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    Slots and Roles Index


    Rorkiy

    Contents

    1. Introduction
    2. Slots/Roles

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    Introduction

    This guide has been written to serve as a form of "index" with regards to each slot that you will normally find yourself in, the weaponry you are supposed to bring in said slots, a brief description of what your role is in said slot, as well as any remarks. This guide should be used in conjunction with the "Weapons and Weapon Types Index" guide with regards to the weaponry you bring for the slot.

    These are meant to just be guidelines and there will be exceptions depending on circumstances. As such, if you are ever unsure or otherwise unclear, ask someone, be it your SL/2iC, a Moderator or a CM. While these are only guidelines, attempts to exploit loopholes or otherwise "game the system" will result in repercussions. Just because it's flexible, it doesn't mean you get to "meme" about or otherwise be an anarchist. Use your brain. Be smart. Not a smartass.

    Quick reminder that each squad can have up to one (1) Designated Marksman who can take up to 12x optics, while everyone else is restricted to up to 4x (except Prophet Sniper), at the SL's discretion. Each squad can also have up to two (2) UGLs, including the SL and 2iC. For weapons that possess them (e.g. Shotguns), explosive ammunition (e.g. HE Frag, Doomsday Rounds etc.) is prohibited.

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    Slots/Roles

    Platoon Lead

    Weaponry: Assault Rifles/Carbines, Battle Rifles, Marksman Rifles, SMG, Shotguns
    Underslung Grenade Launcher (UGL) allowed: Yes

    The Platoon Leader is the brains of the entire mission. Should you find yourself in this role, you will be the one who draws up the battle plan for the entire mission depending on the information that is given to you by the mission maker, briefing, or Zeus. You will generally be slightly behind the front lines and coordinating the different squads as they carry out their orders set by you. You'll need to be quick on your feet, being able to adapt to the situation as it unfolds and prepared to deal with unforeseen turns in the mission, while keeping a calm head and a commanding presence. The squad leaders will be looking to you for direction and you'll need to analyse whatever information is given to you during the mission, be it from the SLs, or the assets, to make adjustments to your plan. Or even scrap the plan. No plan survives first contact with the enemy.

    "Make the plan. Execute the plan. Expect the plan to go off the rails. Throw away the plan."

    Remarks: 

    • Some Platoon Leaders prefer a more "structured" style where you essentially micromanage the squads more, others prefer a more "loose" style. It's all personal preference with regards to which style you're more comfortable with. Keep in mind, a more structured style will put more strain on you personally, while a more loose style will require more proactive SLs who can take the initiative and direct themselves.
    • For the most part, you'll find yourself with not much to shoot at.
    • Listen to your SLs, especially the more experienced ones. They're gonna be the boots on the ground who are experiencing the situation they're in first hand, if they ask to do something counter to your plan for them, give it serious consideration.

     

    Platoon 2iC

    Weaponry: Assault Rifles/Carbines, Battle Rifles, Marksman Rifles, SMG, Shotguns
    UGL: Yes

    Basically the Platoon Leader's little brother. For the most part, with the way most people use it, you're essentially just a glorified replacement, just pretty much sitting there, making a few inputs here and there but otherwise just waiting to see if the big guy bites it so you can take over. However, if used correctly, you'll essentially be the one making sure shit gets done, be it making sure the squads actually move and not just sit around jerking off, organising logistics, etc. Make sure you're well versed with the plan and the situation, because if the Platoon Leader bites the dust, it'll be your job to do the stuff he's got up there.

    Remarks: 

    • If you're entirely new to platoon leading and you just want to learn the ropes, this slot is a good choice during off hour missions, especially if you've got an experienced platoon lead. Slot up, shadow the Platoon leader, observe and learn from what he does. Make sure you ask beforehand though and make it clear to others, sometimes people expect the 2iC to know what they're doing.

