This guide offers a list of various squad composition templates using fireteams and roles for a infantry squad. It explains the basic and the fundamentals of designing a squad composition for a infantry squad by going over in detail the strengths and weaknesses for both soldier roles as well as the different types of fireteam concepts that there is. The guide is written from my personal experiences in squad as both a squad leader, fireteam leader and a member of a squad. The content of the guide is therefor not defining the universal “meta” for squad as it may differ from every individuals subjective perspective. If anyone perhaps have other ideas/concepts/compositions for how you should design your squad compositions feel free to suggest them as I am always willing to improve my abilities in squad (and this guide) as well as I hope others who are reading this guide is willing to learn even if this guides content challenges their view of the “meta” in squad.
Task Terminology
- Team Leader – Suitable for leading a larger fireteam (3+ members). Interpret the Squad Leaders orders and (with local voice comms as main tool) coordinate and micromanage the soldiers in the fireteam to accomplish the Squad Leaders intended purpose of the orders. Can also use the Fireteam Leader (FTL) position as a quick way to get the range to a target.
- Casualty Management – Revive downed squad members and treat wounds. Coordinate your squad members to assist you in this task if the situation requires.
- Assault – Attacking an objective or FOB by engaging enemies and approaching/moving towards the target.
- Flanking – Attacking an enemy, objective or FOB but from the side or behind and attempting to avoid combat until a suitable position in the side or behind have been achieved.
- Rally stomping – Roaming around to find enemy spawn points to approach so they disappear. Avoiding getting into contact unless a known rally have been successfully stomped.
- Scouting – Separated from the main unit and moving ether ahead of the unit (in your units direction of travel) or to targeted locations to gather intelligence on enemies locations and also act early warning to prevent a ambush of friendly units.
- Early Warning – To ether be moving around an objective or to remain stationary and watching outside the objective with purpose of detecting enemy attack and if possible to tie the enemy down in a firefight outside the objective to delay their attack allowing reinforcements to flank. and neutralize the attack.
- Driving/Logistics – To ether transport personnel or supplies from A to B. While all classes can make one or two trips, this task is more in regards of continuous transplantations for a prolonged time.
- Static Weapons – Operating Static weaponry and maintaining them in an operational condition. While all classes can temporary hop on a static weapon, this task is more in regards of continuous manning of static weaponry.
- Rear guard – Checking your units rear/six to alert your unit in case the enemy is attempting a flank from the rear.
- Quick Reaction Force – “QRF” Also referred as Rapid Response Force “RRF” and “Backup”. The purpose is to remain vigil and flexible and reinforce with support where extra help may be needed.
- Defense – Eliminating threats that targets a defend-able cap-zone or FOB
- Overwatch – Remaining stationary and covering friendlies or a location from being affected by enemy presence or fire. Ready to engage the enemies that may affect the friendlies or location.
- Suppression – By fire at/engaging a known enemy location to inhibit the enemy from freely moving and engaging targets by convincing them to take cover and/or attracting attention from other enemy units to steal focus to allow other friendly units to avoid detection or enemy fire.
- Armor Hunting – By ambushing or actively moving/searching for armor to neutralize, disable or deter.
- Area Denial – Through usage of certain weapons creating a psychological effect that is convincing enemies to avoid a area. Example is mines around bridges & roads or accurate marksmen or vehicle fire covering avenues of approach.
- Forward observation – To move to areas of interest for indirect fire and observe the indirect fire effect on the area while also relaying the effect of indirect fire to the gunner.
- Directing Fire – Directing fire from automatic weapons. When the gunner have reduced ability to see the effect of their own fire, you can see it for them and tell them how they should adjust to be more effective.
- Flank Guard – To protect the main force from being flanked by either using overwatch or setting up a ambush at strategic locations on the side or rear of the main unit.
- Vehicle Maintenance – Repairing Vehicles
- Vehicle Operator – Dedicate to operate/crew armed vehicles
Roles
Just because the tasks are listed for a role in this list, it does not make automatically okay that you have a free pass to do it. It only makes the soldier more suitable to do it and in many situations you can take your own initiative to carry out these tasks without the Squad Leaders approval but always keep in mind that the Squad Leader have the final word on what you should do.
(R) Rifleman
Description:
Weather you have a scope, iron-sight, holographic or a submachinegun your abilities stays fairly the same however if you have a scope you might have it easier to accomplish some of the tasks better than if you didn’t due to the extra visibility and accuracy. The Rifleman most of the time uses a assault rifle making this role versatile in both accuracy for longer range as well as firepower in close quarters.
