Jagged Alliance 2: Gold Pack

Jagged Alliance 2: Gold Pack

Doug Aug 10, 2013 @ 7:04pm
Post your JA2 1.13 IMP designs - show us your Mercs
I put together my 'dream team' of 6 IMPs on JA2:Gold 1.13. Gonna post'em here. Hit me with your comments and suggestions or post your own and we'll look at them.

Obviously, no merc stands alone, so mine is a team with supporting players to cover what I think are all the roles required. Equally obviously, there are more than 6 roles, so some mercs need to cover more than 1, and some roles may need to have more than 1 merc cover them.
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Doug Aug 10, 2013 @ 7:06pm 
Note: the 4870 version of 1.13 seems to have a bug, of which I have taken advantage in my designs. It seems to allow more trait choices than it says it does without further penalty. I have marked with an * the trait I have taken that would be discarded if the character generator worked as it says it does.
It's possible I'm not actually getting the benefit of one of my traits (how would you check?), but they show on the character sheet on the Mercs list in the computer, so I assume I am.
Last edited by Doug; Aug 12, 2013 @ 3:47pm
Doug Aug 10, 2013 @ 7:11pm 
...And a hint for when you're designing an IMP: As with many RPG's, JA2 does not encourage 'balance' in your mercs. Max out as many stats as you can, and take one or two that are ridiculously low; the lower they are, the faster they rise. If you give your merc 70's across the board, gaining 30 points total (5 per stat on average, ignoring 'skills') will take much longer than if you give him/her all 85's and one 35.. raising that 35 to 65 will go much faster than raising the 70's to 75's. The trick is to pick a weakness that won't be fatal before it improves.

I usually skimp on Ldr plus either Str or Hea. Never skimp Wis, it's too hard to raise. Dex raises fine if your merc uses any of the 3 basic skills (Mec, Exp, Med) a lot, but slowly otherwise. Agi is too important to AP to skimp on. Str and Hea rise quickly, especially if you overload your merc when not in combat.. makes them tire fast, but improves those 2 stats.. and overloading a low-Str merc is easy to do, too :)

Since you use the same pool to select initial stats and skills, I should also mention that skills always rise faster (with use) than stats, so boost the stats first, keeping in mind that you want at least 1 merc with a usable level of each of the 3 skills, and preferably more than 1 with Med, for obvious reasons. In the early game, I don't find much use for Exp, but having a couple of Mec's to repair items (esp. loot you want to put into use) saves some downtime.

Not actually sure if they classify Ldr as a skill or a stat, but I'll mention it separately because:
1. It's VERY important in early game to have a bunch of mercs (as many as possible) with enough Ldr to train militia to hold the towns you take so you can move on. The 35 non-zero minimum is adequate for this. All my IMP's tend to have at least 35 Ldr for this reason.

2. Ldr rises very fast if you're training militia, so it's not necessary to start anyone with much more than the 35 minimum unless you give someone the Teaching skill, which raises the minimum for that merc.

3. Although in standard 1.12, it says that 0 skills never rise, I believe they do in 1.13, but only through Practice, because a 1 Ldr is not adequate to teach anyone anything, so it won't rise through use for some time. The minimum Ldr to actually train militia is 20. Unfortunately, when creating an IMP, your choice is 0 (for 15 stat points to assign elsewhere) or 35+.

4. Training Mobile Militia requires a higher Ldr than training regular Militia. Not sure what the entry level is, but less than 30 doesn't work.


All this is background for my designs, FWIW.
Last edited by Doug; Aug 12, 2013 @ 3:44pm
Doug Aug 10, 2013 @ 7:15pm 
I max everyone's Wis: makes them learn faster.

Taking a weakness gives you more stat points to allocate; each Trait you take reduces your stat point pool (and may raise the minimum for one or more stats).

I gave all my mercs the same weakness: Nonswimmer. As long as I stay out of the swamps, it shouldn't be a problem. All the other weaknesses strike me as possibly being fatal in certain circumstances.

