THE VANGUARD 2.0: Manual to frontline combat.

THE VANGUARD: Manual to frontline combat.

You can find the original guide (out-dated) here: (Re-uploaded) The Vanguard: Manual to frontline combat.

Disclaimer: This is a little manual, wrote based on my experiences as a permanent Squad Marine player, it doesn’t ENSURE success or survival, but contains tips and tricks that may help you the next time a xeno tries to make you it’s scratching post, however, these must be put into practice in order to master them and even so, no training can prepare you for the Xeno scum.

VANGUARD

The vanguard (also called the advance guard) is the leading part of an advancing military formation. It has a number of functions, including seeking out the enemy and securing ground in advance of the main force.

The vanguard derives from the traditional division of a medieval army into three battles or wards; the Van, the Main (or Middle), and Rear. The term Vanguard originates with the medieval French avant-garde, i.e. “the advance guard”. The vanguard would lead the line of march and would deploy first on the field of battle, either in front of the other wards or to the right if they stood in line.

VANGUARDISM IN CM

The most accurated Vanguardism in our Marine Corps is the fact we’re all EXPENDABLE but what does it mean to be expendable? Simple, means you’re as good as the man next to you, a cog in the killing machine the USCM is. When a cog expires or fails, another one replaces it and everything keeps going; The machine doesn’t stop for a worn out cog and no cog should stop it’s purpose because a fellow cog failed to do so; If killing yourself in some way ensures the Machine to succeed, then you MUST take the sacrifice with honor and pride, because a cog that worn out doing it’s duty it’s better than a durable cog that does shit to help the Machine to succeed in crushing it’s enemies. The Machine (The USCM) builds it’s path rolling over the cogs it lost in the way, remember that, embrace it, and feel proud of being part of that. Otherwise, you’ll never be Vanguard.

Being part of the ‘Vanguard’ doesn’t mean to rambo all your way up to your death but knowing when to charge and when to fall back, WITHOUT leaving the Frontlines. You’re expected to die, yes, but that doesn’t mean you should go and gift our enemy with an easy kill.

THE 5 KEYS TO BE A GOOD VANGUARD

1. Study and memorize the map.

2. Stop worrying about your health, modern medicine is a bliss (aka defibs).

3. Guns tend to go dry, get lost or get taken. Always carry two.

4. The best defense is a good offense.

5. Know your maths: dead marine with kills > alive marine with zero kills.>>

YOUR TOOLS (if ain’t listed here, you don’t use it. Period.)

PRIMARY WEAPONS

  1. PULSE RIFLE

M41A_Variants

Your best bet out there, this baby is the Fist of the USCM, packed with 40 rounds of caseless ammunition, it has good range and good damage. Single fire to hit targets that are between allies or really far away and burst fire to spray targets that are dumb enough to charge at you, regarding attachments, this weapon alone is good enough.

  1. BATTLE RIFLE (use this with smartscope otherwise no.)

M4RA

The only advantage this gun has over the classic pulse rifle it’s the smartcope to avoid FF and the ability to shoot from behind the lines. Regardless of being weaker than the pulse rifle it’s still a solid choice if you’re the type of marine that likes to provide covering fire and watch over people’s six.

  1. HEAVY PULSE RIFLE

M41ae2

The big brother of the pulse rifle, you’ll need to yell at req for this. It is a good, strong and reliable choice if you can survive long enough to actually do something useful with it (most HPR users don’t).

SECONDARY WEAPONS

  1. PUMP SHOTGUN

M37_Variants

A.K.A the Xeno Cucker, this little fella in the right hands creates fear among the most powerful xenos around. Even after all the nerfs this poor thing has suffered it’s still the weapon of choice for the seasoned marine.

  1. MOU SHOTGUN

MOU53

The pump shotgun’s rich cousin. This shotgun holds only 3 shells of ammo but it can fire them as fast as you can click so it can be very very powerful in the right hands and on the right situations, however it isn’t available for everyone, you’ll need to do some begging for it. It is usually found in the hands of Squad Leaders.

  1. M37 GRENADE LAUNCHER

M79_grenade_launcher
Hirr_baton_packet

So, you never left Space ‘Nam huh? well, this is your lucky day! this good ol’ friend is available for any marine in their nearest marine vendor, however there is a detail that many tend to ignore: THE GRENADES THAT COMES IN THE CRATE SUCKS, well, most of them. If you’re planning to go with this you gotta think about it like a glorified IFF musket. The stun slug that comes with the crate works as a normal shotgun slug, and the best part is: you can shoot through friendlies! so you can just lay back and shoot any small/medium xeno coming too close (or trying to escape) to stun it and let your friends finish it. Otherwise, put standard HEPD grenades in it. The starshell and the hornet grenades are garbage.

