| MARINES VS MACHINA |
| LSN Version 3-04. Tips
by scallywag: 1. Realise that you are a mid-to-long fighter and he is a mid-to-short range fighter. Try to keep the range as long as possible. 2. MTs are dangerous as all hell. Splash damage can kill your units as easy as. The way around this is to spot spot spot SPOT those missiles coming in. Make absolutely as damn sure as mustard that you know where every missile is going every turn. I'm not kidding here, do it. 3. Now that you've got those missile spotted you can plot around them. It's almost spooky how you can move a squad of marines through a set of buildings while they are getting trashed by MT fire without damage if you can duck your men into cover for the 0.1 secs when the missiles detonate. If you're an expert plauer you can do this while under fire by 2 MTs. The hyper-l33t can ghost through buildings getting trashed by 3 MTs. 4. In a stand up fight marines are weaker than machina. They make up for it with their mobility. Think sneaky, think ghosty, think Ali. Appear, kill, disappear. 5. In the hands of a good player machina work like a clockwork mechanism - all the different units have their function. Your best way to win is to stick a spanner into this mechanism by eliminating one of the components. Kill the hunters/XTs/scanner and you will significantly weaken the rest of the machine. 6. Q: What is the best way to kill AIs? A: Quickly. Don't mess around. If you think you can kill one then dedicate every effort to doing it. If it doesn't work then it will likely escape and be repaired by one of it's buddies. 2-3 snipers/commanders can easily kill an AI in 15 seconds or so. Concentrate your fire on one at a time. If you can't kill one don't waste effort damaging it (exception: if you want to drive it off from somewhere), it's better to concentrate on the support units. 7. The scanner is watching you. This is yet another reason to keep yourself at long range. Machina have so beaten you in the information war at short range that it isn't funny. Keep as many of your units as possible out of range of that scanner. Why do you think that machina have that scanner - beause they need it. If you can control the range of the engagement to the extent that you make the scanner useless then your opponent is doomed. 8. It's obvious but MTs are worth nothing without HQs and that HQs are the one unit that can't be fixed. If the machina player is dumb enough/not able to put his HQ behind military walls then force fire through with comms&snipers to kill it. This is maybe the best way to put a spanner into the machine. 9. AIs aren't as tough as you might think, as long as you don't get close. However be aware that when taking them on with grens you have one shot per turn per gren. If you try to get two direct shots on an AI with one gren you'll likely lose him, so don't risk it. Hit hard and quick and then run away. 10. None of your units should ever get closer than maximum grenade range to any machina unit. If you can maintain this distance for the whole game you will almost certainly win. What you need to be aware of is the machina player trapping you against the side of the map or overrunning your HQs (be prepared to abandon them if necessary). Winning against machina is all about manouver. Dance like a butterfly, sting like a bee. Baby. 11. Fear XTs and HTs. Look at his deployment and try and figure how good a player he is from his force mix. Bad Machina players will load up on one unit type (be it AIs, MTs, or XTs). Good Machina players will bring a balenced force mechanisn which will chew thrioough your troopers. If he does bring an unbalenced force then he is handing you the keys to beating him right there. Sniper kill massed AIs or MTs, Grenadier kill massed XTs. 12. Summary: Killing machina is a process. Kill support units/HQs. Kill MTs. Kill AIs. Dance groovey victory dance. |
| LSN Version 3-04. Tips
by PelleTM: 1. Concentrate your firepower. If you see an AI or an MT, and you think you can take it out, fire as much as you can at it, use all your units for this single goal. If a unit is only damaged, not destroyed, it might be back a few turns later, repaired and ready to kill. 2. Destroy the HQ. If the HQ is at a vulnerable position, do your best to destroy it. A vulnerable position is such that the HQ could be fired upon from a long distance, perhaps by knocking down a few walls first. This will cause great agony to the Machina player. 3. If a hunter shows up and is visible at the end of turn, use the red line to kill it! That is, take a unit, preferrably a grunt, and make the grunt take one step at a time, issuing ten firing orders at the hunter at each step. Make the grunt walk a path that the hunter is likely to fly at. 4. Don't take unneccessary risks. If you know your opponent knows where you are, just retreat. Don't walk into his trap. He might know where you are heading if he has seen you with a scanner, or with another unit. Don't take the risk of being bombarded by an MT. |