Overview
This section discusses squad or “soldier class” roles and responsibilities. These are adapted from and based primarily on U.S. Army and USMC methods. To simplify things for HvZ we break this down into Soldier Classes/Categories, Squad Roles and Squad Role Responsibilities. Optimally this should be considered required reading for Human Leadership and highly recommended for the individual Human Soldier.3.1 Soldier Classes / Categories
Why even use "Roles" at all, you ask? Essentially roles help human leadership and groups when planning missions and mission assignments. In a perfect world all human soldiers would possess a wide variety of standardized weapons and capabilities - so that each human soldier could fulfill any combat role. In reality, some human players prefer melee only combat, some prefer ammo heavy load-outs, others may prefer playing as dedicated (sock-only) Sock Ninjas, while others are limited by budget and may only have a pistol blaster. Categorizing the different types of human soldier helps when sending them to accomplish objectives or defend an area. Knowing that a "Heavy" or "Tank" player will have a large amount of ammo - or that a sock Ninja would be a great scout but limited in firepower - are important factors to consider.In HvZ most players will fall under the Rifleman category if you go strictly on armament. That being said, as a Squad or Fire Team Leader giving mission assignments, the most important thing to discern is how people like to play. Just because a beginner only has one blaster and minimal darts does not automatically qualify them as a scout or recon. They may not like running, or going it alone. They may not be the most alert individual and just wrong for the role of scout. You will know the people who want to be scouts and are good at it – they are normally very fast with great endurance – they thrive on the role. Alternately, many Heavy players are big, strong people who can carry a bunch of stuff – but they may not be good runners. Find the roles that fit best for each player – listen to what they want out of the game and help them go for that role.
2. Heavy
3. Grenadier*
4. Scout (includes melee players)
Long range players who use blowguns can be considered Snipers and are used to keep lurking zombies at bay. These can be any combination from Rifleman/Snipers with blowguns attached to blasters, Heavy Snipers with a bunch of extra clips or Scout Snipers with minimal gear. Due to this wide variation we don’t class Snipers by themselves. Optimally you can assign 1-2 Snipers to each team. (A group of dedicated blowgun snipers can be a great addition to a defensive position that is also manned by standard Fire Teams)
3.2 Squad Roles
This section discusses the role for each individual soldier class. As opposed to Soldier Classes / Categories, the Squad Roles describe the role of each individual soldier within the Squad. Where a Squad Leader and Fire Team Leader may fall under the “Rifleman” Soldier Class/Category, they each have a different Squad Role to fulfill within the Squad.The Squad Leader is in command of one single Squad and issues mission orders to the Fire Team Leaders. For HvZ this means the command of between 2-4 Fire Teams. Although the Squad Leader is in command, they are a rifleman first and lead by example.
A Fire Team Leader commands one of the Fire Teams in the squad. They execute and disseminate the orders of the Squad Leader. Although the Fire Team Leader is in command, they are a rifleman first and lead by example.
The Fire Team Leader leads by example, from the front, and never asks team members to do anything they wouldn’t do. (Fire Team Leader normally occupies either the Point or 2nd position in formations) They take special care to look out for beginners and maximize their team strengths. A good Fire Team Leader would rather be tagged first than let any member of the team go down.
The Rifleman is the backbone of the Human Army and the one with the widest variance in armament. Traditionally the most versatile element of a Fire Team, the duties of a Rifleman include executing the orders of his Fire Team and Squad Leaders, maneuvering and providing cover fire with his element, kicking down doors, whomping zeds and basically getting shit done. Well, maybe not kicking down doors.
There are no strict definitions, but anyone with a solid rapid fire primary and a bunch of clips is a Heavy in my book. Contrary to Army and USMC doctrine where the SAW gunner is kept toward the rear of a Fire Team to provide suppression fire, in HvZ it is beneficial to have the Heavy at the front of the group, often taking point.This is done for several reasons:
The Heavy is the slowest member of the group and should set the pace. This will help reduce fatigue for your Heavy and keep the team together. Also, by having the Heavy at the point and the FTL in 2nd position, this allows the FTL to have a better overall tactical awareness of the battlefield – because he can rely on the Heavy to cover the front. This becomes even more helpful when coordinating with other Fire Teams or Squads during combat.
