Health/Action buffs. The buffs protect you, and give you alot of H/A space, while the brandy (you can consume two at a time) and the muon buff up your mind, AND willpower. In fact, your willpower is buffed up so much you can pretty much regenerate your mind in a few seconds (w/o armor on).


Most Squad Leaders only use /rally and /steadyaim, thinking the rest of the commands are useless. They are not, by far they are not. What do I do when i'm leading my guild in a PvP battle? First, at the beggining of the battle, which usually matters most I use /retreat. This speeds up your group for half a minute, being able to make your enemies To Aim around -150, and making my team less vulnerable to poisens. In this time, my team can eliminate main enemy combatants/CM's, After I hit /retreat, I follow with /rally and then spam /steadyaim. Many PvP'ers are dodgestackers, and /steadyaim is the key to defeating them. Dont forget /formup, this command is VERY useful when you have KD'ers attacking your team.


Also, Squad Leader means you are a leader. If you want to be a sucessful SL, you shouldnt be on the front lines clad in full composite armor. I stay behind the lines, using my commands to help my squad, in plain clothes with full buffs and brandy/muonso my HAM can regenerate.If you want to be a SL, thats a good tactic.


Another problem is what profession goes good with SL? It depends. If you are a hardcore squad leader, you want to be a leader above all else, then Combat Medic is a good way to go. Why? 100% devoted Squad Leaders need to stay in the back without armor, and so do Combat Medics. I personally am a master squad leader, with 4/0/04 in combat medic. That means I rely on my guildmates to craft CM stuff for me, but I can use every device avalible in long range. If you dont want to go Combat Medic, then I suggest fencer or TKA, you dont need armor and the defence rates are good.


To sum things up, Squad Leaders are the dominent profession in PvP, if you know how to use it.


Remember...


1) Dont forget about /retreat, its very useful when battles start.

2) Stay 20 meters behind the battle, dont engage in combat until your side is winning or else your special rate is slowed.

3) Get Health & Action buffs, two brandy, and muon gold in each PvP battle!

4) Couple SL with a profession that doesnt demand armor.

5) Keep an eye on your group panel, if you see any dizzy signs use /formup.

6) Dont underestimate your profession!



Colonel Oriellien Calvert
Agent of the Empire
!The Second Longest Lasting Master Squad Leader On Naritus!
InquisitorPayne
Mon Apr 19, 2004 1:42 pm
#2

I always knew you were different than me in some point (combat wise) and now i know why:


I am a Frontile Warrior!


I like be in the thick of it with my squad.


SLs don't need to lay back. They need to be in the front. Get you armor, get your buffs, get your food and drinks, get your shield generators! And then unleash hell upon your enemies! Don't cower in the back and wait for victory. CREATE victory. By your very own actions!



While none of you above posted points is wrong, it is just different from my Battlefield action as a SL.



For those new to SL and PvP here some thoghts for you on the way:



  • Use sysgroup to paint targets for your team. Use colouors in the text to make it more visible in the combat spam on your screen.

  • Use /retreat to charge rather than run away. Use it to chatch kiters. Use it to escape brawlers. Use it often and use it wisely

  • /formUp. Your bread an butter. Always keep the states off of your teammates

  • /rally. While is still cannot tell you what it actually does, it seems to increase the attack speed of the group members (at least they said this is what they perceived)

  • /steadyaim. while usefull, definitely not worth spamming. Only use it if your team has really big problems hitting the enmy. Let them Use their own /aim instead if nescessary. It is simply not worth giving up an attack for it.

  • /boostMorale. Use it to help your CMs level the damage from Mind heals

  • Take up a ranged profession along with SL, so you may backk off a bit if needed. Brawlers have too much to do, to keep their team on peak performance

and last but not least:



  • There is no "I" in Team!

Dogg






Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


irott
Mon Apr 19, 2004 11:23 pm
#3






InquisitorPayne wrote:

SLs don't need to lay back. They need to be in the front.







Or the other way around. The key to being a good leader is to know what each situation calls for.



[irott and the full effect]
Master Squad Leader


"We're all in it together" - Archibald 'Harry' Tuttle

JamGod
Tue Apr 20, 2004 2:28 am
#4






InquisitorPayne wrote:

I always knew you were different than me in some point (combat wise) and now i know why:


I am a Frontile Warrior!


I like be in the thick of it with my squad.








this thread has made me come up with a really bizare idea...



There are two healing proffesions, for two different styles of healing. Doctor is (supposedly) a support from the rear proffesion, where as CMs are supposed to be getting in to the thick of things.


