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Rigga’s Squad Leader Guide: Part Two

I’ve mained squad leader for nearly a year now. Am I perfect? Fuck no, far far away from perfect. I
usually have bad rounds half the time I play SL, but 1/4th of these times I do nearly perfect as SL
depending on how my squad acts, usually alpha and occasionally delta. How can you become a good
SL? Well, it all starts with your mindset, if you think you’re a BAD SL,you will perform this way. If
you think you’re a perfect SL, you’ll never improve and most people will end up hating you. You need
a decent reputation to get respect and your orders followed by experienced players. I have some tips for
this in my first SL guide but I won’t be covering it much here.

Terms:
Squad cohesion, basically the squad fighting as a unit instead of privates running off and fighting alone.
The ability to chat on the radio, in-game and coordiante together. From Kesserline’s guide.
“You can say that Squad Cohesion is a mix of gameplay, psychological and roleplay shits
that makes a squad being together, grouped, highly responsive.

Squad Cohesion is usually high at the beginning of the round, especially if the SL is decent.

Combat effectiveness: Basically, how healthy each marine is. Does a marine have IB? Splints or
fractures? Lung or eye damage? A healthy marine is the most combat effective of all marines. The
farther the round goes, the more combat effectiveness of each marine goes down, effecting the whole
unit and marines, typically.
Flanks

My squad leader layouts.


The medium range layout:
L42: QFA + EB + Synthetic Carbon Stock
Primary: m37a2 pump shotgun with rail light+gyro+ recoil compensator
Brown webbing vest
Motion detector on belt as always.

Not effective against predators, empress, or T3s unless you have L42 AP ammo. Perfect against T1s
and some T2s.
Cons: Recoil compensator obviously, which allows you to shoot you one handed, I have an idea what
the damage reduction is but I can’t give the numbers, but it isn’t much as most people think it is.
The short range+super damage punishing layout
Secondary: M37A2 pump shotgun + BC + Mag harness + Angled grip
Brown webbing vest
Primary: Rail light+Gyro+Recoil compensator, use to stun then follow up with a point blank from your
secondary BC shotgun, perfect against T1s and T2s and almost a guaranteed solo kill.
Two M15 nades.
Motion detector on belt.
First aid kit with peridaxon+bicardine+kelotane+tramadol pill bottles+advance trauma kit+5 splints
Very effective against predators and T3s, aim for the mouth.

The I don’t give a fuck layout


Primary: M39: BFA+Reflex Sight+Suppressor+SMG stock and all the m39 AP ammo you can get.
Webbing
Motion detector on belt, set to long range mode.
First aid kit with peridaxon+bicardine+kelotane+tramadol pill bottles+advance trauma kit+5 splints
Not effective against predators, empresses, Crushers.
Advance Strategies.

Flanks.

“In military tactics, a flanking maneuver, or flanking maneuver (also called a flank attack), is an attack on
the sides of an opposing force. If a flanking maneuver succeeds, the opposing force would be surrounded
from two or more directions, which significantly reduces the maneuverability of the outflanked force and its
ability to defend itself”

Flanks are a love-hate relationship if that makes sense. This is very easy for xenos to accomplish with just
5-7 T1’s or T2’s. For marines, it’s harder as it’s harder to coordinate and even if command authorizes it, I
found most times only a handful of marines will actually try to flank, and even if they do sometimes it
doesn’t even work out. But for marines, when it does work, it absolutely can result in marine majors. Let’s
for instance, take Lambda labs. Unless the xenomorphs have a tunnel, break through (or the t1’s and
t2’s simply just use the vents) some of them, mostly the T3’s and queen cannot escape if you surround
them from the courtyard and then the east caves by the circular dome at east Lambda, for instance, look at
these
pictures.

SURROU
NDING
ETA, is a
bit more
tricky as
it’s a
bigger
area and
the
eastern
caves split into two parts.

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