One small detail I would add is to place as many ammunition crates near as many of your firing points as you possibly can. This is often overlooked and can really change the effectiveness of special kits like LAT/HAT/GL especially when it come to frag rounds. It's hard to describe how devastating and disruptive it is to be assaulting through a patch of trees while continuously hearing *thunk - BLAM - thunk - BLAM* in random areas smashing into trees and rocks all around them or having that HAT be able to re-arm instantly and hit the IFV/Tank with another tandem round right off the bat. I often find myself wondering why SL's don't spam ammo crates with how cheap they are, I think people are just in the habit of dropping one at their HAB and calling it a day.
Can confirm. I usually try to play as AT but I just played a game with the GL and I was far more effective at keeping the enemy back with the GL. Ended up with 16 kills. Vehicles can't do much without their infantry support. That being said you'll still need to focus on suppressing everything so that the AT can do their job too.
🔉SL: "Alright guys, once we got the HAB and ammo crate dug up, I just need a rep. station for our armor and then a few emplaceme-" ... "Uhh, guys?" 🔉rando squadmate: "GG f@#%'ing dictator SL worst SL ever"
@@HaebyungDance it drives me crazy, the only way to know where strategically good terrain is is to memorize the maps. Even in the drawings you show in this video all of the battle plans are drawn according to geographical choke points/funnels due to elevation!
This series should be put into the game itself as video tutorials for new players to have an immediate grasp, and would pair greatly with a scripted tutorial to act as a boot camp style introduction so new players can come in without being a hindrance, while also having fun without being discouraged by the large learning curve.
Knowing when to effectively counter-attack is a great thing to think about as well. If you have a solid defense that has fought off an enemy advance, there is a window of time where the enemy is now regrouping and attempting a new push. Using that time to advance a part of your squad, or another squad entirely can change the situation on a defensive point into an advantageous offensive situation. Putting a units in front of the defense position also puts the attackers on the off foot, at that point they won't know when or where they are going to encounter resistance. That hesitation opens all kinds of opportunities to change the course of action. Great videos! Really super informative and of course a thing to always remember is: The enemy always has a say, and no plan survives first contact with the enemy. Being able to remain fluid and adapt to changes in conditions will be more valuable than being able to create a 'technically perfect' defensive strategy.
I haven't played squad, I just got recommended this I guess cause I watch a lot of combat footage, but if this games has like foxholes, or constructable firepositions that you can make using the environment then I think that'd be a great idea. Put a few little foxholes out there with men in them, or just little hidy holes almost above ground, but covered and concealed, make it much more difficult.
Great video. Well structured and not bloated. My tip: Defense thrives in order, attack in chaos, so label certain buildings, fields, tree lines, that you think are likely to come into play. Give them easy to remember nicknames that your squad mates can call out quickly. This enhances your awareness as a squad leader because you aren’t constantly passing around FTL or checking the map, and it makes it easier to direct squad mates to positions you think would be useful in a given situation. Having common names for landmarks and “zones” makes everyone more situationally aware and will add cohesion to the defense.
Defense in Depth requires defensible depth, in other words there have to be enough subsequent positions in the terrain layout to fall back to. In the town used for this example, the structures stretch a lot farther North to South then they do East to West. With the expected avenue of approach from the East, this means you need to compensate with an abundance of fortifications because you can only run across the street and maybe from a further East structure to one next to the road before reaching your Alamo. If the expected avenue of approach was from the North however, there are many organic positions offered by the depth of structures you could use to delay the enemy for a very long time and bleed tickets before running out of ground to fall back to, allowing you to prioritize a wider variety of small fortifications all the way across the town Having an equal amount of obstacles along the EA makes enemy behavior unpredictable because you don't know which obstacle they'll successfully breach first. What can be even more powerful than obstacles for restricting and controlling enemy movement is a lack of obstacles because it will funnel them into the path of least resistance... straight into your field of fire. Place obstacles where you *don't* want them to go and fields of fire where you do. One of my favorite patterns is an S-shape of C-wire, which you can simplify construction of by just making two adjacent boxes, one closer to the frontline and one closer to the expected avenue of approach, but with a piece of wire missing from each opposite corner. This will force any infantry who don't want to try to breach the wire and leave themselves exposed to run back and forth three times in awkward slalom, staying in the killbox for as long as possible. The apparent weaknesses they think they've found in your defenses are actually strengths designed to manipulate them into moving in a predictable way Final Protective Fire, or FPF is a fire mission type for artillery used to protect retreating elements with indirect centered on the position they just left as enemies start to occupy it. Prior to beginning your engagement, you can outline a few points for your mortars to quickly identify pre-planned fire missions using map markers. So FPF1 could be along the edge of the treeline, FPF2 could be the dead space along the edge of numpads 5 and 8 where there are no structures, and FPF3 could be the ditch on the West side of the road. That way when you need them to shift fire, you don't need to describe complex areas or hastily place map markers, you can just say "Fire FPF2" and they'll know where that is. Make sure *all* your units are clear of the FPF before calling for fires or you'll have a medical nightmare on your hands
got squad a week ago and just found your "real life infantry tactics p1" like 10 mins ago, realized how much content you post, and now i'm about to binge watch everything you've posted since ICO. i'm not even half way through p1 but i can already tell this is going to be a big help and very entertaining.
@@CorruptDemocratsJ6 i disagree i've had a great time over the past month. 200 hours in and all i think about is playing squad with the lads. best tactical fps experience of my life. sorry OWI doesn't agree with your idea of what their game should be, sucks for you i guess. can't say i really care about a crybaby liberals opinion. unlike you i don't think the world should bend to what i think.
This guy KNOWS I also like how you acknowledged that bounding back as a frontage isnt really a thing in Squad, but explained how defense in depth can still be used with respawns.
Love the video and information! Another thing to note for Squad specifically, is constructing obvious easily accessible positions if you have time. I know you need to balance concealment with cover, but it's one thing to direct a squadmate to a specific position to defend from vs. a random teammate who likely has no idea what the battleplan is. But if you make obvious defensive positions that really only need to be manned to be effective you can drive randoms to those spots and not need to devote valuable resources (your squadmates) to having them manned. For example, you might have your squadmates defending the edges of the perimeter, guarding flanks, and manning more important emplacements like the ATGM, but you build Machinegun bunkers and observation towers near and around the spawn at key highly visible locations so Random A with no mic can intuitively know that is probably a good place to shoot baddies from. They can do the bulk of the defending with little to no instruction freeing your squad up to launch counter-attacks, backline actions, or prep new FOBs. For me, the bulk of my mental balancing is cool-factor to functionality, since I know a majority of players will choose the awesome looking defensive position with hesco walls and wire over the random sandbag in a bush despite the latter being an objectively better fighting position but not as conspicuous or enticing to sit at.
something that should be emphasised is to use mortars. mortars are the most under-utilised assets in squad for how powerful they can be. when the enemy attacks, you will notice patterns of where they group up, where machine gunners set up or even where their attack HAB is. effective mortar fire can force the enemy to move where they don't want to and prevents them from taking accurate shots at you. if you can keep your FOB well supplied, a few machine gunners keeping constant suppression going and a single mortar tube can hold up the entire attacking force
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
using razor wire to deny the enemy cover is quite effective as well, put it behind trees, rocks, bushes where you expect them to take cover. if you put razor wire in bushes, only dig it halfway up so its at ground level and hard to spot. when defending a compound, putting barbed wire on your own side of the walls works as well, as if the enemy vaults over they're forced to expose themselves on top of the wall or fall into barbed wire.
