Post Scriptum Wiki
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This page serves as basic How to Play guide for Post Scriptum for beginners in the game.

Start Playing[ | ]

1 - Pick a side :[ | ]

At your first connection into a server, you'll have to pick a side, more precisely a regiment. However, in servers protected by an autobalance, you might not be allowed to switch teams, if you joined the server in the middle of a game or the teams are unbalanced.

2 - Pick a section :[ | ]

When picking a section, you will be presented with a screen showing the map of the battlefield with a set of tabs in the top left. Once you have selected a team, you should click on the Squad tab and join one of the squads with a free slot or create a new squad by clicking the "create" button. For further information on each role, check the gear page where all the sections and roles are explained. The options you have in roles and equipment depend on the squad you join and the number of players in that squad. You won't be able to create a squad by yourself and have access to all equipment options.

3 - Pick a loadout :[ | ]

Once you have joined a squad you can select a loadout. There will be another tab just right of the section one, click it and the panel of roles will appear where you will be able to pick a role and its loadout, with the shaded roles meaning that the role has already been taken (or too many specialists roles have been taken). You'll be equipped with the gear going alongside the role you just picked (you will have a detailed image of your equipment when you click on the role). Once that's done, you can finally select a spawn location directly on the map. These appear as yellow flags with a ring around them. There can be up to 4 different spawn types; Main base spawn, Mobile Spawn Point, Forward Operating Base and Regroup Call spawn. Each of those will have a different respawn timer when you die, with the Mobile and FOB spawns having a longer one than the main base. Also, be warned that some spawn locations can be overrun by the enemy if they are discovered. Listening to your squad or watching the map in order to choose the best respawn point is crucial. Once you have selected a location, click the yellow spawn button at the middle-right of the screen.

Game Modes[ | ]

Offensive :[ | ]

The most common game mode; One team (Attackers) start at their main base and have to capture all the points on the map, while the other team (Defenders) have to defend them until the timer runs out. Each team may also win by depleting tickets of the other team.

Attacking side :[ | ]

To capture an objective each team has to be outnumber the other in a cap zone, with the capture point progress circle in the middle filling with each team's respective flag. Once the circle is full, the point is considered taken. If you succeed in capturing a flag entirely, it will be locked and the enemy team won't be able to take it back. It is at this time that the next objective becomes available, with a short cooldown before the attacking team can capture it.

Neither team is restricted in their movement around the map, so it's not uncommon for logistic squads to flank around and prepare Forward Operating Bases (FOBs) or an infantry squad to place a rally point near objectives. This results to ambushes being common between spawn location and objective to cut off resupply lines.

Defending side :[ | ]

As defender, it is crucial to try and keep a good defensive position alongside your squad. Listen to your squad leader and don't go too far from a flag cap zone if the enemy is near the objective. Also, if you're too far from your squad, medics will have a harder time reaching you in order to revive you. Your goal is to bleed the attacking teams tickets or delay then long enough so that the match timer runs out. Look around the objective and try to detect large enemy force coming from one side, it could mean that a FOB / MSP / rally is placed in the direction the enemy team is coming from while reporting it to your squad leader. Communicate with your squad if your position is being overrun or let them know that you are not being engaged.

Advance and Secure (AAS) :[ | ]

Both sides spawn at their respective main bases and all the objectives on the map are neutral, waiting to be captured. At the beginning the two teams will usually rush for the farthest objective, leaving 1 soldier on the closest objective in order to set a frontline as far as they can.

In this mode there, both teams are attackers and defenders at the same time, as they will both attack the enemy flags at the same time, while they are trying to protect their own.

Random Advance and Secure (RAAS) :[ | ]

A new game mode was introduced with Patch 4.21 called "Random Advance And Secure (RAAS)". Random Advance And Secure works much the same way as the regular Advance And Secure (AAS) game mode does, with both teams attacking and defending capture zones across the map.

With Random Advance And Secure capture zones are randomized each time the game mode is played, making for a much more diverse and replayable experience. On top of that, the capture zones that you can’t capture are hidden in the fog of war, making them invisible until you are allowed to capture them. Once they are revealed on the map they will stay permanently visible for the rest of the game.

Basic Gameplay[ | ]

This game is made for realism, so you'll have to take into account bullet drop and breathlessness if you're out of stamina. Use vegetation and buildings as cover. Stay with your squad and near your medics. You'll be more accurate if you shoot while in the prone position. To restore your stamina, every soldier in their loadout has a canteen, with which stamina can be replenished faster than not moving.