THE ATTACHMENTS DEBATE

Everyone, and I mean EVERYONE has a saying regarding what attachments should /shouldn’t be used; regarding this let me be clear: IT DOESN’T MATTER. It really doesn’t, for real. You could deploy with the stock gun with no attachments and it will still do it’s purpose. All you have to do regarding this is to follow 2 simple rules about attachments:

1) Never use attachments that decrease your firing speed
2) Never use attachments that lower the damage of the gun

LIGHT, MEDIUM OR HEAVY?

M3_light_armor
M3_Pattern_Personal_Armor
B12_Pattern_Personal_Armour

Anything but heavy, yes, I know, having that extra protection from bullets and IB and fractures is nice but you forgot what I told you at the beginning? (STOP WORRYING ABOUT YOUR HEALTH). Besides, you’re at the frontlines brother. You need MOBILITY to dodge and escape and you need SPEED to chase and charge, two things the heavy armor lacks. Besides, no armor will protect you after the lurker pounces you or the warrior grabs you, or the sentinel neuro spams you. Yeah you get it, right? Even if these things haven’t happened to you the moment you get a little of pain from wounds or a slow penalty you’ll be as fast as a fat mall cop.

If you want my recommendation, pick the b12 armor. It’s a common ground between Light and Heavy and you can get it at your nearest marine vendor.

AMMO AND YOU

M41Amag
M41A-AP-mag

STOP FUCKING USING AP ON RUNNERS, and I can’t stretch that long enough. For real. Y’all look stupid as fuck trying to spray a puny runner with AP giving your teammates fractures and IB in the proccess, it’s 2023 people, learn already that AP AMMO IS WEAKER VS NON-ARMORED TARGETS, that means unless you’re shooting a T3 or a Defender you’re just wasting your ammo.

Ideally, you should pack just a few AP mags to use them the moment you face the big boys (Crusher, Ravager, Queen and the defender). This concept applies to all weapons excluding the shotgun ammo which I’ll explain below.

All in all, you should use regular ammo 2/3 of the time and preserve the AP for the T3’s.

THE BUCKSHOT-SLUG-FLECHETTE DEBATE

Slugbox
Box_of_flechette_shells
Buckbox

They’re all good ok? in their own way. However, aside from the buckshot the other two are very situational; Ideally you should always bring buckshot and at least 2 handfull of any of the other two ammo types, it will depend on how you want to play.

Slugs from one side, they’re good to play on the defensive, they have range and they have stun effect. They can knock back small to medium xenos PLUS they deactivate xeno skills for a second; as a slugger your job is to HALT charging xenos and to PREVENT overextended xenos from escaping. Also, pay special attention to warriors since slugs it’s the best way to counter their grab on a marine.

Flechettes… well, flechettes are tricky. On one hand they’re overall good, nice AP, nice range, nice damage but it lacks one important feature: STUN EFFECT. So, you’ll need to rely in your firing rate speed to be deadly (something the pump shotgun is awful at) this ammo was specially designed for the MOU, since you can shoot faster, any xeno up to the T3s will panic if you slam them with 3 flechette sprays in one second.

GRENADES AND YOU

M40_HEDP_box
M40_HEDP

Ideally, at the front it is better to use nades with the UGL simply because you won’t get stunned with the primed grenade in your hand (like tends to happen a lot), but whatever I have no opinions on this subject except from NEVER USE HEFA (is that even a thing still?)

FORBIDDEN KNOWNLEDGE

Many try them, only a few manage to find them useful and succeed while doing them; are you up for the task?:

original source: This Kid Pushes Like A Fucking Idiot, Dude. - PFC Guide.

Suicide for Good Use in Combat
Now here comes the guide part of the guide. Anyone can die, but it takes a true professional to die in a way that’s beneficial to your team. For charlie squad, this is just dying outright - for you, this is dying in a blaze of glory.

I’ll split this up in a couple parts. Breaching, Over Extension Flanks, Body Blocking, and the Art of Rambo:

BREACHING:


In execution and explanation, this is literally the second simplest one, yet the one marines lack the most.

Every marine that makes it to the frontline has the basic understanding of using their movement keys, and that’s all this part entails. Will everyone in existence proceed to fuck this up horribly, losing the round to a long grind of attrition? Yes. Ab-so-fucking-lutely. It only takes a handful of people, or even just a single man, to break a chokepoint. Any stalemate, really. This is a prime part of Pushing Like A Fucking Idiot, if not the most important. Pushing through chokepoints, like an idiot, and dying horribly in the process.

