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Found 8 results

  1. Hey ! The Devils Brigade is currently looking for able, willing, and experienced Squad leads for our clan. We need a few guys who great experience in leading a squad to bring us into some competitive nature events we have coming in the future. We are a medium size but growing community that has a SQUAD segment that is in need of some great leadership. If you know how to communicate, give orders, strategize, and are looking for a clan then please give me TommyPsy a shout here or on www.DevilsBrigade.org. We can provide a server and moderation rights for such.
  2. Operation Flashpoint

    Anyone ever played ''Operation Flashpoint: Dragon Rising'' or ''Operation Flashpoint: Red River'' it's quite great and amazing for Squad players, it's quite realistic and fun, it's great for squad leaders or anyone that's a fan of action/military games really, anyone ever tried it? Leave a comment!
  3. Hi all, I've been squad leading for a good three months now and I thought I'd write a little guide as to my train of thought on numerous aspects of the role. I enjoy playing SL, because there is currently no other role in the game that has such an active force in determining the outcome. The SLs decide if you get stomped, or if you stomp. They are crucially important to the flow of battle and overall success. For the purposes of this first guide, I'll assume we're playing AAS mode. Background: I played PR for 8 years or so as an SL, AR and crewman. I've played Squad since closed Alpha - predominantly as an SL. General Qualities: These are mandatory requirements for an SL. If you cannot do this, do not play as an SL: Have a working mic.Understand the game mode mechanics (Insurgency, AAS etc.), including order of cap.Know how to communicate with your other SLs (G key).Know how to communicate locally (V key).Have a communicable plan.Be calm under pressure.Be kind and affirming.Be firm and authoritative.Be direct and unambiguous.Have the Officer kit.Know how to place an RP (and understand mitigating circumstances and how they work).Know how to place a FOB (and understand mitigating circumstances and how they work).Have a general understanding of each role and how it works (ie. so you don't ask your medic to do suicidal things, or get your GL to waste all his ammo suppressing an empty target).If you don't have these qualities or knowledge, play the game and vary roles over your first 25 games. You will pick up all of these things. It is not unusual to be jittery in your first 20 engagements. In no time at all you'll find your feet, be able to work out exactly how scary the situation is, and end up killing people one moment and writing little symbols on your map the next. Beginning the Game: On joining the game, I always tend to pick whichever side is under strength, as I enjoy playing as an underdog. I'll make a Squad and either use a default name, or make a custom name describing the squad (teamwork). Eventually, I'll name it after the armour class or if it's a supply Squad. I will choose the Officer kit NOW, so that I don't have to respawn later. I'll wait as people join the Squad, and greet them. I only ask that the two medic roles are occupied. If nobody is choosing Medic, I'll ask Riflemen to take it (as the roles are pretty much identical). I'll let them know I'm going to chat to the other SLs to determine the best strategy. I usually check to see if I know other SLs. I'll then hit G and offer a strategy. For example, as playing as US on Chora: Squad 1 (us) will move straight to River Bend and set up a FOB if Squad 2 (9/9 Squad) want to go straight to Lilac and do the same. Squad 3 (4/8 - making sure they have enough men to cap, but are also under strength), is it possible for you to cap the two first points? Note that most people are happy to follow a plan that is easily presented. I always choose the understrength Squad (and will volunteer my own if that's the case) to cap first, as it gives them time to come to full strength and lets the full Squads occupy the front line. If all Squads are agreed on this strategy, I'll say thanks and relay all of this information to my Squad. I'll drop an arrow marker on the map near to where I want us to move to, and I'll let them know to go to that particular arrow marker. As we walk, I will always drop an RP 300-400m from main, to allow any slow loaders to spawn. This will allow me enough time to refresh it later before we attack/defend. If I start to have issues with other SLs this early (or they don't communicate and I can't work out what they're doing), I'll simply break my Squad into a team of 4 (addressing each by name and splitting the two medics up) and 5. I'll send the team of 4 to the first cap, and I'll go with the other to the second. The reason I go to the second is so that I can be close to the front line to set up an FOB (at which the whole Squad will then form up and move out). Roles: As said above, I'm keen to always have 2 medics in a 9 man Squad. I also recognise that some guys I regularly play with are exceptional at killing, surviving or at calling targets. I keep that in mind when knowing what my particular Squad can handle. If someone in the Squad is fantastic with a certain kit (like the GL or AR), I'll ask the occupying player if he wants that particular role. Often, people are happy to swap to another, equally desired role. FOBs: The very, very first thing a competent SL should do is ask "what happens in the worst case