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| More Strategy Tips! |
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Ah, so you have found your way in here. Sit down, young apprentice
and breath in the wisdom of generations of LSN players. It is here
within these pages where the revelation shall come to you, you will
see the world with new eyes. :-)
Here are some basic things that you can do (Marine Focused).
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| Corner Dancing |
Anything can corner dance. It's used in most games.
The purpose of the corner dancing is that your unit shall shoot the
enemy, but not get shot himself. This is how it works.
You might remember the concept Opportunity
Fire. It is used in corner dancing, however the other fire modes
can be used as well.
1) You must find yourself a corner. This doesn't neccessarilly mean
a corner. It means that you need to have a place where you can shoot
something, and a place where you have cover nearby. It could be a
window too.
2) The concept is this. Your unit steps out behind his cover, and
does an Opp Fire in the direction of the enemy (other fire modes can
be used as well, Direct Fire, etc...). Then he steps back behind cover.
3) Hopefully, this is what happened. Your unit fired his shot at the
enemy. The enemy did also fire, but the enemy's shot missed since
your unit snuck in behind cover before it got to his location. This
can be repeated several times during the same turn.
4) Units that fire fast are better at this. This is because they might
be able to shoot the enemy, before the enemy actually gets a shot
off. This makes the corner dancing unit a lot safer. They can also
corner dance a lot more, since their firing rate is higher.
5) This can be used to fight enemy Snipers with your own Snipers.
I am likely to use this against you on the first game on Crossroads.
You might notice that my Snipers will fire once, step behind cover,
and come out and fire again. Even if your Snipers fired at my Snipers,
the distance is so vast the shots will never hit me.
6) At close range, Grunts can fight most slow firing units like this.
7) There are a few things that might interfer with your corner dancing,
and is important to take in mind when you do it. (might be a bit advanced)
Say that a Grunt is corner dancing against a Sniper. The Sniper has
a firing time of 2,5 seconds. If the Sniper has been given four Opp
Fire orders at the direction of the Grunt, it might well shoot the
Grunt when it pops out, because the Sniper will be aiming already.
To avoid this, you need to time the corner dancing so that you pop
out just when the Sniper begins another round of aiming, which would
be at 2,6 seconds all the way to 3,9 seconds (Grunt has a one second
firing time, remember). Then it would again be safe between 5,1 seconds
and 6,4 seconds. Then from 7,6 to roughly 9,9 seconds. This could
vary depending on the distance of the Sniper. If the Sniper is far
away, it could be safe from 2,6 seconds to say 4,2 seconds since the
shot has to travel a bit. The point is to avoid being exposed when
the enemy unit is in it's final stage of aiming on an Opp fire order.
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| Use The Map and
Gather Information |
Remember that the enemy is a mortal just like yourself.
If you think he is doing something, he might be doing just that. If
you are wondering what the enemy does, think of what you'd do in his
situations and respond to that.
Use the map for this. Check what paths he might be able to take. Don't
be too paranoid thinking he's right behind your back. Be reasonable.
Secure parts of the map, and make sure he is not in there. Find out
where he is by placing Grunts that are corner dancing at positions
where they have a good field of view.
Think a few turns ahead and plan an ambush. Don't just react to what
the enemy does, you must think of something to do after you've reacted
to that too. Keep the initiative on your side. For example, sneak
up a Grenadiers up that can fire at certain locations before anything
neccessarilly is there to shoot at. If you manage to strike the enemy
just as he reaches a new spot, it will be hugely to your advantage.
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| Playing vs. Spawn |
Spawn eat Marines for breakfeast. If you think you're
facing Spawn, don't deploy your forces too scattered. You need to
have them concentrated enough to not be able to be picked off one
by one, and scattered enough not to all be killed by one Splatter
blast. That is a hard balance to achieve.
You should place your units in such a position that they have an area
around them that is relatively clear. You can create such a no man's
land by blowing out buildings with Grenadiers, Snipers and Commanders.
Generally it is good to keep a small building in the middle where
you will keep covered yourself.
At the start you should be worried about Splatters. You can count
on the Spawn player to have taken one or two. If you haven't killed
them, they're still a great risk. Commanders can kill Splatters pretty
good, and at full health they can survive a Splatter blast.
Queens can eat corpses to create new units. If you leave a corpse
behind, that means that the Spawn just got one guy stronger. Blow
up corpses with grenades as often as you can.
The Spawn player will also try to attack you with goo. It can be devastating
if it strikes units low on health, or if it keeps several units stuck
for very long. This is one of the reasons to why it might be good
to have a small building to hide in (along with the no mans land around
it). Goo Spitters will find it harder to shoot their snots into your
building than if you had none.
Most often, games of Spawn vs Marines is either or. Either the Spawn
win big time, or the Marines win big time. Usually the Spawn player
will attempt some sort of rush. He might try to soften you up a bit
first, however by using his Splatters or Goo Spitters. Always prepare
for a final rush, however. Try to figure out where he is massing up
for the rush and strike those locations.
A Splatter is allowed to get close enough to do
damage. This is a crucial mistake.
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| Playing vs. Machina |
Machina can be a tough nut to crack, but not neccessarilly
as unpredictable as Spawn. With Machina you'll have your family jewels
hanging in the open unless you have sufficient amounts of Commanders
and Snipers ready to go. That means, that you need to care for your
Commanders and Snipers a lot!
