
Squad tactics and Procedures
Mainly for the VBS series and Armed Assault, but these tactics and procedures
could be used with most squad sized, military themed games.
Meet the Squad
Introduction:
In today’s brief we will be discussing the squad and fire team elements, and
what each team member’s job and/or purpose is. The first thing we need to cover
is a few definitions.
Soldier:
A soldier is a person who has enlisted with, or has been conscripted into, the
armed forces of a country. The term soldier is usually limited to people who
serve in the army. Groups of soldiers are usually divided into military units,
which are organized in a strictly hierarchical fashion. A soldier would be
considered one individual, the lowest on the list of military unit structure.

Fire team:
A fire team is a military unit consisting of usually four
soldiers. In the US Army for example, a fire team would consist of a fire team
leader, a grenadier, A machine gunner, and a rifleman. Often the rifleman would
be tasked with a missile system, giving the fire team anti-armor capabilities.
The fire team is the building block of any infantry unit, and is the smallest
team element that can deploy independently.

Squad:
In today’s US Army, a squad is a military unit consisting of approximately nine
soldiers. The squad usually consists of two fire teams and a squad leader. Not
to long ago the US Army had a twelve man squad consisting of three fire teams of
four soldiers each. The nine-man squad has become standard due to the
proliferation of armed infantry fighting vehicles, apparently all of which have
a capacity of nine personal. This is true for even light infantry units.

How this pertains to computer gaming:
What you basically need to know is that everything usually evolves around the
fire team. Each fire team is comprised of the right mix of weapon systems,
making the fire team one mean lean fighting machine. The best set up to have in
game is two fire teams, and a squad leader running the show. If your lucky
enough to have enough players for three or more fire teams, all the better. It
just starts getting a little more hectic for the squad leader with more fire
teams.
Each squad is usually run by an experienced non-commissioned officer, In the US
Army this rank is usually a Staff Sergeant (SSG). Each fire team is usually run
by a newbie sergeant, simply called Sergeant, but also known as buck sergeants.
If you have 9 people playing a tactical shooter then you have a squad. One
person should be elected squad leader before the mission starts, and the other
players divided into two or more fire teams. Each fire team is assigned a letter
for easy use especially under virtual combat.
These designations are usually alpha, bravo, charlie, and delta. (If you have a
sniper team or two, they are usually designated as sierra 1 and sierra 2, and so
on.)
The squad leader gives the fire team orders, while a fire team leader controls
his team to accomplish the mission.
So if the squad leader orders alpha fire team to move up 50 yards, take fighting
positions and engage the enemy at 12 O’clock, while bravo fire team will move
left, turn North, then come into the enemies left flank, everyone knows what
needs to be done, and the squad leader can be prepared to change the orders or
issue a withdraw if necessary. If you have a third, charlie, fire team the squad
leader can use them to reinforce a team, or to rescue an overwhelmed team if
necessary.
Below is a list of each squad member and there purpose:
Squad leader:
US Army soldiers work as a member of a squad. Squads are lead by the Squad
leader, who has the rank of Staff Sergeant (SSG). Armed with the same weapons as
a rifleman, he is fast and maneuverable. Additionally all SSGs are equipped with
binoculars. SSGs also can use the squad radio to issue commands.
Your primary responsibility is leadership in combat, requiring competence,
character and skill. Squad Leaders take charge by synchronizing the efforts of
their fire teams. Armed with the M16A2 rifle or M4/M4A1 carbine, the Squad/Team
Leader accepts overall responsibility for the success or failure of
accomplishing the mission.

Fire team leader:
Each squad is divided into 1 - 4 fire teams each having their own purpose. The
leaders of these fire teams are Sergeants. Their purpose is to lead their teams
to execute a command given by the squad leader in order to complete a mission.
Since they are also armed with a rifle, their capabilities are the same as the
SSG and rifleman. SGTs also are issued binoculars.
This soldier is a fighting leader, assisting the squad leader by taking charge
of a 3-person fire team. Armed with the M16A2 rifle or M4/M4A1 carbine, the team
leader controls the actions, movement and placement of fire of his fire team.