scenario?" The answer to that is always a FOB. As such, it is always the first key objective before doing any fighting in the field. The FOB is the MOST important thing an SL should do, and it is very easy to do badly. I am staunchly against superFOBs, as I have never had a good experience with them, and find them particularly easy to overcome and destroy - losing tickets for the FOB and for those dying on it. I use FOBs for 2 key reasons: It is a place for us to spawn should we lose our RP or are wiped. It is a way to channel the rest of the team to the front line, the new cap, or one we need to fall back to. As such, I always make sure to place a FOB at almost EVERY cap as we progress to the front line. On a map like Fools Road, this allows us to quickly present strength if we have to fall back. To this degree, I have a pre-set list of locations for each map and each team that work with the 400m rule, and with the rules I'm going to establish in the next section. FOB Placement: Note that the BIGGEST mistake to make is to place the FOB within 50-100-200m of the cap. Doing so basically allows the enemy the tickets for the FOB, as well as removes the spawn point entirely. Not only that, but it allows them to camp your FOB and kill people spawning there. You are essentially removing all work from them in having to find it. To place a FOB well requires knowing the map well. I always follow these criterion: Only ever drop a radio, as it is almost impossible to see. By building ANY other objects near it you more than double it's chance of being spotted. I always laugh when I spot a random sandbag in the middle of the desert/forest, as I would never have normally seen the radio otherwise. Dropping only a radio also vastly quickens your speed into combat and gets you as far from the FOB as possible. Place the radio in a small, heavily wooded depression. On a hilltop lets it standout and makes you target for grenades and rockets. In a small depression also serves to disguise the player spawn. Place the radio ATLEAST 100-150m away from the capture RADIUS EDGE. By doing so, the enemy will 95% of the time assume there is no FOB. Always place the radio on the OPPOSITE side of the enemy approach. Think: "if I was the enemy, where would I not bother searching?" Place the FOB within 500m or about 1-2m walking distance. Remember, the FOB is only for use in dire situations. Your Squad will be spawning off RPs for 95% of the game.After placing a FOB, I tell my Squad that we will ALWAYS be spawning off the RP from now on. This ensures that the enemy will have very few clues as to where our FOB is, and it will keep our fight very close to the front line. NOTE: Often we will move off the FOB and in the next 10 minutes encounter the enemy and fight. More often than not, we will win, but my squaddies will need ammo. I always make sure that after the fight we move to the very, very edge of the FOB build marker and drop an ammo crate (normally in a bush). This allows us to re-arm, but does not compromise our FOB location. Rally Points: You should be spawning on RPs 95% of the time. A common mistake in Squad is SLs with either build a superFOB and then not drop RPs at all, or they will drop RPs as a throwaway spawn point only if they need to (ie. in a building they're surrounded in). The CORRECT way to use RPs is to think of them as mini-FOBs. After we've dropped our Radio, we will then begin to move to the capture point, however, I will always make sure we're approaching the cap from a direction dissimilar to that of our FOB. Usually, the FOB will be off-center, and our RP will be behind them entirely. We will then attack from the direction of the RP. I always drop my RP in a bush and make sure it is 100-150m from the capture point. The reason for this is: It keeps the RP safe from being taken down by common fighting. If the RP goes down, it acts as a warning that we're being flanked. It offers a safe, reliable spawn point for downed squaddies. It allows distance for Squad members to potentially kill enemies between the RP and the capture point - stopping us from being encircled. It is close enough that we can reinforce quickly, but far enough that the enemy confuse it with our FOB.Something to note is you should always be actively updating the RP as an SL. You should build 2-3 DIFFERENT FOBs the ENTIRE GAME. You should be dropping upwards of 15 RPs every game. By constantly moving your RP (I drop mine to orbit the cap point), you: Consistently baffle the enemy as to the direction of your approach. Consistently allow your squad members the element of surprise.Attacking: As you've probably gathered, the best way to attack is always from a direction the enemy is not expecting. To do this most effectively, you need your Squad to be wary of showing themselves. As an SL, you should think of your Squad as a drop of liquid. You want to move your guys into position in the smallest and most unnoticeable way possible, so that when the drop "lands" it immediately disperses to cover the location. 