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<blockquote><!-- Feel free to contact me for any suggestions, questions and the such on the RMC discord, I'm pretty active. @unicornonlsd -->
<blockquote><!--Feel free to contact me for any suggestions, questions and the such on the RMC discord, I'm pretty active. @unicornonlsd-->''"Alright, alpha, we’re pushing nort- wait, where is everyone? Is my squad only made of 5 people? Space Jesus Christ did they all get kidnapped? Where did everything go wrong?"''</blockquote>You might have found yourself in that case, wanting to be a charismatic leader and either ending up as one of the first squad casualties or just as lost as every other member of your squad.
 
Alright, alpha, we’re pushing nort- wait, where is everyone ? Is my squad only made of 5 people ? Space Jesus Christ did they all get kidnapped ? Where did everything go wrong ?</blockquote>You might have found yourself in that case, wanting to be a charismatic leader and either ending up as one of the first squad casualties or just as lost as every other member of your squad.


This guide is here to teach YOU how to become the squad leader you've always dreamt to be.
This guide is here to teach YOU how to become the squad leader you've always dreamt to be.


== Gear & Features ==
== Gear & Features ==
The squad leader has access to a lot of unique gear contrary to every other squad roles, larger pouches, unique weapon kits and even direct access to the fabled MOU53. Truth is, mix and match, pick things depending on how you like to play. A few things of note are:
As a squad leader,  you have access to a lot of '''limited, better''' gear and skills for free, contrary to the humble rifleman. Some of note are:


* Cheaper specialised magazines (AP, extended)
* Cheap access to an RTO pack, grab it.
* Cheap access to a whistle, grab it.
* A free B12 armor. Upmost robustness.
* A 25P cost pair of NVGs, with a battery of 10 minutes. (They can be recharged at a recharger once screwed out of the helmet)
* A Medical skill of 1, letting you use auto-injectors instantly.
* Large pouches for days.


* Medical skill of 1, letting him use auto-injectors instantly (good to pair with the [[auto-injector pouch]])
Along with that, you have the most basic leading skill of one. Which may be transferred on and off to whoever is given the acting SL (or aSL for short).


* Free [[B12 pattern marine armor]], one of the more robust piece of armor available to all marines
Those allow you yell out orders, in the form of a temporary buff. They free but have a medium-long cooldown.
* Cheap access to the whistle, take it, you will see why later.
 
You have a unique "leading skill", that may be transferred to whoever is given the aSL role; those allow you to use several abilities for free, granting a small buff to the friendly entities around you. Both scale depending on the caster's leading skill.      


They grant a small buff to the friendly entities around you (you included). Both scale depending on the caster's leading skill.
[[File:Move.png|left]]
[[File:Move.png|left]]
[[Issue order - Move]] grants a small movment speed bonus      
Issue order - Move | Grants a small movement speed bonus
 
[[File:Hold.png|left]]
[[File:Hold.png|left]]
[[Issue order - Hold]] grants a small damage resistance bonus
Issue order - Hold | Grants a small damage resistance bonus


[[File:Focus.png]]  Issue order - Focus | Grants a small accuracy bonus
== How to lead ==
== How to lead ==
Right, all is well, we are geared, what about the actual job, what do we do ? You lead a squad of 20 crayon eating maggots that will do their best to ignore you. And thus, the crucial part of being a squad leader is to be heard. Once people listen to you and your orders, everything should go well, normally, would you know what you’re doing.
Right, all is well, we are geared, what about the actual job, what do we do?  


One of the first mistakes when picking Squad leader is expecting everyone to follow your command. You are playing a video game with people who want to have fun, not actually trained marines. As such, many will simply utter orders such as "move east to engineering" and realise that no one is doing anything.
You're leading a squad of 20 crayon eating maggots that will do their best to ignore you. And thus, the crucial part of being a squad leader is to be heard. Once people listen to you and your orders, everything should go well, normally, would you know what you’re doing.