Before shooting, be sure of your target; When you aim at a target, their names will show up if they are an ally. However, this does not happen at long ranges, so trying to confirm by observing your map or by learning the uniform of each team. In case of a teamkill, it is common etiquette to apologize.

When shots land near you, your screen will darken, indicating you're being suppressed and your character is experiencing shock. This enables players to "suppress" targets in order to make it difficult for them to fight back and aim accurately. You can help your team when assaulting an objective by just firing in the direction of the enemy and making sure they cannot fire back accurately.

Main controls :[ | ]

Use your mouse to change direction.

"W" to walk forward.

SHIFT + "W" to run forward

"S" to walk backwards

"A" to move sideways left

"D" to move sideways right

"Z" to lie flat on the ground or stand back up again

LMB to shoot or to chamber a new round in a bolt action rifle.

RMB to aim down the sights.

SHIFT to steady weapon and zoom.

"R" to reload your weapons.

"X + mousewheel up/down" to zero your sights.

"Y" show compass.

Rifles:

"C" Fix bayonet.

Machine Guns and Handheld Mortars:

"C" near a hard surface or when prone to set up bipod for MG/Light Mortar.

Wounds and Death[ | ]

When you are wounded you can make use of the bandages in your kit but it will only heal you back to 60% unless you are a medic. Medics can heal themselves and other soldiers up to 100%. Select the bandage and then hold RMB by default until the animation is finished, to use it. You can bandage your allies by holding down LMB by default.

If your screen has a red tinge and is pulsating with color, it's an indication that you are bleeding. A bandage must be applied soon or you will bleed out.

Medics are able to revive "dead" players by using their syringe. Every role comes equipped with 1 syringe in their loadout making them able to revive 1 player. The syringe will revive a dead soldier, however, they will still be wounded, needing a bandage to be stabilized. Medics can see icons of wounded/dead soldiers in their field of view and in their map. When a player dies they will be notified if any medic is within a 50m radius. If there is no chance of being revived, a dead player can "Give Up" and spawn again, at the cost of 1 ticket to the team.

Guide to Infantry section[ | ]

Squad Lead[ | ]

In Post Scriptum tactical teamplay is everything. The squad leader is the key-role in it. They coordinate the roles of their squad, its actions and movements on the battlefield. If they misuse their unit, the squad can have a minimal effect on the match. An experienced squad leader on the other hand can turn the tide of battle.

Communication is the squad leader's main task. He has access to Squad, Local, and Command radio channels. This, however, creates a huge amount of information that needs to be processed and passed. To reduce the load of information to and fro squads in the Command Channel, each Squad leader has the ability to address the Platoon Commander and other squad leaders directly, by use of the direct channels (default Numeric Keypad 0-9).

In addition to communication between squads, the squad leader also has to lead and coordinate his squad on the battlefield. They can deploy Regroup Calls (Commonly referred to as "Rally point" by the player base) which serve as respawn points for their squad. To set one (default T) they need to be near a radio, radio-operator or at least 2 squadmates (not including the Squad leader). Regroup Calls have to be placed with caution. Nearby enemies can reset the placing timer, disable the spawn function or destroy the rally with the use of explosives. Every Regroup Call has a set timer which has to be refreshed by standing near the rally, through a radio such as the ones at FOBs or a radio-operator (default T).

It should also be noted that, through the command menu (default T) you can set markers for your team and commander. It is very important report the positions with both markers and through use of the radio. This will make it easier for the Platoon Commander and other Squad leaders to strategize around the enemy team's movements. Checking your map for markers can also help you avoid friendly fire from mortars, strafing and bombing runs. Stay in contact with the armored sections as they can help break through critical defenses or fight off enemy tanks through accurate markers and communication.

Last but not least, a key task of a squad leader is motivation. They have to communicate with their squad and encourage it in difficult times. It is critical to have an open ear for criticism and ideas but also be able to maintain discipline. A squad leader cannot perform fully if they allow their squad to be scattered across the battlefield with no cohesion.


Official infantry tutorial.


Regular infantry[ | ]

The regular Infantry is the backbone of the teams in Post Scriptum. Regardless of the specific role, the main duty of every infantryman is to stick with their squad and follow orders. The key to success is communication. Every infantryman has access to the Local and Squad channels. It is important to communicate enemy positions and movement, friendly wounded players or deaths to help your squad leader have a better grasp over the situation at hand. The different roles are essential to the squads success in different situations. It is crucial to play the role the way it's meant to be played, however creativity can often result in outstanding results. After joining a squad, every player should ask the squad lead what roles are and the squad's general strategy.

