Home » SIRTECH CLASSICS » Jagged Alliance 2 » The A.I.M. Library » Tactical advantage of squad sizes
Tactical advantage of squad sizes[message #28380] Thu, 07 October 2004 20:10 Go to next message
LegacyOfApathy is currently offline LegacyOfApathy

 
Messages:101
Registered:September 2004
In your opinion, could having a squad of just two people be better than having a squad of six?

The way that I play the game, I usually have just two people fighting all of the enemies and providing cover fire for one another.

The four other members of my team just sit in a quiet spot until the fighting is over.

I can't begin to imagine how much money and time I've wasted hiring and equiping mercinaries that I never even use.


Lately, I've had a brilliant idea, why not just use two people? That way, I could go though the game much faster. Its a lot faster and easier to move two people though a sector than for six. The four unused people just get in the way, get shot.

It also makes the fights feel a lot more "personal".

Here are a few of my favorite groups


Meltdown\Stephan

Razor\Haywire

Ivan\Igor

Dr. Q\Shadow


Soo... What do you think?


Its much more fun, in my opinion, to have two, instead of just one.

Report message to a moderator

Sergeant
Re: Tactical advantage of squad sizes[message #28381] Thu, 07 October 2004 22:37 Go to previous messageGo to next message
Bane is currently offline Bane

 
Messages:201
Registered:May 2000
Location: Vancouver, BC, Canada
I prefer a squad of 4. This team is broken down into 2 teams of 2. The first team does close in work (much as you describe) while the second team provides support fire if the first team runs into trouble. Obviously the first team gets most of the experience....

Sometimes I split the teams up and send them to opposite sides of the map. I then try to approach the objective from opposite sides. This works well because the enemy will run towards whoever fired last so you can easy get them to run back and forth between your teams. Also, if one team gets stuck, the other team can draw off the enemy. The AI can't really handle 2 widely separated threats like this.

Report message to a moderator

Sergeant 1st Class
Re: Tactical advantage of squad sizes[message #28382] Fri, 08 October 2004 08:55 Go to previous messageGo to next message
ConFusion is currently offline ConFusion

 
Messages:31
Registered:April 2003
Location: The Netherlands, Europe
I used to go solo or duo all the time. Never stopped loving an all-solo game where my IMP does everything in the game. Now in UC I'm playing with a team. Since I got quite a lot of money in the middle of the game, I decided to hire trevor and lynx to conquer the other half of the country. Because Lynx is an excellent sniper and fine medic, he's a perfect partner for Trevor: the assaulter/spotter with the ability to enter ANY building.
The other team consists of Jubilee (ambi), IMP (no/ambi), Barry (explosive/lockpicking/grenade launcher) and Fox (sniper/medic).

Lately I'm using both teams together and attack with 6 mercs, which gets a little boring so I probably stop doing that soon.

Report message to a moderator

Private 1st Class
Re: Tactical advantage of squad sizes[message #28383] Fri, 08 October 2004 17:32 Go to previous messageGo to next message
pheloncab is currently offline pheloncab

 
Messages:278
Registered:August 2004
Location: So. Cal. or texas
I usually try to get 18, 3 squads of 6, with each squad being 2 fireteams.
usually this works well and even if someone walks into some bad luck, the second fireteam can step in while the first bandages and goes to cover fire.
This also allows me to work more than one front if needs be, or be in a building and outside as well.

Report message to a moderator

Master Sergeant
Re: Tactical advantage of squad sizes[message #28384] Fri, 08 October 2004 17:49 Go to previous messageGo to next message
NocturnalC is currently offline NocturnalC

 
Messages:15
Registered:October 2004
Once, in what may have been my first game, I had my team of six step into some trouble right when entering a sector. They were outgunned and badly injured, pulling back behind some buildings while the enemy took potshots at them.

I left my IMP, the only uninjured mercenary lying prone along the line of the enemy attack to cover their retreat as the other five bugged out. She managed to take down the attackers while they shot all around her, but failed to hit the small target. Amazed that she took care of all the enemies in the immediate area without injury, I let her sweep the sector looking for one more, and one more... rationalizing that even if she got hurt I wasn't going to come back until my squad healed up, and should finish as many of the wounded enemy as I could.