Another crucial part is making sure that people like you, no one wants to listen to the orders of someone who called them an idiot seconds ago, that is common sense.
Good thing is, because you're a leader, you talk BIG. and when I mean BIG. I MEAN IT (see ''Example 1)''. Which allows you NOT to spam '''ALL CAPS WITH !!''' to have better visibility when talking.
[[File:Onmeh.png|thumb|206x206px|Example 1]]
=== '''How to be heard''' ===
Then, how do we take advantage of our GRAVE voice ? Here's how:


==== As such, if you want to LEAD you must be: HEARD and RESPECTED. ====
* Use LOCAL chat (see ''Example 1)''. It ensures people see orders easily


==== How to be heard ====
* Give SHORT orders, ones that can be '''read in a pinch''' and understand, such as the holy SL trinity: "'''HOLD'''","'''BACK'''" and "'''PUSH'''"
In RMC, there are few ways to be heard, or well. Rather seen:      


[[File:MAGGOT.png|thumb|Expected result]]
* Use your whistle as an '''audio cue for people to LISTEN'''


* The most efficient way to make VISIBLE EYE CATCHING text is by going CAPSLOCK and putting !! at the end of your message. This will make it bold, effectively highlighting it for everyone who can see it.
* Repeat the order if needed. Better twice than never. '''Do NOT SPAM''', the more you do it, the more annoying and less efficient it gets.


[[File:Meatzels.png|thumb|Expected result]]


* Use LOCAL chat, this will make the text you say pop out above your head instead of inside the chat box. Paired with the other tips, it will make sure that people focused ON what's happening can see the order


* Repeat the order if needed. Better twice than once. Don't overdo it, no one wants some guy spamming local with the same message 10 times.
Now you know how to makes the goon hear what you want. But how do you make them '''truly LISTEN''' ?


* Give SHORT orders, someone can read in a whim and understand, such as the holy SL trinity: "'''HOLD !!'''","'''BACK !!'''" and "'''PUSH !!'''"
=== '''Charisma & You''' ===
You know what to say, but that's not all. You need to gather an invisible resource called "squad cohesion". Imagine it as a permanently depleting morale bar that you want as HIGH as possible at ALL times.


* Tell your squad when using your WHISTLE to focus on the orders. Use it when giving out the order.
To keep it up you'll can:
* Talk with your squaddies, don't leave them hanging, ever.
* Hype them up pre-drop. A hyped squad is a deadly squad ('''A squad brief is perfect for that. Do it before brief, in dropship, or on ground, but then keep it short.''')
* Compliment your squaddies, if they know they're doing a good job, they'll keep doing it.
* Have regulars stick to you, that will come with time by sticking to a squad. The more with you, the more will stay, through sheep mentality.
Alright, that's cool and all but how to be the bold charismatic guy ? Don't worry, I also got you:


==== How to be respected ====
* Stay in character, stick to a personality (as one should). Be that one cold spec ops dude, or a caring father to his unsuspecting, crayon eating children. You get the idea
Essential part on the long run, and very easy to do.
* Skill brings trust. If you show marines you are good at your job, be it getting kills, communicating well or doing good rotations, people will naturally follow you.
=== '''God's finger (Point spamming)''' ===
<blockquote>''"I POINT, you KILL, BREACH and MOVE. CLEAR CHARLIE ?!"''</blockquote>If you never noticed, most "leadership" roles have a special pointing arrow. By base, it's green. As a Squad Leader, yours will be BIG and of the color of your squad.


* Treat your marines with respect, they follow YOUR command, better make them want to.
Why is this important, you may ask ?


* Regularity and reputation, being a successful leader and/or regular to a specific squad brings respect.
Because this is the biggest tool to make people do what you want, go where you want to go. The tech humbly called <u>"Point spam"</u>


* Answer every question you can, do not ignore your marines or leave them hanging.
It consists of getting people's attention, then just pointing where you want to: go, shoot, or destroy. It works all the time, is very visual (WAY better than trying to get people to listen).


* Compliment your DAMN squaddies, John Rifleman did a sick frag ? "Good one Mikey !" Doctor just revived you ? "Thanks doc, couldn't do it without you" etc.
You see resin ? Point at it and go CHOP IT !


Now that you know how to make people hear your orders and listen to them, what more can you do ?
You want your squad to go there ? Point the path nonstop to them


==== Post-landing squad brief ====
You see big evil bad you want to push ? Charge and point, or charge and shoot.
Might not sound like much, but gathering your men after you just touched down, getting them in line and telling them a good list of what you expect them to DO and NOT do helps for that sweet marine RP and get them prepped.


Hell, you can even try to do formations with this, by asking people to stand in a certain position of the squad, etc.
== Strategy planning ==
This part will cover the more "strategic" part of playing squad leader. Whilst than the previously given basics, it is the key to ensuring you're doing your part to turn that crashing operation into a '''GLORIOUS MARINE MAJOR, OORAH!'''