The roles in Post Scriptum are dependent on the map and team. Some factions have different roles than others, however the following list should be applicable to most roles and factions:


Rifleman: The most common role in the game. A rifleman's task is to bear the brunt of the battle. They have to engage the enemy and follow the objective. Most riflemen are able to drop one box of ammunition for teammates and build small sandbag walls.


Field Medic: One of the most important roles in a squad. The medic is responsible for saving teammates and tickets, through healing and reviving fallen players. Revive unconscious players with the syringe and heal wounded players with bandages. Prioritize squad leaders, radiomen and other medics when it comes to reviving. The medic is an important role and should avoid being in the middle of firefights.


Automatic Rifleman/ Machine Gunner: This role needs to be handled with awareness of the general situation. The machine gun is important for suppressing enemy squads. It is the key for offensive movements of the squad and for defending critical positions. A machine gunner on the wrong position can lead to a failed attack, caused by not having suppressive fire. A well placed machine-gun can suppress several enemy squads and support friendly approaches or drag enemy attention from the real advance for diversionary tactic. It is crucial to stay in contact with your squad's riflemen for ammunition resupplies.


Marksman: The marksman role is best played as recon. By breaking away from your squad and conducting recon, a marksman can save their squad from running into ambushes and support it by picking off enemy machine gunners or snipers. Due to usually being away from medics, a marksman has to be very careful and should not reveal their position by staying in one place for too long. If utilized effectively by their squad leader, a marksman can reveal the positions and tactics of the enemy team.


Anti Tank Infantry: The AT's main role is hunting enemy vehicles. They should stick to the squad and support it but should be ready to break off and hunt enemy vehicles when the opportunity arises. It is important for an AT rifleman to be knowledgeable on vehicle weak-spots and how to attack them.


Sapper: The Sapper role has access to devastating explosives. Their goal is to destroy key barricades, FOBs or enemy emplacements. However, the sapper is not a front-line role, despite usually being equipped with a submachine gun and should prioritize objectives over firefights.

Grenadier: The grenadier is equipped with extra grenades and most of the time rifle grenades. They are able to lay down smokescreens and clear buildings from a safe distance by use of their high-explosive rifle grenades.


Radioman: The radioman is the second in command and should always stick by the squad leader. Without a radio nearby, the squad leader can't refresh regroup calls and will have a harder time setting new ones.

Guide to Logistic section[ | ]

Squad Lead[ | ]

The Logistic Section consists of different Combat Engineers responsible for organizing supplies, fire-support, sabotage, constructing FOBs and emplacements. Logistic sections should not be taken lightly, even if they only employ 4 members. The logistic squad leader should always be aware of the team's strategy and stay in contact with all other squad leaders. The main tool of the logistics section is the construction truck, (commonly referred to as "Logi Truck" by the player-base) which carry supplies that can be exchanged for buildable assets. It is recommended to always have supplies at the ready by keeping the logistics trucks filled by making "logi runs".

The logistic section has two different playstyles: defensive and offensive.


The Defensive playstyle is needed when being part of the defensive team, but can also be useful for setting defensive emplacements around offensive FOBs. As part of the defensive faction, the logistic section has to build defensive emplacements and reinforcements around the objectives. It crucial for the logistic section to set up an efficient defense by balancing powerful and costly assets with weaker but inexpensive ones. On some maps FOBs can be built to support the defensive capabilities of the team or set up a second defensive position in the flank of the actual objective. Always make sure the advancing enemy can't use your emplacements to their benefit. Beware of the firing angles of emplaced guns and the direction they can effectively cover.

Make sure your tank sections get a repair station at a location of their choice and ask them for positions of obstacles and anti-tank mines, in order to not block their strategy but compliment it.

It is paramount that your team has enough ammunition and supplies for further emplacements built by squad leaders at an objective. Once that is done, retreat and prepare the next objective, so that your team can fall safely.


Offensive playstyle is needed when being part of the offensive team. Your main task is to set up FOBs in safe places, which allows your team to attack from multiple sides. Losing your FOBs can be the difference between a victory and a defeat, as they take a considerable amount of time to be replaced. Poor FOB placement can lead to heavy casualties due to your team being in the open when facing well covered adversaries. Forests and thick vegetation are prime places for a FOB in order to keep it hidden, however, construction trucks often give away the position of such FOBs. Beware of losing the element of surprise over time and your team's mobility in choosing an attack path. In the worst case, your team can get stuck near the FOB from a counter attack, tank fire or artillery barrages, taking devastating casualties in the process of breaking out.