99% of success in your fighting as an SL will be allowing your Squad to completely wipe an unsuspecting enemy. Many, many, many times I have enabled my Squad to intersect an enemy or ambush them in a way that wiped all 9 enemy players while we sustained zero casualties. You would be very, very surprised how many times I'm able to accurately predict exactly which way the enemy is going to come. Not because I'm particularly bright, but because many players work very predictably every game. By playing enough, you'll be able to work out with relative accuracy what is about to happen, and you'll be able to pre-empt it to great effect. Another important thing to remember is that you really want to be fighting for about 30 seconds - 120 seconds at most. My general experience has found that if you're firing for more than 30 seconds, the longer you continue without wiping a Squad, an FOB or an RP, the higher the chance you'll be killed by rogue enemy players around you. I know from my own experience, that if I hear enemy fire, I quickly move to a place where I can attack them. A static Squad looking all in a single direction is an incredibly vulnerable one. It is possible to wipe a whole Squad as one man if you come across such a blinded Squad. As such, position your Squad to attack in a way that will allow them to completely overwhelm the enemy very quickly. If you feel you're getting bogged down, ask them to pull back, reset the RP with another member, and then keep pushing them to flank or move. Always remind them to look behind them. Don't tunnel vision. Oftentimes, if I'm playing with really good players (killers), they'll flank and move During an attack or fight, I also make sure to open my map and drop sword markers on suspected enemy locations. You and the squad will be calling bearings, but putting sword markers or a FOB marker down will focus your Squad onto a single objective. It also helps to wordlessly communicate to the team what your Squad is encountering or doing (if for whatever reason you're unable to communicate via Squad chat). NOTE: When my Squad begins or completes any significant action, I'll quickly let the other Squads know. This should give them a good idea of major shifts in the battlefield. i.e. "Just attacked Mine Entrance, wiped a whole squad and took down their FOB. I'll let you know when we've almost capped and then you can begin to move up." "We just engaged another Squad. We think there's an FOB. I'll let you know what happens." Other good SLs will be able to take this info and use it in their future plans or work out: "well, if Squad 2 is engaging a whole Squad, and Squad 1 is engaging another, then really we don't face any opposition here". Defending: Like the old adage, the best form of defence is attack. What I mean by this, is that when defending an area you should always post you squad AROUND the cap, not directly in it. By being directly in it, you can immediately and predictably be located. By being around it, one man will be engaged (or spot the enemy), allowing nearby Squad members to engage from the enemies flanks. When the engagement begins, I always drop sword markers on the map where the enemy is located, in order to allow my Squad a solid understanding of their location. As SL, I have begun to do one other thing. Often, I will move to where the enemy is and drop coloured smoke on them. It acts as a brilliant marker for the enemy, and can often focus necessary attention to a location. Note, that to use the smoke tactic, you need to be playing with good players who are able to maintain wide situational awareness and not all tunnel vision on the smoke. When under attack, try to give numbers. Know that rarely will a full Squad all attack from one bearing. ie. "Four on the sword marker, possibly more, keep looking around guys." 99% of defence is successful based on immediately tying the enemy down with casualties. Know that if you are able to take down a couple of their guys, they will most likely "dig in". That basically means their attack has dissipated. At this stage, I always encourage players to begin to counterattack. To do so, I place shield markers on the map at the flanks of enemy locations. Often times, a pinned enemy is easy pickings for a GL or a good shooter. It is really important that during a defence, your main priority is in clearly communicating enemy locations, and predicting their movements. By blunting the initial blow (the first minute or so of fighting) you have a hugely high chance of winning. Meta Strategy: While there is no Commander role in the game, SLs have a very heavy burden on having to watch the meta game. There are two large rules for succeeding in the meta game: Always have as much strength on an active flag as possible. Always provide a way for players to reinforce via FOBs. This means keeping an eye on FOBs, and making sure they don't go down. For example, when moving to cap Mine on Fools Road as Militia, always make sure to have a Squad defending Hill 30. It's very, very easy to be screwed via that back cap. It's not rocket science, but so often this stuff gets overlooked and it costs games. In terms of your own involvement, try not to get your Squad bogged down in between-cap fighting - unless it is specifically to kill an enemy FOB. Fighting for the sake of kills between flags is denying your strategic front line 9 fighting men. Try to avoid this as much as possible. Many, many games are lost due to whole Squads being "pinned down" by 3 guys in the middle of nowhere. Losing an Engagement: Hopefully with the above tips you won't frequently lose engagements, but in the event that you do it is important that you make sure your Squad is communicating both their status, and letting them know what to do when they respawn. A hugely difficult thing to do as an SL is to determine if a battle is winnable, or whether it is a better idea to regroup and either attack again in force, or to continue a sustained respawn. Sometimes, the best decisions I've made