Some of my personal favorites are:
==== Orders and you ====
A single squad going AWOL and pushing a spot away from others without being ordered to can and has on many occasions ruined operations.
As a squad leader you are one of the five major pillars that may shift game's outcome in the marine's favor. The four others are composed of the other SLs AND the '''commander.'''
Said '''commander''' will give your squad orders that are made for the operation's sake. '''No matter your rank, you SHOULD follow it'''. Unless it is unlawful, such as a suicide charge, if so per marine law you may refuse the unlawful order by stating why.


# STAY TOGETHER, YOU CAN'T SEE THE SL ? YOU GO TO THE SL.
==== Comms - communication? The talk. ====
# WEAPONS READY, BROTHERS SAFE. YOU ARE READY TO COVER YOUR FELLOW MARINE AND RUSH AFTER HIM IF HE GETS NABBED !
Just as it is important you talk to your squad, it is important you talk to the eyes in the squad, the CIC. They have the big picture (most of the time), and if they know what you're doing, they will (hopefully) adjust things to ensure that you can kill those dirty bugs, together. Together? As in every marine. Because you're not alone. There are three other squads with three others leaders (not as good as you, because you've read this and they haven't, obviously.) but still.
# FOLLOW ORDERS, MY ORDERS. You, the SL, lead the charge. Your decision is over command's when it comes to executing CiC's big plan.
# KILL OVER GROUND TACTIC. See correspondant paragraph in Strategy planning)


==== The SL Pipeline ====
Use a phonepack if comms are down, else give regular status reports in the command channel or in your squad channel. Hell, Queen's dead thanks to your men? Type me that
A personal ladder I have built after becoming a SL main myself, it's a numbered list of steps of what you need to know to efficiently squad in my eyes. The skill of a SL have a very high ceiling. Limited by the squad and it's cohesion, along with your ability to lead. It goes as follows:


# Learning to be heard and give orders
":v Charlie got the queen kill. Pushing further."
# Wrangle your marines
# Learning to be a tactician
# Leading your squad, to not their death
# Gut feeling for queen screech
# Ability to keep your squad on the move and lead your side of the operation on your own.
# Live (optional)


== Strategy planning ==
Along with this, as the squad leader, you're generally expected to know better how to call '''Orbital Bombardments'''. You spawn with a laser designator which when switched mode, can turn into rangefinder mode. Use it where you want the entire area to be flattened and share the coordinates.
This part will cover the more "strategic" part of playing squad leader. Whilst less important than being able to lead your squad, it is the key to ensuring you're doing your part to turn that crashing operation into a '''GLORIOUS MARINE MAJOR, OORAH !'''


==== Comms- communication ? The talk. ====
'''BE VERY CAUTIOUS WHEN ADJUSTING COORDINATES YOURSELF'''
Just as it is important you talk to your squad, it is important you talk to the eyes in the squad, the CiC. They have the big picture (most of the time), and if they know what you're doing, they will (hopefully) adjust things to ensure that you can kill those dirty bugs, together. Together ? As in every marine. Because you're not alone. There are three other squads with three others leaders (not as good as you, because you've read this and they haven't, obviously.) but still.


Use a phonepack if comms are down, else give regular status reports in the command channel or in your squad channel. Hell, Queen's dead thanks to your men ? Type me that ":v QUEEN DEAD ON [your squad], LET'S FUCKING GOOOOO !!"
==== Pushing? Backing? What, how and why. ====
 
Those dirty 'nids are smart, but you're smarter. You want to know when it's the right time to go in and fuck shit up. Obviously you have your squad orders given by the CIC. Execute them at priority, but make sure it doesn't wipe your squad.
==== Pushing ? Backing ? What, how and why. ====
Thpse dirty 'nids are smart, but you're smarter. You want to know when it's the right time to go in and fuck shit up. Obviously you have your squad orders given by the CiC. Execute them at priority, but make sure it doesn't wipe your squad.


Using your MOVE order is most appropriate when having to do direct maneuvers.
Using your MOVE order is most appropriate when having to do direct maneuvers.


