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Use grenates!
posted by: Clayton A Oliver |
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I've heard a lot of people question the utility of smoke and tear gas
grenades. While the enemy may well deploy with gas masks a lot of the
time, they still have normal human eyes -- which means their vision is
obscured just as much as yours is. While gas takes about three turns to
reach maximum dispersion, it's worth the wait sometimes. If you have a
badly injured team member in the open, pop smoke in front of his position
and start him crawling back to meet your medic. If you just rush out to
tourniquet him, you're liable to end up with a perforated medic as well.
Smoke is not hard cover, but it's good obscuration. Smoke's also useful
for room entry, particularly in sectors like H13 where you have multiple
hostiles barricaded inside a tactically important room with their weapons
trained on the door. You can't rush them without getting cut to shreds
when they interrupt -- but if you can get the door open (or if there is no
door), pop smoke in the hallway right outside, wait two turns for it to
spread into the room, and crawl in under stealth mode. I was once pinned
down in the hallway outside the command post in the abovementioned sector,
but by popping smoke ahead and behind and crawling under cover of
suppressive burst fire I was able to kill the three guys ahead of me, the
two behind me, and the three in the CP with no more than a couple of
bruises (less than 10-point hits). Final note: if you can come by a good
supply of 40mm smoke grenades, even better, as you don't have to stand up
to drop them and a Talon or M79 is more accurate than a throwing arm.
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Smoke bomb tip!
posted by: Erhan OZAYDIN |
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Enter a sector with hi level guys. Pack them tight. Be sure to have 3-4 smoke bombs with u. Throw a smoke grenade beside one of your mercs. (You read it all right, beside your merc). After all of your mercs are covered with smoke, fire one shot into the air. Enemies will run to u. They wont see u untill they come right beside u, and that's when u get an interrupt. start punching him. 4 ap each and the enemy should be down after 3 succesful punches. Then you can steal his everything. kill him with your punches. Your strength, dexterity and agility as i remember increases a lot. Even better if you have dusters and crowbars with u. Worked fine with me. Just be sure you are never lifting the smoke cover on u. Works in daytime too, but donot trust it. Excellent if you have a hi level in early game.
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Using smoke and teargas grenades.
posted by: Clayton A. Oliver. |
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I've heard a lot of people question the utility of smoke and tear gas grenades. While the enemy may well deploy with gas masks a lot of the time, they still have normal human eyes -- which means their vision is obscured just as much as yours is. While gas takes about three turns to reach maximum dispersion, it's worth the wait sometimes. If you have a badly injured team member in the open, pop smoke in front of his position and start him crawling back to meet your medic. If you just rush out to tourniquet him, you're liable to end up with a perforated medic as well. Smoke is not hard cover, but it's good obscuration. Smoke's also useful for room entry, particularly in sectors like H13 where you have multiple hostiles barricaded inside a tactically important room with their weapons trained on the door. You can't rush them without getting cut to shreds when they interrupt -- but if you can get the door open (or if there is no door), pop smoke in the hallway right outside, wait two turns for it to spread into the room, and crawl in under stealth mode. I was once pinned down in the hallway outside the command post in the abovementioned sector, but by popping smoke ahead and behind and crawling under cover of suppressive burst fire I was able to kill the three guys ahead of me, the two behind me, and the three in the CP with no more than a couple of bruises (less than 10-point hits). Final note: if you can come by a good supply of 40mm smoke grenades, even better, as you don't have to stand up to drop them and a Talon or M79 is more accurate than a throwing arm.
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Cut those fences!
posted by: HaggisBoy |
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One useful aspect of sector defence with militia is to cut regularly spaced holes in those pesky fences common in Alma, Grumm, and a few other places. This is useful when you are defending because you can then move around the sector during combat in turn-based mode with much greater ease - and, more importantly, so can your militia. This is more of a benefit to the defender than to the attacking soldiers because they attack from one direction and are usually closely spaced, whereas your militia are scattered all over at the beginning of an attack. Of course, this is only worth doing if you have mercs stationed there, otherwise auto-resolve doesn't seem to take it into account....
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Hit and Run
posted by: Ole |
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Hit and run tactics works wery well for me. When looking for the bad boys in a sector, have one merc as a pointman and the rest behind him(all at stealth mode). Stay low, allways be near to cover. When you see the bad boys, fire at him, and or run for it. Run behind the other mercs and they will finish them off. You can do this all the time in battle. Retret behind the other mercs, and let the shoot. It works time after time. One important thing: Save all the time!!
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Killing silently
posted by: Sterling |
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A very effective tactic is killing silently. If the enemy knows you’re there, they’ll start charging and surround you. They usually outnumber you and although you can shoot your way out, you’d probably take some damage yourself.