She cleared the sector by herself taking only modest injury. I had to rush a medic back in there to patch her up before she bled to death of it though (that's when I started training all my commandos in first aid and giving them medikits.) Since then, I paired my IMP with Dr. Q. and let them run "training" missions at night by themselves, quietly and methodically picking off the baddies one by one, or holding cover behind a building and letting Dr. Q take them down when they approached around the corner.

I split my squad of six into heavily armed squads of two and took entire sectors with them, one medic "trainee" and one experienced marksman. Unless they managed to swarm my position, the redshirts had no chance of hitting the small and deadly targets. Even in the late game, I split my squad of six into task forces of two or three and attack from multiple directions.

Report message to a moderator

Private
Re: Tactical advantage of squad sizes[message #28385] Fri, 08 October 2004 18:25 Go to previous messageGo to next message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
Guess I'm kinda' stuck in rutines,cause I can't remember the last time I attacked a sector from multiple directions.In towns,my team usually enters from the closest point from a roof.Also,only esthetics(hearing the coments and praises) dictates that my team has more than 3 mercs engaged directly in combat- no ennemy is(normally) well-armored enough to survive fire from 2 mercs,and the third makes 1-2 steps closer to the position of engagement and gets the interrupt.
Also,I noticed there is no significant difference in loyalty gain in a town between having a team of 3 mercs and one of 6.But there is a (significant) difference between a squad of 1(!),2 and one of 3mercs!
Example:IMP&Ira conquer Drassen:loyalty 88% after the quest(s),no militia trained, but IMP,Ira and somebody(even Flo):91%.(Doreen saw the light and the dark:D)

Conclusion:I don't split my team,and I play with a 4 attack squad,in night time,(with an ambidextrous and an AW specialist)one of the mercs being the reserve...Just in case a grenade needs to be thrown. Wink

Report message to a moderator

First Sergeant
Re: Tactical advantage of squad sizes[message #28386] Sat, 09 October 2004 06:22 Go to previous messageGo to next message
CCKeane is currently offline CCKeane

 
Messages:98
Registered:September 2004
Location: Hoboken/Long Island
I try to cram as many mercs as I can in my teams. Everybody fights, and everybody as at least a semiautomatic rifle. The only time when I go solo is for very speific tasks, such as storming a building or a quick roop top sniping job. for the rest I just have a large group, maybe not the best mercs, but a high kill rate.

Report message to a moderator

Corporal 1st Class
Re: Tactical advantage of squad sizes[message #28387] Wed, 13 October 2004 01:14 Go to previous messageGo to next message
Leon is currently offline Leon

 
Messages:8
Registered:September 2003
Location: Mesquita RJ

I usually uses a full team , but , the few times i use small teams ( minimun 4 ) i have some success , specially when i used the team Fox/Blood/IMP/Igor . Personally i thingh Blood was one of the best , because of their stealth and the ability of throwing that permits him to throw Knives with perfection and kill silently.

_Guns_don't_kill_peolple__people_kill_people_

Report message to a moderator

Private
Re: Tactical advantage of squad sizes[message #28388] Wed, 13 October 2004 02:27 Go to previous messageGo to next message
the scorpion

 
Messages:1833
Registered:September 2004
Location: CH
easiest way to work is having specialized teams for day and night fighting.
additionaly, u need peple to repair items and train militia. They can be flown to wherever they are needed, so no strict squad assignment for them.

as there will be more enemies, you`re teams will grow, having in the later stages of the game a 6men squad of nightops guys (Like Scope, Raven, Stephen, Wolf, Dr q)another one for fighting through daytime (for Instannce Ivan, Igor, Iggy, Reaper and else)and the rest for Militia and repair, such as miguel, raider,Conrad, Ira, Vicki, Static...

like this, the bigger squad size is no drawback, because any fighters is useful and not just an easy target

I normally work like this. One squad conquers a town during the night, the other one conquers another town or defends it during night time. This is also the time, that the equipment of the daylight ops guys can be reparaired without time loss.

Report message to a moderator

Sergeant Major
Re: Tactical advantage of squad sizes[message #28389] Wed, 13 October 2004 04:07 Go to previous messageGo to next message
The NumbNuts is currently offline The NumbNuts

 
Messages:75
Registered:May 2004
Location: Keuruu, Finland

I don't see much of an tactical advantage on big teams, but I still have those big teams, because the rest of the guys make me feel safe.

