Home » PLAYER'S HQ 1.13 » v1.13 Combat/Weapon Academy » Discussion: The "Perfect" Squad?
Discussion: The "Perfect" Squad?[message #308545]
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Fri, 03 August 2012 02:43
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Headhunter |
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Messages:264
Registered:November 2009 Location: Sweden |
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This is something I've started to think about recently, how a squad "should" be set up.
Now, everyone has their own idea of what a "perfect" squad is. Some people like fielding armies, others like having a handful of mercs. Some people prefer day-ops, others swear by the dark of night. I get this, I'm just curious to see if there are any recurring trends beyond the obvious ones, like everyone having extended ears, sun glasses/NVG, pimped weapons etc.
For instance;
Is 4 mercs too many or is 8 to few?
How many calibers should you bring?
Do snipers get (or need?) match ammo?
How many machinegunners should you bring and is it a fixed number or is it a ratio like 1 per every 3 riflemen for example?
Should a combat squad have a dedicated medic or just a guy with a medkit?
And so on. Don't let these questions limit you, the more information the better.
[Updated on: Fri, 03 August 2012 02:44] by Moderator Report message to a moderator
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Master Sergeant
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Re: Discussion: The "Perfect" Squad?[message #308590]
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Fri, 03 August 2012 19:04
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leyon |
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Messages:93
Registered:February 2011 |
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Welp, depends on the mod I'm playing. I usually play AIMNAS so I'll just let you know for that.
My last game I assaulted Meduna with 3 teams of six, which was overkill. I only really needed one or two. My squads were set up as follows:
1. Night Ops Assault Team
Squad Composition - At least a technician in the group to open doors. Maybe a Sniper or Heavy Weapons Guy. Most have auto weapons / machinegunner for ensuring a one-burst kill.
Weapons - Mostly carrying AS VAL with match ammo or other silenced automatic weapons (swap out with P90/AET if you'd like), no need for sidearms. They each also carry a carbine drag bag with SCAR-H SVs for daytime defence at long range. Technician/Engineer also usually has Demolitions to take out tanks, therefore he carries quite a bit of C4 and Smoke Grenades. Heavy Weapons guys have Karl-Gustaf Rocket Launchers for tanks as well.
Armour - C20-treated Stealth Ops Kevlar for maximum sneaking, with a ceramic plate for added protection. Generally around 70-80% armoured. If it's a serious amount of bad guys, I usually throw in an Urban Camo Kit for everyone as well, to ensure we always get the drop on the soldiers.
2. Night Ops Sniper Team
Squad Composition - Snipers, obviously. Maybe one non-sniper for close range defence.
Weapons- VSSK Vychlops. The night time king of range. For personal defence I give them MP7/AET. Daytime Sniper Drag Bags contain DSR-1 for unparalleled sniping range and power.
Armour - Same as above.
MVP - Shadow. Can single handedly take out an entire sector full of bad guys by himself.
3. Daytime Heavy Support Team
These guys only show up for daytime assaults (which are rare) and sector defence (which happens sometimes)
Squad Composition - Machinegunners and Heavy Weapon Guys.
Weapons - HK21e or similar highly-customizable 7.62mm LMGs which have a low AP cost to fire. And mortars. Lots and lots of mortars.
Armor - The best armour money can buy. Dragonskin and as much C20-treated Dyneema I can get.
4. Gear in Vehicles
Because I drive to most of the assaults (since I usually use two squads), I keep extra gear in the vehicles for a few contingencies.
Ammo - Crates of ammo for all weapons, mortar shells, rockets.
Explosives - Claymores (for defence) and C4 (tanks), plus smoke grenades for demomen.
Misc - Medical Bags, Toolkits, Boosts, Canteens, Gas.
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Corporal 1st Class
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Re: Discussion: The "Perfect" Squad?[message #309008]
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Mon, 13 August 2012 14:09
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RuiZiuR |
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Messages:41
Registered:April 2007 Location: Austin |
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I've been running an 8 man team since dowloading the SVN.
For sidearms, everyone carries M9s with silencers on the side.
Also standard is a knife, 1st aid kit, canteens, MREs, and 2 grenades per merc.
Shadow is the stealth/ranger, moves ahead of the squad with 100% camo and a silenced M4.
Cougar is the squadleader, staying centered in the group carrying an M16+M203.
Wolf is the grenadier and utility guy, carries an M16 and a shorty 12g.
Fox is the field medic and also carries and M16 and extra medial supplies.
Lynx is the primary sniper with a silenced M24 (sometimes .50cal).
Buzz is the secondary sniper with a silenced M24 (sometimes .50cal).
Grizzly is the primary machinegunner with an M249 and either a LAW or mortar.
Bull is the secondary machinegunner with an M249 and either a LAW or mortar.
