Tip for those who are nervous to be squad leader: I’m still pretty new, but I started playing support a lot because SLs always wanted supports, there are never enough. A lot of times my SL would tell me to come with him to build garrisons, etc. And I learned a lot about being a squad leader like I wouldn’t have as any other class.
As far as nodes go, I spawn as support, drop 50 supplies at the HQ, respawn as an engineer, spawn back in build a manpower node, respawn as support, drop 50 supplies (generally have a small wait for supplies to cool down, but since I build a manpower node first, the cool down time is halved. respawn as engineer, build munitions node, repeat for fuel, it takes 6 minutes, if three players do that, you have complete set of nodes at HQ, so you will not lose them unless enemy takes them down. once I've placed all the nodes spawn in as a SL and get a supply truck and back fill the missing defensive garrisons, because I guarantee they won't have been done.
This is a great idea - I've only just started branching into trying to help out with nodes and supply trucks when the recon teams are full. I mostly play recon and was shocked the first time I found nodes at the enemy HQ and wondered how the hell they got them so far back. I try to check enemy HQ's now specifically for nodes, but it is a PITA to get back to all 3 HQ's. Putting nodes at HQs is a valid tactic even for guys who try to check the HQs like me - by the time we get that far back we're usually going after the Arty, trying to intercept supply trucks, pushing points trying to take down supplies/garrys, or helping put up attack garrys ourselves - that stuff usually ends up taking precedence over the unlikely chance that there are actually nodes at the HQ. So if you can pull this off, I would say the nodes are generally safer at the HQ than sitting somewhere along the line 2 squares from the edge (where I always look first). Putting nodes at the Arty HQ is a double-edged sword - far more likely to get noticed by recon teams that know what to look for, but higher probability of being actively defended. If you have an aggressive arty team committed to defending against recon, it will be a challenge for that recon team to take down the nodes given the agonizingly slow takedown speed while knowing an enemy can spawn near you at any moment. But the moment the arty team gives up, or if there are only 1 or 2 arty dudes, those nodes' days are likely numbered (assuming a reasonably competent recon team - not always the case!)
I’m glad you mentioned/recommended not using the first supply truck for nodes! I see even experienced players do this and in public games that often results in 2 less garrisons, which can make for a very quick loss.
I've actually done that... stay with me, after a couple of games with SLs who don't communicate, don't build nodes, simply don't know the Meta, its usually an anti tank guy who grabs the supply truck, hares off to the nearest trench and gets it stuck. I'm really not bullshitting, I just gave up took the supply truck dropped supplies for nodes and then dropped them next to the neutral zone, every halfwitted SL ran or drove past them to the middle point without building a garrison. RANT OVER.
If commander is smart usually always spawn supply trucks, 1 at countdown and one later. I always take one for myself as commander so I can always spawn those 2 garries... my win rate when commanding is 75-80%, and one big part is done with this. Never leave HQs without a supply truck and always ask for nodes. Having 60/min earlier you can is easy method for victory. Sometimes somebody is also taking that for ninja garries and it's good
I swear to god if this guy stops making these videos general game sense and gameplay knowledge would improve slower if not comes to complete haul with all the new comers Solid job as always Mono
I always welcome newer players taking the SL role as long as they build garrisons. You cannot overstate how important garrisons are. If you do take the SL role, don't expect to play the same way you would if you were playing as a rifleman. If you're unsure, ask for help.
Squad Leader: "Okay who's my support guy?" Squad: Zzzzzzzzzzzzzzz Squad Leader: "Commander can you drop a support crate so I can build another Garrison?" Commander: "We already have a garry......."
I’m pretty new to the game but yours and others UA-cam guides are impeccable. Out of all the tutorials so far I feel like this one is the most important guide to win more games because I’ve been on teams that place every garrison in the capture zone, forcing backup garrisons to be 200m away and causing us to lose to a single well placed bombing run.
3:10 You can get rid of these Crates by building multiple garrisons! Blue Zone 50 Sup -> Build, Destroy, Build, Destroy, Build. Boom 150 sup gone and hidden garison Same goes for red zone's just drop two crates and then dismantle, build until nothing is left. Of course dont do this if you are in a hurry
Those looking to try squad leader. There are A LOT of bad examples of how to play SL. It can be very demanding, but after some time it really breaks down like this. 1. Am I communicating with my squad, do they know what they should be doing? **No bad riflemen, only bad squad leads. 2. Does the point we’re defending have a good garrison network? ** Unless you don’t like spawning ALWAYS BUILD GARRISONS, never enough. As commander I always say, I’m not doing my job unless I have SL’s asking me to DISMANTLE garrisons - you should always have close to 8 garrisons up. 3. Does the commander have an active goal for me and my squad, and am I helping achieve it. Communication with your squad and is number one, stay vocal and keep them engaged. The SL role really makes or breaks the HLL experience! 4. Have fun! SL can be very intimidating at first but after a while you’ll just be ticking boxes and feel good about contributing to an overall win.
