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The penultimate SOG 69 Squad[message #77271] Tue, 11 March 2003 10:43 Go to next message
Timepants is currently offline Timepants

 
Messages:6
Registered:March 2003
Location: Alaska
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
Re: The penultimate SOG 69 Squad[message #77272] Tue, 11 March 2003 11:18 Go to previous messageGo to next message
slayer is currently offline slayer

 
Messages:105
Registered:July 2002
Location: Mtn. View, Ca. Silicon Va...
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! Very Happy
BTW, you have plenty of chances to fatten your wallet and procure other Mercs as the campaign progresses.

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Sergeant
Re: The penultimate SOG 69 Squad[message #77273] Tue, 11 March 2003 12:15 Go to previous messageGo to next message
Bane is currently offline Bane

 
Messages:201
Registered:May 2000
Location: Vancouver, BC, Canada
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
Re: The penultimate SOG 69 Squad[message #77274] Tue, 11 March 2003 13:14 Go to previous messageGo to next message
MaryKulba is currently offline MaryKulba

 
Messages:12
Registered:July 2001
Location: NOT from Cleveland, Ohio ...
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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Private
Re: The penultimate SOG 69 Squad[message #77275] Tue, 11 March 2003 19:20 Go to previous messageGo to next message
JAT is currently offline JAT

 
Messages:189
Registered:December 2002
Starting with 30000 ( Expert level ) and fresh, I would hire following guys: IMP ( Lock picking & auto weapons ), Igor ( General ), Barry ( Explosives ), Thor ( Leadership & medical ), Ice ( Thor likes him and has quite good MRK ).

Quite good team. Also Igor, Ice and Thor has same weapons so no Ammo problem...

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Staff Sergeant
Re: The penultimate SOG 69 Squad[message #77276] Tue, 11 March 2003 20:08 Go to previous messageGo to next message
Dr.Quack is currently offline Dr.Quack

 
Messages:124
Registered:November 2001
Location: old Europe
From the many times I've started this campaign over I've developed this order of hiring. In this setup there's a lot of mutual friendships around so everybody starts their battles with raised morale, which gives at least a nice to-hit bonus.

I usually hire my first mercs in this order: IMP (autoweapons expert), Sidney (the best, my right hand and throwing expert), Barry (explosives&locks), then Buns, Grunty, Igor and Grizzly, Bull (the two best best mules on the roster). These (plus the 5 RPCs) are all around when my team hits FB George. Later I'll add Ivan and Scope as the $$$ allow it.

And the Leadership value isn't so important. My IMP starts with 35 and it takes only a few days to raise it to something reasonable just by dry training.

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Sergeant
Re: The penultimate SOG 69 Squad[message #77277] Wed, 12 March 2003 10:50 Go to previous messageGo to next message
Timepants is currently offline Timepants

 
Messages:6
Registered:March 2003
Location: Alaska
Thanks for helping me balance my chi fellas.

Just one more question though, has anyone been able to get Shadow to work with Spooky? My first attempt at this campaign failed because Spooky didn't find Shadow's ears kosher. Shadow is my hero, but Spooky is my heroe"s daddy. Is it possible to have them both and run an effective campaign?

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Private
Re: The penultimate SOG 69 Squad[message #77278] Wed, 12 March 2003 14:21 Go to previous messageGo to next message
plop is currently offline plop

 
Messages:43
Registered:December 2000
Location: Louisiana
I had night ops/camo custom and Spooky for pointmen, Trevor and Lynx for sniping, Ruiz for my machinegunner, and Sydney to throw molotov's. That worked pretty well.

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Corporal
Re: The penultimate SOG 69 Squad[message #77279] Wed, 12 March 2003 19:33 Go to previous messageGo to next message
Bane is currently offline Bane

 
Messages:201
Registered:May 2000
Location: Vancouver, BC, Canada
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
Re: The penultimate SOG 69 Squad[message #77280] Thu, 13 March 2003 11:24 Go to previous messageGo to next message
Snicker is currently offline Snicker

 
Messages:71
Registered:November 2002
Location: Canada
Well, you can make Spooky doing something nonstop, the way you keep Larry from his addicitve demons. Using this method I managed to keep Razor and Biff together the entire Bear Pit 1 campaign.

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Corporal
Re: The penultimate SOG 69 Squad[message #77281] Wed, 19 March 2003 05:03 Go to previous messageGo to next message
Stargirl is currently offline Stargirl

 
Messages:5
Registered:May 2002
Location: Netherlands
My tials and tibulations with a team made me find out that Taylor does not like Buzz. As earlier mention Shadow as favourite is for me to, was the reason Spooky quit which I found upsetting as I liked him, and his overconfident ways.
The team other than recruitables in SOG are from JADL save game so they have earned higher stats.
I prefer this to editting as I for role playing more rewarding.
As more funds become available through the game I'll hire more of the mercs I used and After seeing Sydney mentioned I'll think about him to.
Of course his throwing skills, I didn't consider.
:rolleyes:

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Private
Re: The penultimate SOG 69 Squad[message #77282] Fri, 28 March 2003 17:06 Go to previous messageGo to next message
Blitz is currently offline Blitz
Messages:1
Registered:January 2003
Location: Vancouver
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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Civilian
Re: The penultimate SOG 69 Squad[message #77283] Mon, 31 March 2003 00:13 Go to previous message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
My favorite is to start with imported IMp merc for example my(from my solo campaign)had the stats:
Health 87
Strength 90
Leadership 100
Marksmanship 100
Wisdom 93
Dexterity 99
Agility 97
Medical 70
Explosives 100
Mechanical 100
Level 10

and becasue he is a jack of all trades i hired only Reaper with him and later i addaed Scully, Lynx and Ice plus Spooky. And that was it. This were my only guys a i had. I had no major porblems in the campaign and finished it in circa 50 days. I played on expert difficulty and the Level 10 did add some excitement but nothing i couldn't handle.

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Master Sergeant
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