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or shortly after you capture a new sector. The frequency of attacks seems
related to how well you are doing in the game. If it's only 3:00 PM and you've
already captured your 2nd sector of the day, chances are the enemy is going to
go on the warpath real soon. I've also seen attacks take place in the morning.
Most of these, being when you captured your 1st sector of the day early in the
morning, instead of the more usual 11:00 am to Noon. At least one or two enemy
attacks per day seem to be the standard, no matter how well or poorly you are
doing. Attacks most of the time seems to be against vital sectors, as in
sectors with labs, factories, lots of trees, or in sectors adjacent to the
aforementioned. Most attacks of this nature seem to be unsuccessful (other than
killing off some of your guards). However, some can be successful even if you
have 8 guards. Attacks against Brenda's lab S-28 and some of the sectors in
"Lucasland" can be particularly virulent. Resulting in the deaths of all 8 of
your guards and then of course any and all tappers you may have employed in the
sector in question.
Don't transfer guards across water unless absolutely necessary. Move them
around by land. If you ignore this, you may very well lose some of your guards
in transit to drowning or Metaviran reptiles.
Pick up and search/find all goodies after you capture the sector. This will
save your time and much needed action points for when you need them -- combat
with the enemy. The only exceptions to this stipulation are obvious, such as
when you see an item that you need now . (more ammo, etc.)
Pick up only those items, that you really need. Be quick about it. It's much
more important in most cases, to push on to the next sector, and beat the cash
flow time clock, than to waste time picking up the umpteenth box of.38 ammo,
you don't really need. This loading the vests, and rearranging to cram in more
goodies is one of the biggest time consumers in the game and severely impedes
your progress. Know what you need in the way of old items, in advance.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
RECOVERING ITEMS
Use the pg. down key to get to the overhead map view of the sector you are in
-- look for flashing white objects click on one and the currently selected merc
will go stand on it. Exit the map and have him pick it up. A note of caution:
be sure that the route the merc will travel to get the Item will not take him
into the water as you may lose your merc. Please also note that the map will
only show objects in portions of the map you have explored. You need to have
someone scurry around the entire un-traveled parts of sectors to illuminate
these objects. Buried or hidden objects will not show up either. Objects in
boxes or cabinets you have not opened are the same. Some obscured objects have
trees, etc. blocking your view. These are not visible to you from the regular
"on the ground" view. Very often these non-visible objects can be the most
valuable "find" of the sector. Other "most valuable" areas often turn out to be
small islands or peninsulas off the beaten path, or boxes hidden in the jungle.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
HIRING GUARDS
For a good deal of the game, you will need to hire at least 16 guards (and
sometimes 24) to occupy newly captured sectors and perhaps some extras to
replace guards killed the previous day. Guards should be in all sectors that
are adjacent to enemy controlled sectors (not diagonally). Even if water
separates the enemy sectors from your own this is still necessary. Later on
when you have "safe" interior sectors you will often not need to hire new
guards.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
"SQUARING OFF" BLOCKS OF SECTORS
TO REDUCE GUARD OVERHEAD
The best way to cut down on guard overhead is to '"square off" or"fill in"
your
block of sectors. Then eliminate un-needed groups of guards.
For example: if you have an enemy sector anywhere within your block, depending
on where it is -- it can often take 3 to 4 groups of guards to keep the enemy
from taking over an adjacent sector. 3 sets of guards at $38 per guard = $912
per day in increased overhead. Multiply this problem by several times and you
are talking thousands of dollars per day in excessive overhead. Early in the
game, there is not a lot you can do about this. By day 8 or 9 you should be in
a position to start eliminating a lot of these kinds of situations. As your
block grows in size you will not need guards in most of the interior sectors.
You will always want some extra guards. 16 to 24 needed to expand outward and
perhaps 4 extras guards to fill in during the day in sectors where enemy
attacks have resulted in depletion of the existing guards.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
MERCS' ACTION POINTS
I personally think it is best to have all mercs move with Maximum Aim or at
least Reserved Points. This allows you to interrupt the enemy's movement and
return fire, before your next turn. If you choose to move any or all of the
mercs further (thus nullifying these reserves) just click the mouse and off
they will go to wherever you send them. This is a little annoying, but it is
the safest way to assure that some or all of your mercs will be in an interrupt
position. PS -- it takes 2 action points to crouch.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
COMBAT TACTICS
This one is pretty much up to you. Combat tactics seem to be a very"personal"
thing, with people seeming to always have their own particular method of doing
things the "right way." As a number of different approaches can often be
"right", I'm not going to touch this one.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
"LINE OF SIGHT"
You can use the F9 key to obtain a "line of sight" reading for each merc in
regards to the enemy. I would not accept this as gospel. I have killed many
"red shirts" that I could not "see" according to the F9 key. I have also missed
many enemies that I could "see." I would use this simply as an aid, that's all.
