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Thread: When the Aliens board the Alymayer after marines retreat

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    When the Aliens board the Alymayer after marines retreat


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    Senior Member Heckenshutze's Avatar
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    Veteran marines: ”Well don’t worry guys let’s hold tank bay, we can put the tank there and weld all doors/vents and make a good fortification to push from there when the DS comes.”

    Command: ”EVAC EVERYONE RUN FOR YOUR LIVES WE’RE DOOMED!”
    Outstanding marines! out-fucking-standing, we kicked ass!

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    Quote Originally Posted by Heckenshutze View Post
    Veteran marines: ”Well don’t worry guys let’s hold tank bay, we can put the tank there and weld all doors/vents and make a good fortification to push from there when the DS comes.”

    Command: ”EVAC EVERYONE RUN FOR YOUR LIVES WE’RE DOOMED!”
    Veteran Marine(s): "Hey lets not fortify at CIC, we have 40 marines against 40 xenos, but we have a lot of spare engineers, turrets we scavenged, and lots of mounted guns. We can secure West of Medbay area and cover the hallways and make Tankbay a fall back. Or we can even setup at Engineering Lower and make a mega fort there with all our gear, ensuring maint is covered by one emplacement gun at north and south --"

    Command: "PROTECT CIC / SD!!!!!"

    sigh

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    Why do Command pick the worst places for Almayer defence locations...

    CIC is only good if you want to be raped from every angle, SD isn't so bad, but takes too long to activate by which time you're dead. Pods are disgusting and not enough space. I honestly think the best option is tankbay to medbay fort, cause the only death for that is the ladders from CIC (Which can be countered with turrets) and it landing in the hanger (But that's the same as CIC fort landing but CIC landing is worse).
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    Senior Member Steelpoint's Avatar
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    CIC can be a viable defensive location if the Engineers and Marines make logical defensive emplacements, the best CIC defense I've seen as of recent was when the CO explicitly ordered the Engineers to fortify from the rear meeting room outwards into CIC.

    Essentially, this defensive posture forced the Xenos to all attack from the east into CIC, and made it impossible for the xenos to flank CIC from the rear or use the rear CIC ladders, this meant the Marines in CIC could be reasonably assured of their rear being safer since the Marines in the Meeting room would be covering the rear line.

    SD defence is a trap, it can be viable but I honestly find it takes too long for the SD shutters to open, and you get very limited time to establish a defensive perimeter, the 2 tile halls are not extremely conductive to a good defensive position as it limits the amount of firepower you can bring to bear. I find the best SD defences work when the Marines are being proactive and are assaulting the Xeno positions constantly, this gives the SD Marines time to build up and keeps the Xenos on the backfoot, but this can only really happen if there's a sufficient mass of Marines to bear down on the Xenos.

    Hanger defence usually just devolves into "we'll wait here then charge at the xenos when the ship crashes'.
    This is war, survival is your responsibility
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    Mentor solidfury7's Avatar
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    Quote Originally Posted by lokideslimee View Post
    Why do Command pick the worst places for Almayer defence locations...

    CIC is only good if you want to be raped from every angle, SD isn't so bad, but takes too long to activate by which time you're dead. Pods are disgusting and not enough space. I honestly think the best option is tankbay to medbay fort, cause the only death for that is the ladders from CIC (Which can be countered with turrets) and it landing in the hanger (But that's the same as CIC fort landing but CIC landing is worse).
    Pods are amazing. Marines need to learn off to split off in to smaller outposts and control more territory than standing in one area imo.

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    The best defence is a good offense. Assuming numbers are roughly equal, packs of marines roaming the halls is very effective in most cases, because the dropship will often land in a centralized location, which means xenos no longer have a wall to put their backs against like they often do when fighting planetside. Flanks are devastating to xenos because they lose their safe spaces to heal and their queen is constantly at risk.

    That said, if marines can ONLY be defensive, then their hands-down best choice is self destruct. Yeah, being stuck sitting in the room is terrible, but when marines employ defence-in-depth, where they fight from checkpoints in the halls and fall back in stages, then they will often times survive long enough to trigger the self-destruct. Problem is trying to get marines to commit to this strategy requires strong leadership. Commanders are usually incompetent by design and most experienced squad leaders are dead at this point. But if you can organize it it's an easy minor marine win.

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    sd defense only works if you take control of engineering and the hallways there, cade them, and hold north and south.

    this includes cading the maintenances (and preferably blow out one of the walls at north and south engineering so its easier to get in and defend it)

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    Member nekcy's Avatar
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    as a xeno everytime the dropship crashes yakety sax starts playing in my head
    Lou Greenawalt.

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