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Old 10-11-2006, 01:07 PM   #101
The Fifth Horseman
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Here is the guide:
[attachmentid=3827]

And here are saves for instant access to missions 1-6:
[attachmentid=3828]
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Old 10-11-2006, 03:09 PM   #102
The Spider Mastermind
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Thanks.

Time to start playing it again.
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Old 11-11-2006, 10:52 PM   #103
Avelardo
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Any favored weaponry for your DoLLS, do you guys match weapons to skill/specialty or do you simply assign based on mission parameters?
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Old 12-11-2006, 07:22 AM   #104
laiocfar
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Acording to mission i distribute weaponary to skill/spec. You wont use your best doll to carry the needed explosives.
Some preferences:
*the 88mm Fast Cannon over the 105mm Cannon.
*the rifles over the smg, better in long missions coz the ammo pack is bigger.
Which missile launcher do you prefer the bigger with only 2 shots, the medium one with 4 or the smaler?
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Old 12-11-2006, 07:30 PM   #105
Avelardo
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I like the smaller missile pack for the ammo and area effect.
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Old 13-11-2006, 12:28 PM   #106
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Quote:
Any favored weaponry for your DoLLS, do you guys match weapons to skill/specialty or do you simply assign based on mission parameters?[/b]
I first check it up so that the pilots with best gunnery capabilities get the biggest guns, and those with the worst are assigned to recon duty only.
Pilots with extremely low AP may sometimes get assault model DOLLs to compensate, but I generally prefer the basic type (X3A and X32) for the shoulder weapon mounts.

From that point, I kit them out basing on the mission, though the assault DOLLs will invariably get an SMG and a grenade launcher, as this is the most versatile combination for them.
Quote:
Some preferences:
*the 88mm Fast Cannon over the 105mm Cannon.[/b]
Do the maths. 88mm has reduced range and ammo capacity and also is much more cumbersome. Yeah, it in theory has increased damage... but that alone doesn't make it worth using.

Quote:
*the rifles over the smg, better in long missions coz the ammo pack is bigger.[/b]
Rifles don't have Reaction Fire capability, and with a single SMG shot you can hit up to 7 enemies (D1 weapon = hits target hex andthe six surrounding ones).
If you don't want to use machineguns, it's your call, but then you'll have to take some Gatlings to fulfill the reaction-fire role.

Quote:
Which missile launcher do you prefer the bigger with only 2 shots, the medium one with 4 or the smaler?[/b]
It all depends.
DRU-35 is a monster, but very heavy at the same time, so I rarely use it. It has it's applications in clearing out the landing zone, though.
DRU-25 is pretty decent, and the one I usually take.
DRU-15 is a waste of time.
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Old 13-11-2006, 12:54 PM   #107
Avelardo
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Note, strategy guide 2.3.5: You don't have to take four DoLLS, but however many are taken, they can only take the trainer loader and (anyone who hasn't played the game wouldn't know this) Hardy Newland must lead the team.

<div class='quotetop'>QUOTE(the_fifth_horseman @ Nov 13 2006, 08:28 AM) [snapback]266697[/snapback]</div>
Quote:
Quote:
Any favored weaponry for your DoLLS, do you guys match weapons to skill/specialty or do you simply assign based on mission parameters?[/b]
I first check it up so that the pilots with best gunnery capabilities get the biggest guns, and those with the worst are assigned to recon duty only.
Pilots with extremely low AP may sometimes get assault model DOLLs to compensate, but I generally prefer the basic type (X3A and X32) for the shoulder weapon mounts.

From that point, I kit them out basing on the mission, though the assault DOLLs will invariably get an SMG and a grenade launcher, as this is the most versatile combination for them.
[/b]
Ah, good to know.

<div class='quotetop'>QUOTE(the_fifth_horseman @ Nov 13 2006, 08:28 AM) [snapback]266697[/snapback]</div>
Quote:
Quote:
Some preferences:
*the 88mm Fast Cannon over the 105mm Cannon.[/b]
Do the maths. 88mm has reduced range and ammo capacity and also is much more cumbersome. Yeah, it in theory has increased damage... but that alone doesn't make it worth using.[/b]
Does it matter that the 88mm can operate in AA mode, whereas the 105mm can not?
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Old 13-11-2006, 01:06 PM   #108
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Quote:
Does it matter that the 88mm can operate in AA mode, whereas the 105mm can not?[/b]
Barely. With 30 points of AA power and only 30% accuracy, it's AA capacity is not comparable with M6A and M6B (both having 40 pts / 80%).
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Old 13-11-2006, 02:48 PM   #109
Avelardo
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I kind of noticed that my cannoneers didn't do so well at knocking planes out of the sky with it, but when it does hit, it makes subsequent fires from weaker D1 weapons easier in dispatching the targets.

Also, I like the idea of dual-purpose weapon systems.
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Old 14-11-2006, 12:49 AM   #110
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CANs: It for sure that the 88mm CAN is a waste of shells as AA but i like it more as field gun.

GNDs: Are lovely to assault higher positions like hills but quiet unusefull in defesive campaings or in open attacks.

SMGs: Sometimes i use a pair of them but when at defensive or when using many dolls, i like better to got a mix of 66% Rifles and 33% SMGs. The SMG suits better to front line assault role but all dolls or most of them with SMG is a lot of unused firepower and forces you to rotate the dolls with empty SMGs leading the party with the last ones. It also servers to save GGUN shell for incoming air attacks or when the situation is more dangerous.

GGUNs: The best weapon for me. They are best as reaction fire, splash damage fire and AA fire.

DOLLs: I prefer for the few low paced pilots the scout Doll, not the assault one. Well, i dont will use more than 3 scouts depending on mission.

About DRU, some 35 to kill anything that gets you uncover for sure but i can desing any DRU as regular missile support unit...
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