Report message to a moderator

Corporal
Re: Tactical advantage of squad sizes[message #28390] Thu, 14 October 2004 07:11 Go to previous messageGo to next message
-CHAZZ- is currently offline -CHAZZ-

 
Messages:83
Registered:August 2003
Location: Croatia, Europe
So much water is passed under the bridges since i started JA. I mean since the first JA, and the DG etc. In JA2 i used to pick the best mercs i could afford with my limited cash. First was the novice game. A couple of them in fact. Then it hooked me and i started on the middle difficulty, played for a couple of game-days, saw the light(Night-Ops) and relized i was doin OK. Then i restarted on Expert and, playing carefully, eventually snuffed the Queen. Then that wondrous 8000+ 'mod' came out and i was addicted 100%.One of the really few flaws in the game was, IMO, that once you conquer Grumm and Alma, there was barely something between you and Deidranna. Oh yeah, a bunch of tanks, some Bloodcats and a handful of Greys here and there, but, essentially, zilch of enemy squads to fight again and again. Well, maybe in Meduna airport/SAM dunno. Not so in 8000+ mod: there really are 8000 enemies, and ALL possible sectors are filled with max number of enemies, usually about 35 per sector, sometimes can be almost 60 if some patrols and 'punitive squads' converge in the same sector. No way i can win a sector with 40-50 baddies with only one or two mercs. So, i employ a whole 6-merc team. IMP is NO+ambi, Igor and Grunty are always there, Hamous is a must, the game just dont feel 'right' without him, plus he is able to do some incredible shots at extreme weapon range that i think he is cheating.Lately i learned to like Raven, she is performing wonders with that HK-21 of her.That leaves one empty spot, which i fill with Maddog if i am doing urban warfare. If i am inclined to do wilderness 'tours' i pick some new, not yet used merc and baby-sit him while he/she levels up. By that time i hear all/most his/her comments and keep him or pick someone else. I use only one fighting squad at a time, but my roster at home is full. I love to switch from time to time to slack the possible traces of growing boredom.Just recently i learned on this forum that, if you have Ira in the team, every time you enter a sector, she will have her little speech performance about that sector, just like Hamous did back in Metavira (JA1:"Much waderr here, but noo zsnakess") Smile
As soon as she is done with Drassen Militia, i will squeeze her in my combat team Smile
Chazz.

Report message to a moderator

Corporal 1st Class
Re: Tactical advantage of squad sizes[message #28391] Thu, 14 October 2004 21:03 Go to previous messageGo to next message
Bane is currently offline Bane

 
Messages:201
Registered:May 2000
Location: Vancouver, BC, Canada
Both Ira and Dmitri give a "guided tour". Different comments of course...If both are in the same sector, I *think* Dmitri takes precedence.

Comments are usually reserved for city sectors and SAM sites, plus Tixa prison.

Report message to a moderator

Sergeant 1st Class
Re: Tactical advantage of squad sizes[message #28392] Thu, 14 October 2004 22:15 Go to previous messageGo to next message
El_slapper is currently offline El_slapper

 
Messages:31
Registered:March 2001
Location: Taverny, France
Quote:
Originally posted by The NumbNuts:
I don't see much of an tactical advantage on big teams, but I still have those big teams, because the rest of the guys make me feel safe.
You speak in terms of strategic organization, or tactic groups? Personally, when I play a 18/mercs game, I tend to attack with teams of 3/4 that are not far from eachother. Then I have more mobility for each group, but other groups are still nearby to help when needed. 3 groups of 6 on the same map have proven far less flexible than 4 groups of 4 plus 2 in reserve, in my book.

Report message to a moderator

Private 1st Class
Re: Tactical advantage of squad sizes[message #28393] Sat, 16 October 2004 04:05 Go to previous messageGo to next message
DNA from the Lowlands is currently offline DNA from the Lowlands

 
Messages:337
Registered:July 2003
For me it works best to stay in small-groups as well, at least 3 mercs (If Marks. is high less than 3 can still be safe, if not 3 mercs = minimum, else I bleed)
This way the point man gets to spot them, while the rest can stay back-some-squares / out of sight and save some APs for interupts.

The advantage of different groups is that I can make flanking-moves work.
Mostly when I send the stealh-Merc alone, he gets spotted, outgunned and then slaughtered for a huge-part at least.
With some backup nearby most incoming fire can be answered by the backup-(wo)men.

