Role briefings
Every role, what it is really for
Use these cards as practical job descriptions. Each one includes the first useful action, what to communicate, and the beginner trap to avoid.
Team-level logistics officer. You win by making garrisons, resources, vehicles, supply drops, recon, and bombing runs serve the active objective.
- First useful action
- Confirm node plan, spawn early logistics, identify first two defensive garrison sites, and ask SLs who is building them.
- Core duties
- Manage resources, drop supplies, spawn tanks/trucks/half-tracks, coordinate recon, call airheads, and keep defense alive before chasing attacks.
- Say on comms
- “Able build defense garry on my supply. Baker take attack mark. Armor heavy available at HQ2.”
- Avoid
- Using bombing runs as a substitute for spawn building or letting every squad abandon defense.
Infantry lead
Officer / Squad Leader
The most important public-match role. Your OP and garrisons decide whether five other players are useful or walking from HQ.
- First useful action
- Place an OP immediately, then coordinate Support supplies or commander supply for a safe garrison.
- Core duties
- Refresh OPs, build garrisons, mark infantry/tanks/spawns, translate command chat, and tell the squad when to attack, defend, or redeploy.
- Say on comms
- “Support stay with me for a garry. Squad defend south hedge. Enemy OP on observe mark.”
- Avoid
- Running without an OP, ignoring command marks, or treating SL as a rifleman with binoculars.
Baseline infantry and ammo utility. Excellent for learning map flow, sound, cover, sectors, and how objective pressure actually works.
- First useful action
- Spawn with the squad, stay 5–15 meters off teammates, watch a different angle, and drop ammo only when requested or during a hold.
- Core duties
- Win rifle fights, cover movement, carry ammo boxes depending on loadout, defend spawns, and help clear enemy OPs.
- Say on comms
- “Infantry crossing left hedge, 240. Enemy OP audio close west.”
- Avoid
- Sprinting alone toward gunfire or ignoring the objective because the weapon feels simple.
Short-range breacher. Assault turns smoke, grenades, and fast weapons into the final push through streets, trenches, orchards, and strongpoints.
- First useful action
- Wait for squad pressure, smoke the gap, frag the entry, then cross with at least one teammate instead of trickling alone.
- Core duties
- Clear buildings, trenches, and hedges; pressure enemy spawn areas; throw smoke for movement; and force defenders off cover.
- Say on comms
- “Smoking road now. Fragging barn. Push on second smoke.”
- Avoid
- Dumping smoke on friendly sightlines or attacking before the squad can exploit the breach.
Mobile fire
Automatic Rifleman
Portable pressure. Less fixed than a Machine Gunner, better at moving with the squad, pinning windows, and covering short bounds.
- First useful action
- Take an angle slightly behind the entry pair and suppress windows, hedge gaps, or trench corners while they move.
- Core duties
- Maintain fire superiority, cover revives and smoke pushes, break enemy peeks, and relocate before your tracers reveal the squad.
- Say on comms
- “I have second-floor windows suppressed. Cross now.”
- Avoid
- Standing exposed while holding the trigger or blocking the squad’s stealth approach with unnecessary fire.
Momentum saver. Medics are strongest when they revive safe clusters and keep a push from collapsing during the last meters.
- First useful action
- Move behind the assault line, smoke dangerous revives, and prioritize teammates whose revival keeps the squad’s position alive.
- Core duties
- Revive, bandage, smoke crossings, preserve tickets in Offensive, and keep key roles such as SL, Support, and AT in the fight.
- Say on comms
- “Smoke going out, hold for revive. SL safe in five seconds.”
- Avoid
- Running into uncleared fire for one revive and creating a second casualty.
The infantry role that quietly wins games. Your supplies become garrisons, AT guns, nodes, defenses, and repair infrastructure.
- First useful action
- Tell your Officer you have supplies, follow them to a legal garrison spot, drop on command, then redeploy if a supply rotation is needed.
- Core duties
- Enable blue/red-zone garrisons, support AT guns and defenses, carry explosive/ammo boxes by loadout, and help Engineers build nodes.
- Say on comms
- “Supplies ready. Where do you want the garry?”
- Avoid
- Dropping supplies randomly on the point where artillery, tanks, or enemy recon will erase them.