Suitable Tasks:
- Team Leader
- Assault
- Flanking
- Rally Stomping
- Scouting
- Early Warning
- Driving/Logistics (Consider changing to crewman if damage to the vehicle is expected)
- Static Weapons
- Directing Fire (If Scoped)
(MED) Medic
Description:
While in the end the Medic share mostly the same equipment as a Rifleman and can therefor assume the role or a Rifleman, the Medic have exclusively the ability to bring friendlies back to full health thus making the Medic more suitable to support other roles doing their task by managing their health. This will force the Medic in the same situations as any of the other roles and at a moments notice switch to preform the job of a Rifleman to later return to the tasks of a Medic.
Suitable Tasks:
- Casualty Management
- Rear Guard
- Quick Reaction Force
(AR/LMG) Automatic Rifleman / (MG) Machine Gunner
Description:
Due to the weight of the weapon and the recoil the AR and MG the ability to acquire a clear and accuracy kill-shot in while on the move makes this role more suitable to be stationary. However with with experience and a lot of practice a good player can learn the weapons deficiency and strategically utilize this weapon effectively both in close quarters and on the move. This is the go-to role for deploying supressive fire.
Suitable Tasks:
- Defensive
- Overwatch
- Suppression
- Early Warning
- Flank Guard
(LAT/HAT) Light/Heavy Anti-Tank
Description:
Provides a hand-portable weapon to be deployed against both soft and hard, light and heavy vehicles by ether deter, disable or destroy. this role can prevent the enemy from employing effective use of their vehicles. While this role is not engaging or preparing to engage a vehicle, this role functions in the same way as a rifleman.
Suitable Tasks:
- Team Leader
- Assault
- Flanking
- Rally Stomping
- Scouting
- Early Warning
- Armor Hunting
(GR) Grenadier
Description:
Has a unique ability to launch grenades from a under-barrel grenade launcher (UGL). The grenades vary from: HE “High-Explosive” (Anti INF), HEDP “High-Explosive Dual Purpose” (Anti INF & Light Armor) and Smoke Grenades. Can use the grenades to destroy sandbags and smoke to blind windows and doorways as well as marking targets with smoke. While the Grenadier is not using the UGL, the Grenadier can assume the same tasks as a Rifleman.
Suitable Tasks:
- Team Leader
- Overwatch
- suppression
- assault
- Flanking
- Rally stomping
- Scouting
- Early warning
(DM) Marksman
Description:
Have the squads most powerful optics and carrying a designated marksman rifle. The rifle have a larger caliber than most assault rifles causing the recoil to be increased. A Designated Marksman is not to be confused with a Sniper. To keep the definition and difference as simple as possible: A sniper would operate mostly as a pair with a spotter or sometimes alone completely detached from any squads operating autonomic and independent from support with the task of gathering intelligence. This is not the same as the in-game Marksman. The Marksman is a Squad asset and the marksman actions needs to serve their squad’s mission before anything. The Marksman needs to help the squad from taking long range accurate fire and that means that if the Marksman is not with the squad, the Marksman may not even be able to see what or who is engaging the squad. The Marksman should in many way just be played as a Rifleman (with a scope).
Suitable Tasks:
- Team Leader
- Overwatch
- Flanking
- Rally Stomping
- Scouting
- Early Warning
- Forward Observation
- Area Denial
- Flank Guard
- Directing Fire
(S) Scout
Description:
While this role is not busy using the mines and IED to destroy vehicles and FOBs, this role plays very much like the Marksman
Suitable Tasks:
- Team Leader
- Area Denial
- Armor Hunting
- Rally Stomping
- Scouting
- Early Warning
- Forward Observation
- Directing Fire
(CM) Crewman
Description: If the squad have access to a vehicle and the vehicle will be used in combat or is expected to take damage, this role have a toolkit and can repair vehicles to a degree. This role also possesses binoculars and therefor have a ability to observe an area over great distances.
Suitable Tasks:
- Forward observation
- Driving/logistics
- Vehicle Maintenance
- Vehicle Operator
- Directing Fire
Fireteam Types
Assault Team
Description:
Uses movement to accomplish its tasks. Needs to be able to perform support tasks if requested. Should always be assigned with a Medic and never be smaller than 3 members.