Why not have the same for SL? Why not have two proffesions.. one designed for the warrior-leader, who likes to fight by his men & lead his troops by example and the other designed for Generals who like to take an overview of the battle & make plans. And then have it so you can be a pure SL & & master both, like you can pure healer, but it wouldnt leave you with much combat skills.

Cm/Doc has already proved that two proffesions doing the same thing in different ways is viable, and there are more than enough ideas floating around to fill two proffesions... all we'd really have to do is work out which skill goes in which proffesion.



hmm.. I need to get to sleep atm, but I'll think about some proffesion trees & post some ideas about it tomorrow



Jam Doctor / Squad Leader / Radioactives Guru

Merchant / Dancing Stormtrooper Ribbet Dakota
InquisitorPayne
Tue Apr 20, 2004 3:09 am
#5






JamGod wrote:



this thread has made me come up with a really bizare idea...



There are two healing proffesions, for two different styles of healing. Doctor is (supposedly) a support from the rear proffesion, where as CMs are supposed to be getting in to the thick of things.


Why not have the same for SL? Why not have two proffesions.. one designed for the warrior-leader, who likes to fight by his men & lead his troops by example and the other designed for Generals who like to take an overview of the battle & make plans. And then have it so you can be a pure SL & & master both, like you can pure healer, but it wouldnt leave you with much combat skills.

Cm/Doc has already proved that two proffesions doing the same thing in different ways is viable, and there are more than enough ideas floating around to fill two proffesions... all we'd really have to do is work out which skill goes in which proffesion.



hmm.. I need to get to sleep atm, but I'll think about some proffesion trees & post some ideas about it tomorrow






Basically a good idea, but inn this game you cannot integrate a member of the senior staff in the HC.


The reason is simply: ressources.


To effectively play a strategist military leader (anything above Colonel) you need access to military type ressources:



  • Tanks

  • short and long range artillery

  • aircraft

  • air defense

  • navy

  • BlackOps

and most importantly:



  • an army.

We are not just talking 2 squads. We are not talking about platoons either. We are talking at least batallion size. More like division or Brigade size.


Now, this game does not even support Company sized combat (3-5 platoons, or 90-250 people).


Now matter what, we will not be able to create a gaming enviroment, that would allow for a Strategis profession.



We are basically stuck with NCOs and low ranking officers (despite the ability to achiee colonel in the Faction)


Personally i like to see my role more as the "Searge" in our group, rather than the Colonel i am.


Dogg





Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


JamGod
Tue Apr 20, 2004 2:36 pm
#6

I have to disagree with you there. Although a huge army would be great, I personally see it as just two different styles of leading a group, no matter how big the group. For instance, a warrior leader isnt restricted to being an NCO either... "back in the day" there were warrior kings who would charge out in the front line to inspire their men.


Just an example of how I think this would work,maybe if when it comes to defense mods the strategist would have say, + 20 group ranged & meleedefense mods at master where as the warrior would have a skill called "inspire" which would be a permenant AOE bonus to dodge/counterattack/block which would give a higher bonus at master than the strategist would get.. maybe +40 within 50m?

There was a post I think asking whether SLs would like to handle droids.. well maybe there should be an NPC handler line in the strategist section (focusing on droids, but also applying to faction pets). Maybe if yougivethe E-webto thewarrior, and the field-base to the strategist... the mobility line & /retreat to the warrior & a dropship abillity to the strategist.

You could even have two different ways to mark a target - an auto-group assist for the warrior, and for the strategist a way of visually showing a target as the main focus, paired with a version of /volleyfire that targets a specific pool.


The way I see it, the strategist proffesion would require more sp(maybe master marksman + the two scout lines we need already) but would get the bigger, more general things,where as a warrior would cost what SL costs now, but have a more practical skill tree & allow someone to take up combat skills.



Jam Doctor / Squad Leader / Radioactives Guru

Merchant / Dancing Stormtrooper Ribbet Dakota
InquisitorPayne
Tue Apr 20, 2004 8:09 pm
#7

Do not split up the abilities.


This game is simply not made for "War Rooms". IT is too fast for war rooms, you have no heavy fire support, you have no navy, you have no air force and most importantly you have no army. Hell, if you are lucky you got one Platoon and that's it. A Platoon on the other hand is lead by a Lieutenant. Now, a Lieutenant is about th elowest "Officer" rank in the game.


Also: This profession is labeled "Squad Leader".


This means he leads a Squad. It does not say "Squads Leader" or "Platoon Leader" it clearly says "Squad Leader" (although i have to admit that this is rather semantic).



