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OK, I cannot open the last zone, just a black screen. Well, I did use the NoPanzerklein Mod and they had Panzerkleins anyway, so I may remove this and start over. The less mods, the better. The journey was fun, though and I learned a lot on how to play the game so far.
Next run I do not play as Scout (they are useless if you don't go melee), the Sniper has nearly the same stealth but much better spot and shooting. In the end of the last missions, myself as a Scout and Eagle as a Sniper wiped whole maps alone, while the others waited at the entrance (slow but save and fun).
I may just play a Sniper myself and with Eagle we will be even deadlier.

You really need:
1. 2xStealth class (Sniper over Scout)
2. 1xDamage class - Sniper
3. 1xMedic
4. 2xDamage taking classes (Grenadier can take most, cannot hide well, get crazy evasion)

The damage taking classes are there to take burst damage, if you are spawned into a place and directly face the enemy with no chance to hide. They can later operate your Panzerkleins.
Grenadiers have skills to boost area damage.
The only feasible weapon against many enemies are explosives, machine guns (Soldier) rarely hit more than one target and that only at a short distance. The Grenadier can easily throw that far or use a rocket launcher, which he has a perk for.

A real medic is essential IMHO, I had it quite often where I was an hour into a map and then my main character or another important one suffered a percentage ability drop (effectively halfs your damage and precision), with noone able to cure it.

No Engineers, Grenadiers can get the engineering skill also easily up to 70+ and open most locks or set up booby traps that take down half of the building. Any lock can be shot anyway, I think the engineering skill is only useful to maximize the damage of traps.

So: 3xSniper, 1xMedic, 2xGrenadier :D
Post edited October 31, 2016 by disi
Oh man, shuriken scouts are so OP. Something like 3 AP per throw and a high stealth means you can pretty much run close enough to a group and get headshots on everyone in one turn. It does get a bit boring though when you don't even give the enemy a chance to react. And, of course, useless against PKs.

The way I played, medics weren't useful. Usually, anyone who got hit could just bandage themselves, and I think I had one other class (I forget which) who could get decent medic skills to fix critical wounds. My dedicated medic just ended up being a poor rifleman.

I agree with your choice to take more snipers. Accuracy in this game is more important than volume of shots. Although, I do wonder how a playthrough would go where you just take machineguns, rocket launchers, and grenades and just blow everything up everywhere you go. :D
When I first started playing, I wanted to play a melee scout. To sneak up on enemies and kill them with a blade or something. Throwing is not so much my style :/
Melee is not really working in 50-70% of the game and also useless again against the Panzerkleins. At level 10+ you get enough sneak to actual get really close, but only from behind!
Post edited October 31, 2016 by disi
Yeah, melee is really tough. I only ever did that effectively when going around a corner and finding an enemy right there. There are some melee skills on a medic too which just makes medics extra useless.
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Grilledfish: Yeah, melee is really tough. I only ever did that effectively when going around a corner and finding an enemy right there. There are some melee skills on a medic too which just makes medics extra useless.
Just finished the Ural facility mission :)
It is much easier the second time you play it, just keep the owner busy and kill him last. We captured four Panzerkleins and three laser rifles, plus all three clues!

Now onto Switzerland, but here I camp random encounters first.

We are three Snipers and three Grenadiers.

The last time I played Axis as a German Scout, this time a Russian Sniper. I think from now on the missions do not differ much, because the last one was the same as with Axis.

p.s. and after that I want to play Sentinels, somehow I cannot get enough of the game...
Some of the maps in the original game are too large and bug out a lot. The one on the allies side with the large hall, some destroyed storage, in the end I could only do mini-steps until the next crash. Somehow I managed to finish the map this way. Move the characters 1-2 turns, save, move some more, crash, restart, move 1-2 turns, save, crash etc.
As soon as I went onto the roof, it crashed rapidly, so I had to stay down, zoom up close. In the basement it crashed nearly constant.
Post edited November 02, 2016 by disi
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Grilledfish: Yeah, melee is really tough. I only ever did that effectively when going around a corner and finding an enemy right there. There are some melee skills on a medic too which just makes medics extra useless.
I love melee. Yes, it's true that it won't work against PK; and it's true that it is harder to play than just sniping around from afar.

This being said, if you plan your perks accordingly and with proper weapons in hand, you can actually clear great parts of entire missions that way with devastating results, leaving only a couple baddies for the rest of your team to chew on.

Trust me - it works wonders; and I'm a guy who plays iron man games (in Sentinels, i tag my game for the «save only between missions»).

My team always has 2 melee guys in it, working has a 2-man team: a scout and a medic. The scout goes first, closely followed by the medic. I give my scout the best h2h weapon available at the time; and as soon as i get the katana, he will be the one having it. In order to get the katana real early in the game, try using «Cookie's character mod», which allows you to reruit, in Sentinels, all mercs for 5000$, albeit them being at lvl1 - but since it includes Toki, who cares, you get your katana very early then.

With his katana in hand, spend your scout's perks to get «ambush» as fast as you can, even before «faster melee hit». Why ambush? Well, playing melee means you will ALWAYS be sneaking, trying your best to get in the back of your ennemy - and thus, surprising the baddies for amplified dmg. Also, the tree to get ambush means your scout will be a better spotter, i.e. making him a better... scout, precisely. With ambush on, your scout can hit for 100-175 dmg, every hit. It means, he will chop off the head of the baddies in one or two hit. After that, get, of course, «faster melee attack»; your scout is then lvl 9 and a super-duper ninja that spends only 9 (or so) AP per attack. Better yet: as your experience progress and your familiarity with the weapon rises, the AP cost per attack will get lower. At lvl 15 with a familiarity of 10, that AP cost should be 5 - and the dmg on unaware ennemy, around 250. Slice and dice.

If anyone survives the onslaught caused by your katana-weilding scout, the medic, close on his heels, can finish off the rest with it's «always inflict critical melee». Give the medic your second best melee weapon; early on, I like the luftwaffe machete for that, since its got high to-hit ratio, which helps the medic to boost his early-on low melee to-hit capacity (in Cookie's character mod, Axel has one). The medic is also invaluable at patching your scout if the later got unlucky and gets spotted and interrupted. Thus, in sentinels, you might want to spend some cash early on in raising your medic's hide skill, so that he's not the one getting spotted and foiling your plans. Bonus, though not essential: medic's body carrier perk will help in hiding the bodies if need arises.

By playing it a bit intelligently, making sure you sneak in the back of the badies, melee can result in your team crippling your adversaries to the point where they are no longer a real threat.
Post edited December 09, 2016 by Madgriffin