so, both these things are creative ways to end mid to late game stalemate, as they both require active xeno knowledge.
both require a competent and well mannered research, and a degree of fine risk, however, in testing through a few rounds, i have found it VERY effective.
1. trojan horse, concept is simple, kill the hive fucks.
take monkey, take satchel, take 2 research nades on timers, set one timer to 3 m, s(small potassium/water) set other timer, the main fire bomb of blue flame, 3m, 5 seconds.grab money, satchel full of nades, deploy slightly towards xeno lines. activate timers on the nades, put them in satchel, put satchel on monkey. push monkey towards the dark where xenos will see it and capture it as a common furhost.
in hive the monkey sits innocent, xenos pay it no mind, even put it by queen in unsecure caps/around larva. monkey then explodes MINORLY, causing queen/guards/xenos to freak out from the minor nade of pot/water, and come running . then, when they show up to what they think is a marine breaking out, or ungaining in, the second bomb goes off mid hive, doing 11x11 tile bluefire to every xeno and larva and queen, and every host.
do this with marines as well
in testing, with a properly made fire nade, i killed a ancient hivelord, and made xenos salty and scared to take captures. (in this case i set the bombs on myself for 2 minutes, and 2-5, and then walked into hive like a lost baldie mid round, runner grabbed me up, and you know the story, i actually died before the larva fully formed so no burst!)
also, bonus points if you detonate inside a xenos guts, and remember, if every marine KILLS ONE. marines win.
2. Xeno farming defcon.
this requires alot more people to pull off, especially a reasonable CO, rsr, and MPs who fucking do what you tell them. very simple execution, but requires non-fucktards.
get buncho xeno eggs, hit up CL, allow breeding with ONE XENO PER CELL. when xeno hits young t1, have a competent CMO/RSR quick toggle doors while you flame the xeno inside. xeno inside either burns to death, ez, or tries to roll out, when rolling, open and M4 kill, or re-light up. fire ext the corpse, and drag your fresh defcon into defcon cell, rplant new egg. runners will pouce you but get light up, however, runners can be ignored and dodged as they die to fire, they want FF otherwise thier slashing is not that bad on armored people. they are T1. this only goes south if someone panics and shoots at the runner, gibbing it all over you. high risk but you get that defcon.
3. battle strat
so with armor rework, AP is supreme, however, if you just AP shoot at a xeno, it gets hurt a bit and runs off to heal, lame.
if you take slug you can stunlock them, but your pouding armor, will take way too long to kill...so...BUDDY SYSTEM. have marines pair off, 1 slugger, 1 AP user, in combat, the slugger should fire slugs at a xeno to intiiate a stunlock, while the AP actually kills it. marines in light/med armor can keep up chasing a xeno who is stunned, gets up, moved 4 tiles, stunned again, etc. normally, slugging takes too long to kill through armor and hp, and other xenos rescue, which is why an AP pal applying 100% armor pen is awesome.
M37 recommended set-up for this is M37 stock/A-grip/EB/RDS
AP anything works for the buddy.
these are 3 things im focused on refining and executing in game to get more tactical options and increase marine kills on xenos, any feedback is welcome.
got to defcon 1 employing this strat.