Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2UC Tips & Tactics » squads and equipment
squads and equipment[message #97283] Sat, 26 June 2004 06:32 Go to next message
drunk71 is currently offline drunk71

 
Messages:56
Registered:March 2004
Location: England
hello people

any chance you lot could share some tactics with me or even give me some pointers please.

i tend to have squads of four, from a combination of the four i have a high medical, leadership, mechanic, explosive, strength and marksman. All equipment carried includes two guns each, two types of grenades, medical and tool kits. Eyeware including glasses, night sight and gasmasks. Also i have specialist euipment ie lockpick, shaped charges, explosives thus it leaves me heavily burdened and no space to carry extras like spare springs, ammo, armour upgrades etc.

this is actually good for me as i am a pack rat and normally spend half the game transfering everything to central points and re-equiping all the time, now if i can't carry it i don't use it but i am just struggling with out the baggage train.

What is everyone elses favorite combinations?


cheers

drunk

Report message to a moderator

Corporal
Re: squads and equipment[message #97284] Sat, 26 June 2004 14:55 Go to previous messageGo to next message
ariana is currently offline ariana

 
Messages:36
Registered:April 2004
Personally I tend to use full squads - I rely on night ops not sneaking.

I go for the best combat mercs I can afford with a cheap doctor when I can get her as extra healing never hurts.

My standard squad starts with Wolf (he is a good combat night ops merc and can handle repairs nicely), Dr Q (also excellent combat merc when marksmanship is built up and is a decent doctor) and Spider (excellent doctor - weak attributes but not bad when built up - also is night ops as are the others I mentioned). I'll keep Rude Dog and add Ayana from MERC if she is available. Tex is nice for a while but I can do a lot better after SMGs cease to be a very useful weapon.

I'm a packrat too - an empty slot on one of my mercs is a rare thing indeed.

Report message to a moderator

Private 1st Class
Re: squads and equipment[message #97285] Sat, 26 June 2004 15:14 Go to previous messageGo to next message
Fireball is currently offline Fireball

 
Messages:23
Registered:February 2004
Location: California
Basically each of my mercs carry:

* main weapon and ammo
* pistol
* knife
* extended ear
* UV/night goggles
* I don't carry gas masks anymore
* 2-3 grenades, assorted types
* canteen
* 1st aid kit if decent med skill, crepagen otherwise
* specialized equipment given to the appropriate specialist

Generally I will have the squad carry M4s, submachines, shotguns, etc and then clear out a few urban sectors. Then they go back to base, switch to longer range assault/sniper rifles, and they clear out a few rural sectors.

I was a packrat since original JA2, but in my most recent game I just leave the junk items where they are. Just keep asking yourself, "am I really gonna use this in the near future?" Chances are you will find more items as you need them... so only take what you really need.

Report message to a moderator

Private 1st Class
Re: squads and equipment[message #97286] Sat, 26 June 2004 21:10 Go to previous messageGo to next message
Apollo is currently offline Apollo

 
Messages:57
Registered:November 2003
Location: England
I ended up using squads of four too, consisting of two people on point with either silenced M4s of (bugged) scoped M16/203s, one machine gunner, with an M249 or PKM, and a sniper, with either a KSVK, and AWM or an M21 (plus VSS).

Everyone had plenty of ammo, M203 people had 40mm grenades and those that could had LAWs or Mortar shells.

For heavy weapons, I had Grunty as mortar-man, who part-timed at point with an M4, and Ivan, with an RGP-7 and M249 (and not much else...)

Trevor also went in as a point-man in my back-up squad, to assist with explosives and locks. Ayana was on point too, and acted as Medic when I stopped to heal.

In terms of other equipment, my squads were all in top-notch armour, with extended ears and UV goggles (also didn't bother with gas masks), and only some people had back-up weapons (snipers with bizon-2s and 1st squad point men with silenced colts and smg (can't remember the name, 9mm, single handed, small slot, 6 rnd burst).

