Messages:20
Registered:May 2017 Location: The far north of Sweden.
Do you powergame in the way of creating teams that work well together and avoid mixing psychos, racists, loners etc?
I would appreciate to hear how you put together your squads to get friendly relationships and good morale.
That leads me to a main combat squad that consists of six (fits in cars, helicopter and a requirement for lower resolution due to playing on laptop) heavily insured mercs at Malleus Incus and Stapes insurance brokers with as long contracts as possible, this is how I use them:
One He/she should be agile, stealthy, camouflaged, night ops, survival, spotter that can shoot, interrupt and above all avoid being detected.
Anyway maybe I should point out that none of the mercs really need all those attributes/traits/backgrounds but if money allows I strive for perfection.
Perhaps I am just stating the obvious and I regret if I am to verbose, however English is not my first language.
Two The assault merc needs good physical attributes, focusing on health above all and the ability to squeeze out as many bursts or a long full-auto spray and pray.
The icing on the cake would be someone with demolitions for accurate grenade bombardment, gassing and molotov coctail BBQ.
Blowing up walls/doors with enemies behind it with C1 or C4 to create a new entry point is great fun! Or to throw knives (throwing), stab, bash them with a baton (melee) or kick and punch them in case he/she has hth/martial arts.
I love it when Bull gets the opportunity to kick a crouching blackshirt in the face and watch them go down.
At that point I wish you could grab them by their necks and twist til it snaps or to have a "dirty go" like biting someone in the face.
Something for Reaper perhaps?
Too bad it's so hard to make new animations of things like that.
Three A Engineer/technician for lock picking and weapon maintenance on the go is a valuable asset.
If he/she's got demolitions, laying down strategic fields of remote rigged TNT or HMX is also nice.
Haven't tested the claymores or tripwire traps yet but they sound like good fun.
Heavy weapons is a must.
The Russian vog-jumping grenades are awesome and the milkor is also lovely with the mustardgas, teargas, or smokescreens.
The commando mortar is almost too powerful but its necessary in order to counterattack the enemy when they get a hold of it.
Four The sniper is crucial.
Camouflage for the sniper and perhaps scouting as well as someone to watch the snipers back due to tunnel vision is mandatory. This is usually where the medic goes.
Five The medic needs high medical, dexterity and wisdom attributes.
High agility is also nice in order to make a run for it when someone gets critically wounded.
Energy boosters and smoke grenades are priceless.
The heaviest possible armor so he/she can get shot at and still get the job done is good.
Scouting could be a nice trait here if the sniper or nobody else got it.
Everyone gets a first aid kit but when things go from bad to worse you need to be able to patch up the wounds fast.
Six A machinegunner can make the enemy cower in fear and riddle the rest with bullets.
High strength is good here, this merc often doubles as a assaulter wielding a assault rifle as well, or just a smack on a c-mag on the assault rifle.
Deputy/squadleader would fit in nice as he likely will get in the heat of it.
Right into a "hairy situation" to quote a fearless leader of men.
Concerning equipment I use kevlar or dyneema armor with ceramic, or the other kind of plates.
No pants just leg protectors, and a spectral helmet.
Everyone gets extended ears, sunglasses and nvg,s.
The tt-utility vest is mandatory and almost everyone gets the Tim's combo.
Saw pouches are nice and the heavy weapons expert gets a rig for that.
Everyone gets a silenced pistol and a first aid rig and a smoke grenade (Murphy's law).
I try to give everyone break lights and as much ammo as I can, that's about it.
I leave the teaching and leadership abilities to the other squads consisting of the rebels, locals and my imp.
I don't want to die so I keep out of harms way as much as I can manage as I play iron man.
I often pack a M21 and a Udar to provide some flanking fire and always take the leadership role.
Manuel usually scouts around and becomes a backup medic, he gets a long range assault rifle.
Dimitri handles the grenades and a long range assault weapon and repairs.
Ira snipe and usually becomes a great teacher and medic.
