Squad 44

Squad 44

Not enough ratings
Squad44 Guide by [PSI]
By [PSI]frappa10
Hi everyone! We [PSI] have made a Squad44 guide, avaiable to all!
https://docs.google.com/document/d/1Ck2lilqu6PGM32QQ3ZIC38lclqt3K4rI0r4VwD_JJrI/edit?usp=sharing
You can find it here 😄
   
Award
Favorite
Favorited
Unfavorite
Introduction and info [PSI]
PSI (Post Scriptum Italia, now Squad44 Italia) is the only Italian community dedicated to Squad44, a point of reference for all Italian players. Over time, we have built a solid reputation and today we are one of the most respected and recognized communities inside the game. Having the [PSI] tag means representing our name and our history. To preserve the prestige acquired over the years and make it recognized externally, it is essential to demonstrate seriousness, responsibility and, above all, respect towards members, moderators and administrative roles.

It is good practice to respect other players and it is essential to respect the rules of the servers you enter to play.

Italian events are held on Monday and Thursday, starting from 8.30 pm.
Join a team, listen to your team leader and follow his instructions.
In addition to the weekly events, we often find ourselves playing every night. Just enter the voice channel Squad 44 IT or, if you are not in our discord, enter via this link.
Settings and HUD
Settings and HUD (sensitivity, controls and useful customizations)

  • In Squad 44, you often fight at distances greater than 200 meters. Reducing the crosshair sensitivity can improve accuracy. To do this, open the game menu, activate the 'Zoom Sensitivity Scaling' option and set the sensitivity to 0.30 for the second and third options (respectively the sensitivity in the absence or presence of an optic). However, setting too low can limit movement and reduce short-range responsiveness. Experiment in the Arnhem range to find the right balance between long-distance precision and responsiveness.
  • With the Q and E keys you can tilt left or right to observe or aim around corners without exposing the full outline of your body.
  • It is advisable to assign the mouse wheel button to the primary weapon. This way, if you have a grenade in your hand, you can quickly switch to the rifle by pressing the mouse wheel. By pressing it again, it will be possible to alternate between automatic and semi-automatic fire, in rifles that allow it.
  • By pressing the X button while aiming, you can adjust the elevation of the sight. However, since most battles occur within 200 meters, it is not necessary to change it every time: a slight compensation by raising the aim is generally sufficient and quicker.
  • There are several voice channels: the squad channel (key B), where all members can hear you, and the Local channel (key V), audible only to allies within a 40 meter radius. It is important to choose the right channel to ensure that communications are not clogged with futile information. Squad Leaders(SL) also have a Command channel (button G), used to coordinate with other infantry squads, armored sections, logistics sections and the platoon commander
Game Modes
Game Modes

The game offers several modes, which end either when the tickets run out or the time runs out. From most played to least played, they are as follows:

  • Offensive: In this mode, one faction must defend a series of points, while the other must attack them in a pre-established order. Only one point is active at a time. Once an objective is captured, the next one becomes active after 5 minutes, giving the defenders time to fall back. The match starts with a 45 minute timer. Each position conquered adds 15 minutes to the time, without providing additional tickets.
  • Invasion: is similar to Offensive mode, but in addition to having to capture key points, the factions must complete a series of specific objectives to advance. These objectives can vary based on the map and historical context, making gameplay more strategic and immersive. Completing objectives unlocks access to achievement points, which must be taken to progress.
  • Frontline: the mode combines elements of conquest and destruction of objectives, as in Invasion, but with a more tactical dynamic and resource management. Attackers start with 300 tickets and earn both additional tickets and time by completing objectives. Furthermore, the map is structured to encourage direct clashes, simulating a real front line, with red zones that limit the construction of FOBs and MSPs, focusing clashes in specific areas.
  • Armored: Mode dedicated only to armored vehicles. It is inspired by the classic way of conquering the flag. When one side takes control of the flags with their tanks, the enemy side starts losing points. The game ends when one side runs out of available points.
  • RAAS: Random advance and secure, the typical mode of Squad. In this mode, both factions must attack a predefined series of points, there will come a point where both factions will have to conquer the enemy point and at the same time defend their own.
  • If one faction wins all the points, the opposing faction will lose 1 ticket per second
  • Supremacy: In this mode, an objective (CAP) appears at a random location on the map. Both factions must fight for position. The team that manages to control it earns a point. Once captured, the postal code disappears and, after a short interval, another one appears in a new random location. The first faction that reaches 3 points wins the game.
Spawn points
Spawn points
The spawn points (regeneration points) and their positioning are fundamentals, both for the victory that for the defeat.
In general, winning a match often comes from destruction or obstruction of enemy spawn points, and from safeguard of their own.
In Squad44 spawn camping (killing newly spawned players) is not only allowed, but also encouraged! Therefore, it will be up to you not to spawn in enemy-controlled spots, and up to the squad leader or logistics to provide usable ones.
Spawn points are of 5 types:


