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2447658 No.2447658 [Reply] [Original]

Expert Tacticians Needed

About to start up 1.13 with the counterattacks left in. Going for the authentic 1.13 experience and all the butt poundan it entails.

Please advise.

>> No.2447836

>order weapons and explosives from bobby rays
>hire mercs from MERC for meatshielding
>steal kingpin's money
>camp all your mercs in one building
>capture only airport and mine, let enemy have middle sector. counterattack triggers when you have full control of drassen

Pick one or more from above

>> No.2447885
File: 9 KB, 106x122, Ira_smythe_face.png [View same] [iqdb] [saucenao] [google]
2447885

YOU GOT MY EAR

ROGER

THERE'S THE ENEMY!!!

>> No.2447889

>>2447885
Good advice OP - leave this bitch in Drassen for ever to train militia and hopefully die in a counter attack.

>> No.2447921

>>2447889
Someone has to pay off Pablo.

>> No.2447986
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2447986

>Mike Dawson
>looks like Slowbeef

>> No.2448528

>>2447889

But Ira is actually useful as a scout/medic in 1.13.

>> No.2448754

>>2447836
He should also train some militia in the liberated Drassen sectors, if he has enough loyalty, just to prepare himself. Then just move on to another city to retake, to the SAM sites,and get some money and equipment. When he's ready, he can complete Drassen's liberation and send some help from the other city's sectors.

>> No.2448851

>>2447885
FUDGE

>> No.2448859

>>2447658
just before triggering the counter-attack, break into the church back room and put in 2 mercs up against the wall with the door and close the door

>enemy opens door, runs in and closes door behind him
>you get an interrupt
>shoot in head to kill
>shoot in legs to trip and block door
>if enemies stop coming in, burst fire through the wall inside the church and possibly hit ambushing enemies

>> No.2448861
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2448861

>>2447986
Actually that kinda reminds me of Kurt Kistler, the guy who played Steve in Harvester.

>> No.2448890
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2448890

Don't use backpacks in combat unless absolutely necessary. They increase the AP it takes to move. Drop it before the fight starts. Also you almost always want your guys to be running (R) during battle.

Having someone good at throwing early on will save your ass often. Blood is a good example of this. That nig was throwing knives with near perfect accuracy at ranges where guys with pistols had zero chance to hit.

On that note, the New Chance to Hit system is a neat concept but it's squirrely as fuck in practice so I rarely use it.

Always explore a sector fully and pack a lockpicker / crowbar / someone who can shitkick those locks really well (Bull, Grizzly, Blood, Dr. Q) . Some sectors have secret weapon caches that can net you surprisingly good shit.

Make use of the new "real-time sneaking" system. Basically this means you can have a spotter / sniper scouting enemies without forcing you into turn-based as soon as you spot an enemy. Binoculars are immediately available from the start of the game, too. This also allows melee / stealth mercs to really shine and - if you're careful - solo an entire sector without firing a single shot.

Get an explosives merc ASAP. For early-game this almost always means Barry or Red. Give him all your grenades. Early-game challenges like the Drassen Counterattack rely on crowd control to win.

I usually don't rely too heavily on Bobby Rays for gear since it has the potential of sucking the fun and challenge out of your playthrough, but in certain situations you may have no choice. In my experience, if you don't have a scoped weapon (even a 2x scope) by the time you fully take Drassen you're gonna have a bad time.

Keep the truck, ditch Hamous.

>> No.2449080

>>2448890
Weren't grenades unaffected by Explosives, so everyone can sling them without having them blow in their hands, and what you really need for them is Throwing for more distance? I was still under the impression that Explosives regulated applying timers and setting bombs up, and your skill with mortars and LAWs.

>> No.2449368

Can't decide between making my IMP a Sniper or a Machinegunner.

Rifles are fun but man it feels good to lay on that autofire.

>> No.2450846

>>2449368
I don't know about 1.13, maybe they added sniper rifles that do more damage than a mortar shell, but my snipers with M-24 did fabulously up until mid-late game, when 7.62 and its rifles became more abundant and I had to clear out zones full of elites quickly. It's still handy to soften them out from a distance.

>> No.2450897 [DELETED] 

>>2449080

>> No.2450905

>>2449080

If I remember correctly, you are correct about grenades not being affected by your explosives skill. Mortars and RPGs are governed more by Heavy Weapons specialty.

>> No.2451134

Anyone knows why there is no mouse cursor in Jagged Alliance in dosbox (daum)? It`s there in Deadly Games.

>> No.2451142

>>2451134
Oh , reinstalled from cd and that fixed it.

>> No.2451942

I find IMP mechanic to be great asset.
Restoring every weapon to be usable again is incredibly crucial at the beginning when You are scavenging every weapon You find.

>> No.2452397

>>2448861
Didn't he get vanned for actually being a kidder?

>> No.2452621

>>2451942
If you go full engineer, it makes the robot quite a bit of fun.

>>2452397
Wearing the same shirt in his mugshot too.

>> No.2452632
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2452632

>Try to take Grumm mines
>Fills to the brim with reinforcements
>Takes me 3 attacks to take the sector
>Counterattacked before I can train militia
>Fast forward to multiple assaults later, I finally take the city and train a full group of maxed militia
>Head back to the airport to ammo up for the next assault
>Counterattack wipes the militia out with only 3 casualties

I did eventually take and hold the mines, but goddamn I've never had a sector give me even half the trouble that Grumm mines did.

>> No.2453324

>>2452632
It helps if you take everything but the mines, then train up militia to follow you into battle.

Having 20 bluecaps as a massive firing line is glorious.

>> No.2453493

>>2453324
My thought was that the mines would be the easiest to take first since its the only Grumm sector that doesn't have 2 Grumm sectors next to it to reinforce, but wandering patrols always seemed to be near enough to get me anyways.

>> No.2453736
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2453736

>>2453493
>wandering patrols

Getting sandwiched by two squads of blackshirts is horrible.

>> No.2453749

>>2453736
A spotter with snipers in daytime is usually enough to deal with them, my issue is running out of ammo because so many of them show up.
Though I'm using a sniper with only 5 shots per mag.

>> No.2453805

>>2453324
One time I decided not to autoresolve a fight that could be easily won in that way, since there was a merc there, I wanted to grab some loot and it was a bunch of redshirts versus a pretty meaty contingent of green and bluecaps, I figured it would be just long to watch. The result convinced me we are a long way to real AI, if there is any possibility to that. At least five militias threw themselves into a corner where two soldiers picked them safely one by one. Twenty idiots wasting their turns doing incredibly dumb stuff while a bunch of soldiers shoot them with rifles with impunity.

>> No.2453829

Anyone figure out how to call in arty strikes? I assume you use the radio?

I get them called on me all the damn time, but I never could figure out how to return the favor.

>> No.2453870

>>2453829
wasn't there a tutorial on the v1.13 site somewhere?

>> No.2453879

>>2448890
>Make use of the new "real-time sneaking" system.
it's great for casing while in stealth

almost took over the SAM near Chitzena without raising the alarm but just couldn't get the last 3 guys inside the facility without them sounding the alarm.

next game i'm taking some TNT with me to blow up the wall with the alarm switch from the outside

>> No.2453882
File: 2.94 MB, 640x512, stealth frag (4x).webm [View same] [iqdb] [saucenao] [google]
2453882

>>2453879
forgot my webm