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Equipping Your Squad


WhiteKnight4331

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I think we had a similar discussion thread a while back... Oh well, might as well get the ball rolling...

 

I was going to post a detailed description of the sort of equipment I normally bring in the early, middle and end stages of the game and why. But then I realised, there's just so much equipment you can mix and match and still manage to get away with it. I'll just give a general overview instead.

 

I guess I take an 'if it works, it works' approach to equipment. Really, the amount of available ammunition during the first few weeks governs my choice of soldier armament. It's always a mix of auto-cannons, M4000 machine guns and Megapol Lawpistols. Although, given a choice, I'd equip everyone with dual Megapol plasma guns. But, as it is, that's just not economically feasable. If ammunition is really scarce I start using more stun grapples and power swords (I'm not really that fond of stun-raids, but this won't stop me from 'acquiring' a sword before it's released for public consumption. :power: ). Luckily, it's not often that things get that bad. :laugh:

 

As for armour, I lean towards full suits of megapol armour, although a few soldiers get to keep spare marsec torso plates, as you can never go wrong with an air corps. For weak soldiers, I temporarily subsitute some parts of their armour with Marsec sections to keep their encumberance level down until their time spent in the training facility brings up their strength levels.

 

Misc equipment like motion scanners, stun grapples, mind benders and power swords are brought in as necessary. Everyone gets a medikit.

 

Grenades: Standard gear is generally 2 - 4 ap grenades, 2 - 4 stun grenades and one smoke bomb. Everyone stores their grenades in the same item slots to make re-equipping multiple soldiers at the same time a real easy task. Other grenades like the proximity mines and incendiary grenades are added as necessary.

 

Well, it's not much, but there you go.

 

- NKF

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Just remember to take some AP ammo for your auto-cannons for close combat and extra delicate corporation buildings.

 

It's a shame that the game doesn't deal with issues such as hand-to-hand fighting.

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base attack: energy weapons and MGs.

UFO raid: 8 members with toxiguns, shields and cloaking.

 

i find equiping your soldiers light helps alot cuz they can walk alot and just walk up to the aliens and toxinate them :power:

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three squads

 

sniper squad

dual laser sniper no grenades 4 extra ammo and marsec armor

 

heavy squad

dual autocannons no grenades 4 extra ammo of both AP/HE megapol armor

 

assault squad

dual law pistols if possible plasma pistols loads of extra ammo 4 AP and stun grenades Megapol armror

 

Later in the game its devastors all the way

and when you get it this is how every agent should be equipped:

Toxigun + best ammo available as much as possible, cloacking shield. disruptor shield, teleporter, disruptor armor, 1 of the most powerful explosive you have, 4 stun grenades...

 

I think that was it...

 

Ohh and have that odd super psyker with you...

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  • 4 weeks later...

4 identical squads of 4 men each:

 

3 standard soldiers

Toxigun

2 Type-C clips

Medikit

Vortex Mine

2 AP Grenades

2 Stun Grenades

Shield

Stun Grapple

 

1 psyker

As above, but swap the V-Mine for a Mind-Bender

 

Once I have all the live aliens I switch the stun grapple for an extra sheild.

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my typical soldier after I have all the tech

 

2 toxie guns with 6 extra clips

1 shield

3 teleports

 

The alians don't know what hit em!

I stop time and teleport into a situtation, when I find an alian I teleport behind them and bam! Then I use my 3rd teleporter to get the heck outta Dodge! A teleporter recharges after 4 seconds so all you need is a few soldiers, set up like this.

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  • 2 weeks later...

I don't need shields, my units can literally ran out of the way of a shot.(As long as the shooter is about 6 or more squares away) This happens because I take 3 units at the beggining of the game and keep them forever, this makes them super-elites.

 

P.S. I replace the vortex mines with teleporters, I forgot about that.

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I can understand not wanting to use the shields in a turn based game to up the challenge a bit -- but in real-time? What's your secret in avoiding entropy missiles (I mean before you get the teleporters)? Even full suits of X-Com disrupter armour, as awesome as they are against explosives, cannot last against entropy missiles without some shields. I mean, these crummy things home in on you, so you can't avoid it as easily as you can with the devestator cannons.

 

---

 

In my earlier post, I described what equipment I bring in the early game. Well I might as well describe what I bring in the late end of the game, since everyone else is doing it.

 

Mind you all of the following is just a general overview of what I like to equip my soldiers with. Not what I always equip them with (which changes from game to game).

 

Also I don't mention any clips. Just assume I stuff them in any way possible.

 

The following is for real-time combat. For turn based, get rid of the secondary weapon.

 

 

Standard equipment:

 

Full set of Disrupter armour (a few soldiers have a spare Marsec torso plate)

Disrupter shields x2 or x3

Either devestator cannons x2, toxiguns x2 or a devestator/toxigun combo

Medikit x1

vortex mine x1

Smoke grenade x 1

AP grenades x 4

Stun Grenades x 4

 

Nonstandard equipment:

Cloaking shield - rarely brought into combat. Usually grabbed from aliens when needed.

Boomeroid - Again, grabbed from aliens when needed.

 

Replacement equipment that may or may not be included depending on availability:

 

Anti-alien gas grenades -- replaces every AP and stun gas grenade and pretty much any gap they can fill in.

 

teleporters x5 -- replaces medikit, vortex mine, cloaking device/secondary weapon and one disrupter shield.

 

Specialised trooper armament:

 

- Power Sword x 1 or x2 (for use with teleporters)

 

- personal disrupter shields x4 or x5 (Used as a supply unit for combat units that run out of shields)

 

- Vortex mines x 4 - x 8, basically like the last one, only for vortex mines

 

- Stun grapples x2 (until captured live specimen of a micronoid)

 

- Marsec Minilauncher x 1 or x 2 with anti-alien gas rockets

 

- Marsec Heavylauncher x 1 with anti-alien gas rockets (loses one shield for rockets, or carries the secondary shield in the left hand in place of cloaking device/secondary weapon)

 

- Dimension missile launcher x 1

 

- Entropy launcher x 2 (feed them their own medicine)

 

All specialised troopers switch to dual devestators once their ammo runs out, or carry a toxigun with a few clips to get the devestators.

 

- NKF

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