Vince watches our backs and sometime snipes or shoot a lot of missing shots with dual pistols if we get surprised.
Hamous scouts around the area and takes the lead when its time to move around, usually using some sort of long range assault weapon and camo.
Dynamo and Maddog both get a Machinegun and a toolkit each and spray lead in all directions I take great care to NOT position anyone in front of them.
Shank just watch Dynamos back with binoculars and a automatic shotgun with a duckbill, patching people up if its not a critical wound.
Later on Miguel becomes my bodyguard due to my tunnel vision, Miguel gets some kalashnikov-like assault weapon and a machete, Carlos also snipe.
A snitch is also fun to use.
Haven't tried the covert ops/spy yet but they sound real fun.
The radio operator I disabled however.
Maybe I will re-enable it as I now understand that you can jam the signals so you don't get to experience rolling thunder first hand.
I also use at least four teachers in order to train militia 24/7 one of them is always my imp.
"Armed to the teeth. To the war zone. Tonight no ones going home!"
Messages:20
Registered:May 2017 Location: The far north of Sweden.
Maybe I'm posting in the wrong thread or forum as none is interested?
Or, is it the language barrier?
Is my writing to verbose and hard to understand?
Unfortunately English is not my main language, its Swedish so I'm clueless. I would appreciate all pointers and critique.
If that or something else is the case.
Cause this is the second message I've posted and none answers, even though its being read 35 times for this post, and 117 in the other earlier message I wrote.
Now I'm beginning to think that the title perhaps is the problem, or maybe this is of no interest on this forum.
At first I thought that perhaps time was the issue but as my earlier post didn't get no reply I am beginning to doubt that is the case.
I recon it's time to sacrifice to the God Of Doubt!
Quote:
Hail the almighty Darkthrone!
Quote:
Hail the almighty Darkthrone!
[Updated on: Sat, 17 June 2017 14:57]
"Armed to the teeth. To the war zone. Tonight no ones going home!"
Messages:1533
Registered:January 2015 Location: Home Free
The Forum can be quiet sometimes. There is another thread about how people put together squads, but it is not a hot topic. Your use of the English language is very good, so there is no language barrier there. The title is a bit strange, but I don't see that as a problem. Sometimes The Forum is simply quiet.
My current main team is composed of:
1. marksman/deputy
2. sniper
3. machinegunner
4. auto weapons/marksman
5. stealth specialist
6. auto weapons/heavy weapons specialist
I don't bother with a dedicated medic/engineer, IMO the improved firepower offered by auto weapons specialists more than makes up for their inability to pick some locks or bandage others quickly. Looting the battlefield and doctoring can wait until after the battle is over, I have a bunch of other squads for that. I use Manuel as the stealth guy, sometimes he can take out quite a bit of enemy soldiers quietly before the proper fight starts, at which point he's the least effective due to no specialized weapon skills. Everyone gets a suppressed weapon of some sort so they can help him during the quiet part of the mission, the sniper being most useful with the VSSK. I've found M21 EBR to be a very effective weapon for snipers and marksmen.
For a while now I've been sending the main team on patrols in the hummer, intercepting most enemy forces before they can attack any of my cities. This usually means daylight fights in the open so I need all the firepower I can get.
The beauty of the game is variety. There is no right or wrong way to play it. That being said, every player has their own preferences concerning gear loadouts, how many mercs in a squad, who to hire and how to best use their abilities, how to fight and when, etc.
If , however, you need answers about a specific problem, ask and ye shall receive. There are plenty of forums answering this and that. Other than that use the magic of experimentation. This game will always have something to surprise you with.
Messages:20
Registered:May 2017 Location: The far north of Sweden.
Yeah I know there are other threads, but I'm kind of addicted to the whole concept of getting a smooth-working party together.
It's like I feel a tingle of excitement just by thinking about it. (Pavlovs dogs)
Somehow all these years of playing computer games must have rewired my brain's reward system,
It's like amphetamine straight through the mouse-cord!