Report message to a moderator

Master Sergeant
Re: Tactical advantage of squad sizes[message #28394] Sat, 16 October 2004 19:25 Go to previous messageGo to next message
Cagemonkey is currently offline Cagemonkey

 
Messages:276
Registered:December 2001
Location: Sweden
I like to hang on to cheap/mid-price mercs and improve their stats by training and experience. I think it

Report message to a moderator

Master Sergeant
Re: Tactical advantage of squad sizes[message #28395] Sun, 31 October 2004 18:33 Go to previous messageGo to next message
LegacyOfApathy is currently offline LegacyOfApathy

 
Messages:101
Registered:September 2004
There is something I haven't even thought of, which may be worth mentioning.

Even if you use just one or two characters to do all of the fighting, the other team mates still serve a very useful function. They can carry a lot of ammo and equipment! It seems sorta obvious, but I'm kinda slow...

You can have one of your characters (possibly your IMP). Use burst fire to mow down the enemies. When you get low on ammo, have one of the other characters supply him\her with more.

Gun barrel extenders wear out really quickly from burst fire. But the weapons themselves could survive a few battles before they need repair.

Come to think of it, this could be even more useful than shooting two SMGs at once. Use just one SMG, on burst fire. Up close.

You may want to steal a sliencer from Magic Smile .

Report message to a moderator

Sergeant
Re: Tactical advantage of squad sizes[message #28396] Mon, 01 November 2004 07:27 Go to previous messageGo to next message
Headshot is currently offline Headshot

 
Messages:176
Registered:May 2002
Location: Los Angeles ( Hollywood )...

I dont use constant save and reloads which will allow anybody to take on almost all of the country alone.

When you play Ironman rules ( with Locals or MERC/Locals ONLY )which has NO save/reloads ( even if someone dies ), you can never afford the solo attitude. As I see it, going solo comes from the save/reload syndrome.

I alway try and have at least 3 to 4 mercs ( characters ) in a squad ( fireteam ) and as many squads as I can muster going into any battle. Playing smart and having enough firepower to handle the job at hand is essential to victory with minimum risk to your crew. I play as If I were on the battle field and " I Don't Want to Die " nor have any of my crew take foolish risks which could get them killed.

I would like to see, watch, or read, a real account of someone taking out a midlevel game map Solo playing Ironman. It might happen but to play a whole game that way would never happen.

Everyone has his or her own style of play. For those of you out there that like to save and reload alot, great, have fun and enjoy the game, as that is what it is all about. For me, the challange is in playing without any reloads and making it all the way through a game, knowing real deaths, and victory or defeat, based upon tactics and skill.

Have fun ...

Headshot

If you have never tried a Game of Ironman give it a try... you may never go back to your save and reload way of playing.

Report message to a moderator

Staff Sergeant
Re: Tactical advantage of squad sizes[message #28397] Mon, 01 November 2004 23:36 Go to previous messageGo to next message
idiotgod is currently offline idiotgod

 
Messages:19
Registered:September 2003
Location: Toronto
I use teams of 3 (3 in my opinion being the ideal number for most infantry fire teams or independent teams, because it gives a strong base for fire and movement) and I currently have 5.

Report message to a moderator

Private
Re: Tactical advantage of squad sizes[message #28398] Tue, 02 November 2004 07:30 Go to previous messageGo to next message
-CHAZZ- is currently offline -CHAZZ-

 
Messages:83
Registered:August 2003
Location: Croatia, Europe
I always use one 6-merc team split in 2 groups of 3 mercs. All my sectors have 30-50 bad guys, so with 2 groups not very much spread apart i can clean the sector with relative efficiency and confidence.So, basically there are 2 spotters backed up with 2 good shooters with FAL's, C-7's or/and SAW's.Works for me, especially after i acquired Conrad and Cougar.When they got some levels, they are doing really fine, even if i play mostly N.Ops battles and they are not night-ops operatives. My IMP,Raven and Grunty are NO, tho.

Report message to a moderator

Corporal 1st Class
Re: Tactical advantage of squad sizes[message #28399] Tue, 08 March 2005 03:05 Go to previous messageGo to next message
fightcancer is currently offline fightcancer

 
Messages:213
Registered:February 2005
Location: USA
Yeah, I prefer small teams too: 2-3 mercs. I hire all 18, but most are spaced out across the map in pairs. I station them in the cities to guard against attacks and train militia. they also protect the SAM sites.

Then I have one roving group of Night Ops mercs. I only attack during the night as I play on Expert level. This group is only 2-3, but one dose all the fighting if I can help it. The rest are for back in case the one gets in trouble. Mainly though, they're mules to help xport goods.