Great video. Defense HABs "in-depth" are hit-or-miss w/ squad cooperation. In experience as SL, I'd argue you should factor this in defense: Offensive, 'ambush' HABs near the forward objective constitutes superior defense. Why?: It only takes a 2-3 man logi, and 60 seconds to drop/dig radio + HAB. The sudden overwhelming spawns give your team immediate offensive 'initiative' and 'momentum' - causing panic in the enemy team. This forces the enemy to withdraw forces from their attack - thus indirectly benefitting your defense immensely.
another thing squad leaders don't anticipate is placing ammo crates. ammo crates should be placed near as many fighting positions as possible. this encourages your teammates to use suppressive fire more often as they don't have to worry about exposing themselves running back to the HAB for more ammo if they run out. it also means you have a constant supply of grenades for if the enemy gets within 50m
watching all of these vids, it's funny to me that the game I've played with the closest tactical positioning, assaults, defenses, decision making, and command structure to what you describe as real infantry is world of tanks, an arcade 3rd person shooter where each player control an entire tank. and, sure, the 'quickplay' random matchmaker battles have none of this, but there's an active hypercompetitve 'clan' scene with 7v7 and 15v15 modes with organized teams where almost every strategy you talk about is used, standard practice is to have a caller directing the movement of every individual/group of players, and instead of kits each type of tank has strengths and weaknesses that make it better at covering fire, defensively holding fields of fire, assaulting, etc. the only thing that's not used so much is indirect explosive fire and suppression due to these mechanics being very weak (though they are both in the game via an entire 'self propelled artillery' class of tank). everything else, though- using strong positions with cover and concealment, firing on the moth being inaccurate leading to needing covering fire or movement under cover, setting up fields of fire and positions that support eachother, battles being decided nearly entirely by positioning, etc is all present because of the similar mechanics right up until you get to close range, where the tanks have an hp pool and focus fire and the armor mechanics become the important factors
Good Video man. i wish there were more experienced players on both sides. It would be so fun to actually play using tactics and not semi-brute forcing objectives.
This type of teaching military tactics thru a video game is quite unique. I know there's channels that do this irl, but doing it thru a game like Squad is pretty cool and interesting and can show situations that otherwise can't be done irl.
Squad is probably the most true to life modern FPS where you can use infantry tactics successfully. I’d love to get into this game but would only do it if I found a group that played it super serious. Meaning they use actual operational maneuver and infantry tactics such as squads working together as a platoon to take an objective where one squad provides support by fire while the other one assaults using bounding maneuvers and actual squad level tactical formations
Squad is still a game - the operational level is defined by spawn points than anything else so it’s difficult to find the type of gameplay you’re looking for. Arma 3 seems to be more what you’re looking for.
Yesterday we had a really cool and good defense at military housing. Blocking all major roads with 1 nsv machinegun nest and a Hesco tower was super effective. Also we payed mines and had barbed wire to force the enemy into the LOS of our MGs. 12 kills and 16 wounded alone in the defense for me. So Bois, defending also has action
Amazing breakdown on a few really good concepts applicable in squad. "Hearding" your own squad is a battle in its on right but damn it feels good when people stop and think what a soldier might do instead of run and gun (in a videogame). Will definitely take these good tips and mindset into squad. Keep it up!
Came here from Helldivers 2. Reginald recommended your wisdom to be a better team mate. Thank you for your attention to detail and posting! We are all better for it. 😊
I dont even play Squad yet, but its been on my wishlist for ages and i just gobbled up everything you said. Great video, I'll make sure to watch the rest to be prepared for when i finally get the game
And appear strong where you are weak, and appear weak where you are strong. When you are close, make it appear as if you are far. And when you are far, Make it seem like you are close. And while you and your team are defending your positions. You can send a small detachment to neutralize or otherwise set up a flanking position of fire at their spawn point or behind their avenue of attack. (Idk I don’t actually have the game yet. It’s at top of my wish list)
And just as “No plan survives contact with the enemy.” The enemy’s plan will not survive contact with you! Preparing for everything to go wrong will help you minimize how bad, bad gets.
Great video! keep up the good work. I've always applied these principals without realizing it. Always look at the map and ask "How would i attack this position. Using concealment and cover to hit the point" then work backwards from there
Those videos are not only very likely to help video players. I wouldn't be surprised if some of the UA mates would tell that when there's a lack of instructors then they are learning light inf tactics from those videos... Really the author is making a freaking masterpiece of education for warfare - not only the digital one. All of this stuff he's talking about has been already written years ago in the infantry manuals but those videos add this great educational value of examples, videos, and so on. This makes all this stuff easily understandable for literally every guy on earth. Thank you, Dance!
My friend, I bought the game 1 week ago and I was struggling real hard with gunplay so I started learning some strategic plays so I could be usefull to my squad. I also had some fps problems and I would really love to see a 2024 updated settings guide if you could, I see you as a reference at the moment. Maybe now with your videos I can go back to gunfighting and have sum fun :)
In terms of gunplay - Pt. 2 of this series has some tips you might find useful. For graphics settings I’m afraid I’m not very helpful because I just do everything at max. I don’t know how to optimize for FPS lol
try turning your shadows down or turning off contact shadows. also turn down your ocean quality and material quality. If youre able to, turn your anisotripic filter to 4 (for some reason my game is bugged and always resets to 16. owi isnt known for their optimization, ive noticed this kills frames.) If you need more frames, i would try tuning down your ambient occlusion and partical quality. DLSS seems to do nothing for me in this game so i keep it off. I tend to keep the textures, AA, and post processing high/maxed so the game looks crisp and smooth and then turn down other things as needed. i have a 2070 super, average around 80 fps on 1440p (depending on the map cause like i said, OWI doesnt know how to optimize their game) and run the game on high settings on DX11. I can run the game on epic but im not a fan of 50-60fps. As far as learning the game, it just takes time! dont take this game to seriously or you will learn to hate it because of how high the learning curve is (not to mention the toxic hardcore players you will run into depending on the server) Ive been playing this game since before scopes were a thing outside of the US Army, and there were only 2/3 factions. this game is constantly getting better :)
@@julianpadro2385 Will do all that! I got a Radeon 5700XT that is equivalent to the 2070super and I get like a 100frames in some maps and 60 in others, it depends. But I always try to go for more optimizations cause I'm not used to these type of games like Squad and Arma III runing so poorly. As for learning the game it was frustrating but I managed to find some tips myself. I understood that when I get supressed I can see a bit of the muzzle flash of the enemy when hearing the direction of the gunshot, and it helps me get the actual position of them. Found out the gun sounds (I play with russia or with factions that have AK's so if I hear anything outside that, IT SHOULD BE ENEMY). And yea it's been fun, looking for on how to join the 7th army so I have some experienced players teach me new stuff :)
@@preto2919 yea that tends to happen depending on the map for me as well. My biggest tip would be to communicate with your squad and teammates around you. Call out everything you see and ask what other see/are shooting at. Situational awareness is key in this game. Don’t try to rush either, take your time with everything you do. Join 7th, having people with a solid background in the game to mentor you is a big help.
