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2. Tactics and weapon loadouts (i.e. staying alive and killing the enemy)

2.1 Weapons and tactics for killing people/animals/mutants and robots

"I've killed with my hands, with my feet, with my bayonet, with a ripper knife, with a power glove, even with a shovel. But I prefer to keep things nice and impersonal and at a long range, just in case that raider is packing some AP in his SIG" 

The game is basically split into three stages, the small arms/automatic arms stage, the automatic/heavy weapons stage and the energy weapon stage depending on what weapons you and your opponents will be packing. Your characters loadout should change depending on what stage you've reached.

2.1.1 Small arms/automatic

"You'll almost always have a technological edge in combat so use it. Our weapons shoot farther and harder and our armor is tougher but no armor is invulnerable, even paladin power armor, so as a golden rule, keep out of enemy range and hit their snipers first." 

When facing Raiders and Beastlords, the best weapon you can have is a hunting rifle with maybe a shotgun or burst weapon (the AK is the obvious choice as a) its the best and b) uses the same ammo as the rifle) as a backup (stick your ranged weapon in one slot and the burst weapon in the other slot, though putting stimpacks in one slot does save you APs - you don't have to access your inventory) when they or their Deathclaws rush you (as a general rule remember that burst fire weapons damage generally decreases very quickly at range whilst other weapons fire doesn't so don't bother firing miniguns at distant opponents because you won't hit and if you do, then you won't cause any serious damage). All you have to do is snipe the enemy out, that means advance to the spot where you can see the enemy and you can shoot but they can't and take out the enemy in descending order of their own range. Sometimes you'll be unable to do this, so you'll need your backup weapons when in enclosed spaces (buildings or undergrounds), whereupon you should rush through doorways with your whole team firing at one target. 

Remember this basic tactic that will stand you in good stead in any game you play, CONCENTRATE FIRE. It’s a rule that Napoleon followed to great effect (he fired all his artillery at one point in the enemy line). The logic behind it is thus, if five guys with guns start shooting at five other guys with guns and every single one of them has the same survivability factor (hit points or whatever) and chance to hit with their weapon, the team that wins is the one that concentrates fire on a single target. That’s because five guys shooting at one guy will kill that guy five times quicker than a guy shooting at another guy. Which leaves 4 guys shooting against individual targets with five guys shooting at a single target. Eventually one of the 5 concentrating fire team might go down to the last of individually targeting guys, but that's his problem. Of course there are exceptions to this rule, i.e. when all of your team is one shot one kill snipers or when injuries can affect the course of a battle (which isn't really frequent enough to count on in FT). I personally don't use aimed fire though it can be useful against tough opponents when you have very accurate snipers, it’s a valid tactic (unlike the "Let's Rush That Turret With Our Claws" Deathclaw tactic). A development of CONCENTRATE FIRE is DIVIDE THROUGH TERRAIN  AND KILL. This entails taking advantage of terrain (things you can't shoot through) to allow you to concentrate fire on one enemy and only allowing that enemy to possibly fire back even though you could be shooting at a lot of them (and having them shoot back). An example of this would be standing to the right hand side of an open door so you can shoot at the left part of the room behind the door. Or crouching to the right of a boulder so you're shooting at enemies on the right hand side rather than standing and having all of them in front of you shooting at you. Remember the less enemies shooting at you, the less you'll get hit.

2.1.2 Automatic/heavy weapon stage

"Super Mutants are a deadly enemy for the inexperienced. The sight of an 8 foot monstrosity with a heavy machine gun in its hand laughing as high power bullets hit its skull will terrify even the bravest Initiate. Those who have fought a few Mutants before will however grit their teeth, set their weapons to automatic and shoot them in groin. Those who have fought many Mutants before will just pick up their gear and run to the nearest hillock where they put bullets into Mutant eyes, which luckily are also bigger than normal humans."

When facing Super Mutants, cheat. Just joking but these guys are really much too difficult and appear much too early in the game (The Mutant Fortress of Doom, you know the one with the trenches is a joke, your APC is mincemeat against rockets and the Mutants have a longer range than you do when you get out on foot...). They take two rounds of concentrated fire to go down and are deadly with their heavy weapons. The only thing I can recommend is to avoid them as much as possible or snipe these guys from a distance. If you're alive by the time they get into range, burst weapons should kill them easily but you're running the risk of getting bursted from their own weapons. You should be getting sniper rifles by now (thankfully). If you really want to you can use the Mutants own weapons (basically heavy machine guns) against them but remember that he who lives by the Browning, riddles his own squad with bullets with the Browning.

2.1.3 Energy weapon stage

"You may sometimes encounter enemies who have better weaponry than our own. This will be an unpleasant but rare occurrence. Your job will be to kill and relieve them of those weapons for the good of the Brotherhood. Though they may outrange you, rushing these enemies will often not be a good idea, I've seen squads wiped out in seconds by a single burst of fire from a minigun. Check what weapons you have on hand and use them to best and safest effect. 