If you have what appears to be a doable angle of fire, I would shoot,
regardless of whether I can "see" the enemy in question. What this game begs
for is a "Line of Fire" similar to XCOM.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
SILENCERS
These are vital for capturing new factories and Lucas's lab without the enemy
sabotage of the facility and its contents . Sabotage of factory facilities
means that there will be no production from the newly captured factory until 2
days of repair work has been done by Jack's men. This means two days of lost
cash flow on any harvestable trees you own in excess of your currently
producing factories capacities. This alone does not assure success, as you must
also kill all enemies spotted prior to the next turn (in theory this extra turn
gives the enemy time to alert others and to put the sabotage mechanism into
action) You must also not be "spotted" by other enemies (usually out of
windows) for the silencer only routine to be effective.
Not all weapons can use silencers. Colt 45's will accept them, as will 9mm
pistols, however regular .357 magnums will not. You must modify your .357's by
merging a "chunk of steel" with them to produce a "modified .357 magnum
pistol". The modified version will accept a silencer. As chunks of steel are
not found in great quantities, I usually try to save them to use first on the
.357 magnums, then later on the M-14 rifles. A modified .357 is perhaps the
best all-around gun in the game. It doesn't use as many action points as
shotguns and rifles, but has a decent range only exceeded by 12 guage Rifles,
M14's, & M16's. This is a matter of personal perception and may not in fact be
borne out by the facts -- whatever they may actually be. M14's and M16's do
have more power and more range, but it is possible that you will play almost
1/2 the game without either one of these.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
COMBAT KNIVES FOR MERCS
What seems like a pretty worthless weapon is actually an essential one in some
cases.
At least some of your merc's must have combat knives. Though of limited value,
except for an occasional up close "hand to hand combat" type of situation, they
play one very essential role in the game. The merc who goes into deep water
(and sometimes it is difficult to tell where deep water begins and ends)
without a combat knive in his hand, has a good chance of winding up sleeping
with the fish!! As in dead! It turns out that the waters of metavira are
absolutely teeming with merc-eating eels (snakes)! In fact you can lose more
mercs to metaviran reptiles in the course of a game than you can to the
"Red-Shirts", bombs and bullets.
So when deep water calls, make sure that those mercs who are going to have to
cross it are equipped to eliminate eels.
Which brings me to what I call:
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
THE SWIM TEST
( this is more for amusement than anything else, although you may find out some
useful info concerning some of the mercs aquatic abilities )
Mercs are also susceptible to drowning -- some more so than others -- and of
course, except in rare cases no-one has bothered to tell you which ones can
swim and which ones can't, and how good are they if they can. So in order to
get some kind of clue as to their abilities, I devised what I call the swim
test, which works as follows:
If you are in a sector that has a lot of water, preferably next to a large body
of water, or the ocean I suppose would be even better, after capturing the
sector, save the game . Equip all your would-be swimmers with knives so that
you will know swimming is their problem, and not eels. March them all off into
the deep water. You will find out real fast, what's what. But also note that
some merc items are extremely heavy. Spectra Sheilds, being the worst offender,
I have found. I never let anybody go into any kind of deep water wearing a
Spectra Shield, because I may never see them again. Test all of your mercs with
their normal weight loads, then perhaps test them without heavy items, so forth
and so on. I found, for example when I did some of this that Fidel and Vinny,
had a real good chance (particularly Vinny) of not returning to dry land,
whereas Ivan seemed to be part fish. I also had very little trouble with any of
the natives drowning -- although I did not test all of them. Then abandon the
game and go back to your saved game and back to playing.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
CHASING ENEMIES INTO THE JUNGLE
In a word, don't! Try to lure them out into the open, away from where they want
you to go. They seem to want to get you in the underbrush, where they can
"cheat" and shoot thru places you seemingly can't. I've seen instances where
one lone enemy was able to wound 3 of my troops from behind a bush. My 3 troops
are shooting at him from virtually point blank range through the same bush and
never hitting anything but limbs. This may just be bad luck, but the poor end
results remain the same. Avoid this kind of situation if at all possible. If
stuck in this scenario with no apparent means of retreat, it's time to pull out
that precious grenade you've been hoarding for a rainy day, and"equalize" the
situation. An optimum time for this is when there are 2 or more "red-shirts" in
close proximity to each other.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
MAGNIFY ITEMS
Right click / ctrl
________________________________________________________________________________
related to how well you are doing in the game. If it's only 3:00 PM and you've
already captured your 2nd sector of the day, chances are the enemy is going to
go on the warpath real soon. I've also seen attacks take place in the morning.