Depending on the situation, my snipers will either stay in formation or set up positions and snipe out targets found by Shadow.
All while the group presses forward with my main riflemen firing accurate bursts and my machinegunners laying down surpression fire.
All in all the squad feels very well rounded. Rarely is there a challenge they can't collectively overcome.
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Corporal
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Re: Discussion: The "Perfect" Squad?[message #309140]
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Wed, 15 August 2012 23:55
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Saibot |
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Messages:198
Registered:September 2009 |
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All mercs carry a medkit, breaklight, gasmask, at least one antitank rocket(except sniper, combat medic, and mortar team), NVG/sunglasses, and canteen
Squad 1(frontline)
1xHeavy Machine Gunner
1xSquad Leader
2xInfantry
1xCombat Medic
1xDemolitions
Squad 2(sniper team)
1xSniper
2xSpotters
Squad 3(mortar team)
1xMortarman
1xMortar support
2xMortar guards
Squad 4(Night Ops team; usually in squad 2 for game purposes but move on their own)
3xScouts(must have either night ops or stealthy, preferably both)
Scouts move in, find and clear spot for mortarteam, move up, find and clear spot for sniper team, then finally move up and find the frontline, with the frontline troops moving up to clear it, which usually brings the rest of the sectors enemies running into the killzone I've established. I also sometimes have a second combat medic, or a dedicated AT trooper loaded with rockets. Mike's G11 can be switched for one of the American rifles.
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Staff Sergeant
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Re: Discussion: The "Perfect" Squad?[message #311047]
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Tue, 09 October 2012 16:37
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shadow_knight |
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Messages:5
Registered:October 2012 |
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I usually go for squad of 6 - default size and it is usually enough for everything.
"Budget" mercs:
Concerning the guys I hire - the good budget mercs are Igor, Grizzly and Grunty - they are fairly cheap and they have decent stats (especially Igor). Igor has hunter + stealth trait - saves some stamina, Grunty has heavy weapons and night ops, Grizzly is a great mule (good for carrying heavy items + melee trait + heavy weap. + body building. Also each of them can repair a bit... Then I usually keep Ira in my team - marksmanship goes up fast, small drawback is her strength. She is paramedic - you should have one in your team (speeds up even passive healing). For I.M.P. merc I go for deputy trait, technician trait + scouting (must have - bonus APs + all locks opened + no bloodcat or enemy ambushes and still room for one combat trait). The sixth merc can be second IMP or Gumpy from MERC (he is not THAT bad - he has high wisdom and only bigger problem is his lower agility). You could also go for Dimitri, although I don't like his low Wisdom.
"I have money" mercs:
If money is not an issue then great mercs are Thor or Trevor Colby from AIM - they improve so fast. Only problem with those two is price - it gets up pretty fast and to pay 75000$ for two weeks is no fun. Other good proven mercs - Raven and Wolf. Conrad in ALMA is a decent choice as well (for 3300 per day :-/ ), but I really hate his "I'm the best." rumblings.
Concerning weapons in the squad. I have usually three snipers - sniper rifle + assault rifle mercs in the squad, two long range assault rifle mercs (FN fal, etc) + smgs mercs + one merc with grenade launcher on his AR weapon (depending on strength I give him another weapon or not). It is really a good idea to have two weapons at your merc - one for longer range and one for shorter range. I don't use pistols - too much clicking when you have two of them on your merc and you want to have two of them (simply it's just better). I go for some smgs - P90 is the best, but MP5 variants are decent choice as well (I like also Silenciada for night missions). With snipers I usually skip the short range smgs or pistols, when someone gets as close to them for these weapons to be effective, then something went wrong. For close up situations they just use their assualt rifle... During the day sniper mercs are sniping and FN fal mercs are finishing the strays. During night FN fal mercs are using their smgs and snipers are using they AR guns to finish the strays. Meduna is a different story with its tanks (tanks = more LAWS, mortars, grenades on your team)...
sk
[Updated on: Tue, 09 October 2012 16:41] by Moderator Report message to a moderator
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Private
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Re: Discussion: The "Perfect" Squad?[message #311477]
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Wed, 24 October 2012 16:22
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Rouger |
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Messages:20
Registered:April 2008 Location: Sweden |
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Best mercs depends, mostly of what i set the initial funds to but if i keep em low i usually end up with a team like Barry, Red, Igor, Ivan, Grunty and imp. If not well then Reaper, Lynx, Cliff, Magic, Ice and imp does the trick. Gearing the teams tends to revolve around using their abilities, the first team tends to end up as a wrecking crew minus detrapping most sectors. The second one well it's just a pretty straigth forward good with most thing crew.
But thats all a lie. I love the new editors and before i even start a new game i spend several hours changing values as i see fit. Which leads to this team composition as the mercs i stuff in the teams have the desirable attributes.