Also, you can start your IMP's higher than Lvl 1 at a progressively increasing stat point cost per level. I'd only do it if I made a Deputy/Squadleader; their effects are somewhat dependent on them being higher level than everyone else... but I didn't make one ;) Aside from that Trait, the advantage to higher level comes in things like sneaking, getting interrupts and noticing traps. Those things are important enough that it's worth considering spending some stat points to improve them.. but I chose not.
Last edited by Doug; Aug 27, 2013 @ 5:14pm
Doug Aug 10, 2013 @ 7:19pm 
Sniper

Hea 85
Agi 85
Dex 85
Str 60
Ldr 35
Wis 85

Mrk 85
Mec 35
Exp 35
Med 35

Lvl 1

Skills: Sniper
*Stealthy
Scouting
Char: Malicious
Weak: Nonswimmer

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Having a scout means never having your group ambushed (even by bloodcats). It also lets you see enemies in surrounding sectors and gives you a pair of binoculars, among other things. Seemed a good pairing with Sniper. Stealthy gives an initial Suppressor; Sniper gives a bipod and a 10x scope that you won't be able to use for quite a while (no weapons in early game that will mount it).

Malicious for the extra stat damage.

*Stealthy is the optional trait that I shouldn't be allowed.

Base Ldr, low Str and minimal Skills; maxed all the other stats.

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Post-play review:
This one has turned out well. Probably could have Dumped Exp and taken the extra 15 points in Str, but other than that, the selections have turned out very well. With a decent sniper rifle, he one-hits most enemies with headshots even if they're wearing helmets.
I have occasionally had him Repair, Train Militia or give First Aid, so those were worth keeping non-zero.
Last edited by Doug; Aug 27, 2013 @ 5:29pm
Doug Aug 10, 2013 @ 7:24pm 
Auto Weapons

Hea 85
Agi 85
Dex 65
Str 85
Ldr 45
Wis 85

Mrk 85
Mec 0
Exp 35
Med 35

Lvl 1

Skills: Machinegunner
Athletics
*Teaching
Char: Aggressive
Weak: Nonswimmer

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As the game progresses, enemies get harder to put down with a couple of aimed shots; that's where the dedicated Machinegunner shines. MG's are AP-intensive to use. Grants a starting Foregrip.

Athletics for the AP bonuses.

*Teaching as a backup to my main Teacher (optional)

He needs the Str to ride out bursts, but is less likely to be Aiming, so he gets low Dex. Ldr minimum is 45 with Teaching. No intention for him to fix anything, but he might want to throw a grenade or give first aid.

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Post-play review:
Based on actual experience thus far, I might have done better to have Dumped Exp and kept the 35 min Mec. Haven't had him do anything with explosives, but there've been a few times when having him spend a few hours Repairing stuff might have been helpful.
Mostly I just haven't used him to his full potential yet. I have some bias in favor of conserving ammo that makes me prefer aimed shots. Recently I've started letting him make use of his autofire skills and I've been very pleased with the results (and kicking myself for not having done so sooner). In short, I think I built him fine, but haven't played him right.
As a backup Teacher, he has been awesome in training Mobile Militia (the 35 min Ldr isn't enough for that).
Last edited by Doug; Aug 27, 2013 @ 5:35pm
Doug Aug 10, 2013 @ 7:29pm 
Sneak/NightOps/Thrower

Hea 85
Agi 85
Dex 85
Str 60
Ldr 35
Wis 85

Mrk 85
Mec 35
Exp 35
Med 35

Lvl 1

Skills: Throwing
NightOps
Stealthy
*Athletics
Char: Malicious
Weak: Nonswimmer

=================================
This one's for the night missions and the one-shot knife throw kills. Starts with throwing knives, Night Vision I, suppressor.

*Athletics optional for the AP bonuses to movement

Only weakness is Str and it will rise fast. Jack of all Trades in the skills department; not initially good at anything.

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Post-play review:
I don't really do as much Night Ops as I used to. He surely shines when it comes up, but I no longer specifically time my attacks for night, now that I have decent long-range weaponry.
I still imagine he'll use explosives at some point, but I haven't taken the time to raise his skill yet. The occasional knife-throw kill, particularly in the early stage of taking a sector helps delay the raising of the alarm. I don't really see anything I'd change tho, and having him keeps my options for stealthy/night kills open.
Last edited by Doug; Aug 27, 2013 @ 5:40pm
Doug Aug 10, 2013 @ 7:33pm 
Engineer/Mechanical/Explosives

Hea 50
Agi 85
Dex 85
Str 40
Ldr 45
Wis 85

Mrk 70
Mec 60
Exp 70
Med 35

Lvl 1

Skills: Engineer
Demolitions
*Teaching
Char: Phlegmatic
Weak: Nonswimmer

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The exception to my guideline on picking Stats over Skills. Skill levels are the minimums for the selected Traits, though.

