Infiltrating in a squad/platoon

Lately I’ve been spending most of my in-game time in the squad or platoon setting, working under the orders of the PL/SL and going wherever we decide to fight as a group.  I haven’t done a lot of solo sniping from high perches or tower stomping with a TSAR-42/Ghost or SMG.  That being said, in this type of environment I’ve really come to appreciate a less used variety of weapons: scout rifles and semi-auto snipers.


All of these weapons offer reasonable mid-range power which is great while in a group.  Your job isn’t to stand at the front with an SMG, that is for the HA’s.  There’s not a great role for long range combat in many fights once you are in the base, as it often won’t protect your squad-mates or help deal with flanking enemies.  Occasionally you will be needed for counter-sniping.  But what the semi-auto and scout rifles allow is for wide coverage of a base, enough to set up in a flanking building and pick off enemies across the way, or shoot over the shoulder of the tankier units who are up close.  Whereas bolt action rifles rely on headshots for kills, in a group setting you may only need a body shot or two to kill wounded targets that your allies have shot at.  All of these factors let weapons like the Vandal, Nyx, Artemis (and off faction equivalents) shine.

I’ve mentioned numerous times before, the other keys to good squad/platoon infiltrating is maintaining radar coverage at all times for your group.  Most of the times that is a motion spotter, but depending on the nature of the fight, recon darts can be better if you have a large area to cover or are moving often.  Always bring motion spotters to point holds if you remember it.

Hacking can be valuable, especially if you need a sunderer pulled.  Make sure to ask for some cover as terminals at newer bases are hard to access and sometimes suicidal.  I keep a shield deploy sunderer defaulted in my loadouts for quick pulls.  Otherwise, don’t think that every terminal or turret needs to be hacked – oftentimes you are most valuable on the point or near it, not off on a private mission across the base to hack that one AV turret pointing away from the action.

EMP’s are great for breaches.  My outfit doesn’t often do coordinated grenade breaches but there are plenty of times where I can tell it will be helpful.   Just do your best not to EMP friendlies and it will go well.  I don’t carry bandolier but there are certainly times when that could be very useful.  I usually save my EMP for taking out beacons or setting the stage to charge a point.  I think if you end a fight and still have your grenade, there was probably a missed opportunity to use it somewhere in the battle.

Here’s a video of some of these principles in action.  Remember that a platoon only really needs 2-3 good infiltrators – coordinate with each other and with your PL so these important roles are being fulfilled without over-saturating.   Thanks for reading, I hope to start making more posts here in the new year!





Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )


Connecting to %s