|
|
| Strategy Tips |
A new strategy is invented with each game of LSN. The
map plays a crucial role in the choice of strategy no matter which
race you are.
As you can only play marines as an unsubscribed player, I shall focus
on Marine strategy. This page contains some uses for each units and
some general tips on how to use them, and when.
The other section, which is called More Tips,
consist of some more general advice that could be applied for all
races.
|
| In General |
Marines aren't that tough. They die easilly from anything
that hits them. It could be a brick falling from a roof (however,
there are no roofs in LSN), or the flesh ripping bite of a Drone mindlessly
serving the greater collective.
When a Marine gets hurt, it means he is less of an asset for you.
It is alright for Marines to get hurt sometimes, but they shouldn't
stay hurt. Always bring at least two medics to heal them up. Losing
your medics can mean the end of you if the fight is long drawn.
The same thing goes for ammunition. Marines will empty their loads
fast, especially Grenadiers. Bring a Headquarters (HQ) when you deploy.
Hide it well, because it'll have to last the entire game. Don't bring
two unless you think you'll really need them.
|
The HQ |
|
The HQ just being an HQ sitting in the middle of nowhere in a plain
of absolute nothingness is of course completely useless. However,
when paired up with some Marines, it can actually reload them. The
HQ is therefore very important for Marines. When deploying the HQ
make sure you don't put it too much in the open. Remember that certain
walls can be shot down, so take that into account when you deploy
it. You don't want the HQ to be destroyed by an enemy sniper early
in the game.
The HQ will explode causing harm when it dies. Do not ever group
up around a highly damaged HQ if you think the enemy can fire at
it. If it blows up, your units will die. Better to have living units
with just a bit of ammo than no units at all.
Killing someone's only HQ is a game turning move. In most cases,
this is hard however.
|
The Commander |
The Commander is a nice guy to have around.
He costs 3 FP, but it's worth it. He does very high damage and can
shoot through walls.
Typically you want to have Commanders when facing Machina. Grunts
will barely scratch AI:s or Missile Tanks, unless you have tons of
Grunts. Commanders are also somewhat tougher and can survive a grazing
shot.
Their ability to shoot down walls should not be neglected. Your enemy
will most likely concentrate on the pre-made attack paths. With the
Commander you can shoot up some holes in a building and totally take
someone by suprise.
If you spot a cluster of units or a lone unit, it can be worth it
to blast down a few walls and shoot them in the back. This does of
course not mean that you shall only bring your Commander along,
but other units can accompany the Commander when he blasts his way
to unknown territory.
Against Spawn, Commanders tend to be a bit slow firing. They still
do high damage and can be good at taking out Splatters and such If
you suspect you are facing Spawn, you should keep 50 - 75% of your
Commanders in the jar and take some grunts.
Against Greys the Commander can be really good. Never
risk your Commander to be killed by Warp Gunners and Psykers. The Commander will make pancakes of Warp Gunner and Psykers
if he is allowed to shoot them, he will also kill Sentries easily.
Because the Commander is a high risk unit, you should not under any
circumstanses put it in a situation where it has a high probability
to be killed. Even if a Commander is just wounded with 1/4, and you
have a medic nearby, you should heal him up unless it would interfer
with the greater plan.
|
The Sniper |
You might easilly get the temptation to
place too many of these on maps with large open areas. Snipers are
good. They can control a whole area of the map by their long vision
and high accuracy. Don't be too drawn into this however. They can
be easily outmanouvered, once smaller units get close enough to be
able to fire, and then they are toast.
This can be examplified by a Marine vs. Spawn game, where the Spawn
Buzzers are a big threat to unguarded Snipers. A corner dancing Grunt
that is within close approximity to the Sniper can also easilly take
the Sniper out.
About two Snipers can be good (speaking about 20 Force Point games),
and reasonable for games with large open spaces. If the map is mainly
at close proximities you might not want to get any Snipers at all.
As with Commanders, Snipers are good Machina killers. They can strike
up quite big holes in the AI:s' armored plating. Snipers can also
shoot down walls.
Snipers are good against Saucers because they will be able to hit
the Saucers without being hit themselves. You should always be careful
with Snipers when facing Greys however, because the Sniper might not
see units under the Guardian's shield's cloaking cover.
One use of this could be to guess where the enemy HQ is and shoot
the walls down around that building and have a look inside.
Snipers are good at corner dancing if the distance is long. This is
because they will be in cover before any shots arrive at them. Read
more on corner dancing in the More Tips
section.
|
The Grenadier |
The Grenadier is a fabulous Marine unit.
A game without a Grenadier is not a true game. You should consider
to take at least two Grenadiers with you.
They have eight grenades, and fire them at a decent rate compared
to other units that fire explosive charges (Missile Tank : 5 seconds).
The grenades can be bounced off the side of walls, or through windows.