I got that war of rights reference! (I'm in WD, I recognized the thumbnail from General Cody's channel) By the way, because of how that game works, it is almost always better to physically block the enemy at certain points because well... we've all got spears that shoot once every 20 seconds. and even then the shooty part isn't the most consistent thing.
Its unfortunate that concertina wire does nothing to vehicles in game. In real world situations, c-wire, when driven over has a good chance to wrap around a vehicles axle or track causing mobility issues or even tracking tanks.
Having a scout drone reporting live information in close combat is something i've seen work really well. Being able to assault during a reload or just retreating a few feet and getting that information live.. its like wallhacking irl
Watched the video a while ago, and thought how troublesome it would be to set up a defence in this way. Now sifting through your channel once again. Click on a vid again. Turns out, with a fine team on defence in Invasion, this all comes together more or less naturally. As an example, we player as Turks on Yehorivka (dont remember exact unit, prob some regular combined arms), against mech Canadians. Brainlesly (at least at first sight) smacked HAB at the flag (Bogcamp). But then we placed a backup in the treeline to the South, made an extensive as possible perimeter of fortifications + couple HMGs, cos this was second point, so a bit of time was available, and placed mines on a bridge. I did not get to mine out the crossroads, since it already was under fire control of enemy M113, but mines on a bridge helped either to destroy Leopard, or force it to retreat. As a result, we did have 2 layers of defence in a more or less condenced space, good fire control of surroundings and backup respawn. My SL then proceeded to place two additional mortar FOBs, which I’ve helped to build. Managed to help halt flanking maneuver with the first one, and demolish enemy HAB with second. And all due to well structured defence and communication. Not just dumb turtling in a pillow fort, but also mortar support and counter strikes at enemy FOBs. All of this highlighting importance of fields of fire, positioning and “engineering obstacles” + uprooting enemies whenever possible. The only bummer was a pair of Coyotes circling across our rear, inflicting many casualties.
A lot of good Squad players do instinctively use all of these principles or just learned them as part of the game- this video just outlines them through real world terminology!
EA Dev gets me fired up. I love to see a good defense come together. Its difficult to truly develop a EA in Squad because at the least youd need a turning, fixing and destroying element. Which would require two squads working very closely.
Tactical minds without that itch for actual violence. Regardless well done. Comments well taken and sound. My son would rather have a nice pair of shoes than a ar platformed suppressed rifle. Fight the good fight gentlemen. Hopefully truly I pray you'll never have to play the really game. Thank you for the knowledgeable insights brotha. 1997-2006 US Marine infantryman Sgt.100P.T. Josh out
I served as an infantryman in the ROKMC. Though I never saw combat, it was something I was prepared for every day for a time in my life. Much love and respect - Semper Fi
One thing you should mention is that a defense isn't supposed to completely stop an attack. Any defense can be broken through with enough resources used. A defense that is being slapped with artillery, HE frag tank rounds, HE autocannons, MG fire, grenades and marksman support will break eventually. Counterattacks cannot always happen when hostiles have better security for the assault and reinforcements do not tend to arrive either in meaningful capacity or in time. This is where your own team's assault elements come in. As long as your team keeps attacking enemy's POI, they cannot dedicated 100% of their resources to an assault. The same can be said for the attacking element, as when your defense line fails, you cannot fall back and preserve numbers from a failed assault. Resources should be allotted appropriately to strike a balance between offense and defense, though trying to play the game of attrition by turtling up is a proper strategy from time to time. Still, the assault elements still have a job of disrupting key hostile elements to weaken the firepower they prepared for an offensive and take tickets to better the chance of victory through attrition. But if the enemy continues to attack, they likely risk a double neutral from your own assault elements, which could prove useful to recuperate and redirect resources to commit towards pushing or holding.
@@HaebyungDance Thank you! Personally, I think that the best way to go at it is to use as little of resources as possible for defense to mobilize those assets needed for offensives. A counterattack should only be asked when the defense elements start to struggle at the overwhelming firepower. Truthfully the best way to defend while not wasting too much resources is to be as mobile as possible. Make sure you can never be pinned into a singular position of which they can yeet grenades in or clear with man advantage. Mobility is key in defense, even more so than offense. Your goal is defense is to inflate the resources necessary for a breakthrough, not making an impenetrable wall. When the enemy has to pull out the tanks, the IFVs, the APCs and all that support elements, that's when you should start abandoning post entirely and call for a counterattack. Do make sure to make their occupation as costly as possible though! - Respectfully, a Vietnamese who is a bumbling SL in Project Reality
Definitely taking notes, didn't realise such importance of defense planning, and more importantly, how to build fortifications around it. Are you planning a video on strategic hub placement by any chance? I know there is a couple videos on youtube about that, but I would have loved to see you go into different scenarios that could occur an battlefield, where you would also incorporate your brilliant assault and defence analysis!
My humble opinion to add would be “don’t question ur SL if you decide against taking the leadership” so many players are comfortable with not playing SL yet they complain about how their SL is incompetent. I stopped squad leading because of these people, thinking they know all but never taken a leadership on their own. Not saying that I’m a competent leader but if you see ur SL trying to put the squad together just listen and do what you are told. Things won’t work out as you wish but you cannot accomplish your task without trying.
11:35, ngl this part made me say "oh shit" at how good of a position this is in covering multiple routes that are in complete opposite direction with minimal movement.
@@HaebyungDance Yea, i just mean that I often see defenses are done where a squad end up being dispersed to cover multiple directions. Where as in your example, some smart positioning can mean concentrating all your squad's firepower without leaving a flank exposed.
Personally I like to have my boys play active defense, sending duos to every likely point that the enemy might place a radio so that they may ambush and prevent HABs from being built. Obviously this isn't realistic but it's really effective. I absolutely hate playing defense on the point itself but if I have to it's all about ammo crates and giving our infantry options to escape the HAB so they don't clump up in it.
Such is the struggle. Once in a while the circumstances line up - and when the opportunity arises hopefully you’ll get a chance to put this into action.
My primary source was from ATP 3-21.8 INFANTRY PLATOON AND SQUAD which is freely available online from the US Army. Some info was just from my knowledge base which came from formal training in the ROKMC.
Can you make a video of you and a group using these tactics to showcased in a live match? Would love to see them fully in action and how to improvise with an unpredictable enemy team
My map knowledge is shit, but this is pretty natural for me - I might try getting on command during staging and asking for POIs on elevated or dominant terrain once we work out points next game
the problem with these tactics is that they require solid cooperation and communication with your team. And that is very very rare in Squad, for me at least.