Hmm Before i continue, i always change gun ranges to set values depending on the barrel. AR's, BR's and Long guns usually remains the same but with the standard 1 inch barrel range set to 38 and shorter down to 320 and 280. 280 is what I use as a standard range on normal SMG's lower for shorter barrels. Pistols and shotguns get a base of 18, depending on barrel length it's either lower or higher.
I've found that these settings works fairly well without changing the sightrange, the balance doesn't tip to far in either direction.
1 Machine gunner
- Long range, High rof gun
1 Sniper
- M24 to DSR-1
- Toolbox
- SMG P90 ras or 9mm something
1 DRM
- Battle rifle with 7x scope
- Medkit
3 AR guys
- depends on the situation, G11 is a godsend but expensive, usually a FNC or AR15 derivative.
Depending on other settings, approaching late game i switch the glorified LR guns to Battle rifle carbines such as the FAL OSW or the HK 417 16
- 2 of them carries grenade launchers, one under slung one standalone with magazine.
1 of them has a shotgun, fabarm SDASS if memory serves me right, loaed with LB rounds and Flechettes for breaching locked doors during turn mode.
Everyone except the sniper carries a side arm in the same caliber as the Snipers SMG
Match ammo for snipers in not priortized, usually they end up using HP for the early stages and AP for the latter, however. When i do remember to buy it i use it. Mostly because of the aestetical value (colors are awesome)
Machine Guns are supplied with Tracers
the rest well, i don't feel it needs explaining. Glasers are fun if i don't give the enemies armor.
All in all thats 3(7.62,x2(maybe depending on tracer avalability) 5.56, 9mm/5.7) to (.338, 7.62x2, 5.56, 9mm/5.7) 4 kinds of ammo
I don't count SG ammo as it isn't essential but if included it's 5 to 8 kinds. of ammo but only 3-4 calibers.
Essential in the Humvee thus 7.62 tracer, sidearm AET, .338 and sometimes match 7.62. Everything else can be scavaged.
Everyone carries first aid packs btw.
Thats my basic team composition, requires strength and doesn't walk well but can deliver hell on a steady basis.
I stated earie ron that i Edit the game before playing, not always true as i sometimes try fact finding missions, try to find out new working armament compositions. or just have fun with knives.
But i find more satisfaction in trying out new tactics than optimizing gun choices, thus they might be lacking in effiency.
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Private 1st Class
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Re: Discussion: The "Perfect" Squad?[message #311656]
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Wed, 31 October 2012 16:53
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Sigurd |
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Messages:13
Registered:October 2012 |
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I want to throw my opinion here simply because I love this game and it's basically the only game I played since it first came out without ever getting tired of it.
I tried lots of stuff and I always look for perfection. My way of playing may be awkward but I don't like big teams.
The perfect number is 4. If you play anything less difficult than Expert, 2 or 3 will be fine.
The less mercs you have, the faster they will level up, the less expenses you will have and the more unscathed they will be.
I am a night-opper, but I also love defending sectors, getting ambushed and occassionally I fight by day too.
My own personal rule is that I can choose the AIM traits. I don't like the 1.13 choice for skills for the AIM/MERC mercs, so I decided I will set them myself.
You have to have 1 scout. He has to be agile, fast, accurate. I use my IMP for this role. Depending on how many traits you let yourself choose in IMP I would suggest, in this order: +Night ops, specially for the reduced need for sleep +Athletic and then you can go for ambidextrous, gunslinger, whatever you like.
The idea is that this forward guy will sneak upon the enemies, painting them for the snipers, and sitting on his butt to interrupt, glaser-ing them at first, then AETing them. He will need support though, so the second merc is a link between the back two and this one. He needs to be able to provide suppression fire (auto weapons is a good trait here), grenade/gas coverage and interrupt whenever the forward merc gets shot.
Back two, one is a medic, the other is an engineer. That's all you need. The medic will have the regen boosters in case he gets shot since nobody can operate him, and may pass some to the rest in case of desperate need.
These two guys will be snipers and or heavy weaponry specialist. Bodybuilding helps a lot.
By now, I am picking by voice-set. Since at the begining of the game it's all about pistols, you can start with two and use Ira temporarily as a doctor. So I usually start with IMP and Ivan. As soon as I get the cash flowing in, I will hire Dr. Q and Wolf, or Grunty and Igor. I don't use female mercs. You can make your own choices here. If you want to manipulate traits as I do, give the back two sniper, hw and bodybuilding/medic. The link guy can have night ops, or autoweapons, or whatever suits you best. Or you can leave them as they are, anybody can make a good sniper
Coolness 0-5 they carry grenades, grenade launchers when available, VOG-25 jumpings when available, Thermobarics when available, then one will carry the mortar and the other the shells, then possibly each one will have their own commando mortar with 3 shells passing the thermobarics to the sweeper guy.