The Grenadier role can vary greatly, but essentially the one requirement is that there are socks involved. Whether you are a traditional Grenadier with a combination of socks and new NERF rockets (Demolisher, etc) and blasters, or you are a lightly armed stealthy Sock Ninja utilizing speed and skills, you could be considered a grenadier. (Marshmallows are not considered grenades – they just don’t go far enough)
Scouts are fast, travel light and are hard to catch. Scouts are normally armed with a small blaster, socks, melee or a combination. Masters of stealth and quiet movement, Scouts are a critical part of Human arsenal used to gather intelligence and to literally reconnoiter an area for info on the enemy. Scouts should work in pairs and avoid operating alone. One scout focuses on targets to gather intel, while the other provides local security.
You need to be fast on your feet and have good stamina to be a proficient scout. If you do not have dedicated Scouts, you may need to pick one or two people to act in the Scout role during missions.
3.3 Squad Role Responsibilities
This section discusses the core Squad Roles Responsibilities during missions. For simplicity these are broken down into Squad Leader, Fire Team Leader and Individual Soldier. Whether you are a Heavy, a Scout or a Rifleman, your responsibilities are that of the Individual Soldier (below). As opposed to the Squad Role or position within the Fire Team, this section covers the most basic responsibilities of each role.• Controls and commands entire Squad; Normally 2-4 Fire Teams
• Maintains Tactical Awareness/Maintains Security
• Coordinates all actions with other Squad Leaders
• Maintains formation/proper interval during movement, remains oriented.
• Covers their assigned sector of fire.
• Assigns rate of march for Squad.
• Gives commands verbally or with hand and arm signals.
• Remains alert during movement and at halts.
• Ensures welfare of Fire Teams
• Enforces field sanitation and litter discipline
• Checks for anyone low on ammo – cross loads ammo as needed
• Inspires Squad by being a fearless badass mofo.
• Controls and commands Fire Team.
• Enforces security.
• Maintains formation/proper interval during movement, remains oriented.
• Covers their assigned sector of fire.
• Maintains rate of march.
• Follows SL’s orders and examples.
• Relays hand and arm signals.
• Remains alert during movement and at halts.
• Ensures welfare of team (mainly if they are tired or thirsty)
• Enforces field sanitation and litter discipline
• Checks for anyone low on ammo – cross loads ammo as needed.
• Inspires Fire Team by being a fearless badass mofo.
• Maintains interval/keeps formation during movement
• Covers their assigned sector of fire.
• Follows TL’s orders and examples.
• Relays hand and arm signals.
• Remains alert during movement and at halts.
• Whomps zombies.
IMPORTANT: The single most important responsibility of Squad and Fire Team
Leaders is the safety and security of all team members – especially outside of
missions.
3.4 Human Military Doctrine Tenets:
I. Commit to Every ActionEven when performing something as simple as pieing a corner, commit to it mentally and resolve that if there is a Horde waiting around the corner, you are ready to feed it a face full of foam. When your team commits to an action during missions, be decisive and resolved in your purpose. Always be physically relentless and mentally committed in your pursuit of objectives.
II. Momentum and Tempo are
Everything
Momentum and tempo give you the initiative. If you are going
for an objective, make the zombies react to you, not the other way around. When
you hit, hit hard. Forcing them to react will put them a step behind you,
giving you the advantage. You can survive simply because you always maintained
the initiative.
III. Leadership is
Important
Do not question your leadership. Suggest courses of action,
offer your point of view of the situation, but when the rubber hits the road DO
NOT QUESTION THE LEADERSHIP. Survival in combat relies on cohesion – and
everyone being on the same page, acting as one unit. This goes back to doing
everything with full commitment, and it starts psychologically. While some may
think holding a democratic debate over courses of action is more “fair” and
balanced – it is exactly this kind of indecisive thinking that gets Human
Combat Teams annihilated.