So where do you come in? You come in after a gas, a screech - anything that provides a prime time to push, but a time where no one wants to actually fucking push. To get the ball rolling, you’ve got to roll in first. Prepare to dodge crusher charges, ravager charges - these come in straight lines, and are dead easy to dodge. Move down one tile when the crusher is on screen, and move down a tile when the ravager is five tiles away from you, and about to transfer over to the fourth tile away, they always charge at that time. Of course, there’s a lot of guessing and intuition to it, but you’ll get the hang of it quickly.

Here’s how to perform a proper breach:

  1. Wait for hazards, such as screech/gas to clear.
  2. Wield shotgun/rifle/carbine, and begin to push into chokepoint/chase after hostiles.
  3. If it looks like people are starting to follow your breach, keep going. Don’t stop until you’re dead.
  4. Spray either your rifle, or your shotgun down the hallway. It doesn’t have to hit anything, you just have to fire.
  5. Pay close attention for crushers or ravs. These knock you back while also slaughtering the fuck out of you - wasting precious time.
  6. If you get past the chokepoint, and into the next area, congratulations, you’ve done your part. If you’ve died, but they kept pushing after you - that’s just as good.

How this helps:
To put it simply, you put your own life, just one, at risk to break an attrition stalemate. If you succeed, the marines can continue to push, without wasting stupid amounts of manpower on a chokepoint they’ll slowly whittle themselves away at.

On top of this, it’s very likely to rout xeno players. The majority of the Xeno Players are extreme fucking cowards, because they think their life is super fucking important - truth is, it’s not unless they’re a T3. As xenos rout, they’ll move to the next chokepoint. Just cover as much ground as possible, 'cause It’s a Long Way To Tipperary, and rinse and repeat until you’re dead, or you win.

OVER EXTENSION FLANKS:


The best way to catch any xeno off guard is to be such a fucking idiot, they can’t comprehend it.

Flanks are great, but most xenos expect it, one way or another. If they’re holding t-fort, they might expect you from the west or the east. Do they expect you walk through the sand temple, to the back of t-fort, to kill a single boiler?

No, they don’t. It’s very effective when it works, almost brutally so - but it’s very hard to pull off successfully, let alone while getting a kill or two. The key to pulling it off is to move fast, have a buddy or two, and have a long route. You can’t go straight to them, because there’ll be a xeno that’ll call you out, or just kill you. You’ll need to have a friend or two to secure a kill, and make sure you don’t get jumped and killed - there’s no point in over extending if you die in a random corner.

LV, Big Red and Ice Colony - this can work very well, but on Prison, it’s a lot sketchier, but with enough balls and patience it’ll work just as well. As a note, you’ll want to be wearing some faster armour, preferably light, or medium. You can still make this work with heavy, but a single boiler can just walk away from you - the opposite of what you want.

Here’s how to perform it properly:

  1. Figure out where the weakest xenos are (boiler, crit xenos, literally anything you can easily kill)
  2. Acquire an equally idiotic marine or two, who won’t fire at your back.
  3. Plan your route, and make sure to skirt as far to the side to avoid being spotted.
  4. Commit to it, don’t stop, don’t double back. Follow your route, until you find a xeno.
  5. If it’s your squishy, PB the shit out of it, and be as aggressive as possible.
  6. If you kill it, head DIRECTLY back to your lines, and try to pick off a xeno who charged in, and is wounded.
  7. Make it back alive, or be dead close to the frontlines.

How this helps:
Simple. You walk around, you kill a boiler. Or someone else causing problems. This is an indirect solution and alternative to breaching - if the chokepoint isn’t being gassed, marines are more likely to just walk on in. Simple problems require simple solutions.

In practice, you might end up dying before you get there, or the boiler might live. First case, shit sucks, you suck. Second case, it may just be enough time to get the marines to push in. And if it is? Well, you’ve done your job and can pat yourself on the back.

BODY BLOCKING:


Literally the simplest one. Xenos rely on being able to get in, do some damage, and walk away. You make it so they can’t walk away, they die. You’ll die or get horribly maimed in the process, but there really isn’t an issue - that was the intent, you know. To trade your life for the xenos.

This works best against crushers and ravs, rarely Queens. This can be applied to every xeno, but those first two are the main targets for body blocking, due to their squishness in the case of the Rav, and their inability to maneuver quickly in the case of the Crusher.

Here’s how to do it properly:

  1. Figure out where the Rav/Crusher is going, either by watching him repeat a pattern, or guess work.
  2. Be in a position in front of where he usually ends, or extends past, to quickly walk out and get in his way
  3. Apply repeated buckshot PBs to his face, and keep trying to get in his way if he moves sideways
  4. Die to FF. Horribly.

