Kihana wrote:Already posted, updating now:
All militair personal have m1911
Standard Assault riffle is the M16, Scar-H/L being used too but less as they are more expansive.
Barrett .50 call for snipers
Spas-12 for shotgun
RPK for Heavy Firepower
FGM-148 Javelin as main AA/AT weapon
MP5K for silenced operations.
Basic Squad is:
16 Soldiers
1 Squad leader ("Sergeant")
1 Squad leader Assisant ('The Right Hand')
1 Sergeant Bodyguard
1 Radio/Intel member ('Vox Caster')
1 Medic
2 Long Range soldiers (Barrett, Scar-H, Spotter Gear)
2 Short Range soldiers (Spas-12, Scar-L)
1 Heavy (RPK)
1 Heavy sidekick (Target callout, you-know-what)
2 Regular + AA (M16 + Javelin)
3 Regular (M16/Scar-H + Extra Missle's/Ammo)
Assault RiflesWhat you should do here is issue one kind of assault rifle to the entire squad, rather than issuing 2 assault rifles and one battle rifle. If you want to RP the gradual phasing in of the Scar, then choose one version (L or H) and gradually issue it to front line units, completely replacing the M16s there, while the rear units maintain the M16. In my opinion, that rifle would would most likely be the Scar-L, possibly chambered in a lulzy NS designed 6.5mm round, although the Scar-H, possibly chambered in something like the
7x46mm UIAC, is still a viable option.
Sniper RifleYou'd be better off giving your "snipers" a DMR or sniper rifle chambered in .338 Lapua, because not only is the Barrett bulky and heavy, but its ammunition is bulky and heavy as well. This means that your squad sniper can carry more ammunition, move faster and engage more targets than they could if they were using a .50 calibre sniper rifle.
ShotgunFrom what I've read, the Spas-12 is heavy and relatively unreliable. I'd suggest going with something like the Benelli M4 if you want a pump/semi-auto shotgun or, if you really want to be different, use a shotgun based on the
AAI CAWS.
MachinegunI see no problems with using a PKM converted to a rimless round (aka the
UKM-2000), except that the ammunition will be heavier and more limited than if you were using a smaller, intermediate round. Still, each to his own and, given that my puppet uses a PKM chambered in 8x57mm IS, it would be hypocritical of my to say that you shouldn't us it
. Still, if you want your soldiers to be able to carry more ammunition, a LMG based on the PKM and chambered in an intermediate round (preferably the same as what you chamber your rifles in) is a good choice.
Anti-ArmourUsing a Javelin here is not a good idea. It's heavy, the rockets are very expensive and it's more suited for a company or battalion level dedicated AT team. A squad should really have no more than a M72 LAW/RPG-7 style weapon (including the SMAW), or a Carl Gustav style recoiless rifle. If you need any more firepower, you should call in artillery support, an airstrike or radio the nearest AT team and get them to take it out.
Team StructureYou have a lot of people in your squad, more than you realistically need. You're also lacking when in firepower, having only one MG. Apart from there being no redundancies in firepower, it also means that if your squad has to split up for any reason (flanking the enemy, fire and manoeuvre, etc), one fireteam isn't going to be able to suppress the enemy as effectively as the other.
SuggestionsHere are my suggestions for your squad's structure and load out:
9 Man Squad- Squad leader (Sergeant, Scar-L)
- Squad 2IC (Corporal, Scar-L)
- Radio Operator (Scar-L, radio)
- 2 grenadiers (Scar-L, M203/M320, LAW)
- 2 gunners (Converted PKM)
- 2 DMR (Scar-L Long/Scar-H Long)
11 Man Squad- Squad leader (Sergeant, Scar-L)
- Squad 2IC (Corporal, Scar-L)
- Radio Operator (Scar-L, Radio)
- 2 grenadiers (Scar-L, M203/M320)
- 2 Riflemen (Scar-L, LAW, Extra MG ammo)
- 2 gunners (Converted PKM)
- 2 DMR (Scar-L Long/Scar-H Long)