And a sniper rifle. And a FiveseveN as a PDW.
These back two will try to force-open all the crates in the game. Strength increasing to the 90+ range is not rare, benefitting from the extra luggage carrying capacity.
That's all you really need.
Weapon suggestions,
Forward guy takes one (or two if amb) FiveseveN(s) as main weapon. Or a P90 or a Magpul if you prefer.
Link guy (I like to call him the sweeper) gets a C-Mag extended Colt Commando; it's by far the best weapon of the game considering how early it arrives. This will give him good single and burst shots thanks to the 7x scope. And a grenade launcher. No need for PDW or anything more fancy, you are doing most of the fighting at night and the Colt Commando can hold a decent ground even in daylight battles and is quick enough for CQB.
Back two get the heavy weapons specified up above, and possibly a Walter WA2000 or any semiauto sniper rifle you want.
Tactic:
1) Deploy the snipers.
2) Deploy the snipers, if you havent done so.
3) Remember to Deploy the snipers.
4) No, really. Failure to deploy the snipers is the only reason this tactic ever failed.
5) Once the snipers are deployed, making two Vs with the sight cones, advance guy 1 followed loosely by the sweeper.
6) Hopefully this agile, night-ops stealthy guy you created will see the enemy before they see you.
7) THE SNIPERS FIRE FIRST.
Shall the snipers miss, sweeper guy (Guy n
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Private
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Re: Discussion: The "Perfect" Squad?[message #324230]
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Thu, 22 August 2013 14:31
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dzidek1983 |
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Messages:92
Registered:June 2009 |
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whats traits, skills do you guys propose for the imp...
i was thinking about night ops + stealthy + athletics/scouting
i dont see any major trait that would support night fighting
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Corporal 1st Class
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Re: Discussion: The "Perfect" Squad?[message #324232]
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Thu, 22 August 2013 16:27
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dzidek1983 |
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Messages:92
Registered:June 2009 |
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about the new traits.. will the AIM and MERC and RPC guys also have new ones? or will they have the ones form basic ja2?
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Corporal 1st Class
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Re: Discussion: The "Perfect" Squad?[message #324234]
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Thu, 22 August 2013 16:53
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dzidek1983 |
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Messages:92
Registered:June 2009 |
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is there a list of merc in game ? found dozen weapon charts but no "mercenary" ones
i only heard we have a compilation of different ones form different games
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Corporal 1st Class
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Re: Discussion: The "Perfect" Squad?[message #324252]
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Fri, 23 August 2013 09:19
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dzidek1983 |
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Messages:92
Registered:June 2009 |
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do i need some special patch to have guys form JA1 in AIM?
i took latest 4xxx version and installed but my AIM rooster is just JA2+Wildfire merc's
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Corporal 1st Class
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Re: Discussion: The "Perfect" Squad?[message #324272]
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Fri, 23 August 2013 22:13
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iklop |
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Messages:82
Registered:July 2013 Location: Germany |
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Greetings :wave:
dzidek1983whats traits, skills do you guys propose for the imp...
i was thinking about night ops + stealthy + athletics/scouting
i dont see any major trait that would support night fighting
My recent "IMP of choice":
I prefer Scouting over Night Ops - you won't be fighting at night all the time, and Scouting prevents ambushes while travelling the map, too. Especially during daytime counter attacks the Scouting trait shines over Night Ops.
As second Minor Trait I choose either Stealthy or Body Builder - it's really a coinflip, Stealthy healps at night fighting more than Night Ops imho, while Body Builder helps you bringing those heavy guns into battle. I would probably favor Body Builder though, if you keep your IMP in the background / second line of fire.
For major traits, i prefer either "Auto. Weapons->Machine Gunner" or "Auto. Weapons + Marksman" or "Marksman -> Sniper". All are very solid choices, MGunner for burst+auto fire, Sniper for long range precision shooting, Auto+Marksman combi being somewhere inbetween (high precision single shots and can burst if needed).
The above is true for single IMP, if i create more than the Scouting trait is replaced on other IMP (see the chapter below).
I also had quite the fun with a "Auto. Weapons->Machine Gunner + Marksman + Scouting" combination in the AFS mod :cloud8:
As for other combinations: It is all about gaming style.
I don't like melee, so i don't experiment with it.
Secret Ops is still a bit confusing for me
Throwing - sometimes, but rather as a fall back/"beginning of night attack" option, than "main weapon".
Heavy Weapons - come into play mid-game, but i prefer Ivan (Auto+Heavy Weapons) and Kelly (Marksman+Heavy) = Mercs that have a replacement Weapon Trait, thus like throwing it's a fallback option. Yet a very solid one against groups and tanks.