Here is how I made my first steps as SL, maybe it works for you as well. When no one played arty I created a new locked squad with me as SL solo. I set the squad symbol to arty just so communicate it. Usually no one even attempts to join my squad. I mostly wanted to learn arty. But you need to see other SL marks on the map to be effective. And that way you are in command voice chat, mostly passive, but you learn what happens. What other SLs say, what commander says, etc. I'll listen to requests to start and stop fire and monitor our ammo reserves so the commander can work. Sometimes I took an unused supply truck and built flank garrisons, sometimes I'd scout distant areas for enemy garrisons. You can place your own spawnpoint, so you dont loose much progress when you get killed. You are dragging no one down, you are useful, you learn the communications and sometimes you can even do something useful for the commander if you are in a good spot. And you can report what you see, for example once I spotted a halftrack setting up and marked it on the map. And lastly you can train how to arty. Just watch ammo count and dont kill friendlies. You definitely need to watch a guide first. But then its not too complicated. Next best thing might be to play with friends, if you have some in game, and do a small 2 or 3 person squad. Most commanders I had worked with the few full squads that communicated. If you are small, rather silent and do your thing, you might not receive any direct orders at all. And if you do, you just make people happy if you do them. The others are also just players wanting some fun. I never had an SL or comm being rude or angry. And if you say you are just learning, you wont get bossed around. Commanders will rather focus on the SLs that are very active in comms and tactics. Only "downside" as SL is that you really have a lot of voice going on in most games. And one more thing, there are players that just want to play on their own and dont want super effective comms and squad play. They are kind of happy with an "inactive" SL. So you dont need to be that perfect leader. Players looking for comm active squads usually just switch to other squads. Didnt do that myself but I was part in silent squads a few times and watched members come and go or stay, depending on if they wanted to comm or just play their thing. But you do need a mic and need at least some comms, and if its just to say that you just want to listen and learn, so the others know how to treat you and not give many or complex orders to you.
I would argue against building red zone garrisons for the most part. Similar to airheads they are intended to get your forces in behind enemy lines. That tends to significantly weaken the number of forces you have on the frontline thus making it more likely the more reliable offensive green zone garrisons you construct get overrun and quickly replaced by the enemy's green zone garrisons. If you have a highly disciplined team and you can ensure that one at most two squads will be spawning off the red zone garrison, then it can be useful, however it is important to keep in mind that it is a gamble. You can quickly go from being the team that is winning the battle on the frontline and applying consistent pressure on the enemy's point through the use of multiple offensive green zone garrisons to the team that has half their force attacking from a single red zone garrison (which will be blocked once a single enemy player gets within 100 meters of it) while the other half is forced to try to fend off waves of enemy attacking from multiple angles using reliable green zone garrisons. I usually avoid dropping airheads and building red zone garrisons unless my team is struggling to win the battles along the frontline. In that case they maybe your only option to secure a point.
@@Top_Hat_Walrus of course. I think his point is eluding to the fact that teams rarely have the discipline to have coordinated garrison spawning. If a squad or two spawns in a red zone Gary that’d be ideal. But if over half your team spawns there, you could lose the forces needed for a strong defensive position at the objective.
One possible technique is to place it fairly close to the enemy so that it's locked most of the time. Self-limiting flow. It's funny how many (even very experienced) players don't know that red zone garries are locked by enemies within 100m. "They're right on top of us, the garry's locked!" No, they're just somewhere in the sector.
@@Top_Hat_Walrus I think this is a game-by-game strat with too many factors to definitively say one way is better than the other. I think that teams with many new players will benefit from funneling them through defensive garries and will gamble with all offensive garries. They will most likely run headlong into any fight, expose garry location by shooting, etc. I rarely get a game where even one full squad stays on defense
Probably one of the most helpful guides I’ve come across and prefer a map view tutorial like this than having B roll (as much as your B roll is still good content)
@monoespacial - thank you for this guide and just so you know I posted it on Steam for all to learn about it. Keep up the good work and you are an amzing player as well.
6TH! Halftracks are good because they have a smaller radius that locks them compared to garrisons which means that you can put them closer to the enemy strongpoint and you can just move them if they're about to push up to it. Another advanced garrison placement tactic I use is when you send both recon teams (one works too if the arty's active) on the next locked point to take out enemy backup garrisons over there. In meanwhile then the commander sends supply drops around the point, most important behind because it will stop the enemies from reinforcing from behind and then when the team takes the next point then the recon squads just build the red zone garrisons and the team wins the next point almost immediately. Then he can just do the same with the next point if he got time left. The recon needs to move quickly in order to do this especially if the team is planning to do this until they've taken the next point. You can do the same with two halftracks too if you want to get behind. You shouldn't have problems with the defense since you most likely already have garrisons left from the offense.
Three common problems with half track 1. A noob will jump in it and drive it right into the objective 2. A Wally will jump into the half track and go on a joy ride 3. A bigger Wally will not only drive off in the half track but place it on the other side of the map and leave it running so if the commander could take the ignition keys that would be great.😂
4. A even bigger noob will get it stuck and will be inoperable 😂 but that's a really smart idea with the keys to counter that all too common occurrence 💯🙌
Mono, the man with the facts an nothing but the facts, no wasted words in this great video production soliders, as usual Mono delivers us nothing but juicy chunks of knowledge, on the important role of commander. Yummmmy!!! ................................Like this video solider, THAT'S an ORDER!!!.....................
When you talk about stuff like Engis taking Supply trucks for nodes, you forget that most of these numbnuts don’t have mics & are just completely immune to the fact that Garrsions are THE most important thing in this game.
I'm not sure if the purpose is intended. But it seems that halftracks would be best used with a tank like an armour unit. Tank is supported by squad using halftrack, and if they ever need more support they have that mobile garry anyone can spawn on to help defend the tank or make a push from the opening the tank has made.
@@vhscopyofseinfeld pretty good actually. As long as you have a team that communicates and works together well, just like everything else in this game haha
Great video There are some circumstances where no garrison is better than a bad garrison. Thats because it can prevent a garrison being placed. Specifically thinking when a garrison gets placed in the red zone when its on a border and a few meters change it would have been in the blue.