How this helps:
It stops xenos from running.

They die.

THE ART OF RAMBO:


To rambo is to become the physical form of Pushing Like A Fucking Idiot, to disregard any reason or intelligent thought and perform aggression unseen by normal mortal men. You ignore orders, you ignore your own will to live to go out and get kills. Preferably you do this while overextending into a flank, but there isn’t any requirements, just that you go alone. You’ll see Command, your squad, dead chat, everyone and anyone complain about Rambos who run off alone to die.

Do you care about that? No, you’re a Rambo who ran off alone to die. To get captured, to make a metarush valid. That is your goal. You aren’t there to live. You are there to make xenos mad, you are there to make your squad mad, deadchat mad, to make everyone in existence mad. Why?

For the promise of getting a kill.

In a practical sense, going Rambo has no use. You aren’t being useful. You’re dying without any point 99/100 times. But you’re going to do it anyways, because you want to Push Like A Fucking Idiot.

Here’s how to do it properly:

  1. Find where marines are.
  2. Do not go there, at all.
  3. Get a kill or be horribly maimed.
  4. Repeat until you’re unrevivable.

How this helps:
It doesn’t.

At all. Don’t think you’re some super hero doing this.

But, you can kill some newbie xenos preying on solo marines.

YOUR SQUAD, AND IT USE.


I’m sure you’ve heard arguments about which squad is best, how other squads suck, and how some are so consistently good but others are so consistently bad. Does this apply to you? No. It doesn’t, in fact, it has no bearing on what you do. They cooperate with your squad, you cooperate with the Colonial Marine Corps - where the push is, you are. Honestly, you’ll get yelled at for not being with your squad, but one less PFC really doesn’t matter - it would be better if they considered you as if you had never joined.

I’ll give you a quick read over of how the squads are:

  • Alpha: Terrible new players.
  • Bravo: Terrible sweaty players.
  • Charlie: Terrible sweaty players.
  • Delta: Terrible very sweaty players.

As far as you should be concerned, any squad is fine. Play around with each one, see which people you like in the squad, during your play time. You like one squad’s people more than the other? Play that squad, it’s no big deal. Personally, I pick Delta, because I like the people in Delta. Should you pick Delta? If you like the people, yes. If not, no. Simple as.

BATTLE BUDDIES


What’s better than Pushing Like A Fucking Idiot? Two Kids Pushing Like Fucking Idiots. Or even more, if anything.

Getting a group of people who want to do the same thing as you: Push Like Fucking Idiots, makes you immeasurably more power. Having one extra guy isn’t just making you twice as strong, it’s thrice, if not more. A solo xeno will have a lot more trouble dealing with you two, and you’ll be able to melt boilers or anything weak you need to kill when you perform over extension flanks. For breaching, you’ll have an extra buddy to push forward if you get knocked down, giving you breathing room. For body blocking, its double the insurance to make sure it doesn’t get away.

There’s two ways battle buddies work, directly asking them to stick around you - there’s nothing wrong asking for a buddy, because a buddy system saves your life. Figure out who the reliable pushers are in the squad, and ask them to tag up. Is there a newbie who has the chance of being an excellent certified Pushing Like An Idiot? Then you get him, and teach him the ropes. He’ll become the perfect meat shield, he’ll follow you like his life depends on it, and he’ll try to save you as much as possible.

The second way is dependent on how much you actually be aggressive, how much you make a name for yourself. By being inherently aggressive, confident, and by securing kills, you will eventually get people who will just follow you without asking you, or you asking them. This is a great thing, because they can’t blame you for leading them to their death, because they chose to follow you into hell. This is better than having to convince them that by dying you’ve done them a service, and the Marine Corps a service. If people are following you passively, then that means more marines are more confident in following you during breaches, and over extension flanks - this means you can cause more decisive pushes, more marine majors. All by holding a single arrow key.

Pretty neat, huh?

THE FOES YOU FACE

EFFECTIVELY APPLY DAMAGE


Applying damage is one of the easiest things to do in this game, to do it well is it’s own thing.

As a note, if you’re engaging in front line combat, any damage you apply without securing an actual kill is effectively wasted ammo, besides a choice few castes. I’ll outline those.

  1. Queens. Mag dump these as much as possible, if you don’t get the kill, this is completely irrelevant. This forces them take longer to heal, which means less queen screeches, which means you die a whole lot less. You can’t repeat this forever, so you’ll want to secure the kill as soon as possible.
  2. Boilers are terribly squishy. Applying fire down range is a perfectly legitimate with these. Firing on these means you’re delaying the next glob - and in the same vain as the Queen, the less globs, the less you die. Again, not repeatable forever. You have to kill them, for good.
  3. Actively resin placing castes. Self explanatory. They’re planting resin. Being almost dead stops this.

