What THEY Don't Teach You in XO Guides: from Good XO to Great XO

23/08/2025:

  • Slight edit to CO section thanks to @sg2002
  • Slight edit to Requisitions section, adding focus to making sure Requisitions is operational.

Intro

Hello.

I am Danger!, some of you might know me as “Salazar ‘Cyclops’ Petrovich” or other characters. This mini-guide is to pass on some of the wisdom of ‘CM Leadership’ from 400 hours I have played the two leadership roles.

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A lot of very smart and kind people have gone out of their way to write beginner guides for XO and CIC at large, however a lot of “intermediate” and “advanced” skills for XO are something left for you to pick up as you play more and more. I hope to codify some of these things to help newer players, even though you will still need experience and practice to get used to the hot seat.

Communication

Vibes

People will tell you to talk a lot. You should. Talk to everyone and everything, however the trap to avoid that many people do (even experienced players!) is to NOT assume that your cameras give you omniscience over the battlefield. Helmet cams are a small snapshot of what is going on, often only useful for checking positions faster than someone can type it. However, as you will learn from experience planetside, there is a ‘feel’ … a ‘vibe’ to the Marines and their situation. It is hard to put into words, however you can feel when Marines are going to lose their position - even if there is more than enough of them to hold it. This feeling you can pick up easier planetside than you can through snapshots of the battlefield. This same lack of qualitative understanding of the situation is what leads to XOs who order pushes and holds when the situation is collapsing, or XOs who order the Alamo to be held as the Hive has already locked the dropship. Another example are XOs who see full barricade lines, but in reality the Hive is breaching them out-of-sight of cameras.

What is to be done?

The simple way is to talk to Marines. Your best Marines to talk to are your NCOs - Non-Commissioned Officers, everyone who is Corporal and higher. Speak to Squad Leaders regularly, ask them for their thoughts and opinions on the situation where time allows. They are planetside, they understand the situation and ultimately they will carry out whatever order you tell them to. I have a personal preference for the phone. Understanding the vibes of the situation planetside, if Marines are holding well or barely holding on will inform you of what can be done next, letting you prepare for the situation as it will go on.

Phone or Radio?

I use the phone wherever I don’t need an immediate answer. You can find your own way with the radio, if your character doesn’t take a liking for the phone.

However, I find that many many people easily miss any radio communications, especially planetside with how much the game loves to spam you with useless information like people bandaging or reloading. The phone forces them to read chat and interact with you, which is far more productive for passing information up & down as both players are forced to stop and talk.

The Commanding Officer

At first, they are intimidating. They can behead you if you annoy them. Your first step is to clarify how much control of the operation they want to delegate to you. If they want the reins, then you should act within their limits. Talk to them regularly, feedback information to them like an SO would feedback to you. If you feel the need for retreat, let them know early and discuss it. COs, despite their threatening aura, do not want to take all the gameplay away from you. They are there to co-operate with you. You are also there, as a “Chief of Staff” as @sg2002 puts it, managing the SOs and playing to sweep up mistakes and messages the CO misses themselves. Avoid the mistake of waiting for their decision if the situation calls for it, if they are AFK or Busy then you need to act.

If they give the reins to you, that means they are going to deploy planetside to be in the highlight reel, or they are going to walk around shipside roleplaying. Act as normal, keep them in the loop or ask them for advice if you wish.

Delegation

Furthermore, one of your key capabilities (on some rounds) as XO is delegation. Your Staff Officers are there as extensions of yourself, to assist in communication with squads and to watch cameras more consistently, as well as to fire OBs and relay squad traffic to wherever it is needed. When time allows (outside of imminent collapse), delegating to Staff Officers lets you focus back on the situation planetside while making the Staff Officer do the work they are tasked with.

As an example, you can make Staff Officers cold-call (call every phone until someone picks up) NCO phones to hunt for OB co-ordinates, rather than begging on the radio for everyone to ignore you. As another example, you can ask the ASO to check in with Requisitions or other departments to make sure they are operating effectively, if you hear complaints.

Knowing your team

An admin once told me that:

(Paraphrased) “Your character has been on this ship for at least a few months in-game. They know the crew, they know who everyone is and what they are like. It is acceptable to know what, as an example, how competent a Squad Leader is as your character will have seen them before.”

which leads to an important note of playing XO:

Learn your crew.

Static: A person who plays often, usually under one character. Typically experienced, due to playing often.

Whenever you play, take note of names, especially important characters:

  • Squad Leaders
  • Smartgunners
  • Weapon Specialists
  • Combat Technicians
  • Staff Officers
  • Intel Officers
  • Quartermasters
  • Cargo Technicians

Learn the names, make a judgement on how they play, and in the future you can tailor your plan around the crew that wakes up with you. You will quickly learn the “statics” that play, especially around the time of day you play. When you wake up, you can see that Charlie and Delta have Squad Leaders that you know play well, so you can assign them more difficult roles in your plan - while you don’t know the Squad Leader for Alpha, don’t dismiss him but exercise your caution, you can often talk to Squad Leaders and pass some sort of judgement by seeing how they roleplay and how they interact with their own squad.