Ultimately, the placement of your squad depends on you. The gut feeling of knowing where to do, when to and not to push will come with time. But a few things can help:


You order to and '''BACK OFF''' when:
* Using your binoculars when rotating to know where the enemy is and isn't
* Using your NVGs at appropriate timings (so you don't yolo into darkness where john lurker is waiting)
* Listening to comms, focus dead on those messages within the lines of "OH GOD QUEEN ON DELTA PLEASE [insert your squad here] GO SAVE THEM '''EAST'''"
* MAP KNOWLEDGE. Know the place, don't be lost, use tacmap.


* You see a tsunami of 'nids coming your way (likely already too late).
=== Extras ===
* Your squad hears the dreaded stomps of the queen.
'''BIND YOUR ORDERS.''' Did you know you can keybind emotes as well as sentences ? It's very useful when you're fumbling around doing stuff, being able to say "PUSH !!" on command. Just be sure to be responsible while using it, spamming it will overdo it.
* The queen is T-rex walking into you.


But HOW ? you may ask ? Well don't you worry, I got you.


You order to and '''PUSH''' when:
First, find your keybinds.yml file, in the game files. Path should be something among the lines of:
[Your disk] (C:)/Users/[Your user]/AppData/Roaming/Space Station 14/data
[[File:Coders.png|thumb|Example of a bound order that when Alt+E is pressed, your character will say "'''PUSH !!'''"]]
Once in there, you will find your keybinds.yml file. You can edit it with the regular notepad app and add whatever you want.


* The Queen just screamed. Nothing can stop you. It's time to make those bugs eat lads and save your brothers in arms.
Some useful commands explained to go with the example:
* You have the full go ahead from CiC and YOU got the feeling it's a good idea.


=== Squad formation and tactics ===
"mod1" makes it so the key you bind after it must be held for it to work
Don't hesitate to think of efficient ways to have your squad deal with the threats she faces, make your own, or ask around, some few of my own experience are:


"key" the key you want to bind it on, if it was just E, it would say "'''PUSH''' '''!!'''" when E is pressed


'''KILL OVER GROUND Tactic'''
"type: Command" it ensures you say the word, as it is basically running a command console


You're here to kill all of them xenos, not push into the gardens because daddy XO wants you to. Tell to your squaddies to make sure to focus on kills rather than holding some shit spot.
"function: say" makes your character SAY something, if you want to emote something, use "function: me"


A good xeno is a dead xeno. The Hivelord you didn't finish off earlier because you stood behind cades might very well come later and acidify your fortress in your back
== Conclusion ==
 
Squad leader is both the heart, brain & voice of the squad, along with one of the most game decisive role. It's up to you to be the ruthless operation finisher through your tactics and formations. Do not forget to communicate, keep your squad together and adjust to threats best you can to keep your lovely gunners in one piece.
 
'''DUAL GUARD Formation (FOB exclusive)'''


Wrangle your marines, know your FOB chokes.
Truth is, anyone can lead. But this role is for those who want to shine brighter at it.


Assign riflemen to choke guard, they go to a specific choke with a cardinal name (E.G "north choke"). They watch with binocs for any sort of contact and are ready to yell "MAJOR CONTACT AT [choke]" in squad radio and back off if needed until support arrives.
And always remember.
 
Excess manpower to support guard, they are to listen closely to radio and guard chokes at their discretion, they MUST move to any major contact reports to cull back the offense.
 
Do note that any special role, such as SGO, WS and CTs may be exempt from those as they already have their specific role to play.
 
=== Extras ===
Use '''Sheep mentality''' to your advantage. A SL is much like a shepperd. A few regulars know you and know to follow you around ? The rest of the flock will.
 
'''Squad cohesion''' is an invisible resource you must keep high. It's lowered by loosing members, spreading out and overall lacking leadership. If low, people will scatter, act on their own and be generally in greater danger.
 
If High, either kept by a good speech, high morale or marines that worked together and trust eachother ? You may very well lead an operation on your own to success. Lasering a queen as she poked out of her vermin hole to try and puncture the glorious unit you're leading.
 
== Conclusion ==
Being a squad leader is not easy, but crucial to get a good squad, both in cohesion and efficiency. The tactics and formations you apply are at your own discretion, but remember : Communicate, keep your squad together and adjust to threats best you can to keep your squad alive.


To go along with that, feel free to make your squad leader an interesting character, charismatic/unique characters are always more pleasant to follow/go along with into battle.
'''You're here to lead your marines to victory, or peril together. Be humble and always seek to improve.'''


