FLEETS211 - Squad Commander
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| Squad Commander | |
|---|---|
| FLEETS211 | |
| School of Warfare | |
| File:Fleets211.jpg | |
| Course | FLEETS |
| Complexity | 2 |
| Practical | Yes |
| Overview | |
| How to command a squad in a uni fleet. | |
Syllabus
Teaching Guide
DISCLAIMER: THE FLEET COMMANDER ALWAYS HAS THE FINAL SAY. HIS OR HER ORDERS OVERRIDE ANYTHING YOU READ HERE
This is a work in progress, expect a wall of text when this is done.
Class Information
- Duration: 60-90 minutes
- Location: This is a lecture, safe in a station is recommended
Duties Of An E-Uni Squad Commander
- As a squad commander (an “SC”), you will lead the smallest independent command (up to 10 pilots) in a UNI combat fleet. You will be a mentor for newer fleet members and a point of contact between your squad and the fleet and wing commanders. You will relay information to the squad, ensure that squad members understand all commands, and provide important squad info such as pilot disconnects and ship losses to the fleet commander (the “FC”).
- You will need to keep your squad intact. This includes handling disconnects and squad members who lag behind the fleet. You should order squad members off the field if the danger to them is too great.
- You may take command of part or all of the fleet. This includes stepping in when higher leadership is killed and leading the squad as it performs specific roles.
- You are there to make life easier for the fleet commander. You take care of details so he or she can focus on the big picture. Every fleet commander is different; don't be afraid to ask what your FC wants before the fleet launches.
- Serving as a squad commander is a good stepping stone to fleet command. You will observe how fleets are run, letting you see what more experienced leaders do and decide whether you would like to try commanding fleets.
Requirements For Squad Command (unfinished)
- Willingness to lead up to 10 people in mortal combat.
- Proper overview setup.
- The ability to listen in Mumble.
Recommendations For Squad Command (unfinished)
- A microphone with proper key bindings for fleet channels, plus a shout/whisper to current with neither “Shout/Whisper to Linked channels” nor “Shout/Whisper to subchannels” checked to be used in fleets on “Delta Channel”
- Leadership trained to five so you can pass the maximum bonuses from your fleet or wing commander.
- Let your fleet commander know if you are missing these things, but don’t let a lack of them stop you from leading a squad.
- Familiarity with The Rookie’s Guide to Fleet Ops. This is required reading for all Unistas, anyway.
- Knowledge of the basic fleet terminology.
- Comfort with command chat/text.
Becoming a Squad Commander and Fleet Formation
- X up for the job during the leadership call and wait for a fleet invite. Do not be discouraged if you don't get an invite as a squad commander. Sometimes a fleet has limited command slots and fleet commanders tend to chose people they have worked with before.
- Join the Mumble channel that the fleet commander specifies for the operation and make yourself a channel commander. Your fleet commander may also have an in game command chat going; if so, accept the invitation. Instructions on how to set up mumble can be found here.
- Once a command structure is set, the FC will start to call roles in Alliance chat. At this point you will most likely invite members to your squad. You can do this by right clicking on the name of the pilot in the chat and selecting the Invite to Fleet - Squad member option. Most fleets will go with a balanced squad makeup of four tackle, four E-war, and two damage dealers in each squad. The fleet commander may do all inviting himself or herself or chose a different squad setup.
Preparing Your Squad For The Fleet Operation
- Create a squad chat and invite all squad members to it. This will help keep fleet chat clear and let you give squad-only orders or clarify orders that a squad member may feel is unclear. To make a squad chat, click the chat bubble upper right corner of the chat window, name your chat channel, click create, and give the chat whatever name you wish.
- Be sure that your squad members know which squad they are in. You should rename your squad to make it easier for wing and fleet commanders to issue commands if the squad splits off.
- Get your squad ready for the fleet operation. If you have a pilot new to fleets, review what he or she should expect.
- Develop a sense of responsibility in your squad mates. For example, you can task individual squad members with watching local chat for threats, watching for neutrals on grid, and directionally scanning.
- Set up your watch list properly. You should generally have your entire squad on it so you can instantly see when a squad member is lost or killed. You can right click on your squad in the fleet window and choose “add all to watchlist.” If you want a list of pilots you might have to warp to (e.g., other fleet leaders and scouts), you can do so from the fleet chat or you can link their names to a note and keep that note open.
- Make a written note of who is in your squad and which role each member fills. The simplest way to do this is to ask your squad to x up with their roles. You can also ask your squad members to open their fitting windows and drag their ships’ names into squad chat; this will allow you to check fittings and check that squad members have changed their ships’ names.
Principles Of Squad Leadership (unfinished)
- Set a good example. Follow your wing and fleet commanders' orders, stay calm in your communications, and don’t post in local.
- Relay orders to your squad and make sure your squad members understand them.
- Know where your squad members are. Keep the squad together and alive. If someone falls out, tell your wing or fleet commander.
- Keep your squad in line and ready for action. People who warp in early or late or are not paying attention can get fleet members killed.
- Re-invite anyone in your squad who disconnects. This is your job, not the fleet commander’s.
- If a squad member’s tank is failing in a fight, order him or her off grid.
- Pass any important information up to your FC. This includes local intelligence and your position if the fleet commander is not on grid with you.
Leading Your Squad As A Detached Command (unfinished)
- Avoid the three big mistakes of command as laid down by Silentbrick: Haste, hesitation, and half-assed flying.
- Do not be afraid to give orders to your squad or relay intel to the FC when your squad is away from the fleet.
- If your squad has a special role in the fleet, make sure all squad mates understand what to do. Make it clear which orders they are to ignore and which special orders they must follow. Nothing upsets a fleet commander more than a squad that is not where it is supposed to be or not doing what he or she expects it to do.
- Judge the battlefield. Decide whether you can fight or you need to run. If your squad is outmatched in a fight, order them to scatter.
- Know how to counter a sniper at a gate—you should normally order frigates to jump through the gate or to scatter if you come under sniper fire.
Leadership Skills (Redirect)
See Fleet Leadership. Unistas who plan to lead squads consistently should train to leadership to five and each of Armored Warfare, Information Warfare, Siege Warfare, and Skirmish Warfare to at least three.
ILN Certification
To follow, pending the ILN’s review of roles.