“Logistics”

Attrition

As a note about statics, attrition is the limiting factor for what stops Marines from completely stomping the Hive. Loss of key personnel:

  • Squad Leaders
  • Fireteam Leaders
  • Smartgunners
  • Weapon Specialists

leads to a BIG reduction in combat capability for squads - a leaderless squad will struggle to rotate to wherever they are needed, leaving gaps in your defense against the Hive, while Smartgunners and Specialists are key combat classes for the Marines.

Shipside Management

As the Executive Officer, you are in charge of the ship itself. That ultimately means it is your duty that things are running shipside. You need to recognise, as noted in attrition, that Marines are only limited in power by attrition of people and supplies.

Guns use ammo, reviving Marines takes battery power and limited-use medical supplies. Barricades take metal. Breaching resin takes explosives. Marines are only ever going to complain about ammo, they consider everything else nice-to-haves. Corpsmen will never tell you if they are low on supplies.

You should endeavour to make sure Requisitions is operational, and that front supplies are ready to drop as often as possible. One part of this is ensuring Requsitions is manned, and by someone who knows what they are doing. Privates, typically, do not know what they are doing. ASO (and then SOs) exist to delegate Requsitions to, if needed. Talk to Requisitions, tell them what is needed. Often you will need to co-ordinate Medical, Engineering and Requisitions to make sure what is needed arrives to Requisitions. Cargo Techs are not going to walk to Medbay to get Medical supplies.

Once combat starts, you have limited room to impact what happens, that is down to the Marines planetside. However, you can try your best to put them in the best position to win.

You don’t need to feed the Marines into a small chokepoint.

Every map has several sections with chokepoints, in order to force a decisive move from the Marines, and how the Marines manage it is what separates bad XOs from good XOs. One of the biggest traps that people fall into, is feeding Marines through a small chokepoint. Captured Marines, with recent changes, lead to two new Xenos. This will quickly snowball into disaster if you let the Marines feed themselves inside. Telling them not to die does not work.

When at a choke:

  • Scan your manifest, and whatever information you have about the Hive from bioscans or visual reports. You can ask Squad Leaders to get a headcount on the Hive using binos.
    • I recommend a 2:1 ratio of Marines-Xenos minimum to attack. 3:1 or higher is ideal.
    • Check how severe the shortages in Squad Leaders, FTLs, Weapon Specialists, Smartgunners are.
    • Make a judgement, if you believe you can push then get an OB inside the chokepoint, specify to the Marine to aim behind the Hive in order to force them out of the choke or much further up the choke.
    • If Marines are able to break the choke and push inside, continue to push. Keep in contact with Squad Leaders, the Marines must withdraw before they get encircled and trapped past the choke.
    • If Marines fail to break the choke, withdraw

Chokes are designed to attrition Marines. If you fail to break it, or begin to take heavy damage past it, you need to withdraw. The Hive cannot fight in the open, they are a defensive faction. They also cannot fight without heavy weeding. Withdraw to a better position, telling Marines as soon as possible so they can withdraw safely. Somewhere you have built-up between FOB and the choke, or even FOB itself. An example is the River on LV, as Xenos cannot weed the River. Take down their numbers to a more favourable ratio, and move back to the choke.

Outro

Thanks for reading, feedback is appreciated. I’ll update this document as I think of more things, I’ve tried my best to stick to a few key topics that are somewhat objective where possible - I recognise I play XO differently to some.

9 Likes

This is a pretty good guide, and covers much of what any decent XO will tell you.

The section on chokes is rather well written but the bit most XOs struggle with is knowing when to fall back which you have not mentioned much.

As a general rule if you don’t make progress in a generous time frame and don’t think its fit to OB, or are regularly losing marines its time to move back.

2 Likes

Will see what I can add to that - my off-the-head answer is that I think the best way to go about it is to consult Squad Leaders. Marines know when it’s not going well, they will tell you.

1 Like

This is great except for static identification allowing more complex assignments

Do not recognize me

Especially do not recognize me as CT.

This is a warning.

4 Likes

Too late you are already on my list of competent CTs.

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I am the most incompetent MT & CE. Do not send me to build FOB. I will light it on fire.

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Yup. really is the rather hard to know when to call it.

True, but the issue i find the biggest… is figure out just the right amount of a beating the marines forces needed to take before they will follow orders, with out losing too much. After all lads are here to play the game not sit around waiting…

also if too many bodies fallen behind xeno lines means it extremely hard to get the ungaloid part of the ground forces to fallback… only time i reliably will be able to get them to move is once the line starts to fall apart or the bodies will have perm.

still I will say one thing about the humble ungaloid they are the hardest to command but also the most courageous with the best morale they also tend to be the ones with the most kills and the most bodies saved… really is shame they can’t follow orders.

