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In terms of unit composition, scouts and shocktroopers are your bread and butter, and should make up the bulk of essentially any force you field. With Engineers likely running in a distant third place.
Deploy Lancers if you're going to be facing hardened opposition- tanks, bunkers, et cetera- and snipers if you need to whittle down the enemy infantry from afar before closing in.
That should give you a decent starting point.
1 or 2 snipers can be very useful. The reason you might want 2 snipers is because once they both fire all their bullets, you can have your engineer give them both a refill with one action. Same could go for lancers or with a mob of lancers and snipers.
If you have only 1 good sniper rifle, then you probably only want 1 sniper. A better rifle makes all the difference.
I find 1 engineer is often all I really need a lot of the time, but sometimes 2 is good if your forces are split up and you need 1 with each group. Dallas has good traits that are also funny when they activate. (oooh, Alicia!)
I don't use many scouts. Often my only deployed scout is Alicia. I think you get an extra command star for having Alicia deployed.
Shocktroopers are a good bread and butter unit. I want lots of these guys. They are tough, and if they fire when standing near each other (or scouts) they will activate a team attack that is much stronger. (if a lancer fires a rocket at an enemy dude, it will also activate a nearby troopers team attack, funnily enough. Another way to get good use out of Largo when no enemy tanks are around.)
Once I figure out how many of the other units I need/want, I fill out the entire rest of the squad with shocktroopers.
I haven't gotten around to finishing this game, so I'm probably not the most informed person. But this kind of group makeup gets me good results.
End game, you get 2 tanks, since Zaka joins you, so I had 2 engineers, each escorting a tank and ensuring their health is fine.
Oscar was the only sniper I ever used, only getting a second sniper if Oscar had to retreat.
I often used 2 Shocktroopers (Wendy and Rosie) but often ended up ordering Wendy to retreat, so I recommend getting 1 Shocktrooper (You defenitively do not need to start will a 10/10 squad rooster, deploying 9 out of 10 to redeploy later is better strategically) and calling in a second later if needed
I always had 2 Scouts (Alicia and Freesia) as those are perfect to quickly capture a base or go save a unit that was downed. Scouts moves just so much, they're great
Largo always was in my squad because even if there is no tanks, he can serve as a good way to destroy enemy cover or deal damage to multiple, weakened enemies. Or destroying key location which is very common.
In short, my squad always had: 2 Tanks, 1 Sniper, 1-2 Shocktrooper, 2 Scouts, 2 Engineers and 1 Lancer. With a squad like that, I managed to go through the whole game without a single casuality. Hope it helps.
Scouts:
Low level:
- Alicia has the best stats and personal potentials.
- Musaad and Nancy also have good personal potentials.
- Susie can unlock a very bad personal potential (Humanitarian) you will want to avoid!
Level 6+:
- Power Scout (Musaad, Wavy and Nancy) is a great anti-personal potential, easy to trigger and powerful, even better when you get the grenade launcher.
Level 14+:
- Resist Crossfire (Alicia, Wavy, Ramona, Freesia, Aika) is the best scout defensive potential, greatly reducing damage taken from enemy interception fire
Troopers:
Low level:
- Rosie has the best stats and personal potentials.
- Lynn can unlock a great personal potential (Hard Worker).
- Dorothy can unlock a very bad personal potential (Stage Fright) you will want to avoid.
- Aisha and Edy have Panicky, a pretty bad personal potential you will also want to avoid.
Level 3+:
- Undercover Fire (Rosie, Lynn, Jane) is the best accuracy potential for troopers and those 3 troopers have high natural accuracy. Hannes also has that potential but his accuracy is so bad to start with.
Level 7+:
- Fearless Will (Mica, Jane, Nina) is an awesome offensive potential, not only increasing anti-personal power but also defense.
Level 18+:
- Ultimate Damage (Alex, Hannes, Aisha) doubles anti-personal power and activates 100% of the time.
Note: there is a generic trooper with Fearless Will, Mid-Range Skills & Ultimate Damage; a great combo of Battle Potentials for troopers.
Lancers:
Low level:
- Rosina, Audrey and Yoko are the most accurate.
- Largo and Audrey have the best personal potentials.
Level 4+:
- Stand Ready (Nils, Walter, Rosina) increases defense, always useful to reach a tank's radiator and better than anything you will get until a very long time...
Level 20:
- Ult. Anti-armor (Jann, Audrey, Elysse) doubles anti-tank power and activates 100% of the time. Once you get that potential, you won't want to deploy any other lancer.
Note: there is a generic lancer with 72 accuracy at level 20 (for comparison, the second most accurate lancer is Yoko with 32 accuracy).
Engineers:
Low level:
- Nadine being a darcsen, she helps triggering your tanks potentials. And she might have the only personal potential worth noting among all engineers (Rear Guard).
- Herbert, Ramsey and Claudia can unlock bad potentials you may want to avoid (Moody, Maintenance Lazy and Unlucky respectively).
Level 20:
- Double Action (Knute, Dallas, Nadine) gives 10% to act a second time, great.
- Invincible (Karl, Ramsey, Claudia) gives 10% to be invincible, great.
- Ultimate Defense (Herbert, Homer) gives a permanent boost to defense, great (if you have upgraded armors as the buff is proportional to your armor defense).
Note: yes, I know, that names all engineers, but what can I say, their only good potentials are the ones they get at max level and they are all good. Engineers jump from "meeh" between level 1 and 19 to "great" at level 20.
Snipers:
Low level:
- Most of your snipers accuracy will come from the rifle and your snipers accuracy stat won't really matter (only exception is Marina at level 16+, see below).
- Emile may have the only good personal potential worth noting among all snipers (Good Buddy, combo it with Nancy who also has Good Buddy).
Level 13+:
- Critical Shot (Emile) gives Emile a 10% to do critical damage (even if the target is crouching/crawling).
Level 16+:
- Ult. Accuracy (Marina) gives Marina a permanent boost to accuracy to the point where it goes over 100 (i.e. her aiming circle is a dot).
As for the amount of soldiers per class.
It depends how you play but I wouldn't recommand having too many lancers or snipers in the squad as you rarely deploy many of them (3~4 lancers including Largo and 2 snipers) and at least two engineers (you may always need them and two in case you lose one). Then scouts and troopers should be your main offensive force (with maybe a few more engineers as they are similar to scouts with more utility).
And aside from all that, you can also make a squad of people you like (looks or personality). The game is not difficult enough that you would need to use the best characters.