Disclaimer: This is a little manual, wrote based on my experiences as a permanent Squad Marine player, it doesn't ENSURE success or survival, but contains tips and tricks that may help you the next time a xeno tries to make you it's scratching post, however, these must be put into practice in order to master them and even so, no training can prepare you for the Xeno scum.
VANGUARD
The vanguard (also called the advance guard) is the leading part of an advancing military formation. It has a number of functions, including seeking out the enemy and securing ground in advance of the main force.
The vanguard derives from the traditional division of a medieval army into three battles or wards; the Van, the Main (or Middle), and Rear. The term Vanguard originates with the medieval French avant-garde, i.e. "the advance guard". The vanguard would lead the line of march and would deploy first on the field of battle, either in front of the other wards or to the right if they stood in line.
VANGUARDISM IN CM
The most accurated Vanguardism in our Marine Corps is the fact we're all EXPENDABLE but what does it mean to be expendable? Simple, means you're as good as the man next to you, a cog in the killing machine the USCM is. When a cog expires or fails, another one replaces it and everything keeps going; The machine doesn't stop for a worn out cog and no cog should stop it's purpose because a fellow cog failed to do so; If killing yourself in some way ensures the Machine to succeed, then you MUST take the sacrifice with honor and pride, because a cog that worn out doing it's duty it's better than a durable cog that does shit to help the Machine to succeed in crushing it's enemies. The Machine (The USCM) builds it's path rolling over the cogs it lost in the way, remember that, embrace it, and feel proud of being part of that. Otherwise, you'll never be Vanguard.
Vanguardism doesn't limit itself to PFC's but if we're going to put a simple grunt and a Squad Leader in a balance, the SL is going to win, they're more valuable and needed than the regular boot, with this I want you to understand, the 'Vanguard' should limit itself to PFC's, smartgunners and specialists. Medics, engineers and SL must preserve themselves for the bigger picture.
Being part of the 'Vanguard' doesn't mean to rambo all your way up to your death but knowing when to charge and when to fall back, WITHOUT leaving the Frontlines. You're expected to die, yes, but that doesn't mean you should go and gift our enemy with an easy kill.
THE 5 KEYS TO BE A GOOD VANGUARD
1. Study and memorize the map.
2. Stop worrying about your health, modern medicine is a bliss (aka defibs).
3. Guns tend to go dry, get lost or get taken. Always carry two.
4. The best defense is a good offense.
5. Know your maths: dead marine with kills > alive marine with zero kills.
EXAMPLES OF VANGUARD MARINES (Role models, if you need an idea of how to behave in combat, look for these)
Code:*. Lisa 'Hotshot' Taylor *. John 'Spartan" Murry *. Dolthgar 'Fire' Folk *. Vanechka 'Sleepy' Penkina *. Madison Delaney *. Jackson 'Shamrock' Dee *. Mark 'Echo' Kesserline *. Uriel 'Whitey' Turner *. Cassius 'Santa' Klaus *. Caryl 'Hail' Bernaben *. Joseph Murta *. Ed Trevor *. Phillip 'Avalanche' Murray *. Athena Blackburn * Kai 'Ducky' Duckworth * Samantha 'Riggs' Rigga * Dominic Powers * Nathan 'EPIC' Harold * Jessica Weiss
These have been Vanguarding way before you and you can still see them around, so your best bet as an apprentice is to imitate whay they do.
YOUR TOOLS YOU'LL STICK TO THESE AND THESE ONLY, OTHERWISE YOU'RE NOT USEFUL IN THE FRONTLINES
1. PULSE RIFLE asMAINweapon
Your best bet out there, this baby is the Fist of the USCM, packed with 40 rounds of caseless ammunition, it has good range and good damage. Single fire to hit targets that are between allies or really far away and burst fire to spray targets that are dumb enough to charge at you, regarding attachments, this weapon alone is good enough but if you want to spice your Baby there's a suggestion list below. MACROS: toggle-burst-fire / toggle-weapon-attachment
PULSE RIFLE LOADOUT SUGGESTIONS
Spoiler:
1.A HEAVY PULSE RIFLE as AN ALTERNATIVE CHOICE
Not available for everyone, but easy to get from the squad reqs or default reqs. Great suppresing fire and good damage, can shred xenos even before they realize they're getting sent to the shadow realm.
RECOMMENDED LOADOUT
Spoiler:
2. PUMP SHOTGUN asSUPPORTweapon
A.K.A the Xeno Cucker, this little fella in the right hands creates fear among the most powerful xenos around. Even after all the [s]nerfs[/f]
budget cuts this poor thing has suffered it's still the weapon of choice for the seasoned marine.
RECOMMENDED LOADOUTS:
1) Angled Grip + Rail Flashlight + Bayonet (The classic.)
2) Angled Grip + magnetic harness + Bayonet (Used when your rifle is your main weapon, the shotgun shifts to a last resource weapon.)
3) Angled Grip + Rail Flashlight +Wooden stock (A multi-purpose loadout, the power of the shotgun itself and the bonus of good melee damage to crush your buddy skull or smash some windows or structures.)
MACROS: unique-action
SHOTGUN AMMO
Spoiler:
2.B KITS AND YOU:
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3.Equipment: Stuff you must wear before dropping otherwise you're good as dead.
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PFC TACTICS
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SPEC TACTICS
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SMARTGUNNER TACTICS
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KNOW YOUR ENEMY
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UNCONVENTIONAL WARFARE
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FORBIDDEN KNOWNLEDGE
only the worthy will find use to this...
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Congratulations! If you have followed this manual and has resulted useful to you, you're now a certified Vanguard, ultimate badass, bug stomper, equal opportunity ass-kicker!
Good hunting, No marine victory has been achieved without sacrifices AND REMEMBER to collect your dead comrades dog tags and put them in the memorial slab.
Welcome to the team: