one of the best tutorial video for squad tactics i´ve ever seen! Compact and well explained. In our milsim team we re doing the same stuff, so we can recommend it to new members as starter tutorial. Thank you guys, great job!
Just stopping by to say I've used this video to help teach some of the players in my Arma Unit over the last year the importance and basics of squad tactics. Thank you for this great teaching tool and I hope to see more of this style of video soon!
The content was high value and very useful. I felt distracted by the soundtrack in the background - it was very repetitive and I felt it didn't add value to your quality of content.
Copy that and thank you for the feedback. I'll make sure to chill or remove music in the future videos. We have a bunch of new ones planned for next year :D
If its a limitation or an added point, I think you using both us and uk forces is really intresting and seeing that as a gamemode in squad would be awesome
The formation will not have a disadvantage if you're in line formation. As long as their first guy takes prone position, the second time takes kneeling position in a third guy takes standing position. The fourth guy stands by and or opens up but both those two have to reload at the same time. The other two can open fire so you have machine gun almost firepower out of see my automatic using a formation that's in line using traditional battle tactics😊 Not only that, but your formation is staggered. So if you're taking contact from the front, you have one man on his belly. One man on his knee and the other two are standing up. If there's a jam or a misfire, one of the other men can supplement the man that suffered the misfire and start sports application to the weapons system to bring it back online and re-engage the enemy if he cannot. However, you still have two men firing, but you have close to machine gun firepower at that point But a ambush doesn't necessarily mean killing the enemy because if you kill the enemy, you might subtracting four men that can move forward on your position. Or if you don't kill the enemy, you just put them down. Some countries require that they're evacuated to and a medical zone and that would require that four men carry them out. So sometimes it's actually better if you only wound certain individuals that way you're losing because of attrition the enemy that's advancing on your position 😊 An ambush is a hit and run tactic. Has anybody explained that to the Ukrainian killzone and then expecting them to retreat with the equipment? When you get nothing back, why would you send in more? Just remember if you hear a bee fly over your head somebody has crossed the line😂
Nice video. I like the structure, I like most terminology, except for fire-and-movement vs. fire-and-maneuver. However, one can see a huge impact from coop gaming experience and the misbeliefs it brings into pvp. That is the next level I suppose, you have to start somewhere and relearn it entering pvp once the coop basic is established.. Or learn it the right way from the start? 7:40. Successive bounding = pepper potting, alternate bounding = leap frogging, ... merging bounds are missing (how to bound in three elements). In regards to military simulation having two (combat) medics per squad is not a good choice in my opinion. If only one person survives the encounter he can bring up the medic and therefore revives the whole squad. A second medic will only decrease the time that the whole squad will be back up and tends to "save" the medic from the firefight and not focus on fighting through the enemy and stop the attack to heal or revive each other instead. I would rather have another designated fighting man in the squad. Giving every single person an own call sign for the squad radio net is complicating the radio communication and making it the main communication platform. The advantage of decentralization of communication in a radioless combat environment is left out completely and therefore dependent on it, which creates problems when technology or situational awareness fails. It also creates a problem in understanding and learning communication which is the basis in every army. Learning the things without technology first. While in coop this is fine, In regards to the pvp argument I bring, 2:33 a stack vulnerable to dead space from the overwatch element or someone throwing a grenade out of window/ around the corner, 3:20: the overwatch is not using cover or concealment, the saw is providing flank security and the team leader is kneeling. The minimum thing that should be done better here is an immediate entry, instead of stacking up. 5:01 The single file is not something that should be used, unless you are in a thick forest, elephant grass or the jungle, or in wider terrain during the night. In squad, it has so little application that I would not even teach it due it being used in the wrong context and therefore gets people killed. 5:18 a staggered file can be used all the time, avoiding trails, roads should be the priority, having a formation mainly for a linear danger area is coop style. 8:50 It is even for me hard to imagine an enemy team entering the killzone. If it was done this way to show the structure, it displays a very unreal imagination of an ambush. The assault element is not tasked with initiating the ambush with fire. Instead the assault element is tasked with assaulting through the killbox, but only in a deliberate ambush. Making the distinction between a hasty and a deliberate ambush is vital in understanding this (snap vs. deliberate). The left buddy team and the right buddy team are bunched up and kneeling. The right element would initiate the ambush by fire, therefore no communication is needed whatsoever. This would simplify everything. In a real ambush you don't want to talk neither do you want to even charge a weapon to maintain the element of surprise. Rear security and flank security elements is more of a thing for an area ambush in which you have several point ambushes and hang around in the same area for days. Would love to see more, see you on your server.