are to withdraw and attack in force from a different angle. When being attacked (and having lost the initiative) between flags, it is often much more important to withdraw and accept 1-2 losses than it is to let the whole Squad fight for the next 20 minutes. A whole, calm and clear Squad is a much stronger fighting force than one torn apart. Additional Tips: I'll add some strategy plans and FOB/RP layouts for maps like Chora and Fools in the next hour or so. Killers: Often I play with competent players who are not only good communicators, but are also good killers. By this, I often ask that 2-3 players designate themselves as flankers. These guys always have one MO when the shit hits the fan - flank the enemy Squad and shoot them in the back/side. Normally, the moment we begin an attack or defence, these players will move out and attempt to get on a flank of the enemy squad. These guys usually use the AR or GL kit, and much of the time they'll be the ones who kill 90% of our opponents. By dropping sword markers on the enemy squad, you allow the flankers to get a confident sense of the enemy location and to get within killing/grenade range. Often, these guys will kill 4-9 of the enemy players. They will also often go down. They should be coached to know that if they go down you'll come and revive them in the mop up you do with the rest of the Squad. Moving Off Point: Rarely I'll find myself in a situation where I can't afford to split my Squad and that we need to cap the next point (normally in the cancerous AAS Parallel cap mode), or move off a defence point to take down an aggressive enemy FOB. In these rare situations, I always place the Rally within the cap of the defence point. This does two things: Allows us to always check the status of the defence cap when we respawn. Updates me that the enemy have moved into cap should the RP disappear. EXAMPLE: Fools Road Opening Play by Militia: The Yellow arrows indicate the movement of the Squad before the begin the first engagement at Mine.The Red circle indicate the rough area where the FOB should be placed - opposite side to enemy attack direction, outside of the 400m radius. Notice no FOBs are placed on the right side of the map, as this does not assist in the mine or hill objectives. Often, placing the FOB on the right not only gets it discovered very quickly, it also pulls men away from the objectives. In all cases, you never want to place a FOB on the enemy's way to an objective.The Blue circles indicate where I drop my RPs.The White circles indicate where I drop my ammo crates.The Purple lines indicate general enemy direction of attack. Notice in the above example that in every case, the Russian team must push past the cap to locate our FOB. Not only that, but pushing in the direction of our FOB will put them in a vulnerable position to our RP placement. For them to take down our FOB, it will require a concerted effort of a Squad to scour the area for our radio (which they won't really be aware of as we won't be spawning in that direction).Notice that all spawn locations are hidden by trees. The RP placed before the assault on Mine allows the Squad to move into Mine in tree cover, when 99% of the time they're expecting you on the cliff (shooting gallery) to the N/NE. By moving in trees, this makes good use of the Militia iron sights and completely surprises the enemy, making it very hard for them to get overwatch.Notice that the ammo crates are close to the cap (but not too close) and are very far from the effective "yellow bar" of the FOB itself, meaning that if the enemy do find the ammo, they will have to search in many directions to actually locate the FOB.Notice that if we get pushed back to the First FOB at Hill 30, we will be able to approach the cap in tree cover, and not have to cross the sweeping, open plains that generally encircle the cap. EXAMPLE: Fools Road Opening Play by Russians: The Yellow arrows indicate your Squad's movement.The Red circle indicate the rough area where the FOB should be placed.The Blue circles indicate where I drop my RPs.The White circles indicate where I drop my ammo crates.The Purple lines indicate general enemy direction of attack. Notice that the first FOB at Mine is placed on the opposite side to enemy attack (slightly to the SW) and offers the most cover when crossing the road. While I don't like crossing roads ever, I've found it is better to keep it south of the road as putting it to the east or west is not only easily found by the enemy, it also allows your team to be distracted and fight from the FOB.Notice that the RP is kept on the flanks to allow you to determine enemy angle of approach. They will always come from N, NE, E or NW. They arrive roughly 3/4 through the cap of Mine (if a Militia squad moves straight there from spawn).Notice that at Mine the position of strength is always in the S/SW. It allows you lots of cover, high ground (to the W) and a closed way into the cap. On capping Mine, you want to immediately move into the West hills and watch the N/NE/E. Very often a Militia squad will appear as easy targets in the cover-less NE ridge. They make for very easy AR and GL targets.Notice that the FOB location for Hill 30 allows a tree-covered approach, as well as forces the Militia to completely bypass the hill to find your FOB. Notice that the RP placement at both Mine and Hill is tree covered and on the flank. Re-spawning will consistently put you on the enemy flank or behind them. It's disappearance will also warn you of a flanking