These are the preparations you can make before giving out orders.
Resetting to Warpgate
Have the entire platoon line up at the warpgate to 1) re-establish cohesion by kicking disobedients not at the warpgate 2) check for volunteer squad leaders to replace tired squad leaders or open up a new squad 3) check for volunteer platoon leaders to replace you if you want to step down 4) give the platoon a short break before the next campaign 5) advertise FU inside the platoon with a spiel and outside the platoon with the lines. You should reset the platoon at least every 45 minutes or whenever the platoon switches continents.
Rebalancing the Platoon
To keep each squad combat effective, regularly shift platoon members around to ensure that each squad has a similar number of players and at least one Commissar (cohesive non-SL with a mic). If you want to grow the platoon quickly, aim to keep each squad at 11 players to maximise the intake of new players joining.
These are the six main orders you will be giving to squads.
"Attack this base"
Flexible order for a squad to attack a base. Typically, the squad(s) should start by air-dropping the point, air-dropping a tactically important building or using a soft spawn option, but it is best to leave the tactical decisions to the squad leader(s). Remember to place a waypoint.
"Defend this base"
Flexible order for a squad to defend a base. Typically, the squad(s) should start by air-dropping the point or using a hard spawn option, but it is best to leave the tactical decisions to the squad leader(s). Remember to place a waypoint.
"Drop this position"
Strict order for a squad to drop a particular position, usually the point or an enemy soft spawn. Remember to place a waypoint.
"Pull air transport"
Strict order for a squad to assemble in air transport at a particular position. This order can be adapted into any of the above orders as the map situation develops and offers an opportunity for squads to regroup.
"Pull armour"
Strict order for a squad to pull armour and clear a particular area. This order is essential for gaining armour control, but should be used cautiously as it a large nanite investment that hampers a squad's mobility.
"Pull logistics"
Strict order for a squad to pull logistics and set them up at a particular base. This order is essential if you want reinforcements when attacking the base in question.
Opening a platoon early is key to capture players before they are eaten up by the 'zergfits'
Hold down the Q-spot on players who appear interested in what you're doing. These may be players looking in to or joining the Warpgate formations, hopping into squad vehicles or working with the platoon in point holds.
Everytime a squad fills up to 10 or more players, ask for a squad leader volunteer and move 2 players to a new squad.
Repeat until all squads are full.