Again, thank you :D The reason for two combat medics is that I usually find that diving the team into two fire teams (4 people each), they have their own dedicated medic, and in the support element doubles as a spotter. Combat Medics are riflemen first, medics second, which will be showcased in our Combat Medic specialization guide. Callsigns are less and less frequent in modern doctrine and only really serves us to show the allocated fire teams and buddy teams. Example: Charlie 1 (FTL/Rifleman/Spotter) and Charlie 2 (Machine Gunner) are both in Bravo fire team and by default, the first buddy team within Bravo. The security element was in the open for visual effect :D Our advance breaching / OBUA guides will bring more clarification on breaching and angles. Agreed, there are better formations to use on a road, however, the formation does have a place in being educated. Showing that a single file can be used in games, is also my go-to point when critiques claim that tactics don't work in video games, where they are more often only using a single file when they play games with other people xD The points you make on an ambush are also correct. I also over-exadurated the unit placements (I think there are 10-11 people in that shot) to showcase a general overview of an ambush, but will focus on correct the videos mistakes in the next series. I also took notes of both your comments and will review them prior to publishing the next set of videos. Thank you and see you on there :D
My point was that you shouldn't move along a road at all. Having a formation for roads that you shouldn't move along at all, makes people use it, in the wrong context. "Traveling" almost doesn't exist, because we don't march and don't march faster on roads and we can expect contact usually within the next 15 minutes, so traveling on a road for hours is not something we have to do to get to an assembly area. Therefore any formation along, on or next to a road and almost always the single file is inappropriate unless for the situations given above, that don't happen in a vanilla game. The combat medic is hard to be "rifleman first". If that would be the case, the team leader would let him take point when he expects the pointman to become a casualty, so he will put someone less valuable in that position (but who is less valuable in the attack?). Let us imagine that the team leader believes that the medic is a rifleman first, the recruit still has to learn that helping his team to overthrow the enemy is more important than hiding from the enemy and trying to revive squad members that are in cover to try a "second wave" of an attack. That means that you are missing out on 25% of firepower per attacking fireteam and are down two fighting men per attacking squad. On the other hand, going against an opposing and defending squad requires 3 times the manpower with acceptable casualties, so lacking 3 Riflemen per platoon is not that big of a deal. In my opinion the game squad should allow you to use larger squads, 12 to 14 men, which is too much for most squad leaders. Having a combat medic on point does not happen in real life, except for in SF. That experience, maturity and superiority is usually not present in these video games and in SF you are not restricted to two medics per squad due to cross-training other members. "Tactics don't work in video games", because you have to train with each other to make it work up to the point that it does and even real life tactics are often, in the western world, based on a combined arms perspective and general superiority over the enemy. So naturally some of these TTPS won't work against an equal opponent in a video game. If you want to become better with other people working on individual skills, you just have to play together, which is easy and natural. That can be or become teamwork if noone is micromanaging it. However, if you want to become better primarily in teamwork and make TTPs work that give you an advantage over a group of untrained individuals, then you have to use a learning roadmap (e.g. learn coop style to understand the TTP, then improve it for a pvp scenario), a structure and on top of that train until you can overcome a group of untrained but highly skilled individuals. That is a lot of work and requires a lot of excellence from everyone in that team. People are lazy, so this amount of work is not promising enjoyment.
Hey dude, So your Video editing and cinematics are really impressive. Looks like you put alot effort learning squad SDK and creating this Video. So the technical aspect is actually great. The actual content tho is sadly not representing good squad gameplay at all. Maybe look into competetive Squad and either watch some good teams like AK, RvN or Old Knights or ask one of those players to help with your guide. Currently there isn't a squad guide even close to your quality level. So keep up the work but get someone with more experience.
Hey! :D I really appreciate the feedback, thank you. This isn't a guide on how to play Squad, as there would need to be a deeper level of game mechanics involved, but something I could look into at some point, seeking advice from some of the people you mentioned. This is a broader view on using military tactics, adapted for all online first and third person shooter games, recorded on Squad. Fighting in built up areas (FIBUA) or military operations in urban terrain (MOUT) will be the same on Squad, Arma, Tarkov, Battlefield and Call of Duty. I have seen some of the teams you mentioned and some more clans, on our server when I'm on admin cam. I've seen these clans also using some of these tactics either directly or indirectly. Some Examples: They all follow each other, that would be a single file. 1 person left, 1 person middle left, 1 person middle right and 1 person right, that would be a fireteam, assault element and in a line formation.