My toughest battles have been against various mechanoids. They're always armored so burst weapons do little good and energy weapons are in short supply even in the Brotherhood. Luckily though they're not invulnerable and aimed shots to their sensitive externalities can cause serious damage, shooting a robot in its regulator is like shooting a Mutant in its groin, it will feel it and dislike the feeling and probably fall over, despite its toughness. As in the case of Super Mutants, the bigger they are, the stupider they are. 

As a final note, if you can avoid fixed defenses, do so. If you can't, then stay out of their range and knock them out, remember they can't move. Which is why they're called fixed defenses, surprise, surprise."

The Reavers are a pleasant surprise as despite the high-tech weapons they're packing:

  1. they're easier to kill than Mutants,
  2. they're easier to loot as they carry weapons that anybody can use unlike Mutants,
  3. though their weapons are better than the Mutants, they don't inflict as much damage on your squad which by now has better armour which means you don't have to quick-load so often (just joking...)

Snipe 'em (take out the Vindicator packers first, they have a huge range and cause huge damage, then go for the grenade launchers and then hit the snipers) and steal their Fusion (stick this in your left hand for close combat work as it has a shorter range but causes greater damage than the Laser Rifle) and Laser (stick in your right hand for handy change over for ranged work) (Oh yeah, your Doc can be running around with weapons in both slots or a stimpack in one slot, your choice) Rifles and perhaps the Vindicator miniguns (these weapons really shocked me as they have a huge range and are deadly against all opponents...apart from the armored Robots you'll be exclusively facing in two missions time from the moment you find the Vindicator)  they're packing as a backup weapon in case your Mutant squad-mates (which you shouldn't have) get insubordinate (just joking). Get all the Fusion cells you can carry as they'll be your principal (only?) ammunition in the future. Don't bother with the laser or plasma pistols or small energy cells unless you want to sell them to your quartermaster. When you start firing your energy weapons with accuracy you'll see why I recommend them to you.  

Robots...by now you should be only be packing energy weapons. I don't know what the electric rocket for the Bazooka is supposed to do, I found Sabots and normal shells deadlier against the heavy robot opponents. Knock out the flying gizmos with rockets first (otherwise they'll keep knocking your squad over), then take out the humanoid bots with the miniguns (not much of a threat to Power Armour but they do get tiresome and can wear you down quickly at close range), than hit the energy weapon humanoids, then take out the security droids. Lure the bigger robots somewhere where you can snipe or ambush them without fear or retaliation (behind a fence or a doorway for instance). Behemoths and Pacification Robots have a short weapons range and they're stupid (why are big bad robots in films and games always stupider than their smaller cousins? I mean they've got more room to pack processing power...) so they'll stand in place while you snipe 'em out. Please remember automatic weapons won't work against robots because they're armored.

2.1.3.1 Pulse laser, EMP prototype, Gauss Rifle, Laser Minigun

"Initiates often ask me, whats the best gun. First of all, we call them weapons in the Brotherhood and secondly, what's best is what will do the job in the given situation, sometimes you'll want range, sometimes you'll want rate of fire, sometimes you'll just want your weapon simply not to jam during combat. For that reason I always carry around something for long range, like a sniper rifle and something for short range, for instance an AK. But the single weapon that I'd choose every time when going into an unknown situation is the M72 Gauss Rifle. Nothing beats it for range and its extremely high power rounds will wipe the inane smile off even a Mutant's face. But there aren't many of them and any you find will be quickly confiscated by the Quartermaster unless you've got a lot of respect and influence in the Brotherhood."

You probably won't find many of the above weapons during the last stage of the game but they're the best in the game for what they do:

  1. The Pulse laser is better than the Fusion rifle at short range,
  2. The EMP prototype is even deadlier than the Pulse laser and with an appropriate developed character (BRoF and AP's) will allow you to fire three shots per combat round,
  3. The Gauss Rifle causes serious damage and has a very very long range (Ideal for sniping - give this weapon to your best snipers). Unfortunately ammo for this weapon is extremely rare, so use it sparingly. I recommend saving the gauss rifle for situations where you really don't want to get in close with an opponent.
  4. The Laser Minigun is great for going round a corner where you know that robots are waiting for you. All you have to do is send in your power-suited heavy weapon specialist with the Minigun around that corner and observe and listen to the massacre with pleasure.

2.1.4 Vehicles and traps

"A working Hummer is worth a squad of Initiates. Literally. The Brotherhood will accept the loss of a green squad to get a working vehicle. Recruits are easier to come by than working vehicles in our post-nuclear wastelands. And a broken Hummer is worth a half-squad, simply for its salvage value. If you are ever assigned a vehicle, you will cover and protect its steel chassis with your own bodies. Vehicles should never ever be placed in a combat situation unless absolutely necessary, in which case, the Brotherhood is in serious trouble. Vehicles are for transport and for looking good in, not for shooting out of.