That list is damn short, so I’m sure you’re wondering, what the fuck do I do with the rest of castes? Easy. You shoot them when you know you’re going to secure a kill. Is that simple? Absolutely not. As a thumb note, if ANY xeno has been point blanked with a buckshot shotgun, you want to unload on them - either with more PBs, or rifle fire. The brief seconds on the ground means you can get a full burst off, and they’ll be scrambling to get away.

Besides that, you’ll notice really aren’t that smart - they go to the same places, pretty consistently, over and over again, until they win or they die. Is a crusher getting to half health after hitting the barricade line? A rav, any caste, really. As soon as you see a xeno consistently, or at least on a regular basis getting to low health in a relatively same spot, here is the NUMBER ONE ABSOLUTE PROCESS TO SECURE THAT KILL.

  1. Stand in the area where they come most.
  2. Pull out your shotgun, wielding it.
  3. Face north. Not south, not east, not west. Always north. This hides your sprite.
  4. As the xeno repeats his routine, bodyblock, PB, buckshot blast as needed until dead.
  5. Remember to face north if repeating it.
  6. This will usually only work once against the same xeno. They’re dumb, not that dumb.

This applies damn well to frontlining combat. What if you, for some reason, are not on the frontline - chasing a xeno who’s running away? Simple.

Disregard the rules of ineffective damage application, and mag dump them, even if they get off screen. Only do this if you’re going to continue to chase. They MUST heal up eventually, and more likely than not they’ll do it roughly a screen and a half away - if you’re chasing, by the time they rest, you’ll be on screen again. PB if they’re slow, apply rifle fire if they are not. Either they run away and repeat this mistake and die, or they don’t stop running.

Either way, they’re dead - which is fine, or they’re completely disengaged, which means it’s not worth chasing anymore.

PFC TACTICS

  1. NEVER TRY TO BE A POINTMAN, INSTEAD, ADVANCE WITH YOUR UNIT AS A WHOLE. TRY TO BE IN THE SAME TILE THIS WAY YOU AVOID FF OR NEURO/ACID SPIT FROM THE SHADOWS.

  2. IF YOU’RE ALONE AND SEE A RUNNER/LURKER SWITCH TO SHOTGUN. THEY’LL THINK TWICE BEFORE POUNCING YOU, GIVING YOU A SMALL CHANCE TO RUN BACK TO YOUR MARINES. SAME THING APPLIES WHEN YOU’RE IN GROUPS, XENOS DON’T RUSH INTO A MARINE/GROUP OF MARINES WHO HAS A SHOTGUNNER NEAR OF THEM.

  3. IF THINGS GO CQC, SWITCH INTENT TO -HARM- , EVEN IF YOU’RE USING A PULSE RIFLE A POINT-BLANK SHOT STUNS THE TARGET, GIVES ADDITIONAL DAMAGE AND MOST LIKELY IT’LL FORCE HIM TO FLEE.

  4. IF YOU GET FF’D DON’T LOSE TIME COMPLAINING OR TYPING, MOVE AWAY AND KEEP FIRING OR HEAL.

  5. DON’T PANIC! IF A RUNNER POUNCES ON A MARINE DO-NOT-FIRE, WAIT FOR THE MARINE TO MOVE OR THE RUNNER TO GET IN AN OPEN SPOT. IF A HUNTER POUNCES ON A MARINE, SWITCH TO SHOTGUN, STAND NEXT TO IT AND BUCKSHOT IT CLICKING ON IT WITH ‘HARM’ INTENT. PB SAVES LIVES.

  6. BOILERS SUCCEED ACCORDING TO THE AMOUNT OF FEAR THE GAS CLOUD CAN CREATE AMONG THE MARINES. HOW DOES THIS WORKS? SIMPLE: A MARINE PUSH TAKES PLACE, THE FIRST WAVE PUSH IN AND GETS CUT OFF BY THE GAS CLOUD, THE PEOPLE BEHIND STOP THE PUSH TO ESCAPE THE GAS, THE MARINES THAT GOT CUT OFF STOPS THEIR ATTACK AND WAIT IN ANXIETY FOR THE GAS TO CLEAR, THEY’LL LIKELY GET STOMPED. RINSE AND REPEAT. HOW TO STOP THIS? DON’T LET THE GAS FOOL YOU, UNLESS IT’S A DIRECT HIT THE DAMN THING WON’T KILL YOU, RUN THROUGH THE GAS TO THE OTHER SIDE AND START SHOOTING THE INCOMING XENO FORCES, THEY’LL FLEE AS SOON THEY SEE YOU DIDN’T STOPPED THE PUSH, NOW ONCE YOU ALL CROSSED THE CLOUD GO STRAIGHT FOR THE BOILER, BECAUSE YOU WON’T SURVIVE A SECOND RUN THROUGH A GAS CLOUD. FUN FACT: IF YOU STAND STILL INSTEAD OF RUNNING YOU’LL GET LESS DAMAGE FROM THE GAS CLOUD

