Commanding the Marines and You - Basic Competence Techniques

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Symbiosis
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Commanding the Marines and You - Basic Competence Techniques

Post by Symbiosis » 13 Oct 2017, 16:20

Congratulations! You have been Whitelisted and are now able to Command the USCM! Perhaps you've had some experience in command roles previously. Perhaps not! This guide is intended to provide basic strategic knowledge without getting into lengthy tactical maneuvers (which will be covered in a latter guide) that you may put into action.

Commander. Welcome to the USS Almayer. Congratulations on your promotion. I'm damn sure you'll perform admirably in your new position, but just in case you're needing a "refresher" I've taken the liberty to provide you with a few of the basics.

Briefing and how to keep Delta from eating Crayons

By now you've likely grabbed some snacks from Medbay, lit your cigar, and are sitting upon your steel throne in the CIC. As you gaze through the windows you can't help but notice half of your SO's are drooling, the XO is already plotting to find a legal loophole to get you removed from Command, and the MP's are arresting your Specialists and Medics for minor and often fabricated offenses.

Off to a good start.

Now? To figure out a way to get your clueless Marines to accomplish your grandiose plan of REDACTED so you can add a new achievement to your "resume". What do Marines like? Crayons, Color Pictures, Booze, Pizza, and lastly, of course, guns.

Let's provide the Marines with some pretty color coded pictures. You have MSPaint on your CIC Console. Open up the ARES console and begin editing the map - using the squad colors to help direct those Marines. Trust me, the colors will make or break the mission.

As you arrive to briefing, be prepared for your megaphone to be stolen, Delta and Charlie in fisticuffs, and half of Bravo laying down under yellow blankets. Alpha, like always, fails to be special in any way that gains attention or accolades.

Depending on the mission you'll have a few tasks to immediately accomplish (next section!) and hopefully you're cognizant enough to recognize which squads will be assigned to suici- more difficult missions or to simple tasks.

Once briefing is done, dismiss the Marines so that they can run down the hallway foaming at the mouth and screaming like the degenerate animals they are. Remember to incentivize your operation by offering top performing squads "special weaponry". Be vague.

Tasks that Marines will likely ignore -

FOB - I give this task a lowly 20% chance of being ignored; though an effective FOB will rarely be built. The barricades may face the wrong way, a flank will be completely ignored, all the Plasteel barricades will be left open, and to top it off the Sentries will only be turned on when a survivor is being escorted to the FOB, leading to !FUN!.

Power - This task is very likely to be ignored. Further, unless you leave a squad there the CLF is notorious for destroying APC's. They prefer slinking around in the dark like the snakes they are.

Telecomms - An extremely important task. It is vital you assign your best squad to this task. The odds of comms staying up is "situational" at best.

Scouting - Assign this task for once Comms/Power are restored. Do not separate your squads like this is some horror flick! The only time to divide the squads is for when you're awarding Charlie and Delta medals for prestigious service post-op. That being said, if you're going to divide your forces, split them in half rather than in quarters.

Squad Distribution and how to cater to PFC Rambo

Four Squad Leads, Eight Medics, Eight Engineers, Four Specs, and Four Smartgunner.

Between your SL's only words being "Three Attachments" and your Smartgunners leading the charge, you're going to find the prospect of organizing this group into some semblance of cohesion a daunting task. Luckily the USCM has given you some tools to handle and manage this group of boots.

Require your SL's to report to the CIC pre-briefing. This is two fold. It helps you determine who was promoted based on competence and who was promoted because of how much a family member paid off W-Y. Demote/Brig and confiscate the attachments of any silent SL's who don't report to the CIC (unless they have a damn good reason) and promote an aSL, generally the squad Spec. Assign any demoted SL's to latrine duty.

Specs - Reports of Snipers striking Marines in the back, B18's blowing up more Marines than foes, and SADAR users burning their SL's with backblast are greatly exaggerated, but prepare yourself for the eventuality and the ensuing bitchfest from the wounded Marine(s).

Engineers - Reward and encourage preparedness. If all they're taking down is metal and plasteel - don't prioritize their requests.

Medics - For years the MedVendors have been malfunctioning - unfortunately our MT's have been unable to fix the vendors ability to distribute Peridaxon Pills. Luckily Medical can easily create these vital life saving pills for our Medic team.

Smartgunners - If they're wearing a helmet, lower your expectations considerably, Commander.

Boots - Why are you concerning yourself with boots? My only suggestion is to allow Cargo to distribute webbing to the poor lads, as everyone else already has one in their vendors. Keep these Marines on the move. They can't build, perform medical tasks, or do anything beyond shoot, generally. Keeping them moving will prevent Ramboitis. Otherwise, expendable.