Rifleman:
The rifleman makes up the bulk of the infantry squad. To make the rifleman more
versatile in all types of combat environments, they are equipped with a variety
of rifles and grenades.
The purpose of the rifleman is to complete his mission, give covering fire and
act as a maneuver element (when organized into fire teams) to execute the squad
leader's plan.

Automatic rifleman:
Armed with the M249 SAW, the automatic rifleman combines awesome firepower with
quick maneuverability. The automatic rifleman is essential in providing
overwhelming volumes of suppressive fire from medium to long range. No fire team
is complete without the Automatic Rifleman.
The Automatic Rifleman provides a fire team with a belt-fed machine gun. The
M249's high rate of fire and large ammunition capacity gives a squad/fire team a
weapon that maintains a consistent rate of fire to provide cover for the unit.
However, this weapon has its drawbacks, particularly weight. Due to this, the
automatic rifleman is the slowest among the classes available.

Grenadier:
The grenadier is a key member of the U.S. Army fire team. Armed with an M16 and
M203 grenade launcher, the grenadier can deliver explosive fire at point and
area targets from medium to long distances.
The grenadier is capable of sending 40mm high explosive grenades a great
distance away, providing support fire for the fire team / squad. Additionally
grenadiers also have a fully functional M16A2. Each fire team has one grenadier.
Since their role is support, grenadiers also carry a larger inventory of smoke
and stun grenades. However, their fragmentation grenade inventory is greatly
reduced, since they already carry 40mm grenades.

Resources:
Wikipedia (what a wonderful tool)
America’s Army (the game site and fan site kit)
FM 7-8 Infantry Rifle Platoon
FM 22-102 Soldier Team Development

Formations
Introduction:
In today’s brief we will be discussing the squad and fire team formations and
when to use them. Of course we will also discuss when not to use them.
Formations:
Formations are arrangements of elements and soldiers in relations to each other.
Squads/fire teams use formations for control and security. Leaders choose
formations based on their analysis of the different factors of the mission.
Leaders are up front in formations. This allows the leader to lead by example,
set the pace, and direct the action. All members of a fire team should be able
to see there fire team leader at all times.
Different formations:
Column formation:
Column formations are also known as file formations because you are in a single
file line behind the fire team leader. Column formations are usually used when
the terrain is dense, full of vegetation, or close. The column is the easiest to
control because you simply follow the man in front of you, who is following the
fire team leader. But the downside is that there is less flexibility in a column
formation. It takes longer to get your men adjusted to a certain situation. The
column formation is the least secure, you have fire capabilities on your left
and right flanks but hardly any in the front or rear.
The best time to use a column formation is when you are pretty sure the area you
are in is secured, (in front of enemy lines), and you need to get from point A
to point B pretty fast.

Staggered column formation:
Staggered column is just a sloppy column formation. Every other man is slightly
offset to the left or right and able to cover and see just a little bit more
then a column formation. If your in a desert or open area, then the staggered
column could be more useful then the strait and narrow column formation.
Line formation:
A line formation is when all your men come up shoulder to shoulder with you. You
still can keep a set interval but for explanation purposes, we will say shoulder
to shoulder. This formation is best for heavy forward firepower, like when
assaulting a forward objective. But this formation leaves your flanks completely
open, and if you don’t control the battlefield you can easily be outflanked and
eventually destroyed. It’s always best to have other fire teams or squads on
your left and right to control the flanks or move up to your forward targets
flank while your line formation of heavy fire keeps the enemy suppressed.

Wedge formation:
The wedge is the basic, and most popular fire team and/or squad formation. The
intervals between team members is usually ten meters. The wedge expands and
contracts, depending on the terrain. When rough terrain, poor visibility, or
other factors make controlling the fire team difficult the normal interval is
reduced. The sides of the wedge can collapse into a column/file formation for
very difficult terrain, then re-open as needed. The wedge formation is very
flexible.
The wedge formation should be used the most, especially in an enemy controlled
zone, (behind enemy lines.) The wedge formation provides excellent front and
flank coverage, but no back coverage.

