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Tactics / Re: Your Tactics
« on: February 25, 2011, 11:51:26 pm »
Mostly depends on the soldiers I can hire. Generally run 6 soldier teams, 4 soldier teams for base defense. One is my explosives expert, normally armed with a grenade launcher. If he's decent at heavy, he gets flechete grenades too. If not, then it's a pistol and a knife or PB. One is normally a sniper for long range fire support. I might get one close weapons specialist, emphasizing hp and speed, using smg's or pistols plus melee weapons. Course, that one is a might, pending on selection again. Otherwise, the rest are split between assault and heavy specialists. Generally go for more assaults than heavy, but do try to get at least one heavy. Sniper starts with the sniper rifle, then upgrades as they become available. Usually go to bolter rifle just for the fact that it can improve assault and is nice for 'in houses', later it gets upgraded. The assault guys upgrade from rifles to lasers, bolters, and plasmas pending on each individual soldier's strength. And also to give me a variety for dealing with different alien types. Same with the heavy hitters.
Generally try to avoid collateral damage, have even used a close person as an assassin, sneaking up behind and 'knifing' aliens from behind (which is somehow satisfying...). As for additional gear, heavies and snipers have IR goggles. All carry medkits, just in case. Also they all have one to two spare clips of ammo pending on shots/clip. Any leftover belt/holster space is filled with grenade fun. For those times when 18 TU's is too many but 11 TU's (2 to hand, 9 to lob/roll) is just fine.
Usually split them into two groups of three or three groups of two, pending on map. Explosives/Assault, Heavy/Close or Assault, and the remaining two. If it looks like the mission might be dicey, then I'll throw in two more soldiers aptly renamed to Cannon Fodder 1 and Cannon Fodder 2. Honestly should call them Meatshield 1 and 2 instead.
Generally try to avoid collateral damage, have even used a close person as an assassin, sneaking up behind and 'knifing' aliens from behind (which is somehow satisfying...). As for additional gear, heavies and snipers have IR goggles. All carry medkits, just in case. Also they all have one to two spare clips of ammo pending on shots/clip. Any leftover belt/holster space is filled with grenade fun. For those times when 18 TU's is too many but 11 TU's (2 to hand, 9 to lob/roll) is just fine.
Usually split them into two groups of three or three groups of two, pending on map. Explosives/Assault, Heavy/Close or Assault, and the remaining two. If it looks like the mission might be dicey, then I'll throw in two more soldiers aptly renamed to Cannon Fodder 1 and Cannon Fodder 2. Honestly should call them Meatshield 1 and 2 instead.