Report message to a moderator

Sergeant 1st Class
Re: Tactical advantage of squad sizes[message #28400] Sat, 23 April 2005 09:49 Go to previous messageGo to next message
plop is currently offline plop

 
Messages:43
Registered:December 2000
Location: Louisiana
I play without reloads. That means full squads only. At the early stages of the game with SKS and no scopes you cannot survive a large bloodcat attack with a small squad. Also, any elite with UV goggles and a LAW can really ruin your day.

I've soloed the game with just IMP and no reloads. So have others. Get scopes from the hicks and UVG's from the sniper in Alma, then run through the towns killing everyone from rooftops. Train militia, repair everything, doctor yourself, plant mines. Level 10 comes quickly. When you're suitably equipped (FAMAS with rod/spring, smoke, regens, energy boosts, camo, full coated spectra) sneak past the defenses in Meduna and get into the bunker. Once you're in there I'd say you have about a 10% chance of winning. It's hard but not impossible.

Report message to a moderator

Corporal
Re: Tactical advantage of squad sizes[message #28401] Sun, 24 April 2005 12:03 Go to previous messageGo to next message
DaethWalker is currently offline DaethWalker

 
Messages:98
Registered:September 2003
Location: Rocky Point, NC
Obviously it will vary. Depending on play style, whether or not mods are added and whether or not you are playing easy mode with save/reloads or expert ironman, etc...

I usually play the 1st 1/3 - 1/2 of the game with a full six man team, which then gets reduced down to a 4 man team. Regular JA2 can easily be handled solo or with a 2 man team, even with no saves, but I haven't had as much success doing so with the mods I've played.

Even so, I still usually play with at least 4 man squads. Not only to have access to "mules". But, to also put a bit more variety into the kills. I like the combat chatter between squad members and I like the variety of ways each does his own killing.

I get bored just clearing a sector with my IMP (NO Expert/Psyco). So, I now usually use him to bait the bad guys into ambushes and hold him in reserve in case the others get into trouble.

I've even switched to more day ops, just to give the bad guys a better chance. Wink

Report message to a moderator

Corporal 1st Class
Re: Tactical advantage of squad sizes[message #28402] Wed, 04 May 2005 10:55 Go to previous messageGo to next message
Holywhippet is currently offline Holywhippet

 
Messages:25
Registered:March 2003
Location: Canberra, Australia
Quote:
Originally posted by plop:
I play without reloads. That means full squads only. At the early stages of the game with SKS and no scopes you cannot survive a large bloodcat attack with a small squad. Also, any elite with UV goggles and a LAW can really ruin your day.

I've soloed the game with just IMP and no reloads. So have others. Get scopes from the hicks and UVG's from the sniper in Alma, then run through the towns killing everyone from rooftops. Train militia, repair everything, doctor yourself, plant mines. Level 10 comes quickly. When you're suitably equipped (FAMAS with rod/spring, smoke, regens, energy boosts, camo, full coated spectra) sneak past the defenses in Meduna and get into the bunker. Once you're in there I'd say you have about a 10% chance of winning. It's hard but not impossible.
I still think the bunker is a bit of a ripoff. At first glance it seems like a stealthy way in. But as soon as you come out you are greeted by Dedriana's military commander who begins shooting at you. Even if you buy him off he'll always have a shot at you first which puts the place into high alert. That being said, Dedriana's heavily guarded throne room can be taken down by planting explosives at the door then carefully clearing the room by gradually extending your firing arc - or tossing in a lot of grenades.

BTW, is it possible to ambush the Queen in her bunker? I know that if you assault her palace head on she'll retreat into the bunker - I've never been sure if you could capture the bunker with Team A and then send Team B to assault the palace head on, forcing the queen to go down into the bunker to run into Team A.

Report message to a moderator

Private 1st Class
Re: Tactical advantage of squad sizes[message #28403] Fri, 06 May 2005 19:16 Go to previous messageGo to next message
Bane is currently offline Bane

 
Messages:201
Registered:May 2000
Location: Vancouver, BC, Canada
I normally assault the palace, then go down into the bunker. Oddly enough, the Queen is usually neutral when I see her. I kill all her guards, then have a nice chat with her before I kill her.

