Well, I setup my squad so that they keep each other alive. Of the first 2 men exiting the aircraft, 1 has a heavy plasma and the other has a blaster launcher to take care of any nasty landing surprises. The rest of the field troopers carry either laser rifles or plasma rifles for accuracy and fire supremacy. Each field trooper carries an alien grenade, proxy, and medpack. When equipment limit becomes a problem, I may sometime equip every other field trooper with medpacks rather than each or drop the proxies.
Proximity grenades are used to cover blind spots or pathways that aliens can flank from. Alien grenades are used to clear out high density tree areas that may contain multiple enemies, take down walls, or clear a path. 2-4 soldiers carry blaster launchers to provide pinpoint accuracy artillery support fire. I split my men up according to how the map is, and leave artillery units at the ship. Each group will have a scout and the rest are fire support or reserve.
I exit the aircraft with 4 soldiers at first, so that they don't get mass slaughtered by a nade or blaster bomb. Then those spread out and the next group exits. If I secure an area i'm comfortable with, then i'll unload everyone at once.
When the scout spots an enemy, the firesupport, who is out of the view of the alien, will try to shoot the enemy if possible or throw a nade. If the firesupport doesn't down the target, firesupport from other squads nearby will attempt to. If the bastard is still standing, then the group's reserve will take a crack at it. If all fails or it isn't safe to try to take the enemy down, artillery support is called in.
For raiding large socut and larger size ships, I'll use the blaster launcher to open up a pathway in the side hull, then secure that entrance with troopers. For small scouts, if I want to salvage the elerium, I have to risk walking through the front door. However, I'll have 4-8 men stationed in sniping positions to cover the 1 that goes through. There's a chance the scout will die, but many times he doesn't; it depends on the reactions of the enemy and their facing. Sometimes I'll enter a ship and 4 aliens will be facng the opposite direction and only 1 is facing the scout. The scout steps in to open the door. Then the men outside will begin to take aimed shots at aliens within. With my meticulously picked soldiers, the aimed shots will, 90% of the time, slide by the scout's head or hug pass the body. With an aimed shot at such short range, the projectile will most likely hit. Plasma rifles will 1 shot most aliens. If I face touger aliens, I may just forget about the preserving the elerium.
I then carry skirmish squads, men and women that I use to handle excess missions and are used less cautiously. The soldiers will be equipped with plasma rifles, or laser rifles to reduce equipment carried, with 1 blaster launcher. They don't use proxies and have 1 medpack for every 2 soldiers. Alien grenades are carried at a minimum of 2 each. Scouts will spear head the mission, with firesupport nading walls and areas that may contain aliens. These men do not hesitate to throw alien grenades, even at mosquitoes. They're lazy and would rather bore through a buildng than find its door. They are fearless soldiers, not afraid to wade into battle and equally as well prepared. While they may be more expendable and not as skilled as the specialists, they are a powerful force.
I used to use containment squads which can do either skirmish battles or special operations. They carry laser rifles, 1 or 2 alien nades and 2 smoke nades each, and one medpack for every 2 soldiers. Smoke grenades are employed for round 1. The following 2 rounds, men will pour out of the craft, spread, then form groups. Using smoke grenades to cover their path, the groups progress across the map and shoot down hostiles. Since they're covered by the smoke, the scouts spot the aliens before they are spotted and the firesupports take them out. This is especially useful in open fields or city streets, when taking into account how much further the aliens can see, especially sectoids. You turn the table, spotting them before they spot you. Containment squads also tend to bring home more undamaged goods than other squads. Members of these squads do not use armor and cost considerably less to stock and replenish than the other squads. Their finesse more than makes up for the lack of firepower and armor. They come unseen and leave unseen, unlike skirmishers, who just come and leave behind craters.
Abduction squad - 2 men will carry laser rifles and mind probes. Half will have plasma rifles, and the other half uses heavy plasma. The catch is that every single soldier, other than the 2 mind probe people, carry small launchers with a single stun bomb loaded. Sometimes, the 2 mind probers have no weapons at all. I might give everyone an additional stun bomb, but between that, grenades, and medpacks, I might not be able to. The purpose of the abduction squad is self explanatory, especially when taking a look at their equipment. The soldiers carry no spare clips for their guns. This squad formation is normally used only when I need to capture an alien leader or commander.
I stopped using containment squads, because in larger battles, after enough smoke has been spread, the game will simply stop generating smoke. I would throw a smoke grenade, and there would be a pop sound and nothing. The smoke grenades are turned into little firecrackers.
High morale is a strict prequisite for being considered for hire. It has to be 50 at minimum, rarely I will hire someone with 40 morale if he hast incredible stats. Being so, I have had very few missions where men will panic. Once, I had 8 of 12 men killed within 3 rounds and still no one panicked. Accuracy is also a high requirement, but those without operative accuracy are most often placed in the skirmish squads. Even without "operative" accuracy, it is between 50-60 for each skirmish squad member. Health can be overlooked, but is a welcome bonus. Reaction time is monitored, but not a requirement; I rather kill the alien and bomb suspected areas than wait for them to come at me. I prefer high strength men, but those with too low are a liability, as their ability to throw grenades and carry equipment is questionable. I went through a great many recruits to form my forces. 3 in 4 recruits will not meet the prerequisites and get fired. A professional force is not cheap to assemble.
At the end of their names will be some letters to represent their stats, Str/Acc/Health. D is beneath requirements and is only accepted if i'm short handed, C is passing, B is moderate (but is actually high for the average hired soldier. I end up keeping 1 of every 4 soldiers.), A is high, x is very high, X is unnaturally high. For accuracy; D = 49 or lower, C = 48-53, B = 54-58, A = 59-63, x = 64-68, X = 69 and higher. I don't remember the scale for strength or health. I still have wet dreams about my few XXX soldiers. Anyone with a D for accuracy is fired right away.
I also like to delete last names and add my rankings on. Ranking is determined mostly by health and accuracy. Every month or so, I go through and change my roster rankings as their stats tend to change due to missions. Sniper for high to very high acc with low health, Stalker for unnaturally high acc and low health. Trainee for low to medium health and low accuracy. Soldier for low to medium health and medium accuracy. Grunt for high to very high health and medium accuracy. Spartan for very high health and medium accuracy. Hunter for medium to high health and high accuracy. Operative for high to very high health and very high accuracy. Agent for unnaturally high health and accuracy.
In early game, I equip everyone with rifles and grenades. Then I get either laser rifles or plasma rifles. After that, I get personal armor then begin using medpacks and alien grenades.
Edited by espritcrafter, 14 March 2006 - 03:15 PM.