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Tactics and strategy *WARNING SPOILERS*


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Damn,I forgot about that post Gringo,such a long time ago now :P

 

Which ever one we use (I suggest this one as its more recent) we should try and keep it going and not just give up on it,I know I know,it demands time and effort :P

And of course,a strategies guide for the rookies is fine too.Chances are though it'll end up being just us two and a few other dogs of war that will contribute...I may be wrong though.

 

Just for the record i'm called Paul,in case you thought I was actually CALLED Riley,as some Americans seem to have Riley as christian names (bizarre).Goes way back to the old Irish clans,even though I am English! haha.Having said that is it possible to change your user name to something more interesting than that of your own bloody name while still retaining your existing account?.Dont understand why I didnt do this from day one as I have with all my other accounts elsewhere :P

 

Cheers.

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Okay, Paul.

We'll use this new section then.

PM Slaughter or Pete about changing your username. They should be able to change it since they are administrators.

*Flashes his staff badge*

Even if I have this I don't have the rights to do it.

As for the new and old topics....I can merge them....Which I already did....

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  • 2 weeks later...

For anyone having problems fighting against the WGs or the Cult,I suggest the following tips/strategy.

 

In my particular game,I have 8 operational divisions,all for distinct puposes,and it works perfectly.

 

For Anti Cult missions I recommend a Heavy Infantry (HI) squad,composed of 7 humans in heavy armour,armed with Assault Rifles and AP rounds (for now).Generally speaking put the front line combatants in a line,to absorb the enemy attack,with the sniper close behind giving long range support,then have an Anti-Armour element (anti cyborg/heavy cultist in this case),to give explosion/incendiary support as needed.A dedicated Medic will also round up the squad.

 

Squad Layout:

1x Commander

1x Heavy Weapons Specialist (HWS)

2x Marines

1x Incinerator (incendiary rocket support)

1 Sniper (long range support,perfect for popping holes into those annoying Psionic snipers!)

1 Combat Medic (also acts as a 3rd Marine in emergencies).

 

For tackling the WGs (piss easy actually) I adopt a similar approach,however this team is comprised SOLELY of Cyborgs,I use no humans or Psi's as they are not that strong to confront the enemy here,at least not in my opinion.It is far safer to use a squad of Cyborgs that acts like a Mechanized Division,with tank/drone support up front to give extra armour and firepower.

 

My MI squad consists of :

1x Commander

4x Machine Gunners

1x Anti Armour (anti Wargot Power Armour,AWPA)

1x Repair Specialist , for patching the Cyborgs and Drones up.

 

Tip: Line your assault gunners up on the front line,with your AA close by,with your commander in the second line and your repair spec in the third.Wait for the WGs to appear,then CONCENTRATE your firepower on EACH single WG,dont spread your fire across the whole bunch,unless your CBs are VERY lethal.As the WGs begin to fall to your onslaught switch again to the next target,preferably the one closest to your assault force.By now you will probably have met a WPA.Take care,and switch ALL efforts now to the WPA,and now bring your AA to bear on it,and release missiles into the WPA.In time it will fall.Now patch up your men with your Repair Spec.

Carry on with this until the objective is complete.

Now you will probably want to add one or two Defender Drones to this squad (I do),in which case 1 or 2 Gunners will sadly have to be sacrificed,but the additional firepower of the drones is well worth it (or is it?).I have yet to give a verdict on this :eh:

The main thing is NOT to split your force up,but keep them tight yet not TOO close in case of incoming missiles,in which case you can minimize damage by putting your men in a sort of staggered formation.

 

On the Geographical globe you will at some point encounter increased Wargot and Cult aggression,in which case you simply form a 2nd or even 3rd Mechanized Division,so that as one squad becomes wounded you have another fresh squad to keep the fight on! :thinking:

This strategy naturally takes longer for your men to gain XP ,but,do you really think Earth could be saved by 7 people?.Both my Mech Divs have Cyborgs ranging from L10s to L12s in my game,which is nice to say the least.

Also,when forming a new squad,it pays to create SPECIALISTS and not all-rounders,for then you will know instinctively who goes where and what job he/she does,ie,a Marine in my game is to go on each flank of the squad and provide flanking support,and they are experts at close range combat too,just in case the enemy makes it to my front line.My Heavy Weapons Specialist is also there as the first line of engagement,with the heaviest weapon and forms the centre of the front line,area effect weapons like the Plasma Cannon work great for this,if his skill (throwing) is high enough for the weapon as it is highly inaccurate and dangerous to operate if you mis-fire :eh:

 

Hope some of this helped some of the new players,or those new to the WGs and Cult.If you need images to show this check the mammoth screenshots section :P

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Spoilers are very very much included.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Against the Starghosts my early efforts were slow and painful to say the least until I devised the following tactics.

Assume defensive positions and let them come to you. You will get kicked in the rear if you run around like Rambo.

 

Energy weapons are the order of the day against the Starghosts.

I haven't tried sonic weapons on them so I won't be mentioning them. This is due to the fact that they are primarily 'stun' weapons.

 

Mind you not all of the weapon types like laser, plasma or warp are equally effective against them.

I find that lasers are somewhat ineffective due to their low damage. The Laser MG is a nice weapon of choice with it's 8 rounds of burst fire.

 

Plasma weapons has a decent damage range and if used correctly will kill of Starghosts after consuming the entire powercell. The plasma shotgun is a very nice close up defense weapon if any of the starghosts gets too close for comfort.

 

Warp weapons do have the damage range to do some serious damage but are in my experience just to dang slow and gulfs up energy cells even faster then the plasma weapons.

The warp rifle is the only weapon that I even consider using due to the slowness of these weapons. The warp pistols have a lower damage range then the plasma shotgun so stick with the plasma shotgun for the close range encounters.

Reticulan warp weaponry is much better then the earthly ones so try them out.

 

And the bomb de surprise against the starghosts are....Explosives and the good old M60 with explosive ammo.

Especially against the defender type Starghost. Two M60's used by the right kind of people will do 150-250 damage a shot not including the odd critical now and then during the 10 rounds of burst fire.

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