Your job is to get on to point! Fight the enemy infantry inside the bases. Your strength is your medic, who you will stick too like glue and vice versa. Heavy/medic teams make the backbone of ops play and are common in most elite-fits.
This team should stick together and regroup every moment possible, working as a cohesive unit.
The Medic has a grenade belt, res grenades, fully upgraded medic gun, and a crossbow with recon darts.
The heavy might enjoy combining a resist sheild and advanced sheild capacitor with a dumbfire rocket launcher.
This fire team is easily scalable from 3 to 12 people, and high skill players often run heavy/medic combos in pairs.
Tactics are never without flexibility. If you need to change classes temporarily for a certain base that is acceptable.
Beginners and low KD players are more suited to the medic role.
We recommend the Hawk as a entry rocket launcher, as it can dumbfire for fighting maxes and lockon to air targets.
Your role is the provsioning of hard spawns firstly, and the denying of the enemy’s secondly. Infiltrator should always focus on hacking an enemy terminal and pulling a stealth or deployment shield sunderer. The light assaults should organise effective beacons, and also pull sunderers. If there are no places in the current base of operations, redeploy and pull them elsewhere. The squad is weak without hardspawns!
The infiltrator in this squad is specifically CQC and other terminals and turrets can be hacked in preparation for the main force.
Recon team members are generally experienced, good 1v1ers, can survive without support, and avoid engagement.
If a recon team member fights, it does so from flanks, rooftops, and never directly.
When under pressure or needing to destroy enemy spawns, enforcer harassers make a great AV weapon. Use them!
Sometimes featuring a medic where medics arn’t available from other fire teams, the max crew can introduce a massive firepower increase for point holds and big breach situations. It is expected that fireteams will freely pull maxes when under-popped, in high pressure situations, or where anti vehicle support is required (eg. scythe ball).
Coordinate! Sticking together is a crucial part of what makes this unit greater than the sum of its parts.
Play conservatively, and try to stay indoors. Maxes are slow and yulnerable to sneaky C4s and grenades.
Maxes best use dual scatter cannons with slugs for anti-infantry, dual bursters for air, and dual ravens for anti-vehicle work.
Put an extended mag on one weapon so that you arn’t caught reloading both sides at once.
The engineer is not expected to enter combat and should stay behind cover as often as possible.
The engineer will certainly be targeted however, and should be prepared to shoot at any moment.
Infantry turrets make excellent cover for the maxes, especially at stairs, doorways, and other choke points.
Your jobs are many, but primarily they come under two umbrellas. Vehicle driving/piloting, and infantry ammo/support. Often you will need to do both, so don’t be surprised if half the team is manning a tank while the other half is on point with the heavies! Other tasks might include smoke barrages (uses ammo packs with underslung smoke launchers), tank mining, or a team dedicated to galaxy piloting or tanking.
Engineers are jack-of-all-trades. Fly, shoot, drive, and deployables are all within your day to day
Carry a underslung smoke launcher. the Warden and Gauss Compact S both can carry smoke.
We have seen excellent point holds with underpopped squads using sunderer gun platforms and canister harassers, not to mention the ammo reserves, bettys, and tank mines that an engineer can bring to a point hold. Pizza delivery!
The heavy shown here, which is not mandatory, is useful when driving battle-busses, able to jump out defend against pesky enemy LAs while the engineers are busy driving. There is a dead spot at the bottom of the sunderer gun’s movements.
It can, of course, be traded for another class if the situation calls for it.
When dedicated to logistics, rotate the pulling of vehicles to ensure resources are available in a snap.
Feel free to gun and pilot a galaxy, but when the squad drops, do think about giving them an ammo pack now and then (especially for recon darts)
Crossbows with explosive tip bolts are like mini grenade launchers, and are very useful!
You might often have a man spare. Send him to point!
Numbers is THE most elementary tactic. A team of three allies has an immediate advantage over a single enemy. Organising your squad to operate in groups that can overcome an equal sized or larger zerg is actually not difficult. Two heavies and a medic potentially have more survivability than three heavies with no medic, and even more so with some coordination. Thus, coordination can counter mass.
The concept of fire teams is not just another complication to make squad leading harder. Fireteams should make squad leading easier, if you know how and when to use them, and practise using them. Set your teams up at the start, so they are there when you need them.
Fireteams are useful when u need to group a few units together for a specific purpose, and will often help with large squad compostion. Using fireteams in a ZETA squad will provide a leader concise and fast squad structures that previously only slower micromanagement could provide. Not everyone in a squad has to be in a fire team! Flexibility is essential, and many players who are inexperienced or tremendously experienced will often be more useful as soloists or fodder.
The thing that makes fire teams useful and efficient is that we can have these structures organised beforehand. Organising them on the spot in game will require as much micromanagement as not having fire teams anyway. Remember, squad leaders, you can SET and FORGET fireteams, and they will take care of it themselves.
Take a moment to memorise these structures, print out or memorise this chart, and later reap the benefits of and instantly self-adapting squad composition!
It is pretty essential that fire teams stick together. For fire teams to work, players may have to incorporate tactical redeploys or retreats into their game play. As an example – if an assault team losses both heavies and the medic can’t revive them, the medic should redeploy or retreat back towards the redeployed heavies to reform the team, not fight on delaying the redeployment of the entire fire team.
Obviously this isn’t always the case (such as in a point hold) but some initiative is called for. In another example, if an engineer is killed in a max team, the isolated max should (in most cases) also retreat or find cover and seek to re-join with his engineer rather than fight and die. This mentality of retreating and sticking together is difficult for new pubbys and old soloists to embrace. But it is the essence of teamwork.