  7. IF ANOTHER MARINE HAS A BETTER SHOT THAN YOU, LET HIM SHOOT AND SAVE YOUR AMMO. SINGLE FIRE TO END DOWNED XENOS SURROUNDED BY ALLIES.

  8. PLAY WITH THE FIRE MODE, SINGLE FIRE AND BURST FIRE HAVE THEIR PROS AND CONS, KNOW YOUR SITUATION AND CHOOSE THE BEST MODE.

  9. ALWAYS MOVE IN FRONT OF THE SMARTGUNNER, HE CAN SHOOT OVER YOU AND YOU SERVE HIM MORE AS A MEATSHIELD THAN A SIDEKICK

  10. SPECS WILL HAVE ALWAYS PRIORITY OVER YOU DUE TO HIS EQUIPMENT, HE’S A VERY SPECIAL ASSET MAKE SURE HE SURVIVES, EVEN IF HE’S AN USELESS TRASH.

  11. WARRIOR GRABS AND YOU: COUNTER-GRAB IT! GRAB THE MARINE UNDER THE CHOKEHOLD ASAP. PROCEED TO CLEAR YOUR FIRE LINE AND SPRAY THE FUCKER.

SPEC TACTICS

  1. RPG SPEC: * ALWAYS MAKE SURE YOU HAVE NOBODY BEHIND YOU AND CLOSE TO THE BLAST RADIOUS.
  • HE ROCKETS ARE YOUR MOST PRECIOUS TREASURE.
  • DO NOT TRASH YOUR ROCKET’S CASE. STORE IT AND TAKE THEM TO RO FOR A QUICK REFILL.
  • ALWAYS CARRY A RIFLE WITH YOU, TO FINISH DOWNED ENEMIES.

2. SCOUT SPEC: USE YOUR SCOPE TO SPRAY BOILERS, SPITTERS AND ANY XENO WITHIN YOUR RANGE.

  • PROVOKE A RETREAT FROM THE XENO PUSH WITH YOUR MIGHTY AMMO.
  • FINISH OFF WOUNDED XENOS WITH YOUR RANGE AND SCOPE.
  • YOU ARE NOT A FRONTLINE COMBATANT, YOUR JOB IS TO BE GUERILLA WARFARE, HIT AND RUN TACTICS.

3.SNIPER SPEC: KEEP AT BAY BOILERS, SENTINELS, SPITTERS AND PRAETORIANS. YOU’RE THE ONLY ONE THAT CAN KEEP THEM AWAY FROM OUR GRUNTS

  • SAVE AMMO FOR THE BIG TARGETS, INCENDIARY ARMOR SPECIALLY FOR THE CRUSHER ONLY. IGNORE T1’S UNLESS THEY’RE BEING TOO MUCH OF A PROBLEM.
  • YOU’RE NOT A FRONTLINE COMBATANT, ALWAYS STAY BEHIND THE LINES USING YOUR GRUNTS AS MEATSHIELDS
  • CAUTION WHEN USING FLAK AMMO, BECAUSE IT HURTS FRIENDLIES.

GRENADIER SPEC: USE YOUR GRENADE LAUNCHER ONLY WHEN XENOS ARE SURROUNDED OR CRAMPED.

  • YOU DON’T ACTUALLY NEED THAT MANY GRENADES, SHARE THEM WITH THE GRUNTS.
  • BE THE UNGA PRIME ANY PFC WANTS TO BE: GRAB A SHOTGUN, FILL WITH BUCKSHOT AND ABUSE YOUR HIGH PROTECTION.

FLAMER SPEC: KNOW YOUR STRENGHTS AND YOUR WEAKNESSES, SOME TYPE OF FLAME IS TO BE USED ONLY TO CLEAR WEEDS, LIGHT PATHS AND CUT OFF WAYS AND THE OTHER RESERVED ONLY TO BE APPLIED ON THE XENOS.

  • HUNT THE CRUSHER, IT’S YOUR PRIMARY OBJECTIVE.

