Course Details


Current qualified instructors:

  • All of the Squad AIs
Booking a Course: To book a course please speak with one of the listed instructors and request a suitable date. Information will also be posted in the Squad Training Academy subforums

Number of candidates

Eight candidates maximum per instructor.

Objectives Of The Course


This course aims to give you the basic knowledge and reinforce the basic skills needed to adequately perform a Support role within RIP. Support can, at times, be the most varied specialist role within our ranks; as a support operative you can be called on for a number of different tasks at a number of different times. It is crucial to be adaptable and ready for anything.

Imagine this scenario. You’re in a match, as a member of the Support Section. Everything around you is going to hell. Your infantry squads are trying to push hard into a cap, but having no luck because of huge enemy presence. You’ve got vehicle superiority, but every fight is wearing down the armour more and more. Meanwhile, there’s a small group of enemy soldiers sneaking around your back lines looking for your FOBs. The Anti-Tank guys are running out of ammo.

Every one of these situations is something we, as Support, need to have a response for. Sure, the frontline infantry and the guys in the armour get the glory. But they all know they can’t do it without us.

Kits for Support duty

When playing Support in a match, you could be asked to take any of a number of kits. There’s good reasons for all of them. Bear in mind that the support squad will be small, usually 3 or 4 people, the possible kit choices are limited.. Nonetheless, there is plenty of variety and there are plenty of different tools to be familiar and capable with.

Kit Main Feature Pros Cons
Medic Ability to heal
  • Ideal for a driver - If you get shot you can get out, heal, and increase your chances of getting both

you and the vehicle to a repair station.

  • Infantry will be hunting for those mortars. That means we need to stay healthy and able to

defend ourselves.

  • Could end up feeling like you have too many jobs (driving, shooting, healing, manning emplaced weapons)
Anti-Tank Anti-Vehicle Ops
  • Able to deter, if not take down, enemy vehicles hunting for our FOBs and emplacements.
  • Constant access to ammo.
  • You’ll probably get shot at. A lot.
Basic Rifleman Self-defence
  • Seems like common sense, but being able to shoot is a big bonus here, to take down the

aforementioned infantry hunting for us.

  • Doesn’t take up a kit slot someone else could need.
  • Less utility - only really useful for personal/squad defence.
Automatic Rifleman Suppression
  • Again, for when infantry come looking for us, a well placed AR can suppress the enemy,

buying the rest of the squad time to dismount their weapons and prepare to defend.

  • Usually the 4th person in the squad, this will generally mean not being on a weapon

emplacement or driving.

Marksman/Crewman Binoculars
  • Spotting can be a crucial asset, whether it’s spotting for mortar splash, noticing a vehicle heading

towards us looking angry, or just seeing those infantry searching for us ten seconds earlier than normal.

  • For crewman, much less utility, due to the reduced number of clips and supporting items but has the ability to fix broken engines.
  • For marksman, this takes a kit away from the infantry (though this is not the case with the British Forces).



Most of you know how a FOB works, so this will just be a quick refresher. FOB Radios require 2 people, one a Squad Leader and a logistics truck, within 8 metres to place. The radio then has a 150m range in which to build assets. Usually the crucial assets for a FOB are a HAB for spawning and an Ammo Crate for resupplying infantry. Often a Vehicle Repair Station will be useful to keep fighting vehicles on the front lines. Then comes the creative part. Once the essentials are built, it’s up to the squad taking the lead role for controlling a FOB to decide what else to do with it. In Support, unless we’ve just placed a forward FOB to keep our momentum up and attack later flags, that will generally mean mortars, maybe a TOW launcher, and perhaps other emplaced weapons to keep us safe. Add to this static defences such as sandbags and Hesco walls to keep the gunners safe, and we have a FOB.

For an actual list of all deployables, please read this page. Make sure to read this carefully!



FOB's get supplied by logistics trucks. These trucks are basically the same as transport trucks but with actual visual supplies in the back, and a different number of person slots plus the ability to carry supplies. In terms of supply, a FOB can hold a maximum of points. It’s up to the logistics driver and the squad leader to communicate and keep this supplied in the manner it needs, whether that’s constant ammunition for mortar fire, or more construction for the so-called SuperFOB.

For an actual overview of all logistics trucks, please read this carefully!



The master of indirect bombardment, the mortar is as close as we can get to artillery in the current version of Squad. Capable of delivering devastating High Explosive shells or confusing and disorientating Smokescreen rounds at anywhere between 50m and 1250m from the firing location, mortars used well can be pivotal to the success of an assault.

Mortar rounds have a small natural spread from the targeted location, and have a small area of effect Constant bombardment from mortars can keep enemies pinned inside buildings or bunkers, can obscure their vision with smoke, can destroy HABs and FOB radios, and even take down armoured vehicles. But more than the destructive power, never underestimate the intimidation factor of mortars. Constant mortar fire can rob the enemy of their hearing, due to the sheer volume of landing shells, and of their sight with the smoke created from both rounds. However, it is crucial not to forget the high ammunition cost.

Aiming mortars is something of an acquired skill - You’ll get a feel for it in time. Until then, there are tools you can use. is a calculator based off of grid references and elevation. Since grids are always the same, no matter what map you’re on, this works for any map. Give it the location of the mortar, and the location of the target, as accurately as possible (you can keep breaking down the sub-keypad box into smaller boxes mentally to do this), and it will give you a bearing and an elevation. is a visual calculator. Mark the mortar and the target on the virtual map, get the firing solution, and fire away.


