Home » SIRTECH CLASSICS » Jagged Alliance 2 » The A.I.M. Library » Perfect FULL 18 mercs team
| Perfect FULL 18 mercs team[message #159820]
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Sat, 29 September 2007 16:25
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WillyWonka |
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Messages:120
Registered:February 2006 Location: Sweden/Sverige |
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This is a thread dedicated for the full 18 mercs teams.
There are some threads about the "perfect team". These teams usually consist of 6 highly specialized top-level mercs. They can operate as one unit, and carry with them all their firepower (including mortars etc) they need. A constellation like this is vurnerable as some of the team members evenyually gets killed. Of course you could change tactics, compensating for the loss of for instance the sniper or the artillery guy. You can also hire new mercs.
I like to use the full roster of 18 mercs, creating more of a regular infantry platoon with a support squad. Of course you can use the commando-style 6 mercs units *3, thus using all 18 slots.
I usually have three fire teams (one LMG shooter, one designated marksman using 7.62 rifle, and two shooters using 5.56 AR rifles), one support team (one mortar/MILKOR/AGL, one long range sniper, one medic and one loader/spotter). The last two slots are reserved for one commando scout and the commander (IMP).
The fire teams can have one top merc, one medium merc and two low mercs (or vice versa), all of them being easily replaced if KIA.
Example:
FT1:
Igor
Ivan
Grunty
Biff
FT2:
Wolf
Gasket
Steorid
Gumpy
FT3:
Stephen
Numb
Razor
Haywire
ST:
Lynx: sniper
Grizzly: mortar/MILKOR/AGL
Bull: spotter/grenade mule/bodyguard for the ST
MD: medic/bodyguard for the ST
Commando scout:
Shadow or Reaper
Commander:
IMP (teaching, NO)
So, how does your perfect full 18 merc team look like?
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Sergeant
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| Re: Perfect FULL 18 mercs team[message #160679]
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Fri, 05 October 2007 18:44 
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DNA from the Lowlands |
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Messages:337
Registered:July 2003 |
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Myself I want: psychos (ever since Azazel wrote about that 15%-bonus, I've been sold)
Buzz, Fidel, Razor, Haywire (Maddog and Dynamo)
Oh and of course my six IMPs. (but J.T.'s Crusader and Jannssen have good leadership)
Playing with the IMPchoices had me creating/deleting IMPs like smokes.
I have several teams, some completely equal: early 1.13 they were all camoe+skill, later that became all NO+skill.
- Team Loco, was made for games when I want to get the locals first. (Estoni, Tixa)
3 males locoaw/locohw/locoxplo and 3 females locomed/loconade/locoambi. (locomed = 50+ ldr)
I once made it to Tixa and got Dynamo-recruited, but something baaad happened when I went for Shank ... (bad enough for me to decide game-over)
---
I like the max team, but I spread out too much.
This has me covering more of the sector: engaging more enemies-simultaneous, than I would with a smaller group.
Mostly I spot 2/5 enemies before/on the first turn.
Since I cannot break-that-enemy-contact, without leaving the sector, I 'have to' engage.
Since I engage, I keep less AP's in reserve for interupts.
With a small squad I encounter 3 enemies at most in the 1st turn.
I can take care of them in the 1st turn.
Apart from some scoped-weapons, there should be no surprises.
LedTims Merc Chart contains interupt-rates for all the mercs.
If I want to select a merc that reserves AP's,
I should check that list first and decide accordingly.
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Master Sergeant
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| Re: Perfect FULL 18 mercs team[message #163977]
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Thu, 08 November 2007 11:12 
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Kensuke |
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Messages:40
Registered:May 2007 |
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1st Squad:
Igor (night recon/point man)
Grunty (as Igor, but with a under barrel GL as well)
Ivan (RPGs and other things that go boom ^_^)
Wolf (night designated marksman)
Fox (field medic)
Sidney (or Hitman if I don't get Scope - as 'nade chucker)
2nd Squad:
Grizzly (mortar guy later in the game, and EFC champion early in the game)
Barry (top explosives expert and lock picker/mechanic)
Scope (as ultra long range sniper with .338 or .50 cal, but Lynx or Raven would also work just as well here. I only use 'em late in the game anyways)
Cougar (machine gunner...gotten rather late in the game)
Miguel (pointman)
Dimitri ('nade chucker)
Support Squad:
Ira (as militia trainer and medic)
Flo (as militia trainer)
Biff (as militia trainer)
Shank (becomes a good medic thanks to high wisdom).
Carlos (varies...he can become a couple of things I suppose)
MadDog (as mechanic - can substitute Dynamo, but nearly everybody hates him).
That's 9 AIMs, 3 MERCs, 6 NPCs, and a partridge in a pear tree.
I find this works the best, and takes EXCELLENT advantage of the morale bonuses offered through like/dislike stats. 1st and 2nd squad trades people between the two depending on the mission at hand. Support squad almost never sees any combat. 1st and 2nd squads get the very best weapons and equipment (often bought from Bobby Ray's and fully upgraded). Support squad just gets whatever they liberate from the enemy (mostly shitty AKs and pistols).
I generally won't have the two squads going after two different objectives on the map. They'll usually back either other up on the same objective. It makes for a longer game, but is safer and more effective overall.
- John
[Updated on: Thu, 08 November 2007 12:27] by Moderator Report message to a moderator
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Corporal
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| Re: Perfect FULL 18 mercs team[message #166423]
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Mon, 03 December 2007 07:36
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| MikMan |
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Messages:22
Registered:May 2007 Location: Finland, Suomi |
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I prefer using duo or solo teams. They tend to get very good in a very short time. Also, it's way more fun.
Having full squads has always felt a bit clumsy to me.
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Private 1st Class
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