Command net

Commander / SL Playbook

A practical leadership briefing for public matches: opening logistics, first garrisons, recovery calls, defense discipline, and short radio language that turns scattered squads into an army.

Leadership doctrine

Win the spawn war first

Commanders and Squad Leaders do not win by having the most kills. They win by creating useful spawn choices, preserving defensive depth, and giving squads simple orders at the exact moment the map state changes.

1

Commander owns tempo

Spend resources on the next two minutes, not the fantasy push ten minutes away. Keep supplies moving, convert map calls into orders, and protect the garrison network before calling flashy abilities.

  • Ask for nodes early and remind politely.
  • Drop supplies where an Officer can actually reach them.
  • Call retreats before the sector fully collapses.
2

Squad Leaders own local truth

An SL is the commander’s eyes and the squad’s spawn engine. Your OP placement, map marks, and short commands matter more than your rifle.

  • Refresh OP after every meaningful move.
  • Build garrisons whenever supplies are available.
  • Report armor, airheads, supply drops, and enemy spawn pressure.
3

Simple orders beat speeches

Public teams respond to clear, low-friction instructions. Tell squads what to do, where, and why in one breath.

  • “Able defend Chapel; Baker build south garry.”
  • “Armor hold west road; infantry clear AT from hedges.”
  • “All redeploy defense, mid is lost.”
First five minutes

Opening move checklist

The opening decides whether the team has a stable mid fight or spends ten minutes spawning from HQ. Your priorities are transport, nodes, supplies, and the first safe garrison layer.

00:00

Assign the first jobs

Commander asks for one logistics squad, one node engineer, at least one defensive-minded squad, and armor communication. SLs tell their squads the first OP destination before trucks move.

00:30

Trucks leave with purpose

Transport trucks go to the fight. Supply truck avoids the obvious center road and heads for a safe garrison site near—but not inside—the active lane. Do not strand infantry by stealing every truck for solo plans.

01:30

First OPs go down

SLs place OPs behind cover before first contact. A slightly safe OP beats a heroic OP that dies instantly. If the OP is hot, move it before the squad wipes.

02:30

First garrison layer

Build a defensive or staging garrison from truck/support supplies. Avoid the strongpoint center unless there is no alternative; the best first garrisons survive artillery, recon, and random grenades.

04:00

Read the first collapse

If mid is failing, commander calls fallback early. If mid is secure, assign a defense squad and start the next garrison layer instead of letting the whole team chase kills.

Logistics

Supply truck opening routes

Supply trucks are not taxis. They are the first hard choice of the match. Drive like the enemy recon squad is already hunting you.

HQSAFE DROPHOT ROAD
Truck rules

Good opening supply use

  • Drop supplies 150–250m off the obvious meat grinder when possible.
  • Stop behind hard cover, not in the road or on the strongpoint marker.
  • Build one durable defensive/staging garrison before gambling on a deep attack garrison.
  • Do not drive supplies into locked enemy territory unless the timing is deliberate.
  • If the truck survives, use the second box for a backup garrison, nodes, or repair station.
Safe beats fastCover beats convenienceSecond box matters
Spawn architecture

Where to build first garrisons

A strong garrison network is layered. One point garrison is a trap; one spicy attack garrison is a coin flip. Build a web that lets the team absorb failure.

Rear safety

Placed behind the active defense. It should survive a lost fight and let the team rebuild instead of walking from HQ.

Defensive edge

Close enough to reinforce, far enough that artillery and strongpoint chaos do not instantly lock it.

Side staging

Off-angle spawn for flanking pressure. This is often better than a direct frontal attack spawn.

Attack gamble

Deep or aggressive garrison. Only worth it when defense is stable and squads are ready to exploit it immediately.

Rule

Never let the team have only one useful garrison. If the map has a single blue/green spawn near the active fight, the next leader task is not bombing run, strafing run, or personal combat — it is another garrison.

Damage control

Recover after losing middle

The team that redeploys first usually stabilizes first. A lost middle point is not a disaster unless leadership stays in denial for the next two minutes.

Step 1

Call the loss early

“Mid is gone. Redeploy defense now.” Do this before the capture finishes if the defense has collapsed. Pride loses sectors.

Step 2

Assign names, not wishes

“Able and Charlie defend next. Baker build north backup. Dog hold south road.” Named tasks outperform vague requests for “someone defend.”

Step 3

Rebuild the web

Commander drops supplies behind the next objective. SLs place OPs on arrival, then build edge and rear garrisons before counter-attacking.

Step 4

Counter only after stable spawns

A counterattack without defensive garrisons is just feeding. Stabilize, clear enemy OPs, then push from two directions.

Defense discipline

Defend without camping point

Good defense is active. The strongpoint needs bodies, but the match is won by patrols that find enemy OPs, airheads, supply drops, and flank garrisons before they become a wave.

Inside strongpoint

Hold hard cover, revive/smoke where useful, and report pressure direction. Do not all stare through the same doorway.

Outer patrol

Move 100–200m around the point, listen for shots and footsteps, and sweep likely OP/garrison positions. This is where defenses actually win.

Spawn guard

If a garrison is repeatedly locking, someone must clear the approach. A locked garrison is an alarm bell, not background noise.

Radio procedure

Concise callouts

Leadership comms are shared oxygen. Speak in information packets: who, what, where, action. Skip long explanations until the immediate decision is made.

SituationBad commsBetter comms
Enemy tank“Tank over there!”“Heavy tank, west road, moving south, marked armor.”
Need garrison“We need garries.”“Commander dropping supplies south of point; Baker SL build south garry.”
Defense failing“Guys defend!”“Able and Charlie redeploy defense now; enemy pushing north hedge.”
Found spawn“They’re spawning here.”“Enemy OP on my infantry mark, east barn, clearing now.”
Airhead“They dropped something.”“Enemy airhead parachute north of Chapel, 200m, all nearby squads collapse.”
Pocket cards

Leadership reminders

Fast checks for the two roles that have the most influence over public-match quality.

Commander every minute

  • Do we have nodes?
  • Do we have two useful garrisons?
  • Which squad is defending?
  • Where will we spawn if this point falls?

Squad Leader every life

  • Is my OP alive and useful?
  • Did I mark the tank / infantry / supplies?
  • Can I build a garrison with nearby supplies?
  • Does my squad know attack or defense?

When overwhelmed

  • Stop talking for five seconds.
  • Identify the active point problem.
  • Name two squads for defense.
  • Build or save the next garrison.