Why The Game Never Ends...

QUADQUAD Join Date: 2002-07-17 Member: 963Members
edited November 2002 in Frontiersmen Strategy
<div class="IPBDescription">... Until your last squadmate dies.</div> Let me set the stage-

We were playing a game of tanith, and both teams were even in both size and skill, and hence were at a complete tie- noone could push the other back. This lasted for about an hour, until a stray skulk managed to break through our defenses and chomp our CC to bits before he got blasted. You can imagine the stress we now were under, considering we had no back-up CC placed anywhere, only some mini-bases linked by phase gates.

You know what usually happens at this point, either A. The marine team splits up and randomly runs about the map 'til they are eliminated, or B. The entire marine team hides behind their wall of turrets, making a last "Alamo" type stand. You also know that the marines never win at this point.

But fortunatly, we didn't want to die, or lose, or make a last stand. We wanted to <i>Win</i>.

We scrambled together at base, and moved out together with one crazy, suicidal goal in mind- to destroy all three hives. And for the next hour, we managed not only to survive, but to actually, almost <i>Win</i>. In the end, we had managed to take out 2 of the hives, and almost get the third, before being pushed back, then finally, after an hour and a half of holding out without a commander, lose. We could have won, had we moved just one second faster.

This story shows it is quite possible to win, even when you have no hope of getting you CC back into the game. In the following text I will attempt to explain how to do this, as I learned alot about it in that hour and a Half. (And yes, this game actually DID happen- I just got back from it in fact. All screenshots in this post were taken from that legenday ((in my mind <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> )) match).
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1. Preliminary Defensive Measures

1:1. Above all, make sure to have an extra CC built somewhere in the map; This whole situation can be avoided with this simple measure.

1:2. Always have multiple mini-bases throughout the map, inter connected with phase gates. (This was essential to our would-be win).

1:3. Keep infantry gates well guarded. This may seem obvious, but more often than not they are left poorly or undefended altogether.
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2. Immediate Action

2:1. Immediatly form back at your main base, and hold off further attacks.

2:2. Assign 2-3 "field commanders" (These guys will be the ones keeping everyone together and lead the attacks. They were alos essential to our near win).

2:3. Decide on which Hive is the weakest, and prepare for the attack by having everyone fill their ammo at a surviving ammo dump (you should have at least one if you spread out mini-bases).
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3. In the Field

3:1. Make sure your WHOLE team sticks together; your numbers are essential, you need every last man.

3:2. Keep anyone with a welder in the rear, have Heavy Armors and Heavy Weapons at the center, and All people with only LMGs and regular armor at the front. The welders should constantly be healing the Heavys and Heavy Weapons while they attack, and the Light troops up front should attempt to both attack and block incoming melee/projectile attacks as to keep the real firepower alive.

3:3. Use crates cover for reloading, and use voice com to keep the group together. (Figures 1 and 2)

3:4. When all your squad has exhausted ammo, immediatly head back to your ammo dump and re-load up. Your whole squad should have cuased enough damage to the Hive's defenses that they wont be able to recover by the time you return, fully loaded.

3:5. Take out gorges by any means nescesarry, even if it means sending the light marines into dense turret forrests to get them. It sounds suicidal, but it MUST happen; Gorges are a CC-less teams worst nightmare.

(Fig. 1) <img src='http://user.domaindlx.com/hakaro/example3.jpg' border='0' alt='user posted image'>
(Fig. 2) <img src='http://user.domaindlx.com/hakaro/example2.jpg' border='0' alt='user posted image'>
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4. Attacking the Hive

4:1. By now, the hives defenses should have been obliterated. Even LMGs can take out a hive quickly when used in conjunction by your whole team. As soon as skulks respawn they should be obliterated.

4:2. As in with getting to the hive; if your squad is ammo-less don't fear running back for more ammo, it's usually the smarter thing to do.

4:3. Have your whole squad concentrate their fire on the Hive, stopping only to take out the occasional respawning skulk. (Figure 3)

(Fig. 3) <img src='http://user.domaindlx.com/hakaro/example1.jpg' border='0' alt='user posted image'>
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5. Base Defense

5:1. Surprisingly, this isn't much of an issue; your squad will be dying and respawning often enough to fend off the occasional pair of Fades, etc.
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6. Other General Tactics

6:1. If you only have an LMG and light armor, be as aggressive as possible- chase a fleeing Fade, run into a nest of turrets after that Gorge, anything to buy time, distract the Aliens, and waste their RPs. You have nothing to lose, after all.

6:2. The opposite is true if you are carrying anything only the commander is capable of providing- Run away if need be, get welded, anything to keep your alive and using that rare asset to your advantage, as it is irreplacable once lost.
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That's all I can remember that we did/could have done now... I'll update this post if I think of more.

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