"The Push"- (Kind of like childbirth)

Our enemies tend to prefer guerilla tactics. The CLF is notorious for hit and runs, artillery potshots, and hiding in the dark. What can we do to counteract such things? Certainly not hide in the FOB like we are the damn army. No.. we are the USCM! Whenever you find yourself facing hostile's, concentrate your forces to find them and destroy them... root and stem!

While you may experience some losses, we have the technology to put these marines back together!... within a small window of time, of course. As long as we keep pushing, the Marines that fall can inevitably be dragged back. Retreat leads to greater casualties.

Orbital Beacons, Sentries, CAS, and Mines

Orbital Beacons - use them to uproot entrenched enemies and to cover tactical retreats. To save money, the Beacons have been made far more fragile. You will not be able to ask your SL's to throw them any longer. Their use has been greatly reduced.

Sentries - use these to cover your rear - and your front. Keeping them in the FOB is a waste, Commander.

CAS - Great for pounding enemy fortifications. Pray your PO's -and- SL's are competent enough to make this an option.

Mines - careful utilization of these beauties will ensure Medics treating wounded are not ambushed. Your Medics are extremely valuable, Commander. Not because of their skill as warriors, but rather due to their ability to utilize W-Y's patented defibrillators.

MP's/RO's - Managing the Unmanageable

MP's - Gods know it, we've all flirted with Marine Law. They say God has a hard on for Marines - yet these Beautiful Bastard's have a hard on for Marine Law. If they become too overzealous, assign them to patrol a far off area of your vessel. However, keep them close enough should the dreaded "M Word" become a possibility.

RO's - Hats, Blackmarket Crates, Pizza, and other unscrupulous objects. The proverbial bread-and-butter of your requisitions team. The thorn in the side of Mission success. While some wasteful expenditures are to be expected, be aware that some RO's care nothing or anything but the excitement of opening random crates.

Field Executions

Commander, if the need arises you have full authority to remove any threat to the success of your mission. Be aware, if you utilize this authority it WILL be heavily scrutinized.

Boarding Parties

Not the kind with pizza and booze, commander. If you find yourself under assault from hostile forces, the briefing room serves as an admirable defensive location. With it being close to both the prep rooms and Medbay, resupply and medical care are close at all times.

Awarding Medals

As much as we expect you to award yourself a medal pending a successful mission, be sure to keep up appearances. Ensure that at least a nameless grunt and a squad leader receive a medal at all times. Preferably, dead ones. It will further encourage your Marines to give it all for the missions success.

As always, commander, we have full faith in your capabilities. We are certain you will not let us down. God Speed, Commander.


Lance Admiral C.C.
Cliff "Chubs" Campbell

"Hey, did anyone bring any food with them?”

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Re: Commanding the Marines and You - Basic Competence Techniques

Post by Papa_Pollard » 13 Oct 2017, 16:30

And now I have learned how to loose 50+ men assaulting a colony of roughly 20 pop.

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Re: Commanding the Marines and You - Basic Competence Techniques

Post by Dirty Old Harry » 13 Oct 2017, 16:36

"Smartgunners - If they're wearing a helmet, lower your expectations considerably, Commander."

I can confirm that getting buckshot decapped is not fun, not to mention that literally only the XO and CO are trained in using the M56, you gotta protect that brain cage my friend.
The MAN, The MYTH, The LEGEND, https://youtu.be/1kXU14hkuSI.

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Re: Commanding the Marines and You - Basic Competence Techniques

Post by Anoonki » 13 Oct 2017, 17:17

Dirty Old Harry wrote:
13 Oct 2017, 16:36
not to mention that literally only the XO and CO are trained in using the M56,
Image
What did he mean by this
Image
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Re: Commanding the Marines and You - Basic Competence Techniques

Post by Blade2000Br » 13 Oct 2017, 17:36

Dirty Old Harry wrote:
13 Oct 2017, 16:36
"Smartgunners - If they're wearing a helmet, lower your expectations considerably, Commander."

I can confirm that getting buckshot decapped is not fun, not to mention that literally only the XO and CO are trained in using the M56, you gotta protect that brain cage my friend.
Whenever I see a smartgunenr with a cap, beret or bandana, I know this guy is robust.
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Re: Commanding the Marines and You - Basic Competence Techniques

Post by Dirty Old Harry » 13 Oct 2017, 22:22

Ano wrote:
13 Oct 2017, 17:17
Image
What did he mean by this
Image
Well i stand corrected but this raises another question, another two, in fact.

Why don't more Specs pick up dead Gunner gear and why do i see XO's picking up the CO's smartgun kit when there's a boarding?

Also not wearing a helmet as ANY combat role is stupid, Murry's head isn't bulletproof and that Bandana sure as hell doesn't stop his head from being decapped two seconds into a pred duel. Seriously kids, wear a fucking helmet, you can even put food on the damn thing and it's got a built-in camera.
The MAN, The MYTH, The LEGEND, https://youtu.be/1kXU14hkuSI.

