Squad Leader Archive

Thread: My Ideal SL

smallwookie
Wed Feb 25, 2004 5:32 pm
#1

The following would be MY ideal Squad Leader. This SL would use both his scout skills and combat knowledge to help the group, while not stepping on any combat or ranger toes. I've left out exact numbers for mods, for others wiser than I to insert later. I have stolen a bunch of ideas from the boards here came up with a couple myself.

Far left branch: Logistics. This deals with getting resources in to position. A SL's resources are soldiers.

I- group terrain negotiation
II- Group Waypoint (Create WP for the whole group, when SL deletes GWP, it goes away for everyone.)
III- group terrain negotiation
IV- Call Retreat (Same as now)

Branch II: Ranged Tactics

I- Ranged Def I
II- Steady Aim (Same as now)
III- Ranged Def II
IV- Volley Fire (Same as now)

Branch III: Melee Tactics. Ok i know we dont have to do ANY melee to be a SL, but that doesnt change anything for me. The current SL has Melee Defense already so im leaving it in.

I- Melee Def I
II- Form Up (Same as now)
III- Melee Def II
IV- Rally (Same as now)

Far right branch: Large Unit Tactics. For this one i only have 2 abilities and nothin else, so please come up with some ideas. I included this because this is what a SL does, he orders people around. (although i do it nicely )

I-
II- Delegate Infantry. With this skill the SL should be to delegate 1 person per 10/ 2 per 20 as Infantry, adding SMALL but USEFUL combat mods to the Infantry. So you already have a few Uber combats in the group, give it to the medic or dancer or even yourself (since youve used all your other skill points on non combat stuff like me).
III-
IV- Delegate Medic. Ok this one was hard to include, but im at a loss of ideas lol. Just like the Infantry, you can delegate 1/10 or 2/20. If you already have a master doc or CM in the group, give the mods to some lower meds and task them with keepin the doc/CM alive. works out for all involved.

Master Squad Leader:

Ranged Def, Melee Def, terr negot and

Forward Headquarters. When anyone in the group set up a Camp (any camp) the MSL can designate it a Forward HQ for the group. The camp stays up when the camp creator gets into combat (or the whole group for that matter), and only disappears if combat happens INSIDE the camp, the SL undeclares it as a forward HQ, or a maximum time limit has been decided. An hour or half hour would work well.
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