  • TRY NOT TO CRUSH MOMENTUM FOR FLAMING AN AREA PREVENTING MARINES TO KEEP PUSHING.>>

SMARTGUNNER TACTICS

  1. THIS IS MY RIFLE, THERE ARE MANY LIKE IT, BUT THIS ONE IS MINE: NEVER -EVER- MODIFY YOUR SMARTGUN. YOUR VANILLA VERSION OF IT IS THE ONE TO GO WHEN WE’RE GOING TO THE FRONTLINES, YOU’LL NEED THE SPEED TO ACTUALLY DO YOUR JOB: COVERING FIRE.

  2. ALWAYS, ALWAYS, ALWAYS STAY BEHIND THE GRUNT LINE. YOU CAN SHOOT OVER TEAM MATES AND YOUR M56 SIGHT GIVES YOU AN ADVANTAGE IN SPOTTING ENEMIES. USE ALL OF YOUR SQUAD AS YOUR MEATSHIELD.

  3. VANILLA SMARTGUN + RAIL FLASHLIGHT IS ALL YOU NEED, DO NOT MODIFY YOUR GUN.

  4. SHOOT SHOOT SHOOT SHOOT SHOOT SHOOT SHOOOT!!!

Congratulations, you’ve reached the end of the Manual, I hope this reading helps you in the future in your crusade againts the Xeno Scum, Oo-fucking-rah marine!

8 Likes

“Defender dies to shotguns in 1 - 2 shots”

I am laughing out loud. Buckshot is terrible at anything past T1 and Defenders may as well be T3 in terms of tanking damage.

Many of the combat principles in this guide remain great, but some of the more mechanical tips are out of date as noted in your opening sentence. I’d be careful of giving new players false information.

Also the guide could use with a tidy up in terms of layout and presentation.

I agree, I literally did a copy/paste of the original post. I will fix it later, that’s why I said it’s outdated but still a good read.

Update: Deleted more outdated stuff. Also made it easier to read the guide and fixed presentation.

I’ll likely keep updating this as I get to know the current state of the game.

Must carry Splints (x24)

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Excellent guide. Thank you for sharing it. Guide looks fine as is.

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Some stuff is out of date: Like BCs and BFAs on M41As among other things? I think?

Rough outline of my thoughts on assorted stuff:

  • Mag Harns are very useful to avoid losing your gun.
  • Bayonets are very useful when you never want to have to put away your gun but keep clearing weeds. Less time spent on switching between a pure melee and pure ranged weapon means quicker response times. But yeah, there are some trade offs compared to other loadouts you can go with so its really preference.
  • Suppressor I’ve always had mixed experience with. From what I personally feel it can be a double edged sword. Xenos may not hear or even notice your are firing an entire mag+ on burst at them. This means they are more likely to overextend. On the other hand this may mean they don’t quit attacking despite taking great deal of damage. If with a group, this is fine. If alone, this may mean they keep fighting even after they normally give up to go heal and try again.
  • Flares can be critical. Pack em or find em. Use them. If people aren’t using them, you can feel the darkness creeping in. More darkness means xenos can do riskier and more bold plays and marines can’t as easily see what xenos are up to and shoot them/react appropriately. It’s similar to people letting weeds develop. It’s not a crazy thing to think of doing, but sometimes gets forgotten.
  • Masterkey is useful: Can fire 5 buck shots w/ 2 second delay. Not sure about viability for getting kills, but I’ve seen it quickly clear xeno structures, allowing for faster assault/pursuit.
  • Machetes are funny and noticeably help with clearing structures. I have no idea if they do any meaningful about of damage beyond the meme factor of attacking a slower kind of xeno (like a crusher) with one.
  • Webbing I consider mandatory, and given its prevalence these days, might as well be. I prefer Brown tbh since I can carry 5 small items and my loadouts generally mean I’m packed with ammo elsewhere.
  • Backpacks: Your preference, but useful if you don’t feel like you ever need to quickly pull something extra out and want to carry more stuff.
  • First Aid Pouch is very useful if you don’t want to be talking to a medic everytime you get a bleeding scratch. Alternatively just get like brown webbing or something and stuff the Trico, Bandages, and Ointment in it.

The Underused Underslung Grenade Launcher:

  • 3 Grenades (5 if you use the M41A Mk1)
  • Zero chance of dropping a nade because a screech, stun, pain, etc.
  • Ability to (relatively) quickly use 3 nades in short succession.
  • Easier assistance in quickly pushing up the frontline (destroying walls/doors/weeds or forcing back xenos by simple fear of explosions), holding the frontline, or in some cases even killing xenos.
  • For comparison on your capability to inflict damage: if you are using the Mk1 with UGL fully loaded you have 1 less nade than a Grenadier Spec and a firing time that functionally isn’t much slower (assuming you know how to quickly pump the UGL). If you are using the Mk2, you have half their capacity at a slightly slower rate.
  • You may not be able to sustain the rate of grenadier fire like a Grenadier Spec but you certainly can mimic it for a fleeting moment. Sometimes that is enough to get a kill to push past a choke.