My three 4-man squads moved about together, and I found this to b ideal in the later stages of the game.

Apollo

Report message to a moderator

Corporal
Re: squads and equipment[message #97287] Mon, 28 June 2004 15:21 Go to previous messageGo to next message
Triggy is currently offline Triggy

 
Messages:40
Registered:January 2004
Location: Alberta, Canada
Try Morgan! He's psycho but it doesn't matter because he's strong and great with Auto Weapons. I think the PK Machine Gun was built for him. Smile

As a pack rat, too, I couldn't decide what equipment to really carry. Lately I've never let go of those Light sticks - they gave me an advantage in an inconvinient time.

My preferred weapons for a six-man squad(rod and springed as much as possible):

1 to 3 Scoped M4's (tweaked the range for 28 squares)
SA80 IW's (if no M4's available)
SAW (Support)
Dragunov or M21 (sniper)
Bugged M16-M203 (for heavy)

Standard Equipment:

ALICE backpack (Containing UV,NVG,Sun Goggles, gasmask or knife)
Extended Ears
3 Light sticks
2 medikits
8 Magazines of ammo (or equivalent of two large slots for ammo)
Metal detector (for scouts)
Crepagen (in Striker pants)
2 Mustard Gas Grenades

Commando or Striker Armor

1 Enemy Detector (you know what this is) per squad

Locksmith kit (for Trevor or Magic, who're indispensible for yours truly)

Report message to a moderator

Corporal
Re: squads and equipment[message #97288] Tue, 29 June 2004 09:35 Go to previous messageGo to next message
Doc Croc is currently offline Doc Croc

 
Messages:91
Registered:September 2003
Location: VT
I like playing with three or four man squads as well and always go in at night. I usually give them a combination of silenced M4's, silenced submachine guns, and one dude with a sniper rifle of some sort. Everyone carries a first aid kit, camo kit, grenades, break lights, a combat knife, knuckle dusters, or a silenced pistol when needed, and my mechanic (almost always Gasket) gets a locksmith kit. My point man gets a shotgun for back up, a pair of wire cutters, and a crowbar (my new weapon of choice).

Report message to a moderator

Corporal 1st Class
Re: squads and equipment[message #97289] Wed, 30 June 2004 16:26 Go to previous messageGo to next message
Modesitt is currently offline Modesitt
Messages:1
Registered:June 2004
Currently, I have a fairly beefy combat squad. I've traditionally stuck to just a 6 man squad for fighting so it can fit in the chopper and various support characters, but I decided to enlarge it some this time around. IMP, Raven, Spider, Lynx, Trevor, Tex, Reaper, Scope, Ayana, and Cougar actually take the fight to the enemy. I rearrange the squad they are assigned to whenever I get bored. Biff and Rude Dog serve as militia trainers, Postie and Skitz are currently just sitting around doing nothing(Haven't bothered taking Troy, Rudesa, or the Center City yet), Maddog and Rosebud sit around repairing things or hauling things.

Anyways. I mostly do noisy night ops.
Current weapons: Dragunov(Spider), SA 80 IW(IMP, Trevor), SA 80 LSW(Raven), Scoped M4A1(Ayana), Vepr .308(Tex), AK-107(Scope and Lynx), Bugged M16/M203(Reaper), SY-98(Cougar). Scopes are really nice. I like having scopes on all of my mercs equipment.

I distribute armor based on how much weight they can carry. Those that can, take EOD helmets and vests. I'm going to drop all of the EOD pants and go back to Commando and Striker pants for space and weight reasons, once I finish up the island.

Ammo is generally 2-3 Small Slots of whatever they use. I keep one of the M203's around the airport solely so I can convert 5.56 mags into 120 boxes.

Night vision and Ear Thingys for everyone most of the time. Everyone keeps a Gas Mask and Sun Glasses in their inventory, just in case. Everyone also has a crepagen and crepaboost somewhere in their inventory.

