Now for something we’ve all been waiting patiently for! Okay, okay… maybe a massive bit of hyperbole there on my part, but to me the exaggeration is closer to the reality of how I feel about this.

Squad fans, especially those from the British Isles are excited after having been given more of a look at the upcoming addition to the conventional armies of the game. Something that has been in the works since the Kickstarter campaign first began back in 2015. Today I’m going to take a look at what is in store for us fans and what we can expect from the British army faction. I have to say it’s seeming very good to me indeed and it looks like the team of developers from Offworld Industries have been having some fun along the way;

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Alongside the new addition of the British army I’m going to check out a few of the other upcoming updates due this year, that I haven’t yet touched upon. As well as a couple of thoughts and suggestions my pals and I have had on what changes we might like to see implemented.

 

 

The British Army

Okay … yes of course I am biased but the British army coming to squad is a big deal. I now get to play around with the kit and weaponry that the army of my country uses, as well as some of their pretty cool looking vehicles! Despite my obvious bias, it has to be admitted that objectively this is going to be good for the game all round in adding more diversity to it.
Check out this sneak peek at the funky looking British army truck;

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Here’s a little preview of a run-around with a British soldier, showing off the SA80 sights (I believe) and the British LSW (Light Support weapon) with its SUSAT sights, a 4×4 magnified scope which was developed by and still largely used by the British;

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The uniforms are looking spot on as does the weapons and the truck, in fact everything I’ve seen so far. They’ve done great with the models and I can’t wait to get to a grip on the look and feel of their vehicles, equipment and weaponry to see how they all handle, look and sound. As well as what their FOB builds look like, I wonder how they’ll add a British touch to them. This is the update I am most looking forward to but now let us take a look at more great updates due to come this year.

 

Brit 2.jpg

 

 

More Models For Insurgent Forces

Adding more variety to the models of the insurgent faction is a very important thing to do and I’ll tell you why. This will better reflect the look of these unconventional military groups, further adding to the realism of the game through mirroring the real world. These unprofessional military units are usually more of a rag tag militia of civilians turned fighters and so have random equipment and limited uniforms, if any. This will do wonders for the immersive realism in the visuals of the game and I can’t wait to see them out and about when they’re released.
Boy are we in for a treat as in my opinion the models are looking pretty tasty and capture the authentic middle-eastern militant aesthetic chic, if you will;

 

 

Insurgent 1

Insurgent 2

Insurgent 3

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Insurgent 5

Insurgent 6

 

 

As you can see from these pictures there is some nice variety that captures the truth of the forces much more distinctly. They truly look like the casual civilians turned fighters that a great many on the battlefields of today are in that sphere of conflict, swept up into the wars that have enveloped their nations.

 

 

Up-armoured Technicals

Another update for the insurgents this time with regards to vehicle types, with the adding of makeshift up armouring on some Technicals. This emulates the grim reality of the real world conflicts in the Middle-East, as these feature heavily in the arsenal of jihadist and rebel groups, using whatever engineering knowledge, equipment and scrap metal at their disposal to make their weaker vehicles stronger. Resulting in some mad max style post-apocalyptic looking armoured get ups. Allowing their vehicles to withstand more punishment as well as ensuring their VBIEDs (vehicle borne improvised explosive devices) get closer to the kill zone and in so doing, making them miles more effective.

 

Uparmoured real 1

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Here are some pretty tame and rational looking versions, but these vehicle creations that were spawned out of war necessity range on a spectrum of pretty well done as above, to just plain bizarre. Here let me illustrate that end for you;

 

 

Uparmoured real 3

 

Seems more Star Wars than our wars don’t it?! So what are the developers of Squad offering for our insurgents’ vehicular arsenal? Let’s take a look and find out!

 

Technical 1.jpg

Technical 2

 

Pretty dead on and true to life looking, these vehicles will operate differently to how the less armoured bog standard techies work at the moment. Instead of being fast and unable to take much punishment, more suited for fast drop offs, careful support and extractions. These uparmoured versions will trade speed and handling for the ability to take more punishment. Making them much better for sustained support and perhaps even challenging the better armed and armoured conventional faction vehicles. That is … if you get the drop on them or drop in on them with an IED attached ready to blow.

 

 

Guided Missile Systems

Squad is getting its first guided missile systems introduced this year, in the form of the BGM-71 TIW, complete with a long distance magnification sight. It will be a bane for vehicle drivers but a much needed defence for infantry that will find them very useful on American FOBs, as the US are the faction these will belong to. All too often one vehicle can bring a badly or even well placed FOB to its knees even with anti-tank infantry, so perhaps these will give a bit more of a bite to FOBs under fire from vehicles. They can fire over a very large distance very accurately, can’t wait to see them flying through the air taking out the Russian 30mm BTRs. They’ve been destroying me recently and I am still holding grudges.