Most of these, being when you captured your 1st sector of the day early in the
morning, instead of the more usual 11:00 am to Noon. At least one or two enemy
attacks per day seem to be the standard, no matter how well or poorly you are
doing. Attacks most of the time seems to be against vital sectors, as in
sectors with labs, factories, lots of trees, or in sectors adjacent to the
aforementioned. Most attacks of this nature seem to be unsuccessful (other than
killing off some of your guards). However, some can be successful even if you
have 8 guards. Attacks against Brenda's lab S-28 and some of the sectors in
"Lucasland" can be particularly virulent. Resulting in the deaths of all 8 of
your guards and then of course any and all tappers you may have employed in the
sector in question.
Don't transfer guards across water unless absolutely necessary. Move them
around by land. If you ignore this, you may very well lose some of your guards
in transit to drowning or Metaviran reptiles.
Pick up and search/find all goodies after you capture the sector. This will
save your time and much needed action points for when you need them -- combat
with the enemy. The only exceptions to this stipulation are obvious, such as
when you see an item that you need now . (more ammo, etc.)
Pick up only those items, that you really need. Be quick about it. It's much
more important in most cases, to push on to the next sector, and beat the cash
flow time clock, than to waste time picking up the umpteenth box of.38 ammo,
you don't really need. This loading the vests, and rearranging to cram in more
goodies is one of the biggest time consumers in the game and severely impedes
your progress. Know what you need in the way of old items, in advance.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
RECOVERING ITEMS
Use the pg. down key to get to the overhead map view of the sector you are in
-- look for flashing white objects click on one and the currently selected merc
will go stand on it. Exit the map and have him pick it up. A note of caution:
be sure that the route the merc will travel to get the Item will not take him
into the water as you may lose your merc. Please also note that the map will
only show objects in portions of the map you have explored. You need to have
someone scurry around the entire un-traveled parts of sectors to illuminate
these objects. Buried or hidden objects will not show up either. Objects in
boxes or cabinets you have not opened are the same. Some obscured objects have
trees, etc. blocking your view. These are not visible to you from the regular
"on the ground" view. Very often these non-visible objects can be the most
valuable "find" of the sector. Other "most valuable" areas often turn out to be
small islands or peninsulas off the beaten path, or boxes hidden in the jungle.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
HIRING GUARDS
For a good deal of the game, you will need to hire at least 16 guards (and
sometimes 24) to occupy newly captured sectors and perhaps some extras to
replace guards killed the previous day. Guards should be in all sectors that
are adjacent to enemy controlled sectors (not diagonally). Even if water
separates the enemy sectors from your own this is still necessary. Later on
when you have "safe" interior sectors you will often not need to hire new
guards.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
"SQUARING OFF" BLOCKS OF SECTORS
TO REDUCE GUARD OVERHEAD
The best way to cut down on guard overhead is to '"square off" or"fill in"
your
block of sectors. Then eliminate un-needed groups of guards.
For example: if you have an enemy sector anywhere within your block, depending
on where it is -- it can often take 3 to 4 groups of guards to keep the enemy
from taking over an adjacent sector. 3 sets of guards at $38 per guard = $912
per day in increased overhead. Multiply this problem by several times and you
are talking thousands of dollars per day in excessive overhead. Early in the
game, there is not a lot you can do about this. By day 8 or 9 you should be in
a position to start eliminating a lot of these kinds of situations. As your
block grows in size you will not need guards in most of the interior sectors.
You will always want some extra guards. 16 to 24 needed to expand outward and
perhaps 4 extras guards to fill in during the day in sectors where enemy
attacks have resulted in depletion of the existing guards.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
MERCS' ACTION POINTS
I personally think it is best to have all mercs move with Maximum Aim or at
least Reserved Points. This allows you to interrupt the enemy's movement and
return fire, before your next turn. If you choose to move any or all of the
mercs further (thus nullifying these reserves) just click the mouse and off
they will go to wherever you send them. This is a little annoying, but it is
the safest way to assure that some or all of your mercs will be in an interrupt
position. PS -- it takes 2 action points to crouch.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
COMBAT TACTICS
This one is pretty much up to you. Combat tactics seem to be a very"personal"
thing, with people seeming to always have their own particular method of doing
things the "right way." As a number of different approaches can often be
"right", I'm not going to touch this one.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
"LINE OF SIGHT"
You can use the F9 key to obtain a "line of sight" reading for each merc in
regards to the enemy. I would not accept this as gospel. I have killed many
"red shirts" that I could not "see" according to the F9 key. I have also missed
many enemies that I could "see." I would use this simply as an aid, that's all.