'''You are the heart and brain of the squad. You're here to lead your marines to victory, or peril together. Be humble and always seek to improve.'''




Other very good sources on how to be a good squad leader on people that likely know more than me and have for way longer:
Other very good sources on how to be a good squad leader on people that know more than me and have for way longer:


[https://old-forum.cm-ss13.com/old/viewtopic.php?f=135&t=16154 CM-SS13 Forums]
[https://old-forum.cm-ss13.com/old/viewtopic.php?f=135&t=16154 CM-SS13 Forums]

Latest revision as of 22:25, 12 September 2025

"Alright, alpha, we’re pushing nort- wait, where is everyone? Is my squad only made of 5 people? Space Jesus Christ did they all get kidnapped? Where did everything go wrong?"

You might have found yourself in that case, wanting to be a charismatic leader and either ending up as one of the first squad casualties or just as lost as every other member of your squad.

This guide is here to teach YOU how to become the squad leader you've always dreamt to be.

Gear & Features

As a squad leader, you have access to a lot of limited, better gear and skills for free, contrary to the humble rifleman. Some of note are:

  • Cheap access to an RTO pack, grab it.
  • Cheap access to a whistle, grab it.
  • A free B12 armor. Upmost robustness.
  • A 25P cost pair of NVGs, with a battery of 10 minutes. (They can be recharged at a recharger once screwed out of the helmet)
  • A Medical skill of 1, letting you use auto-injectors instantly.
  • Large pouches for days.

Along with that, you have the most basic leading skill of one. Which may be transferred on and off to whoever is given the acting SL (or aSL for short).

Those allow you yell out orders, in the form of a temporary buff. They free but have a medium-long cooldown.

They grant a small buff to the friendly entities around you (you included). Both scale depending on the caster's leading skill.

Issue order - Move | Grants a small movement speed bonus

Issue order - Hold | Grants a small damage resistance bonus

Issue order - Focus | Grants a small accuracy bonus

How to lead

Right, all is well, we are geared, what about the actual job, what do we do?

You're leading a squad of 20 crayon eating maggots that will do their best to ignore you. And thus, the crucial part of being a squad leader is to be heard. Once people listen to you and your orders, everything should go well, normally, would you know what you’re doing.

Good thing is, because you're a leader, you talk BIG. and when I mean BIG. I MEAN IT (see Example 1). Which allows you NOT to spam ALL CAPS WITH !! to have better visibility when talking.

Example 1

How to be heard

Then, how do we take advantage of our GRAVE voice ? Here's how:

  • Use LOCAL chat (see Example 1). It ensures people see orders easily
  • Give SHORT orders, ones that can be read in a pinch and understand, such as the holy SL trinity: "HOLD","BACK" and "PUSH"
  • Use your whistle as an audio cue for people to LISTEN
  • Repeat the order if needed. Better twice than never. Do NOT SPAM, the more you do it, the more annoying and less efficient it gets.


Now you know how to makes the goon hear what you want. But how do you make them truly LISTEN ?

Charisma & You

You know what to say, but that's not all. You need to gather an invisible resource called "squad cohesion". Imagine it as a permanently depleting morale bar that you want as HIGH as possible at ALL times.

To keep it up you'll can:

  • Talk with your squaddies, don't leave them hanging, ever.
  • Hype them up pre-drop. A hyped squad is a deadly squad (A squad brief is perfect for that. Do it before brief, in dropship, or on ground, but then keep it short.)
  • Compliment your squaddies, if they know they're doing a good job, they'll keep doing it.
  • Have regulars stick to you, that will come with time by sticking to a squad. The more with you, the more will stay, through sheep mentality.

Alright, that's cool and all but how to be the bold charismatic guy ? Don't worry, I also got you:

  • Stay in character, stick to a personality (as one should). Be that one cold spec ops dude, or a caring father to his unsuspecting, crayon eating children. You get the idea
  • Skill brings trust. If you show marines you are good at your job, be it getting kills, communicating well or doing good rotations, people will naturally follow you.

God's finger (Point spamming)

"I POINT, you KILL, BREACH and MOVE. CLEAR CHARLIE ?!"

If you never noticed, most "leadership" roles have a special pointing arrow. By base, it's green. As a Squad Leader, yours will be BIG and of the color of your squad.

Why is this important, you may ask ?