  • Main Base: it is the origin point of the faction and remains always present during the match. It is one of two spawn points that it cannot be destroyed. On many servers, there is a rule against spawn camping (get close to the base) around the main base, preventing any engagement within a radius of 300 meters. All faction assets are generated from the main base, including logistics trucks, tanks, transport vehicles, MSP and the commander's car. The spawn in the main base is immediate.
  • Fixed Spawns/scripted: In several maps, there are fixed/scripted spawn points, such as landing craft on Utah beach, or the planes that allow parachutists to drop into Sainte Mere Eglise. These spawn points cannot be destroyed, but can however disappear after a certain amount of time. Spawning on fixed spawns is immediate
  • Forward Operating Base (FOB): Fobs are tents that allow spawning. They can only be built within range of a radio, and they cost 500 construction points. They can be built or by any member of the logistics, or by Squad Leader (SL). FOBs have a spawn time of 15s from give up. If the radio is destroyed, the fob also disappears, while if only the fob is destroyed, it can be rebuilded with 500 construction points. FOBs become "hot" (deactivated) if there are at least two enemy players within a radius of 20 meters, or if the associated radio is damaged. Radios can be built OUTSIDE ONLY from redzones, and they can be maximum 8
  • Mobile Spawn Point (MSP): The MSP is a truck that allows players to respawn. It can be driven close to allied lines, but to function it must necessarily be outside the red zones. Respawning is only active when the truck is stationary, and is disabled if there are enemies nearby. The MSP can be destroyed with explosive charges, cannon fire, or sustained machine gun fire. MSP have a spawn time of 20s from give up
    It is essential not to use the MSP as a means of transportation.
  • It is recognizable thanks to one specific blue icon.

  • Rally point: The rally point is the only spawn that is only valid for your own squad. It is put by your SL, and to do it SL must have your Radioman nearby, or at least 2 players of the squad. The rally goes "hot" when it has at least one enemy near 30m, and can be destroyed with a grenade or by approaching it and holding F. Unlike the other spawns, it is possible to put a rally even in a red zone. It cannot be placed inside the cap area. Rally have a spawn time of 30s from give up
Factions in game
Factions in game
There are several nations in the game, at the moment (before the Pacific release) only one represents the axis, namely Germany, while for the allies we have 7 nations, with additional Corps.
Specifically we have:
  • AXIS
  • Germany
  • 9th SS Panzer
  • Wehrmacht
  • Wehrmacht (1940)
  • Fallschirmjäger
  • Gebirgsjäger
  • Gruppe West
  • Gruppe Mitte
  • Allies
  • UK
  • 1st AB
  • XXX Corp
  • US
  • 101st AB
  • 82nd AB
  • 4th Infantry
  • France
  • French Army (1940)
  • French army (1944)
  • Poland
  • Polish Brigade
  • Greece
  • Greek Army
  • New Zealand
  • Anzac
  • Australia
  • 19th Aussie
Infantry Classes (kit by kit e SL explanation)
Infantry Kit
Infantry is the backbone of the faction, the main vector of attack. An almost infinite number of infantry squads can be created. Each infantry squad can contain a maximum of 9 people. The player who opens the squad will also be its Squad Leader (SL) and will be able to communicate with other squads via command chat (G).
Based on the number of players within the squad, more weapons are unlocked for the SL, and more kits are made available for the infantry. When you have 4 players in the squad, all the kits are generally available, even if some of them are limited in number for the entire faction, as we will see later.
An infantry kit has, basically, a rifle, 2 grenades, 2 smoke bombs, 3 bandages, 1 morphine, 1 shovel, 7 water bottles (stamina refill). The infantry kits are as follows:

