ArmA III Squad Tips

Some things people asked about or commented on in the feedback from the last ArmA III Co-op event.

Division of squad into fire-teams: formed so that squad can form fire-team element flanks, defensive arcs, support by fires, leapfrogging, pincer movements...just about tactic you can think of in smaller four man groups. Here's a quick S/S of an AI co-op setup with two teams in wedge or chevron formation:

http://steamcommunity.com/profiles/76561197992707529/screenshots/

File size limited on FT so uploaded it to Steam.

Some things to note, spacing is horrible by the AI, about twice as close as is desired. The first people to the right and left of me should be right on the first ring of sthud and no closer, and everyone else with similar spacing in order to minimize casualties in the event of a grenade or mine. Team-leads should be no more than 3 people spacing from squad-lead if playing in an ACRE environment without short-range radios issued. Squad formations can range from firing line, column, wedge, staggered column or possibly diamond with the medic hanging at the rear.

We've had a couple of issues with specialized classes so I'll submit Dslyecxi's Community Guide for your benefit and viewing pleasure.

[video=youtube;gG8f0c8ywjQ]http://www.youtube.com/watch?feature=player_embedded&v=gG8f0c8ywjQ[/video]

Anything else you care to add, please submit it here. Clearly there are other resources like Dslyecxi's TTP2 to purview if you're interested.

http://ttp2.dslyecxi.com/leadership.html
 

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