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Charon

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  1. Have you launched 2 missions to Phobos and Deimos? Martian moons? If so, ask earthlings to send you the reinforcements. As a bonus you'll get a deeeeeadly virus which allows you to attack the beastman fortress.
  2. Try Apocalipse if you haven't seen it. It is really different fro mthe rest of the line. Extraterrestrials - I personally did not really like it. I strongly suggest to play it with mods from the very beginning. They solve tons of annoying or missing issues.
  3. I guess you will be able to make an alliance with the expedition even if you defend your territories. However I've not done that - I simply broke alliance with rebel Rets and attacked them. This allowed me to make an alliance with the expedition and they peacefully retreated from my land to their base No need to fight. If you attack rebel rets you will lose two greys they sent to you at the beginning of the game. But you'll get 3 greys from the expedition instead, wich is a bonus for me since 2 of them have scientific skills. About tactics against your alchemists and rets - RUN FAST. Give some guys katanas or shotguns, run close to alchemist/ret and that's it For rets 1 katana/shotgun hit is usually enough. Alchemists are a bit tougher but still not a big problem if you keep moving aroung instead of waiting for the approaching grenade with an open mouth
  4. You must complete a capture mission for this. Just capture Beastman Chef and you're done.
  5. I think enemy level depends on the level of your troops. The highest one. So I suggest not to let 1 soldier reach 20th level while the rest are 10 or so. Would be hard to impossible for "rookies" to fight matriarchs and such. 1 uber soldier will not make the day against a crowd of captains and chiefs - team play is a must.
  6. Taargus - allow me to contradict you Rets do not rely on the line of sight, they see and attack through walls with nasty nasty PSI, so hiding behind covers is quite useless. Unless you fear their rockets, but those are slow and you can easily avoid being hit by running away. Speed is of the essence here. My approach is run, run, run. Run close to them and use shotguns on spray - packs of rets will fall. Finish them off with katana or bullets - whichever you prefer. Or run and kill with pistols, or run and kill small groups of 2-3 rets with katana, more will be a problem, better to use grenades or spray them with shotguns
  7. Hi, guys. I couldn't simply sit and watch so had to register I simply must share my team layout with you! There are 7 squaddies: 1 sniper - most of the time headshots and seldom attacks in the legs to drop tough enemy down. Long range bullets here. Choose a good position in the beginning. Sniper II + Athletics I are a must. 2 guys with Warp Cannons - work like charm against Chiefs, Commanders and heavy Mechs, a bit slow but Heavy II helps plus Athletics I of course. 1 dual pistopls + Med kit - universal support, ambush and hit and run tactics. Hard bullets here. Dual wielder + Shooter II + Athletics I 1 guy with katana - this is my absolute favourite! He is at least 2 levels ahead of everyone else. Has far more kills then the rest of the team combined! Skirmisher II + Atheltics II are a must here. 1 with beastman rifle at the moment - overall support, but nothing special... Leader II + Sniper I + Athletics I Ret with psi weapons - I do not like him much either, too slow and psi range is not that great... Don'tknow why I still keep him in the team. Got used to his uselessness most probably All are in the light armor, will switch to medium soon - the research is progressing slowly. All have Athletics I, Suit Wearing I, Beastman anatomy II (better criticals are sweet). Everyone carries a dynamite and katana in backpack, jsut in case I have yet to researched grenade louncher - don't know where it is hiding. But I do not miss it much. And I do not use explosives, neither grenades nor mines but I will try one day, just for the sake of getting new experience. Tactics agaist beastman: Position sniper on some elevation, Warps in front of the supposed attack front, rifle nearby. Pistols ambush a bit ahead behind the cover. Melee guy rushes and kills several alchemists on the go (1hit 1 kill normally), then retrets to the rest of the guys luring beastman into the hell Warps work well against chiefs and commanders. Sniper picks support units. Katana finishes off lying enemies. If used carefully - can be usefull agaist matriarch, but it's a bit dangerous - watch out so that melee guy is not a target of the matriarch you're rushing to. Rets: They drop like flies, it's not even funny. Rush to them with shotguns and pistols. Spray shotguns lay waste to compact groups of rets. Run close and they're dead - simple as that. Grenades will also work like charm - just not my style. Martians: I never had any prioblems with them - they're so soft, katana's cut through tem like butter. Really - melee is a must here. Run close and strike, it's usually 1hit-1kill. My Harold with Skirmisher II + Athletics II kills 3 of them in a row before the rest start rising their plasma guns. Not a single one had a chance to raise his lightsaber, so I have yet to feel it's power on me and I seriously doubt that I will Smaller bots are picked off by sniper, rifle or pistols, or katana if there're no martians left. Mechs and spiders bots are cannon fodder for warps - if I get lucky and score a critical they die after one shot. If not, 2 shots and they fall read and are finished off by melee guys. Just for fun I had 5 guys with katanas atack EM spider bot - it's so slow that it managed to shoot only once My melee team disassembled it rather fast But beware plasma mechs - their shots are too much to take - use hit and run tactics if you run out of Warps. Hope this helps someone
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