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Jennie's Tactics
Solo Tactics
It is important to be well disciplined and trained when in combat. Chance favours the prepared mind. In combat, those that have not trained and worked out a good set of tactics will die quickly. Those that are disciplined will be able to make good decisions intantaneously and will survive on the battlefield. Solo tactics are a very broad subject and can vary with the character using them. Here I will cover some basic ideas which may just save your hide in a fire-fight.

Medic Skill: I cannot emphasise enough how important this simple skill is. For 100 credits, 15 skill points and the cost of a stimpack or two, this skill is indespensable in combat. A competent medic can keep themselves alive while inflicting serious damage on the enemy. This skill really comes into its own in group combat, but I'll cover that later.

Stance: A simple but often overlooked aspect of combat. Changing stance takes less than a second, and can not only increase your accuracy, but at the same time make it harder for your enemy to draw a bead on you! At long range, go prone. Your aim will be steadier, and your enemy will receive less of a 'to-hit' bonus for ranged combat. As the enemy draws nearer, kneel. You are still in a steady firing position, keeping your profile as small as possible, but at any moment ready to stand if the enemy enters close combat range. Never kneel or go prone when the enemy is close enough to use melee weapons. It's common sense: you wouldnt let him kick you while you are down! Melee weapons receive a positive 'to-hit' modifier if the target is prone or kneeling.
                SO: Long Range -> Prone    Medium Range -> Kneel    Close Range -> Stand
And remember that rifles are long range weapons, carbines medium range, and pistols and melee weapons close range. Equip the right tool for the job!

Special Attacks: You just learned Rifles 2! So why isn't your new special attack on your toolbar?!!! There's no point in advancing unless you USE the skills you have learnt. I am a Carbineer, and I find the skills I'm granted very useful in taking down an enemy.
  My opening move is almost always a DoT (Damage over Time)attack, such as 'Actionshot 2'. Rifleman have 'Mindshot' and Pistoleers have 'Bodyshot'. If you open with an attack such as this, it will often cause your target to 'bleed' hitpoints from a particular HAM pool.
  Once your target is bleeding, next move to the specials which have an effect such as blinding, dizziness and intimidation. These attacks will reduce your target's combat effectiveness, thus reducing the amount of damage you are taking.
  When your target is bleeding and crippled, then concentrate on the specials which will cause the most damage. I'm sure you will find that using specials in this kind of order will improve your combat efficiency and reduce your number of incapacitations and trips to the cloning center.
Small Squad Tactics
You may think that using a formation in group combat is too rigid and over-organised. But in fact, logical placement of different troop types can have incredible effects on your combat efficiency as individuals and as a group.

Here I will discuss a tactical formation I developed specifically with small 4-man squads in mind, although you can also use it for larger groups too. I have named the formation simply 'The Tee Formation' with simple logic at its heart.
In the above diagram, 'R' represents a rifleman, 'C' represents a Carbineer and 'M' represents a Medic or Doctor.
The troopers with the longest range weapons are placed on the flanks, giving them interlocking fields of fire that create a deadly crossfire at the heart of the enemy position. The other side of this logic is that if one Rifleman is incapacitated, the other can still cover most of the battlefield.
The Carbineer, or medium range weapon is placed in the center, eliminating enemy threats that drive up the center ground. This Trooper will likely bear the brunt of any enemy assault, leaving the Riflemen free to engage targets at will, from their ideal range.
The Medic works just behind the central Carbineer, keeping them alive, and also remaining at the rear of the formation to avoid being targeted by enemies. Note that the Medic is equidistant from either of the Rifleman, so that no-one in the squad is isolated from medical support.

The Medic is a pivotal role in many of my chosen tactics, as s/he is vital to maintaining combat effectiveness,  helping incapacitated Troopers back to their feet and (if a certain level Doctor) reviving those slain in combat. If possible, there should always be at least 2 Medics in a unit, even if one of them is just a novice. If your only Medic goes down, the rest of your squad is sure to follow!

This formation doesn't just have to have Carbineers and Riflemen. It could have two Pistoleers and a Teras Kasi! Or 2 Carbineers and a Pistoleer. The principle is the same each time: Long range weapons to the flanks, close and medium range weapons to the center, Medic to the rear. And why just use 4 Troopers? You could have 4 Riflemen, 2 Carbineers and 2 Medics!

With all of my tactics, they are simply ideas I have tried and tested on missions and have been proven to work. The Tee Formation is a simple tactic, and we have even used it on the move as I recall! Always feel free to experiment and devise your own tactics, as that is the sign of a good tactician and a good commander.
Jennie's Tactics Page 2
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