Once the FOBs are set you can support the attack with mortar-fire. Choose a well concealed position behind friendly lines for a mortar emplacement and stay in contact with your infantry sections and Platoon Commander, to cover your team's advance with high explosive fire on enemy positions or by setting a smoke screen. To effectively land your shots, use your map and the formula for calculation of the hypotenuse between your position and the target. Get one section member to an overwatch position or stay in contact with other squads to correct the shots into the target and avoid friendly fire. There are several video tutorials for using mortars in Post Scriptum.

Logistics infantry[ | ]

Engineer Medic: The main task of the medic is still building up emplacements due to the circumstance that the logistic section usually has no contact with the enemy, however, they can be utilized if the logistic section is called upon to use its AT capabilities to break cover and sabotage roads behind enemy line. In that case it is best to team up with the section's AT engineer to successfully perform this task.


AT Engineer: The AT engineer has access to anti-tank mines (equipped with 1, stacks at 2 deployed). Their placement and location should always be communicated to the squad leader. Poorly placed AT Mines can block or even endanger friendly units and lead to friendly fire.


HE Engineer: The HE engineer gets a powerful explosive charge which is best used in destroying enemy assets and light vehicles or immobilize enemy tanks. This class can be used in an offensive role hunting and sabotaging the enemy logistics section, always with permission from the section's squad leader. Due to the low count of engineers in the logistic section, a digging shovel or rolling truck can be more important than being on the frontline.


AP Engineer: The AP engineer gets anti-personnel Mines (equipped with 2, stacks at 4 deployed). They can be placed at critical places to create strategic bottlenecks, however, beware that you can also block the way for your own teammates with poorly placed AP mines so it is highly recommended to communicate their placement to your squad leader.

Guide to Armored section[ | ]

Tank Commander[ | ]

The tank commander is the most important role in an armored section, as he is the eyes and ears of each vehicle. Their main role is to not only guide their vehicle to where it is needed, but to also report the movement of enemy infantry and vehicles back to their team. A good tank commander needs to be aware of their surroundings, their vehicle's position on the battlefield in relation to both their team and the position of the enemy. It is paramount for infantry and other armored sections to communicate, as an armored section has that no information on where the enemy is, will underperform severely. It is crucial to always be on the lookout for the next target while the vehicle's gunner is engaging a different one, in order to reduce the time the vehicle is idly looking for targets.

Driver[ | ]

The vehicle's driver is tasked with following directions from their tank commander, or in the case of one being absent, the commands from the vehicle's gunner. An experienced driver can be the difference between your vehicle winning an engagement unscathed and your vehicle being destroyed in mere seconds.

Gunner[ | ]

The gunner controls the vehicle's main gun and coaxial machine-gun (wherever one is present). They are tasked with following engagement directions from the commander and must be experienced in tank vs tank combat. Learning the way the vehicle's main armament behaves will make it easier to win engagements, land shots over long distances and give danger close support to your team.

Machine-gunner[ | ]

The machine-gunner is responsible for the anti-infantry defense of the vehicle. Armed with a machine-gun, they are tasked with keeping enemy infantry away from the vehicle. They are paramount in laying down suppressive fire, taking out snipers and AT infantry that is threatening the vehicle and keeping the enemy away from windows and buildings. While it is not the most important role of a vehicle, the machine-gunner is a much needed role for infantry support vehicles.

Guide to Platoon Commander[ | ]

The Platoon Commander's job is to organize their team, by relaying information to squads, assigning different squads to defend different objectives and points of interest and to provide support by utilizing fighter and bomber planes and heavy artillery. To use these support assets, the commander needs to be near a radio. A radio can be located at the team's main base, but they are also provided with a command vehicle that has a built-in radio, which can be used even when driving. A FOB or an infantry radioman will also give access to the support assets. To access these, you'll first have to bring up the map by pressing 'Enter'. Pres RMB by default on the minimap where you want to use your call-in, which will bring up a menu that shows supports and their respective cooldowns. The commander has access to 3 fighter planes, 2 bomber planes, smoke and HE artillery support. Each support has its own menu; Fighter and bomber planes can be ordered to attack from a specific direction by clicking on the compass on the top right of the support menu.

High-Explosive and Smoke artillery can be adjusted in spread and number of rounds fired. The higher the number of rounds fired, the longer the reload cooldown will be. Do keep in mind however, that each team has only a small pool of HE and Smoke shells available and overuse will deplete them quickly.

Other[ | ]

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