@@NineMills For what it's worth, I think you could split the difference between live games vs "clean studio" footage. I really like the overall approach you've taken with this video - it feels more like a briefing than a youtube video. The clean footage you have allows for very clear examples. Also, the choice to keep all your examples on a single map keeps things consistent and understandable. At the same time, seeing tactics applied after or as you talk about them would add a lot of entertainment and contextual value. For example, when you talk about open vs closed terrain for unit spacing, you could have split the script into two shots: one shot for each spacing (5m vs 10m) scenario. If you wanted to go the extra mile, you could also show an example of how unit spacing changes grenade casualties (show casualties for proper vs too-close spacing). For experienced Squad players, it's much easier to visualize situations where these tactics could apply vs unexperienced players who possibly have no or very few games under their belt.
@@deliciouslybrutal Thank you for all this feedback, I've added them to my notes so that when we film version 2, I'll take all of this into account and completely agree with everything you said :D thanks :D
Oh boy oh boy howdy do I have a deal for you. I'm just about to start working on all the cinematic shots required for the new training videos coming this year! :D
Lol, have you tried playing arma. You might find more positive support pertaining to your tactics. You are marketing a Milsim guide to a PvP game. I’m not here to say your tactics are wrong but I am skeptical that these videos would find large success.
Yeah, love some Arma :D I had large success using this doctrine in Call of Duty Black Ops 2, an arcade game and the furthest thing from a milsim game :D
Sorry when I said “large success” I was referring to the video itself. Not the content. The Squad community isn’t that huge in general and the milsim secs are not any larger. So when the average squad player sees this video and watches it and disagrees with the content that’s going to kill your viewer retention rate killing your impressions.
Hi. When I saw the high ratio of dislikes, and reading through the comments, I nearly didn't bother watching the video, and I expect you lose quite a lot of views due to this - which is a shame. This guide is a good basic introduction to concepts, but can easily be misinterpreted as too rigidly 'by the book' and unfairly criticised for the way you illustrate certain examples (eg running in the middle of a road when there's a route through good cover only a few metres away). It kinda seems like you're just reading from a manual. You also need to slow down the narration - it sounds like you're rushing through as quickly as possible. There are a few inaccuracies if your intention is to simulate a British Army Section - eg Fireteams are named 'Charlie' and 'Delta', Section Commander is 'Alpha', 2ic is 'Bravo'. There are numerous modifications to these 'textbook tactics' which help them become far more effective in games but also especially useful for RL training. Even the proper British Army Infantry training is too inflexible - especially when facing an 'asymmetrical' enemy rather than a rigidly organised 'cohesive' enemy. Current Military tactics are a bit out-of-date, but that's the nature of established traditionalist organisations. It's similar to how the Army early in WW1 still thought the best tactic was just to march forward in formation straight towards the enemy - and they hadn't yet modified their tactics to take into account more modern weaponry like heavy artillery and machine-guns. A good example is how hard it was to convince the Army that they needed to invest in drone technology. Initially this suggestion was ridiculed and they would've rejected ANY investment in drones for several years. The initial allocation of funds for developing drones was dismal, but then we saw their effectiveness in Ukraine by both sides and now the BA has significantly increased their funding in this area. The best advice I can offer is to continue researching and testing new ideas - you need to avoid getting stuck in the 'textbook tactics' phase, and continue developing/modifying/improving your drills/procedures/tactics.
I have a bunch of new videos coming very soon, which should hopefully assist with explaining that tactics are not a strict or set way of operating, thank you for your feedback :D
Please stop creating this misleading content. It does not represent how this game works in any way. None of that would work on a public game. There is no use case for formations, callsigns, etc. in the game, except if you try to play as ineffective as possible or troll your team and provoke any player that plays objective-orientated. New players or potential buyers who see this will get a completely wrong impression of the game and damage the community and the experience of others if they buy the game try this, and in the end these new players will quit because you taught them how to play as bad as possible, how to completely ignore the core gameplay mechanics and how to work against your own team.
This content is not misleading. It is a true representation to a mil-sim (or any first/third person shooter) game, that supports communication, co-operation and teamwork - simplifying and combining military doctrine that people may find use for. The information is not a replacement of skills but an addition. I've lead many public games, where I have - assigned people into two fire-teams (callsign bravo/charlie), approached the objective using the element of surprise and in formation, positioned an ambush based on gathered intelligence of enemy movement (disrupting logistical supplies) and then proceeded to use bounding overwatch techniques during a firefight to move into the objective, reposition or withdraw. This has resulted in a higher percentage of success at capturing or defending an objective, with my squad having most kills and least deaths more often than not. Our beliefs differ, as I believe that promoting tactical team oriented gameplay would increase the popularity of a particular game. I also believe that attempting to educate is healthy for a community rather than being detrimental. I do agree that I have not focused on the game mechanics, as our doctrine is universal and applicable to any game, therefor, the mechanics of a particular game is not included in the doctrine, but may be something I could do in a separate series.