  • Rifleman: he is the basic kit, the simple rifleman, he has the standard kit with him, and in particular he has an ammunition crate which, once put on the ground, can be used to rearm a single soldier. Morphine is never rearmed, under any circumstances
  • Medic (up to 2 per squad): It has the fundamental task of reviving allied players. When the doctor revives, the player is revived with 60% life unlike the 30% of common players. He has with him 15 bandages and 15 morphines, and he also has binoculars
  • Light Machine Gunner (MG, 1 per squad): it is the kit that must ensure the volume of fire for the squad. Suppression is fundamental in squad 44 and is the job of the machine gunner to provide it. Compared to the basic kit, it does not have a shovel.
  • radioman: He has access to a semi-automatic weapon, and is tasked with helping the SL set up the rally. In fact, to place the rally, an SL needs either the radioman nearby, or 2 infantry men, which is why the radioman must work in synergy with the SL, and try to always stay close to him.
    In many cases the radioman is second in command. He has binoculars.
  • Anti-tank(AT): it is the squad only salvation when an armored vehicle is encountered, the AT has the task of engaging enemy tanks and vehicles. In some cases there is both light TA and heavy TA, in the case of heavy AT, only 2 are allowed per faction.(e.g., Germany has light AT with the Panzerfaust, and heavy AT with the Panzerschreck).
    The AT, in addition to obviously an anti-tank weapon, also has a magnetic mine and an AT grenade with it. It is essential that the TA is followed by a rifleman during engagements with the tanks, so that he can reload the rockets and mines.
  • Sniper (2 per faction): it is the only kit with an optic available, it also has binoculars. A good sniper is in constant communication with the SL, acts as a spotter/scout and has the task of neutralizing enemy threats when they hold the squad down (is. it is the sniper's job to get rid of the MG that is keeping us with our heads down as soon as possible!)
  • Grenadier: he has the grenade launcher rifle with him, it is useful for clearing houses or areas at a distance. In some cases it also has AT grenades which are however not very effective towards heavily armored vehicles
  • Sapper/Pioneer:he is the "commando" of the squad. The only kit with an automatic weapon besides the SL and the MG comes with grenades AT, magnetic mines and TNT, and is essential for destroying opposing spawns such as MSP the FOB
  • Light Mortar: He has a light mortar with him, which he can use to support the squad. To use the portable mortar you must be lying down and unfold it as if it were a weapon with a bipod (C key).
Logistics
Logistics
Logistics has the task of building Spawn points (FOB), weapons, defenses and repair stations for the entire faction. Its importance is enormous, good logistics makes the difference between a game won and a game lost. While bad logistics is almost always synonymous with defeat.
Logistics is a single squad and is made up of a maximum of 4 members, each of whom can drive the logistics truck (which carries 2k construction points) and build FOBs and other assets. Ideally, in defense it must always provide at least one fob in each cap, and even more than one in the active point, in order to have other spawn points in case a fob drops. It goes without saying that its importance is maximum, as without spawn points a faction will lose very easily.
Furthermore, only logistics can build certain assets, such as anti-tank guns, concrete bunkers or other emplacements
Logistics kits can also place anti-personnel (AP) and anti-tank (AT) mines.
Tanks
Tanks
Tanks are the battering ram, or walls, of a faction. They strike terror into the infantry, and often if they are not found countermeasures, they can defend or clear CAPs on their own. However, even the most armored tanks if not played shrewdly can blow up easily, and coordination with infantry is critical.
For this reason, tanks are among the most difficult mechanics in the game, and should only be used after having acquired some in-game experience.
