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>>73296
In any way, I don't think it hurts if I keep track the amount of ammunition I have left in my gun every turn.
>>/quest/522325
It's comforting to know nobody is dying during this training, even if we don't get promotions.
But I think it was a good idea to do training. We have a few veterans, but also some new people, myself included. And as we can see, some things which are not clear can seriously hamper us (like how Squad Alpha thought they could use the soft cover when it was only the enemy behind it who benefitted). The fact that we cannot move diagonally through doors (I moved diagonally through a door once, but because I sprinted I had a lot of move and I think the GM simply accommodated accordingly without commenting on it).
But seriously, the false belief of reaching the chest-high cover on the map is the single biggest reason why Squad Alpha is getting pummeled. That, and our rocketeers didn't drink their scope.
Lessons learned so far:
Enemies can pop up behind soft cover.
Let people with a lot of HP open doors, if possible. They can be patched up by medics if needed.
In open fields: Spread out to avoid explosives. Cardinal grid distances being equal to diagonal grid distances means you can still fire on the same target.
In buildings: Stay together. Explosives are almost too dangerous to be used and close proximities mean you can almost always retaliate if your squaddies are downed. We were a bit unlucky in the yellow room, but on the other hand, a Telekinetic is the natural counter to shields. And the shield of the Doc was the "bulk" of that forward element. They took our Doc and our Telekinetic out fair-and-square. It's useless to argue hypotheticals, but if I had opened the door, we would have probably lost only one person and have better chances to retaliate.
Most importantly:
VISION. Scouting is key. I can't emphasis this enough. Get vision wherever possible and make extensive use of the looking-around-corners rule.
Our system tells us to MOVE before we ATTACK.
Our system also means we can only ATTACK a unit AFTER we SPOTTED it.
Our system also means our VISION is updated AFTER we MOVE.
Which means we can walk into a room full of enemy combatants without having any chance to fire back or even knowing they were there.
Those who attack first are most likely to win a firefight due to the turn-based system.
Scouting. Scoutign. Scouting. Since we share our HUD vision, scouting for the team means everybody knows where to shoot and where to seek cover.
Specifically for combat in buildings: Opening a door, moving a step to the side and looking through the doorframe seems to be superior to entering the room after opening the door.
Kinda related to this is the following:
I think everybody is, understandibly, enthusiastic about getting into action. Especially with turn lasting something around a day (which I do not criticise, it is a convinience for the participants) - we have to realise that , moving carefully and even baiting the enemy, retreating and setting up an ambush can mean having to wait 2-3 days until we get to roll some dice; rushing forward, shooting now and asking questions later is much more satisfying as a game experience (I'm not talking about anyone specifically, I'm expressing my own thoughts), but THIS can result in getting your ass kicked.
However, I think we can find a balance between waiting one week for an elaborate ploy to play out and not running into entrenched positions and unscouted rooms. It can be beneficial to stop and wait for your squad to catch up and get into position, or to wait a turn and just position yourself to get optimal vision of things ahead.
Lastly, there seem to be some hard rock-paper-scissor rules to Black Company. Infantrymen are durable, but have mediocre damage. [I] can take out medics and Telekinetics with a single hit - but two [I] firing at each other is a fight of attrition. A telekinetic, however, ignores AR. Snipers can negate shields. Engineers are suited for combat in open fields - they create cover with shield walls and smoke grenades. I think Alpha would have appreciated some smoke screens.
That means there are situations when communicating with your squadmates about the order in which you fire is highly beneficial - having a sniper destroy a shild generator before an infantryman fires at the meat behind, for example. But communications are sometimes obstructed by some of us only being online for a limited time during a day/turn.
Lastly, Samuel, there have been some occasions of people moving to places where they didn't intend to move. Just saying, that can create some confusion at times. ;)
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