move by the enemy.NOTE: You may choose to place a third FOB in the i4 area as a buffer. This allows you to watch to the north and north east and kill the enemy as they move to Hill (and have to cross open ground). However, this FOB also becomes a high value target to the enemy, can encourage base raping and can also distract your team - allowing the enemy to back cap Hill 30 (especially if they place a FOB to the north of it).When we push the enemy back into their base, I never, ever defend the hill from the top plateau. My Squad is posted to ring at least half the circumference of the Hill and call targets in the open as they appear. By doing this, you play to your strengths of being able to fire down on them (particularly brutal with a good GL). If you sit on the Plateau, you allow the enemy the cover of the lip of the terrain and it becomes very hard to see where they're attacking from. It's also easy to get caught in crossfire and wiped. If you are pushed back to Dylym (I have never experienced this), I would quickly try and get a FOB up in the i9 or j9 area. This allows you to spawn in tree cover and not have to cross the river/bridge (instant death). It will also allow you to pour your team into the space between the enemy FOB and Dylym (unless they've set up wisely to the north of Dylym). This is a pretty dire situation for any team and basically requires you to have very good killers on your team for this to work (which usually isn't the case anyway if you've been pushed back this far!). Conclusion: In order, as an SL you should worry about: Are the Flags safe and occupied? Is the FOB up and safe? Is the RP up and positioned correctly? Where do you think your enemy is? What will you do if you get attacked? What will you do when you attack? What to do if you win your attack/defence? Taking down the attackers FOB. Organising a Squad to move to the next cap. Prioritizing the Enemy FOB: In the future, when the maps are larger and engagements are more decisive, the meta will become much clearer with regard to how important FOBs are. You can already see this on Kohat and Fools Road, and to a lesser extent on Chora. On these maps, taking down an enemy FOB guts the team and more often than not decisively ends action in a large area of the map. You will always need to toss up whether or not it is worth it, but often, if another SL or one of your Squad members finds the enemy FOB (which is reinforcing a hot flag) within 500m or so, it is worth prioritizing it's destruction. You always need to play this by ear, but if you're consistently under attack on a flag you're defending, you know two things: They're most likely spawning at a FOB (you'll know this after you wipe an attacking squad a couple of times and it still doesn't end the fight). The FOB is in active range.If the situation meets these two criteria, it's often beneficial to make taking down the FOB the direct objective OVER defending the flag (which will inevitably fall if you don't deal with the FOB). To do so, ask your Squad members to try to find it. The SECOND they do (and they most likely will within 2 minutes of you asking), mark it's location on the map to direct all your attention there. Unless you're opposing two Squads, you can safely move off cap and attack their FOB, knowing that the enemy will attempt to defend it (and won't have the manpower to back cap you). If you get back capped while attacking it, make sure you take the FOB down before pushing back onto the new enemy, as you can be confident that once you've wiped them from the flag they won't be able to respawn anywhere other than an RP. To take down an enemy FOB, do this: Players are disparate and attempting to find the enemy FOB. A player accurately locates the FOB (yellow bar and sees Radio). You drop marker on FOB and tell team via G. You FORM YOUR SQUAD UP to a whole fighting unit (no more disparate fighting). You flank and attack it exactly as described in the section on attacking above. You want to land 3+ guys onto it (which often means ignoring targets as you approach) and decisively take it out. A Word About Maps: It's probably worth noting that I judge the quality of Squad's map on a certain criteria: "Can a Squad of organised rookies win a game through tactics over killing power?" To me, this is the test of a good map - one that showcases strategy and tactics and discipline over wrecking the tickets of the enemy team. Generally, my favourite maps for this are Chora, Kohat and Fools Road. Logar is not bad, but I find FOB location and paths of attack very limiting (in that it forces you to be good at killing to survive the centre of the map). For me, Operation First Light is a very fun map, but the size and lack of rocks/fallen tree trunks and cover combined with relatively crowded cap points makes this map very much like knife fighting in a bath tub. It's hard to keep a Squad together and cohesive if said Squad is not good at killing the enemy, or on the US (ACOG) side. Lastly, Sumari is by and large the worst map for me currently. Squadleading on it is almost useless beyond suggestions to flank. RPs and FOBs are outstripped by instant base spawn and run-back. The fighting is crowded and somehow manages to be boring. This map either needs to be expanded to be 75% desert or rural and 25% town, or have the number of cap points in the town drastically reduced. I am able to kill loads of enemy players, but it feels very much like a solo affair and not the cohesive team experience that the other maps offer.
