<div class='quotetop'>QUOTE(laiocfar @ May 15 2007, 05:28 AM) [snapback]290299[/snapback]</div>
Quote:
Hahaha... lobstermen are easy... superior combat tactics can deal with them, remember to launch a grenade to any stunned lobstermen, its very normal when you are using bad weapons. About tactics... avoid close combat and carry plenty of ammo and explosives, they are usefull to both kill them or blast obstacles. To do a tactic retreat in time isnt any shame.
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The same for me, apart for a "little problem" : to stun a lobstearman without alien weapon is'nt so easy, on Ufo 1 the smoke serves well but in TFTD you need tons and tons of underwater-explosion and very much luck (because with stun-rod you need to enter close combat).
First of all the equipment :
1) i take at least 8 men with gauss rifle with 3 ammo reload for each men (IMHO, gauss cannon had a bad ratio "weight-ammo" versus "fire power") and a tank as scout against a medium USO (or 8-10 men and 2-4 men only with more ammo and explosive... no rifle, if i got mad and decide to attack a big USO that are carrying Lobstearman).
2) 1-2 stun rod but only if i have 12 men (can be usefull as "kamikaze" for stunning an injuried alien and then killing it with a little grenade)
3) some little grenade (see point 2)
4) 8-12 proximity grenade and the rest... Demolition charge
5) less than this... well... "run! Run! run for you life!"

(to be honest i prefer this definition: "to execute a strategical retreat"

)
Now my tactic :
First of all, i don't give all demolition charge to my men, i put 2-4 of them unassiged so they appear on ground just in front of the transport exit, ready to be picked-up, armed and launched. I let out the tank (just 4 or 6 square) and look around, now :
1) if my landing position is surrounded by lobstearman i use demolition charge
1a) launched by the best launchers, because it's necessary to be precise, demolition charge must land and explode just below the hatred "lob", this because of the relative low under-armor, so 2-3 charge and lobstearman is dead.
1b) from the inside of the transport, mens in the rear activate charge and give to men in front of exit that launch it, in this way the first 2-3 men in front of exit can launch 4-6 charge.
1c) All men and the tank return inside the transport because at the end of the turn the hatch of the transport is closed automatically and the lobstearman can do nothing (if all goes well... as all of us that have played Ufo 1 & 2 at least some time well knows

)
1d) If all things goes well i proceed..... else i become considering a "strategical retreat".
2) if there is only some lobsteraman near the transport i launch 1 demolition charge "in front" of each lobstearmans in this way the front armor drop and it is relative easy to kill them with gauss rifle.
3) as for proximity grenade, they are little powerful ok, but easy to launch far away with precision, therefore are useful to weaken armor and "open the road" for massive gauss rifle shots.
4) when Lob's armor is weakened (or when demolition charge ends) i use a men or the tank as scout, when lobstearman become visible i retreat the scout and the rest of the men, a lot behind and standing on secure position, shots with gauss.
This is difficult and require time (dozens of shots for each lobstearman) but possible if the ammunitions are enough...
Finally, i suspect that this description can be clear only to veterans of Ufo series this because :
1) my english is bad (and sometimes babelfish translate italian to english worse than a troglodyte)
2) I have omitted all the basic tactics in order to try to shorten the post (to be honest... even because i start writing the post 1 hour later and i becoming a bit confused :blink: )
3) for me, italian but "creature of the night" it's time to go to bed
eventually I will try to explain better, next time... just ask