@@NineMills This answer shows that you have no idea about the doctrines that you talk about. These doctrins are not universal. They apply to ver specific conditions (real life warfare, in this case). As games have very limited similarities with real life combat, these doctrins do not work and are ineffective. You may think that these work cause the enemy team you fought was very bad. There is a reasn why competitive clans in squad dont use any of this, and they would steamroll any players that try to apply real tactics to a game that is so different that it does not make any sense.
@@NineMills Im not part of a clan right now. I already visited your server yesterday. None of your clan members used any of the "tactics" from the video. But we lost one cap because one of them camped in a bush for 10 minutes instead of shoveling up the defense HAB was disabled 20 meters next to him. I also dont want to see this in action as i know that it an ineffective approach. And i dont think that people who think that they can apply real world doctrin and tactics to a video game really understand what "tactics" are and can teach me something useful.
I'm a regular in this server and I can say without a hindrance of doubt that I use the tactics and strategies I've learned in NMA across all sorts of games. Just last week I completed a Pokemon Platinum Nuzlocke with ease after I taught my Piplup how to execute a simple fighting knife takedown directly against the enemy trainers. In Need For Speed Hot Pursuit, I dominated the drifting circuit by teaching my tires to hold their breaths, maintaining equivalent pressure even around hairpin turns, based on the doctrine of famed Timberwolf sniping enthusiast CrazyNuke. In Minecraft, my knowledge of superfobbing as taught by Cpt. Miller ensured that the impotent Creeper threat never reached within a 200 meter range of my treasured melon farm. These tactics are useful wherever you choose to apply them because they are applications of critical thinking and teamwork, which are fundamentally good points towards an enjoyable gaming experience.
one of the best tutorial video for squad tactics i´ve ever seen! Compact and well explained. In our milsim team we re doing the same stuff, so we can recommend it to new members as starter tutorial. Thank you guys, great job!
Thank you, I really appreciate the positive feedback! :D
God i wish everyone did this, i feel like im apeaking to myself when im trying to get people to work with that.
Hopefully, with our new training videos coming 2024, we can educate more people on how to use tactics. We get it quite often on our server :)
Squad needs to hire you to put these on steam and yt!!!!! amazing work
Haha :D Thankyou. I will be putting some really detailed specialist guides out this year :D
You’ve done an amazing job, man. Congratulations.
Thank you! :)
Cannot wait for videos 4, 5 & 6 in this series.
I ended up reformatting the whole training manual we have, and will be putting out loads of new training videos this year :D
I’ll certainly enjoy it. My opponents, not so much. Great work. Thank you for all the effort that goes into these.
Looking forward to it @@NineMills
Just stopping by to say I've used this video to help teach some of the players in my Arma Unit over the last year the importance and basics of squad tactics. Thank you for this great teaching tool and I hope to see more of this style of video soon!
Perfect, glad it helped. You're going to love what I drop next, which is almost ready to start recording and publishing :D
The content was high value and very useful. I felt distracted by the soundtrack in the background - it was very repetitive and I felt it didn't add value to your quality of content.
Copy that and thank you for the feedback. I'll make sure to chill or remove music in the future videos. We have a bunch of new ones planned for next year :D
this looks so fire ! good job this is very pleasing to the eye
Thanks! :D
Mega content returning squad player would love to play with like minded people like that on the regular!
We have a clan and community that plays like this often, very soon, we will have all of our training team up and running too :D
If its a limitation or an added point, I think you using both us and uk forces is really intresting and seeing that as a gamemode in squad would be awesome
Correct, I like how both of these operate :)
Splendid content, man! My squad will already take these into practice in our next drills
Thank you :)
That was a pretty good iverview ans example, good job! Do more!!