     

    FAC

    Weaponry: Assault Rifles/Carbines, Battle Rifles, Marksman Rifles, SMG, Shotguns
    UGL: Yes

    Calling in airstrikes or organising troop movement via transport choppers is your purview. You're the man on the ground who organises all the air assets, from jets, to attack choppers, to transport choppers. You're gonna be the one who calls in required airstrikes on priority targets or giving the transport pilots orders on who, and where, to fly around the A.O. You're pretty much the sole link between the platoon and the air assets and so you must keep a level head, and be able to pass along information both ways.

    Remarks:

     

    RTO:

    Weaponry: Assault Rifles/Carbines, Battle Rifles, Marksman Rifles, SMG, Shotguns
    UGL: Yes

    Relaying orders and remarks for armoured assets and calling in fire missions from the mortar team is the job of the RTO. It's your job to accurately, yet concisely, relay messages from PLTHQ to the assets in your purview, be it calling in movement orders, overwatch positions or mortar fire support in a calm and clear manner. For the most part, you will be the only connection between the assets in your purview and the rest of the platoon so the information that can be passed along to either end purely depends on how well you can receive, analyse, and pass along information in a manner that people can understand.

    Remarks:

     

    Squad Leader

    Weaponry: Assault Rifles/Carbines, Battle Rifles, Marksman Rifles, SMG, Shotguns
    UGL: Yes

    The person in charge of each squad, you're the point of contact between your squad and the rest of platoon. You'll be receiving orders from the Platoon Leader while also giving the rest of your squad orders. It'll be up to you to come up with plans as to how to deploy your squad, be it in two fireteams, or a tactical blob, do you want to flank via the valley, or use the trees for cover etc. You'll need to be quick on your feet and able to adapt as you'll have to quickly break down multiple inputs of information, ranging from the orders from Platoon, information/requests from other SLs, your squad's radio comms, as well as what you can personally see, analyse and evaluate the information and situation, and react accordingly. Keep communicating with everyone, make sure people are up to date with the information that they would need, and guide your squad through the different scenarios while keeping level headed. Things will go to shit, your plans will be rendered useless, it's inevitable and happens all the time, but what separates a great SL from simply a good one, is how well he can remain calm under pressure, and how well he can adapt to the situation as it unfolds.

    Remarks:

    • If (and only if) either you or your 2iC decide you don't want to bring a UGL, you can assign it to a different member of your squad, for a total of 2 UGLs across your entire squad, SL and 2iC included.
    • Each individual SL has his/her own "style" to squad leading. Some prefer to micromanage their squad more, some prefer to give their squad more freedom. Some SLs lead from the front, some from the back, others, a mixture. It's up to you to find a style that you like that works well for you.

     

    Squad 2iC

    Weaponry: Assault Rifles/Carbines, Battle Rifles, Marksman Rifles, SMG, Shotguns
    UGL: Yes

    The one who makes sure things get done within your squad. While your SL deals with the inter-squad communications or squad-platoon level communications, your job is to make sure the tasks get carried out. Make sure your squad members are alert and covering their sectors, make sure people don't go running off on their own, and generally do your best to make sure the squad works together as a team. See a couple guys clustered around watching the medic work like a Beijing road crew? Get over there and break it up, get those guys to spread out and cover different sectors in case of an enemy attack. While all that is happening, keep on ear on the long range communications, keep up to date with what is going on with the other squads and other parts of the A.O. because if your SL goes down, it'll be up to you to take up his role.

    Remarks: 

    • If you wish to use any optic above a 4x (up to a limit of 12x) to act as the Designated Marksman, you must first obtain permission from your SL, up to a maximum of one (1) Designated Marksman per squad.

     

    Medic

    Weaponry: Assault Rifles/Carbines, Battle Rifles, SMG, Shotguns
    UGL: No

    Why play Pacman when you can play PAK-man? Down to the core, you are, for all intents and purposes, a rifleman, albeit one with an extra job. As the Squad/Platoon medic, you're the only one who can take more medical supplies, as well as use the PAK/Surgical kit. As the medic, you need to be able to keep a level head, even under high-pressure situations, as you will find yourself holding your squadmates' lives in your hands. You'll need to be quick on your feet, quickly analysing the different injuries present amongst the casualties, prioritising the more critically wounded and treating said wounded. Due to your unique status as the only one able to use the PAK/Surgical Kit, you will often find yourself closer to the middle of the squad. As the medic, you will need to find a balance between being a rifleman, performing squad maneuvers and tactics etc, and being a medic. You can't go charging in, nor can you lag really far behind.