Because this is the biggest tool to make people do what you want, go where you want to go. The tech humbly called "Point spam"

It consists of getting people's attention, then just pointing where you want to: go, shoot, or destroy. It works all the time, is very visual (WAY better than trying to get people to listen).

You see resin ? Point at it and go CHOP IT !

You want your squad to go there ? Point the path nonstop to them

You see big evil bad you want to push ? Charge and point, or charge and shoot.

Strategy planning

This part will cover the more "strategic" part of playing squad leader. Whilst than the previously given basics, it is the key to ensuring you're doing your part to turn that crashing operation into a GLORIOUS MARINE MAJOR, OORAH!

Orders and you

A single squad going AWOL and pushing a spot away from others without being ordered to can and has on many occasions ruined operations. As a squad leader you are one of the five major pillars that may shift game's outcome in the marine's favor. The four others are composed of the other SLs AND the commander. Said commander will give your squad orders that are made for the operation's sake. No matter your rank, you SHOULD follow it. Unless it is unlawful, such as a suicide charge, if so per marine law you may refuse the unlawful order by stating why.

Comms - communication? The talk.

Just as it is important you talk to your squad, it is important you talk to the eyes in the squad, the CIC. They have the big picture (most of the time), and if they know what you're doing, they will (hopefully) adjust things to ensure that you can kill those dirty bugs, together. Together? As in every marine. Because you're not alone. There are three other squads with three others leaders (not as good as you, because you've read this and they haven't, obviously.) but still.

Use a phonepack if comms are down, else give regular status reports in the command channel or in your squad channel. Hell, Queen's dead thanks to your men? Type me that

":v Charlie got the queen kill. Pushing further."

Along with this, as the squad leader, you're generally expected to know better how to call Orbital Bombardments. You spawn with a laser designator which when switched mode, can turn into rangefinder mode. Use it where you want the entire area to be flattened and share the coordinates.

BE VERY CAUTIOUS WHEN ADJUSTING COORDINATES YOURSELF

Pushing? Backing? What, how and why.

Those dirty 'nids are smart, but you're smarter. You want to know when it's the right time to go in and fuck shit up. Obviously you have your squad orders given by the CIC. Execute them at priority, but make sure it doesn't wipe your squad.

Using your MOVE order is most appropriate when having to do direct maneuvers.

Ultimately, the placement of your squad depends on you. The gut feeling of knowing where to do, when to and not to push will come with time. But a few things can help:

  • Using your binoculars when rotating to know where the enemy is and isn't
  • Using your NVGs at appropriate timings (so you don't yolo into darkness where john lurker is waiting)
  • Listening to comms, focus dead on those messages within the lines of "OH GOD QUEEN ON DELTA PLEASE [insert your squad here] GO SAVE THEM EAST"
  • MAP KNOWLEDGE. Know the place, don't be lost, use tacmap.

Extras

BIND YOUR ORDERS. Did you know you can keybind emotes as well as sentences ? It's very useful when you're fumbling around doing stuff, being able to say "PUSH !!" on command. Just be sure to be responsible while using it, spamming it will overdo it.

But HOW ? you may ask ? Well don't you worry, I got you.

First, find your keybinds.yml file, in the game files. Path should be something among the lines of:

[Your disk] (C:)/Users/[Your user]/AppData/Roaming/Space Station 14/data
Example of a bound order that when Alt+E is pressed, your character will say "PUSH !!"

Once in there, you will find your keybinds.yml file. You can edit it with the regular notepad app and add whatever you want.

Some useful commands explained to go with the example:

"mod1" makes it so the key you bind after it must be held for it to work

"key" the key you want to bind it on, if it was just E, it would say "PUSH !!" when E is pressed

"type: Command" it ensures you say the word, as it is basically running a command console

"function: say" makes your character SAY something, if you want to emote something, use "function: me"

Conclusion

Squad leader is both the heart, brain & voice of the squad, along with one of the most game decisive role. It's up to you to be the ruthless operation finisher through your tactics and formations. Do not forget to communicate, keep your squad together and adjust to threats best you can to keep your lovely gunners in one piece.

Truth is, anyone can lead. But this role is for those who want to shine brighter at it.

And always remember.

You're here to lead your marines to victory, or peril together. Be humble and always seek to improve.


Other very good sources on how to be a good squad leader on people that know more than me and have for way longer:

CM-SS13 Forums