Yeah I know - that’s the reason I make these videos is to help teach players. For overall teamwork - it’s highly dependent on the server. In the 7th Ranger servers good games aren’t rare and happen quite frequently. On typical beginner friendly servers like Potato Fields it’s always a mess.
As a former infantryman myself this is a great video tactics are solid and brings me back to getting warnos and fragos before an op. Too bad this video would only really apply to clan play because there’s no way you could organize this shit in normal servers.
Some of the military tactics are just natural to understand or consider through playing milsim games long enough, what is interesting imho. Also outside of RL tactics I wish you talk about FOB placement and its fortifying because it is quite common for people to utilize FOB spam tactic which is not that bad but the amount of radios being dropped at the middle of nowhere in the fields or at the open is devastating. Concealed bush placement vs something that has a roof and actually fortified but obvious. I mean field FOBs are just shitdumps for mortars.
I really appreciate a lot of the info here as I am very interested in these kind of theories. Do you know what any forum or repository that has manuals, books, or generally more info like the things you went over?
You can explain this so often, time and time again in a public game ─ people will simply not understand. They'll keep building their walls that get splashed by enemy armour or rolled up by a single artillery barrage.
ooh this was great stuff too! I was actually wondering as a new player if obstacles were a thing and like you read my mind, you went into the concertina. Now I'm wonderin why squads I've beenp part of on defense never deploy it! Unless it got removed recently?
I’ve always wondered why squad 44 and hell let loose play so fucking different than this game. Like it’s amazing to me how modern combat has changed but I didn’t get why I didn’t get squad. Now I get why I suck lol
Squad is a game of improvisation. It's difficult to make a plan at the beginning of the game and stick to it. Moreover, people enter the squad to fight, and only few people want to sit on defens. In real life, everything is different. Therefore, tactics from real life are not always applicable to the game.
“No plan survives contact with the enemy” is a saying for a reason - and improvisation is as much a part of military tactics as planning. It’s totally wrong to assume things are going to fall in place according to plan. And players being impatient doesn’t negate the effectiveness of defensive preparations. Using real world concepts will always help. I agree that it’s not always the correct choice to start hunkering down with prepared defenses in game - but just like in real life that takes judgement. Being very light and mobile is totally valid as well - and my video has plenty of room allowing for that.
Squads is a game I like alot and it feels like people quickly give away squad lead I'm trying to get better I wanna destroy a enemy force and be able to be like that was me 😅
99.9% of squad players - bunching in one tower and don't look 360, building an outpost so tight and small that it gets shredded by mortars without them changing aiming point, place 1 ammo crate near the Spawn FOB... War...war doesnt change...xD
What are your thoughts on pillowforting? I have some videos on it if you don't know what it is. Would you consider it as a strongpoint and a valid type of play?
I think that it’s very situational. It has the danger of taking resources away from higher priorities. But if like on invasion you’re #1 goal is to defend a point then I think it’s great.
You have a discord or somethinf that everyone who watches these videos can join and cooperate with? Would be cool to get a bunch of like-minded individuals together to implement this
One small detail I would add is to place as many ammunition crates near as many of your firing points as you possibly can. This is often overlooked and can really change the effectiveness of special kits like LAT/HAT/GL especially when it come to frag rounds. It's hard to describe how devastating and disruptive it is to be assaulting through a patch of trees while continuously hearing *thunk - BLAM - thunk - BLAM* in random areas smashing into trees and rocks all around them or having that HAT be able to re-arm instantly and hit the IFV/Tank with another tandem round right off the bat. I often find myself wondering why SL's don't spam ammo crates with how cheap they are, I think people are just in the habit of dropping one at their HAB and calling it a day.
Also, obligatory compliment on the video which is high quality as usual and which is desperately needed to be shared in the Squad community.
Great point - ammo crates are free ammo bags with much deeper pockets! Also thanks :)
BDSL: _"Why would I build 2 FOBs with ammo if I can build 6 FOB, and two magazines ought to be enough for anybody"_
Can confirm. I usually try to play as AT but I just played a game with the GL and I was far more effective at keeping the enemy back with the GL. Ended up with 16 kills. Vehicles can't do much without their infantry support. That being said you'll still need to focus on suppressing everything so that the AT can do their job too.
@@Mr_Bobr If they're just going to Hold W, they could stand to leave a mag for someone else before they head out.
We all know the real problem isn't an uncooperative enemy its a uncooperative team
Yeah it’s tough! That’s part of why I’m making these videos
Very true
Amen to that 😂
🔉SL: "Alright guys, once we got the HAB and ammo crate dug up, I just need a rep. station for our armor and then a few emplaceme-" ... "Uhh, guys?"
🔉rando squadmate: "GG f@#%'ing dictator SL worst SL ever"
Accurate af
Terrain analysis is the KEY. This is why it is absolutely infuriating that the maps in squad do not have topographical elevation lines.
That’s a really good point. Topographical elevation lines would be super useful.
@@HaebyungDance it drives me crazy, the only way to know where strategically good terrain is is to memorize the maps. Even in the drawings you show in this video all of the battle plans are drawn according to geographical choke points/funnels due to elevation!
@NINTHSKULL OWI PLZ!!
I wonder if someone could create topographical maps
@johnnymatias3027 that would my greatest wish come true
This series should be put into the game itself as video tutorials for new players to have an immediate grasp, and would pair greatly with a scripted tutorial to act as a boot camp style introduction so new players can come in without being a hindrance, while also having fun without being discouraged by the large learning curve.
That’s really high praise!
I think squad's community really needs more videos like this one
Thanks! Personally, I’ll try to make more lol.
Probably less video of obvious wall hacking. Dude knew where everyone was, all the time. I put this in the 90th percentile probability.
@OakInch ?
Knowing when to effectively counter-attack is a great thing to think about as well. If you have a solid defense that has fought off an enemy advance, there is a window of time where the enemy is now regrouping and attempting a new push. Using that time to advance a part of your squad, or another squad entirely can change the situation on a defensive point into an advantageous offensive situation. Putting a units in front of the defense position also puts the attackers on the off foot, at that point they won't know when or where they are going to encounter resistance. That hesitation opens all kinds of opportunities to change the course of action. Great videos! Really super informative and of course a thing to always remember is: The enemy always has a say, and no plan survives first contact with the enemy. Being able to remain fluid and adapt to changes in conditions will be more valuable than being able to create a 'technically perfect' defensive strategy.
Awesome points all around man - I totally agree.
Counter-attack on enemy flank ?
I haven't played squad, I just got recommended this I guess cause I watch a lot of combat footage, but if this games has like foxholes, or constructable firepositions that you can make using the environment then I think that'd be a great idea. Put a few little foxholes out there with men in them, or just little hidy holes almost above ground, but covered and concealed, make it much more difficult.
Great video. Well structured and not bloated.
My tip:
Defense thrives in order, attack in chaos, so label certain buildings, fields, tree lines, that you think are likely to come into play. Give them easy to remember nicknames that your squad mates can call out quickly. This enhances your awareness as a squad leader because you aren’t constantly passing around FTL or checking the map, and it makes it easier to direct squad mates to positions you think would be useful in a given situation.