  4. Hey folks, I've been around for a while, but mostly just ghosting around, checking the forums but not participating. I've looked for some squad lead guides and found some incredible ones. They all range from super basic, to wonderfully complex. I wanted to create my own that's long and definitive, but also bite-sized and easy to digest. Here goes! https://medium.com/@SpinCrash/100-lessons-learned-as-a-squad-leader-474d7966e993 Please feel free to comment your own lessons learned here, and I'll be sure to add them! Thanks! -Spin
  5. any tips for squad leading?

    so i played a couple of games being an SL, i had over 100+hrs on the game and most of the time i'm just playing medic or grenadier. Now i tried it its kinda hard, i dont know most the call outs, its really hard to listen to squad comms and SL comms at the same time specially when i'm in the middle of the action. i tried asking my members just like this way "I dont want to be squad lead for real can somebody go for it?" they replied that "you're actually doing pretty well, not that well but your a decent SL" so guys i'm asking can you gave me some advice.
  6. Good morning Squadmates, It's time for me to present to you the Cheesy Tactical Guide for SQUAD - 2nd Edition. If you're unfamiliar with the Cheesy Tactical Guide, you can check this link for the first version The Cheesy Tactical Guide is my approach to SQUAD. It is an exposition of the procedures, techniques, strategies, and tactics that I employ to make my experience of SQUAD the best that it can be--for myself and for my team. And, as if I am quoting the past to myself, this Guide only includes approximately a third of the content that I initially set out to cover. Literally. This is Chapter One of what I intend to be a three-part series. Those of you familiar with the first edition of the Guide will note that the Chapters on Basic Leadership and the Formula for Success (the infamous ***-Section) are absent. Indeed. I haven't completed them yet. They should have been completed a few months ago. But, rest assured, they are on the way. The Guide, as I mentioned last time, is absolutely a labour of love. Hopefully you guys enjoy it as much as I enjoyed the whisky required for creating it! Happy reading and happy hunting. See you on the field! @YoMma @Usgu @unfrail @Nightstalker21 Cheers, Cheese.
  7. SKIP for gameplay: https://youtu.be/oUEHLTuWyAw?t=517 Added mich auf Steam, dann können wir gemeinsam zocken und spaß haben :) - no homo YT: https://www.youtube.com/channel/UCv0I_D0YIl9ZWppwwuWXe1A Steam: https://steamcommunity.com/id/Fynnjhardt
  8. Hello Providing some observations on squad leading functionality here. I enjoy the SL role and feel the game gives just enough feedback (supplemented with squad communication) to be effective. We will see when the vehicles come into play and things get complicated. Opinions inbound! Feedback: +Keep the new incremental map zoom! Its a great feature and very much appreciated +I like the kit restrictions - Can we keep the zoom level that I closed the map on, the same when I open the map up again, on both the quick map and the enter/spawn selection map? I notice at times it reverts (minor issue) - Can we see, like in PR, the current kit of the Squad member next to their name in a small legend on the quick map (non spawn screen)? besides W, caps lock (re-binded quick map) is my most pressed button and allows me to see and digest information quickly as compared to opening the spawn screen. - Can we see (as a SL) on the map which members are wounded via a change in the icon? This takes away some realism but If I wanted to know what the status of my squad is, and they are not communicating, i can glance at the quick map and review who is up an about as compared to in the "downed state" -I have noticed that squad members can see other squad leaders' marks on the map. This is OK, but only for enemy intel markers. All the other BLUFOR related (green) icons should be squad internal or at most, squad internal and SL to SL for communication purposes. Just reduces clutter and the question of which sword icon you talking about? -I have filed a bug report on this one a few times, my avatar's physical location on the games terrain is not always synchronized with where the map shows my Icon. Some games, in some modes, on some maps, its about 50-100m off the mark. This has been around since the SL package opened at least. Its surmountable but very disorienting. -I have difficulty placing icons on the map when my cursor is near other icons or players. When my cursor comes near one, it blanks and cancels my action. Its VERY difficult to place enemy intel in a hurry in a CQB fight when I have to zoom all the way in to place it. Test it out yourself, again, its surmountable but very annoying. SLs! Do not get so caught up in the moment you are not dropping enemy intel markers on the map! Especially fobs! G is SL chat! See you in game, I play on Europe servers, Squad name is usually (EN)NEWBROS WELCOME For the Emperor. ^_^