Thus the profession should be focussed around leading a Squad, not a Platoon or a Division. Thus all those higher ranked abilities are not for Players. While calling for a dropship, requesting artillery strikes, deploying gunners, directing fire, bosting the morale, leading the charge... are all Squd Leader abilities.



Let Squad Leaders stay Squad Leaders. Do not make them "Generals". This Game simply cannot support "Generals".


Dogg






Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


JamGod
Tue Apr 20, 2004 9:34 pm
#8

Thats not what I'm saying at all.


Re-read both my posts & you'll see I made no mention of war-rooms or vast armies. I'm just saying that there are clearly two different ways of leading a group, regardless of group size. Simply because you step out of the battle & command from the rear does not make you a general or mean you're commanding an army however it does mean you are commanding in the same style as a General, hence my original use of the term General (An unclear term whichis whyIlater used the term "strategist")


What I'm saying is that there are clearly two very different styles of leadership, so I'm toying with the idea that maybe there should be two seperate proffesions to accomodate. Both of which deal with leading a group, in the same way both medic types deal with healing people, but both do it in different ways. And it wouldnt be a case of simply splitting up abilities.. IF you were to implement this you would need to come up with new ideas to make sure both skill trees were filled, but yes, it would involve taking parts from the existing SL proffesion and ideas already floating around& deciding which proffesion each skill would be best suited to.


I'll draw up a few proffesion trees to show you what I'm talking about...



Jam Doctor / Squad Leader / Radioactives Guru

Merchant / Dancing Stormtrooper Ribbet Dakota
InquisitorPayne
Wed Apr 21, 2004 7:13 am
#9


This is exactly what i am talking about. DONT DO IT!



I cannot blame you for not having any military experience. Why should you, after all?


But why do you think you referred to General in the first place? Because Only Generals and other high ranking officers lead from tha back.



There is a very valid reason why they do it as well:


The have to coordinate armirs, Division and Batallions. They have to coordinate thousands of soldiers in dowens if not hundreds of battlefields.


But without NCOs and Lieutenants, they would be useless.


They are Strategists, but they are not "Squad leaders"



Repeat after me: "Squad..... Leader....." This means a person leading a Squad. You cannot lead a Squad from the back.


You are the moral anchor. If they see you staying back, they will think they are walking into their death. They will lose morale and they will make mistakes. In other words: they will most likely die.


On the other hand, if you fight alongside them in battle, your prescence inspires courage. They see you as their leader and they will follow you if you just do everything yourself that you aslk from them. You have to be a Grunt to lead Grunts. You have to be a Frontline Warrior.



But in your Skill tree, you are not talking about Squad leaders, you are talking about a "Warrior leader" (the exact opposite of a squad leader) and a Strategist (strategist do not fight. Strategy is pre-battle preparation).


So, starting with your choice of names you concept is already flawed.


A warrior is the exact opposite of a soldier. A Soldier fights to protect people and his country. A warrior fights for the lust of battle. (we could start a long discussion as to why warrios are better fighters, but that is another topic in itself)


A Strategist, is a personl planning strategy. As you see in the sentence it self "planning" is something that takes time. Strategy is the pre-battle preparation. It is done before any combat.


Once combat starts there is no room for "new strategies". There is only tactics. Tactics are used to make the Strategy work.



The basic point is, though, that a Squd Leader leads squads, not armies.

A Squad in militaryterms consists roughly of 10 people (usually split in 3 fireteams and one Squad leader). In SWG this Group can be up to 20 people (or 2 full squads). That is not even Platoon size. Means, that is not even the level of a Lieutenent assignment. We are still talking about NCOs here. Not COs.


Now what does an NCO need to be leading his Squad:



  • He needs to be able to call for artillery support (low chance of success, since the requests of the Platoon leader supersede his commands and the requests of the Company leader supersede the requests of the Platoon leader)

  • He needs the ability for air instertion and extraction (dropships)

  • he needs the ability to inspire and bolster his troops

  • he needs the ability to coordinate the fire and ensure the safety of his people, digging trenches if nescessary or foxholes

  • he needs the ability to coordinate the 60 gunner (e-web) in the field)

  • he needs the ability to set up a small command post

  • he needs the ability to establish a bridge head for more intrusion forces to land

  • he needs the ability to navigate his troops

Your proposals are but half hearted attemtps,. crippling the profession. You have either/or in your proposal. None of your suggested tress has the nescessary skill to fulfill the role of a Squad leader.


Dogg



P.S.: Please, just belive me. Do not make me post the Rangers Handbook. I cannot find a lin anymore and i would have to type it.....



