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I was just browsing around at tactics and squad play and I found this info on a thread. I thought it was interesting. I was wondering what you guys thought of the best squad make-up for particular maps and how to be successful in the game as a squad.

 

Taken from Tacticalgamer.com

There are 4 goals to squadding...

1. Magnify firepower (Firepower is like Xmas...it's better to give than receive and 2 shooters beat 1 shooter)

2. Complement firepower (no, not compliment...don't show us the guns you're strappin'. It means putting anti-armor and anti-personnel players together so each can do what they are good at while having their weakness masked by their buddy's strengths.

3. Cover each other's "six" (it's a 360 degree world and you can only see 25% of it. Buddies can cover the remaining).

4. Ease logistics. (this is a gaming/BF2 specific one...spawn at your leader rather than way back in the rear)

 

* I would start with 2 medics minimum. This way one medic could revive the other. The optimum is 50% medics. This is a hard-won lesson from Joint Operations (JOTR). The medics in BF2 are the same as JOTR...in fact, the same as DF:BHD as well.

 

* I would not use the engineer class unless there is a specific need for landmines. Since my experience comes from tourneys with 20 to 40 players split into 4 to 6 companies, I would put the armor into a dedicated armor company who should all be engineers. Tanks need to be at the front, not sitting around guarding a base. The tank squad needs no medics since they should die in their vehicles (theft, repair, and return-to-sender-ammo-first is a big issue in the tourneys I play in).

 

* I have rarely seen a use for snipers. If anyone in my company spawned as one I would TK them to give them an opportunity to select again.

 

* If your squad is tasked with flag defense, have one of the non-medics switch to spec-ops. Ring the flag radius with C4 and hide in overwatch. If the flag goes white, a bunch of enemy roll in, or if any of your squad yell "blow blow blow" then detonate. We call this last resort. This guy makes for a good spawnable person.

 

* I would continue to use TS or Vent instead of the VoIP embedded into BF2. Each side can have up to 9 squads so your side can have up to 9 additional spawnpoints. If you continue to use TS/Vent, you can group two players that are "spawnable" on the same TS channel. That way half of the squad can continue to respawn if one "SL" goes down. I still have decided if the coverman-medic should also be the spawnable leader or someone else. I am leaning towards someone else since no one squad member should be that important.

 

2-man elements

--------------

Medic + Medic.

* Second medic (coverman) is the spawnable player

 

3-man elements

--------------

Anti-tank + Medic + Medic

Support + Medic + Medic

Spec-ops + Medic + Medic

Assault + Medic + Medic (if you really want to but why not just do 3 medics)

* Either non-medic or second medic is the spawnable player

 

4-man squad

--------------

(Element #1) & (Element #2)

(Anti-tank + Medic) & (Anti-tank + Medic)

(Anti-tank + Medic) & (Spec-ops + Medic)

(Anti-tank + Medic) & (Support + Medic)

(Medic + Medic) & (Medic + Medic)

* Now I would start using 2 spawnable players...both in the non-medic or coverman slots

 

 

5-man squad

--------------

(Element #1) & (Element #2)

(Support + Anti-tank + Medic) & (Anti-tank + Medic)

(Spec-ops + Anti-tank + Medic) & (Anti-tank + Medic)

* 2 spawnable players...both in the non-medic slots

 

 

6-man squad

--------------

(Element #1) & (Element #2)

(Support + Anti-tank + Medic) & (Spec-ops + Anti-tank + Medic)

(Support + Anti-tank + Medic) & (Spec-ops + Medic + Medic)

(etc.)

 

* 2 spawnable players...both in the non-medic slots

 

I would always put the most powerful infantry weapon first since the most likely contact would be what is called a "bump" --two sides unaware of each other bumping into each other. If one side is prepared (like defending) or is aware of the other then it's an ambush.

 

As far as formations, I would concentrate on 2...the wedge and the column. They both look the same from the coverman's point of view since BF gives a 90-degree field of view. Simply put your pointman on the side of your screen. Strafe to be in a column formation and don't strafe to be in a wedge formation. More complicated formations seem to break down under fire.