Thank you and will do, we have a lot more planned for next year :D
im here trynna to get my SL to use his mic and u already god-moding dis shit..amazing luv it
thank you :D
The formation will not have a disadvantage if you're in line formation. As long as their first guy takes prone position, the second time takes kneeling position in a third guy takes standing position. The fourth guy stands by and or opens up but both those two have to reload at the same time. The other two can open fire so you have machine gun almost firepower out of see my automatic using a formation that's in line using traditional battle tactics😊
Not only that, but your formation is staggered. So if you're taking contact from the front, you have one man on his belly. One man on his knee and the other two are standing up. If there's a jam or a misfire, one of the other men can supplement the man that suffered the misfire and start sports application to the weapons system to bring it back online and re-engage the enemy if he cannot. However, you still have two men firing, but you have close to machine gun firepower at that point
But a ambush doesn't necessarily mean killing the enemy because if you kill the enemy, you might subtracting four men that can move forward on your position. Or if you don't kill the enemy, you just put them down. Some countries require that they're evacuated to and a medical zone and that would require that four men carry them out. So sometimes it's actually better if you only wound certain individuals that way you're losing because of attrition the enemy that's advancing on your position
😊 An ambush is a hit and run tactic. Has anybody explained that to the Ukrainian killzone and then expecting them to retreat with the equipment? When you get nothing back, why would you send in more?
Just remember if you hear a bee fly over your head somebody has crossed the line😂
Nice video. I like the structure, I like most terminology, except for fire-and-movement vs. fire-and-maneuver. However, one can see a huge impact from coop gaming experience and the misbeliefs it brings into pvp. That is the next level I suppose, you have to start somewhere and relearn it entering pvp once the coop basic is established.. Or learn it the right way from the start?
7:40. Successive bounding = pepper potting, alternate bounding = leap frogging, ... merging bounds are missing (how to bound in three elements).
In regards to military simulation having two (combat) medics per squad is not a good choice in my opinion. If only one person survives the encounter he can bring up the medic and therefore revives the whole squad. A second medic will only decrease the time that the whole squad will be back up and tends to "save" the medic from the firefight and not focus on fighting through the enemy and stop the attack to heal or revive each other instead. I would rather have another designated fighting man in the squad.
Giving every single person an own call sign for the squad radio net is complicating the radio communication and making it the main communication platform. The advantage of decentralization of communication in a radioless combat environment is left out completely and therefore dependent on it, which creates problems when technology or situational awareness fails. It also creates a problem in understanding and learning communication which is the basis in every army. Learning the things without technology first.
While in coop this is fine, In regards to the pvp argument I bring, 2:33 a stack vulnerable to dead space from the overwatch element or someone throwing a grenade out of window/ around the corner, 3:20: the overwatch is not using cover or concealment, the saw is providing flank security and the team leader is kneeling. The minimum thing that should be done better here is an immediate entry, instead of stacking up. 5:01 The single file is not something that should be used, unless you are in a thick forest, elephant grass or the jungle, or in wider terrain during the night. In squad, it has so little application that I would not even teach it due it being used in the wrong context and therefore gets people killed. 5:18 a staggered file can be used all the time, avoiding trails, roads should be the priority, having a formation mainly for a linear danger area is coop style.
8:50 It is even for me hard to imagine an enemy team entering the killzone. If it was done this way to show the structure, it displays a very unreal imagination of an ambush.
The assault element is not tasked with initiating the ambush with fire. Instead the assault element is tasked with assaulting through the killbox, but only in a deliberate ambush. Making the distinction between a hasty and a deliberate ambush is vital in understanding this (snap vs. deliberate). The left buddy team and the right buddy team are bunched up and kneeling. The right element would initiate the ambush by fire, therefore no communication is needed whatsoever. This would simplify everything. In a real ambush you don't want to talk neither do you want to even charge a weapon to maintain the element of surprise. Rear security and flank security elements is more of a thing for an area ambush in which you have several point ambushes and hang around in the same area for days.
Would love to see more, see you on your server.
Again, thank you :D
The reason for two combat medics is that I usually find that diving the team into two fire teams (4 people each), they have their own dedicated medic, and in the support element doubles as a spotter. Combat Medics are riflemen first, medics second, which will be showcased in our Combat Medic specialization guide.
Callsigns are less and less frequent in modern doctrine and only really serves us to show the allocated fire teams and buddy teams. Example: Charlie 1 (FTL/Rifleman/Spotter) and Charlie 2 (Machine Gunner) are both in Bravo fire team and by default, the first buddy team within Bravo.
The security element was in the open for visual effect :D
Our advance breaching / OBUA guides will bring more clarification on breaching and angles.
Agreed, there are better formations to use on a road, however, the formation does have a place in being educated. Showing that a single file can be used in games, is also my go-to point when critiques claim that tactics don't work in video games, where they are more often only using a single file when they play games with other people xD
The points you make on an ambush are also correct. I also over-exadurated the unit placements (I think there are 10-11 people in that shot) to showcase a general overview of an ambush, but will focus on correct the videos mistakes in the next series.
