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Hi

Variable asked me to post this guide that I translated some time ago. The original Finnish version is made by Broileri and can be found here.


[table][tr][td]Guide to Squad leading
by Broileri of LDD Kyllikki
[/td][/tr][/table]


Controls into the spinal cord:
- Controls can be learned by using them. Dry practice in the editor and in single player.
- Remember bugs:
- "Move" commands must be given seperately to each fighter or otherwise they won't be seen
(- Commencing fire: The "Fire" command seldom works, "Engage at will" works sometimes; if required use voice
or write "FIRE" or "FIRE AT WILL")
- basic commands:
- formations: "Form line", "Form column" - these are all you need. "Wedge" has its reasoning occasionally.
- how to advance (crawl, run, rush, charge)
- commencing fire (assigning targets, synchronized)

Know the location of your troops:
- Insist to get reports from your fighters. Leader has to know his men's positions at all times.

Advancing:
- While advancing check regurarly that everybody is with you.
- Don't advance full speed in formations so those who are left behind can catch up by sprinting.
- Only stop in a position where your fighters can take cover easily.
- Make sure that spacings are enough so the whole squad won't be annihilated by one grenade.
- Plan for the ambush that the enemy will make upon your squad.

Orienting:
- Orientation skills are crucial. Don't let your troops know if you get lost! Keep skilled orienteerers
as scouts advancing ahead of the squad. At times use the "Advance" command to determine a location
("move to [position on map]", "don't go there, only report bearing and distance").

Attack:
- Plan the attack roughly on the map;
- think how you would defend the target yourself;
- consider splitting the squad according to the situation; fire team must have a qualified leader as well.
- Things usually go wrong. Don't get anxious but adapt to the situation and change tactics as required.
- Don't get your squad killed by being formal.
- Disengage if the battle is going wrong and try from another spot again. Use smoke if possible.

Defence:
- If you have time for preparation, define positions in advance on map and assign "move" commmands accordingly;
- if no time, assign positions roughly by compass bearings (e.g. "2: SW building", "3: right of S road", "4: SE bush
30m from the village").
- Assign target zones if you want; either by compass bearings ("2: watch SE") or if you have a LOT of extra time:
mark everyone's zones on the map.
- Prepare for everything: tanks, landing from air or sea;
- think how you would attack the objective.
- Nevertheless, the enemy will come from where you least expect it. Ponder the backup positions, keep some fighter always
as a reserve, use forward posts, conduct ambushes.
- Lay mines.

Dont hesitate to assign tasks:
- The survival of the squad leader is crucial to the squad. Use scouts instead of running ahead yourself.
- The sign of a bad leader is that you do everything yourself. Give tasks to others and use the
time for e.g. planning your next move.

Remember your status:
- Listen to the suggestions (they are usually good and a fighter acts more motivated if he feels
that he can make a difference) and make a decision afterwards. When you have made a decision
don't listen to counter-arguments. Don't start arguing. A squad is not a democracy; Squad leaders
are only one per squad. Anyone is welcome to lead in the next mission.

Command:
- Give orders frequently even if you repeated the previous orders: Don't have too long breaks
between commands. Command "At ease" at idle spots (for example if you are viewing the map for a longer period
or you are waiting for a vehicle) or set up a defence position.
- If you stop giving orders for a long time the team will fall into uncertainty. Some of the fighters
will start making independent decisions and go solo.
- Critizice when there is need for it. Sometimes it's justified but remember that no one wants to
listen to unneccessary shouting.



Example commands:

1) Example of commands at the start of a mission when getting on the move:
   All, return to formation;
   all, form column;
   "NW" (advance direction);
   all, return to formation;
   all, hold fire.

2) Example of commands when halting for a moment e.g. for checking the map:
   All, halt;
   all, get down
   ...And again when getting on the move:
   all, return to formation.

3) Example of commands while assaulting "Advance by rush":
   All, get down;
   all, form line;
   all, take cover;
   "Advance by rush. I'll give "move" commands, advance only with the "advance" command;
   2: move to...
   4: move to...
   6: move to... etc. Some will stay and cover, some will advance to the cover that SL has determined. (In practice there is not much cover so the rushes can be easily 50m long.)
   all, advance
   2, 4, 6: take cover;
   3: move to...
   5: move to...
   7: move to... etc.
   all, advance.
 
4) Charges can be easily accomplished in the same way:
   All, get down;
   all, form line;
   all, take cover;
   "Get ready to charge. I'll give "move" commands, advance only with the "advance" command";
   2: move to...
   3: move to...
   4: move to... etc.
   all, advance.

5) Another example of commands when getting on the move:
   "Alrighty, lets head North in column formation. I will shout when to open fire."

6) Another example of commands when assaulting:
   All, get down;
   "In the village ahead there are Ruskies against us. Let's start advancing in line formation, fire at will".


- The main thing about orders is that they get understood. Every squad leader has his own style that will be polished as they get more experience. Learn from your mistakes. Welcome feedback with open mind.
Thanks for the translation lenin. I believe that everybody can draw some ideas from this article, even experienced leaders. Those of us who do not tend to lead, please use this document as a baseline. We do need more players capable of leading and that are motivated towards it.
Hello,

I made a basic list of commands for myself when i started playing flashpoint online. Ill try to keep it between keyboard and me while playing just in case if the leader dies. I dont know if it´s useful to you but here is the link to that file anyway:

http://www.filebam.com/download/88782-18e2be/OFP.pdf

(as you can see for me it´s sometimes even hard to recognize left or right Cheesy)

See you on sunday or next week at coop night.
- slash [fin]

EDIT: FILE RE-UPLOADED 25.03.09

MattyDienhoff

Also, anyone who hasn't read this should.

http://www.theofpfaq.ashnav.co.il/1985/c...rguide.htm

It covers what all the commands mean and how they affect AI behaviour. It's useful because:

A: Knowing exactly what the commands mean helps you understand the principles behind them.
B: It can be very useful to know how to command AI.

