How appropriate that I should post this today with the unveiling of the http://www.youtube.com/watch?v=9Hj5f8-wNPA&feature=share, which discussed class roles and mentioned that you should stick together with your team.
I've created two distinct builds of squads that support multiple distributions of bodytypes vs. class Abilities. Exactly which build is best for you is dependant on the squad's bodytypes and Abilities. The first build places more emphasis on the Heavy fireteam to be have the fully-upgraded Soldier and Engineer; the second build focuses on the Light fireteam being the more upgraded Soldier and Engineer. (These builds operate on the assumption that all characters ar Level 20; therefore Soldiers can use Satchel Charges and Engineers have access to Gatling Turrets.)
Both builds require 3 Medics, 2 Soldiers (only one needs a Satchel Charge and both alternate grenade Abilities), 2 Engineers (only one needs the Gatling Turret and the Mine Capacity upgrade), and 1 Operative.
Both builds are divided into three fireteams:
1. A Soldier, an Engineer, and a Medic,
2. A Soldier, an Engineer, and a Medic,
3. An Operative and a Medic.
2 Fire Teams of three players each consisting of a medic, engineer, and soldier. (all medium or light)
A heavy soldier or engineer depending on if we are focusing on attacking or defending.
A light operative to flank, undermine, and hassle.
Looks like someone beat me to the punch on that one. :spotted owl:
The reasoning behind the first two fireteams being identical is straightforward: So long as they stay together, the Soldier supplies the ammo, the Engineer buffs the team's weapons, and the Medic keeps everyone up and active. In theory, this should create a nearly unstoppable three-man fireteam (so long as the Medic stays alive).
As for the third fireteam, in the event (hopefully unlikely) that the Operative is caught tampering with turrets/when his disguise disappears/with his pants down hacking an objective, the Medic can support him in direct combat, provide cover fire for the Operative's escape, or if the Operative becomes incapacitated (but not killed), the Medic will be nearby ready to revive him when the bad guys leave.
Terminology- Specialist: A class-based, ability-driven role that is assigned one to most fireteams within the squad; examples include Ammo Specialist (Soldier) and Weapon Buff/Kevlar Armor Specialist (Engineer).
- Expert: A class-based, ability-focused role that is assigned one to every squad; examples include Explosives Expert (Soldier) and Turret and Mine Expert (Engineer).
- Ammo Specialist: A Soldier role whose task is to keep his fireteam supplied with ammunition; this will be the most common use of his supply pips.
- Explosive Expert: A Soldier role that focuses on grenades and Satchel Charges to keep enemies away from key postions. Only one of these is required per squad.
- Weapon Buff/Kevlar Armor Specialist: an Engineer role to make sure his fireteam's damage-dealing and damage-resistance are increased.
- Turret and Mine Expert: an Engineering role where his Abilities have been poured into, obviously, turrets and mines. Like the Explosive Expert, this is a more defensive role meant to keep enemies at bay, and only one of these is required per squad. Turret and Mine Experts are never Command Post Specialists.
- Command Post Specialist: a shared Engineer and Operative role designed to maximize the usefulness and resistance of friendly CPs. They would therefore be ideal for capturing Command Posts as well while the rest of the fireteam watches his back. There are two Command Post Specialists per squad; one is an Engineer (not the Turret and Mine Specialist) and the other is the Squad Operative.
- Combat Medic: Unlike Solders and Engineers, there really is only one specialty for a Medic, and that is to be a fully-dedicated Medic, buffing his fireteam and reviving teammates. One is assigned to every fireteam.
- Squad Operative: Like the Medic, there are no alternative specialties for Operatives. Given the need for there to be several fireteams of Soldiers, Engineers, and Medics, I am working on the assumption that only one fully-dedicated Operative is absolutely necessary for completing Operative objectives and compromising enemy defensives, although of course this number may be flexed for specific objectives. Still, I would hesitate to have more than three (3) Operatives on the field as that would compromise the buffing and ammo supply structure I have designed into each of the main fireteams.
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Squad Build 1: This build focuses on objective completion by a three-man fireteam made up of Light or Medium characters, objective defense by a fireteam of three Medium or Heavy characters, and a pair of stealthy Lights for Operative objectives. This is probably the best build I can think of for sustained combat.
REQUIRED:
MEDIUM OR HEAVY SOLDIER WITH SATCHEL CHARGE AND ALTERNATE GRENADES;
MEDIUM OR HEAVY ENGINEER WITH GATLING TURRET AND INCREASED MINE CAPACITY UPGRADEFireteam Alpha is made up of three Light or Medium players: an Engineer, a Soldier, and a Medic. Their job is to complete objectives and keep the Alpha fireteam and themselves buffed and supplied with ammo.
