Posted June 12, 2012
Here are a few basic tips that should help. Nothing game breaking (I'll allow others to point those out), just suggestions to have fun:
A core team should have a sniper, a medic, and an engineer (or whatever they were called, been a while). You also probably want a scout and a soldier with heavy weapons. The grenadier has uses, but isn't essential (I generally treat mine as a guy with an SMG who occasionally makes a door).
Yes, they suck at first, but work on training up a few riflemen/women. Starting from mid-game, they will actually be your more effective units.
Take advantage of the ability to quickly swap weapons. At the very least, give each rifleperson a pistol for their offhand. Most of your combat takes place at range and outdoors, but rifles are nigh useless indoors (for the most part :p).
When moving indoors, I find teams of two work well. One person with a fully automatic (preferably SMG), and then another supporting. Depending on the layout, you might be able to use a rifle to shoot over your pointman's head.
Learn to have your sniper (and probably your other rifle people) provide support while the rest of your force advances. A good tactic is to slowly advance with someone with an SMG, and then have the sniper take out anyone who pops up or is spotted.
A better tactic is to have you scout get in position ahead of time (in stealth mode) so as to have multiple angles from which to fire. Some people prefer their scouts to be close range killers, I always liked the scout as a support sniper (not your main sniper, but someone to get the shots she can't).
Remember, you can shoot through walls.
Your engineer is not necessarily there for unlocking doors (a machine gun works well for that...) but more for disabling traps.
Zinaida is a wonderful lady. If you mistreat her, you will be punished.
A core team should have a sniper, a medic, and an engineer (or whatever they were called, been a while). You also probably want a scout and a soldier with heavy weapons. The grenadier has uses, but isn't essential (I generally treat mine as a guy with an SMG who occasionally makes a door).
Yes, they suck at first, but work on training up a few riflemen/women. Starting from mid-game, they will actually be your more effective units.
Take advantage of the ability to quickly swap weapons. At the very least, give each rifleperson a pistol for their offhand. Most of your combat takes place at range and outdoors, but rifles are nigh useless indoors (for the most part :p).
When moving indoors, I find teams of two work well. One person with a fully automatic (preferably SMG), and then another supporting. Depending on the layout, you might be able to use a rifle to shoot over your pointman's head.
Learn to have your sniper (and probably your other rifle people) provide support while the rest of your force advances. A good tactic is to slowly advance with someone with an SMG, and then have the sniper take out anyone who pops up or is spotted.
A better tactic is to have you scout get in position ahead of time (in stealth mode) so as to have multiple angles from which to fire. Some people prefer their scouts to be close range killers, I always liked the scout as a support sniper (not your main sniper, but someone to get the shots she can't).
Remember, you can shoot through walls.
Your engineer is not necessarily there for unlocking doors (a machine gun works well for that...) but more for disabling traps.
Zinaida is a wonderful lady. If you mistreat her, you will be punished.
Post edited June 12, 2012 by Gundato