I also took notes of both your comments and will review them prior to publishing the next set of videos. Thank you and see you on there :D
My point was that you shouldn't move along a road at all. Having a formation for roads that you shouldn't move along at all, makes people use it, in the wrong context.
"Traveling" almost doesn't exist, because we don't march and don't march faster on roads and we can expect contact usually within the next 15 minutes, so traveling on a road for hours is not something we have to do to get to an assembly area.
Therefore any formation along, on or next to a road and almost always the single file is inappropriate unless for the situations given above, that don't happen in a vanilla game.
The combat medic is hard to be "rifleman first". If that would be the case, the team leader would let him take point when he expects the pointman to become a casualty, so he will put someone less valuable in that position (but who is less valuable in the attack?). Let us imagine that the team leader believes that the medic is a rifleman first, the recruit still has to learn that helping his team to overthrow the enemy is more important than hiding from the enemy and trying to revive squad members that are in cover to try a "second wave" of an attack.
That means that you are missing out on 25% of firepower per attacking fireteam and are down two fighting men per attacking squad. On the other hand, going against an opposing and defending squad requires 3 times the manpower with acceptable casualties, so lacking 3 Riflemen per platoon is not that big of a deal.
In my opinion the game squad should allow you to use larger squads, 12 to 14 men, which is too much for most squad leaders.
Having a combat medic on point does not happen in real life, except for in SF. That experience, maturity and superiority is usually not present in these video games and in SF you are not restricted to two medics per squad due to cross-training other members.
"Tactics don't work in video games", because you have to train with each other to make it work up to the point that it does and even real life tactics are often, in the western world, based on a combined arms perspective and general superiority over the enemy. So naturally some of these TTPS won't work against an equal opponent in a video game.
If you want to become better with other people working on individual skills, you just have to play together, which is easy and natural. That can be or become teamwork if noone is micromanaging it. However, if you want to become better primarily in teamwork and make TTPs work that give you an advantage over a group of untrained individuals, then you have to use a learning roadmap (e.g. learn coop style to understand the TTP, then improve it for a pvp scenario), a structure and on top of that train until you can overcome a group of untrained but highly skilled individuals. That is a lot of work and requires a lot of excellence from everyone in that team. People are lazy, so this amount of work is not promising enjoyment.
I love the video. Do you have footage of you using these tactics in a live game?
Thank you and yes, we will be uploading it as the next video in the coming week or two :)
My depression has the greatest infantry tactics.
Alwways stealthy, always effective.
Fantastic Squad tutorial. Thank you
Splendid content.. very informational.. keep it up!
Thank you and will do. Looking forward to sharing more content coming this week :)
Awesome vid! You nailed the tone. It feels immersive if that makes sense?
Thank you and yeah :D we've got version 2 of all our tactics coming next year, looking forward to filming them :D
@@NineMills Bro more videos like this can't come soon enough. Actually helped training my guys irl.
That was the goal :D
Cant wait for part 4!
Fireteam Leadership :D
Amazing video, cant wait for the next one in 4 months time! i hope the guy who jumped outta the window is ok
Thank you and ill try 3 months and 3 weeks for the next one! :D
I've got another video coming soon, it's pretty much ready to go :D
You noticed xD
lol yeah i noticed that too, i thought it was an enemy going for a creative flank.
so good!!!
Thank you :D
Nice video!
Thanks :)
Hey dude,
So your Video editing and cinematics are really impressive. Looks like you put alot effort learning squad SDK and creating this Video. So the technical aspect is actually great.
The actual content tho is sadly not representing good squad gameplay at all. Maybe look into competetive Squad and either watch some good teams like AK, RvN or Old Knights or ask one of those players to help with your guide.
Currently there isn't a squad guide even close to your quality level. So keep up the work but get someone with more experience.
Hey! :D
I really appreciate the feedback, thank you.
This isn't a guide on how to play Squad, as there would need to be a deeper level of game mechanics involved, but something I could look into at some point, seeking advice from some of the people you mentioned.
This is a broader view on using military tactics, adapted for all online first and third person shooter games, recorded on Squad. Fighting in built up areas (FIBUA) or military operations in urban terrain (MOUT) will be the same on Squad, Arma, Tarkov, Battlefield and Call of Duty.
I have seen some of the teams you mentioned and some more clans, on our server when I'm on admin cam.
I've seen these clans also using some of these tactics either directly or indirectly.
Some Examples: They all follow each other, that would be a single file. 1 person left, 1 person middle left, 1 person middle right and 1 person right, that would be a fireteam, assault element and in a line formation.
@@nobutto3352 It's all relevant as it has been tested on multiple games, over multiple years and against an array of opponents :)
@@nobutto3352 Toxic.