=> that's why i suggest the above IMP, Mercs can cover most of the other skills (there are also very good Throwers), so the IMP shall do much of the "main bullet work".
I hope this is helpful - i tend to write confused Novels when the day's getting late
[Updated on: Fri, 23 August 2013 22:34] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: Discussion: The "Perfect" Squad?[message #324328]
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Sun, 25 August 2013 20:32
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dzidek1983 |
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Messages:92
Registered:June 2009 |
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i think im gonna do a technician + auto weapon + demolition + scouting for my "england squad" of scope + sydney + scully
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Corporal 1st Class
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Re: Discussion: The "Perfect" Squad?[message #325158]
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Fri, 13 September 2013 18:34
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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Regarding OP's post:
Toggle Spoiler
Is 4 mercs too many or is 8 to few?
How many calibers should you bring?
Do snipers get (or need?) match ammo?
How many machinegunners should you bring and is it a fixed number or is it a ratio like 1 per every 3 riflemen for example?
Should a combat squad have a dedicated medic or just a guy with a medkit?
My answers would have to be:
Toggle Spoiler
For starters, I play on Expert or Insane. Highly recommend boosting starting cash as well as how much cash you get for selling to locals.
Additionally, this especially applies if you boost the Suppression numbers and/or play with AFS.
I usually don't fight at night, but I will move people around at night.
1) 4 is definitely too few, would recommend having at least 5 in each squad. What you do with that squad is up to you, but you keep those people together, breaking off only if, say, you're doing medic/militia training and can spare the additional manpower travelling with another squad.
2) If you're using calibers that the enemy uses, doesn't matter since you'll pick up more anyway. Other ammo like 6.8x43spc, keep an ammo crate in your backpack. Minimum of 4 extra magazines before you leave/enter any sector, keep extra ammo in your backpack.
3) Only if they don't have Marksman/Sniper traits, good stats, or a good rifle. Shoot it if you got it, but I don't recommend making it a purchasing priority.
4) Will explain my preferences later.
5) Everyone should have a small medkit, there should be at least one medic per squad. AND THAT MEDIC SHOULD SPOT, NOT BE INVOLVED WITH COMBAT.
I trained with the US Army IRL for a few years, they taught me the best way to travel is in squads of 10 or so. For JA2's sake, that'd mean having two squads of 4-6 traveling together at all times. For simplicity's sake, lets call them Alpha and Bravo team.
Both fireteams have:
1 AutoGunner (Has Skill and/or is specialized in it, i.e. MachineGunner)
1 Designated Marksman (Does not have to have Marksman/Sniper Skill, but if he/she doesnt, must have high Marksmanship + Dexterity)
1 Grenadier (Heavy Weapons) or Demolitions (optionally replace grenade launcher with thrown grenades if merc has Demolitions)
1+ Riflemen (Serve varying roles)
Between the two fireteams traveling together, there should ideally be:
1 guy carrying a GPMG/HMG (7.62x51/x54R or bigger), NOT one of the auto gunners above
1+ Medic. Paramedic/Doctor Skill required.
2+ Spotters. Must have Spotter Skill for at one of them at minimum. This means Ira or Raven or an IMP. Other one doesnt need one, but they both need binoculars.
1+ guy with Demolitions regardless of if he takes the "grenadier" role.
Ideally, 1+ people with Deputy/Squadleader. Keep him within 10 square proximity of other soldiers. He is an ideal candidate to additionally serve a spotting role.
As for weaponry:
Auto Gunners: Has a LMG. 5.56/5.45/7.62x39 or similar caliber. One of these guys has a GPMG/HMG.
Marksmen: Semi Auto precision rifle of any kind. You're smart, you should find something good.
Grenadiers: Assault rifle + Grenade launcher that fits the rifle.
Riflemen: Assault rifles, or Battle rifles if you can afford to manage the extra ammunition use. SMGs are okay for suppression.
Spotters: Needs binoculars for every spotter. Recommend giving them assault/battle rifles instead of snipers, though.
How to operate operationally on your operations:
Alpha team leads, especially with a spotter (binoculars).
Spotter locates enemies.
Alpha team hides behind cover, sets up out of visual range (30+ tiles if possible)
Bravo team moves to flank from another angle, preferably at a 90deg angle from where Alpha team is aiming at enemies. Optionally, have them at an ambush location behind a building. If you do this, have someone be a rear guard in case they come around the back.
Someone from Alpha team shoots.
Enemies come running.
Bullets fly.
Keep Bravo team alert, as enemy might flank.
???
Perform general sector sweeping to eliminate stragglers
Profit!
