Home » SIRTECH CLASSICS » Jagged Alliance 2 » The A.I.M. Library » Tips for daytime field battles: few against many
Tips for daytime field battles: few against many[message #187757]
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Sat, 07 June 2008 04:44
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Thor |
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Messages:423
Registered:February 2007 Location: Belgium |
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Well, people, any hints on cover & strategies for daytime field battles? I'm not really good at it and want to know some tricks.
I'm thinking of a situation like the first sectors in unfinished business before you reach the camp. Nobody has rifles or silencers except the enemy.
What is good cover? Rocks, trees, sandbags?
How effective is camo?
[Updated on: Sat, 07 June 2008 04:45] by Moderator Report message to a moderator
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Master Sergeant
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Re: Tips for daytime field battles: few against many[message #187788]
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Sat, 07 June 2008 16:36
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DNA from the Lowlands |
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Messages:337
Registered:July 2003 |
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"what you want: is an unexpected approach,
that may delay a suspects awareness of your presence.
Untill you have a chance to_asses_the_situation:
you are confronted"
(Easy-E, Approach To Danger - intro, it's on youtube)
Camo is effective during the stalking/stealth phase
It decreases the chance of being spotted - untill you are spotted.
Once that's happened you'll have to fall back, beyond enemies visual range in order to receive it's benefits again.
Cover - as I read in JuJusNightGuide, there's hardcover(rocks/buildings) and concealment (camo/highgrass).
The first class stops bullets, the second doesn't do that but there's a downside,
the merc won't be able to look-past the hardcover.
I've ended facing more than 3 badguys coming in sight in one turn too many times to recommend this.
If there's other mercs that can see beyond the corner it can work.
Good 'cover' = not to be seen (concealed d-dealers)
... or when under fire = to be as-hard-to-hit-as-(im)possible.
If you remain undetected/not detecting enemies, you'll be in real-time, your mercs can become tired/breathless but never run out of APs.
During combat, ducking behind sandbags so as to not see the enemy you can go back into realtime after the enemies turn.
I think trees are meant to provide shadow, decreased tile-brighness, but I'm not sure.
Basically I try to go round the sector edges first, staying inside the withdraw-squad-zone.
I don't have a planned escape route, I'm allways ready-to-flee. (mmh maybe I'm being soft here, Magic complaining about my lack of initiative and such.)
Saving before entering the sector -> the sector will be different everytime you play it.
Saving after entering the sector -> it will be similar, tactics apply only to this reloaded-instance.
I've adopted and rejected many 'would-be-tactics' over time ...
I can say how I see the enemy behave, but I have yet to devise a failsafe way for my mercs.
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Master Sergeant
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Re: Tips for daytime field battles: few against many[message #187854]
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Sun, 08 June 2008 00:56
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Thor |
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Messages:423
Registered:February 2007 Location: Belgium |
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Thanks, DNA.
I always try to surprise the enemy too, taking out two or so before the rest shows up. If you have better weapons it's easier. But sneaking in the fields isn't easy, so to get close in an open plain...
Anyway... I'm having trouble after the first enemies. Mainly because they are too many.
I'm usually with three or four, and it's okay if I have good guns, but otherwise I always have wounded mercs. And if I take more I can't find enough cover.
Actually, I would avoid this kind of situation in real life, don't know what you guys do in game. I don't like avoiding them as it says something like "battle lost" in the message area --- but maybe there are strategies to deal with it???
Trees give some cover too... but I don't trust it too much.
Rocks are good, but not if they circle around you.
Sandbags are fine too, but you have to make sure that there are no gaps like in the starting sector (A9).
Hit and run tactics are nice, but not if you run into enemies at a map border as you can only flee to another sector... And I don't go running off with wounded mercs, as they die before they get to the next sector.
I play to the bitter end, which means mercs die and I sometimes have to do everything all over again ... I just save when I stop... Autosave is for crashes.
I can handle massive Drassen attacks pretty well through militia decoy, good ARs & flat rooftops. The trouble is open field at daytime...
Any other advise?
(Just to hava an idea, I usually play the game in experienced and start with two IMPs and Ira, Dimitri, etc.)
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Master Sergeant
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Re: Tips for daytime field battles: few against many[message #187877]
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Sun, 08 June 2008 11:16
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Starwalker |
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Messages:759
Registered:October 2005 Location: Hannover, Germany |
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Lot's of grenades (gas, smoke, HE, stun). Enemies without gasmasks will need to go around the gas clouds, and smoke obscures vision. HE for tight groups of enemies is self-explanatory, stun can buy valuable time. If your guys are few, and the others are many, you simply need weapons that are able to hit many at the same time.
Best used at range (from a launcher), of course
HE grenades are also useful to blow enemies out of cover, if they hide behind trees or rocks and cannot be shot by your other guys.
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Re: Tips for daytime field battles: few against many[message #187948]
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Mon, 09 June 2008 01:53
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Larynx |
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Messages:183
Registered:April 2003 |
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ThorI'm thinking of a situation like the first sectors in unfinished business before you reach the camp.
In UB, after the helicopter crash, I immediately move east. I've tried staying in the crash sector until nightfall, but there will be an attack there, and it's a more difficult battle there than in the next sector.
When entering the sector east of the crash site, I put the squad in stealth mode and have them all crouch. Then, I move them all along the top edge of the sector, until they reach some rocks about halfway across the sector. This picture shows those rocks and the positions in which I place the mercs.
They have pretty good cover in these positions, but it is still possible for them to get hit (if one is badly injured, move him to the back and have one of the back mercs take his position up front). It's best to have the two mercs in front (who are going to be doing most of the damage) go prone at the end of their turn. If enemies approach during their turn, the mercs in back are likely to get interrupts.
When the enemies stop coming, you may be able to pick up some better weapons from those you just killed. Stay prone and in stealth mode while moving in real time when there are still enemies in the sector, and try to stay near cover as you move from one area to the next. Always have at least two mercs together when moving around so that the merc in back can get an interrupt if an enemy soldier advances.
When you've completed this sector, place all your mercs in an area with good cover (rocks), and have them heal and repair items before continuing to the next sector. They are likely to be attacked before they are ready to move, but this will probably be beneficial as they will get some useful equipment from the attackers.
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Staff Sergeant
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Re: Tips for daytime field battles: few against many[message #188018]
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Mon, 09 June 2008 18:17
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Thor |
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Messages:423
Registered:February 2007 Location: Belgium |
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I do things like you, Nocturnal... except, when I withdraw mercs, I usually don't replace them with others. I withdraw one and start healing it if I have the time. Maybe bettre do that after the battle. But it seems perfectly natural to get several wounded then...
I was just talking about UB to have a good example. And it seems like it was (I've tried both Will's and Nocturnal's ways... Searching cover around the heli and stuff..)
Nowadays I don't use the DEL button anymore, maybe I better do that again... indeed.
Thanks, guys!!!
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Master Sergeant
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