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Ironfront Squad Layout + role descriptions


Lenny
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US FORCES (Rangers - Normal US Forces)

 

Support Fireteam:

Squad lead - M1 Carbine, 2x grenades, 1x red/2x blue Smokes.

Machine Gunner - BAR, MG Bag with extra magazines.

Radioman - M1 Carbine, 2x grenades and LR-radio.

Runner - M1 Garand.

Medic - M1 Garand and Medical stuff.

 

Assault Fireteam:

Sergeant - Thompson SMG, 2x grenades and 1x red/2x blue Smokes.

3x Rifleman - M1 Garand, 2 Grenades and 2 BAR Mags in their backpack.

AT Rifleman - M1 Carbine, bazooka and rocket bag with 3 rockets.

 

Extra info:

All squad members with standard US Backpack have an entrenching tool.

All Riflemen have 10x clips for their Garand.

The M1 Carbine and Thompson have 7x magazines.

The Machine gunner has 12x BAR magazines in addition to the ammo his squadmates carry.

 

GERMAN FORCES (Wehrmacht - Normal German Forces)

 

Support Fireteam:

Squad lead - STG 44, 2x grenades and 3x White Smokes.

Machine Gunner - MG-42

Radioman - Gewehr 43, 2x grenades and LR-radio.

Runner - Kar98k.

Medic - Kar98k and Medical stuff.

 

Assault Fireteam:

Sergeant - MP40 SMG, 2 x grenades and 3 x White Smokes.

3x Rifleman - Kar98k, 2 Grenades and 2 x 50 round MG42 boxes in their backpack.

AT Rifleman - Kar98k, Panzerschreck and rocket bag with 3 rockets.

 

Extra info:

All Riflemen have 10x clips for their Kar98k.

The STG44, MP40 and Gewehr 43 have 7x magazines.

The Machine gunner has 5x 50 round boxes in addition to the ammo his squadmates carry.
 


 

 

 

Role explanation:

Squad Leader: In charge of the entire squad. Has direct command over the support team and gives orders to his Sergeant. Should never be in front, that's either a job for a riflemen or his Sergeant.

 

Machine Gunner: The firepower of the squad. Stays back and suppresses the enemy. Should expand his ammo liberally, his aim is not necessarily to kill the enemy, but to keep their heads down so the assault team can move in.

 

Radioman: Is the vital communication link between his squad and the rest of the platoon. Should put his Radio on speakers and stick close to his Squad Lead. Only the Radioman has been trained in the use of a Long Range radio, anyone who is not slotted in the Radioman slot can not operate the Long Range radio.

 

Runner: Lightest and fastest guy in the squad. He relays the orders from the Squad Lead towards the assault fireteam when they are split up during an attack. Can also be used as a surveillance unit or as communication with other squads in case of the death of the Radioman.

 

Medic: A riflemen first, a medic second. After the firefights he provides the injured teammates with the proper medical attention. Is the only one in the squad that has morphine and epinephrine and is the only member that can fully heal squad members.

 

Sergeant: The second in command and most often the person leading the charge. He has direct command over the assault fireteam and moves in for the kill while the support fireteam suppresses the target.

 

Riflemen: The front element of the squad. These guys will lead a charge and clear out enemy positions. They are both the most expandable and most valuable in a squad. They give their lives so more vital roles stay alive. The riflemen also carry spare ammo for the Machine Gunner in case he runs out.

 

Riflemen AT: Carry the only AT-capabilities of the squad. These brave men will close within 150m of an enemy target to neutralize it. If they run out of rockets they still have access to an anti-tank grenade to desperately charge a tank with.

 

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19 minutes ago, mrrbatty said:

you forgot the hitler slot

I call dips on that one... gonna take out my fake mustache and become one with the position

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10 hours ago, Katla_Haddock said:

Is there gonna be a composition?

If required/wanted/possible I'll do series of Zeus templates for this since it won't be  (hopefully - famous last words) too much work.

I have no idea if Ironfront can work in that way and such so if I'm getting the wrong idea - ignore me

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3 hours ago, Guest said:

If required/wanted/possible I'll do series of Zeus templates for this since it won't be  (hopefully - famous last words) too much work.

I have no idea if Ironfront can work in that way and such so if I'm getting the wrong idea - ignore me

We're planning on keeping Ironfront missions as scripted missions only for now as we are planning on having Ironfront be slightly more "serious", if you would, than our regular run of the mill Zeus missions.

Quote

Regarding IFA3/Ironfront:

One of the new mods added is IFA3/Ironfront. A WWII overhaul mod featuring germans, americans and russians. Being set in 1939-1945 this means that your equipment will be more basic. This means no scopes, no body armor, only one radio per squad, historical squad layouts, etc...

As a result this 'gamemode' will be a lot harder, not only to achieve victory, but also to maintain any sense of cohesion in the platoon. As such, during these missions we request you only pick slots in which you are an expert. For Ironfront a good chain of command, fluid communication and people knowing what they are doing are key to the enjoyment of this overhaul mod. As always we will punish misbehavior and disruptive people, but for Ironfront we will be a lot more strict. So be warned.

Ironfront will only be played with scripted missions and/or campaigns. This well ensure we have a nice balance between the more 'casual' missions in ArmA and the more 'hardcore/milsim' stuff in Ironfront.

 

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  • Mavy unfeatured this topic

Sorry for resurrecting this post, but thought I could provide an interesting tidbit.

In WWII, U.S. Doctrine for Infantry squads had the machine gunner supporting the squad. Machine gunner would suppress, and riflemen flanked, fixed, and finished enemy units. 

German Doctrine had the squad supporting the machine gunner. As in, making sure he didn't get flanked, covering him when he relocated, and targeting Allied infantry that targeted the machine gunner. 

Hope this is useful to someone!

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  • Rorkiy unpinned this topic
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