So… talking a little bit about setups
and therefor about the first things you should / may wanna buy after your free character pick.
So… if you picked Sneaky Pete first:
you have 2 good weapons, 2 pistols and 2 knifes. I’d recommand giving Pete the Otto Semi-Auto, Dave the pistol and your commander the Hoo-Hah AR, but it also works if the commander has the pistol and dave the Hoo-Hah AR.
What i’d recommand now is another good weapon for the one with the pistol. Pistol IS fine but another … Hoo-Hah AR is probably the best. (you Then might play 20 and 26 pt games
And since buying characters is kinda “cheaper” than just guns… I’d recommand buying a character with a Hoo-Hah AR… if you look ig or in my list above, you’ll see that Archie Fletcher and Specialist Suds come with the Hoo-Hah AR, so you should buy one of those. I did pick Archie because i like the 3x explosive arrows more, they are faster( you can “just” use them; with Suds you have to place, wait one turn and THEN can use it…)
You may now swap your team totally, from explosives ( artillery, grenade, Explosive crossbow) over a ranged team (artillery, sneaky, either one of the 2) to whatever you like …
all stayed as it was in14 pt games. I now may play with I then was able to play 20pt games BUT i like playing 3characters ( so far dave for his movement, sneaky for his range and awesome damage and just as always commander for its range and damage.)
if you picked Angela Merci as first character, you’ll lack fire power.
what i recommand: give Dave a knife, angela merci with the Awuga 6-Gun and commander with Hoo-Hah AR ( and artillery or anything you like).
What I would focus on: melee Damage. You have “a little” survivability with 1 medic ( and her aura).
You should give Dave the knife or the awuga 6-gun and Angela Merci the Cold automatic, the awuga 6-gun or any other ranged weapon. The commander should have the Hoo-Hah AR.
If you want to focus around Angela Merci you should buy characters that can Turtle (go to a certain area and stay there). Good is Dee Hatlacker, but also carlito Grosso, tim taschman or characters with support fire.
If you do not like Angela Merci, go for Sneaky Pete or other cheap characters.
if you picked Tim Taschman first, you should get a dee hatlacker soon. he has the needed defensive power and is not even able to run TOO much away from your commander and tim taschman.
and then:
just buy what you’re lacking, if it’s a gun, a gun ( although i always recommand buying the character with the gun).
so, tim taschman as first pick has the most opened field but i cannot say that you may specialise on anything quite early.
medic is close and melee, agent is middle and max-range and engi … should be mid-range but i do not know. It might be funny with more deployables but Ivan Tkilya is then your enemy nr.1 and your weaknes.
well, do you agree ? anything to add?
i hope it helps a little bit.
with friendly regards.
tinker
Setups, their pros and cons and where to use them
SO, let us talk about certain setups that I used, use and like.
Keep in mind those are just EXAMPLES (and 14pt setups). there are so many setups and I will only talk about those I have tested already
One of the most common:
Commander (Hoo-Hah AR) + Dave (cold audomatic) + Sneaky Pete (Otto Semi-Auto)
there is another one close to that with swapped weapons on Dave and Commander BUT I think, that this up there is the best one
this setup gives you on nearly all maps the possibliity of pushing the enemy out of cover and maybe even close to your commander.
On many maps you can achieve the first kill within the 2nd turn if the enemy runs too far and gives you the space you need to push them.
It is STILL my personal favourite setup and I won many MANY games with it.
if the enemy has 1 200hp character, try to focus him - grenate (50-60dmg) + commander artillery (20dmg) + attack of one of them (20-40dmg) + sniper (40-120dmg without any headshot)
if you cannot kill someone, rather get behind cover than doing 20-40 dmg more.
another one, when you have some money and love quick and deadly female power
Commander (hoo-hah AR) + Kate (cold audomatic) + mme. Lahacque (otto Semi-Auto)
also a quite common setup
this is one of the best setups if the enemy has no lightweight unit and no medic.
you try to set your gas grenade and poison all 3 enemies and hit&run the whole time.
try to heal as often as possible (1heal for 3energy does more than an attack with the pistol)
be careful not to walk to far away - someone could kill you soon with the 200hp
this is the counter - and is countered the same way - by the setup above
something quite funny but lame
Commander (hoo-hah AR) + Dee Hatlacker (pumpington SG) + Dee Hatlacker (cold audomatic)
a very VERY defensive setup. It is quite useful on Market and it is (at the moment) very cheap.
your main dmg output comes from the commander. You have to set your shields at a quite tight spot of the map, usually one of the corners in the middle, using the house as extra blockade.
you heal the shields, move them to the side, attack a few times and move them back to cover you.
be carful if the enemy splits up and tries to flag you from the side.