 

I would break larger squads into multiple groups of 2 to 3. Teamwork is simple at that level as in "buddy them up, go where your buddy goes and shoot what your buddy shoots." The third guy becomes the "kill the enemy that start shooting at your buddies because they opened up on someone else." Again, more complicated stuff seems to break down under fire.

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  • Author

I was just browsing around at tactics and squad play and I found this info on a thread. I thought it was interesting. I was wondering what you guys thought of the best squad make-up for particular maps and how to be successful in the game as a squad.

 

Taken from Tacticalgamer.com

There are 4 goals to squadding...

1. Magnify firepower (Firepower is like Xmas...it's better to give than receive and 2 shooters beat 1 shooter)

2. Complement firepower (no, not compliment...don't show us the guns you're strappin'. It means putting anti-armor and anti-personnel players together so each can do what they are good at while having their weakness masked by their buddy's strengths.

3. Cover each other's "six" (it's a 360 degree world and you can only see 25% of it. Buddies can cover the remaining).

4. Ease logistics. (this is a gaming/BF2 specific one...spawn at your leader rather than way back in the rear)

 

* I would start with 2 medics minimum. This way one medic could revive the other. The optimum is 50% medics. This is a hard-won lesson from Joint Operations (JOTR). The medics in BF2 are the same as JOTR...in fact, the same as DF:BHD as well.

 

* I would not use the engineer class unless there is a specific need for landmines. Since my experience comes from tourneys with 20 to 40 players split into 4 to 6 companies, I would put the armor into a dedicated armor company who should all be engineers. Tanks need to be at the front, not sitting around guarding a base. The tank squad needs no medics since they should die in their vehicles (theft, repair, and return-to-sender-ammo-first is a big issue in the tourneys I play in).

 

* I have rarely seen a use for snipers. If anyone in my company spawned as one I would TK them to give them an opportunity to select again.

 

* If your squad is tasked with flag defense, have one of the non-medics switch to spec-ops. Ring the flag radius with C4 and hide in overwatch. If the flag goes white, a bunch of enemy roll in, or if any of your squad yell "blow blow blow" then detonate. We call this last resort. This guy makes for a good spawnable person.

 

* I would continue to use TS or Vent instead of the VoIP embedded into BF2. Each side can have up to 9 squads so your side can have up to 9 additional spawnpoints. If you continue to use TS/Vent, you can group two players that are "spawnable" on the same TS channel. That way half of the squad can continue to respawn if one "SL" goes down. I still have decided if the coverman-medic should also be the spawnable leader or someone else. I am leaning towards someone else since no one squad member should be that important.

 

2-man elements

--------------

Medic + Medic.

* Second medic (coverman) is the spawnable player

 

3-man elements

--------------

Anti-tank + Medic + Medic

Support + Medic + Medic

Spec-ops + Medic + Medic

Assault + Medic + Medic (if you really want to but why not just do 3 medics)

* Either non-medic or second medic is the spawnable player

 

4-man squad

--------------

(Element #1) & (Element #2)

(Anti-tank + Medic) & (Anti-tank + Medic)

(Anti-tank + Medic) & (Spec-ops + Medic)

(Anti-tank + Medic) & (Support + Medic)

(Medic + Medic) & (Medic + Medic)

* Now I would start using 2 spawnable players...both in the non-medic or coverman slots

 

 

5-man squad

--------------

(Element #1) & (Element #2)

(Support + Anti-tank + Medic) & (Anti-tank + Medic)

(Spec-ops + Anti-tank + Medic) & (Anti-tank + Medic)

* 2 spawnable players...both in the non-medic slots

 

 

6-man squad

--------------

(Element #1) & (Element #2)

(Support + Anti-tank + Medic) & (Spec-ops + Anti-tank + Medic)

(Support + Anti-tank + Medic) & (Spec-ops + Medic + Medic)

(etc.)

 

* 2 spawnable players...both in the non-medic slots

 

I would always put the most powerful infantry weapon first since the most likely contact would be what is called a "bump" --two sides unaware of each other bumping into each other. If one side is prepared (like defending) or is aware of the other then it's an ambush.