Getting Nades Notes (Why I wrote this I don’t even know)

  • Go to Req. You can generally get away with 3 nades. If you get a Mk1 and ask for 5 and they refuse, telling them the UGL for the Mk1 has a capacity of 5 sometimes works. Over 5 is pushing it without being a Spec.
  • Buy your own nades with points. HEDP and HIDP are one of those things that are, in some ways, more difficult to get than Attachments.
  • You can find M74s (cone type nades) in the Ammo Vendors in prep I believe. The only ones of these worth using in standard XvH in my opinion are the Incendiary version.
  • Don’t bother with HEFAs unless you are meming or fighting humans.

Pyro

  • In particular, Pyros are underused for how they should be used. Fire Shield ability is not used incredibly often despite being a main feature of the role.

  • Blue Flame (X Type) kills. Use this to really put the hurt on. Just be careful. It can really hurt marines. 40 dmg a second, according to wiki.

  • Green Flame (B Type) clears. This can be arguably more important but you ain’t getting kills. If you use Green Flame + Fire Shield you can “walk” your flames up a advance. Watch the timing - this takes experience. Your armor provides a buff when talking about burn damage But rule of thumb: Don’t go in fire without Fire Shield. Add in your extinguishers (inbuilt or otherwise) and you can secure ground and most xenos can only watch. 15 dmg a second.

Pyro Loadout
The Basics:

  • Mag Harn your flamer.
  • Get a Secondary Main Weapon (unlike other specs, you can even mag harn your second gun without fear of losing your flamer because the Pyro Flamer automatically will drop into your Pyro Backpack). Shotgun or Rifle for example.
  • Get some spare ammo for your Secondary.
  • Get a spare canister or three of Special Flamer Fuel for your Flamer (Type B or Type X. Don’t bother with normal stuff).
  • Get the rest of what you want (attachments for the Secondary, nades, webbing type, pouch type etc).
  • Recommended you pack Ointment.

Example of a Pyro Push Process on Lv-624 While Pushing North from Containers into Caves.

  1. Understand the situation: Are there Ravs? Queen? Are there Warriors? Is there a Boiler? Are Marines pushing or just shooting down the corridor uselessly? After factoring the issues: Choose to Push or Not.
  • A Queen: Don’t bother even Pushing. This can and will single you out to kill you. Pyro Specs can absolute destroy marine pushes by accident but they can also destroy xeno pushes and single handily push entire fronts up on their own if they are moderately successful in any variation of a Pyro Push. GIBBING is expected in the same way a semi-successful Grenadier or Demo can expect gibbing.
  • A Rav: Extreme Caution. These can stop your attempt in its tracks. Sometimes better to not even attempt with one around.
  • A Warrior: Don’t stray to the edge of your flames closest to the xenos when you do this manuever and watch what the warrior does - Some warriors will take the risk and try to grab you while you are flaming so you have to understand their possible intent.
  • Boiler: Caution. Sometimes the process works so well you can set one on fire and other times a convenient blob forces you to fallback before you really began.
  1. You’ve chosen to push? Fire Green Flame north. Listen to marines rage about stopping the non-existent push (optional).
  2. Activate Fire Shield.
  3. Run into the Fire. Yes. Run into it. Keeping in mind the possible threats (Ravs, Queens, Warriors, Boilers, on fire Lurkers pushing you etc), run north and flame a second time Green Flame north. Avoid exiting the fire on the xeno side of the push when doing this manuever. It’s just not worth it usually.
  4. Run back to the Marine side of the push before your Fire Shield runs out, which is now separated by Green Flame from the Xenos’ side, and use your fire extinguisher on the flames closest to the marines.
  5. Desired Effect: The Marines have a net gain of ground and you gain ground. You have just successfully “walked” the push forward, via Type B Flames, Fire Shield, and Extinguishers. Repeat until marines are able to push without you.

*Something I enjoy doing is shooting Type B through open xeno doors. The door closes. But the fire remains. On occasion this gives time to shoot or clear the doors (sometimes even on your own).
*Do not worry about conserving fuel. It will take you quite a bit to exhaust all your fuel (or even one canister). Normal fuel is dumb easy to get. Special fuel harder (since it requires req or you to have bought spares) but it is not as demanding on Req compared to Demo or Grenadier resupplies.

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UPDATE: Complete overhaul of the guide, added images, removed more outdated content and added new. This is the most up-to-date this guide will get, so enjoy.

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