So now, you have a team. What do you do with it? The first thing that needs to happen, after forming and finding positions and all that, is to organize. That means fire teams, squads, if your team is large enough, and platoons if you’re in a scenario games. (NOTE: this article deals with only squads and fire teams.)
The two base units of organization are the fire team and the squad. Most teams are squad size, but some are only fire-teams. A fire team consists of two to four, maybe five, members that’s positions, personalities and relationships coincide and allow for the maximum teamwork.
People can be on multiple fire teams, but do not put one person on more than three, or their objectives will become foggy and lost in the multitudes. Also remember that that person can only be in one spot at one time. More on this later.
There are many different combinations, and some of the most common are below.

Sniper (AMB HMR/BRD)
Command {CMD SBR SBR}
Attacking [DGR DGR DGR SBR]
Defending (SBR SBR HMR HMR)
Ghost {AMB SBR SBR DGR}
Weakside [SBR SBR DGR BRD ANY]

(CMD= Command SBR= Saber DGR=Dagger AMB=Ambush HMR=Hammer BRD=Broadsword)

Each individual fire team is given a particular objective, say for an Attacking team to get a base and clear the way for a Defending team to hold the position that the Attacking team just took over. Perhaps while they’re doing this, the Command team is counting on the Sniper team to hold people off of the flag or other major objective for long enough for them to pick up the flag or do whatever they need to do (Satchel Charges anyone?) and get out.
This scenario is considered a squad level action. Squads are combinations of two or so fire teams that equal at least ten people. OR the squad can be multiple fire teams linked together through people, usually a command team. I.E. a Command team that’s sabers are also on the Weakside. (Personally, this is stupid.) The squad is given a main objective to complete, such as get the flag from the base that the enemy controls. Then the Commander makes the plan and orders the fire teams on what to do, and the teams head out and accomplish.
Now, three things can happen. One: Everything goes as planned with few casualties. Two: A problem occurs and the Command needs to get down there and help fix it, or Three: Someone disobeys orders.
Obviously, the first scenario needs no explanation, you win. The second is a hot topic among commands: Where do I go during a game? Well, that’s each command’s individual choice. Commands must pick up a secondary Special Ops class that they use the attacking style of during games. Again, this can be anything you want, plus the Javelin (Tank Hunter, Vigilant Enduring Seeker) position and you also get to pick it. What could be better?
When you pick your own combat class, be sure to match it the same way as you did with your players. And for the love of everything paintball, DO NOT PICK AMBUSH. Commands need to be mobile, not sitting ducks.
The third is a little thornier. It really depends on how you want to handle it. If the person disobeyed an order that caused a breakthrough, don’t congratulate them as much as cheerfully requesting that they warn you of an opportunity before the next time they try something without your orders. If it winds up causing their elimination, and or a break in your own line, Don’t come down hard on them, at least not the first time. The next few times they don’t follow, get harsher and harsher with their penalty, asking them to sit out games or even kicking them off the team if they become too disobedient (Usually, you’ll find this trait in Ambushes and Daggers. Usually the really good ones.)
Now obviously, this sort of formulation of all these elements needs to be tied together. Below is the rank structure from the 4077th Concordance’s run for the Ho Chi Mihn Trail scenario game at Bushwacker’s Paintball Park in Imperial, Missouri. (Note: Callsigns are used over the player’s actual names in interest of privacy.)

4077th Concordance: Ho Chi Mihn Trail 2005
Command: Sgt. Jayuuker
Second in Command: Cpl. Sarge

Squad 1: Assault
Dagger: Cpl. Gabriel
Dagger: Pvt. Loki
Saber: Pvt. Tenacious
Saber: Pvt. Pat

Squad 2: Ambush
Ambush: Cpl. Tabbie
Broadsword: Cpl. Thunder

Squad 3: Objectives
Command: Sgt. Jayuuker
Dagger: Pvt. Stout
Dagger: Pvt. Cam
Saber: Pvt. Thunder
Broadsword: Cpl. Sarge

Here in this example setup, we have an assault, ambush and objective fire teams. The Objective Team was supported by the Assault and Ambush teams in accomplishing objectives. We also have an example of linked fire teams, through the Objective and Ambush squads.
These three fire teams form a squad, which gives them increased flexibility and usefulness to a higher ranked commander during big and scenario games. This is a fairly balanced team setup and can accomplish many goals, but further specialization by gear setup and team organization can improve the squad’s power immensely.
One final point: The command’s actual position on the field. This is a major point of discussion on the Special Ops Command forum, and needs to be addressed directly. This was discussed briefly during the section on Fire Teams, but should be gone into depth.
Again, a person’s position on the field is dependant upon their position they play. Since Command has no real combat power, Command players must take a secondary combat skill that fits their gear setup and personality, just like any other player. However, a command must be careful about how he attacks.
Command Daggers should play like a Dagger, except when entering a contested area, should be in the middle of the group where they can react and make tactical decisions with at least some time and have the ability to shout the commands out and have most of the fire team hear them. This gives the attacking squad an edge by having a tactical mind with them to give advice and orders mid firefight.
Conversely, Command Broadswords and Command Hammers should be always in the back. In theory, this is a great position for a Command, but sometimes this places them towards the back and can prevent their orders from being heard by players in the heat of battle, unless the team has radios. It does carry the merit of allowing the Command to act as a refill station for the rest of the team with the amount of rounds the player must carry as being a Broadsword or Hammer.
Command Sabers should be actively engaged in the midfield where their troops are, acting as a supporting gun in firefights and allowing the team to gain necessary ground and angles. Here, the commander acts as an extra hand in addition to The usual help of tactical advice.
Command Javelin are able to become powerhouses, singlehandedly making their plans happening with their arsenal of grenades, rocket launchers and satchel charges. Even with such power, they are impractical in normal situations. Their power is nullified unless there are scenario objectives of attacking and destroying a location, eliminating a tank team, or search and destroy missions. However, given the right objectives, a Command Javelin can make whatever they want happen.
Last, the Command Ambush. This is arguably the worst position a Command can take. It separates the Command from the team in exchange for a strong support team. The Command still gains vantage, but due to the Ambush’s job description, cannot use shouting or even a radio to command the team. Also, the Command needs the ability to make sudden changes, which the concealed Ambush cannot do deep within enemy territory.
Thus, with proper organization, and a well matched subclass for the Command, a Team can attain a greater degree of control on the field that can give them the edge in high-stakes situations.




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