Report message to a moderator

Sergeant 1st Class
Re: Tactical advantage of squad sizes[message #28404] Wed, 18 May 2005 14:03 Go to previous messageGo to next message
plop is currently offline plop

 
Messages:43
Registered:December 2000
Location: Louisiana
Quote:
I still think the bunker is a bit of a ripoff. At first glance it seems like a stealthy way in. But as soon as you come out you are greeted by Dedriana's military commander who begins shooting at you. Even if you buy him off he'll always have a shot at you first which puts the place into high alert. That being said, Dedriana's heavily guarded throne room can be taken down by planting explosives at the door then carefully clearing the room by gradually extending your firing arc - or tossing in a lot of grenades.

BTW, is it possible to ambush the Queen in her bunker? I know that if you assault her palace head on she'll retreat into the bunker - I've never been sure if you could capture the bunker with Team A and then send Team B to assault the palace head on, forcing the queen to go down into the bunker to run into Team A.
In the game I just finished, I had my third squad assault the front gate of the palace with all of my remaining LAWS and mortar shells. After blowing half the palace to bits and piling up about 20 corpses, they retreated while my 2 main squads went into the bunker from the garden. Joe and Deidranna were both down there. Worked like a charm. No casualties in either sector.

Report message to a moderator

Corporal
Re: Tactical advantage of squad sizes[message #28405] Wed, 18 May 2005 17:03 Go to previous messageGo to next message
Bane is currently offline Bane

 
Messages:201
Registered:May 2000
Location: Vancouver, BC, Canada
The main problem with assaulting the palace is that there is only one way in. If you have lots of LAWs and mortar shells, you can simply level the areas inside the gate and then move in but there is no way to finese your way in.

Or is there?

Actually, it *is* possible to blow a hole in the "indestructible" walls and do a flanking attack.

There may be other ways to do it, but what I do is move a mortar close to the wall and attempt a shot on the other side of the wall. You will *not* get a RED targeting icon but a BLACK one. This is good because it means that the shot is blocked by the wall. So when you fire, it hits the wall and blows a hole in it.

Report message to a moderator

Sergeant 1st Class
Re: Tactical advantage of squad sizes[message #28406] Sun, 29 May 2005 10:42 Go to previous messageGo to next message
MagicJuggler is currently offline MagicJuggler

 
Messages:24
Registered:January 2005
Me, I tried doing "RPG-style" and use only my main IMP Merc and local mercenaries. I would travel to towns, never quite liberate them, but would eliminate everybody and take their stuff. I managed to get Dimitri and Ira in my team (Ira was about MRK 70 after I was done), and used the team to clear out the Hillbilly house. It was an intense battle, with Ira using an M870, and the guys armed with MP5s. I took wounds so after the battle (and getting the Grenade Launcher and enough ordnance to take on Cambria), I decided to rest. Bad move. 5 minutes later, a 12-man red patrol moves in, so I have to run into the hillbilly building and fortify it with mines, marbles, etc. After this, I was out of ammo, and they didn't leave jack squat, so I quit and restarted.

Report message to a moderator

Private 1st Class
Re: Tactical advantage of squad sizes[message #28407] Mon, 30 May 2005 23:16 Go to previous messageGo to next message
minhtuan is currently offline minhtuan

 
Messages:16
Registered:April 2005
Location: Vietnam
I prefer a team of 3. Same as MagicJuggler, I prefer to use only IMP, Ira and Dimitri. I only hire Speck's guys for training purposes.

I am playing JA2 WildFire and I wonder whether Wildfire could be modded with Urban Chaos or Deidrana Lives. I am very much fond of this game and all its variations.

Report message to a moderator

Private
Re: Tactical advantage of squad sizes[message #28408] Sat, 25 June 2005 23:17 Go to previous messageGo to next message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
I'll stick with the four squad,if you don't mind.

It's small enough for me to use all 4 members,and large enough to cope with any threat.

On the other hand,since the styling advantage always had the upper hand over the tactical one in my case,I have 4 squads of four spread on the map by the time I have all the 5 mines under control.
For example,in my last Wildfire game, these squads are:
1)Miguel,Carlos,Ira,Dimitri
2)IMP,Raven,Len,Dr Q(the all blacks)
3)Ivan,Igor,Iggy,Robot
4)Wolf,Fox,Grizzly,Maddog
And each of these teams carries a collection of FNs,Ms,HK and russian weapons.