Grenades of various varieties(Stun, hand grenade, mini mustard, light sticks, etc) are randomly distributed among squad members. You just never know when oppurtunity will knock. Most squad members have a small slot occupied by throwables.

Someone in the squad needs to have lockpicks, medkits, a tool kit, a radio, and metal detector, and wire clippers.

Some explosives. TNT, C4, Pipe bombs, whatever works. Sometimes Explosives Dude carries them, sometimes he doesn't.

Report message to a moderator

Civilian
Re: squads and equipment[message #97290] Wed, 30 June 2004 17:25 Go to previous messageGo to next message
azrein is currently offline azrein
Messages:4
Registered:May 2004
Location: Asia
HELP!!!

How do u get a functioning radio?

Report message to a moderator

Civilian
Re: squads and equipment[message #97291] Wed, 30 June 2004 19:24 Go to previous messageGo to next message
Larynx

 
Messages:183
Registered:April 2003
Combine a broken radio with radio parts to get a functioning radio (batteries not included, so add one).

You probably need a merc with electronics skill (and maybe decent mechanical skill too) to do it. Trevor, Barry, Red, and Steroid come to mind.

Report message to a moderator

Staff Sergeant
Re: squads and equipment[message #97292] Sat, 03 July 2004 17:39 Go to previous messageGo to next message
abradley is currently offline abradley

 
Messages:225
Registered:December 2001
Be careful with the radio (IIRC) it is based in motion detection and doesn't show still enemies even when just a short distance away behind something....I think it's dangerously misleading and stopped using it shortly after getting it. PLus it's pure heavy also!

Report message to a moderator

Sergeant 1st Class
Re: squads and equipment[message #97293] Sun, 04 July 2004 03:46 Go to previous messageGo to next message
Gandhi is currently offline Gandhi

 
Messages:6
Registered:May 2004
Location: dartmouth, NS, canada
What does IIRC mean??


Back on topic... On most of my guys i have:
Primary weapon (CZ 700M1 for lynx, and ayana, Sa 80 Iw for IMP, Vepr .308 for trevor, SAW for cougar, and an ak-74 for spider...
For armor i only use helmets and vests, the leggings are too heavy.... and my guys almost never get shot in the legs.. I try to use striker armor, commando armor and spectra helmets..
Each merc has an extended ear, UV goggles, and sun goggles..
I try to give all of them 1st aid kits, and all of them have med kits... trevor has a tool kit..
I have some crepagen, break lights, and mustard gas grenades on each merc..

Report message to a moderator

Private
Re: squads and equipment[message #97294] Sun, 04 July 2004 08:13 Go to previous messageGo to next message
themglman is currently offline themglman

 
Messages:74
Registered:October 2001
Location: Texas
@ Gandhi

IIRC = If I Remember Correctly

:cheers:

Report message to a moderator

Corporal
Re: squads and equipment[message #97295] Mon, 05 July 2004 11:56 Go to previous messageGo to next message
azrein is currently offline azrein
Messages:4
Registered:May 2004
Location: Asia
Let's talk about the best equipment/weapon:

headgear: UV & ext. ear definitely!
armour: commando/striker/eod?
helmet: spectra/striker?
assault rifle: ?
support weapon (i.e. LMG): ?
sniper rifle: ?
silenced weapon: ?
CQB weapon (i.e. knife/Agram/duster/Colt .45): ?

Report message to a moderator

Civilian
Re: squads and equipment[message #97296] Tue, 06 July 2004 13:46 Go to previous messageGo to next message
Fireball is currently offline Fireball

 
Messages:23
Registered:February 2004
Location: California
Quote:
Originally posted by Gandhi:
the leggings are too heavy.... and my guys almost never get shot in the legs..
I think leggings help protect you from grenades and other explosives though.

Report message to a moderator

Private 1st Class
Re: squads and equipment[message #97297] Tue, 06 July 2004 18:50 Go to previous messageGo to next message
happybjorn is currently offline happybjorn

 
Messages:24
Registered:October 2003
Location: California
leggings are good for when you do get shot in the legs and, like Fireball said, for explosions. The AI often aims for the legs at close range and if you take enough damage you get knocked down, which sucks.