THIS is a very important thing to understand as a commander. Another reason why garrisons on the point are sometimes a bad idea. I like to have 2-3 surrounding garrisons before placing one in the point
Im trying to learn the maps more through experience before i fully take on SL. Right now i play the #2 role and spearhead assaults while SL pings and builds spawn locations.
I play SL a lot and still have a hard time with most of the maps given their size. Honestly I think the best way to play is to think "how do I not want the enemy to play"
why don't we put the responsibility of building the first garrisons on squad leads and their support person? make sure a couple sets are in the troop transports. that way at least 1 set of nodes can get built right from the start. the other 150 supplies can be taken to make a forward garrison
Because you can build the nodes afterwards and the impact is minimal. You can even start building them at hq with a few support players rotating through the role. If you rely on other squad leaders and they fail suddenly you only have one garrison. And... I think I've explained why at that point, having a full set of nodes is absolutely irrelevant.
This is some damn good stuff. I've been trying to teach my guys in 10th Mountain these principles and so far we've had a lot of success. I'm always checking out your content and I hope to see you on the battlefield sometime!
A lot of your clan members are condescending toxic shitheads btw. Instead of leading & guiding players they belittle them & Monday morning quarterback the shit out of commanders, other SLs, & the team in general AFTER the fact
Team 17 should pay Mono for his guides IMO. Or at least work with him in some way to help improve the player knowledge of the mechanics of the game, especially the newer players. Thanks for all the hard work Mono.
Why use crates with 150 supplies when a squad leader and supply trooper can drop a garrison and accomplish the same job? I know that in practice people don’t really drop garris but it seems like in the ideal world engineers take the supply truck and squad leads drop from the transport truck with their support and each drop one garrison
Because with a support player you can only build one garrison and most squad leaders won't build any garrisons at all. Starting off the fight by taking a truck and a support player and building 3 garrisons is ridiculously more important than getting some nodes.
I completely disagree on the engineers and them not taking the 1st supply truck. In a competative match maybe, but any engineer who is going to build nodes should just go for it. Its hard enough to max out nodes early and its not worth anyone's time to make them stop. You set out a route for 1 SL to build 3 garries with that truck, all in the blue zone. You should be looking at 3SL with support or 2SL and a supply drop. Furthermore, the 2nd supply truck is spawnable almost immediately at the moment.
I don't understand your line of thought. On one hand you refer to competitive vs public matches and then you basically say "for a public match you should have 3 squad leaders coordinating with their 3 support players". Dude, that's NOT going to happen in a public match. And as you said, the 2nd supply truck spawns just a bit later. That's the truck that should get taken by the engineer. You think getting a full set of nodes built is hard, but what about getting 8 garrisons down? That's not only much harder but also significantly more important than getting nodes.
@@monoespacial Hey, sorry if it wasn't clear. I will try to elucidate :) The 2nd truck can be spawned 1 minute before the warmup ends. I think people who build nodes show at least a bare simile of understanding of the game and haressing them for the truck is nonsensical. You can have two trucks on the field well before warmup ends without any problems. Its also a catch 22, in the way that if you would be able to 'stop and claim' the supply truck through the other SLs - then you do not need to because the SLs are clearly communicating and you should ask them to help build garries. If you're on a map without any commander and any other single squad leader that has a mic or knows how to build a garry - nothing really matters essentially.
@@monoespacial P.S. I do not know if you will read this, but I tested on an empty server yesterday. Supply boxes for placing garries are 50m to the PLAYER - meaning you can get 53-56 meters by standing between the supply box and the garry. For building with the engineer - the game measures 50m between the box and the blueprint. :) Kinda weird that it differs.
"As soon as there is cap pressure here [on last point], the enemy can no longer spawn at their HQ." Can you confirm this? I can't find information on it anywhere, and I've always assumed recon took it out somehow, which I didn't think was possible. This makes much more sense. I'd like to add it to the Wiki if it can be verified. (You'd think the game would have a message such as "can't spawn here due to enemy presence" or the like.) Also, the corner garrison positioning that allows attack + defense while remaining in the blue is brilliant. So obvious but so crucial.
@@monoespacial Thanks for confirming. It's not immediately obvious that's what's happening, and I wish there were some indicator in the game to show it. A lot of people seem to leave out last-point defenses, even when holding only two points, because they look at the HQ spawn and think they've at least got that to fall back on. Just started playing a couple of months ago and it feels like learning about some of the strategic elements of this game is a little like archaeology. I'll add it to the Wiki.
@@monoespacial Sorry, one bit of clarification: when the point is being contested or you're defending after a cap attempt, do you know if the HQ spawn is still unavailable? Does it only disappear when they're capping/you're losing the point?
Outdated strat. SL and support hop in same transport truck and make garrisons. Engineer and anyone with a hammer or solo in a supply truck and make loads at start. But I could see ransoms screwing it up
I disagree with the NODE placements being prioritized behind garrisons. The first garrisons are in blue zones then inside middle ground. By that time an engineer should have his/her NODEs built. THEN the Supply Truck can move foreward to the front lines and beyound. Support roles can drop or double drop in the battle zones. BTW Engineers should have access to Supply Truck FIRST. Maybe a Commander can have one. ( I do NOT use the Commander's role to place NODES nor Garrisons. Why not? Because the TEAM has to be responsable for them and wins or losses.) IF they insist to disregard this then allow them to be over ridden in short order to see what that their choices have bad endings. I have seen a LOT of this with this new Free Weekend that just happened. A great report and will be looking at this more than once!