Good at all the non-combat support roles. Starts with toolbox and lockpicks and some dynamite and grenades. The Mec and Exp are the minimums if you take Engineer and Demolitions; the Ldr is the minimum if you take Teaching. She's a weakling in combat: low Str and Hea and Mrk. Does a lot of suppressive fire and watching our backs. Consider using her as a human radar system with the binoculars the Scout starts with... just turn in circles every turn to keep track of the bad guys.

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Post-play review:
Now that I've run with her some, I think I'd have done a couple of things differently.
Str 35 absolute minimum. 40 isn't enough better to matter and the 5 points are more useful elsewhere.
Agi could drop some, since she's not a combat powerhouse anyway, but by the same token, it won't rise easily for her for the same reason, so I'd leave it.
Dex I'd lower to about 70 - still high enough to not blow herself up, but rises fast when Repairing and such and would free up 15 points I could put into
Hea 70 (the 5 from Str + the 15 from Dex) would make her more survivable and have more endurance for Repairing Items and such. I'm not sure all of the effects of Health, but it's definitely listed as affecting everything, and it didn't rise quite as fast as I'd hoped.
The 70 marksmanship has worked out fine. She still hits stuff reasonably often. Would like to lower it even further, but not sure that wouldn't push it below the marginally useful in combat level.
Last edited by Doug; Aug 27, 2013 @ 5:42pm
Doug Aug 10, 2013 @ 7:41pm 
Trainer

Hea 85
Agi 85
Dex 60
Str 35
Ldr 85
Wis 85

Mrk 85
Mec 35
Exp 35
Med 35

Lvl 1

Skills: Ranger
*Stealthy
Teaching
Char: Assertive
Weak: Nonswimmer

=================================
Ranger for the faster land movement for the squad, mostly, but the bonuses with Rifles and Shotguns are nice, and she starts with a backup shotgun. Stealthy gives a suppressor.

Not particulary impressive initial skills, but she can train militia in no time and when in Train:Teacher mode, she can add significantly to the speed of learning for multiple mercs. Plan is to have my Engineer/Demo train her and then have her train others.

The reduced Dex is mainly because Aiming with shotguns seems.. counterintuitive. Her Str is actually low enough that she's borderline overloaded just with basic starting load of gear and weapons (because of the backup shotgun).

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Post-play review:
The Ranger skill was a great idea. Sometimes wish I had 2. Stealthy hasn't worked out that well, since I've equipped her with a shotgun and a rifle, neither of which can be silenced, so she can sneak into position, but as soon as she opens fire, the mayhem becomes general. In fact, those weapon choices have actually made it so that she tends not to do much combat in the early stage in any particular sector. My usual approach is to keep it sneaky as long as possible, so she mostly tags along until the balloon goes up. Since Ranger gives bonuses to both shotguns and rifles, the low Dex turned out to be more of an issue than I had thought. Since she's my Teacher, I don't think I'd be OK with Dumping any of the skills tho, so the only places I could reasonably pull more Dex from would be Ldr and or Mrk. Probably could have dropped Ldr to 60 without seeing a significant reduction in her ability in that area, thereby maxing Dex. Not sure atm what I'd swap Stealthy for... Maybe I should have made her my Scout, leaving my Sniper toon an open Trait that would be more useful in combat. Alternatively, I could give her Throwing, so she would have a possible contribution to the early (quiet) stage in a sector.
Last edited by Doug; Aug 27, 2013 @ 5:56pm
Doug Aug 10, 2013 @ 7:44pm 
Medic/HtH/Thief

Hea 75
Agi 85
Dex 85
Str 85
Ldr 35
Wis 85

Mrk 85
Mec 0
Exp 35
Med 35

Lvl 1

Skills: Martial Arts
*Stealthy
Bodybuilding
Char: Aggressive
Weak: Nonswimmer

=================================
This one's for the fights in San Mona, among other things. Also since I don't play with Enemies Drop All enabled, sometimes it's nice to be able to pound someone to the ground and steal their weapon. Starts with Brass Knuckles and Marbles (plus a suppressor from Stealthy). Bodybuilding/Aggressive make an awesome combo with Martial Arts. Stealthy cause the best way to beat them unconscious is if you can get close without them knowing you're there.