The Grenadier himself should not be exposed to enemy fire. You should
experiment first with different placements to see if there are other
options to get a grenade to the place you want it.
When throwing grenades, remember that they have to travel quite a
bit before they explode. If an enemy is on the move, he is likely
to be somewhere else when the grenades explode. A good use of Grenadiers
is to anticipate the enemy's position. Grenade blasts might look good,
but they do not do any good unless they hurt the enemy, so only fire
where you really think he will be!
Grenade blasts can be seen through the fog of war. That means that
anyone can see a grenade going off (just the blast) regardless of
if they have a line of sight to that place or not. This means that
throwing a grenade without a sure target might reveal your position
and turn the game to the enemy's favor.
Grenadiers should be used in cooperation with other units. Grunts
should keep the enemy busy, and scout the map ahead of the Grenadier.
Grunts can also open doors for the Grenadier just as the grenade passes
through it.
Another way of cooperating is to use Snipers or Commanders to shoot
down walls and throw grenades in where the enemy did not expect it
at all.
Grenades are good versus all Spawn and Marine units. The only race
they might have some troubles with is Machina. You generally need
a lot more grenades to kill something that comes from the Machina
army than from any other army. However, grenades will still damage
Exterminators (The Machina foot soldier) and Hunters (the flying Machina
unit) quite a lot. The big units should be dealt with using Commanders
or Snipers.
Against Greys, the Grenadiers are quite good. You should remember
that Guardian shields can bounce grenades away and will soak up the
explosive damage. Grenades can be good to kill Regenerators with or
Psykers and Warp Gunners hiding in buildings. They are very vulnerable,
however, and should be kept out of harm's way as much as possible.
Grenadiers can also provide a shield for you to prevent early rushes
or to prevent enemy movement in general. Just throw a few out and
nothing is likely to dare move there in the next few turns (unless
you're facing someone relatively experienced, or if they killed your
Grenadier :-)).
Grenade blasts can also destroy goo that comes from Spawn Goo Spitters.
A few things to remember is that the Grenadier is not 100% accurate.
He might shoot his grenade a bit to either side of the line of fire
that you provided. This means that the grenades might bounce totally
wrong. To compensate for this, try to not shoot all your grenades
through tight spaces. Use the test orders button to see how well it
works too.
|
The Grunt |
Grunts only cost 1 FP, which is quite good.
They are a bit for throwing away and for doing those risky things
you don't want your Commander to do.
They are used for sticking their heads out in the line of fire to
check if someone's actually shooting at you. In other words, for scouting.
They're also used for corner dancing, which is described in the More
Tips section.
They can fire ten rounds each turn, and that is a considerable amount
for such a weak unit as the Grunt. They aim very bad, however, and
do quite low damage. This doesn't mean that the Grunt should never
be used to shoot things, however the main killing is done by Grenadiers,
Commanders and Snipers.
Grunts can be good at killing lone Grenadiers or Snipers when they
appear in a situation that allows them to be shot.
When playing against Spawn, the Grunt is a must to have. Grunts can
shoot a lot and if a Spawn player rushes toward you with all he's
got, the Grunts unaccuracy won't matter since if the Grunt doesn't
hit the Drone he's aiming at, he's sure going to hit the other Drone
running right next to it.
When playing Spawn you generally want to clear an area out and take
many Grunts put in a tight formation that allows maximum fire rate
(usually a diagonal of some sort, or use windows in a building).
A Grunt could also be used to protect units like Snipers. Guarding
is not a task you want to put a Commander on, he's too valuable. A
Grunt however, might be able to scare off some intruders that want
to kil your Snipers. Or give you the time to send in reinforcements.
As was said earlier, however, Grunts are very good scouts. You could
pop a Grunt out behind a corner, and make it hold for 1 second (Press
H), then make it go back.
Another way is to send a Grunt off with retreat
on sighting and hope for the best. This way you might loose the
Grunt, but you will know where the enemy is in any case. Grunts can
be wasted like this without too much worry, especially if it's at
the beginning of the game. Just to find out what race your opponent
is.
You should always have a Grunt or two around to gather information,
or to shoot down unexpected foes. Take as many as you think you might
need. Generally three or more is taken.
|
The Medic |
Medics are crucial for the Marines. Marines
get hurt easilly and they need to be able to recharge their health.
Medics are good at this. If you lose your Medics, you'll most likely
have a hard time winning the game.
To heal something with a Medic, select the Medic and right click on
the damaged unit.
You should take one or two Medics. Preferrably two. They should be
deployed at the back of the line, but not too unaccessible. They should
never be sent to the front to shoot anything, because they are useless
at it. The only times Medics should in general be used for fighting
is to fend off Spawn invasions.
When a unit is damaged, don't bring the Medic all the way to the damaged
unit. Bring the hurt unit to the Medic instead, or let them meet up
at a safe location. Otherwise you'll just give your opponent the pleasure
to kill your hurt unit and the Medic too.
|
|
|