Having common names for landmarks and “zones” makes everyone more situationally aware and will add cohesion to the defense.
Definitely a great tip - it allows for very fast, smooth comms between squad members.
Senpai noticed me UwU @@HaebyungDance
Defense in Depth requires defensible depth, in other words there have to be enough subsequent positions in the terrain layout to fall back to. In the town used for this example, the structures stretch a lot farther North to South then they do East to West. With the expected avenue of approach from the East, this means you need to compensate with an abundance of fortifications because you can only run across the street and maybe from a further East structure to one next to the road before reaching your Alamo. If the expected avenue of approach was from the North however, there are many organic positions offered by the depth of structures you could use to delay the enemy for a very long time and bleed tickets before running out of ground to fall back to, allowing you to prioritize a wider variety of small fortifications all the way across the town
Having an equal amount of obstacles along the EA makes enemy behavior unpredictable because you don't know which obstacle they'll successfully breach first. What can be even more powerful than obstacles for restricting and controlling enemy movement is a lack of obstacles because it will funnel them into the path of least resistance... straight into your field of fire. Place obstacles where you *don't* want them to go and fields of fire where you do. One of my favorite patterns is an S-shape of C-wire, which you can simplify construction of by just making two adjacent boxes, one closer to the frontline and one closer to the expected avenue of approach, but with a piece of wire missing from each opposite corner. This will force any infantry who don't want to try to breach the wire and leave themselves exposed to run back and forth three times in awkward slalom, staying in the killbox for as long as possible. The apparent weaknesses they think they've found in your defenses are actually strengths designed to manipulate them into moving in a predictable way
Final Protective Fire, or FPF is a fire mission type for artillery used to protect retreating elements with indirect centered on the position they just left as enemies start to occupy it. Prior to beginning your engagement, you can outline a few points for your mortars to quickly identify pre-planned fire missions using map markers. So FPF1 could be along the edge of the treeline, FPF2 could be the dead space along the edge of numpads 5 and 8 where there are no structures, and FPF3 could be the ditch on the West side of the road. That way when you need them to shift fire, you don't need to describe complex areas or hastily place map markers, you can just say "Fire FPF2" and they'll know where that is. Make sure *all* your units are clear of the FPF before calling for fires or you'll have a medical nightmare on your hands
GREAT points man!
got squad a week ago and just found your "real life infantry tactics p1" like 10 mins ago, realized how much content you post, and now i'm about to binge watch everything you've posted since ICO. i'm not even half way through p1 but i can already tell this is going to be a big help and very entertaining.
Love to hear it man! I hope you enjoy all of them
You bought and support squad at the worst time possible. ICO has ruined the game. Not that you'd have any reference of the negative changes.
@@CorruptDemocratsJ6 i disagree i've had a great time over the past month. 200 hours in and all i think about is playing squad with the lads. best tactical fps experience of my life. sorry OWI doesn't agree with your idea of what their game should be, sucks for you i guess. can't say i really care about a crybaby liberals opinion. unlike you i don't think the world should bend to what i think.
@@IoloIololoIoIbruh you are both insane
This guy KNOWS
I also like how you acknowledged that bounding back as a frontage isnt really a thing in Squad, but explained how defense in depth can still be used with respawns.
Gotta keep it relevant to the game right?
Love the video and information! Another thing to note for Squad specifically, is constructing obvious easily accessible positions if you have time.
I know you need to balance concealment with cover, but it's one thing to direct a squadmate to a specific position to defend from vs. a random teammate who likely has no idea what the battleplan is. But if you make obvious defensive positions that really only need to be manned to be effective you can drive randoms to those spots and not need to devote valuable resources (your squadmates) to having them manned.
For example, you might have your squadmates defending the edges of the perimeter, guarding flanks, and manning more important emplacements like the ATGM, but you build Machinegun bunkers and observation towers near and around the spawn at key highly visible locations so Random A with no mic can intuitively know that is probably a good place to shoot baddies from. They can do the bulk of the defending with little to no instruction freeing your squad up to launch counter-attacks, backline actions, or prep new FOBs.
For me, the bulk of my mental balancing is cool-factor to functionality, since I know a majority of players will choose the awesome looking defensive position with hesco walls and wire over the random sandbag in a bush despite the latter being an objectively better fighting position but not as conspicuous or enticing to sit at.
something that should be emphasised is to use mortars. mortars are the most under-utilised assets in squad for how powerful they can be. when the enemy attacks, you will notice patterns of where they group up, where machine gunners set up or even where their attack HAB is. effective mortar fire can force the enemy to move where they don't want to and prevents them from taking accurate shots at you. if you can keep your FOB well supplied, a few machine gunners keeping constant suppression going and a single mortar tube can hold up the entire attacking force
Mortars are awesome tools for sure!
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
using razor wire to deny the enemy cover is quite effective as well, put it behind trees, rocks, bushes where you expect them to take cover. if you put razor wire in bushes, only dig it halfway up so its at ground level and hard to spot. when defending a compound, putting barbed wire on your own side of the walls works as well, as if the enemy vaults over they're forced to expose themselves on top of the wall or fall into barbed wire.
I haven't seen more understandable explanation in years. You deserve more subscribers, sir.
Thank you very much!
Great video. Defense HABs "in-depth" are hit-or-miss w/ squad cooperation. In experience as SL, I'd argue you should factor this in defense:
Offensive, 'ambush' HABs near the forward objective constitutes superior defense.
Why?: It only takes a 2-3 man logi, and 60 seconds to drop/dig radio + HAB. The sudden overwhelming spawns give your team immediate offensive 'initiative' and 'momentum' - causing panic in the enemy team. This forces the enemy to withdraw forces from their attack - thus indirectly benefitting your defense immensely.
double neutral ?
It’s when both teams neutralized the opponents point.
another thing squad leaders don't anticipate is placing ammo crates. ammo crates should be placed near as many fighting positions as possible. this encourages your teammates to use suppressive fire more often as they don't have to worry about exposing themselves running back to the HAB for more ammo if they run out. it also means you have a constant supply of grenades for if the enemy gets within 50m
watching all of these vids, it's funny to me that the game I've played with the closest tactical positioning, assaults, defenses, decision making, and command structure to what you describe as real infantry is world of tanks, an arcade 3rd person shooter where each player control an entire tank. and, sure, the 'quickplay' random matchmaker battles have none of this, but there's an active hypercompetitve 'clan' scene with 7v7 and 15v15 modes with organized teams where almost every strategy you talk about is used, standard practice is to have a caller directing the movement of every individual/group of players, and instead of kits each type of tank has strengths and weaknesses that make it better at covering fire, defensively holding fields of fire, assaulting, etc. the only thing that's not used so much is indirect explosive fire and suppression due to these mechanics being very weak (though they are both in the game via an entire 'self propelled artillery' class of tank). everything else, though- using strong positions with cover and concealment, firing on the moth being inaccurate leading to needing covering fire or movement under cover, setting up fields of fire and positions that support eachother, battles being decided nearly entirely by positioning, etc is all present because of the similar mechanics right up until you get to close range, where the tanks have an hp pool and focus fire and the armor mechanics become the important factors
I watched competitive WoT for a while so I def agree there - it’s just not infantry lol.
