The xenos can easily out-run, out-maneuver, pounce, & spit-stun-lock marines.
However, I may have a solution to a couple of our problems.
Some tactics:
Pushing:
► Show Spoiler
If we have 1-2 PFC's take point, a spec behind them (probably a scout spec, as GL is FF, sniper is too close, and flamer is FF & AO denial), & a smartgunner behind the spec.
Here's my strategy:
First off, load/top off the PFC's with tramadol and/or oxycodone & tri-cord, as they will take the brunt of the attacks & need to stay up in order to protect the spec/SG.
After the spitters/pouncers/other stun-lockers attack the PFC's, the spec & SG open fire while the other PFC tries to block the escape of the creature & fires on it when it starts to get away, almost guaranteeing a critical-state xeno.
However, most pushes involve MUCH more than just 3-4 marines. In fact, they almost always involve at least 5-8. I have a simple solution for this one too.
Put 3 PFC's in the front for the bait/sticky clearing/cannon fodder. Put spec(s) on second line with 1 PFC & 1 medic, Then put smargunner(s) on the third line.
Each line should have about 4 tiles of open space between first and second line & about 1-2 lines of open space for the smart-gunner line, & should almost clearly be defined.
Here's why I THINK it might work:
If 2 xenos push (usual small-attack force) & pounce 1 or both PFC's, then the specs, PFC's, Medics, AND the smart-gunner ALL have a direct view of the attackers, lighting them up like hell for about 2 seconds.
Thing is, the xenos are stun-locked themselves because of their pounce, & will concentrate on getting the FUCK OUT after they realize 'OH SHIT, THERE'S A LOT MORE THAN I THOUGHT!' instead of slashing the fuck out of the PFC's. This will largely consist of lurkers & not runners, because runners usually either try to make FF or try to get loners & aren't usually on the front line.
Due to the spacing I suggested, it is LITERALLY IMPOSSIBLE for the xenos to know how many 'real' forces there are before they actually pounce, making their own demise unless a runner/other xeno is in the vents & relaying information (which no-one fucking does).
So I'll sum up the pros and cons of this strategy of pushing.
Pros:
Informational nightmare for xenos, making them WANT to push less if/when they survive a trap like that.
Almost an 80% chance of at least one kill when 1-2 xenos are present & decreases by about 20% for every additional xeno.
Crusher chargers will almost certainly be trapped if they try to push past the 1st line.
Cons:
Weakness is boiler gas that can split up the lines, almost dooming the PFC's
Spitters that just spit & spit & spit acid at the PFC's.
Sticky resin slows down the push.
Here's my strategy:
First off, load/top off the PFC's with tramadol and/or oxycodone & tri-cord, as they will take the brunt of the attacks & need to stay up in order to protect the spec/SG.
After the spitters/pouncers/other stun-lockers attack the PFC's, the spec & SG open fire while the other PFC tries to block the escape of the creature & fires on it when it starts to get away, almost guaranteeing a critical-state xeno.
However, most pushes involve MUCH more than just 3-4 marines. In fact, they almost always involve at least 5-8. I have a simple solution for this one too.
Put 3 PFC's in the front for the bait/sticky clearing/cannon fodder. Put spec(s) on second line with 1 PFC & 1 medic, Then put smargunner(s) on the third line.
Each line should have about 4 tiles of open space between first and second line & about 1-2 lines of open space for the smart-gunner line, & should almost clearly be defined.
Here's why I THINK it might work:
If 2 xenos push (usual small-attack force) & pounce 1 or both PFC's, then the specs, PFC's, Medics, AND the smart-gunner ALL have a direct view of the attackers, lighting them up like hell for about 2 seconds.
Thing is, the xenos are stun-locked themselves because of their pounce, & will concentrate on getting the FUCK OUT after they realize 'OH SHIT, THERE'S A LOT MORE THAN I THOUGHT!' instead of slashing the fuck out of the PFC's. This will largely consist of lurkers & not runners, because runners usually either try to make FF or try to get loners & aren't usually on the front line.