@@NineMills For what it's worth, I think you could split the difference between live games vs "clean studio" footage. I really like the overall approach you've taken with this video - it feels more like a briefing than a youtube video.
The clean footage you have allows for very clear examples. Also, the choice to keep all your examples on a single map keeps things consistent and understandable.
At the same time, seeing tactics applied after or as you talk about them would add a lot of entertainment and contextual value. For example, when you talk about open vs closed terrain for unit spacing, you could have split the script into two shots: one shot for each spacing (5m vs 10m) scenario. If you wanted to go the extra mile, you could also show an example of how unit spacing changes grenade casualties (show casualties for proper vs too-close spacing).
For experienced Squad players, it's much easier to visualize situations where these tactics could apply vs unexperienced players who possibly have no or very few games under their belt.
@@deliciouslybrutal Thank you for all this feedback, I've added them to my notes so that when we film version 2, I'll take all of this into account and completely agree with everything you said :D thanks :D
What rank is usually a squad leader? Do commisioned officers lead in real life?
Not sure on both but there will be plenty of info on Google :)
We use our own ranking structure that is not based on irl armies/militaries.
good s**it, keep it up guys! :)
Thank you :)
Great information here.
Thank you :)
Oh HELL YA!
Oh yaah
Make more foo
Oh boy oh boy howdy do I have a deal for you. I'm just about to start working on all the cinematic shots required for the new training videos coming this year! :D
@@NineMills let us tell you your making killers 🙏🏽
Great content. Well done!
Thank you man, looking forward to yours! :D
what game is the footage from?
The game is called Squad and my server is called NMA 24/7 Invasion :)
Wow an amazing Squad guide and you didn't even steal the script from another youtuber.
Gorlami should take notes.
Thank you. Yeah, it's all original doctrine we made, taking pieces from all military's we could find :)
Amazing work!
Thanks man
Clark Shirley White Dorothy Garcia Matthew
We want Part 4! 😎
Spec Ops Trailer coming next! ;)
Lol, have you tried playing arma. You might find more positive support pertaining to your tactics. You are marketing a Milsim guide to a PvP game. I’m not here to say your tactics are wrong but I am skeptical that these videos would find large success.
Yeah, love some Arma :D
I had large success using this doctrine in Call of Duty Black Ops 2, an arcade game and the furthest thing from a milsim game :D
Sorry when I said “large success” I was referring to the video itself. Not the content. The Squad community isn’t that huge in general and the milsim secs are not any larger. So when the average squad player sees this video and watches it and disagrees with the content that’s going to kill your viewer retention rate killing your impressions.
Unrelated questions: what server do you play on and how many hours do you have?
@@loganostefano5672 Ah yeah I see, it's all good :D
@@loganostefano5672 We have our own server in the description of the video and over 1,500 hours.
Good made MilSim Guide. Video is top but with this you will not win games
Thank you :) and it does win games. People also enjoy themselves.
This
@@NineMillsuseful for onward’s new firefight game mode in VR
You may not win a game in Squad before the ICO, but this is definitely useful information for true mil sims.
It is now useful as post ICO is more teamwork based now
Hi. When I saw the high ratio of dislikes, and reading through the comments, I nearly didn't bother watching the video, and I expect you lose quite a lot of views due to this - which is a shame.
This guide is a good basic introduction to concepts, but can easily be misinterpreted as too rigidly 'by the book' and unfairly criticised for the way you illustrate certain examples (eg running in the middle of a road when there's a route through good cover only a few metres away). It kinda seems like you're just reading from a manual. You also need to slow down the narration - it sounds like you're rushing through as quickly as possible.
There are a few inaccuracies if your intention is to simulate a British Army Section - eg Fireteams are named 'Charlie' and 'Delta', Section Commander is 'Alpha', 2ic is 'Bravo'.
There are numerous modifications to these 'textbook tactics' which help them become far more effective in games but also especially useful for RL training. Even the proper British Army Infantry training is too inflexible - especially when facing an 'asymmetrical' enemy rather than a rigidly organised 'cohesive' enemy.
Current Military tactics are a bit out-of-date, but that's the nature of established traditionalist organisations. It's similar to how the Army early in WW1 still thought the best tactic was just to march forward in formation straight towards the enemy - and they hadn't yet modified their tactics to take into account more modern weaponry like heavy artillery and machine-guns.
A good example is how hard it was to convince the Army that they needed to invest in drone technology. Initially this suggestion was ridiculed and they would've rejected ANY investment in drones for several years. The initial allocation of funds for developing drones was dismal, but then we saw their effectiveness in Ukraine by both sides and now the BA has significantly increased their funding in this area.