Suppression
Machine Gunner
Lane controller. MGs deny movement, cover crossings, punish predictable spawns, and make enemies keep their heads down.
- First useful action
- Mount with cover and concealment, fire disciplined bursts into likely lanes, and move after the enemy starts marking your tracers.
- Core duties
- Lock roads, fields, trenches, windows, and hedgerow gaps; protect friendly revives; and suppress before a squad push.
- Say on comms
- “MG set on north road. You can cross behind my fire.”
- Avoid
- Staying mounted in the same obvious window after every enemy in the sector sees your muzzle flash.
Armor deterrent and vehicle hunter. Good AT does not just shoot rockets; it identifies tanks, calls direction, waits for side/rear shots, and helps protect spawn networks.
- First useful action
- Call the tank type, grid, facing, and movement before firing. Coordinate with armor or another AT if it is a medium/heavy.
- Core duties
- Destroy trucks, half-tracks, light armor, exposed tanks, repair stations, and enemy fortifications. Build AT guns when supplies and sightlines justify it.
- Say on comms
- “Panther on F5 road, facing east, moving slow. Need mark and second AT.”
- Avoid
- Chasing heavy tanks through infantry alone or shooting frontal armor when a flank is possible.
Resource and terrain shaper. Nodes fuel the commander; mines, wire, repair stations, and defenses shape how the enemy can enter an objective.
- First useful action
- Build nodes early with Support or supply truck help, then switch if the squad needs another job more urgently.
- Core duties
- Build manpower/munitions/fuel nodes, place mines, create repair stations, fortify active defensive points, and use satchels where loadouts allow.
- Say on comms
- “Nodes built. Need supply truck for west defense fortifications.”
- Avoid
- Overbuilding the wrong sector, blocking friendly movement, or ignoring nodes until resources are already gone.
Backline disruption SL. Spotter is not a regular infantry leader; the job is information, artillery pressure, spawn hunting, and logistics sabotage.
- First useful action
- Place a safe recon OP near the enemy rear, then search artillery routes, likely garrison positions, supply drops, nodes, and trucks.
- Core duties
- Mark tanks and garrisons, kill artillery, dismantle nodes, guide the Sniper, report backline vehicle movement, and force defenders to split attention.
- Say on comms
- “Enemy rear garry likely in G7 keypad 4, moving to confirm. Artillery crew down for now.”
- Avoid
- Playing as a two-person frontline infantry squad while enemy artillery farms your team.
Priority-target eliminator. The rifle is valuable because it removes artillery crews, MGs, officers, engineers, exposed AT, and logistics players at distance.
- First useful action
- Follow your Spotter’s plan, cover them while they dismantle spawns, and suppress artillery or high-value defenders.
- Core duties
- Kill priority targets, watch roads for vehicles, protect the recon OP, support garrison hunts, and avoid revealing the Spotter’s route unnecessarily.
- Say on comms
- “Artillery gunner down. Officer on rear garry, marking infantry.”
- Avoid
- Camping irrelevant long shots while enemy logistics continue untouched.
Armor squad brain. A good TC spots, talks, chooses fights, protects the crew from tunnel vision, and coordinates with infantry and command.
- First useful action
- Confirm crew seats and comms, ask command what armor is available, then choose a route with infantry support or a safe overwatch lane.
- Core duties
- Spot targets, range/clock callouts, request repairs, coordinate with friendly tanks, mark enemy armor, and decide when to push, kite, or withdraw.
- Say on comms
- “Driver hold. Gunner AP loaded, Panther 11 o’clock, 300 meters, side exposed.”
- Avoid
- Commanding from the gun without awareness or pushing into infantry with no escape route.
Tank execution role. Drivers keep the tank alive, gunners deliver damage, and spotters/commanders preserve awareness.
- First useful action
- Join a full or training-friendly crew, confirm who drives/guns/spots, and use short repeatable callouts before leaving HQ.
- Core duties
- Drive with hull discipline, load AP/HE correctly, repair when ordered, scan for AT infantry, and obey concise TC commands.
- Say on comms
- “Reverse clear. AP loaded. Ricochet. Tracks damaged. Repairing left side.”
- Avoid
- Soloing valuable tanks, rotating the hull while the gunner is lining up, or driving over friendly infantry and mines.