MattyDienhoff

;D

I've also been writing some things down in a text file that I'm going to add to the BI Community wiki's hints & tips article. Maybe you guys will find them useful.

Quote:* Y switches between primary and sidearm (I'm sure most of us know this, but for anyone who didn't, there you go. This is important because it's not really worth switching to your sidearm in the heat of battle if you have to do it through the action menu, because then it would just be quicker to reload)

* In coop missions involving helicopters, try to get an AI gunner whenever possible. While manual fire is fine for guided missiles and rockets, an AI gunner is needed to aim the 30mm cannon. An AI gunner is always better than a human gunner because they're more predictable and always know which target you're talking about when you give a target order. If you're not in control of the AI soldiers on your team, ask your squad leader to pair you with an AI gunner.

* As a helicopter pilot or vehicle commander, keep this in mind: when single fire weapons are equipped, like missiles or the tank's main cannon, one "fire" order equals one shot fired, whether something is targeted or not. But with weapons like machineguns (whether co-axial in tanks or mounted on other vehicles, it always works the same way), rockets or the 30mm cannon equipped, a "fire" order simply allows the gunner to fire at will at whatever he can see, whether a target is specified or not. So if you hover your gunship over a town full of enemy infantry, equip the 30mm cannon and give a "FIRE" order, the gunner will shoot at each target one after another, you don't have to actually target them.

* Hand grenades are underestimated as weapons. True, you don't often spend much time close enough to the enemy to use them, but when you are close enough they're devestatingly effective and allow you to destroy enemies without ever having to expose yourself to their fire. Throwing grenades over houses, over the crests of hills, or into clumps of foliage are great ways to clear those areas of enemies without putting yourself in danger. Just be sure you know where your squad members are before throwing them.

* On a similar note to the above, the 6G-30 and MM-1 grenade launchers are exceptionally powerful weapons in certain circumstances. The main problem is ammo capacity, you can only carry 12 grenades in total. Therefore, you have to resist the urge to fire all of your grenades at once. Aim carefully and fire one grenade at a time, holding your aim until the grenade you just fired hits its target, then adjusting your aim as necessary to fire the next one.

* When enemies are in the area, it's almost always better to walk than to drive. Loading your entire squad into a truck to drive the 800 meters to the next objective might sound appealing, but it has many drawbacks. At the very least you're more likely to be spotted. Your entire squad is also vulnerable and unable to fight back while riding in a vehicle, tanks and helicopters can spot you from a mile off and a single RPG will seriously mess up your day. If you're acting as part of a squad, don't go jumping in vehicles and driving around against your leader's orders.

Commanding AI:

* Want to prep your AI squad for a good defense? Put each man in a location suited to his specialty (soldiers and grenadiers on the line, AT soldiers to the back or sides, snipers and machinegunners in spots with good fields of view), and give the "DANGER" behaviour order so they'll lie down. If you want a soldier to watch a particular direction, select them, hold ALT and click on the landscape (or an object) in the direction you want them to watch.

* On the offense? Out in the open at longer ranges, you'll want to keep your squad together in formation. Wedge is fine for most applications, but to concentrate fire to the front, use line formation.

* When assaulting enemy positions up close or in built up areas, it's generally best to dispense with formations. Give the "DANGER" and "ENGAGE AT WILL" orders and your soldiers will break out of formation to act on their own inititive and seek cover. Depending on just how dangerous the situation is, you may want to keep a tight rein on your soldiers so they don't go too far. If your squad becomes overextended and runs into a significant force, you'll be at something of a disadvantage.

* Also, don't be afraid to break your squad into smaller teams. Say for example that you're assaulting the house on the hill in the Resistance mission War Cry. In addition to the danger of remaining enemies around the house, there are also enemies to the right in the town. To deal with both threats it's wise to get a few of your men (including a machinegunner) to break off and stay out front to watch the main road from the town, while the rest of you clear the house.

Flying planes:

* When taking off, put the flaps down all the way for a boost. They provide extra lift. Remember to put them (and the gear) up again once you've taken off.

* Most importantly, once in the air don't make too many sharp turns. If you lose too much speed you'll start to lose altitude.

* When flying ground attack missions, fly high and dive just before you make contact. This way you'll pick up speed and will have a bit more time to react to AA fire. As you approach the objective, if you know more or less where the enemy are but haven't got a visual on them yet, press TAB to cycle through available targets until you lock onto one. Fire a maverick at each target, but be careful not to waste two on the same target, one is always enough.

* To line up a shot with the 30mm cannon, try to lock onto a target as you're going over it. You shouldn't lose this lock unless you fly a long distance away, so once you've locked on to the target, go around for another pass and use the locked target indicator to line up the target. Fire a few bursts, then make sure you pull up before you get too low. It's surprisingly easy to get so focused on shooting at the target that you wait until it's too late to pull up and crash into the scenery, DO NOT LET THIS HAPPEN.

* If you're taking ground fire from tanks or machineguns as you pass over the target area, try to line up your passes on the target so that you can duck behind terrain elevation such as into a valley or behind a mountain after passing over. This will minimize the amount of time they have to line you up.

* Be careful with autopilot, it may take you straight through enemy territory.