Now, of course, you don’t have to use one of these calculators. Aiming without one is fairly easy. Judge the distance between you and your target (Remember, the grid lines on a map are always the same distance apart - 300m for the thick black lines, 100m for the thin black lines, and 33m for the thin white lines), get the right bearing, and test fire a volley. Ask for feedback from either the spotter in your squad who is watching, or from the infantry near the location you’re bombing, adjust according to the feedback, and you’re good to go!

You’re never going to be 100% accurate 100% of the time - between bad markers, natural spread, small mouse movements when firing, it’s not practical to assume otherwise. Make sure you’re always ready and willing to make the small adjustments needed, make sure you know, and can talk to, your buddy/spotter/squad leader to get the most up-to-date information.

Also, don’t forget that if you’re working as a pair of mortars, it’s only useful to shoot at the exact same coordinates if you’re trying to hit a static target such as a HAB. Most of the time, your mortars will be tasked to suppress the enemy and reduce their effectiveness; in this situation, it is best to communicate and coordinate with your partner, to make sure you’re covering a target area effectively, rather than just bombarding a single point.

To aim a mortar, moving the mouse left and right will change bearing, and up and down will change elevation. Remember: The higher the elevation, the shorter the range. Entering ‘aiming’ mode (right click) lets you make finer adjustments and see where you are on the elevation scale. Using W and S for elevation and A and D for bearing lets you make even finer adjustments. Remember: At longer ranges small aim adjustments have a larger effect, you will need to learn what adjustments do at what ranges or make a adjustment table.

It is important when on a mortar to react to feedback. If someone tells you to aim 2 degrees east and increase 50 metres, you need to be able to do this fast. Ideally you want to be aimed and firing within 20 seconds after getting a target, since shells take on average 20 seconds travelling through the air, giving the marked target 20-40 seconds of possible movement, in which they could have moved off already. The faster you can fire after being given a target, the more likely the marked enemies will be present and hit by the mortars.

Common Instructions:

  • Adjust [X] [Direction]: Take note of which way you’re facing, and adjust the requested amount. The further away you’re firing, the less you need to adjust for the same effect.
  • Increase/Decrease [X] metres: For this, DECREASE or INCREASE (it’s inverse to the callout) the elevation to affect the distance fired.
  • Fire For Effect: Keep bombing the area.
  • Smokescreen: Fire smoke rounds.
  • [X] volleys: One volley is a full magazine of three rounds.
  • Splash: A report is incoming on the effectiveness of the shells.
  • Cease: Stop firing, usually because some helpful blueberries are moving into the area you’re trying to terraform.

A lot of the skills for using mortars are acquired through experience and experimentation, so make sure you practise!

Other Emplaced Weapons

Squad has a large range of different emplaced weapons for use. All conventional forces (GB, US, RUS) now have access to the TOW missile launcher, a long-range, wire guided missile capable of destroying any vehicle in a single hit. These require 500 ammunition points to fire, but have incredible destructive potential. TOW missiles can also destroy a radio in one hit.

Unconventional forces have access to the ZU-23-2 AAA gun, a weapon designed for anti-aircraft fire. Basically a flak cannon, this weapon can be used against groups of infantry to great effect, however learning to aim it properly takes experience and practise.

The Militia and Insurgents also get access to the emplaced SPG-9 Tripod. This launcher is capable of firing both HEAT rounds, to damage vehicles, and Fragmentation rounds for anti-infantry work.

Finally, all factions have access to an emplaced HMG of some kind. The conventional forces’ HMGs now have scopes, to allow for better aiming. These can be used to suppress infantry, and have a very high effective range.

At any time, you could be called upon to man one of these fire support weapons. Make sure you’re familiar with them all and how they operate. Keep in mind that emplacements have different radiuses of fire.

Hints and Tips

  • If you’re driving a Logistics vehicle, and come across enemy armour on your supply lines, don’t stop, don’t try to turn around, just try to go past it at full speed or divert into hard cover. If you slow down, you will give the enemy gunner more time to hit you. The faster you move, the harder it is for the gunner to track you.
  • This is obvious, but if you’re playing against Militia or Insurgent forces, try to avoid roads as much as possible. The way to deny the effectiveness of Logistics and Support personnel is to deny the MSR (Main Supply Route). They will send Scouts to set mines and IEDs in order to do this. In V11, a single Scout can place 6 mines and 3 IEDs. Don’t get caught by them. Beware for scouts placing IEDs at your (mortar) fobs as well.
  • Always pay attention to your surroundings when sat in a FOB to use emplacements. You need to be aware of enemies approaching, so try to avoid being on a weapon if you don’t need to fire it, keep as close to 360 degree vision as possible, and keep comms clear to listen for telltale signs of enemies.
  • Don’t run the supplies at a FOB completely dry. Infantry and vehicles also need your ammo and construction points for resupply and repairs, communicate to your squad leader when ammo starts running low and he isn’t aware.
  • As of V11, all vehicles now carry ammunition points for infantry to rearm from. If needed, a vehicle can drop its own ammunition points to rearm its own weapons at a FOB, and can also need to pick up ammunition points to replenish its own supply. Don’t be greedy. It’s unlikely that Support duties will find you needing to resupply from a vehicle, but if you do, when holding F to get in, move the mouse to the top-right of the radial menu to select ‘Rearm’.


Hopefully this course has given you a good primer on how to effectively operate in a Logistics and Support capacity. If you have any questions, ask any of the AIs or the support section leader, and we will be happy to help. Thanks!