There can be a maximum of two tank sections, each with a maximum of 4 players per section, while, at the same time, there can be up to 3 tanks active in game. The combat between tanks is very realistic, because each tank has realistic values ​​of armor thickness, modules (engine, tank, ammunition, turret movement etc., as you can see from the screen) and penetration of the shots, “warthunder” style so to speak. Each wagon has at least one driver and a gunner, while in some cases there is also a tank commander and a machine gunner.
Commander
Commander
The commander is the commander of the faction, it is a unique role, he has no assigned squads and in theory he guides and coordinates the various squads.
the commander costs double the tickets when he dies (2) but, at the same time, wins points twice as fast, and defends them in the same way. Often the help of the commander is essential to conquer a CAP that is difficult to take, or to defendand one almost lost.
Furthermore, the commander, if close to any radio, can call assets off the map.
The assets available are generally:
  • 2/3 low-flying strafing attacks (called “Strafing runs”)
  • 2 ground attacks with 500 kg bombs (Stuka the Mosquito)
  • Field artillery (from a minimum of 4 shots to a maximum of 12 by call, 60 shots available, minimum range 75 mt, max. radius 175 mt)
  • Smoke artillery (from a minimum of 2 to a maximum of 5 shots per call, 20 shots available, minimum range of 50 mt, maximum radius 125 mt)
A correct call to the commander to launch assets is very important, given that, once launched, they will have more or less long charging times, but still in the order of 5/10 minutes.
Mod, PSRM
MOD
Squad 44 can be modded, for years there have been several interesting mods, both for new maps and new modes and factions. Today's devs themselves are born from the chp Mercury mod, the mod on Crete, that was implemented in the base game, which added 2 maps and 2 factions to the game.
At the moment, the most interesting mods are:
Chp Red: Mod on the Soviet front, set in '41. Features 2 maps (Orel and Mednoye) and the Soviet faction, with related kits, vehicles and tanks (yes, the commander launches Katyusha)
Shifting Sands: Mod on North Africa, currently has one map, Hill 201, the second one is in progress, Bardia, and the Italian faction
PSRM: the Post scriptum realism mod, the most realistic mode of Squad44, radically changes the game, and in particular adds:
  • Elimination of zoom in aim and stamina water bottle, stamina rework
  • Elimination of squad voice chat, you can only use the proximity chat (and consequently only those who are close to us can hear us).
  • Only radiomen have access to the commanders' chat and the SL must use the radios of radiomen or means to communicate with each other
  • It is no longer possible to see allies on the map unless they are within i 33mt from us, including the means. This is why we need to follow orders and always have an overview of the situation on where our allies are to avoid blue upon blue
  • Dynamic time, games can start at night and end during the day and vice versa, one hour of play corresponds to 3 hours in game.
  • Rework of weapon suppression and recoil, both increased
  • Only doctors can reanimate, but they have implemented the ability to drag the bodies of the wounded to take them to safe areas
  • Enemy vehicles they can be (tendentially) stolen
  • Yes they can exchange ammunition between soldiers, and you can take ammo from the wounded (provided they have compatible ammo)
  • Addition of Signal Guns, foxhole diggable, flashlights
  • The Kits are now prepared on the table and they are selected at the beginning of each game via the new UI
General tips
11)General tips
You shouldn't start a squad if you don't intend to lead it, especially for beginners. On many servers this behavior leads to kick
In the main menu you can open any map in the game, even modded ones, via the console, with the command AdminChangeMap (and then select the map you want to open). Furthermore, with the Shift+p key combination you can "fly" in these maps in Admin-Cam, exploring them.
Offline practice in the test range is very important to familiarize yourself with the weapons, you can try all the weapons and vehicles in the game. In general however, there is a server open 24 hours a day with the test map open (Arnhem Training Range), It's worth getting into that, since some things are buggy offline