I don't play Squad, but I like watching videos about these concepts in milsim(ish) videogames, so this series was great for me.
Good Video man. i wish there were more experienced players on both sides. It would be so fun to actually play using tactics and not semi-brute forcing objectives.
Yeah it’s something that needs to be built up - and these videos are me doing my part. Glad you enjoyed the vid!
This type of teaching military tactics thru a video game is quite unique. I know there's channels that do this irl, but doing it thru a game like Squad is pretty cool and interesting and can show situations that otherwise can't be done irl.
Yeah it’s fun - and because it’s for a game I don’t have to be super serious.
This is absolutely gold I’m at ITB right now and this is basic studying for me
Hell yeah
Squad is probably the most true to life modern FPS where you can use infantry tactics successfully. I’d love to get into this game but would only do it if I found a group that played it super serious. Meaning they use actual operational maneuver and infantry tactics such as squads working together as a platoon to take an objective where one squad provides support by fire while the other one assaults using bounding maneuvers and actual squad level tactical formations
Squad is still a game - the operational level is defined by spawn points than anything else so it’s difficult to find the type of gameplay you’re looking for. Arma 3 seems to be more what you’re looking for.
Yesterday we had a really cool and good defense at military housing.
Blocking all major roads with 1 nsv machinegun nest and a Hesco tower was super effective. Also we payed mines and had barbed wire to force the enemy into the LOS of our MGs.
12 kills and 16 wounded alone in the defense for me. So Bois, defending also has action
Defense wins games!
Amazing breakdown on a few really good concepts applicable in squad. "Hearding" your own squad is a battle in its on right but damn it feels good when people stop and think what a soldier might do instead of run and gun (in a videogame). Will definitely take these good tips and mindset into squad. Keep it up!
Thanks for the kind words - good hunting in game!
1,300 hours of squad and i must say, this is very needed for the community. i learned some and how to pass that knowledge along to others. thank you!
I will always support anyone spreading knowledge to the playerbase!
Holy Hell I needed this so badly. Thank you
Another Masterpiece
No you’re the masterpiece.
Having a diverse, dedicated and high cooperative squad will be highly successful in battle. Also always thank the driver for the ride!!!
Absolutely!
Came here from Helldivers 2. Reginald recommended your wisdom to be a better team mate. Thank you for your attention to detail and posting! We are all better for it. 😊
Much appreciated! All are welcome!
You deserve more subs
I appreciate it man! Just happy to make vids for you guys
i agree. such an underrated channel
I dont even play Squad yet, but its been on my wishlist for ages and i just gobbled up everything you said. Great video, I'll make sure to watch the rest to be prepared for when i finally get the game
Lmk when you do :)
And appear strong where you are weak, and appear weak where you are strong.
When you are close, make it appear as if you are far.
And when you are far,
Make it seem like you are close.
And while you and your team are defending your positions. You can send a small detachment to neutralize or otherwise set up a flanking position of fire at their spawn point or behind their avenue of attack. (Idk I don’t actually have the game yet. It’s at top of my wish list)
And just as “No plan survives contact with the enemy.”
The enemy’s plan will not survive contact with you!
Preparing for everything to go wrong will help you minimize how bad, bad gets.
Great video! keep up the good work. I've always applied these principals without realizing it.
Always look at the map and ask "How would i attack this position. Using concealment and cover to hit the point" then work backwards from there
Thanks! Appreciate it man!
Informative and useful, ive found that even the most basic infantry tactics work very well in this game. I look forward to watching your other videos
Glad you enjoyed!
Those videos are not only very likely to help video players.
I wouldn't be surprised if some of the UA mates would tell that when there's a lack of instructors then they are learning light inf tactics from those videos...
Really the author is making a freaking masterpiece of education for warfare - not only the digital one.
All of this stuff he's talking about has been already written years ago in the infantry manuals but those videos add this great educational value of examples, videos, and so on.
This makes all this stuff easily understandable for literally every guy on earth.
Thank you, Dance!
Thank you for the kind words. A lot of the video content is specific to Squad so I hope that UA learns from real instructors and not my vids LOL
My friend, I bought the game 1 week ago and I was struggling real hard with gunplay so I started learning some strategic plays so I could be usefull to my squad.
I also had some fps problems and I would really love to see a 2024 updated settings guide if you could, I see you as a reference at the moment.
Maybe now with your videos I can go back to gunfighting and have sum fun :)
In terms of gunplay - Pt. 2 of this series has some tips you might find useful.
For graphics settings I’m afraid I’m not very helpful because I just do everything at max. I don’t know how to optimize for FPS lol
try turning your shadows down or turning off contact shadows. also turn down your ocean quality and material quality. If youre able to, turn your anisotripic filter to 4 (for some reason my game is bugged and always resets to 16. owi isnt known for their optimization, ive noticed this kills frames.) If you need more frames, i would try tuning down your ambient occlusion and partical quality. DLSS seems to do nothing for me in this game so i keep it off. I tend to keep the textures, AA, and post processing high/maxed so the game looks crisp and smooth and then turn down other things as needed. i have a 2070 super, average around 80 fps on 1440p (depending on the map cause like i said, OWI doesnt know how to optimize their game) and run the game on high settings on DX11. I can run the game on epic but im not a fan of 50-60fps. As far as learning the game, it just takes time! dont take this game to seriously or you will learn to hate it because of how high the learning curve is (not to mention the toxic hardcore players you will run into depending on the server) Ive been playing this game since before scopes were a thing outside of the US Army, and there were only 2/3 factions. this game is constantly getting better :)
@@julianpadro2385 Will do all that! I got a Radeon 5700XT that is equivalent to the 2070super and I get like a 100frames in some maps and 60 in others, it depends. But I always try to go for more optimizations cause I'm not used to these type of games like Squad and Arma III runing so poorly. As for learning the game it was frustrating but I managed to find some tips myself. I understood that when I get supressed I can see a bit of the muzzle flash of the enemy when hearing the direction of the gunshot, and it helps me get the actual position of them. Found out the gun sounds (I play with russia or with factions that have AK's so if I hear anything outside that, IT SHOULD BE ENEMY). And yea it's been fun, looking for on how to join the 7th army so I have some experienced players teach me new stuff :)
@@HaebyungDance Thank you man, really apreciate that, just finished watching the 2nd part and now starting 3rd one .
@@preto2919 yea that tends to happen depending on the map for me as well. My biggest tip would be to communicate with your squad and teammates around you. Call out everything you see and ask what other see/are shooting at. Situational awareness is key in this game. Don’t try to rush either, take your time with everything you do. Join 7th, having people with a solid background in the game to mentor you is a big help.
Great videos! Binged it all WELCOME TO THE SUCC
EMBRACE THE SUCC
I got that war of rights reference! (I'm in WD, I recognized the thumbnail from General Cody's channel)
By the way, because of how that game works, it is almost always better to physically block the enemy at certain points because well... we've all got spears that shoot once every 20 seconds. and even then the shooty part isn't the most consistent thing.