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Master Sergeant
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Re: Discussion: The "Perfect" Squad?[message #329314]
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Sat, 28 December 2013 03:41
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AvianSavara |
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Messages:34
Registered:December 2013 Location: Montr |
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So many great ideas here. Here's my own
My gig is playing Arulco like it's a real revolutionnary war. Mostly IMPs and RPCs to minimize expense and make the struggle more "grassroots"... *aherm*
I have a tendency to pack up my guys like real soldiers in the field, with standardized gear:
- LBE has mags, frags and smokes and a medkit.
- Combat pack has specialist items like kits and some room left for "combat grabs".
- Big backpack has tool kits, med kits, food and ammo storage, nothing needed in combat.
Keeping a tight logistics train and keeping an eye on BR shipments helps a lot with this. Always, I maintain a support team of mules and random specialists that sashay between my current Home-Base and Drassen ferrying equipment and treating injured mercs: Ira, Vince, Shank and Dynamo, Hamous. Most get strength training at Drassen airport during downtime.
My usual team at the beginning of the game is a single 'fireteam' with two additional support elements (medic and marksman).
"Able" and "Baker"
Squad Designated Marksman - "Sharpe" - Female IMP with all relevant sniper traits, carries a 7.62x51mm DMR (I don't go "full sniper" until late game, see below)
Squad Medic - "Patch" - Female IMP with Paramedics exp and Athletics, GP personality. Carries a very light load, with a carbine and only smokes, no frags. I need her to be a super fast runner.
Fireteam "Charlie"
Scout/Pointman - "Siobhan" - Female IMP with Ranger/Athletics, carries a shotgun or carbine
Team leader - "Savara" - Male IMP with Leadership/Training, carries an AR with GL ASAP
Automatic Rifleman - "Randy" - Hi-str Male IMP with Machinegunner/Bodybuilder and the baddest damn AR/LMG I can find in the early game
Assistant A.R. - "Trigger" - Male IMP with Sapper/Demolitions, carries TNT/C3 etc, doubles as squad Mechanic and carries extra ammo for the LMG.
After I capture Drassen and Alma, I need more warm bodies and effective firepower to keep me in the fight and sweep west so I get me a second fire team called "Delta" of IMPs or RPCs or AIM mercs (depending on my budget).
Fireteam Delta
Scout/Pointman - Carlos Desouza, (always need to train up his marksmanship before he gets seriously deployed)
Team leader - Miguel Cordona, same AR/GL kit as FT Charlie
Automatic Rifleman - Conrad Gillit, same LMG kit as FT Charlie
Assistant A.R. - "Alexei" - Male Russian-voiced IMP, usually the squad tough guy, will carry LAWs and other RPG-type weapons instead of bombs.
(Note: I set the city limit of Omerta RPCs to just one so I can get them to train after the Battle of Drassen, preparing for the big mid-game land grab against the queen)
Weapons Section
A 4-man mortar team with guys like Iggy, Maddog, Devin Connell & Dimiti.
I will also prepare another IMP with the new Radio operator traits (failing which, I'll hire someone)
Even later in the game, I'll pick up some financial slack and be able to afford higher-end dudes that will give me a leg up.
Two-man Scout/Sniper teams
Shooters are equipped with ghillie suits, lots of camo, hi-cal sniper rifles and carbines for backup. Main spotter weapon are 7.62x51mm DMRs.
Sniper Team 1 - Lynx (Shooter) & Slay (Spotter)
Sniper Team 2 - Scope (Shooter) & Sidney (Spotter)
Sniper Team 3 - Raven (Shooter) & Raider (Spotter)
Game mods:
- 50,000 slush fund on Experienced (since I'm slow to capture mines and like to play a patient, sustained game)
- City capture limit to "1" on Omerta RPCs
- Vehicle inventories to TRUE
- New Food system to TRUE
- Slay Stays to TRUE
- Zombies/Sci-Fi to FALSE
- Remove all armour types from anyone's starting gear.
- IMP starting gear standardized to "everybody's a grunt" regardless of specialization. I handle the different outfits after Drassen becomes my home-base.
[Updated on: Sat, 28 December 2013 04:07] by Moderator Report message to a moderator
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Re: Discussion: The "Perfect" Squad?[message #348369 is a reply to message #331690]
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Thu, 19 January 2017 22:35
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GoddamnMartiansAgain |
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Messages:17
Registered:May 2016 Location: Next to my fridge. |
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Sheesh! Thats way more extensive than anything I ever had.
Fist off, 1.13.8347, with newest AIMNAS. OCTH, Enemys drop all, Expert.
I mostly use kinda cheap mercs, AIM only, 'cause, you know. MERC sucks.
Of course they need to fit the usual roles.
1. Medic.
I do want my medics capable of shooting, so I now use Dr. Q. He is, in my opinion, easily the best low-priced merc ever seen in this game. Serves as a Grunt, too.