This setup lacks range. Engis have mainly weapons useful for close or mid-close range.
same as above but even more bound to one point.
Commander (hoo-hah AR) + Tim Taschman (any Sg) + Tim Taschman (cold audomatic)
this setup is nearly as above. your bound to one point at a map, you have to set your turrets correctly and heal them.
this setup is hard to use vs any snipers and/or healers.
hard to use but very interesting
Commander (Cold audomatic) + 2xSpecialist suds (hoo-hah AR)
Suds is a character that is hard to use.
you have to predict where the enemy goes and have to take care that the enemy does not see when/where you throw the c4 to. AND be aware of the detection aura of the commander and UAVs.
The good thing, once you threw the c4, what is not totally neccessary (you can save it for any situation)
you can totally focus on your dmg of the weapons.
You can stay in a circle once your enemy used up all explosive aoe dmges because you have twice support fire - with the backflash aura and correct positioning you do more dmg to an enemy than he does to you (except sniper - out of range)
the main problem - the prediction (where to set your c4) and the lack of healing power (although you can use healing crate with your commander)
it is at the moment one of the hardest to play but best setups. and it is very cheap
I recommand this only to advanced players.
combines the two implemented Dots and a fast and slow char.
Commander (hoo-hah AR) + Juan DaCova (otto Semi-auto) + kate (cold audomatic)
indeed a very deadly combinition vs a setup without healer.
if you set both dots (gas and burn) and wait for both to expire, you did 35+25+3x12+3x25 = 171 dmg to all hit enemies.
but it is hard to do a great amount of damage after that because you have no pushback and the 171dmg does not kill a char.
It is a very powerful combination but you have to wait for the right time and got to calculate the risk of throwing one of the dots and then staying without cover.
Movability and damage over time.
Commander (hoo-hah AR) + Kate (awuga 6-gun) + kate (cockler)
This setup is quite simple and also quite funny - at least when YOU play it and not when you face it
you tab the center field and try to dot the enemy with one grenade - but all 3 units - if one is not in range, try to push him into range with artillery.
you hit&run / hit&cover all the time, heal up (most important thing) and dot again if the dot runs out.
enemies without any healer will have big BIQ trouble
the harder matches will be against something like marx + dacova or any angela merci setup - because dotting only does not help - against these team (with healer, 2 healer or heavy healer) you have to focus your damage on the healer - and be even more carfull - rather hit once and run far back than hitting twice and run only little away here.
some alternatives that also run good are
commander (cold audo) + 2xkate awuga6-gun (commander with health crate y artilelry or deploy cover(to hold the flag for 5 turns))
or just variation of the commander ability.
cover, damage an saved vs snipers /dots.
Commander(hoo-hah AR ) + gus marx (cockler! / Uzi / Cold) + dee hatlacker (Stumpington)
this setup is quite useful on Market.
you have some long~mid range dmg with the hoo-hah ar, and much close range dmg with the stumpington.
market has 4 places in the center field that are tight - you can place the shield-bot there and move on bit by bit. if one enemy comes close, you rocketjump your dee with watergun of marx and give some shots from close range with the shotgun -> HUGE dmg .
you always have your gus a little away from the other two if the enemy has any Dot (juan or kate)
I didn’t test this on other maps yet, it seems to be “only” good at market because all other maps are too large or give advantages to snipers to kill your cover before it comes any close.
close-range damage and aoe blockade - good to tab the flag.
Commander (hoo-hah AR) + Megan McNick (stumpington) + Kate(cockler)
this setup is quite good on train-station and if you start.
you run in the middle and plant some mines DEPENDING on where the enemy moves.
Do not stop in the middle of your turn with megan to plant a mine, instead go to a field where you want to stop/behind cover, plant a mine and move with the other characters.