Report message to a moderator

First Sergeant
Re: Tactical advantage of squad sizes[message #28409] Tue, 28 June 2005 04:38 Go to previous messageGo to next message
Apocalypse is currently offline Apocalypse

 
Messages:5
Registered:August 2004
Location: New York
Early in the game I have a 3/4 person squad, but later I usually stick with 6 people on my squad, for the simple sake of carrying all the junk I like to have around. I usually have one guy carry LAWs, another carry a grenade launcher, another carry explosives (TNT/C1 etc.) and a fourth carry a mortar. The 5/6 slot are a medic and a mechanic.

Also, I picked up the 8000+ mod, and even in night ops I have alot of trouble working with only three or four people. I'm not even attempting to play it ironman style, but I really don't like constant reloading from being outflanked, overwhelmed, grenaded, or otherwise gunned down.

Report message to a moderator

Private
Re: Tactical advantage of squad sizes[message #28410] Wed, 29 June 2005 02:59 Go to previous messageGo to next message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
Which brings us back to standardisation.
A squad should have a doctor,a mechanic,an explosives expert,and a high leadership teaching/public relations specialist.It would be ideal to have an ambidextrous(silenced pair,also equipped with a long range-fast firing weapon,an auto weapons specialist,and a sniper,with the necessary tools in their hands,and a fourth member carrying a fast firing thing like the Abakan or G11(psycho or not).Also,a night ops skill, a throwing skill and a lockpicking skill(!) is good to have in every squad.
Which leads us to a minimum of four members for the squad to have in able to perform all required task.The lack of a skill can be compensated by high stats in this minimal nucleus.(i.e. high mech/dex/wis for lockpicking,str/dex for throwing,wis/dex/mrk/lvl for heavy weapons,and so on)

I experimented on the 8000 mod with a 4 squad,the game being implanted on a 1.12 version,where the ennemies do outflank and throw shit at our mercs(especially at night).My strike team was Len(aw)-Vicky(ambi)-Dr.Q(sniper)-IMP(psycho night ops expert)And it all came down to make maximum use of the roofs and fighting in the corners of the wilderness sectors,not advancing far enough to be flanked.
In the night,I used this tactic: place mercs in the corner,throw 3 break lights some 20 squares(right,left,diagonal) away to set up a death perimeter,pick them out one by one.Didn't even need to reload...

Report message to a moderator

First Sergeant
Re: Tactical advantage of squad sizes[message #28411] Mon, 04 July 2005 02:36 Go to previous messageGo to next message
thenenea is currently offline thenenea

 
Messages:9
Registered:June 2005
Location: Bucharest, Romania
My perfect squad has three people when attacking a sector. I play NightOps mod now so I also leave one or two mercs to defend sectors that are very important (Drassen airport and the mines). The squad of three that I consider the perfect example is this: my merc (good sniper and mechanic), Igor (perfect sniper and good at sneaking on those pesky enemies who now wait you on the roof), Danny (great medic and decent machinegunner). Anything above three is a waste in my opinion and below is too risky.

Report message to a moderator

Private
Re: Tactical advantage of squad sizes[message #28412] Tue, 05 July 2005 09:09 Go to previous messageGo to next message
Bane is currently offline Bane

 
Messages:201
Registered:May 2000
Location: Vancouver, BC, Canada
3 mercs can make a good fireteam but it's a brittle formation. A squad of 4 gives you more flexibility in that you can split the squad into 2 fireteams of 2 that can either work the map independently or provide mutual support.

You cannot split a team of 3 unless you are willing to send a merc off by himself, and unless you like reloading a lot, that is just asking for trouble.

Report message to a moderator

Sergeant 1st Class
Re: Tactical advantage of squad sizes[message #28413] Fri, 19 August 2005 04:18 Go to previous messageGo to next message
Alexi is currently offline Alexi
Messages:2
Registered:August 2005
For me it really depends on each specific game played. Once I played most of the game with only my player character actually entering into combat (the other guys were for repairing/medical/militia training). The game this way was incrediably quick paced and each battle was action intense. Playing solo like that kinda felt like playing a 3d-shooter or an action game. Most of the time however, I try to bring 16 guys into combat in 4 squads of four. I build each squad for specific tasks/missions ie. One squad is for outdoor combat and is armed with long range weapons, while another squad is designated for close quarters and is armed with SMG's and grenades. I also make 'engineering squads consiting of lockpickers and explosives experts as well as recon and sniper squads who usually spearhead attacks on important sectors by arriving 1-5 minits before the other squads. Playing this way I believe is a better representation of what the guys at Sirtech probably had in mind for the game, and encourages strategic gameplay. However, if all you want is non-stop shooting maybe and a campaign that doesnt take three months to beat you should probably fight with 1-4 guys.