Beginners (stamina, spawn points, modes, tickets, map and compass, recognize enemies)

  • The map is sacrosanct, all the signs (also called marker) in red are enemies, in blue are allies and green are squadmates.

  • They are put by the squad leaders but they are indicative, some can be extremely accurate, others completely random or old. They fade over time until they disappear. It is not advisable to open the map when you are in an open field, for obvious reasons.

  • The Germans run with the rifle in one hand, the Allies hold the rifle with both.
  • Not seeing enemies during the first few games is very normal. Over time we develop an eye (And an ear)
  • To communicate a position in voice use the degrees on the compass (always visible if, from the options, you have selected the modern compass, otherwise for the 2D compass you will have to press the Y button), using the Squad Leader as a reference point is also very useful. Try to be schematic.
  • The 8mm Mauser, like the 30-06 or the 303, kills the enemy with one shot if taken in the chest or head, two hits on the limbs. The 9mm of SMGs and pistols is less effective, and takes one more shot to kill.
  • When you are suppressed, you have to listen to identify the direction the shot is coming from the explosion and not the whistle, because for example if they shoot us from behind from the left, we could have the hissing in the right ear, but the explosion of the cartridge in the left. Furthermore, the further away the shooter is, the more the sound of the explosion will be delayed.
  • If you drink before running the stamina bar it is not affected for a while
  • To throw a grenade you can hold down the left mouse button and aim with your thumb, if you use the right button you will get a short throw, useful over walls and in trenches, but dangerous for the user.
  • When you get hit you bleed to death, to stop the bleeding you have to use a bandage, selecting it and using the right button. If you use a second one it regains some life and the screen will be clearer. You can stop bleeding infinite times, depending on the number of bandages you have, but only the doctor can definitively cure, with a single bandage.
  • When you need to know the position of the enemy it can be useful to look at your allies and the direction in which they shoot.
  • It is best never to be in an open field, except to follow the squad leader, his order, or out of extreme necessity.
  • At the first signs of a bombing you have to find shelter in homes, but stay away from windows and possibly lie down. Given that the enemy infantry usually attacks after an artillery barrage, It is advisable to keep the entrances to your homes monitored.
  • In addition to infantry, armored vehicles, aviation and enemy (and friendly) artillery, you can also die from falling and drowning, even on board vehicles.
  • White phosphorus smoke bombs can kill.
  • Headshots are accompanied by a brutal but beautiful “tin”
  • AND highly not recommended cross streets (or other open spaces) by crawling.
  • Vehicles overturned or stuck must be empty per be able to straighten them.
  • If you have a bad game it is better to slow down your game, stay more in cover and take the doctor to help your squadmates.
  • Everyone should know how to do everything, but it is important that kits are not changed every ten minutes during online matches. At the beginning of the game it would be better to decide the roles and maintain them, with substitutions approved by the foreman or discussed together. The same goes for the spawn, it's important to spawn all together and don't take the battle one at a time. There are exceptions of course.
  • You can curse the squad leader, but only if you follow orders.
  • Merit and demerit are shared equally in the squad, but the squad leader holds the biggest responsibility.

Advanced (kits, radios, explosives)

  • Movement and observation is more important than aiming. Simple, yet precise communication is vital.
  • Smoke must be used to blind the enemy, if you pull it too close you have the opposite effect. Remember that the smoke takes time to rise (20/30s)
  • The shock wave from the cannons kills, as does that from the anti-tank rockets. Never find each other under the barrel of an allied tank when it fires and never find yourself behind the anti-tank when using a launcher.
  • Private riflemen can deploy sandbags as protection but they must be built with the shovel supplied. It is useful to coordinate with the machine gunners by providing them with cover to deploy the mg.
  • Tracers work in both directions, always remember this.