"Armed to the teeth. To the war zone. Tonight no ones going home!"
Messages:20
Registered:May 2017 Location: The far north of Sweden.
Your setup sounds really nice. The only thing I really would miss there is lockpicking for a stelthy approach into buildings. But I guess you can solve that in other ways.
Btw do you use NCTH?
I use OCTH and haven't figured out how to spread fire, like in a horizontal pattern.
Since I cant do that I feel I cant utilize machine-guns to their full potential.
"Armed to the teeth. To the war zone. Tonight no ones going home!"
Messages:20
Registered:May 2017 Location: The far north of Sweden.
Haha! That sound like something I got to try out, as long as they got insurance there's no huge drawback.
But I would expect the mercs to perform very poorly due to the hate and booze?
And yes I accept every mercs death. Except my I.M.P. That means game over.
"Armed to the teeth. To the war zone. Tonight no ones going home!"
Messages:20
Registered:May 2017 Location: The far north of Sweden.
Yeah I know there's no right or wrong way to play it.
But the thing I am interested is how YOU setup your squad with loadout and all.
I love threads about that kind of stuff, always gives me some new idea that I just got to try.
I suspect I suffer from C.R.S.(Chronic Restart Syndrome). Perhaps I need to make a rule to finish each game before starting a new... hm something to ponder upon.
"Armed to the teeth. To the war zone. Tonight no ones going home!"
Messages:248
Registered:March 2007 Location: Estonia
i'm not so much into squad members' skills as i prefer personalities. so i hire Razor & Haywire ASAP. i like Gasket & Postie & Skitz - and even if i do not hire Gasket i still will never hire Ivan, Igor or Fidel. when it's time for heavy weapons, i'll get Meltdown and Grizly. sometimes i hire nice guy Stephen just to irritate Dmitri. the best doctor seems to be Wahan but he is absolutely useless in battle. sometimes i just "forget" to call Miguel & Carlos. as for armor and weapons - who finds it can keep it. of course i try to get HK PSG1 and FN P90 for everybody but that takes time, so in the beginning Razor, Dmitri and/or Grace will clean some sectors with knives.
never using NCTH or that new saddlebag system to carry things - after Grizly could not take a crowbar with him as he had not the right pocket for it.
i got - loooong ago - my infantry lieutenant papers as add-on to my MSc, was not in the regular army but acted few times in exercises as a platoon commander with reservists. so i like my JA squads to look like my real-life squads were
Messages:20
Registered:May 2017 Location: The far north of Sweden.
I suspect that you already know that Fidel is a great addition to a party with Razor & Haywire due to friendship morale bonus, and not to mention funny quotes.
As I see that you are Estonian I suspect a hate for communists that I can sympathize with.
I don't have a problem hiring communists, even though my great grandfather fought the Russians in the Finnish winter war. I guess you Estonians have even more reason to hate the communists, and I respect that.
The only mercs I have a hard time recruiting are traitors, I feel I cant trust them.
Like: Mike, Conrad, Iggy and Biggins.
"Armed to the teeth. To the war zone. Tonight no ones going home!"
I generally build up 2 different teams. Team 1 is a hot team that uses machine guns, grenade launchers, and sniper/assault rifles. Team 2 is a stealth team with dart guns, throwing knives, and silenced P90s and sometimes silenced or integral silencer sniper rifles. I'll use the hot team to deal with roving Army and the stealth team to capture new sectors. When I use them both in the same sector, I'll set up a kill zone with the hot team and use the stealth team to throw flares, chemlights, and grenades to corral the enemy troops into the kill zone. It takes a long time to set up, but it's pretty awesome when I can get 15 guys in a kill zone and wipe them out in two turns.
In the hot team, the stronger mercs get the machine guns, the marksmen get the sniper rifles, and the rest get either dedicated grenade launchers or ARs with underslung GL's. The stealth team is usually Spider, Shadow, and a pair of IMP mercs dedicated to night ops/stealth/throwing.