Message Edited by InquisitorPayne on 04-21-2004 07:18 AM




Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


Toyandgadgetguy
Wed Apr 21, 2004 7:39 am
#10

Dead Squad Leaders don't lead well. If you've chosen to set yourself up to lead from the front line of the battle, then great. Some have not. I find that when I'm up front, I find myself on my back or in a cloning center, thus... unable to lead effectively. I tend to lead from the back. The tanks in my squad understand this going in. Being tanks... they do not fear death, so mistakes are not made worrying about where I'm standing in relation.


As far as actual military strategy goes, squad/platoon leaders don't usually take the point. Yes, they are on the front lines, but usually at the back of the front lines. Keeping alive someplace near the commo unit.






Gunthar-Intrepid-Do'er of fun stuff...
InquisitorPayne
Wed Apr 21, 2004 10:23 am
#11

Okay, guess i will have to quote the rangers handbook then....




Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


InquisitorPayne
Wed Apr 21, 2004 10:37 am
#12


c.SQUAD LEADER (SL). Responsible for what the squad does or fails to do. He is a tactical leader that leads by example.
(1)Duties of the Squad Leader:
(a)Controls the maneuver of his squad and its rate and distribution of fire.
(b)Manages the logistical and administrative needs of his squad. Requests and issues ammunition, water, rations, and special equipment.
(c)Maintains equipment accountability.
(d)Completes casualty feeder reports and review the casualty reports completed by squad members.
(e)Directs the maintenance of the squad's weapons and equipment.
(f)Inspects the condition of soldiers' weapons, clothing and equipment.
(g)Keeps the Platoon Leader/Platoon Sergeant informed on status of squad.
(h)Submits ACE report to Platoon Sergeant.
(2)Actions by Squad Leader throughout the mission:
(a)Obtains status report from team leaders and submits reports to PL/PSG.
(b)Makes a recommendation to the PL/PSG when problems are observed.
(c)Ensures tasks are accomplished by delegating tasks to team leaders by establishing a priority of tasks in accordance with orders received from the PL.
(d)Uses initiative in the absence of orders.
(e)Follows the PL’s plan and makes recommendations.
(3)Actions by Squad Leader during movement and halts:
(a)Rotates heavy equipment and difficult duties.
(b)Ensures PL is notified when rest halts and water replenishment are required.
(c)Maintains proper movement techniques while monitoring route, pace, and azimuth.
(d)Prevents breaks in contact.
(e)Ensures subordinate leaders are disseminating information, assigning sectors of fire, and checks personnel.
(4)Action by Squad Leader in the objective area:
(a)Ensures special equipment has been prepared for actions at the objective.
(b)Maintains security and control during conduct of the assault.
(c)Obtains status reports from team leaders and ensures ammunition is redistributed and reports status to PL.
(5)Actions by Squad Leader in the patrol base:.
(a)Ensures patrol base is occupied according to the plan.
(b)Ensures that his sector of the patrol base is covered by interlocking fires; makes final adjustments, if necessary.
(c)LP/OP’s sent out in front of assigned sector. (METT-TC Dependent).
(d)Ensures priorities of work are being accomplished and reports accomplished priorities to the PL/PSG.
(e)Adheres to time schedule.
(f)Ensures personnel know the alert and evacuation plan the locations of key leaders, OPs and the location of the alternate patrol base.
d.WEAPONS SQUAD LEADER (When designated). Responsible for all that the weapons squad does or fails to do. His duties are the same as the squad leader. Additionally, he controls the machine guns and MAWs in support of the patrol's mission. He advises the PL on employment of his squad.
(1)Supervises machine gun teams to ensure they follow priority of work.
(2)Inspects machine gun teams for correct range cards, fighting positions, and understanding of fire plan.
(3)Supervises maintenance of machine guns (done correctly, deficiencies corrected, reported and does not violate security plan).
(4)Assists PL in planning.
(5)Positions machine guns not attached to squads according to patrol SOP at halts and danger areas.
(6)Rotates loads. Machine gunners normally get tired first.
(7)Submits ACE report to PSG.
(8)Designates targets for each gun.
(9)Gives additional fire commands to achieve maximum effectiveness of firepower:
(a)Shifting fires.
(b)Corrects windage or elevation to increase accuracy.
(c)Alternates firing guns.
(d)Prevents lulls in fire.
(10)Knows location of assault elements, security elements and prevents fratricide.
(11)Reports to higher.



**EDIT**: I highlighted the important parts in red.


Dogg

Message Edited by InquisitorPayne on 04-21-2004 10:48 AM




Dogg M'ordae-Pitibi
General Rebel Badass (Colonel)

SYN - The Leading Force in Rebel PvP


DiLune
Wed Apr 21, 2004 11:54 am
#13

Very nice.
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