An Assaulting Force
CEldin
Join Date: 2002-09-16 Member: 1323Members
For an assaulting force what do you like to have?
Personaly on regulated 6-person matches, here are the roles:
1 comm
1 base biotch
2 HA HMG/welder
1 HA GL/welder
1 JP Shotgun/mine
The mine/JPer can cover back, his role changes in different stages of gameplay. If they aliens do not have fades (unlikely when you have enough cash for a tank batallion, but feasable none the less) then it would be used to cover the building of a TF for siege, or any other thing. If they do have fades, then ground plant in dark areas behind you. This way if a fade walks on it he will NOT die, but he will take damage and you will know there is one there.
Personaly on regulated 6-person matches, here are the roles:
1 comm
1 base biotch
2 HA HMG/welder
1 HA GL/welder
1 JP Shotgun/mine
The mine/JPer can cover back, his role changes in different stages of gameplay. If they aliens do not have fades (unlikely when you have enough cash for a tank batallion, but feasable none the less) then it would be used to cover the building of a TF for siege, or any other thing. If they do have fades, then ground plant in dark areas behind you. This way if a fade walks on it he will NOT die, but he will take damage and you will know there is one there.
Comments
3 HA, with HMG/welders
2 JP with shotties/pistols
OR
2 HA with HMG/welder
and 3 HA with shotgun/welder
Its good to mix those two weapons up. they work well together.
But Amorphous, if you assume that they have 2 hives, wouldn't *cough* umbra *cough* be a problem?
It is. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Personally, I like to set it up like this with only 6 players:
1 comm
1 handyman with JP/LMG/welder
Squad A:
2 JP/HMG/welder (or shotguns, whichever they prefer)
Squad B:
1 HA/HMG/welder
1 HA/GL/welder
With this method, you've got a mobile squad and a power squad. You can use either one in a primary role or a distraction role.
Examples... GL some Wall of Lame outside of Hive A with squad B and send squad A into another hive to take it out; or keep the aliens on their toes far away from your intended target with squad A, send in squad B to set up a siege base/forward location/take out a hive/etc.
The handyman can also be used as a distraction due to his mobility, but I usually don't like to do this unless it's absolutely required that you get both squads A and B to the same location simultaneously.
3 HA/HMG/Welders - but we only used the HMGs when the aliens ran away.
A walking wall of welders scares the crap out of your average skulk, makes yummy gorge burgers and leaves most fades looking decidedly singed.
Not a tactic I would recommend but very very funny.
1 Base guard boy
4 Jp/hmg|2 with welders | 1 with mines
Is what i like!
Only problem with this is powersilo. I was a lerk with some dchambers on the top of powersilo, and was able to take out 20 marines in that game without a death, all at powersilo. 3/4th of them were HA. I have mastered powersilo now... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
"OMG they got JP, lerks goto hive"
"OMG they got HA everyone rush them"
which basically confuses them and surprizes them as to how to counter your attacks when your coming from above and from a moving building with HMGs attached