+++++++++++++++++++++++++++++++++
Post-play review:
She has been a beast. Good all-round performer. Hits well with a rifle in general combat, and when close combat is necessary, she's usually enough all by herself. Sometimes wish she had Dumped Exp and taken Mec instead, since thus far I've more often wished she could spend some time Repairing stuff or Picking a lock than had her blow anything up.
Last edited by Doug; Aug 27, 2013 @ 6:00pm
Doug Aug 10, 2013 @ 7:50pm 
And a comment on starting gear: I have noted above that specific choices modify the merc's starting gear. Among other things, if your merc's Mrk is 80+, you start with an HK MP5/10A3 that uses 10mm ammo that is completely unavailable as loot till about mid-game on Experienced difficulty. OTOH, if you drop that stat to 79 or less they get a slightly less awesome HK MP5A4 that uses 9x19mm ammo that drops everywhere.. just a word to the wise.... (Both have the same Accuracy, the A4 has 2 less Damage and 1 less Range in exchange for requiring fewer AP to aim).

Other notes on starting gear:
Scout gives binoculars
Stealthy -> pistol suppressor
NightOps -> NV1
Ranger -> shotgun
Heavy Weapons -> M203 grenade launcher (grenade selection improves if you go Expert)
Auto Weapons -> foregrip
Sniper -> 10x scope and bipod
Martial Arts -> brass knuckles and marbles
Melee -> knife
Gunslinger -> pistol
Demolitions -> mine and dynamite w/detonator
Throwing -> pair of throwing knives
Med -> first aid and/or med kit (depending on Med skill and/or Paramedic)
Mec -> Toolbox & lockpicks
Exp -> detonator

Not sure that's completely accurate or thorough, but it gives an idea what you can expect. Best I can tell, Deputy/Squadleader doesn't give gear. Also, there could be other gear variations based on stats that I haven't noticed. And finally, I haven't checked any of this on difficulties other than Experienced, so your mileage may vary.

So there's my IMPs. What do you think? Can you do better? Have I overlooked a role? I've shown you mine, now show me yours.

Last edited by Doug; Sep 1, 2013 @ 10:37pm
Doug Aug 10, 2013 @ 9:59pm 
With my 6 IMPs,

All 6
.. have at least minimal Ldr and can train militia.
.. have at least minimal Med and can provide first aid.
.. have maxed Wis to learn at max speed
.. have maxed Agi for AP
.. have at least minimal Exp, JIC I find I really need it (tho I haven't used it much so far)

4 have Stealthy trait. Sneaking near enemies is a great way to boost Agi. Also means I start with 4 suppressors.
3 have Teaching trait to boost Militia training and skill sharing

I have 1 sniper and a backup rifleman (the Ranger)
I have 1 NightOps, 1 HtH, & 1 Thrower (in 2 mercs, both Stealthy)
I get movement speed bonuses on foot and in road vehicles and my primary squad can't be ambushed.

Starting gear gets me greater spotting distances at night (NV1) and day (binocs), multiple quiet kill opts (4 suppressors, knife thrower, HtH), several first aid and 1 med kit, tool kit and lockpicks, some explosives and grenades, 1 foregrip and 1 bipod and 1 x 10x scope and a few other goodies.

The only crucial trait I lack is Heavy Weapons, and I figure I can hire a high-level merc or two toward mid to endgame when I have the income, assuming I can't fill those slots with NPCs. Not much use for Heavy Weapons trait in the early game just because of the lack of available heavy weapons either as loot or at Bobby Ray's.
Last edited by Doug; Aug 10, 2013 @ 10:36pm
I'm going to base my first team on this design, thanks!
Doug Oct 15, 2013 @ 3:52pm 
Lolz... not really the point of the thread, but kewl. Enjoy!
Doug Oct 15, 2013 @ 4:07pm 
Note that though I may not have specifically said so, the information on starting weapons based on Marksmanship came to me after I put this squad together (I noticed 1 merc started with a different weapon, then did some testing to narrow down why). If I were to do it over, I would give most of my mercs no more than 79 Mrk, so they'd start with the HK MP5A4 and have less concern about conserving ammo. I might still start the sniper and possibly the ranger with maxed Mrk.. but probably not.

(As I note above, the HK MP5A4 uses 9x19mm ammo that is probably the most common ammo to drop in-game. The HK MP5/10A3 that you get with 80+ Mrk uses 10mm ammo that almost never drops in the first half of the map, so you wind up either conserving ammo or shelving the guns)
Doug Jan 13, 2014 @ 12:02pm 
In 1.13, your whole team can be IMPs.. I was hoping to see what synergies of designs people came up with to form their fireteam.
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