User:HKO2006: Difference between revisions

1,463 editsJoined 1 August 2017
 
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Hi! Welcome to my user page!
Hi! Welcome to my user page!


* [http://www.colonial-marines.com/wiki/User_talk:HKO2006 My user talk page]
* [http://cm-ss13.com/wiki/User_talk:HKO2006 My user talk page]
* [http://www.colonial-marines.com/wiki/Special:Contributions/HKO2006 My edits]
* [http://cm-ss13.com/wiki/Special:Contributions/HKO2006 My edits]
* [http://www.colonial-marines.com/wiki/Special:ListFiles/HKO2006 My uploads]
* [http://cm-ss13.com/wiki/Special:ListFiles/HKO2006 My uploads]
* [http://www.colonial-marines.com/wiki/Special:RecentChanges Recent changes] ([http://www.colonial-marines.com/wiki/index.php?title=Special:RecentChanges&hidemyself=1 Show others' only])
* [http://cm-ss13.com/wiki/Special:RecentChanges Recent changes] ([http://cm-ss13.com/wiki/index.php?title=Special:RecentChanges&hidemyself=1 Show others' only])


== My playgrounds ==
== My playgrounds ==
* [[User:HKO2006/Muhreen]]
* [[User:HKO2006/Muhreen]]
* [[User:HKO2006/Muhreen Combat]]
* [[User:HKO2006/Surgery]]
* [[User:HKO2006/Surgery]]
* [[User:HKO2006/marine_FAQ]]
* [[HKO2006/myh_FAQ]]


== Sandbox ==
= Sandbox =
=== Principles ===
==== You don't need a mega FOB ====
LZ/FOB will only see poking most of the round until siege happens because FOB is a hard target. Thus, Hunters/Runners are likely to focus on marine's unsecured sections of the supply route. Focusing your effort solely on FOB means using a large amount of material to counter a token force while ignoring the threat targeting the more vulnerable part of your force. Instead, you need to [[Squad_Engineer#Securing_flanks.2Fsupply_route|secure flanks/supply route]] too.
 
==== It is the weakest point that matters ====
It doesn't matter there are three layers of barricades in Nexus if the one layer metal barricades at LZ is breached, the wounded and the supply will be killed and melted. Even worse, Xeno can ignore Nexus entirely and focus on LZ then everything in Nexus will be wasted.
 
==== Use materials wisely ====
[[File:3plasteeloverkill.png|thumb|''One is enough'']]A high traffic corridor? A plasteel barricade with barbed wire. No traffic but a high threat (e.g. Crusher charge/constant poking)? Sandbags barricades with barbed wire. No traffic and just want to keep Runners out? Metal barricades with barbed wire. And try to save materials by
* [[File:Welder.gif|32px]] Use blowtorch on the vents/doors. ([[File:Goggles.png]] Flip down before you start.)
* [[File:Wrench.png|32px]] Use wrench to move vendors/cabinets/hydro trays as blockades (hydro trays '''don't''' block Runner).
* Then build barricades behind them if it's high treat and you can spare
 
=== Barricades ===
==== Plasteel barricades ====
[[Requisitions#Engineering|Plasteel is expensive]], 50 points for 30 plasteel (6 doors) vs 10 points for 50 metal  (8 barricades with barbed wire). Yet plasteel is crucial to how many secure spaces you can create. If you are out of plasteel, you are force keep an opening in the cade line, thus compromising the effect of the barricade line.
 
==== Metal barricades ====
They are the staple barricades but they are not particularly strong. Barbed wire is a must.
 
==== Sandbags barricades ====
Sandbags are underrated. They can be filled by marines (and built by marines), saving you time. They are second to plasteel in terms of durability.

Latest revision as of 16:33, 10 August 2018