The best advice I can offer is to continue researching and testing new ideas - you need to avoid getting stuck in the 'textbook tactics' phase, and continue developing/modifying/improving your drills/procedures/tactics.
I have a bunch of new videos coming very soon, which should hopefully assist with explaining that tactics are not a strict or set way of operating, thank you for your feedback :D
shnazy
Thanks :D
Please stop creating this misleading content. It does not represent how this game works in any way. None of that would work on a public game. There is no use case for formations, callsigns, etc. in the game, except if you try to play as ineffective as possible or troll your team and provoke any player that plays objective-orientated.
New players or potential buyers who see this will get a completely wrong impression of the game and damage the community and the experience of others if they buy the game try this, and in the end these new players will quit because you taught them how to play as bad as possible, how to completely ignore the core gameplay mechanics and how to work against your own team.
This content is not misleading. It is a true representation to a mil-sim (or any first/third person shooter) game, that supports communication, co-operation and teamwork - simplifying and combining military doctrine that people may find use for. The information is not a replacement of skills but an addition.
I've lead many public games, where I have - assigned people into two fire-teams (callsign bravo/charlie), approached the objective using the element of surprise and in formation, positioned an ambush based on gathered intelligence of enemy movement (disrupting logistical supplies) and then proceeded to use bounding overwatch techniques during a firefight to move into the objective, reposition or withdraw.
This has resulted in a higher percentage of success at capturing or defending an objective, with my squad having most kills and least deaths more often than not.
Our beliefs differ, as I believe that promoting tactical team oriented gameplay would increase the popularity of a particular game. I also believe that attempting to educate is healthy for a community rather than being detrimental.
I do agree that I have not focused on the game mechanics, as our doctrine is universal and applicable to any game, therefor, the mechanics of a particular game is not included in the doctrine, but may be something I could do in a separate series.
@@NineMills This answer shows that you have no idea about the doctrines that you talk about. These doctrins are not universal. They apply to ver specific conditions (real life warfare, in this case). As games have very limited similarities with real life combat, these doctrins do not work and are ineffective. You may think that these work cause the enemy team you fought was very bad. There is a reasn why competitive clans in squad dont use any of this, and they would steamroll any players that try to apply real tactics to a game that is so different that it does not make any sense.
@@Roter_Baron534 Which comp clan are you in?
You're welcome to come join us for a few games to see this in action, if you want? :D
@@NineMills Im not part of a clan right now. I already visited your server yesterday. None of your clan members used any of the "tactics" from the video. But we lost one cap because one of them camped in a bush for 10 minutes instead of shoveling up the defense HAB was disabled 20 meters next to him. I also dont want to see this in action as i know that it an ineffective approach. And i dont think that people who think that they can apply real world doctrin and tactics to a video game really understand what "tactics" are and can teach me something useful.
I'm a regular in this server and I can say without a hindrance of doubt that I use the tactics and strategies I've learned in NMA across all sorts of games. Just last week I completed a Pokemon Platinum Nuzlocke with ease after I taught my Piplup how to execute a simple fighting knife takedown directly against the enemy trainers. In Need For Speed Hot Pursuit, I dominated the drifting circuit by teaching my tires to hold their breaths, maintaining equivalent pressure even around hairpin turns, based on the doctrine of famed Timberwolf sniping enthusiast CrazyNuke. In Minecraft, my knowledge of superfobbing as taught by Cpt. Miller ensured that the impotent Creeper threat never reached within a 200 meter range of my treasured melon farm. These tactics are useful wherever you choose to apply them because they are applications of critical thinking and teamwork, which are fundamentally good points towards an enjoyable gaming experience.
good video
Nice editing but the tactics don’t actually work against players that shoot back and or experienced players
Which tactic did you use in particular that didn't work?
@@NineMills don’t needa use em to know 😆 in fact most milsimmers I’ve played and play against that employ similar tactics get bitchslapped
Moist server, banned for griefing when trying to play tactically. Kept on getting killed by teammates
Open a ticket on discord :)
Copy floppy doppy
have u even played squad//////////../?
Is this mores code? //////////../
Good luck organizing this in a public lobby 🫡
No luck required, we already play like this as a clan and have been for some time now :D however, with random blueberries yeah, luck is required haha
@@NineMills that sound like a lot of fun I’ll have to look into joining a clan like that but I’m committed to other things
@@joegoodmen9446 Nice! :D Our Recruitment process is chilled, just let us know when you're ready :)