If you have what appears to be a doable angle of fire, I would shoot,
regardless of whether I can "see" the enemy in question. What this game begs
for is a "Line of Fire" similar to XCOM.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
SILENCERS
These are vital for capturing new factories and Lucas's lab without the enemy
sabotage of the facility and its contents . Sabotage of factory facilities
means that there will be no production from the newly captured factory until 2
days of repair work has been done by Jack's men. This means two days of lost
cash flow on any harvestable trees you own in excess of your currently
producing factories capacities. This alone does not assure success, as you must
also kill all enemies spotted prior to the next turn (in theory this extra turn
gives the enemy time to alert others and to put the sabotage mechanism into
action) You must also not be "spotted" by other enemies (usually out of
windows) for the silencer only routine to be effective.
Not all weapons can use silencers. Colt 45's will accept them, as will 9mm
pistols, however regular .357 magnums will not. You must modify your .357's by
merging a "chunk of steel" with them to produce a "modified .357 magnum
pistol". The modified version will accept a silencer. As chunks of steel are
not found in great quantities, I usually try to save them to use first on the
.357 magnums, then later on the M-14 rifles. A modified .357 is perhaps the
best all-around gun in the game. It doesn't use as many action points as
shotguns and rifles, but has a decent range only exceeded by 12 guage Rifles,
M14's, & M16's. This is a matter of personal perception and may not in fact be
borne out by the facts -- whatever they may actually be. M14's and M16's do
have more power and more range, but it is possible that you will play almost
1/2 the game without either one of these.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
COMBAT KNIVES FOR MERCS
What seems like a pretty worthless weapon is actually an essential one in some
cases.
At least some of your merc's must have combat knives. Though of limited value,
except for an occasional up close "hand to hand combat" type of situation, they
play one very essential role in the game. The merc who goes into deep water
(and sometimes it is difficult to tell where deep water begins and ends)
without a combat knive in his hand, has a good chance of winding up sleeping
with the fish!! As in dead! It turns out that the waters of metavira are
absolutely teeming with merc-eating eels (snakes)! In fact you can lose more
mercs to metaviran reptiles in the course of a game than you can to the
"Red-Shirts", bombs and bullets.
So when deep water calls, make sure that those mercs who are going to have to
cross it are equipped to eliminate eels.
Which brings me to what I call:
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
THE SWIM TEST
( this is more for amusement than anything else, although you may find out some
useful info concerning some of the mercs aquatic abilities )
Mercs are also susceptible to drowning -- some more so than others -- and of
course, except in rare cases no-one has bothered to tell you which ones can
swim and which ones can't, and how good are they if they can. So in order to
get some kind of clue as to their abilities, I devised what I call the swim
test, which works as follows:
If you are in a sector that has a lot of water, preferably next to a large body
of water, or the ocean I suppose would be even better, after capturing the
sector, save the game . Equip all your would-be swimmers with knives so that
you will know swimming is their problem, and not eels. March them all off into
the deep water. You will find out real fast, what's what. But also note that
some merc items are extremely heavy. Spectra Sheilds, being the worst offender,
I have found. I never let anybody go into any kind of deep water wearing a
Spectra Shield, because I may never see them again. Test all of your mercs with
their normal weight loads, then perhaps test them without heavy items, so forth
and so on. I found, for example when I did some of this that Fidel and Vinny,
had a real good chance (particularly Vinny) of not returning to dry land,
whereas Ivan seemed to be part fish. I also had very little trouble with any of
the natives drowning -- although I did not test all of them. Then abandon the
game and go back to your saved game and back to playing.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
CHASING ENEMIES INTO THE JUNGLE
In a word, don't! Try to lure them out into the open, away from where they want
you to go. They seem to want to get you in the underbrush, where they can
"cheat" and shoot thru places you seemingly can't. I've seen instances where
one lone enemy was able to wound 3 of my troops from behind a bush. My 3 troops
are shooting at him from virtually point blank range through the same bush and
never hitting anything but limbs. This may just be bad luck, but the poor end
results remain the same. Avoid this kind of situation if at all possible. If
stuck in this scenario with no apparent means of retreat, it's time to pull out
that precious grenade you've been hoarding for a rainy day, and"equalize" the
situation. An optimum time for this is when there are 2 or more "red-shirts" in
close proximity to each other.
________________________________________________________________________________
[ Top | Section 1 | Section 2 | Section 3 | Section 4 | Section 5 | Section 6 |
Section 7 ]
________________________________________________________________________________
MAGNIFY ITEMS
Right click / ctrl
________________________________________________________________________________
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- Jagged Alliance cheats by System on 09/03/2006, 09:50
- Jagged Alliance hints by System on 09/03/2006, 09:50
Strategy Guide - Jagged Alliance FAQ by System on 09/03/2006, 09:50