Vee formation:
The vee formation is a reverse wedge formation. The fire team and/or squad form
a V with the fire team leader or squad leader at the point. This formation gives
a lot of firepower on a known enemy, almost surrounding the enemy. But it is
very hard to control and adjust. It is not recommended unless you have an enemy
pinned and want to move in to squeeze the enemy to death.
(no example)
Echelon formation (left or right):
The echelon formation is used to cross open areas where you know the enemy is on
one side or the other of your flank. It gives you good firepower forward and to
either the left or right of your direction of movement. The downside side means
that your opposite flank is totally open and in danger. Moving with an enemy on
one or both of your flanks is always dangerous and should be avoided.

Delta Formation:
Used mainly for a tight defensive hold. Very good command and
control, but not much firepower due to be so close to each other. If waiting for
an extraction, or maybe defending a high priority person or target. Kind of like
a circle around the important command and control elements.

So how to use formations in a computer game:
Say you’re the squad leader of a 9 man squad (including yourself), or even just
a 4 man fire team leader (including yourself.) Your objective is to leave your
forward base of operations on foot, cross over enemy lines, infiltrate a enemy
forward supply point and destroy it. (All other things, like crossing danger
zones and proper movements aside, lets talk about the formations you use only.)
You leave your base in a column formation because you want to get from point A
to point B pretty quickly, and the friendlies have a pretty good hold on this
side of the enemy line. You approach the enemy lines, you then order your
squad/team into a wedge formation for the best overall protection. You go
through some rough woodland area, the wedge constricts in size in order to
maintain visibility. At some point it gets so thick you order your men into a
staggered column. Once you exit through the thick woodland, the wedge expands
back to proper size. You continue on and right before you crest the hill that
you already map recon’ed, you order your men into a line formation. This will
give maximum firepower to the front where the enemy better be. Your squad/team
goes prone and you crest the hill and on your command engage the enemy. Ok, the
enemies are about gone, but you want to sweep in and clear it. You order a vee
formation, so you can put the squeeze on the enemy position and close in for the
final kills.
There, that covered a few of the formations and what they might be used for.
Realize that we didn’t discuss cover fire and bounding overwatch maneuvers, or
any of the other things you have to consider and take into account. The purpose
was just to explain the formations at this time. More advance lessons will come
later in other tactical briefs.
Resources:
Wikipedia (what a wonderful tool)
Armed Assault (the computer game)
FM 7-8 Infantry Rifle Platoon
FM 22-102 Soldier Team Development