 

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Tow 2

 

Here’s a Gif of what the optics look like and how it fires;

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Heavy Machine Gun And SPG Optics

Both conventional factions are getting kitted out with better optics for their heavy machine gun classes. The US M2A1 Browning will get an M145 ACOG scope optic;

 

Machine gun optics 2

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And the Russian NSV will get an SPP optic for their heavy support weapon;

 

Machine gun optics 1

 

Now I absolutely love ‘laying down some hate’ with these high round capacity fast firing killing machines, they’re great for suppressing enemies who are attacking or those your squad are attacking. It’s a versatile support weapon and now with optics will become even more effective and accurate as it can be hard shooting with iron sights beyond mid-range. Especially if you’re as awful as spotting enemies as I am, that’s why I always favour optics and am looking forward to getting a go with them as I spray hot lead to better effect.
As well as the heavy MGs getting optics, the SPG is going to get a new optic that will make it much more accurate and easier to use at range. Something I find will be welcomed since your first shot must count, with the length of time it takes to reload and all. Now you can judge range and target better giving you more chance of getting that first shot on. Check out how the optics look and what looking down the sight looks like below;

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Realistic Armour Thickness

Another update for the realms of realism – relative vehicle armour thickness and how well it would withstand being hit by munitions. Meaning vehicle drivers will have to consider what areas are exposed and be mindful of enemy movements in efforts to reach a clear shot of their weak spots.

 

wastefulshockedasianpiedstarling-size_restrictedfantasticmajesticarcticfox-size_restrictedConversely anti-tank classes will need to be wary of where they’re hitting the target for maximum efficiency. A nice touch bringing more aspects of MilSim realism and tactics into play.

 

New Maps And Updates

It’s clear that Offworld must be perfectionists or at the very least care about their game and its fans enough to constantly be improving and updating things. I like this, as they stated in their press release ‘with a new year comes a new year of mapping!’ To those who play the same map rotation over and over again and possibly getting a little tired of them this will be a god send.

The map Kohat is being expanded to improve areas that are empty and providing more variety alongside more capture points. The most exciting addition I think is the proof that the plan to add helicopters is coming closer to fruition! A new US army FOB is going to be put in …. complete with HELICOPTER LANDING PADS!!!! Get in.

 

Kohat

A number of other maps are being expanded and retrofitted in areas, adding more in buildings and ruins as well as new roads to make vehicles more utilisable and able to move quickly with more options. A new map known as Kamdesh Highlands is also in development with the subject matter being a rugged area of Afghanistan featuring lush pine forests and hilly terrain perfect for ambushes.

 

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  There is also some news on what has been a project in the pipeline for quite some time, the map Fallujah. They are moving on to the second phase of creating the city working on large buildings that will reside in the city centre. Looking to be ready by the end of the year, so check for monthly updates. The layout below shows it’s a pretty urban map, with heavily built up areas.

 

 

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Thoughts And Suggestions

Sometimes my buddies and I like to play in smaller tight knit squads and not have to deal with the hassle of leading a full squad of random people who often don’t listen or are back seat squad leaders. We got to thinking perhaps there should be a number of different squad types and set ups. Say a dedicated 4 person Anti-Tank team or perhaps a 6 person vehicle squad with drivers, gunners and support infantry for two vehicles. Just an idea that might add a little bit more flexibility in what type of squad you can play as effectively with smaller numbers.  I don’t know what people think about this one, if you have any thoughts feel free to leave a comment.

Another thought was more randomised patterns and variants in capture point progression in already existing maps, this would keep them fresher and give a different playing experience with each different layout. Not a massive issue and seems to be something that the mapping team are constantly working on as noted above. However just a thought that would keep older maps feeling newer without having to develop or build too much, less work but with similar effects to tide us heavy players over between expansions and new maps.

 

 

Clearly Squad is an ever developing game that does justice in capturing the look and simulated experience of some of the biggest contemporary theatres of war. It really aims to be authentic with enthusiasm and zeal and just looking at what they have planned, they’re hitting the mark. I’m just so eager to see what else they’ve got envisaged for this game and its future with every announced update, I can’t wait for the next, despite the game being great as is Offworld Industries just keep making it better.

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A freelance writer and blogger living on the south-coast. I write about the world of video games on my current blog. With a focus on RTS/FPS military PC games.

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