Size: 3-4
Suitable Tasks:
- Assault
- Flanking
- Rally Stomping
- Scouting
- Early Warning
- Quick Reaction Force
Support Team
Description:
Finds stationary positions to support the Assault Team in accomplishing their tasks through effective deployment of fire support. Needs to be able to perform Assault tasks if requested
Size: 2-4
Suitable Tasks:
- Defensive
- Overwatch
- Static Weapons
- Rear Guard
Scout Team
Description:
Not intended to engage but to gather intelligence
Size: 1-2
Suitable Tasks:
- Area Denial
- Forward Observation
- Early Warning
- Rear Guard
- Scouting
- Rally Stomping
- Flanking
- Quick Reaction Force
AT Team
Description:
Acts semi-autonomic from the squad to set up vehicle ambushes and hunt armor
Size: 1-2
Suitable Tasks:
- Armor Hunting
- Area Denial
- Early Warning
- Scouting
- Rally Stomping
- Flanking
- Quick Reaction Force
Vehicle
Description:
Provides the squad with fire support and troop transportation
Size: 1-3
- 3-Man
- MBT (Requires Crewman)
- 2-Man
- IFV (Requires Crewman)
- APC (Optional Crewman)
- Car (Optional Crewman)
- 1-Man
- APC (Optional Crewman)
- Car (Optional Crewman)
Suitable Tasks:
- Area denial
- Overwatch
- Rear Guard
- Rally Stomping
- Armor Hunting
Buddy Team
Description:
Just two soldiers working together. Technically does not need to be actually teamed up under a team name to be called a buddy team any pair of soldiers can temporary forge a buddy team to increase their survival.
Size: 2
Suitable Tasks:
- Survive
- Cover the others back
- Revive their buddy when downed
Composition Templates (Infantry Only)
0-3-3-2 2x Assault + Support
Description:
If you are looking for a strong Assault Squad while not sacrificing too much of the the support, you can then go with this option. This composition offers maneuverability and support and not necessary at the sacrifice of strength as you can use your two Assault Teams in close proximity to offer strength or keep them more separated for flexibility. The Squad Leader can group himself with the MG directing its fire or letting the MG, AR work more closely with the DM while positioning him/herself in between the Assault Teams for coordination.
- SL
- FTL R or SUP: GR, AT (Assault Team)
- R or SUP: AT, GR
- MED
- FTL R or SUP: GR, AT (Assault Team)
- R or AR, S
- MED
- FTL SUP: DM (Support Team)
- SUP: MG, AR
0-3-3-2 Assault + Support + AT
Description:
If you only intend to have one AT asset then you should consider using this composition. It will retain a force balance between the Assault and Support Teams however sacrificing strength for allowing the AT Team autonomy, efficiency and flexibility. This is in some ways a better option than having two AT’s without assigning them a rifleman for ammo, as the two AT may not be near a rifleman thus effectively ending up in only being able to fire 2 rockets before the enemy vehicle getting a chance to retreat while the AT’s is looking for a place to ream, in comparison of one AT with a dedicated ammo carrier (rifleman) that would allow for 2 rearms for a LAT effectively providing a AT with 3 rockets before having to go and find a ammobox etc.
- SL
- FTL R or SUP: GR, AT (Assault Team)
- R or SUP: AT, GR
- MED
- FTL R or SUP: GR, AT, DM (Assault/Support Team)
- R or SUP: MG, AR, AT, GR, DM
- MED
- FTL SUP AT (Anti Tank Team)
- R(+/-)
0-4-2-2 Assault + 2x Support/AT
Description:
This composition is similar to the 0-3-3-2 composition but the Assault Team have been strengthen to offer maximum flexibility and strength . This however reduces the Support Teams strength. The Benefits is that you can have two support teams with two AT having their own Rifleman for ammo. However this sacrifices a lot of support for the Assault Team making them vulnerable. To remedy this would be to convert into a 0-3-3-2 2x Assault & Support template allocating the AT assets in each Assault Teams while giving them their dedicated medic. A different alternative is having only one AT team and making the other team a Support Team with AR, MG or DM. Tho this offers a weak autonomy as you have to choose between ammo or health as the main options is Rifleman or Medic.
- SL
- FTL R or SUP: GR, AT (Assault Team)
- R or SUP: AT, GR
- R, MED or SUP: MG, AR, AT, GR, DM
- MED
- FTL R or SUP: GR, AT, DM (Assault/Support Team)
- R, MED or SUP: MG, AR, AT, GR, DM
- FTL SUP AT (Anti Tank Team)
- R
0-4-4-0 Assault + Support
Description:
This is a composition that allows for strong and self reliable fireteams. They have the numbers and the medical support to provide them a longer combat endurance , allowing them to stay in combat a lot longer. The support team can be modified to work as a Assault Team, allowing this composition to be very suitable for bounding maneuvers.