    Remarks:

     

    Autorifleman

    Weaponry: Autorifles, LMG, GPMG
    UGL: No

    Basically the "anchor" of the squad, you're gonna be the one with the "big gun" of the squad, providing cover fire, or suppressing fire. Generally somewhere near the middle or the rear, your big gun and its generally poor handling when it's not deployed means you should always be on the lookout for places to get set up. In the absence of Marksmen in your squad, you will generally be the most effective member of your squad when dealing with targets at long ranges.

    Remarks: 

    • Try to avoid taking optics as an Autorifleman. To encourage teamwork, stick with ironsights, work together with your assistant to get your shots on target. Let him call out the range, zero your weapon accordingly, fire off a 3-4 round burst (or however many to get a tracer, depending on the ammo you picked), let the assistant tell you how to adjust your shot, fire another burst, repeat. You can easily hit targets up to 800m away, if not further, with ironsights if done properly.

     

    Autorifleman Assistant

    Weaponry: Assault Rifles/Carbines, Battle Rifles, SMG, Shotguns
    UGL: No

    Often incorrectly labelled the "ammo bitch", your job, if done correctly, is much more involved and impactful. You're going to be the one who directs the Autorifleman onto priority targets to make sure he takes them out. Grab your binoculars/rangefinders, give him directions of where the target is, give him a range so he can zero his weapon, let him fire off a burst with at least one tracer, tell him how to adjust his aim, be it aim slightly higher, more to the left, etc, let him fire off another burst and rinse and repeat. Done correctly, you can easily take out targets up to, if not further than, 800m away with purely ironsights on the AR. Beyond that, you are essentially just another rifleman, albeit one who carries some ammo for the Autorifleman if he needs it.

    Remarks: 

    • As ARs generally have relatively poor handling compared to rifles, should the AR get flanked by contacts relatively close by, it will primarily be up to you to eliminate them as the AR may not be able to deploy his weapon in time.

     

    Rifleman (LAT)/Rifleman/Attachment

    Weaponry: Assault Rifles/Carbines, Battle Rifles, Marksman Rifles, SMG, Shotguns
    UGL: SL's discretion (See SL's remarks)

    The bread and butter of the squad, as the rifleman, your job is to be versatile. You may be required to adjust your loadout depending on the needs of the mission, be it from taking mine detectors and defusal equipment, to taking explosives and firing devices. As the guy with the AT, you're gonna be the key figure when taking out armoured targets that may threaten your squad, or other friendlies. Expect to often be used as part of a "maneuver team": while the Autorifle team provides cover from their anchor point, your team moves in on enemy positions or flanks them, taking the fight to the enemy. You'll generally find yourself near the front of the squad, often being the first ones in when clearing buildings. Stick with your team or your buddy and watch each others' backs.

    "Think of yourselves as a hand. Each of you is a finger, and without the others you're useless. Alone, a finger can't grasp, or control, or form a fist. You are nothing on your own, and everything together." 

    Remarks: 

    • If you wish to use any optic above a 4x (up to a limit of 12x) to act as the Designated Marksman, you must first obtain permission from your SL, up to a maximum of one (1) Designated Marksman per squad.

     

    Vehicle Crew/Heli Crew/Fighter Pilot

    Weaponry: Assault Rifles/Carbines, Battle Rifles, SMG, Shotguns
    UGL: lolno

    You're gonna be the guys manning the tanks/APCs/IFVs/helos/jets and your job description will depend on what the asset is, ranging from transporting troops in transport choppers, to supporting the squads in your IFV etc. Stay calm, stay alert, and never stop scanning for threats to yourself or your friendlies.