The first priority at the start of the round is to build attack garrisons. If the enemy build them 40s to a minute before your team does, you are probably going to lose the middle point. Engineers taking the supply truck usually delays your garrison building. What do you get in return? Losing middle, but hey, you have 30 more munitions, manpower and fuel than you would otherwise!
Garrisons take priority over early nodes. I see your point but having early map control is crucial there isn't much point in having plenty of resources at the start as the supply drops cool down is quick and the bombing run/ PS aren't available anyway. Having garrisons up straight off the bat allows for the chance of an early whitewash of the enemy. If you go up against a top commander and don't focus on map domination it's curtains.
wonderful video i subscrive now in your channel and i have a question and hop you o someone respond to me. 1if i understand there s only twi way to construct the garrison one is with car with supplies and second is to ask at commander to drop in my position the supplies 50 blu zone 100 if i m behind enemy lines right? 2second question is..the spawn is always only for my team? but if im in recon squad and i put the spawn IS ALWAYS ONLY FOR THE SNIPER on my team? thanks for your time
I recommend you watch this video given the questions you're asking: ua-cam.com/video/LaY27yiOPPA/v-deo.html 1) Garrisons need 50 supplies in blue area or 100 in red. Supplies can come from supply trucks, commander ability or support players. 2) Garrisons are team spawns. Outposts are squad spawns. They're not the same. Outposts don't need supplies to be built, for example.
At 10:32 he provides a tip I don't understand. He says when placing a garrison time the placement until about 20 seconds after you see people spawn on another garrison so it is staggard. "This will greatly help your team." Can someone explain this in more detail?
Say you are about to build a garrison and 300m there's another garrison. You check the map and see people spawn on that garrison. If you build yours now, if someone where to die right now, they would have to wait 40s to spawn on your garrison, or about 35s to spawn on the other one, right? If you instead build yours 20s from now, when someone dies they, at most, will have to wait 20s to spawn. I hope that clears things up.
Supply drops are overpowered. You can drop one like every three minutes very cheaply and they give more supplies than a support player does. It just gives squads too much opportunity to not be using their support role.
What makes them overpowered? The entire enemy team can see where they land. They cost 50 munitions, so if you abuse them you end up with no munitions for other important stuff. I think it's the first time I've ever seen someone complain about the air dropped supplies. If as a squad leader, you aren't using your support and instead using air dropped supplies to build things like garrisons, then you're actively sabotaging your own team by draining it's resources and essentially dropping a "HELLO! GARRISON HERE!!!" sign in the sky for the enemy team.
@@monoespacial I often play as SL or commander and when I insist squads should have a support player, people seem to find I demand something outrageous. I think less than halve of the sqauds regularly are building garries with a support player and in general just rely on the commander. I also always check for enemy supplies falling, but in general I feel most SL's don't do that either.
@@maximepirard6171 my standard response when I'm playing commander and someone asks for supplies is "No, I don't what the enemy to know where we build garrisons. Get someone to go support in your squad. If they refuse, kick them off the squad"
Supply drops for backup garrisons and fall backs and red zone garrisons if the energy is pushing hard (allocate 1 reliable squad for this.) Support for forward garrisons/ point garrisons.
I was hoping you would update hey mono I think I am a really good AT but I want to join a professional team prove myself and make some cash but I do it for the love
I carry the supplybox at a severe handicap to my own kit and the usual answer I hear from squadleaders is, “.. as soon as I get up to…PING.” 🙄 So frustrating. Remember that scene from Gettysburg? I took off my greasegun and threw it down. Give me one garrison and we can take that HILL! 🥴
This game has serious issues if one UA-camr can cover so much of the basics and advanced knowledge of the game repeatedly, where the game itself has a guide that is horribly outdated and on accessible through the main menu…
This game has the worst base I have ever seen, know it alls mixed with those that have only watched movies like Saving Private Ryan and read Wikipedia as "history buffs." 🤣 "Did you know during WWII..." HOLY
Tip for those who are nervous to be squad leader:
I’m still pretty new, but I started playing support a lot because SLs always wanted supports, there are never enough. A lot of times my SL would tell me to come with him to build garrisons, etc. And I learned a lot about being a squad leader like I wouldn’t have as any other class.
This is a great tip, I'm usually a medic but I'll try out support because I want to be an SL I tried once and did terribly. Much appreciated, be well
As far as nodes go, I spawn as support, drop 50 supplies at the HQ, respawn as an engineer, spawn back in build a manpower node, respawn as support, drop 50 supplies (generally have a small wait for supplies to cool down, but since I build a manpower node first, the cool down time is halved. respawn as engineer, build munitions node, repeat for fuel, it takes 6 minutes, if three players do that, you have complete set of nodes at HQ, so you will not lose them unless enemy takes them down. once I've placed all the nodes spawn in as a SL and get a supply truck and back fill the missing defensive garrisons, because I guarantee they won't have been done.
Yep, pretty much sums up most of my games as well1 No one does this, at least in the console version that I play.
Gonna use this formula in my next sesh. Love it
Thanks for the tip
This is a great idea - I've only just started branching into trying to help out with nodes and supply trucks when the recon teams are full.
I mostly play recon and was shocked the first time I found nodes at the enemy HQ and wondered how the hell they got them so far back. I try to check enemy HQ's now specifically for nodes, but it is a PITA to get back to all 3 HQ's. Putting nodes at HQs is a valid tactic even for guys who try to check the HQs like me - by the time we get that far back we're usually going after the Arty, trying to intercept supply trucks, pushing points trying to take down supplies/garrys, or helping put up attack garrys ourselves - that stuff usually ends up taking precedence over the unlikely chance that there are actually nodes at the HQ. So if you can pull this off, I would say the nodes are generally safer at the HQ than sitting somewhere along the line 2 squares from the edge (where I always look first).