Static defenses are a key part of Brotherhood strategy. Mines are cheaper to produce than Initiates and are often smarter. A minefield or trapped door will do the job of a squad in guarding a location 24 hours a day, 365 days a year without needing to be fed, clothed, supplied or entertained. But mines and traps are basically a defensive weapons. The more psychotic combat engineers among you will figure out how to use mines offensively, which of course entails encouraging the enemy to leave their trenches and rush at you madly, mostly as a result of hurled insults or sniped bullets. Personally I think that its not worth the time and effort and anyway, mines weigh a lot and take up the space that could be used for ammo for your sniper rifles."

Vehicles aren't much of an issue in the single player game where the only missions you use a vehicle are two where you have to guide the weakly armored vehicle (a Hummer and a Nuke carrier) through a maze of barricades and obstacles so you'll be a fool to drive them around for the enemy to shoot at (clear their path of mines and rocket ambushers with foot soldiers first), and one mission (Mutant Fortress of Doom or St. Louis or whatever its called) where you drive around hoping the Mutants won't blow you up with their rockets before you can snipe them to death (if you lose the APC, you'll again lose the mission.)   

My own squad only ever disarmed traps and minefields but I guess if you want to waste your time laying minefields in the hope that the enemy will step on that particular mine that cost you a fortune and has been weighing down your backpack, its your choice.

"Senior Knight CaBhaal Lourn recently reported to me on the subject of trenches, it seem the standard Brotherhood APC can drive over Mutant trenches and green toxic pits, it however cannot cope with sandbags and other defenses." 

2.2 Tactics for staying alive

2.2.1 Armour

"What comes between you and an enemy bullet? It’s not some shaman's voodoo. It's a steel helmet, a Kevlar vest or a ceramic breastplate."

As a priority get the best armor you can and give it to your characters. Armour keeps you alive. Mutants can't wear Power Armour and thus gain near immunity to burst weapons which means they're in serious danger in the later levels.
The game allows you to wear energy weapon resistant armor, unfortunately most enemy groups will be packing a combination of weapons so you'll be vulnerable anyway unless you're going up against a single enemy or specifically armed group. In this case the energy armor is useful but it does take up your weight allowance and you have to remember to change armor depending the enemies you're going to face.

2.2.2 Medical supplies and healing

"When that enemy bullet does penetrate your armor, you'll be screaming for a medic. Believe me, I've been there and have 10 pieces of shrapnel under my skin   and a titanium kneecap and skull plate to remind me of all those occasions. Medics are your best friends and there should always be room in your backpack for any of his supplies that he can't carry around himself. Those supplies will save your life so don't moan about the weight.

Just in case you're ever wounded without a medic on hand, you should always have some emergency stimpacks or healing drugs on hand. There is a price for these quick-fixes though, I've got more needle marks than a dying junkie and have had more cold turkeys than a poultry farm owner during the post-nuke freeze."

Buy/steal/loot every stimpack and healing medical supply you can and lug it around with you. A medic's and surgeon's bag will heal all states of distress (blinded, bandaged, crippled, etc) but won't heal the effects of drugs (the combat drugs sometimes come in useful but your characters will be pretty useless during withdrawal). Use the stimpacks and the other medical supplies in combat and the bags to heal your characters back at base or when they're in a state that can't be stimpacked or bandaged better (blinded, crippled). I don't know why but the Medical Officer will not heal you back at base but he'll happily sell and gamble with medical supplies (this is absurd.)

2.2.3 Avoid burst weapons

"But if you stand in front of a heavy machine gun, no medic or ultra stimpack will put back together the shredded pieces of bone and flesh that you once were."

The thing that will get you killed the fastest and the only thing that managed to kill my team (apart from rocket mutants) is rushing into close range of a burst weapon. Think before you stick your head up near a hostile turret. Think before you open that door. Think before you go past that rock where a mutie with a M60 could be hiding. Again, stay outside enemy range and just inside your own as far as possible. Turrets often have an off switch nearby or are powered by a bit vulnerable generator... Also turrets are not as accurate at long range as your snipers so you can engage in some standup shooting between your heavily armored best shots and a turret (just keep your stimpacks and medic handy.)

2.2.4 Loot ammo

"Ammo is good. Ammo is beautiful. The more ammo you have, the more you can shoot at the enemy, the more you can waste at long range pot-shots, the more of the enemy you'll kill at a safe range and the less often you'll have to rely on your bayonet when you run out. However the Quartermaster will only give you so much ammo and you can only carry so much into combat with you. But there is a battlefield source of ammo and the technical name for it is an enemy corpse."

Grab as much ammunition that you can use as you can carry from enemy corpses. 500 rounds is the optimal figure to carry around with, there is nothing worse than running out of ammo. For this reason try and keep a unified weapons profile, make sure your team uses weapons that can share ammo. For instance Laser/fusion/pulse/EMP prototype rifles all use Fusion cells whilst AK's, hunting/sniper rifles and Vindicator miniguns all use 7,62..

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