MED of 70, good-ish MRK of 76, EXP of 3, and all that for 500$ a day. Impressive.
2. Grunts. Two or three of them.
Right now this role is served by Grunty (who acts as Grenadier/AntiTank too. And as Deputy), Blood (who will act in combination with Dr.Q as my Night-Ops-Ninja-Team). There's Ira too, but shes more of a spotter as of now, may rank up as skills an equipment improve. She always does in my games, especially nowadays, as she's not half as crappy as in Vanilla. Usually goes up to EXP 6 or 7 and outright crazy MRK after town 2 or 3. Nice.
And, as mentioned above, Dr. Q, who is surprisingly good at this.
3. Ammo-Waster
Sometimes this is covered by an Ranger with an AA-12, which makes great fun if you're emptying a full drum of Buckshot at an enemy squad.
But this time I went a more conventionaql way and have a Machinegunner. Now I'm Drassen Airport, so Guns are still crappy, but that IMP (called Bernd, btw) goes full retard with his UZI. Never used this pile of junk ever, but Bernd someshow has pinpoint accuracy mit this little Beast.
4. Of course: Sniper
Nothing too special here, but since I don't want to fight as stationary as i used to before, my sniper uses DMRs instead of Bolt-Actions. Faster, lighter, deadlier. As said before i'm in Drassen, so equipment sucks. She (Name is Nope) uses a M1 Carbine, with deadly efficiency. I'm really surprised.
Later in the game, after liberating Drassen, it's Shopping-Time. Like Christmas, but with guns. A nice DMR for Nope (really want to try that .300 Blackout!), some sort of LMG for Bernd(since i do use the suppression system quite a lot) and a nice stack of ARs, with optics and grips and everything.
Grunty first gets a Milkor MGL (for those special moments) and a commando mortar later (for those VERY special moments).
Then there is always the Bravo-Company or whatever you may call it. In Germany we have the term "Gurkentruppe" for that, this term translates to "whatever team Dimitri is in". Goddamn idiot. Always stays in Drassen, together with Shank, Dynamo and whatnot. Repairing stuff, occasionally train Militia. And as mules, of course. Sometimes I throw some MERC-Dumbass into it, Flo or Gumpy or whatever.
I never do care a lot about Bravo-Company, getting mediocre equipment, just enough to defend the mine and airport. Drassen is always the most important town for me, since I'm a massive BR-addict. Much better than amazon.
Much later in the game, with, say, 3 or 4 towns, I may order some higher-priced soldiers, sometimes Len, who is nice with an AR and a first-class Trainer, and Shadow, for obvious reasons. Sometimes I get Gasket too, because I somehow like this redneck. He's a lousy shooter, and with wisdom of about 50 he'll never catch up, but hey, he's dirt cheap and fun to listen to.
Miguel will spend the rest of his sorry life guarding towns and training militia. Same for Carlos.
Thats all i think.
[Updated on: Thu, 19 January 2017 22:52]
Ahoi.Report message to a moderator
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Re: Discussion: The "Perfect" Squad?[message #364226 is a reply to message #308545]
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Fri, 21 January 2022 20:01
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Storm501 |
Messages:1
Registered:January 2022 |
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Ok how about this.
The initial squad is 3 mercenaries. Basic riflemen: Affortable, good wisdom, skills around 60-70, so they can form the core which improves through the game.
Merc1: Rifleman-binoculars, Scout with leadership +60
Merc2: Rifleman-grenadier, Medic
Merc3: Rifleman, Mechanic
So this small squad should be able to match fend off 8 enemies which is the standard enemy patrol. The squad is resilient, they move swiftly, won't get ambushed, can heal and can repair. Merc1 trains militia, by which they should be able to defend against larger enemy groups of 20-30. With binoculars they can maintain good awareness on the battlefield and a grenade launcher will bring added firepower, by which they could even go against 15 enemies.
Eventually we add specialists to bring more firepower to this squad, even 1 at a time. With this the squad can take larger groups up to 30 enemies and go on the offensive.
Spec1: Sniper, high marksmanship
Spec2: Machine-gunner, auto weapons
Spec3: Mortar/mule, heavy weapons
Then let's move onto strategic/operational level. We split the map into three fronts:
West: Chitzena - Grumm
Centre: Omerta - Cambria - Estoni
East: Drassen - Alma - Balime
One squad in each front. Drassen is the logistical hub, since that is where shipments arrive. Thus it is also the spot for the command squad, consisting of 1 IMP Merc leading the operation. Then cheap mercs who work as logistics and have potential to be trained. So Command has the squads' back, they handle merc+militia training, supply and form the reserve in case squads lose a guy or have to be reinforced. Command squad would consist of cheap 2-6 mercs and ice-cream truck.
