Got a handle on your team’s personality? What? You think it doesn’t matter? It’s everything. Your team’s personalities help determine how certain situations play out.
First things first: What is a personality? It’s how you act, what you say, how you say it and what interests you, as well as how you play. That isn’t the end of it though. Each person has two personalities, a “Normal” personality used every day and a “crisis” or “Fire” personality that comes out when threatened. You want to gain control of the Fire personalities.
Fire Personalities tend to be inverted versions of people’s normal behavior. Someone who acts tough may keep that, get even tougher, or be a complete wimp. Then you may have someone who is quiet off the field become a gung-ho guy who could eat his own guts (and ask for seconds) when on the field.
Watch these personalities. They are your most determinate factor in what to have each member do and what position to have them play.
SPECOPS uses seven positions, Command, Saber, Dagger, Ambush, Broadsword, Hammer and Razorback. Most teams don’t have Razorbacks, and you already have a commander (Yourself), so it’s up to you to pick what he others play, whether out loud or in your head.
Each position has an associated concept:

Saber Responsive - Adaptable Fighter
Broadsword - Sturdy Relentless Supporter
Dagger- Frontline Fearless Hero
Hammer - Strong Consistent Defender
Ambush- Quiet, Patient Ghost

So the most important job for a new commander with a team is to figure out what he is working with. Match the players to what they fit the best, not what they want. Chances are you’ll have six or so out of ten people that think they are or want to be AMB. Obviously, a team of them won’t work without some serious support. Avoid this. Most teams tend to be Sabers mixed with Daggers and Broadswords with an Ambush or Hammer mixed in when someone’s gearset or talents support it.
You can’t go right out after assignments. These take time. On certain fields, and at certain times during their careers, players are variant in what fits them best. Watch each one at least three games to get a feel for how they play. Be sure it also is on different fields to see what they do in different situations.
Also consider physical build and height. A large, hulking guy that’s made like a bear isn’t going to make a great Ambush or Dagger, but has a better time hunkering behind defenses as a Hammer or Broadsword. Conversely, a little tiny guy isn’t going to be able to reach around the cover and only have one spot to come out of, making him easy prey, so he becomes an instant Ambush or Dagger. Especially a Dagger if he’s fast.
A great Saber may play more towards Dagger or Broadsword when you watch him for his position one game, but then may suddenly switch to Hammer or Ambush styled play. Good Sabers are hard to find because they are so variant in play styles and tactics. This is exactly what you need to have successful Sabers. Adjustability and nonconformity. Normal people make great Sabers. Note that everyone starts as a Saber until they get their own equipment. You will not have a Dagger or Hammer running around with Field Equipment.
Daggers are a little more delicate. These need to be crazies that love to charge. Fast, agile and light equipment mark these guys, as well as a firey on-field personality. Trash talk is encouraged in daggers, aiding in causing easy prey to act on pride and attacking the Dagger when he’s at his best.
Conversely, the quieter fire and regular personality that an Ambush has, the better. Don’t pick someone as an Ambush if they brag or are particularly noticeable. Guys with unique equipment or special gear tend to not make good Ambush because they become targets. Remember that accuracy and efficiency max at around a 14” barrel. Any longer and you waste gas, and shorter sacrifices accuracy. So go for someone that has natural accuracy and adjustability over impressive equipment. One shot. One good, noticeable shot is all it takes. Or three. No more than that.
Hammers and Broadswords are a little easier, but require someone that has some money. Someone with a fast, low profile gun as well as money to throw around make great Hammers and Broadswords. As well as a humble fire and normal personality. These guys will generally not make the kills, so they can’t be glory-seekers or rising stars. They also need to be behind the Command, because they provide the fire and defense you need to get Objectives and goals completed.
Finally, always remember to balance. You can’t have a team made up of all one position, nor only a single personality. As soon as another team singles your squad out, you’ll have a problem. As versatile as it is, a team of all sabers (like most walk-on groups) will not have any success at all in any situation, except of course in walk-on.
Be cautious. That’s the best advice, and keep everything open to interpretation. No matter how well planned out things are, you won’t be able to anticipate everything. Neither will your players. Always smile, and be the bigger man. Which means count hits. Always. Make your team hold that up as well. A team with respect will not only earn respect from others and make a name for itself, but will always play better.