Putting nodes at the Arty HQ is a double-edged sword - far more likely to get noticed by recon teams that know what to look for, but higher probability of being actively defended. If you have an aggressive arty team committed to defending against recon, it will be a challenge for that recon team to take down the nodes given the agonizingly slow takedown speed while knowing an enemy can spawn near you at any moment. But the moment the arty team gives up, or if there are only 1 or 2 arty dudes, those nodes' days are likely numbered (assuming a reasonably competent recon team - not always the case!)
I think if you build nodes in the HQ, they generate less resources, right? They generate more resources the further in the map you build them.
I’m glad you mentioned/recommended not using the first supply truck for nodes!
I see even experienced players do this and in public games that often results in 2 less garrisons, which can make for a very quick loss.
I've actually done that... stay with me, after a couple of games with SLs who don't communicate, don't build nodes, simply don't know the Meta, its usually an anti tank guy who grabs the supply truck, hares off to the nearest trench and gets it stuck. I'm really not bullshitting, I just gave up took the supply truck dropped supplies for nodes and then dropped them next to the neutral zone, every halfwitted SL ran or drove past them to the middle point without building a garrison. RANT OVER.
@@andrewjohnston9115 haha that’s the worst, I totally get that, that’s not your fault lol pub meta - steal the truck before someone else bogs it xD
If commander is smart usually always spawn supply trucks, 1 at countdown and one later.
I always take one for myself as commander so I can always spawn those 2 garries... my win rate when commanding is 75-80%, and one big part is done with this.
Never leave HQs without a supply truck and always ask for nodes. Having 60/min earlier you can is easy method for victory. Sometimes somebody is also taking that for ninja garries and it's good
I swear to god if this guy stops making these videos general game sense and gameplay knowledge would improve slower if not comes to complete haul with all the new comers
Solid job as always Mono
you're absolutely right, sadly there's a lot of players who haven't watched these tutorials, and its showing at the moment.
I always welcome newer players taking the SL role as long as they build garrisons. You cannot overstate how important garrisons are. If you do take the SL role, don't expect to play the same way you would if you were playing as a rifleman. If you're unsure, ask for help.
I usually play SL but I’m trying to level up my support. I convinced the SL to fall back either me and place a couple Garry’s.
Squad Leader: "Okay who's my support guy?"
Squad: Zzzzzzzzzzzzzzz
Squad Leader: "Commander can you drop a support crate so I can build another Garrison?"
Commander: "We already have a garry......."
Make a locked squad with a designated marker for the squad and usually u only get more experienced people
Triggered my PTSD.
"We already have a garry" is the most beautiful reply you can get from a commander. It's almost the same thing as saying, "We're going to lose"
I’m pretty new to the game but yours and others UA-cam guides are impeccable. Out of all the tutorials so far I feel like this one is the most important guide to win more games because I’ve been on teams that place every garrison in the capture zone, forcing backup garrisons to be 200m away and causing us to lose to a single well placed bombing run.
Drive trucks away from supplies, try and hide it and turn the engine off too
3:10
You can get rid of these Crates by building multiple garrisons!
Blue Zone 50 Sup -> Build, Destroy, Build, Destroy, Build.
Boom 150 sup gone and hidden garison
Same goes for red zone's just drop two crates and then dismantle, build until nothing is left.
Of course dont do this if you are in a hurry
Those looking to try squad leader. There are A LOT of bad examples of how to play SL. It can be very demanding, but after some time it really breaks down like this.
1. Am I communicating with my squad, do they know what they should be doing?
**No bad riflemen, only bad squad leads.
2. Does the point we’re defending have a good garrison network?
** Unless you don’t like spawning ALWAYS BUILD GARRISONS, never enough.
As commander I always say, I’m not doing my job unless I have SL’s asking me to DISMANTLE garrisons - you should always have close to 8 garrisons up.
3. Does the commander have an active goal for me and my squad, and am I helping achieve it.
Communication with your squad and is number one, stay vocal and keep them engaged.
The SL role really makes or breaks the HLL experience!
4. Have fun! SL can be very intimidating at first but after a while you’ll just be ticking boxes and feel good about contributing to an overall win.
Very helpful video for this power-noob who is terrified of ever being a squad leader. You have eased at least 10% of my fear.
Here is how I made my first steps as SL, maybe it works for you as well. When no one played arty I created a new locked squad with me as SL solo. I set the squad symbol to arty just so communicate it. Usually no one even attempts to join my squad. I mostly wanted to learn arty. But you need to see other SL marks on the map to be effective. And that way you are in command voice chat, mostly passive, but you learn what happens. What other SLs say, what commander says, etc. I'll listen to requests to start and stop fire and monitor our ammo reserves so the commander can work. Sometimes I took an unused supply truck and built flank garrisons, sometimes I'd scout distant areas for enemy garrisons. You can place your own spawnpoint, so you dont loose much progress when you get killed. You are dragging no one down, you are useful, you learn the communications and sometimes you can even do something useful for the commander if you are in a good spot. And you can report what you see, for example once I spotted a halftrack setting up and marked it on the map. And lastly you can train how to arty. Just watch ammo count and dont kill friendlies. You definitely need to watch a guide first. But then its not too complicated. Next best thing might be to play with friends, if you have some in game, and do a small 2 or 3 person squad. Most commanders I had worked with the few full squads that communicated. If you are small, rather silent and do your thing, you might not receive any direct orders at all. And if you do, you just make people happy if you do them. The others are also just players wanting some fun. I never had an SL or comm being rude or angry. And if you say you are just learning, you wont get bossed around. Commanders will rather focus on the SLs that are very active in comms and tactics. Only "downside" as SL is that you really have a lot of voice going on in most games. And one more thing, there are players that just want to play on their own and dont want super effective comms and squad play. They are kind of happy with an "inactive" SL. So you dont need to be that perfect leader. Players looking for comm active squads usually just switch to other squads. Didnt do that myself but I was part in silent squads a few times and watched members come and go or stay, depending on if they wanted to comm or just play their thing. But you do need a mic and need at least some comms, and if its just to say that you just want to listen and learn, so the others know how to treat you and not give many or complex orders to you.
