|
Roles for Squad Play
This section is meant for 8+ players with communication. Details on the 4-man play are strictly inside knowledge and will not be published publicly on this site.
Objective: In Battlefield 3 it's important to play your role and understand its significance in the game. By sticking to the role, you maximize the success your of team, plus your SPM increases as you are more involved in the gameplay. This sometimes leads to more intense gameplay.
The breakdown of roles is based on three types of groups (Squads) in BF3.
- Kits (Ground Pound) - Alpha Squad
- Land Vehicle - Golf Squad
- Air Vehicle - Delta Squad
Numbers two and three contain the same roles and they are as follows:
- Pilot (Engineer/Assault/Recon)
- Co-Pilot (Engineer)
- Engineer (Engineer/Recon)
The reason why support is left out of the pilot is because it serves no function by itself. The kits listed above can survive on their own in case of emergency.
Pilot - The Pilot is in charge of vehicle operations and responds to the Ground Pound squads request for support. They also coordinate offensive strikes and support. This includes defensive leadership and coordination.
Co-Pilot - This is the standby position and backup for the pilot. They usually are with the pilot to support, repair and ride shotgun for the pilot. This role should be held by an Engineer.
Engineer - The Engineer (not to be confused with the kit Engineer) is a support role for all vehicle operations and also coordinates with Air/Ground Squads for maintenance. Engineers should man transport vehicles and arrange pickup and drop-off for Ground Pound Squad. This role can also spawn recon and use the SOFLAM or MAV to assist with enemy reconnaissance.
Squad Breakdown
The three squads for 8-Man play are Ground Pound, Land and Air. Each of them should have a squad leader. Squad leader should be Pilot or Assault role. The groups should coordiatnate together and are only suggestive setups. The roles should remain intact, and can flex around depending on the type of map. You can use two Ground Pound squads for maps like Grand Bazaar and Operation Metro.
Ground Pound Squad - This is the tactical team, and should be well balanced based on their kits. Leadership flows through the Squad-Leader and their main objective is the M-Com in Rush and maintaining the majority of flags in conquest. This group can be broken down into 2-man groups should "secret mission" needed to be executed. Secret Mission is Aces Wild restricted information and is not to be disclosed to others outside of the group. The kit layout is as follows:
- Assault x2 - Medic/Team Survival + Tactical / Smoke - Assault should either be point-man or secondary positions so that they can lead the squad and rescue if necessary.
- Support - Ammo/Tactical - Support is the suppresion specialist. They are to give ammo and stay in the back of the group and uses positioning for covering squad mates.
- Recon - Recon either separates from the group, infiltrates enemy territory or focuses maintaining the squads presence on the battlefield. This includes places radar and reconnaissance where needed. Recon should be one of the most communicative positions in the group and maintain constant surveillance over the battlefield. Recon can assume any of the roles mentioned. The Recon SHOULD NOT be sniping.
Air Vehicle Team - The Air team might be the most talented of the bunch. It's difficult piloting the the aircraft, defending oneself against enemy threats and finally executing attacks and requests from the ground team. The Air Team should be ready for MayDay situations that include radioing their position when they are down, so they can be picked up by other teammates. Besides adding fun secondary missions to the game, recovering the Air Team after they have been downed is fun and encourages team play. When Air Team is recovered they are to provide support to their rescuers, and be escorted on the Battlefield.
Land Vehicle Team - The primary role of this team is support. While the Land Vehilcles can be awesome killing machines its important to maximize their configurations and understand each specific vehicles role. The IFV's can be used to get troops to land or objective fast and effectively while maintaining a presence that is intimidating to the opponent. The tanks make great offensive vehicles and support vehicles for covering objectives about to be taken by the Ground Pound team. When using these vehicles with the Ground Team, it's beneficial to use Proximity Radar so enemies can be spotted that are near the vehicle or close and can be a threat (C4 from Support). The vehicles teams should be aware of transportation opportunities and have first priority for ecsorting and making sure transport vehicles are safe. The following formations are recommended.
Tanks should be in the front when escorting vehicles. They should be behind ground forces or used to move ground forces into positions (provide cover from other personnel). Humvees should always be behind any type of land support. In the air, Scout and Attack Helicopters should lead the group followed by transport helicopters. Transport helicopters are great for pickup when the Ground Pound team has finished their assault on the objective. Ground Pound team should clear a 50 meter area for the transport to land. Scout Copter/Attack should circle the landing area and report any enemies inbound during the pickup.
Jets
There are two types of jets. Interceptors and CAS (Close Air Support). The interceptors appear in Conquest only and are used to take down other airborne targets. CAS (Rush) vehicles are excellent against enemy armor, but need help from ground teams for spotting and laser designation. Jets should be called in when neccessary, and pilots should consider all requests for assistance priority one. Ground Teams should load out with Stingers for helping the CAS and SOFLAM for coordinating lasered attacks. |