Clans:Offensive Class

Assault
The offensive-class squads should be composed of roughly half the team if not more depending on the scenario, including moving in open areas and assaulting flags and control points. The assault rifle has decent stopping power (usually only needed 10-15 rounds to deplete a full health bar) and the most body armor of all the kits. See the formations page for positions the assaults should take for offenses.

Sniper
The sniper is not a neccessary or recommended kit for an offensive squad. Only in the case that one or two snipers can stay a safe distance away and have a perfect shot at the area being taken should snipers be put into action here.

Special Ops
Special ops are useful but not recommended for major offensive operations. When moving in the open, there is little cover to keep the soldier hidden long enough to reload. Their rapid firing rifles may have the same number of rounds as an assault's; however, it's stopping power is greatly reduced. This means that it requires more reloads in a firefight. The only practical use for a special ops here is its C4 for booby trapping vehicles and choke points in the case of an ambush.

Engineer
One engineer is enough per five troops due to their poor ability to be concealed (shotgun's wide shot radius, large exposions with rocket launcher, etc.) and their generally poor ability to neutralize targets from a range. However, an engineer is necessary if moving in the open and the threat of vehicles is high enough to cause concern. Engineers are also recommended when assaulting areas with many concealed places (i.e.: buildings w/windows, machine gun nests, and sniping positions) in which case the rocket launcher can neutralize the target faster than the target can escape the position.

Support
Supports are very important, though not needed in large numbers. The main purpose for the support in offensive squads is to provide suppressing fire and quick medical assistance. The mortar is not advised since it takes about three full seconds for the first mortar to show up, and rushes usually occur within five seconds. If the rush were to be successful, the mortar would quickly destroy the support's own team due to its late arrival. After an attack, the support should be located near an ammo crate while wounded soldiers come by to be healed by the support's auto-injector. The support's rifle is relatively ineffective at long range, so it is best used to create suppressing fire while better guns move to flank the suppressed enemy. The support's grenades are very useful for panicking and scattering entrenched enemies.