OR go ahead to a field from which you can shoot, plant a mine, Shoot and go behind cover again. the enemy will rarely see when you plant a mine if you do it this way.
dot, if you feel like hitting many of the opponents.
with your commander you should stay in the upper middle ~ upper left corner to attack the enemy from above/ hit some artillery, plant a good deploy cover or throw health crates as needed in the enemies path to block him for a few or to heal on of your character.
if the enemy finally moves in the center field, attack from all sides.
if you can, go to the enemies back with kate and come form the front with megan, the enemy won’t be pushed back and you can shoot 2 or 3 times without any further movement.
also variable with
commander hoo-hah ar / cold auto health crate/deploycover/artillery - megan with stumpington and kate with cockler/awuga 6-gun.
Edit ; 26point Squads
As there are 2 tourneys starting and going on in this size, I’m gonna post a little about this.
So what is this size about? is it the same as 14 pt games? NO, not at all.
In 14 pt games you always gonna play 3 units vs 3 units.
in 26 pt games, you’ll see 4, 5 and 6 units per squad. different strategies, rarely seen squad-members and a massive amount of damage to all units out-of-position
technically you got 3 good strategys you may follow to build up and Use your squad in a game.
The First and kinda Lame strategy is to Take and hold
For this strategy you are quite restricted to only a few usefull squad members.
On all maps you are quite exposed in the center field.
Therefor you really need either Tanky chars, tanky abilities or both.
But there is no real tanky char, heavyweight do have 300hp but this won’t help a lot in 26 pt games.
So You go for
Dee Hatlacker.
His Shield-o-bot is awesome and helps a lot
Since you stay together with your team for most of the time and often get hit by massive aoe
Angela Merci
To counterheal the major dmg.
You ain’t have major damage output, but you got shotguns
Gus Marx
To Tank, AND (!) pull+push (!) for deathly range of your shotguns.
You need to be in the center fast, the faster the better, and maybe set traps or dangerous targets. on some maps the first unit chosen on your squad (if it is lightweight) may enter the center in the first turn
Megan McNick and Mme. LaHacque
the mines buy you time and are dangerous. Same to UAV. I recommand shotgun or melee weapon. but for LaHacque a sniper rifle works fine too.
strategically the “new” characters are quite nice to take a look at
Tree Mendes and Tito Tesla
The Abilities are the most important here. Tito’s grenade buys a lot of time, Tree Mendes is dangerous in close range and is a little tanky.
The Last things
Commander Abilities — Deploy-O-Cover
everything else is up to you.
That’s basically it for Massive Take and Hold. Ivan and Suds might be mentioened as well, their abilities might also help a lot, but hey.
The best setup I tested was Commander, 3x Dee , 1x Gus Marx
3 shields are just massive.
The Second major strategie is Damage through gunfire
I think it’s obvious. The bigger CON here is, it’s predictable, you got to add some suprise-moments.
Major Damage Output: All Sniper Classes
Actually it doesn’t even matter which weapon though I recommand Sniper-Rifles.
Also Massive: Ivan+Tree
With Hoo-Hah AR you have a big + on smaller maps like Favela.
Surprise Moment: Gus Marx
my favourit character at the moment. the push might be used for so many things, but basically for positioning.
AND Artillery
sometimes it is better to be used on your OWN squad members
Last Thing: Shotguns
They have the biggest damage output as far as I experienced., but are even harder to position.
Your Goal is to take out 1(+) soldier(s) without sacrificing yours
Best Squad I tested, and also my favourit:
Commander + 2x Juan +3x Gus
It’s getting harder to predict ANY of your moves BUT also takes long to finally find the best one
3rd major strategy:
Damage through abilities
Basically the same as above with the difference that you mostly have one-shots but are way more mobile.
nice abilities here
Hipster Dave // Archie Fletcher // Spud Grunt // Textbook Kate
Most of the time you don’t need to give them any good weapon, you might add a sniper with a good rifle here
with another good one-shot ability here Mme.LaHacque
Megan and Suds
might also be mentioned though the lack the speed.
Your Goal: making massive dmg and/or killing 1(+) targets within one turn without sacrificing too much from you.
You might sacrifice your used characters to do (once more) big damage with melee weapons
the most funny setup I’ve seen is Commander +5xDave
the 3 major strategies. You might mix things up here, it will add suprise.
hope it helps