Taking a stab at Marceinko's questions. . .

Armor: squad leader by far. Good armor, good attachments and excellent armor to weight ratio.
Helmet: Striker.
Assault rifle: I'm partial to the SA80 IW. AKS-74 is a close second.
Support weapon: SA80 LMG. All LMGs are overkill in burst mode, but this one can double as a sniper rifle.
Sniper rifle: VAL, fires fast and does solid damage. That it is quiet is just gravy.
Silenced weapon: Varjag, much more efficient than that stupid other gun people seem to like so much.
CQB weapon: crowbar, the most efficient weapon in the game.

Report message to a moderator

Private 1st Class
Re: squads and equipment[message #97298] Tue, 13 July 2004 20:18 Go to previous messageGo to next message
R@S is currently offline R@S

 
Messages:134
Registered:July 2004
Location: Sweden
Hey guys!
Have you tried combining a AN 94 AK with an Rod&spring? This weapon is the most exellent in the game. It

Report message to a moderator

Sergeant
Re: squads and equipment[message #97299] Thu, 15 July 2004 16:46 Go to previous messageGo to next message
happybjorn is currently offline happybjorn

 
Messages:24
Registered:October 2003
Location: California
Actually the AKS-74 is better than the AN-94 in every way. This is assuming a fair comparison where both have the same attachments. If the AN-94 has a rod & spring and the AKS-74 doesn't then the AN-94 will be *slightly* better Smile

Don't get me wrong though. The AN-94 is a decent gun and if it suits your play style that is great.

Report message to a moderator

Private 1st Class
Re: squads and equipment[message #97300] Thu, 15 July 2004 19:24 Go to previous messageGo to next message
R@S is currently offline R@S

 
Messages:134
Registered:July 2004
Location: Sweden
Then AN94

Report message to a moderator

Sergeant
Re: squads and equipment[message #97301] Sat, 17 July 2004 01:22 Go to previous messageGo to next message
tiggyfiggy is currently offline tiggyfiggy
Messages:3
Registered:July 2004
Location: Sydney, Australia
I think the box cutter can take you down

Report message to a moderator

Civilian
Re: squads and equipment[message #97302] Sat, 17 July 2004 15:54 Go to previous messageGo to next message
happybjorn is currently offline happybjorn

 
Messages:24
Registered:October 2003
Location: California
@ R@S,
I did the math for the two guns and this is what I came up with (BTW: This comparison favors the AN-94). Assume a merc with 90% mrk, an AN-94 with rod & spring attached and an AKS-74 with rod & spring attached. Then take 3 tests of burst mode, one burst fire from each gun, at an enemy standing 10, 15, and 20 paces away. I've added the accuracy for each shot to create a composite accuracy for the burst fire and in the case of the AKS-74 also multiplied the total by 5/8 (to balance it to the AN-94's lower burst cost).

AN-94: 159% at 10, 121% at 15. 83% at 20
AKS-74: 170% at 10, 130% at 15, 83% at 20.

As you can see the AKS-74 is better in burst mode. There is really no reason to be using burst fire at ranges beyond 20 as a single aimed shot is more efficient (assuming you have an elcan scope).

The AKS-74 is also better for firing single shots as it has a longer range (35 tiles instead of the AN-94's 30). The AKS-74 also has a lower bare weight than AN-94 (3.0 compared to 3.Cool

Report message to a moderator

Private 1st Class
Re: squads and equipment[message #97303] Sun, 18 July 2004 18:57 Go to previous messageGo to next message
plop is currently offline plop

 
Messages:43
Registered:December 2000
Location: Louisiana
current team:

NO/Auto IMP - M16/203 with sniper scope and rod/spring, toolkit
Razor - AKM with rod/spring
Haywire - RPD with rod/spring
Morgan - PK with rod/spring, UVG's, toolkit, explosives
Fidel - AK-105 with grenade launcher, medikits (I made him my doctor with JAPE)
Steroid - M21, toolkit, crowbar, lockpicks, shaped charges

support team:
Tex - CZ sniper
Rude Dog - Dragunov
Rosebud - SA80

Those arent my final weapon choices, just what I have after knocking off Caliso and gunrunners on the way to Rudesa.

standard loadout:
2 first aid kits
2 canteens
2 grenades or mustard gas
2 smokes or 3 breaklights
gas mask, night goggles, extended ears as I find them
4 magazines for riflemen, 6-8 for machine gunners
camo kits and crepagens if I'm gearing up to take a city

I ignore knives, silencers, tear gas, sunglasses, ALICE packs.

Report message to a moderator

Corporal
Re: squads and equipment[message #97304] Wed, 21 July 2004 16:23 Go to previous messageGo to next message
ianmatthes is currently offline ianmatthes

 
Messages:10
Registered:May 2004
Location: Atlanta
I strongly encourage a well balanced team of six to clear new territory while other cheap mercs repair and train. Biff does a great job training!

I try to balance two auto weaps with two roof top specialists (Razor is a steal), along with my essential Trevor. I hate having to wait for locked booty...

Later in the game I really consider my entry point to allow for the auto weaps to cover the corners of buildings with PKs, SAWs, etc. while my roof top crew stays two spaces back to pick off upright moving opponents.

I like to pick an ox to carry mortars to provide fire support for my over zealous movements.

I use worthless NPC to shuttle ammo and supplies and sell off lesser weapons.

My only required inventory:
Armor
one first aid
four clips of what ever
two rifles per
no pistols
Trevor witha lock pick
night/UV vision for all
lots of crepagen
constant camo
patience x10.

Stick with the roofs and 2x2 cover fire, drawing the opponents into three point covered slaughter zomes...

Report message to a moderator

Private
Re: squads and equipment[message #97305] Sat, 31 July 2004 05:19 Go to previous messageGo to next message
Wollt is currently offline Wollt
Messages:4
Registered:September 2003
Location: Sweden
My current squad (it's my first time playing through UC, and I should be done quite soon) consists of:

Jolt (IMP, NO/AW) - scoped M4A1, Colt .45 as sidearm
Kelly - M16/M203, Colt .45 as sidearm
Wolf - M249 SAW, explosives and some LAWs
Jubilee - M16A2, Varjag as sidearm
Raven - M21, Vintorez VSS, Varjag as sidearm
Grizzly - M16A2 or KSVK, Mortar and lots of shells

My IMP keeps an Arctic Warfare rifle for long-range engagements when he's on his own, Wolf keeps a toolkit and Jubilee is my medic. Everyone's wearing UVs. I keep a hierarchy of sorts too, with everyone wearing armor accordingly. Smile

Report message to a moderator

Civilian
Re: squads and equipment[message #97306] Tue, 08 March 2005 02:00 Go to previous message
brandon is currently offline brandon

 
Messages:37
Registered:February 2005
I tend to keep larger squads...easier to thoroughly search a map, I detest having to move backwards and look for stragglers.

On backup weapons:

I try to avoid carrying a backup unless it's necessary. For instance, snipers benefit greatly from a backup, and the rear guard with the shotgun always carries an SMG.

I find so much gear when attacking a sector, and roll with so many 10-11 mercs, that if somebody's gun breaks or runs out of ammo, it's not usually a problem for *too* long, at least until they get out of the line of fire.

Basically, snipers who can't necessarily defend themselves with a sniper rifle always get an assault rifle. Other than that, I usually keep it pretty simple.

Later in the game, though, my night ops squad will also have non-suppressed rifles in addition to their usual armament to allow for better long range engagement.

Report message to a moderator

Private 1st Class
Previous Topic: Some respect for day ops
Next Topic: Militia
Goto Forum:
  


Current Time: Fri May 03 21:05:08 GMT+3 2024

Total time taken to generate the page: 0.01703 seconds