The squad system
The October 22 update rebuilt how you control infantry:
- Make squads and pick them with number keys.
- Choose a formation, or let AUTO pick one for the ground ahead.
- Split into fire teams — one team covers while the other moves.
- Squads fight their way to the destination cover to cover.
- Shift-click adds to your selection.
- Waypoints let you queue a route.
The two orders that matter
ATTACK MOVE
Moves the squad and fights on the way. Use it when:
- you expect contact but do not know exactly where;
- you want the squad to keep momentum instead of stopping at every shot;
- you are crossing a street or a field with cover on the far side.
Do not use ATTACK MOVE to cross open ground against a prepared position. The squad will stop to fight in the open.
SECURE AREA
Takes and holds a position. Use it on:
- a capture point;
- a FOB;
- a building you want to garrison;
- a road you want to block.
SECURE AREA is how you convert a won fight into territory. A squad that wins and then walks away has won nothing.
Fire teams and bounding
The core infantry tactic is bounding overwatch:
- Split the squad into two fire teams.
- Team A takes cover and fires at the enemy.
- Team B moves to the next cover.
- Team B takes over; Team A moves.
The game supports this with fire teams, formations and waypoints. It is the difference between a squad that crosses a street and a squad that dies in it.
Formations
- AUTO — let the game pick for the ground ahead.
- Use a line when you expect fire from the front.
- Use a column when moving through a narrow route.
- Use a wedge when you expect contact from multiple directions.
The exact formation list is not published; the update names formations and AUTO.
Taking a capture point
- Scout with a drone or a small squad.
- Clear the approaches with ATTACK MOVE.
- Move a fire team to cover on the point.
- SECURE AREA with the second team.
- Build a FOB behind the point, not on it.
- Guard the road to the FOB.
What we still need
- squad size and fire-team size;
- formation list;
- order responsiveness (do units stop on contact?);
- whether squads can be merged or split manually;
- how much micro the AI actually removes.
We will test the orders in the December 1 demo.