 

As far as formations, I would concentrate on 2...the wedge and the column. They both look the same from the coverman's point of view since BF gives a 90-degree field of view. Simply put your pointman on the side of your screen. Strafe to be in a column formation and don't strafe to be in a wedge formation. More complicated formations seem to break down under fire.

 

I would break larger squads into multiple groups of 2 to 3. Teamwork is simple at that level as in "buddy them up, go where your buddy goes and shoot what your buddy shoots." The third guy becomes the "kill the enemy that start shooting at your buddies because they opened up on someone else." Again, more complicated stuff seems to break down under fire.

Its all battlefied 2 is about:we got all the tools to have better tactics in this game.

-useless snipers:i agree,because snipers are the guy missing in your squad when your capping a flag,waiting for the incoming defenders or arty.With the PKM accuracy,the support do the job better.

-lot of medics:they all have the assault gun,except the SAS and SEALS in SF.Good Gun,nades :you hit,you take your medibag in one hand,falll back,heal,hit again.

-antitank:one hit on a jeep,and that over.I always try to convince my teammates to have LOT of antitank.These are greande launcher sniping,and i HATE to be farmed by an armor and a apc (both engeneer to repair each other) farm troops.

-specops:sure that the G36c is one of the best gun in the game,that c4 can destroy everything.But i see lot of people runnig after armor and apc istead of been antitank.When i ply specops,i booby trap a road, a flag, an entrance,and i wait to detonate.Then i can engage infantry.In my mindthere is too much people playing specops.

-Assault:im a G3 fan.And i try to use the flash nade,but its long to throw.

Its all battlefied 2 is about:we got all the tools to have better tactics in this game.

-useless snipers:i agree,because snipers are the guy missing in your squad when your capping a flag,waiting for the incoming defenders or arty.With the PKM accuracy,the support do the job better.

-lot of medics:they all have the assault gun,except the SAS and SEALS in SF.Good Gun,nades :you hit,you take your medibag in one hand,falll back,heal,hit again.

-antitank:one hit on a jeep,and that over.I always try to convince my teammates to have LOT of antitank.These are greande launcher sniping,and i HATE to be farmed by an armor and a apc (both engeneer to repair each other) farm troops.

-specops:sure that the G36c is one of the best gun in the game,that c4 can destroy everything.But i see lot of people runnig after armor and apc istead of been antitank.When i ply specops,i booby trap a road, a flag, an entrance,and i wait to detonate.Then i can engage infantry.In my mindthere is too much people playing specops.

-Assault:im a G3 fan.And i try to use the flash nade,but its long to throw.

Snipers:the sniper camping in a tower is the guys we need to cap a flag,cover our six,do the final blow on a tank etc..

 

Spec-ops:i think c4 is defensive.you can boobytrap aroad and wait for the armor that have pass there 5 times before.But running aftre an armor with c4,its not very effective.I know the g36c is a great gun,but i think too many people take the specops kit.

Snipers:the sniper camping in a tower is the guys we need to cap a flag,cover our six,do the final blow on a tank etc..

 

Spec-ops:i think c4 is defensive.you can boobytrap aroad and wait for the armor that have pass there 5 times before.But running aftre an armor with c4,its not very effective.I know the g36c is a great gun,but i think too many people take the specops kit.

A lot of good info, good post di. Squad leader shouldnt be a medic unless at least 1 other person is a medic so he/she can be easily revived. A lot of good points.
A lot of good info, good post di. Squad leader shouldnt be a medic unless at least 1 other person is a medic so he/she can be easily revived. A lot of good points.
  • Author
I really like the idea of using tactics in game. To me, it makes the game more fun. I did a lot browsing on the subject and this was one of the best posts. If we could really work on this in our server that would be great. I think it would be great practice and a hell of a good time! :D :mad:
  • Author
I really like the idea of using tactics in game. To me, it makes the game more fun. I did a lot browsing on the subject and this was one of the best posts. If we could really work on this in our server that would be great. I think it would be great practice and a hell of a good time! :D :mad:
I think thats a great idea, even if we just start working on it while some of us are pubbing, lock a squad, and get a little serious about it, makes for a fun time.
I think thats a great idea, even if we just start working on it while some of us are pubbing, lock a squad, and get a little serious about it, makes for a fun time.