In late game once we got money we form the Helo-commando squad. Consisting of 4-6 of the best mercs and equipment with special focus on night operations. Because they are expensive, they should be on operations 24/7 with the Helo. Priority targets are installations and dungeons eg: Orta and Tixa where special CQB equipment is ideal, since frontline squads fight in more open terrain. Of course the Helo squad can also act as a mobile reserve, but that would be a waste.
So I think the strategy is quite clear with this: Large-scale warfare with one squad in each front, initially very weak, eventually reinforced. The goal is not to have enemies roaming around or surprising us. Command squad handling training, supply and logistics with eventually commando squad for high priority operations.
Finally as flavour Centre front squad should consist of Arulcans, at first Ira, Manuel and Dimitri. Later on the rest. East front squad should get the Humvee, because they have a lot of ground to cover, so late game they become a mechanized squad.
[Updated on: Sat, 22 January 2022 19:32] Report message to a moderator
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Civilian
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Re: Discussion: The "Perfect" Squad?[message #365258 is a reply to message #364226]
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Sun, 02 April 2023 17:42
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Derru |
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Messages:5
Registered:March 2023 |
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I'm a bit late to the party, but I do want to add my own idea here!
I use 10 IMPs as a core of my gameplay, because I do enjoy the idea of maximizing my customizations. Now, since it makes the early game easy to use all 10 IMPs at the beginning (basically taking Omerta by simply asking them to surrender, similar to Drassen), I do give myself certain challenges and limits, such as limiting myself to 5 IMPs until reaching certain point in the game, no-death clause (if any merc dies I basically reload a save and drop money etc), but that's not the point.
I do have gang-and-bang kind of playstyle, so I don't really go into stealth approach, putting heavy emphasis on frontal assault and keeping heavy pressure, so I usually attack en masse with all I got, very rarely leaving behind one or two merc on odd assignment like interrogation or militia training (though mostly other mercs train in the meantime)
1. Leader
Squadleader, teaching
Lawyer, Counter-Terrorist or UN background (for that negotiation bonus)
80+ WIS, 80+ LDR, 5+ LVL, 0 EXP, 0 MEC, 0 MED
Leader's task is simple - he's there to support with good word, more or less. Give sweet bonuses to my other mercs, talk and recruit NPC's, train militia and demand surrender from beaten enemies. Probably one of the worst fighters in the team, but still in the first line, so leader gets best gear first. Always gets assault rifle and few stun grenades. Later in the game serves as a backup medic to patch up wounded in the middle of the battle.
2, 3, 4 and 5. Designated Marksman (four mercs)
Sniper, scouting
80+ MRK, 80+ DEX, 70+ AGL
Russian style sniper rifle such as SVD or Zastava with PSO-3 scope
Possibly counterintuitive, but those are assault snipers - they press assault with main force, providing support fire and picking up harder to reach or covered up enemies. I use Russian style sniper rifles because they are quick to aim, you can take two shots in one turn with high agility and Squadleader bonuses, and in case you get jumped on, the PSO optics lets you use your iron sights (my snipers don't carry sidearms to save some inventory space, besides, aiming bonuses with sniper rifles are decent enough to not switch. Plus inventory manipulation costs AP, that's how I roll).
6. Medic
Surgeon, athletics
OR
Paramedic, Auto Weapons, Athletics
Nurse, Surgeon, General Practicioner or UN background for bandaging speed bonus
MAX AGL, MAX WIS, 75+ DEX, 75+ MRK, 50± MED
Low medical skill might be counterintuitive, but my medic will learn quickly how to use the kits, and I still want him to be battle useful (I try not to get shot at all rather than have him run around patching wounds left and right). Will probably get assault rifle or SMG.
7, 8 and 9. Assault core
Machine Gunner, Athletics
80+ STR, 80+ HLT, 80+ AGL, 80+ DEX, 75+ MRK
Those mercs basically carry the assault forward and are main, driving force. They are always first to move if I decide to push forward. They are always equipped with LMG's with high rate of fire (thus high STR and DEX to help control the recoil), always using burst/auto fire. As soon as I recruit Conrad, he is put into that role as well, although his lack of athletics can be felt when doing big push.
10. Handyman
Technician, Auto Weapons, Demolitions
Firefighter, Sapper or BDU background
MAX WIS, MAX DEX, 75+ MRK, 45± MEC, 45± EXP
Similarly to medic, Handyman is to be battle ready. I will be shooting far more than repairing things or disabling mines. By the times I'll need high skill stats, he'll learn either by doing, or taught by other mercs.
Rest of the mercs that are recruited, such as Ira or Dimitri serve as a second line of assault, rear closing and being backup specialists if they have specialized training (like Dynamo or Ira) with exception of Conrad, who leads the charge once recruited.
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