I would argue against building red zone garrisons for the most part. Similar to airheads they are intended to get your forces in behind enemy lines. That tends to significantly weaken the number of forces you have on the frontline thus making it more likely the more reliable offensive green zone garrisons you construct get overrun and quickly replaced by the enemy's green zone garrisons. If you have a highly disciplined team and you can ensure that one at most two squads will be spawning off the red zone garrison, then it can be useful, however it is important to keep in mind that it is a gamble. You can quickly go from being the team that is winning the battle on the frontline and applying consistent pressure on the enemy's point through the use of multiple offensive green zone garrisons to the team that has half their force attacking from a single red zone garrison (which will be blocked once a single enemy player gets within 100 meters of it) while the other half is forced to try to fend off waves of enemy attacking from multiple angles using reliable green zone garrisons. I usually avoid dropping airheads and building red zone garrisons unless my team is struggling to win the battles along the frontline. In that case they maybe your only option to secure a point.
Attacking from multiple angles will always be most effective. Red zone garrisons allow new angles of attack.
@@Top_Hat_Walrus So do green zone garrisons on the flanks. Only they can't be blocked as easily as the red zone ones.
@@Top_Hat_Walrus of course. I think his point is eluding to the fact that teams rarely have the discipline to have coordinated garrison spawning. If a squad or two spawns in a red zone Gary that’d be ideal. But if over half your team spawns there, you could lose the forces needed for a strong defensive position at the objective.
One possible technique is to place it fairly close to the enemy so that it's locked most of the time. Self-limiting flow.
It's funny how many (even very experienced) players don't know that red zone garries are locked by enemies within 100m. "They're right on top of us, the garry's locked!" No, they're just somewhere in the sector.
@@Top_Hat_Walrus I think this is a game-by-game strat with too many factors to definitively say one way is better than the other. I think that teams with many new players will benefit from funneling them through defensive garries and will gamble with all offensive garries. They will most likely run headlong into any fight, expose garry location by shooting, etc. I rarely get a game where even one full squad stays on defense
Probably one of the most helpful guides I’ve come across and prefer a map view tutorial like this than having B roll (as much as your B roll is still good content)
@monoespacial - thank you for this guide and just so you know I posted it on Steam for all to learn about it. Keep up the good work and you are an amzing player as well.
6TH! Halftracks are good because they have a smaller radius that locks them compared to garrisons which means that you can put them closer to the enemy strongpoint and you can just move them if they're about to push up to it.
Another advanced garrison placement tactic I use is when you send both recon teams (one works too if the arty's active) on the next locked point to take out enemy backup garrisons over there. In meanwhile then the commander sends supply drops around the point, most important behind because it will stop the enemies from reinforcing from behind and then when the team takes the next point then the recon squads just build the red zone garrisons and the team wins the next point almost immediately. Then he can just do the same with the next point if he got time left. The recon needs to move quickly in order to do this especially if the team is planning to do this until they've taken the next point. You can do the same with two halftracks too if you want to get behind. You shouldn't have problems with the defense since you most likely already have garrisons left from the offense.
Three common problems with half track 1. A noob will jump in it and drive it right into the objective 2. A Wally will jump into the half track and go on a joy ride 3. A bigger Wally will not only drive off in the half track but place it on the other side of the map and leave it running so if the commander could take the ignition keys that would be great.😂
4. A even bigger noob will get it stuck and will be inoperable 😂 but that's a really smart idea with the keys to counter that all too common occurrence 💯🙌
@@reliefromrealife
Or maybe just allowing Officers or the commander’s to have the ability to drive them is a step in the right direction.
Mono, the man with the facts an nothing but the facts, no wasted words in this great video production soliders, as usual Mono delivers us nothing but juicy chunks of knowledge, on the important role of commander. Yummmmy!!! ................................Like this video solider, THAT'S an ORDER!!!.....................
When you talk about stuff like Engis taking Supply trucks for nodes, you forget that most of these numbnuts don’t have mics & are just completely immune to the fact that Garrsions are THE most important thing in this game.
Your content is excellent. Thank you.
I'm not sure if the purpose is intended. But it seems that halftracks would be best used with a tank like an armour unit. Tank is supported by squad using halftrack, and if they ever need more support they have that mobile garry anyone can spawn on to help defend the tank or make a push from the opening the tank has made.
Trying this, I'll let you know how it goes
@@HighDiver5555 how’d it go??
@@vhscopyofseinfeld pretty good actually. As long as you have a team that communicates and works together well, just like everything else in this game haha
Great video
There are some circumstances where no garrison is better than a bad garrison. Thats because it can prevent a garrison being placed.
Specifically thinking when a garrison gets placed in the red zone when its on a border and a few meters change it would have been in the blue.
THIS is a very important thing to understand as a commander. Another reason why garrisons on the point are sometimes a bad idea. I like to have 2-3 surrounding garrisons before placing one in the point
Im trying to learn the maps more through experience before i fully take on SL. Right now i play the #2 role and spearhead assaults while SL pings and builds spawn locations.