Yeah I wasn’t trying to criticize War of Rights but more illustrate how that thinking is ingrained in our psyche. I love that game!
This is awesome. I studied up on some platoon and squad tactics but it's hard to translate over to the game so thank you for making this video series.
I gotchu!
Its unfortunate that concertina wire does nothing to vehicles in game. In real world situations, c-wire, when driven over has a good chance to wrap around a vehicles axle or track causing mobility issues or even tracking tanks.
Yeah it’s a design choice that I can kinda see the reasons for. More advanced physics in the game would def help.
Having a scout drone reporting live information in close combat is something i've seen work really well. Being able to assault during a reload or just retreating a few feet and getting that information live.. its like wallhacking irl
Watched the video a while ago, and thought how troublesome it would be to set up a defence in this way. Now sifting through your channel once again. Click on a vid again. Turns out, with a fine team on defence in Invasion, this all comes together more or less naturally. As an example, we player as Turks on Yehorivka (dont remember exact unit, prob some regular combined arms), against mech Canadians. Brainlesly (at least at first sight) smacked HAB at the flag (Bogcamp). But then we placed a backup in the treeline to the South, made an extensive as possible perimeter of fortifications + couple HMGs, cos this was second point, so a bit of time was available, and placed mines on a bridge. I did not get to mine out the crossroads, since it already was under fire control of enemy M113, but mines on a bridge helped either to destroy Leopard, or force it to retreat. As a result, we did have 2 layers of defence in a more or less condenced space, good fire control of surroundings and backup respawn. My SL then proceeded to place two additional mortar FOBs, which I’ve helped to build. Managed to help halt flanking maneuver with the first one, and demolish enemy HAB with second. And all due to well structured defence and communication. Not just dumb turtling in a pillow fort, but also mortar support and counter strikes at enemy FOBs. All of this highlighting importance of fields of fire, positioning and “engineering obstacles” + uprooting enemies whenever possible. The only bummer was a pair of Coyotes circling across our rear, inflicting many casualties.
A lot of good Squad players do instinctively use all of these principles or just learned them as part of the game- this video just outlines them through real world terminology!
You explain things very clearly. This must have taken a lot of work. Great work!
Yeah it was a lot of work - worth it though!
comprehensive, entertaining, good voice, solid!
Thank you!
6:25 (background video) let my man cook :(
He was coming at me with death in his eyes.
Getting competent people to sit and defend an obj is usually the hardest part 😂
The major defence tip is to shit as many ammo crates at every corner of the defence FOB as possible.
The single hasco blocks is also a genius idea!
I realized in the making of this video that they're really underrated!
EA Dev gets me fired up. I love to see a good defense come together. Its difficult to truly develop a EA in Squad because at the least youd need a turning, fixing and destroying element. Which would require two squads working very closely.
Yeah man it's the eternal Squad challenge! Glad you enjoyed!
I'm a Helldiver sent from Reginald. These tactics and mentalities *do* translate - which should not surprise you in the least.
Use this knowledge for liberty and victory, helldiver!
Cool. Very cool
Tactical minds without that itch for actual violence. Regardless well done. Comments well taken and sound. My son would rather have a nice pair of shoes than a ar platformed suppressed rifle. Fight the good fight gentlemen. Hopefully truly I pray you'll never have to play the really game. Thank you for the knowledgeable insights brotha. 1997-2006 US Marine infantryman Sgt.100P.T. Josh out
I served as an infantryman in the ROKMC. Though I never saw combat, it was something I was prepared for every day for a time in my life.
Much love and respect - Semper Fi
Amazing video man. Im aplying this on insugency sandstorm! Thank you
Glad you enjoyed!
fuck. i wish i could like twice. awesome stuff man.
This is why I'm always down to have a 7th Ranger boy on my side of a game lol
One thing you should mention is that a defense isn't supposed to completely stop an attack. Any defense can be broken through with enough resources used. A defense that is being slapped with artillery, HE frag tank rounds, HE autocannons, MG fire, grenades and marksman support will break eventually.
Counterattacks cannot always happen when hostiles have better security for the assault and reinforcements do not tend to arrive either in meaningful capacity or in time.
This is where your own team's assault elements come in. As long as your team keeps attacking enemy's POI, they cannot dedicated 100% of their resources to an assault.
The same can be said for the attacking element, as when your defense line fails, you cannot fall back and preserve numbers from a failed assault.
Resources should be allotted appropriately to strike a balance between offense and defense, though trying to play the game of attrition by turtling up is a proper strategy from time to time. Still, the assault elements still have a job of disrupting key hostile elements to weaken the firepower they prepared for an offensive and take tickets to better the chance of victory through attrition.
But if the enemy continues to attack, they likely risk a double neutral from your own assault elements, which could prove useful to recuperate and redirect resources to commit towards pushing or holding.
Great points!
@@HaebyungDance Thank you! Personally, I think that the best way to go at it is to use as little of resources as possible for defense to mobilize those assets needed for offensives. A counterattack should only be asked when the defense elements start to struggle at the overwhelming firepower.
Truthfully the best way to defend while not wasting too much resources is to be as mobile as possible. Make sure you can never be pinned into a singular position of which they can yeet grenades in or clear with man advantage. Mobility is key in defense, even more so than offense.
Your goal is defense is to inflate the resources necessary for a breakthrough, not making an impenetrable wall. When the enemy has to pull out the tanks, the IFVs, the APCs and all that support elements, that's when you should start abandoning post entirely and call for a counterattack. Do make sure to make their occupation as costly as possible though!
- Respectfully, a Vietnamese who is a bumbling SL in Project Reality
Definitely taking notes, didn't realise such importance of defense planning, and more importantly, how to build fortifications around it.
Are you planning a video on strategic hub placement by any chance? I know there is a couple videos on youtube about that, but I would have loved to see you go into different scenarios that could occur an battlefield, where you would also incorporate your brilliant assault and defence analysis!
HAB placement is something I may cover, but is less of the priority because the community already has great guides about it.
I would like to add that you should also look for keypoints in the terrrain and take control of them.
Yeah that’s something I glossed over but is a vital part of a complete terrain analysis
My humble opinion to add would be “don’t question ur SL if you decide against taking the leadership” so many players are comfortable with not playing SL yet they complain about how their SL is incompetent. I stopped squad leading because of these people, thinking they know all but never taken a leadership on their own. Not saying that I’m a competent leader but if you see ur SL trying to put the squad together just listen and do what you are told. Things won’t work out as you wish but you cannot accomplish your task without trying.
11:35, ngl this part made me say "oh shit" at how good of a position this is in covering multiple routes that are in complete opposite direction with minimal movement.
Well I did plan it that way lol
@@HaebyungDance Yea, i just mean that I often see defenses are done where a squad end up being dispersed to cover multiple directions. Where as in your example, some smart positioning can mean concentrating all your squad's firepower without leaving a flank exposed.
Yeah absolutely!