Movements
Introduction:
In today’s brief we will be discussing the squad and fire team movements and
when to use which type. We will also discuss danger areas and crossing
techniques.
Movement:
A movement technique is the way you as an individual, or as a fire team, or a
squad move through terrain. There are three common military style movement
techniques. There are others but these are the most used for a fire team or
squad.
The three movements we will discuss are traveling, traveling overwatch, and
bounding overwatch. The selection of movement is determined by either the fire
team leader or the squad leader, and based on likelihood of enemy contact and
the need for speed. In real life these movements and formations are given with
hand and arm signals, but in our virtual computer world most of the time it’s
over a voice communications program. Any of the below listed movement techniques
can be used with any of the formations we discussed in tactical brief number
two, formations.
Different movements:
Traveling:
Traveling is used when enemy contact is not likely and speed is needed. With
traveling you have good, but not great control over your element. Your element
is less dispersed. Your speed is fast, but security is weak.
With traveling you simply form up in the ordered formation and move out from
point A to point B. Your trying to get somewhere quick, but not too worried
about security at the moment. Most of the time your behind friendly controlled
lines.
Traveling overwatch:
Traveling overwatch is used when contact with the enemy is possible. You have
less control of your element because your more spaced out, Which means your
element is more dispersed. Your speed is slower then regular traveling, because
your on a higher alert level, therefore security is a little better.
With traveling overwatch, your fire team or squad forms up in the ordered
formation, usually a wedge, but with more space and more alertness. If your
moving as a squad the squad leader may break the formation down into two fire
teams, alpha fire team taking the lead, with the squad leader in the middle,
then followed by bravo fire team.
Bounding overwatch:
Bounding overwatch is used when contact is expected, when the fire team leader
or squad leader believes that the enemy is near, or when a large area or danger
area needs to be crossed.
Bounding overwatch in real life is only done at the squad level or higher
because fire teams are never to be broken up, and it takes two different
elements (in a squads case, an alpha fire team and a bravo fire team.) But for
virtual computer games if it’s only 4 on 4 or something similar, then it would
be OK to break down to smaller fire teams. But for this brief we will work as a
proper squad.
The lead fire team overwatches first. Soldiers scan for enemies and enemies
positions. The squad leader usually stays with the overwatch team.
The trail fire team bounds and signals the squad leader when his team completes
his bound and is in a over watch position. The fire team leader should know
where the objective is and how best to get there using the available terrain.
The overwatching fire team needs to know where the other fire team is and there
direction, so they can properly support them especially if they come under fire.
Bounding overwatch works like this: The squad leader, using intelligence,
binoculars, and map recon techniques, calls out the beginning bounding overwatch
location, the direction of movement, and the end point. The alpha fire team
moves out depending on terrain, (close terrain only 20 yards or less, while a
nice open area could be 50 yards or more if necessary, but never over extended
past the cover teams sight and fire power.) Once the alpha fire team moves out
and finds a good cover location overlooking the direction of movement, the fire
team leader signals the second fire team, fire team bravo, to move out. Bravo
fire team moves past the alpha fire team and takes up a good cover position
overlooking the direction of movement. After scanning the area for enemies,
bravo fire team leader signals alpha team to move forward and this continues
till out of the area or enemy contact occurs.
The squad leader can stay with one fire team or can move back and forth from
fire team to fire team as needed, because one fire team will always be passing
another one stopped and scanning. (basically bunny hopping team by team.)
Danger areas:
A danger area is any area on the movement route that might expose the unit to
enemy observation, fire, or both.
You should always try to avoid danger areas, but if it’s a needed area to cross
it should be done as safe as possible and as quickly as possible.
Technically to cross a danger area you should do three things:
Designate rally points on both sides of the danger area in case something goes
wrong and the unit breaks.
Secure the side your on, both your flanks and rear.
Recon and secure the far side of the danger area before sending over the full
unit.
There are many danger areas, but the most common are roads, streams, and/or open
areas.
To cross an open area, stay concealed and observe carefully from your near side.
Post security units on the left and right, and also the rear for a early warning
incase of enemy contact. Then send a small recon team across the area to clear
and secure the far side. Once the all clear is received send the rest of the
units over, the next to last being the flank security units, then finally the
rear security unit.
To cross a road or trail, do it at a bend or as near to a bend as possible, this
minimizes your exposure.
To cross a stream or river, use the same techniques as crossing a road, just
make sure the stream/river is shallow enough to get your men across.
Resources:
Wikipedia (what a wonderful tool)
Armed Assault (the computer game)
FM 7-8 Infantry Rifle Platoon
FM 22-102 Soldier Team Development

Full Spectrum Warrior Tactical Video's:
Stacking Up (a video
showing how to stack up and enter buildings.)
Crossing a
Street (a video showing how to cross a dangerous street.)
Flanking (a video
showing and explaining what a flanking maneuver is.)
Bounding
Overwatch (a video showing how a basic fire team moves from point A to point
B.
Using Smoke Grenades
(a video showing how smoke grenades could be used for tactical purposes.)
Suppression
and Grenades (a video showing how suppressive fire and the use of grenades
work together.)
M203 Deployment
(a video showing how and when to deploy the M203 grenade launcher.)