You should watch out for Missile Tanks. Missiles can blast a Marine
force to bits easily. They can fire two missiles each round, and have
five missiles availible before they must reload. You should count
the missiles fired at you to figure out how many are left. Missile
Tanks are weaker than AI:s, even Grunts can do a somewhat good amount
of damage too them if left long enough.
AI:s should be avoided in close quarter fights. Not only because it
explodes at death, but also because it does quite a lot of damage
and has a quite rapid firing rate. Both Commanders and Snipers will
do a good job plowing through AI:s at medium or long range.
You must always consider that the Machina player might have a Scanner.
Scanners can see through walls at some range. This means that if you
try to sneak up close to a Machina player he might already have seen
you! You should always try to figure out where the Scanner is or if
he has any. Otherwise all your other plans might be uncertain.
Units like Exterminators or Hunters can be quite a nuisance. Hunters
die easilly from anything but can still take out HQs that are left
unchecked, or Snipers, or damaged units. Exterminators can take some
beating, but a Commander can kill them with one shot if a bit lucky.
If you let hurt units get away, remember that AI:s can repair them.
So always try to kill hurt units before they get healed up! Grenadiers
can be good for this.
If a Machina player has one or more Missile Tanks, you should aim
at killing their HQ as soon as possible. If you do this, they can't
reload and the Missile Tanks will be crippled grealtly.

An AI is sent to the scrap by a Commander. This
illustrates how AI:s should be killed, as well as the fact that you
should not be this close to AI:s when they blow up. The Commander
lost about 1/2 of the HP when the blast wave hit him.
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| Playing vs. Marines |
Marines vs Marines are usually quite enjoyable games.
The units are equal to one another and the main factor to who wins
is the actual use of the units (rather than perhaps deployment). Grenadiers
are very good since Marines can't take that much damage. Grunts aren't
to be forgotten either. Commanders can be of good use as they stand
out as a somewhat more damage resistant unit. Snipers... well I could
go on about every unit like this, but most units will actually be
good in Marines vs Marines games.
If you have a balanced force (in opposition to vs. Spawn (more Grunts)
or Machina (more Commanders and Snipers)), then you will have a good
chance to be the last woman or man standing when the smoke settles.
The best advice than can be given is to just try to anticipate the
enemy's moves better than the enemy does yours. Keep the initiative
and get an edge on the enemy.

An anticipated move. The Grunt and Commander advances
under cover of a Grenadier (the grenade he threw is circled in red).
The Grenadier kills everything on the other side and inside of the
room, while being relatively safe himself.
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| Playings vs. Greys |
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Playing against Greys is very hard as Marines. Some Marine units
require to be close to the enemy force in order to do damage (Grenadiers,
Grunts). The Greys, however, are deadly at close ranges.
If you are facing a Grey player he is most likely to take advantage
of the Guardian's cloak. This means that any units under a Guardian's
shield will be invisible unless you are really close. Snipers and
other scouting units are made useless in this way.
To counter the situation described above, you can shoot direct fire
shots out in the air. If they hit something invisible it is most
likely a Guardian's shield, and you will know where he is.
Psykers are a big trouble. A unit that is Psyked will transfer his vision to the enemy.
So if a psyked unit is in the middle of your force, the opponent
will see your entire force too.
If you suspect your force is spotted and in range for a Warp Gunner,
get it the heck out of there as soon as possible! Otherwise you
will spend the next five turns healing your units up.
Saucers are huge trouble. They should be dealt with at a distance,
but can be extremely hard to catch unless the Grey players messes
up. To counter this, the most common way is to assault their regenerator.
That brings up the problem of having to face all the other Grey
units in close quarters, which might kill you.
On large maps, you should sneak up a lone Grunt despite the general
tactical situation. The Grunt should be used to kill unsuspecting
regenerators while the Grey player is away to kill you.
A Commander is Psyked and then shot to death by a saucer.
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| Testing Orders |
Testing Orders is vital to any game. You will want
to do this many times during each round to check so that the moves
perform just as you want them to. Don't send a turn away without testing
orders first!
When using Grenadiers you should be extra careful of this, as the
grenades can actually be a bit misfired (Grenadiers aren't 100% accurate),
meaning the grenade can bounce back on your forces. If you do a test
orders a few times, you can see that if the grenades are bouncing
back often, you should probably fire at something else with your Grenadier.
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| Keeping On The
Move |
Many players do the mistake to not use all of their
units during a turn. Being a new player, this can be time consuming
- but oh so worth it. If your units are standing still they are easy
targets for anything that wishes to kill them.
If you suspect a unit has been spotted by the enemy, don't let it
linger. Run away with it or launch an attack at the enemy with it
immediately, or lure the enemy into an ambush.
Your units have 10 seconds each. Use them! When you watch the game
afterwards your units shall move in a continuous movement. They shall
not move, stop, move, stop, move, stop! The turns must be tied together
and not be played seperately.
Especially on the Crossroads map many new
players seem to let their units stand still in the middle buildings.
Don't do this! It doesn't take much for me to throw a grenade right
into the center, and blow them all up :-)
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