WAR ZONE
That is not how Squad, a tactical FPS soon leaving Early Access after years on Steam, sees teamwork. Squad is about being a cog in a grand machine. Matches are long, two-hour struggles over territory where you don’t know if you’re winning until it’s over. Teams are spread across the kilometres-wide map working towards different goals. Maps are so big, in fact, that it’s common to chat with someone at the main base in the staging phase and then not see them again for the rest of the match.
Squad’s sheer scale is a crucial factor in what makes organisation and coordination paramount. You can’t just respawn on a squadmate or at a captured objective. Squad leaders have to construct FOBs (forward operating bases) for the team to use. Because efficient redeployment is so powerful, strategic FOB placement is hugely important. They need to be close to the action, but difficult to access for enemies.
BULLET DROP
One time my squad leader decided to hunker down at an important FOB and make it our job to defend it. We built sandbag barricades, constructed machine-gun nests, set up ladders to access the rooftops, and placed barbed wire at our weakest flanks. You don’t get ammo just for respawning in Squad, so we had to regularly replenish our stockpile by making runs back to the main base. If we didn’t, medics would soon run out of bandages, our anti-tank soldiers couldn’t do their job, and even basic ammo would
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