Core problem: matches are lost when the team has no usable spawn near the fight. Commander and Squad Leader exist first to keep a spawn network alive, Outposts for your squad, Garrisons and NVA tunnels for the whole team, then talk so those spawns stay up. Gunfights come after that.

Who Does What

Squad Leader
Your squad's spawn and the team's Garrisons
  • Place and replace the Outpost (squad-only, no supplies, fastest wave). That is your first job every time you move.
  • Build Garrisons when supplies are on the ground. Do not wait for Commander to walk over and do it. Community matches die because SLs treat Garries as "Commander's job."
  • NVA SL: also place tunnels and connect them (to another tunnel or a Garrison, max about 400 m). Only SL and Commander can build or modify tunnels.
Commander
Own the team spawn net
  • Ping where Garries go, drop supplies or send a truck or helo, order SLs to build, keep a reserve supply pile ready for the next Garry when the current one dies.
  • Keep at least a layered set: one near the held point, one for the next push or flank, one fallback. Vietnam jungle plus tunnels punish single-Garry teams.
  • Place your own Commander OP so you are not stuck walking from HQ while checking backline tunnels or dropping supplies.

1First 5 Minutes, In Order

2Key Decision Points

OP placement
On the cap vs off the cap
Attack: off the main sightline, about 100 to 150 m, on a flank trail or tree line, not the road everyone already dies on. Defense: 50 to 75 m behind the line covering an approach, not in the middle of the circle. Last stand: on the edge of the hard cap if you must, accept it will die.
Garrison zone
Blue-zone vs red-zone Garry
Friendly (blue): cheaper, only locks if an enemy is almost on top of it. Unlocked enemy (red): 100 supplies and locks from much farther, about 100 m. Do not plant it on the enemy point. It locks instantly and wastes the crate. Put it outside the four squares around the cap, preferably on a flank.
Rebuild order
When the net collapses
Rear Garry first, then new OP, then the next forward Garry. Walking from HQ while arguing in command chat is how you lose the sector.
NVA extra
Tunnels as the unseen spawn
Tunnels are free but 5-minute cooldown, cap about 12 (15 with a Commander ability). Connect tunnel to tunnel or tunnel to Garry within 400 m. A tunnel behind a US push is the spawn they cannot see from a helo. If a sector flips locked-enemy, those tunnels die, rebuild after.
US extra: use helo or supply drop to seed a Garry you could not walk supplies to. Do not dump crates on the cap, dump them where an SL can build in cover.

Common Mistakes

If you only do three things this match: keep an OP up, keep two Garries alive, and have a crate waiting for the third. That is the duty players are actually arguing about.

Videos That Show the Spawn Job