That one old man that USED to run around as Engineer building retarded table forts and developing relationships on a questionable level with sentry turrets. Now I run around as someone equally stupid, doing equally stupid shit as a Medic. Oh and Pookie, that's also me.

http://prntscr.com/grdigl I totally succeeded in that btw, it was a badass kick-flip.

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Re: Commanding the Marines and You - Basic Competence Techniques

Post by WinterClould » 14 Oct 2017, 01:02

Dirty Old Harry wrote:
13 Oct 2017, 22:22
Well i stand corrected but this raises another question, another two, in fact.

Why don't more Specs pick up dead Gunner gear and why do i see XO's picking up the CO's smartgun kit when there's a boarding?

Also not wearing a helmet as ANY combat role is stupid, Murry's head isn't bulletproof and that Bandana sure as hell doesn't stop his head from being decapped two seconds into a pred duel. Seriously kids, wear a fucking helmet, you can even put food on the damn thing and it's got a built-in camera.
XO's aren't allowed by server rules to use the smartgun.

The built in camera in the helmet is a reason for me why I don't wear one. Fuck having some snitch SO watching my ass as I commit various crimes. That's one good reason not to wear a helmet. Another good reason is they look like shit. Every robust marine knows that Style >>> Literally anything else. Fashion is a way of life here in the corp. If you look the part you play the part. Baldies wear helmets to hide their chrome domes. Heroes wear hats and headbands because they're gods.
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Secondary Objective: Stay Safe, Stick Together, Kick the ass of anything that might need an ass kicking. If you find any booze bring it up to CIC for me please.
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Re: Commanding the Marines and You - Basic Competence Techniques

Post by Kazuko_myu » 14 Oct 2017, 07:04

you forget "self destruction maneuver", but dont fret, i wrote something up for you to add.

"In the wake of an immediate threat to the integrity of this ship, while being drastically underwhelmed by the amount of hostile forces, it is wise to preemptively arm the nuclear destruction mechanism of the ship, so in the very case we repelled the enemy, even if there was only one to consider and half a window broken, we can still blow every part of this vessel to bits, regardless of whether or not we defeated the wretched scum."

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Re: Commanding the Marines and You - Basic Competence Techniques

Post by Dirty Old Harry » 14 Oct 2017, 22:22

Some of the most robust players are bald and wear helmets though...
The MAN, The MYTH, The LEGEND, https://youtu.be/1kXU14hkuSI.

That one old man that USED to run around as Engineer building retarded table forts and developing relationships on a questionable level with sentry turrets. Now I run around as someone equally stupid, doing equally stupid shit as a Medic. Oh and Pookie, that's also me.

http://prntscr.com/grdigl I totally succeeded in that btw, it was a badass kick-flip.

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Re: Commanding the Marines and You - Basic Competence Techniques

Post by contactdenied » 14 Oct 2017, 23:03

WinterClould wrote:
14 Oct 2017, 01:02
The built in camera in the helmet is a reason for me why I don't wear one. Fuck having some snitch SO watching my ass as I commit various crimes. That's one good reason not to wear a helmet. Another good reason is they look like shit. Every robust marine knows that Style >>> Literally anything else. Fashion is a way of life here in the corp. If you look the part you play the part. Baldies wear helmets to hide their chrome domes. Heroes wear hats and headbands because they're gods.
I dunno about your experiences with SO's, but all of mine have been good so far, just the occasional "You probably shouldn't be drinking." from them and that's all. SO's can't monitor everyone, they usually only monitor the SL and maybe other marines screeching over the radio. If ya keep quiet while doing the bad deed, you will most likely be ignore. Also, the helmets are fashionable as fuck how dare you, you can put TWO WHOLE CARDS on them to make you look very cool and edgy.

you also cant be a hero if your head just got FFed or sliced off
Phillip Driver, jack of all trades, reliable in some. Your typical jumpy flamer PFC or ammo fumbling CPL, always has a pair of ballistic goggles on him for unknown reasons. Will probably die mid sentence, because he talks (and gets bullied) too much for his own good. He has his moments though.

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Re: Commanding the Marines and You - Basic Competence Techniques

Post by Surrealistik » 15 Oct 2017, 20:35

Don't forget the importance of setting up push bases/outposts for use as casualty dumps, treatment areas, and rally and resupply points; indispensable for maintaining a sustained push against the Xenus.
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Re: Commanding the Marines and You - Basic Competence Techniques

Post by Symbiosis » 16 Oct 2017, 11:31

Surrealistik wrote:
15 Oct 2017, 20:35
Don't forget the importance of setting up push bases/outposts for use as casualty dumps, treatment areas, and rally and resupply points; indispensable for maintaining a sustained push against the Xenus.
I intend on covering that little tidbit in a more advanced guide.

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Re: Commanding the Marines and You - Basic Competence Techniques

Post by Sir Lordington » 02 Nov 2017, 15:38

4/10 no good guidelines on Battlefield Executions.
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