Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2UB Vietnam SOG'69 » The penultimate SOG 69 Squad
The penultimate SOG 69 Squad[message #77271]
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Tue, 11 March 2003 10:43
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Timepants |
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Messages:6
Registered:March 2003 Location: Alaska |
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I can't seem to form the right squad for this sweetacular campaign. My main concern is with toting high enough leadership to hook up with all of the liason's from Tay Nihn and beyond, but I need enough killing power for all the charlies out there too.
I can't seem to find the balance. I need some advice.
Thanks
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Private
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Re: The penultimate SOG 69 Squad[message #77272]
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Tue, 11 March 2003 11:18
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slayer |
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Messages:105
Registered:July 2002 Location: Mtn. View, Ca. Silicon Va... |
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It depends on if you are playing straight or if your editing. If I'm not mistaken, you start with a salary cap of 40K. When I played, I had no problems with leadership or firepower and my team was my IMP, Buzz, Scope, Steroid, and MD (this team lacks an explosive guy) but thats no a big deal at the start. I would have gone with Linx instead of Buzz, but the saved import game I use he is long dead!! :rifle: Besides, I've grown to like that Ball Busting B*tch!
BTW, you have plenty of chances to fatten your wallet and procure other Mercs as the campaign progresses.
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Sergeant
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Re: The penultimate SOG 69 Squad[message #77273]
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Tue, 11 March 2003 12:15
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Bane |
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Messages:201
Registered:May 2000 Location: Vancouver, BC, Canada |
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I just imported a team of cheap AIM mercs that had been raised to lvl7-8 in JA2. Unfortunately, this might lead to odd effects (eg. I can't seem to hire Tex Colburn).
If you limit yourself to standard mercs then....
My current game is the first one where I hired Steven. I have to say, he's not too bad. Good stats, reasonable MRK (82) and OK LDR (59). His EXP is good at (66) so once you disarm one mine, he can easily train himself up to 100. He is also a NightOps guy. Hitman is similar, for less money, but his low DX might be a hindrance, especially since his specialty is Throwing. For more money, you might try Thor. Stealth and HTH are about as useful as NO given the close terrain in this game.
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Sergeant 1st Class
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Re: The penultimate SOG 69 Squad[message #77274]
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Tue, 11 March 2003 13:14
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MaryKulba |
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Messages:12
Registered:July 2001 Location: NOT from Cleveland, Ohio ... |
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I'd suggest not worrying about firepower and instead trying to sneak your way through to Tay Ninh. Your starting mission is to meet your liaisons in Tay Ninh. You don't need to conquer any of the early sectors. Do the old zig-zag team stealth trick:
enter an enemy sector-- if there are too many enemies, place all of your mercs at the top or bottom edge and then exit out immediately: the next sector likely won't have as many enemies. And if it does, then do the same thing: place everyone at the right edge and keep going right or up/down. Then meet up with your four liaisons and take things from there. Of course, if there are only 4-12 enemies, then take them on to build up stats and experience... avoid early conflicts with 20-25 enemies!
I've had good luck with Gaston Chevalier, Cougar, Barry, Igor, Sidney, or Stephen (in any combination-- you won't be able to hire them all right away).
Has anyone had any luck with Gumpy in this campaign (with his improved starting marksmanship)? (I haven't tried him yet... always liked those mercs with high wisdom, but Gumpy usually annoys me.) He's still cheap, too.
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Re: The penultimate SOG 69 Squad[message #77279]
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Wed, 12 March 2003 19:33
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Bane |
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Messages:201
Registered:May 2000 Location: Vancouver, BC, Canada |
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Spooky grows to hate Shadow. The trick is to avoid having them in the same sector together.
You *could* simply have 2 independant squads doing their own thing, but I find that the game flows better with a single squad.
The game isn't all about combat though. There are lots of times when you are sitting in base fixing your equipment and waiting for nightfall. During those times, Spooky can be in one sector and Shadow in another. Likewise, when advancing to combat, you could have your squads split up until they reach the enemy. Then they combine. This minimizes the time Spooky spends with Shadow and delays his departure.
If you find the tunnels, you could put one squad up top and the other down below. Or in adjacent underground sectors.
Finally, if I recall correctly, the program only checks relationships on the hour. So you could spend 59 minutes in the same sector, but if they were in different sectors at x:00, the relationship would not deteriorate. Thus, if you finish your battle before the hour changes, you can quickly separate your squads again.
With this in mind, it *might* be possible to order a move to a different sector a minute or so BEFORE the hour changes, then CANCEL the movement order the minute AFTER the hour changed. If you try this, be sure to alternate squads so they get a chance to rest every other hour.
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Sergeant 1st Class
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Re: The penultimate SOG 69 Squad[message #77282]
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Fri, 28 March 2003 17:06
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Blitz |
Messages:1
Registered:January 2003 Location: Vancouver |
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Well since Shadow and Spooky don't work well together (I wasn't happy about that :wb: ), I took a few of my other, cheaper favorite mercs. I'm not big on the all-star team type squads, but there really isn't any reason why you can't complete the game with just your IMP and Magic.
With that said, here's my squad:
IMP (Night ops, stealthy)
Trevor
Grizzly
Danny
Basicly I create my squads in JA with three-man wet team to do the dirty work and a 3-man support team. Since I play ironman, my doctor is Danny. Dr. Q or Thor are nice as well. The doc don't fight much, so go with a good doctor with decent fighting skills. Trevor does his thing, the best support merc in the game. Grizzly handles the big guns. With the three of them in the back providing supporting fire, and the three man wet team in the field, the squad is balanced and ready to go =). Pick up IMP mercs to fill in the wet team spaces, or recruit some in the field.
Have fun
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