Fireteam Alpha: buff fireteams Alpha and Charlie; complete/defend objectives1A. Light/Medium Soldier--Alpha and Charlie Ammo Specialist
2A. Light/Medium Engineer--Alpha and Charlie Weapon Buff/Kevlar Armor Specialist, Alpha Command Post Specialist
3A. Light/Medium Medic--Alpha Combat Medic
Fireteam Bravo is the Heavy fireteam (although Mediums can subsitute if necessary), consisting of a Soldier, an Engineer, and a Medic, just like Fireteam Alpha. The difference lies firstly on their combat role: Bravo is focused entirely on defending Fireteam Alpha and/or the objective, using their heavier weapons, grenades, mines, and turret to waste approaching enemies while sharing buffs and ammo amongst themselves to essentially create an turtling effect.
Fireteam Bravo: defend objectives and fireteam Alpha; buff fireteam Bravo1C. Medium/Heavy Soldier--Explosives Expert, Bravo Ammo Specialist
2C. Medium/Heavy Engineer--Turret and Mine Expert, Bravo Weapon Buff/Kevlar Armor Specialist
3C. Medium/Heavy Medic--Bravo Combat Medic
Fireteam Charlie is the Light fireteam and is comprised of only two players: an Operative, and his personal Medic. Together they support each other on objectives where stealth and speed is preferred over brute force.
Fireteam Charlie: infiltrate enemy territory; capture enemy Command Posts; compromise enemy defenses (mines and turrets); complete class objectives1C. Light/Medium Operative--Squad Operative, Charlie Command Post Specialist
2C. Light/Medium Medic--Charlie Combat Medic
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Squad Build 2: Seeing as most players are planning to run as Lights and Mediums, I have designed a squad where Heavy characters are not necessary to the squad (certainly would be a welcome addition, but not necessary). This required me to rethink the squad's whole strategy: instead of the Heavy fireteam defending the objectives
while the Medium fireteam completed them, I decided that the Lights could, if they use good tactics, get to and defend the objectives
before the Medium fireteam even arrived, leaving it up to the Medium fireteam to reinforce the Lights, clear the area upon arrival, and complete the objective.
REQUIRED:
LIGHT OR MEDIUM SOLDIER WITH SATCHEL CHARGE AND ALTERNATE GRENADES;
LIGHT OR MEDIUM ENGINEER WITH GATLING TURRET AND INCREASED MINE CAPACITY UPGRADEConsisting of either Light or Medium characters, the Strike Fireteam's role is the equivalent of "rushing" in RTS games: get to the objective first, defend it against the enemy, and hold out for the Assault Fireteam. They will buff each other immediate at the start of the game and on the run to the next objective as needed. When they reach the position of the objective, the Engineer sets up his mines and Turret, while the Soldier plants Satchel Charges in other key choke points, and then they just hold out for the Assault Fireteam to arrive as combat support reinforcements and objective completion.
Strike Fireteam: buff Strike Fireteam; rush objective; secure area with turret, mines, and charges; defend against hostiles until Assault Fireteam arrives1S. Light/Medium Soldier--Explosives Expert, Strike Ammo Specialist,
2S. Light/Medium Engineer--Turret and Mine Expert, Strike Weapon Buff/Kevlar Armor Specialist
3S. Light/Medium Medic--Strike Combat Medic
The Assault Fireteam is the Medium-Heavy force meant to clear the area of hostiles (essentially playing janitor) and actually completing the objective. The Assault Fireteam also can help resupply/re-buff the Strike Fireteam for their next rush.
Assault Fireteam: buff Assault and Infiltration Fireteam; capture, upgrade, and firewall Command Post(s); reinforce Strike Fireteam and secure area of objective; complete objective; buff Strike Fireteam1A. Medium/Heavy Soldier--Assault Ammo Specialist
2A. Medium/Heavy Engineer--Assault Weapon Buff/Kevlar Armor Specialist, Assault Command Post Specialist
3A. Medium/Heavy Medic--Assault Combat Medic
The Infiltration Fireteam is identical to Fireteam Charlie in Squad Build 1 in everything but name.
Infiltration Fireteam: infiltrate enemy territory; capture enemy Command Posts; compromise enemy defenses (mines and turrets); complete class objectives1I. Light/Medium Operative--Squad Operative, Infiltration Command Post Specialist
2I. Light/Medium Medic--Infiltration Combat Medic