Due to the spacing I suggested, it is LITERALLY IMPOSSIBLE for the xenos to know how many 'real' forces there are before they actually pounce, making their own demise unless a runner/other xeno is in the vents & relaying information (which no-one fucking does).
So I'll sum up the pros and cons of this strategy of pushing.
Pros:
Informational nightmare for xenos, making them WANT to push less if/when they survive a trap like that.
Almost an 80% chance of at least one kill when 1-2 xenos are present & decreases by about 20% for every additional xeno.
Crusher chargers will almost certainly be trapped if they try to push past the 1st line.
Cons:
Weakness is boiler gas that can split up the lines, almost dooming the PFC's
Spitters that just spit & spit & spit acid at the PFC's.
Sticky resin slows down the push.
Defending:
► Show Spoiler
Defending has almost always been hard for the marines, since the xenos just hit-and-run & then go hide in a hole until they get back to full health.
How to deal with this:
First off, FOR THE LOVE OF GOD ENGINEERS, MAKE DOUBLE FUCKING 'CADES!
Make the first inside layer of sand-bags, since you can't really 'repair' those unless you have other sandbags. Then put a metal barricade literally right next to the sandbags.
This enables the engineers to repair the broken barricades all mothaf***in' day without have the slightest CHANCE of being harmed.
For anyone else, FOR THE LOVE OF GOD, DON'T GO TO THE OUTER-LAYER, YOU WILL GET SLASHED OVER THE BARRICADE!.
For firing rules/angles, NEVER assume that the marine is on help intent, NEVER assume that they are expecting you to trade places with them, AND NEVER ... EVER fire at a xeno unless 1: They are inside the barricades or ... 2: you are ON, AS IN ON THE BARRICADE, of the inner-line.
Don't fire when on the line until the xeno is 1: stunned or ... 2: within FOUR tiles of the barricade, make them feel comfortable there, then fire until they get out of sight. Xenos can EASILY dodge 7+ blocks of gun-fire by just simply turning on their heels the other way.
pros:
Almost never hurt by slashing damage
Engineers can almost keep the FOB rolling all mothaf***in' day long
You'll get more kills by following the 'wait until you see the whites of their eyes' rule I kind of implemented.
cons:
Boiler gas can constrict view & damage barricades, allowing xenos to perhaps break through the outer-layer.
Spitters are semi-able to spit over the barricades to hurt you.
How to deal with this:
First off, FOR THE LOVE OF GOD ENGINEERS, MAKE DOUBLE FUCKING 'CADES!
Make the first inside layer of sand-bags, since you can't really 'repair' those unless you have other sandbags. Then put a metal barricade literally right next to the sandbags.
This enables the engineers to repair the broken barricades all mothaf***in' day without have the slightest CHANCE of being harmed.
For anyone else, FOR THE LOVE OF GOD, DON'T GO TO THE OUTER-LAYER, YOU WILL GET SLASHED OVER THE BARRICADE!.
For firing rules/angles, NEVER assume that the marine is on help intent, NEVER assume that they are expecting you to trade places with them, AND NEVER ... EVER fire at a xeno unless 1: They are inside the barricades or ... 2: you are ON, AS IN ON THE BARRICADE, of the inner-line.
Don't fire when on the line until the xeno is 1: stunned or ... 2: within FOUR tiles of the barricade, make them feel comfortable there, then fire until they get out of sight. Xenos can EASILY dodge 7+ blocks of gun-fire by just simply turning on their heels the other way.
pros:
Almost never hurt by slashing damage
Engineers can almost keep the FOB rolling all mothaf***in' day long
You'll get more kills by following the 'wait until you see the whites of their eyes' rule I kind of implemented.
cons:
Boiler gas can constrict view & damage barricades, allowing xenos to perhaps break through the outer-layer.
Spitters are semi-able to spit over the barricades to hurt you.
I'll come up with more strategies as time goes on.