    Remarks:

     

    Prophet Spotter

    Weaponry: Assault Rifles/Carbines, Battle Rifles
    UGL: Yes

    The one in charge of the two man sniper team. As the senior of the two, you will be the one handling communications with the rest of platoon, be it receiving general directives, announcing that you're set up, moving, or just calling out targets and enemy positions and troop movements to the rest of platoon so they can prepare accordingly. On top of that, you will be plying the tools of your trade to get the necessary zero-ing numbers for your shooter. Guide him onto priority targets, feed him the numbers, wait for him to be locked in, tell him to send it. On top of that, you will be responsible for close security. As the shooter will typically carry a bolt-action rifle, his rate of fire will be in the gutter. If an enemy squad approaches your position, the shooter can thin them out but it is predominantly up to you to take care of them, hence the weaponry listed above. Stick with your shooter, keep communicating with him and the rest of platoon, and never stop scanning for new targets or threats.

    Remarks:

    • If I ever see you take a Sniper Rifle or Marksman Rifle as the Spotter, say goodbye to ever seeing Prophet Tags. Same goes for high-powered optics. 
    • "Spacing" doesn't exactly apply for Prophet. You need to make sure the two of you are close enough that the zero-ing figures the spotter gives actually work for the shooter and should any enemy contacts approach you, that the spotter is close enough to support the shooter and eliminate hostiles up close.

     

    Prophet Sniper

    Weaponry: Marksman Rifles, Sniper Rifles, Anti-Materiel Rifles
    UGL: lolno

    The man with the "big gun", your job is to stick with your spotter, get sighted on the targets given to you by him, zero in according to the values given to you by you spotter, and wait for the order to take the shot. Due to your relatively low fire rate, given that you will usually be carrying bolt-action rifles, make sure you stick close to your spotter so he can help provide close security. Scout out and mark enemy positions, wait for the spotter to relay them, take out priority targets and work your way down from there. Never stop scanning for potential targets or threats, be they threats to yourself or the platoon as a whole, and keep communicating with your spotter, make sure he can see what you see and vice versa.

    Remarks:

    • Just because you're the shooter, it doesn't mean you can't do spotting of your own. If you see a priority target such as a static MG that your spotter missed and he's told you to hit a grenadier, don't be afraid to tell him about it.
    • "Spacing" doesn't exactly apply for Prophet. You need to make sure the two of you are close enough that the zero-ing figures the spotter gives actually work for the shooter and should any enemy contacts approach you, that the spotter is close enough to support the shooter and eliminate hostiles up close.

     

    Mortar Gunner

    Weaponry: Assault Rifles/Carbines, Battle Rifles, Shotguns
    UGL: Yes but you'll basically have no use for it

    The person manning the mortar, your job is to get into the mortar, set the charge, azimuth and elevation, and fire the rounds in a fire mission. Quite simple, press F to pay respec- errr set the charge, page up/page down to adjust the elevation, aim left or right, fire, then get the kill credit when you inevitably take out half a platoon....of friendlies.

    Remarks: 

    • Best to leave the gunner as the group's "Leader" so the Mortar marker stays on him. That way, you'll have an accurate mark as to where the mortar actually is, instead of being slightly off wherever the Assistant is standing.

     

    Mortar Assistant

    Weaponry: Assault Rifles/Carbines, Battle Rifles, Shotguns
    UGL: Yes but you'll basically have no use for it

    The senior of the two in the mortar team, the assistant is the one who does all the work and heavy lifting. You'll be in charge of radio communications, such as receiving fire missions or announcing a fire mission complete over the long range to and from the RTO, as well as doing all the necessary calculations to get your mortar aimed correctly at the target. You'll be making heavy use of the map, map tools, and simple arithmetic to do the calculations to get the numbers which you then feed to your gunner. Depending on the model of the mortar used, you may also be required to take a couple of rounds out of the ammo box in your backpack and load each individual round before they're fired.

    Remarks: 

    • Best to leave the gunner as the group's "Leader" so the Mortar marker stays on him. That way, you'll have an accurate mark as to where the mortar actually is, instead of being slightly off wherever the Assistant is standing.
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