FH2 plays very much like FH1 as far as command and control IF you aren't in a squad, BUT no matter how fun you think you're having lone-wolfing it, you'd find ALOT more if you joined a squad and played your role
Infantry for idiots
Try to have a balanced team
Don't form squads just so you can determine the tactics for the day. Try and fill the ranks of incomplete squads to give each a fighting chance and aid the general strategy
have a sense of the kits being used and try to keep the squad balanced... Not all squads will get an AT person, so deal with it, select something else if you can't be 'the man'. Riflemen are pretty solid for most situations. 2 machine gunners are quite plenty for a single squad, sometimes, too much. It helps to have a
'radio man' i.e a scout to aid an advance with smoke cover and call in arty where needed - your squad can be pinned down by a good sniper, a tank or enemy troops and smoke or arty will be the right move. One or
two smgs will aid a regualr terrain map i.e one with both close quaters and open terrain. One is enuff in open terrain, and perhaps three can exist for close quarters... but again, a riflemen will probably be found useful even then. And one of those smgs can be a squad leader. The suqad leader with the NCO kit generally commands a tad more respect than an NCO without, but it might not be the right kit, sometimes, a scout kit can be just as useful
Move like you have a purpose
Don't just run and gun, you'd die quickly and stupidly. Most people who rake frags will have people like you to thank for their score. More from cover to cover, considering at each point possibler sniper locations, hidden mg nests, possible cover from tanks, possible ambushes etc... Try not move into open streets unless you have good reason to believe an enemy isn't right down the street waiting for you to pop out. Use smoke where this is doubtful. Note that the British smoke grenade requires a few seconds for the smoke to build but last a bit longer than the German one. Know the difference! You aren't concealed simply because you threw one
In hedgerow country, use hedges, built earthen walls and high grass for concealment. And move along the edges cautiously noting the amount of shade, the change in cover and how noticeable you might be from various angles. Use your ears as much as you eyes, use the map to quickly determine whether a movement is from an enemy or friend. Get into the habit of toggling the zoom of the minimap so you don't have to stop to read it in expanded view.
Use grenades sparingly as they have a large blast radius. Be aware of your teammates movements and be sure they wont accidentally move into the effective blast radius. Grenades are best used for clearing buidlings in which you are sure of no TKs, over walls and round corners... If you can see him, try to use a gun or knife. You'd still be killed if you expect the grenade to get an enemy that's in clear view (Especially when he's seen you too). Learn to switch between main weapon and pistol if you have it. Learn to use the knife... Anyone within 10feet can be killed easily with a knife if startled.
KNOW YOUR CONTROLS and make their use as easy-ready as real life movement. If shot at, duck, dash or take cover - Don't immediately try to locate if you have no idea where the shooter is. Move with the team. Use your captain as a spawn, know how he leads and move along with it. If he leads from the rear, use him as a respawn, especially for probing actions or recon. Follow his exact lead if he leads from the front and work in tandem.
Guns
COVERING FIRE WORKS - Use you weapons apprioporately. Lay low and use HMGs and LMGs to cover your team's advance at known enemy locations. DON"T open fire if you don't know if the enemy is there - you'd just reveal your location. Fire mgs in bursts to keep your location somewhat hidden. Relocate after a few shots or after completing your task.
As an infantryman, have one eye trained on distant movement to aid snap-action shots on long range targets - you'd get the first shot in that way. If you must go prone, do... Alot of ground may need to be covered on your belly. In such cases, don't fire until you know you can hit your target - Especially if sureounded by your teammates - you could be responsible for a squad death by revealing your location
If a teammate covers you while crossing dangerous terrain, turn around and cover him also. Shoot and scoot works. move from cover to cover, alternatively. Even if one person gets killed it will keep the rest of the team alive.
Don't move too closely knit - Space out - you make alot less artillery targets that way. Try noiseless communications with your squad eg. turning, stopping, typing etc when close to the enemy
KNOW what kit you are good at and use that. Anyone can be a rifleman as there are plenty to pick from, don't take the AT kit or MG if you suck.
Situation: Attacking a hard point.
If taking an enemy trench or strong point, make use of all the tactics explained. Know your specific role based on your training (singleplayer etc) and kit. Don't just charge in firing. Move from cover to cover, flank the enemy where possible.
Call in a barrage and wait for the barrage to lift, but not for too long. If the barrage doesn't conceal the place in dust, use smoke to coceal your advance in open terrain, and the enemy where close-quarters and 'hand to hand' will be inevitable. They will be alot worse of than you. Onul use greandes when you are sure of a definite kill, in such a situation, it is as easy to TK your advancing s squadmates if the location of the enemy is unknown.
Cap the flag and hold it against a possible counter-attack before you move on. There is a high chance that not all enemy troops were killed in the initial attack - mop up first - And if it is of strategic importance or a frontline flag, consider digging in rather than just charging on....
*Only scream 'Charge' to get your team moving in with full aggression (Especially when taking a tough point head-on, a rare case), and not at any time - Wait for you squad captain where possible to initiate such a move. A charge, if well used might actually befuddle the enemy and get them overheating their barrels or firing madly... Learn to zigzag or move at odd angles in such cases
next: man and machine (Tank-infantry coordination)