Here is how a BF2 Squad should work (BTW, Squads in BF2 are actually referred to as Teams in the military, a squad is generally two teams of 6 or 8). Also note that no matter how balanced your squad and how well practiced you are, everything is circumstantial:

 

STANDARD SQUAD

 

Squad Leader: Medic. People can spawn in on him and he can resurect anyone who dies near him from sniper fire or whatnot. If he dies, someone can pick up his kit and revive him.

 

Second Team Member: Supply. Squad supply guy. Drops ammo for "Grenade Spam Sessions" and other various duties including primary anti-infantry.

 

Third Team Member: Assault. Grenade launcher is the key to this guy. He is all combat and blow things up.

 

Fourth Team Member: Assault. Same as above, covers anti-tank as well.

 

Fifth Team Member: Anti-Tank. He's got the big boom tube. Limited role in most situations, recomend loading out with DAO-12.

 

Sixth Team Member: Spec Ops. People tend to really underestimate this class's ability in scrimmages, but they provide a vital support role (Mainly C4), and the Carbine Rifles they carry are accurate and moderately powerful, and are very effective anti-infantry, but can be anti-armor as well.

 

FAST MOVER SQUAD

 

Squad Leader: Medic.

 

Second: Medic.

 

Third: Medic.

 

Fourth: Spec Ops.

 

Fifth: Spec Ops

 

Sixth: Sniper. Sniper takes up the rear dropping claymores in high-traffic areas to cover their back.

 

This Squad Setup is generally only used when you need to traverse a large distance on foot. They all have high stamina and are able to take care of generally any situation.

 

DEFENSIVE SQUAD

 

Leader: Medic.

 

Second: Medic.

 

Third: Supply.

 

Fourth: Anti-Tank.

 

Fifth: Sniper.

 

Sixth: Spec ops.

 

Self sufficient squad. The key to this squad's success is deployment to best cover the entrances to the flag without leaving themselves too open. Also provides "Alamo" with spec ops.

Here is how a BF2 Squad should work (BTW, Squads in BF2 are actually referred to as Teams in the military, a squad is generally two teams of 6 or 8). Also note that no matter how balanced your squad and how well practiced you are, everything is circumstantial:

 

STANDARD SQUAD

 

Squad Leader: Medic. People can spawn in on him and he can resurect anyone who dies near him from sniper fire or whatnot. If he dies, someone can pick up his kit and revive him.

 

Second Team Member: Supply. Squad supply guy. Drops ammo for "Grenade Spam Sessions" and other various duties including primary anti-infantry.

 

Third Team Member: Assault. Grenade launcher is the key to this guy. He is all combat and blow things up.

 

Fourth Team Member: Assault. Same as above, covers anti-tank as well.

 

Fifth Team Member: Anti-Tank. He's got the big boom tube. Limited role in most situations, recomend loading out with DAO-12.

 

Sixth Team Member: Spec Ops. People tend to really underestimate this class's ability in scrimmages, but they provide a vital support role (Mainly C4), and the Carbine Rifles they carry are accurate and moderately powerful, and are very effective anti-infantry, but can be anti-armor as well.

 

FAST MOVER SQUAD

 

Squad Leader: Medic.

 

Second: Medic.

 

Third: Medic.

 

Fourth: Spec Ops.

 

Fifth: Spec Ops

 

Sixth: Sniper. Sniper takes up the rear dropping claymores in high-traffic areas to cover their back.

 

This Squad Setup is generally only used when you need to traverse a large distance on foot. They all have high stamina and are able to take care of generally any situation.

 

DEFENSIVE SQUAD

 

Leader: Medic.

 

Second: Medic.

 

Third: Supply.

 

Fourth: Anti-Tank.

 

Fifth: Sniper.

 

Sixth: Spec ops.

 

Self sufficient squad. The key to this squad's success is deployment to best cover the entrances to the flag without leaving themselves too open. Also provides "Alamo" with spec ops.

and squad work makes it real nice to play as a commander too.last night on VSFGamers bf2 server i was commander on cleansweep and we kicked butt cause i had 2 squads really working their butts off it was sweet...

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