- SL
- FTL R or SUP: GR, AT (Assault Team)
- MED
- R or SUP: AT, GR
- R, AR, S or SUP: AT, GR
- FTL R or SUP: GR, AT, DM (Assault/Support Team)
- R or SUP: MG, AR, AT, GR, DM
- R, AR or SUP: MG, AR, AT, GR, DM
- MED
0-4-3-1 Assault + Support + Scout
Description: This composition is similar to the 0-4-4-0 composition and share the same strengths but you have a separated Scout Team. You can temporary order the Scout Team to follow the Support Team, effectively making them into a 4-man team. This allows for good flexibility, strength and cohesion for your squad. When the Scout Team is detached from the Support Team, it can then operate normally.
- SL
- FTL R or SUP: GR, AT (Assault Team)
- MED
- R or SUP: AT, GR
- R, AR, S or SUP: AT, GR
- FTL R or SUP: GR, AT, DM (Support Team)
- R, AR or SUP MG, AR, AT, GR, DM
- MED
- FTL SUP DM, S (Scout Team)
2-2-2-2 Four Fireteams
Description:
If you really need to stretch your squad over a larger area while still not compromising the safety of your soldiers, you can pair them up on “Buddy Teams” consisting of a pair of soldiers in each. You can then delegate out 4 separate tasks for each team to carry out. This is suitable for setting up a perimeter around a defend-able objective to establish a all-round early warning system. This composition can also be used to micromanage a lot of inexperienced pub-players under a few experienced ones by making sure the more experienced players hold FTL positions and assigning inexperienced under them and under the SL him/herself..
- SL
- ANY
- ANY
- FTL (Buddy Team)
- ANY
- FTL (Buddy Team)
- ANY
- FTL (Buddy Team)
- ANY
Composition Templates (Infantry with Vehicle Support)
0-4-3-1 Assault + Support + Vehicle
Description:
If you have a low ticket-value vehicle like a car or some versions of APCs you can designate one squad member to operate it for overwatch and fire support. This means the Crewman need to keep the vehicle at strategic positions to not get flanked as it would take too long time for the gunner to swap to driver to get it out of there alive. The rest of the squad is organized in a more conventional Assault/Support Team composition and works in the same way.
- SL
- FTL R or SUP: GR, AT (Assault Team)
-
- MED
- R or SUP: AT, GR
- R or AR, S
- FTL R or SUP: GR, AT, DM (Support Team)
-
- R or SUP: MG, AR, AT, GR, DM
- MED
- FTL CREW (Vehicle Support Team)
0-3-3-2 Assault + Support + Vehicle
Description:
In this composition you can use the vehicle while its moving allowing it to push with the infantry providing the infantry ammor and mobile cover. The Assault Team is not as strong as a 4-man Assault Team so the Squad Leader may have to strengthen it up with his presence. Also if the Vehicle is utilized in conjunction with the Assault Team the reduced strength can be neglected.
- SL
- FTL R or SUP: GR, AT (Assault Team)
- MED
- R or SUP: GR, AT
- FTL R or SUP: GR, AT, DM (Support Team)
- R or SUP: MG, AR, AT, GR, DM
- MED
- FTL CREW (Vehicle Support Team)
- CREW
0-4-1-3 Fireteam + Scout + Vehicle
Description:
This Composition can ither be used with one or two vehicles with the 1-man vehicle operating little bit more conservative and defensive than the 2-man vehicle. The 2-man vehicle can be more liberal and aggressive in its movement. If the vehicle is 3-man then the vehicle can be more aggressive. This composition does not offer much in terms of infantry support by infantry and instead relying on the vehicle providing the support for the 4-man Assault Team.
- SL
- FTL R or SUP: GR, AT, DM (Assault/Support Team)
- MED
- R, MED or SUP: MG, AR, AT, GR, DM
- R, MED or SUP: MG, AR, AT, GR, DM
- FTL SUP DM, S (Scout Team)
- FTL CREW (Vehicle Support Team)
- CREW
- CREW
0-3-3-2 Fireteam + 2x Vehicles
Description:
If your squad have access to two vehicles and you want the vehicles to be interchangeable with each other you can then use this composition. The Infantry side is weak even tho the they have a strength of 4 men which will make the squad weak at clearing compounds and buildings in a urban environment. The infantry can should more be used to support the vehicles by protecting vehicles from anti-tanks.This composition should niter defend or attack an objective on their own unless they really know what they are doing.
- SL
- FTL R or SUP: GR, AT, DM (Assault/Support Team)
- MED
- R, MED or SUP: MG, AR, AT, GR, DM
- R, MED or SUP: MG, AR, AT, GR, DM
- FTL CREW (Vehicle Support Team)
- CREW
- FTL CREW (Vehicle Support Team)
- CREW
Written by Fox