Personally I like to have my boys play active defense, sending duos to every likely point that the enemy might place a radio so that they may ambush and prevent HABs from being built. Obviously this isn't realistic but it's really effective. I absolutely hate playing defense on the point itself but if I have to it's all about ammo crates and giving our infantry options to escape the HAB so they don't clump up in it.
I think it’s very realistic and good strategy to have a forward active defense!
Yeah, for me it is more like: wanting to do organized defence but nobody is working with, wether that is my squad or other SL
Such is the struggle. Once in a while the circumstances line up - and when the opportunity arises hopefully you’ll get a chance to put this into action.
Great video bro! I'm part of an ARMA 3 milsim community and this info is pure gold. What reference material are you using, specifically?
My primary source was from ATP 3-21.8 INFANTRY PLATOON AND SQUAD which is freely available online from the US Army. Some info was just from my knowledge base which came from formal training in the ROKMC.
it's a shame that squad doesn't allow trenches, only overground pillow forts
Milsim games in general. Huge huge shame.
I play HLL but boy, such good advice!
1.Raid enemy spawn point
2.backup FoB
3.keep a good logistic
Can you make a video of you and a group using these tactics to showcased in a live match? Would love to see them fully in action and how to improvise with an unpredictable enemy team
That’s the goal - I just need to get on a defensive invasion match with people who will work with me 😅
My map knowledge is shit, but this is pretty natural for me - I might try getting on command during staging and asking for POIs on elevated or dominant terrain once we work out points next game
Great vid as always in this series.
Minor note, but I'm pretty sure "subsequent" is pronounced sub-sikwent, instead of sub-see-kwent.
That’s my bad! Lol
항상 좋은 영상 감사합니다 :)
감사합니다!
1:23
I don't think this guy likes War of Rights guys, I don't know, just a hunch. Good video regardless.
I actually love it! It was just the best example I could think of lol. Different eras have different tactics.
Sparta
Where are our walls?
Our soldiers are our walls
How far is our border?
As far as our arrows can reach!
This Is Sparta!
the problem with these tactics is that they require solid cooperation and communication with your team. And that is very very rare in Squad, for me at least.
Yeah I know - that’s the reason I make these videos is to help teach players.
For overall teamwork - it’s highly dependent on the server. In the 7th Ranger servers good games aren’t rare and happen quite frequently. On typical beginner friendly servers like Potato Fields it’s always a mess.
Can't wait to get a new mic so I can play more... I am in love with this game!
It really is fun!
Great video
Thanks!
Patrols are more effective than OP locations in squad as it gives the player an active task to keep them engaged.
the problem with gamers as opposed to soldiers, is that gamers don't know the difference between COVER and CONCEALMENT
As a former infantryman myself this is a great video tactics are solid and brings me back to getting warnos and fragos before an op. Too bad this video would only really apply to clan play because there’s no way you could organize this shit in normal servers.
Some of the military tactics are just natural to understand or consider through playing milsim games long enough, what is interesting imho.
Also outside of RL tactics I wish you talk about FOB placement and its fortifying because it is quite common for people to utilize FOB spam tactic which is not that bad but the amount of radios being dropped at the middle of nowhere in the fields or at the open is devastating. Concealed bush placement vs something that has a roof and actually fortified but obvious. I mean field FOBs are just shitdumps for mortars.
Yeah I try and cover all that in my gameplay videos when it comes up, but it may be worth a dedicated discussion.
I really appreciate a lot of the info here as I am very interested in these kind of theories. Do you know what any forum or repository that has manuals, books, or generally more info like the things you went over?
Both the U.S. Army’s ATPs and USMC MCRPs are available online on their official publication websites.
You can explain this so often, time and time again in a public game ─ people will simply not understand. They'll keep building their walls that get splashed by enemy armour or rolled up by a single artillery barrage.
infantry tactics: IMT for 5 miles to the objective
ooh this was great stuff too! I was actually wondering as a new player if obstacles were a thing and like you read my mind, you went into the concertina. Now I'm wonderin why squads I've beenp part of on defense never deploy it! Unless it got removed recently?
I’ve always wondered why squad 44 and hell let loose play so fucking different than this game. Like it’s amazing to me how modern combat has changed but I didn’t get why I didn’t get squad. Now I get why I suck lol
Squad is a game of improvisation. It's difficult to make a plan at the beginning of the game and stick to it. Moreover, people enter the squad to fight, and only few people want to sit on defens. In real life, everything is different. Therefore, tactics from real life are not always applicable to the game.
“No plan survives contact with the enemy” is a saying for a reason - and improvisation is as much a part of military tactics as planning. It’s totally wrong to assume things are going to fall in place according to plan.
And players being impatient doesn’t negate the effectiveness of defensive preparations. Using real world concepts will always help. I agree that it’s not always the correct choice to start hunkering down with prepared defenses in game - but just like in real life that takes judgement. Being very light and mobile is totally valid as well - and my video has plenty of room allowing for that.
@11:32 you should put that hesco wall further back an angled more
Which one? The block for the alternate BP?
wish tarkov developers and squad developers teamed up
That would be quite something.
Thanks, now I will dominate in arma 3. These skills should apply to any tactical realistic shooter right?
Milsim/tactical shooters yes. The broad concepts can apply to most shooters as well.
I’m new to your channel and found it very informative and interesting in your explanation. Have a question for you. Were you in the military?
Yes South Korean Marine Corps
What do you mean spawn? Sorry I’d like to understand the definition of spawn in reference to “real life”. And thank you ahead of time!
When I say spawn I’m referring to in-game spawn points. This is still a gameplay guide!
@@HaebyungDance ahh. Roger.
if you play escape from tarkov, I would greatly appreciate it if you made a 4-5man squad tactics similar to this!
I can do fireteam tactics
"beat off" the enemies initial attacks
Thanks a bunch for the video!
I have one question: where should the route of retreat/supply be positioned and secured in this situation?
Wherever the enemy isn’t. The game is too fluid to have a fixed route all the time.
@@HaebyungDance Thanks!
Squads is a game I like alot and it feels like people quickly give away squad lead I'm trying to get better I wanna destroy a enemy force and be able to be like that was me 😅
99.9% of squad players - bunching in one tower and don't look 360, building an outpost so tight and small that it gets shredded by mortars without them changing aiming point, place 1 ammo crate near the Spawn FOB...
War...war doesnt change...xD
these are fine but a bit theory heavy for the average squad player... could be a 5 min video
Thanks for the feedback - their entire purpose is to be theory heavy. I also make more regular gameplay videos for those that would rather see those.
Wait so don’t build a 20mx20m hesco wall around the hab on objective so you get proxied within 2 min?
What are your thoughts on pillowforting? I have some videos on it if you don't know what it is. Would you consider it as a strongpoint and a valid type of play?
I think that it’s very situational. It has the danger of taking resources away from higher priorities. But if like on invasion you’re #1 goal is to defend a point then I think it’s great.
You have a discord or somethinf that everyone who watches these videos can join and cooperate with? Would be cool to get a bunch of like-minded individuals together to implement this
I have my channel discord in the video description - but I’m more involved in the 7th Rangers which is also linked.