I play SL a lot and still have a hard time with most of the maps given their size. Honestly I think the best way to play is to think "how do I not want the enemy to play"
why don't we put the responsibility of building the first garrisons on squad leads and their support person? make sure a couple sets are in the troop transports. that way at least 1 set of nodes can get built right from the start. the other 150 supplies can be taken to make a forward garrison
Because you can build the nodes afterwards and the impact is minimal. You can even start building them at hq with a few support players rotating through the role.
If you rely on other squad leaders and they fail suddenly you only have one garrison. And... I think I've explained why at that point, having a full set of nodes is absolutely irrelevant.
This is some damn good stuff. I've been trying to teach my guys in 10th Mountain these principles and so far we've had a lot of success. I'm always checking out your content and I hope to see you on the battlefield sometime!
A lot of your clan members are condescending toxic shitheads btw. Instead of leading & guiding players they belittle them & Monday morning quarterback the shit out of commanders, other SLs, & the team in general AFTER the fact
Hmmm, yes I see.. whilest making garrisons, don't make them too far close!
‘Wise soldiers build garrisons not too far close’ - Sun Tzu
Perfect video
“A bad garrison is better then no garrison” this is important 👌🏻 good video monoe
Great vid, mono. Thanks
Very informative video! Forks have tines, not teeth.
Team 17 should pay Mono for his guides IMO. Or at least work with him in some way to help improve the player knowledge of the mechanics of the game, especially the newer players. Thanks for all the hard work Mono.
Thanks for the sentiment dude
Why use crates with 150 supplies when a squad leader and supply trooper can drop a garrison and accomplish the same job? I know that in practice people don’t really drop garris but it seems like in the ideal world engineers take the supply truck and squad leads drop from the transport truck with their support and each drop one garrison
Because with a support player you can only build one garrison and most squad leaders won't build any garrisons at all. Starting off the fight by taking a truck and a support player and building 3 garrisons is ridiculously more important than getting some nodes.
@@monoespacial ahh I see, security is the most important step in a fight
@@monoespacial Makes sense thanks
When we are lossing as commander i destroy the offensive garrisons.
Thank you Mono!
Woot! Great video!
Double drop supplie is really out of hand on public servers. :D but i always drop 50 suplies next to the another but officers didnt build the gari :D
I completely disagree on the engineers and them not taking the 1st supply truck. In a competative match maybe, but any engineer who is going to build nodes should just go for it. Its hard enough to max out nodes early and its not worth anyone's time to make them stop. You set out a route for 1 SL to build 3 garries with that truck, all in the blue zone. You should be looking at 3SL with support or 2SL and a supply drop. Furthermore, the 2nd supply truck is spawnable almost immediately at the moment.
I don't understand your line of thought. On one hand you refer to competitive vs public matches and then you basically say "for a public match you should have 3 squad leaders coordinating with their 3 support players".
Dude, that's NOT going to happen in a public match. And as you said, the 2nd supply truck spawns just a bit later. That's the truck that should get taken by the engineer.
You think getting a full set of nodes built is hard, but what about getting 8 garrisons down? That's not only much harder but also significantly more important than getting nodes.
@@monoespacial Hey, sorry if it wasn't clear. I will try to elucidate :) The 2nd truck can be spawned 1 minute before the warmup ends. I think people who build nodes show at least a bare simile of understanding of the game and haressing them for the truck is nonsensical. You can have two trucks on the field well before warmup ends without any problems.
Its also a catch 22, in the way that if you would be able to 'stop and claim' the supply truck through the other SLs - then you do not need to because the SLs are clearly communicating and you should ask them to help build garries.
If you're on a map without any commander and any other single squad leader that has a mic or knows how to build a garry - nothing really matters essentially.
@@monoespacial P.S. I do not know if you will read this, but I tested on an empty server yesterday. Supply boxes for placing garries are 50m to the PLAYER - meaning you can get 53-56 meters by standing between the supply box and the garry. For building with the engineer - the game measures 50m between the box and the blueprint. :) Kinda weird that it differs.
"As soon as there is cap pressure here [on last point], the enemy can no longer spawn at their HQ."
Can you confirm this? I can't find information on it anywhere, and I've always assumed recon took it out somehow, which I didn't think was possible. This makes much more sense. I'd like to add it to the Wiki if it can be verified. (You'd think the game would have a message such as "can't spawn here due to enemy presence" or the like.)
Also, the corner garrison positioning that allows attack + defense while remaining in the blue is brilliant. So obvious but so crucial.
Yeah man, whenever you start capping the 5th point, the corresponding HQ spawn gets disabled. It's always been that way.
@@monoespacial Thanks for confirming. It's not immediately obvious that's what's happening, and I wish there were some indicator in the game to show it. A lot of people seem to leave out last-point defenses, even when holding only two points, because they look at the HQ spawn and think they've at least got that to fall back on. Just started playing a couple of months ago and it feels like learning about some of the strategic elements of this game is a little like archaeology. I'll add it to the Wiki.
@@monoespacial Sorry, one bit of clarification: when the point is being contested or you're defending after a cap attempt, do you know if the HQ spawn is still unavailable? Does it only disappear when they're capping/you're losing the point?
Great video
Thank u.. needed this
I use garrisons to control the people where i want them. Croud control.
Outdated strat. SL and support hop in same transport truck and make garrisons. Engineer and anyone with a hammer or solo in a supply truck and make loads at start. But I could see ransoms screwing it up
great advice.
