Mixed Equipment Squads

GargamelGargamel Join Date: 2003-01-04 Member: 11773Members
edited July 2003 in Frontiersmen Strategy
<div class="IPBDescription">...and roles of each Marine/Alien</div> <span style='color:red'>** Nuked ** - next bigoted comment is a permanent ban.</span>

<span style='color:blue'>**Hope it doesnt sound bigoted now <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> Tell me if its ok. Thx**</span>

I personally like mixed squads kinda like this:

1 JP/LMG(or Shotty/ HMG)/Pistol
1 HA/Shotgun/Pistol
2 HA/HMG/Welder
1 HA/GL/Pistol

The first one is your Scout
The second one close quoters Cover
The next two Assault Team
The last your Grenadier (Webs/Chambers)
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->

If your guys can handle welding and stick to their task, theoretically you should do fine, dont you think?
For example, if your Scout spots WOL ahead, let the Grenady clear it, the rest cover him.
If Fades hit and run at the corner, Assault team fire at will, Grenady lobs supressive Grenades, Shotgunner rushes ahead, JPer hunts it down...

The same of course can apply to ALiens:

1 Lerk (Scout/Spikes/Umbra) [cara/adren]
1 Skulk (Close Assault/Distraction) [cara/celerity]
2 Fades (Assault) [cara/celerity for close, cara/adren for distance attack]
1 Gorge (Healing/Support) [regen/adren]

<!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->

If the above Marine team meets only 5 Fades, Marines should win or at least fend them off.
If the above ALien team meets only 5 HA/HMG, Aliens should win or at least fend them off.

Opinions?

Comments

  • SaJLenSSaJLenS Join Date: 2003-07-13 Member: 18132Members
    I have always preferred mixed style as you present it here, that's my personal way of looking at a succesful TP game. But I sure hope that your scenario is supposed to be apllied on CLAN games and not Public.. I am not saying that it's impossible to do it on public but it really seldom works as it requires really good communication between the involved marines as well as very good precision and detail...

    Otherwise I really support the idea. It is kind off boring to see 6-7 HA, HMG or HMG, JP marines just rushing in and bringing havoc. It is always better for the game if you try out new things.. that MY opinion <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
  • Turgoz_TenhammersTurgoz_Tenhammers Join Date: 2003-07-12 Member: 18122Members
    I have always had the opinion that it is better to equip fast moving JPers with grenade launchers and shot guns. so they can move around quickly. Then HA and HMGs move on the ground.
  • p4lp4l Join Date: 2003-06-18 Member: 17461Members
    I'd give your JP scout a shotgun no matter what... it's lethal. They are the perfect chasers for that carap fade running back to a DC, fly right up and BAMM, 54 res gone.
  • P-KhanP-Khan Join Date: 2003-05-27 Member: 16776Members
    For me, it depends on what's going on. If there's only one hive left, and the marines got the aliens cornered, then just send 2 guys with HMG and the rest with GL (HA to everyone, of course).

    If the aliens got me cornered in the base, I give JP to everyone and tell them to scatter around, or to just go to a certain location for a new base, ignoring the rest.

    Now, if the game is quite balanced I think that this tactic I awesome. Just keep 2 guys with LMG and Welders at the base, to heal damaged structures, and giving supportive fire for the turrets, or to kill that sneaky skulk who manages to pass the defence.
    hehehe... <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo-->
  • MastodonMastodon Old Fogie Join Date: 2003-01-09 Member: 12052Members, Constellation
    This is definitely a good idea, I'd just suggest that you include an additional welder for the simple reason of speedy recovery. Unless your team is coordinated that they can hand off the welder when not in combat. That would be impressive.
  • GargamelGargamel Join Date: 2003-01-04 Member: 11773Members
    Excuse me, can someone tell me whats the problem? Just noticed this <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->** Nuked ** - next bigoted comment is a permanent ban.
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  • evilopsevilops Join Date: 2003-02-13 Member: 13494Members
    Giving out JPs to a couple of guys is fine, but they'll probably die quickly unless you have lvl 2-3 armour. But why do you need them to scout? That's what scan is for.. I normally try to scan the route ahead of my HA squad for WoLs etc, and let them know. Could use JP/welder with hmg/shotty for fast mobile defense though..
  • EvenFlowEvenFlow Join Date: 2002-12-18 Member: 11046Members
    Nothing irritates me more than a comm only handing out HA/HMG when 2 hives are up, these days gorges make easy kills out of HA/HMG squads with webs, u need at least one grennie to clear already placed webs and to keep the fatty at bay.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    I hand out welders to mine!! Dont need a GL most of the time...just have one guy always welding.
  • Grim_ReaperGrim_Reaper Join Date: 2003-07-29 Member: 18545Members
    For Marines, I usually try to form this type of expeditionary or attack squad:

    3-4 heavies all armed with HMGS
    1 LMG JP marine w/ a welder who does nothing but weld the heavies (unless he/she is in immediate danger)

    Normally, I tell the heavies to form a V formation with the welder in the middle so he has some sort of protection while the heavies take the blunt of the attack.
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