A smarter way is to attack at night using at least two night specialists with night goggles, a silenced Uzi with laser scope. I used Lynx and Scope and my custom merc. Move stealthily and when you spot an enemy, backoff so you don’t see him. Doing this often will increase either Dex or Agility. Get your other merc in position and move forward again so they spot the enemy at the same time. Move closer until about 5 or 6 squares and wait for the next turn. They can’t see you unless there is light nearby. Then Lynx takes two aimed shots at the head. If he is not dead, Scope will finish him off. The key is killing the enemy silently and in a single turn. Continue picking them off one by one (it’s easy) and when you finally blow your cover, switch to your noisy (but powerful) Steyr. By now they would have been mowed down enough for you to take them on with a shootout. Using throw knives is also very effective. It kills with one hit.
You get more mileage for your mercs this way and it’s crucial if you want to conquer all four or five sectors of the city (Cambria) in a single night. This won’t work in Meduna though, as the enemy also has night goggles.
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Use real military equipment procedures!
posted by: Timespike |
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While not a luxury in the early part of the game where you must grab everything you can get your hands on, by the time you've gotten the "Final Push" message from Enrico you should be more than ready to do what real-life military units do; standardize your weaponry. When at all possible, give all your mercs weapons that use the same ammo. (Obviously the NATO 7.62mm round is the preferred choice here) If your entire team has FN-FALs, G3A3s, M14s, Automag IIIs, M24s, and H&K 21Es, having one merc run out of ammo will NOT be a big deal. One of his teammates can just pitch him a clip and PRESTO, he's back in the action. I'd also reccomend doing another thing real life militaries do, and give your mercs a sidearm. This should also use the same type of ammo as the other members of the squad are using. I personally prefer to use either desert eagles or the 2 burst-capable 9mm handguns. Whatever you use, you should probably load the weapon (both primary and sidearm) with AP ammo and keep a hollow point clip handy for use on unarmored targets. Another good idea is to be ABSOLUTELY SURE that your ENTIRE squad has gas masks! Late in the game (especially at Tixa... good lord..) the enemy is gas-happy and can devestate your squad very quickly if they don't have this item.
Also, it should be noted that as long as the entire squad carries the same caliber weapons, it doesn't mean your squads have to match! I usually assault sectors with 2 squads, one, my more elite mercs, has the Nato 7.62 ammo-chambered weapons, the other, basically made up of whover I can get for free or really cheap (I.e. Ira, Dimitri, Miguel, Carlos, Maddog, and Hamous) is armed with 5.56 mmm weapons.
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Snipers, SAMS, & Night Ops
posted by: Overlord |
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I use this technique almost exclusively and it works like a champ. Always attack new sectors at night. This is very important. When you have a couple of night vision goggles, put them on your three best men (or more if you have them). Always move with stealth mode on. Position at least two mercs on a roof top facing where you know the enemies most likely are. Give them sniper rifles with scopes if possible, as well. Cover the doorways if you know they might be coming out of them also. You can move your mercs around on the ground spotting for the bad guys, and use the snipers to pick them off. This works extremely well. I have conquered may sections including Sam sites (and killing Mike) without taking a hit. Also, always wait until your mercs give the all-clear (real-time) before moving again. This will give them the most AP's, and you will almost always see bad guys first. My favorite combo for this is Shadow, Grunty, my custom merc, and Conrad.
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Valtrex: It's About Suppression
posted by: LtChambers |
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The most important thing you can do when assaulting any kind of complex with a fortified, aware enemy is to make sure he keeps a low profile and can't interrupt while you move in. When you play JA2, if you don't want to get interrupted, shoot a volley (even a single shot might do) into whatever cover the enemy has, and then assault. 95% of the time the enemy won't get the interrupt they might have gotten if they weren't suppressed by your superior tactics!
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Ambush!
posted by: Snap |
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Here's a tactic that works well even in most difficult fights: line 2-4 mercs just at the corner of a building or a dorway. (Make sure they all have approximately the same field of view.) Then alert the enemy by firing a shot. They will start coming at you, and when they are forced to round the corner, you are almost certain to get an interrupt. Then kill them at point blank. This works best at the expert and experienced level, where enemy is more aggressive. This is also a good chance to improve a merc's poor marksmanship
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Shooting explosives posted by: Froy |
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In Ja2 you can detonate explosives by shooting or throwing a grenade at them this could be very useful if a group of enemys happend to walk by or if you're trying to take out a very powerful enemy - put some explosives on the ground, and when the enemys/enemy walks by, shoot at the explosives. This makes pretty much damage to your target.
