Squad
Squad: Routes and timing
Tickets are the score. Your K/D is a side effect of a good FOB. Large-scale milsim with FOB logistics, rallies, and armor. This page stays on routes and timing so you can use it in the next session.
Routes and timing
Caps, HAB placement, and radio range. Solo hero plays fail. Most wipes are late rotations, not bad aim.
Armor needs infantry. Infantry needs a rally. Do both.
Logi runs win games. Treat them like an objective.
Keep the focus on sl comms, logi runs, and not wasting tickets. If the first two minutes are messy, reset before you stack another fight.
When to leave a fight
No ammo, no rally, and a HAB in a stupid field.
If you are rifleman, drop ammo where people actually fight.
When the space is bad, leave. Squad punishes people who stay because they already spent ammo.
A simple rule: 1. Armor needs infantry. Infantry needs a rally. Do both. 2. Logi runs win games. Treat them like an objective. 3. If you are rifleman, drop ammo where people actually fight.
Greed patterns
The usual Squad mistakes are SLless running as six disconnected rifles.; Placing a HAB on the point with no concealment.; Ignoring logi because “someone else will.”.
Patch days change timings. Recheck your drop, extract, site, or loadout before you copy last week’s VOD.
If you only remember one thing: sl comms, logi runs, and not wasting tickets.
For more game updates, guides, and related resources, you can also explore additional information.