I disagree with the NODE placements being prioritized behind garrisons. The first garrisons are in blue zones then inside middle ground. By that time an engineer should have his/her NODEs built. THEN the Supply Truck can move foreward to the front lines and beyound. Support roles can drop or double drop in the battle zones. BTW Engineers should have access to Supply Truck FIRST. Maybe a Commander can have one. ( I do NOT use the Commander's role to place NODES nor Garrisons. Why not? Because the TEAM has to be responsable for them and wins or losses.) IF they insist to disregard this then allow them to be over ridden in short order to see what that their choices have bad endings. I have seen a LOT of this with this new Free Weekend that just happened.
A great report and will be looking at this more than once!
The first priority at the start of the round is to build attack garrisons. If the enemy build them 40s to a minute before your team does, you are probably going to lose the middle point.
Engineers taking the supply truck usually delays your garrison building. What do you get in return? Losing middle, but hey, you have 30 more munitions, manpower and fuel than you would otherwise!
Garrisons take priority over early nodes. I see your point but having early map control is crucial there isn't much point in having plenty of resources at the start as the supply drops cool down is quick and the bombing run/ PS aren't available anyway. Having garrisons up straight off the bat allows for the chance of an early whitewash of the enemy. If you go up against a top commander and don't focus on map domination it's curtains.
Mono, can you make a montage clip of all the default garrisons? It would help a ton!
wonderful video i subscrive now in your channel and i have a question and hop you o someone respond to me.
1if i understand there s only twi way to construct the garrison one is with car with supplies and second is to ask at commander to drop in my position the supplies 50 blu zone 100 if i m behind enemy lines right?
2second question is..the spawn is always only for my team? but if im in recon squad and i put the spawn IS ALWAYS ONLY FOR THE SNIPER on my team? thanks for your time
I recommend you watch this video given the questions you're asking: ua-cam.com/video/LaY27yiOPPA/v-deo.html
1) Garrisons need 50 supplies in blue area or 100 in red. Supplies can come from supply trucks, commander ability or support players.
2) Garrisons are team spawns. Outposts are squad spawns. They're not the same. Outposts don't need supplies to be built, for example.
3rd! Great video as always!
At 10:32 he provides a tip I don't understand. He says when placing a garrison time the placement until about 20 seconds after you see people spawn on another garrison so it is staggard. "This will greatly help your team." Can someone explain this in more detail?
Say you are about to build a garrison and 300m there's another garrison. You check the map and see people spawn on that garrison. If you build yours now, if someone where to die right now, they would have to wait 40s to spawn on your garrison, or about 35s to spawn on the other one, right? If you instead build yours 20s from now, when someone dies they, at most, will have to wait 20s to spawn.
I hope that clears things up.
@@monoespacial the best tip honestly for folks that already play the game.
The point of a fork is called a "tine" just so ya know.
Supply drops are overpowered. You can drop one like every three minutes very cheaply and they give more supplies than a support player does. It just gives squads too much opportunity to not be using their support role.
What makes them overpowered? The entire enemy team can see where they land. They cost 50 munitions, so if you abuse them you end up with no munitions for other important stuff. I think it's the first time I've ever seen someone complain about the air dropped supplies.
If as a squad leader, you aren't using your support and instead using air dropped supplies to build things like garrisons, then you're actively sabotaging your own team by draining it's resources and essentially dropping a "HELLO! GARRISON HERE!!!" sign in the sky for the enemy team.
@@monoespacial I often play as SL or commander and when I insist squads should have a support player, people seem to find I demand something outrageous. I think less than halve of the sqauds regularly are building garries with a support player and in general just rely on the commander.
I also always check for enemy supplies falling, but in general I feel most SL's don't do that either.
@@maximepirard6171 my standard response when I'm playing commander and someone asks for supplies is "No, I don't what the enemy to know where we build garrisons. Get someone to go support in your squad. If they refuse, kick them off the squad"
@@maximepirard6171 that's why you just shoot them if they refuse.
Supply drops for backup garrisons and fall backs and red zone garrisons if the energy is pushing hard (allocate 1 reliable squad for this.)
Support for forward garrisons/ point garrisons.
i do these tactics all the time and even higher lv people don't understand how to heck to do these tactics...
Hot Dog 7 😋
Nice shooting, over.
far close lol ima use that now
I was hoping you would update hey mono I think I am a really good AT but I want to join a professional team prove myself and make some cash but I do it for the love
You're not gonna make any cash playing HLL. Ask around the official HLL discord (discord.gg/hellletloose) for comp teams.
LOL
What is the application you use?
Stratsketch
@@monoespacial i looked that up earlier but could only stuff for world of tanks. Maybe I’m slow
@@degustablegerbil you can add custom images
Who can build garrisons?
Every officer except for the tank commander
I am on ps5
DO A VIDEO ON HOW MUCH IT SUCKS WHEN PEOPLE DONT USE THEIR FUGGIN MICS.
I carry the supplybox at a severe handicap to my own kit and the usual answer I hear from squadleaders is, “.. as soon as I get up to…PING.” 🙄 So frustrating. Remember that scene from Gettysburg? I took off my greasegun and threw it down. Give me one garrison and we can take that HILL! 🥴
2nd
This game has serious issues if one UA-camr can cover so much of the basics and advanced knowledge of the game repeatedly, where the game itself has a guide that is horribly outdated and on accessible through the main menu…
First
This game has the worst base I have ever seen, know it alls mixed with those that have only watched movies like Saving Private Ryan and read Wikipedia as "history buffs." 🤣 "Did you know during WWII..." HOLY