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Surround the enemy
posted by: ICE |
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In JA2 the enemy usually out power you in weapon power. So if you have one of your mercs meet 1 or more enemy mercs, the enemy will most likely win. But if you have all your mercs stick together (not in big group but nearby), you will have a better chance. Whats better, if you have your mercs form a semi-circle and partially surround your enemy, you usually have a big advantage and can finish off the enemy a lot more efficianlty.
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Watch them drop
posted by: ICE |
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If you are face to face with an enemy and you need to get away or are low on ammo, just shoot them in the legs (usually takes one shot, but sometimes 2) and usually they will drop to the ground and take a while to get up and slows them down considerably.
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Grenades Are Your Friend
posted by: Xippy |
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One tactic that comes from real- life military tactics is the judicious use of grenades. Grenades can work wonders in JA2, especially against tough or clumped (i.e stupid : ) enemies. Give everyone a grenade, if you can, because most anyone can use it properly even with low explosives skill (duh - pull pin...throw : ). If necessary, give stupid people the stun grenades so they dont hurt themselves (much), but save a few stunners for the experts too - they are sometimes more useful than frags. If you have a hunch that an enemy is around a corner - chuck a stunner and listen for the sound of bodies dropping. You can even do this in realtime mode and then creep around the corner to pump the unconsious enemy full of lead before he gets back up. This is one way that I have taken out Mr. M14 on the bottom level a few times. So remember - Grenades are your friends, soldier!
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Peekaboo Doors
posted by: Xippy |
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This is considered a cheapo cheezeball tactic by most, but it can win you the war (or at least the demo : ). Get a few people with good firearms skill by a door, perhaps even one right behind the other (best with only two people, to minimize friendly fire). Make sure that the person who will be opening the door has the highest Agility and Level possible so that their reaction time is fast (meaning the enemy wont interrupt them and fire). Crouch the first guy after he opens the door, and then shoot with the second guy until he runs out of APs. Now take a shot with the door opening guy and close the door. The enemy will rarely rush the door, but if they do, you can take them out by being prepared - have the rest of the squad in a circle around the door ready to pop caps into anyone foolish enough to open the door. This tactic has allowed me to finish the game on Hard without getting hit more than once or twice (except when we got down to the bugs : ). You can!
also use a different tactic if you have a few people who are good with reaction time and you are using a sliding door (like the main door on level 1 of the demo). Put a few people to either side of the door, and leave the door opener with just enough APs to shuffle to the side. Then shuffle someone from the opposite side over to the entrance to fire and shuffle back. This can be repeated a number of times if you have more people, just stagger their positions around the door so you have enough room for people to maneauver around each other. The biggest thing about either Peekaboo Doors technique is to _always leave 7-9APs to close the dang door, Woody!_
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Use what you got!
posted by: Chris Ð |
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Remember, tanks full of gas, barrels full of oil, or things like that blow up. Use this to your advantage. If you get an enemy who is right by a tank, don't shoot the enemy and risk missing, shoot the tank. The enemy is dead and, if your lucky enough to have the tank placed by a wall, the wall will have a big hole in it. Place your men by the hole for snipeing. Use what you've got.
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Few tips.
posted by: Mad |
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Shoot the enemies in the head, it makes much more damage(head explosion is REALLY cool!). The most important thing to do is to save very OFTEN. And if your men get hits which takes half of their health, LOAD. When I´ve played games like X-Com and Jagged Alliance DG, any of my men didn´t die, move slow and be Deadly. Did I mention that SAVE SAVE and SAVE!!!!!!
Sometimes the damage that weapon makes doesn´t matter. For example if you hold Mp5K A4 in your both hands and you shoot the enemy head he takes about 100 points of damage. So don´t underestimate the power of small arms(extreamly deadly with silencers). I shot nearly all of the enemys with Shadow this way. Of course the rifles are great when you´re shooting over long distances, but smaller guns are great in close combat.
If you´re good in the game you can try to fight with one man. Take the best equipment, armor that you can spare and attach the silencers in your Mp5K(P90 may be better in full version) and you´re ready to kill everything in your way. Be deadly and ruthless. And keep those stupid villagers in cotrol and you´ll have Deidranna's heart in your hand. Good luck soldier!
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Gas and Nuclear Tanks go BOOM!
posted by: DAN |
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A good strategy to eliminate many enemy tangos is to blow up the tanks by the big building in the first part of the demo to create a large explosion and do a lot of damage. Not only that, you just hide behind the metal crates of the building with the Mac-10 laying down, because of the attention you attract, you can just pick off the men one by one.
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