Report message to a moderator

Civilian
Re: Tactical advantage of squad sizes[message #28414] Mon, 22 August 2005 22:00 Go to previous messageGo to next message
alerus is currently offline alerus

 
Messages:13
Registered:December 2004
Location: Slovenija
Never played 8000 mod. For everything else 3 is more then enough. 95% of work is done by my IMP char, Ira - Yubilee is mainly training militia and there is (usualy) Trevor for picking up locks (lately I just use Dimitri/Slay) for backup.

I prefer playing JA2 as RPG game, so mainly I just develop my IMP char to the max.

I have to admit, that a lot of Save/load technique is game that way Smile . Tried to play it without saving, but not got far.

Report message to a moderator

Private
Re: Tactical advantage of squad sizes[message #28415] Thu, 25 August 2005 02:22 Go to previous messageGo to next message
Frankstar is currently offline Frankstar
Messages:2
Registered:July 2005
Location: Amsterdam [NL]
My tactics is that

Report message to a moderator

Civilian
Re: Tactical advantage of squad sizes[message #28416] Fri, 02 September 2005 00:42 Go to previous messageGo to next message
Alpha_1 is currently offline Alpha_1

 
Messages:10
Registered:June 2001
Location: uk
I agree with LegacyOfApathy - it only takes two good mercs. You can move around the map quickly and efficently.

I'm playing through now with my IMP merc and a guest merc. I hire each guest for one week only. He or she has to be of the same level as my IMP. I've got Ira and Dimitri to do odd jobs.

Report message to a moderator

Private
Re: Tactical advantage of squad sizes[message #28417] Sat, 03 September 2005 00:46 Go to previous messageGo to next message
Ash is currently offline Ash

 
Messages:34
Registered:August 2005
Location: the Netherlands
Where's the fun in taking only your IMP to the end? There are so many fun mercs to choose from I often have problems deciding who to take to the end.

I prefer a combat squad 3-4 mercs, including the IMP. I have a dozen or so other mercs doing non-combat jobs like training militia and moving stuff around.
3-4 mercs means you can split up your team at night and flank the enemy. At night the enemy seems to sit around more waiting for you to show yourself so flanking them occaisionally is a good idea IMO.

Report message to a moderator

Private 1st Class
Re: Tactical advantage of squad sizes[message #28418] Sat, 03 September 2005 20:36 Go to previous messageGo to next message
AZAZEL is currently offline AZAZEL

 
Messages:750
Registered:February 2004
Quote:
Originally posted by Ash:
Where's the fun in taking only your IMP to the end? There are so many fun mercs to choose from I often have problems deciding who to take to the end
You do not sound like a recruit.
Taking IMP chars to the end,to level 10 and 100 in statistics, is an early stage in a player's JA2 commander career,in this officer's opinion.
Being able to command and know those chars,and collect great talent in a "tons of fun" team is another.
Minimal nucleus constructions like:
-Gus-Len-Vicky,Dr.Q
-Wolf-Fox-Grizzly-Lynx
-Ice-Blood-Magic-Reaper
that are completed by superlative specialists like Spider-Static,Trevor-Thor,Scope-Sidney,Raven-Raider,the Shadow or the Cougar,knowing when and how to use them,how to play to their strengths,
are already another level of play,that brings a good player closer to a full enjoyment.
Allready said to much,and haven't drank enough.
:cheers:

Report message to a moderator

First Sergeant
Re: Tactical advantage of squad sizes[message #28419] Mon, 31 October 2005 10:39 Go to previous messageGo to previous message
Annapolisjohn is currently offline Annapolisjohn

 
Messages:117
Registered:September 2003
Location: westminster, Maryland
I prefer to play the conventional way using as many merc's as I can afford... I use all the hacks and dont really use anyone higher on the aim chart than shadow... I have fun seeing them improve... I usually dont get rid of gasket or gumpy until I run out of roster spots

Report message to a moderator

Sergeant
Previous Topic: Night Ops
Next Topic: Bloodcat bloodbath
Goto Forum:
  


Current Time: Thu Jul 17 18:19:09 GMT+3 2025

Total time taken to generate the page: 0.01252 seconds