Jagged Alliance 3

Jagged Alliance 3

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Combat tips
Hello everyone! I struggled in the beginning because I was trying to play this as an XCOM game and this ISN'T an XCOM game at all, so I wanted to share some insights about combat and also hear your one strategies.

1. Stealth kills... As much as you can: it took me a while to understand that mercs can enter stealth after combat starts and try more stealth kills. Do this often!

2. Cover fire: you can attack two times for the price of one attack. Just position yourself well and see the enemy being shot once when he moves and shoots.

3. Use heavy ordinance: grenades and explosives are awesome. They can hit many enemies, destroy cover. Don't get too worried about hoarding it to the future. Use then when in a pinch or if the perfect throw opportunity show itself.

4. Make ammo: not a combat related, but ammo is scarce as hell. Pick your preferred weapons and make that ammo!

5. Take proper cover, ALWAYS: choose to fight where you can have cover and save AP to put yourself in the best cover possible, and watch enemies grazing or missing you.
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Showing 1-4 of 4 comments
Korgz Jul 27, 2023 @ 10:16pm 
6. Make use of the "Take Cover" command which reduces most hits to grazing hits and also banks AP for the next turn.
LArc7thHeaven Jul 27, 2023 @ 10:18pm 
7. Always turn on sneak mode when available. Enemies can't shoot your ass with RPG if you're hidden.

8. Put your LMG to use and set them up at choke point, it will kill enemy in their own turn but watch out for elevation and anything that can impede the bullet line
Last edited by LArc7thHeaven; Jul 27, 2023 @ 10:20pm
gigamelon1981 Jul 27, 2023 @ 11:32pm 
Stealth is overrated.
Cover is overrated.
During this playtrough I'm not heavily rely on both of them.
Maybe just for frog leaping perk.
Run and gun is awesome, and you can combo it with melee at the end of the run.
Switch back to SMG before end turn if you have the perk, to return fire to anyone shooting at you, as long you're not in cover.
I'm using Commando right now, because it can lob grenade.
The Thing for the other hand.

Cover is overrated because my team right now just need to prone on a flat ground, and enemy shot would mostly miss. The cover will split your team cohesion, and obstruct the best line of sight.
Also, remember the perk I've mentioned above.
Later, if you have someone with 90 Health, there's a perk you can gain 15 grit if you're not in cover. Even better if you have Scully for added Grit.
Just beware Rocketmen, or Grenadiers at early game.

There is also the perk to enable critical during overwatch.
And +50% damage if you're making critical.

Tuned up MG build is also do not rely on stealth.
Heck you can't cover if you're using MG.
RPK can do some crazy thing with MG.
Like 3AP cost burst, Silenced Long Burst, non set up usage MG.

Aim for groin if you have problem with accuracy.
It almost has the same accuracy as shooting torso, while giving the 2nd best damage output. Also, artery shot perk enables you to use HP ammo shooting the hand which usually unarmored as if you're aiming for the torso. But remember, we're using HP ammo for added damage and critical.

Not saying stealth is useless, I've been there.
It is very powerful, but not the fastest way to finish a battle, and not the only option to go.
Having more options will make you more flexible, and stronger in the process.
Ace490 Jul 27, 2023 @ 11:45pm 
Would add going prone behind cover after you have fired. There are almost no positions from which the AI can even see you in that situation unless they flank you (and then they usually have spent too much AP to fire their guns).
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Date Posted: Jul 27, 2023 @ 10:09pm
Posts: 4