Messages:20
Registered:May 2017 Location: The far north of Sweden.
That sounds really awesome!
I think i might try out something similar. Never even tried out the dart gun but now that we have prisons I might take some POW's.
If Turtle can't get the information out of them playing good cop, then Bubba might have other ways of making them cooperate acting as the the bad cop.
Do you give underslung GL´s to mercs without the heavy weapons trait?
I have had some... incidences where mercs without heavy weapon trait made some disastrous shots.
After that, I have been playing it safe and only giving the heavy stuff to people who have the trait.
"Armed to the teeth. To the war zone. Tonight no ones going home!"
Messages:1533
Registered:January 2015 Location: Home Free
Quote:
Do you give underslung GL´s to mercs without the heavy weapons trait?
I have had some... incidences where mercs without heavy weapon trait made some disastrous shots.
If I give Mercs without Hvy Wpns trait any kind of heavy weapon it will usually be loaded with tear gas, smoke, illumination, or signal -- in order to avoid disastrous shots. As well, I train my Mercs in Explosives before letting them have dangerous grenades. For every Merc there is a job, but not all jobs are for every Merc.
Do you give underslung GL´s to mercs without the heavy weapons trait?
Sure. As long as you are reasonably careful it should be fine. I never put any mercs in the cone of fire of another merc, grenade launchers or not. I use disciplined fields of fire for each merc unless something crazy happens and someone absolutely must turn and face an enemy that appears on a flank between the shooter and another merc, but that's pretty rare and it's usually at point blank range so it doesn't matter too much. During deployment with multiple squads I set them up next to each other in skirmisher/line formation and nobody runs around downrange. I will occasionally send a stealthy/night ops merc to do box recons looking for targets but I don't engage those targets with a shooter that has the scout in their cone of fire. In the event I want to try a flanking attack, I'll keep the best marksmen and autogunners in the base of fire and stop using rifle grenades. The autogunners only shoot at targets that don't expose the assaulters to stray rounds, which means they may not shoot at all.
Messages:248
Registered:March 2007 Location: Estonia
in soviet army the system was simple: the tallest guy in squad got RPG, the shortest guy got heavy machine gun, others were running around with AK(M)s.
Messages:20
Registered:May 2017 Location: The far north of Sweden.
Oh! I didn't know that your explosives skill influenced the shooting or throwing of grenades.
I thought that the trait Heavy weapons/demolitions was the only influence on accuracy, dmg, etc...?
"Armed to the teeth. To the war zone. Tonight no ones going home!"
Messages:20
Registered:May 2017 Location: The far north of Sweden.
Alright! That sounds like a solid, safe and sensible tactic.
I take it you don't use psychos a lot?
They do add a element of unpredictability. Unless you just give them weapons without auto-fire, but a psycho without a automatic weapon just feels wrong to me.
By the way, do you know how to spread the autfire/bursts? Like when you get the line of red dots?
I just cant get it to work. Maybe its got something to do with me using OCTH.
Never tried NCTH, that horrible cursor turned me away...
"Armed to the teeth. To the war zone. Tonight no ones going home!"
Cancerman Of The Opera wrote on Thu, 06 July 2017 18:37
By the way, do you know how to spread the autfire/bursts? Like when you get the line of red dots?
I just cant get it to work. Maybe its got something to do with me using OCTH.
Never tried NCTH, that horrible cursor turned me away...
Ya I have the same issue using NCTH. I drag the plus signs on the group of bad guys and the bullets always seem to miss. It might be my cursor technique - maybe the plus signs are not on top of the bad guys, but there's no way to adjust placement after the fact.
Try aiming a couple tiles behind the group and make sure to use enough bullets on a not too ambitious area.
This is a type of 'spray that general zone for suppression and maybe a couple lucky hits' kind of fire, not 'tag 4 enemies and try to hit all of them with one 5 round burst'.