The key to making people fall back is to have someone planetside relaying the order, whether that’s an SO or an SL or an FTL with a phone. If people are shouting to fall back IC, then Marines will do so. Some CICs fail here, but it is worth knowing that if the Marines don’t understand why they’re falling back, or don’t believe they should, you’re gonna struggle there.

2 Likes

Yes that that does help a lot but unless you are a well known commander that is trusted… it tend to lead to fragmentation as the as for mentioned ungaloids are very unwilling to disengage unless they themselves feel its necessary to do so.

which in my experience tends to cause the a number of marines ether being left for dead/capped or the front line just reshifting back to the choke point to save the thick headed marines.

quite, hence why i said the hardest part is determining when the marines taken just the right amount of a beating without getting stuck in sunk cost fallacy, that they understand its best to leave.

Edit: on a side note i guess its best if one avoids even getting stuck into a choke point as much as one can in the first place.

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One of the most unstated tips might just be to play a lot - your experience as XO (and CO) depend entirely on your reputation for being bald or not.

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this too much text

jarvis resume the paragraph and execute danger

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Can’t remember where I heard it but someone once said “Playing as XO is like playing an RTS game where there is only a 10% chance your commands are followed”

Following this guide somewhat mitigates that, personal communication with squad leads and other important members of squads can make manoeuvres more smooth and avoid the age old ‘feeding captures into a small choke until something gives’ mentality most Commands have

5 Likes

I can’t speak to any command role because the most I’ve played is SO, but I can possibly give some insight to the needs and behaviours of corpsmen.

First and maybe foremost, good corpsmen know how to organize their kits, and how to make good use of their resources, while also making it last. Bad I mean new corpsmen also probably don’t need much in supplies, instead because they probably aren’t utilizing their resources as effectively. That, or they already died.

Which brings me to point two, scavenging. Fellow dead corpsmen, Wey-Med’s on the planet, sprawled about medical kits, whatever and wherever, a corpsman will make use of their environment. They may even, dare I say, ask a corpsman to lend them some supplies.

And my last point, when I do ask for shipside for supplies, I don’t ask command. When I do ask, I usually ask in :m chat to the medical staff. Or with a radio telephone pack, I call the medical line directly, and tell them to load a Wey-Med. It’s an extra hoop, jump and skip to get an SO or XO to listen to what you’re saying, and them to get medical staff to listen (whom can at times be rather unresponsive), to then finally get someone to move some supplies onto the Alamo. What I find to work best is just yelling at the doctor or CMO myself until I they finally stop TikTok doom scrolling because they’re bored doing nothing. And again, that only happens if/when rounds run really long, and the other means of scavenging have been exhausted.

Okay that’s all I had to say thanks bye.

5 Likes

00b5bfa6df929b0e

In reply to Tysonix’s message.

4 Likes

This is a decent guide. But, command in CM is so deep and realistic that there are always things everyone can improve upon.

One big thing I can talk about is this:

Playing XO may be a bit awkward for quite a few people when there’s a CO present and they’re not giving you the control over the operation. Here’s what you should do in this situation. First of all, as the COs deputy it’s your responsibility to stay as informed about the operation as possible, so that you’d be able to take command of it on a moment’s notice. Or would be able to fix any problem that gets thrown your way, without any further questions. Thus, feel free to annoy SOs a tad bit and take their chairs from time to time as necessary. Also, since you’re basically the Chief of Staff, you need to be at least the third best SO present and know when some SO is not performing well. Luckily, because the CO took all the quote-unquote real work for himself, you’d have plenty of free time to teach that bald SO. Also, believe it or not, but SOs may have valuable input, that they’re keeping to themselves, because the CO is understandably busy and they don’t want to distract him further. Just talking to them a bit more works wonders for CIC morale and performance.

On top of all that, the most productive mentality for a XO is trying to complement your CO. Watch what the CO is doing and if you watch closely enough, you’d get a good understanding of what the CO is neglecting. There’s always something. So those are the things that you should do. Usually it all comes down to being the easiest person to reach on the Almayer. Because the CO is the hardest one, even when they’re not dead in the caves. Anyone needs the COs attention and CO is not responding in due time? Talk to them and try to help. Anyone needs any kind of command attention and SOs are not responding? Talk to them and try to help. Is Req being a bit shit? You can bring that to the center of the COs attention and then get the permission to straighten them up personally. Don’t be afraid to be proactive like this.

4 Likes

Solid advice. Thank you Roman.

Very nice advice, it’s valuable to hear it from a CO POV.

1 Like

The vibe of the battle is so real lol. I so many times as either SL or marine will get a “feeling” that we need to retreat before a rout actually occurs. Ignoring that is almost always a disaster. It’s small things that are hard to articulate, but it’s important to remember that if you feel it, the Xenos will feel it too and begin to make a push to take you out.

3 Likes