Psieye's 8-man GOps Squad

Jacke
Posts: 616
Joined: Sat Jan 28, 2017 1:10 am

Psieye's 8-man GOps Squad

Postby Jacke » Fri Nov 03, 2017 3:53 pm

Psieye, I'm really interested in this operational formation you use. However, I just don't have the time to absorb the details in your long campaign posts. Lots of good info there, but I'm having a hard time setting aside enough time to read them and think them over in enough depth.

So...how do you normally compose and gear the 8-man GOps Squad? What missions are they good at, what missions should they avoid? What strength level regions at what level of infiltration yielding what level of enemy? How do you adapt the squad to particular missions?

Psieye
Posts: 826
Joined: Thu Apr 06, 2017 12:27 am

Re: Psieye's 8-man GOps Squad

Postby Psieye » Fri Nov 03, 2017 5:33 pm

Ah, I had wondered if my thread might be too verbose for some. Yes, I'm happy to discuss details in a more condensed form here.

I think the earliest the 8-man GOps squad can (safely) function is when you have Hazmat, Mindshield and Laser sniper rifle (Needle rounds and/or Center Mass work too). You'll need to adapt when the ideal falls apart (which it will often), but the ideal is: "there is only one soldier the enemy can see at the start of their turn". This sole-visible tank camps behind high cover with permanent Aid Protocol (so 2 specialists are required) and preferably also with smoke grenades (this is why I like having a grenadier with 4 smokes). That brings the tank's Def to 45 (high cover) + 20 (smoke) + 20 (Aid Prot) = +85 to whatever the tank's natural Def is. Eventually you'll get enemies that can overcome that, but around May/June on Commander, the sole-visible tank is unshootable. If desperate, the sole-visible tank can hunker as well. The AI starts doing weird things when it has a 0% hit chance. It's surreal seeing Stun Lancers NOT charge.

Hazmat + Mindshield hard counters a lot of the earlygame threats which ignore Def. Rocketeers are a serious threat and this is what you want Laser snipers (or Needle rounds) for. I suppose other options exist to quickly remove Rocketeers but snipers can continuously deal damage from squadsight. When the AI has 0% hit chance, sometimes it fidgets - i.e. move in dumb ways. A sniper positioned with the rest of the squad (out of sight) will get a surprising number of flank shots while the AI fidgets.

So that's 7 soldiers who come along just to support the one tank. 2 are specialists. Hopefully at least 1 is a sniper. The rest are backup tanks (if you can afford gear) and/or damage dealers who viciously mow down anything that tries to flank the tank. Since the tank is the only unit the AI should know the position of, it will take cover relative to that one point. If the squad has enough 'scouted to be safe' territory to spread out, that makes it easy to get flank shots, especially when the AI has too many units and it's forced to squeeze units into bad positions.

Generally, the beginning of the mission is hardest as you have so little safe territory. Use whatever consumables and cooldowns are necessary to clear the first couple pods ASAP. Once the 8-man squad has space, the main worry is Rocketeers until the force level rises to M3 dudes. Sidewinders threaten too but as they can't tongue/bind they're more reasonable.


As for what mission types this works on, I've had it work for hack missions (1 Intervention is cheaper than an infiltration boost), Smash & Grabs and even VIP missions (be it escort or rescue) up to Str 5 (if you have MSGTs around). Destroy Relay will require a dedicated sniper element (2~3 snipers + something to guarantee LoS). Faceless civilians are a nightmare as the 8-man GOp squad must dish out damage rapidly or die to fat RNF.

Assuming 8-man GOps are done with minimal wounds, EXP skyrockets. The tank and damage dealers are about as likely to get wounded as in normal 5-man GOps - usually when the RNF drops or from a bad activation: do NOT let a 6-man pod walk into your flank at very low infiltration. The tank probably will be safe because of all the Def buffs but the rest of the squad won't be. Anyway, the sniper(s) and specialists are unlikely to get wounded (unless an OW spec IS the tank). This pushes them up ranks very quickly. MSGT in June is common after getting started in May. Once your 8-man squad is comprised of fucked up veterans, ridiculous action economy can happen.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

TrainInVain
Posts: 27
Joined: Sat Sep 02, 2017 3:24 pm

Re: Psieye's 8-man GOps Squad

Postby TrainInVain » Fri Nov 03, 2017 7:51 pm

Psieye wrote:Ah, I had wondered if my thread might be too verbose for some. Yes, I'm happy to discuss details in a more condensed form here.


Thanks for your posts. Helped me enjoy the game a lot more once I learned from you the tank has to be the only visible target. I used to always sit there thinking meh its pointless making a tank since enemies will just shoot another target.

I usually build defensive oriented gunners for this role and its also made me like having gunners. I usually pick out all the defensive perks I can at the AWC on gunners and rangers as backups.

Psieye
Posts: 826
Joined: Thu Apr 06, 2017 12:27 am

Re: Psieye's 8-man GOps Squad

Postby Psieye » Fri Nov 03, 2017 9:07 pm

Jacke wrote:What strength level regions at what level of infiltration yielding what level of enemy? How do you adapt the squad to particular missions?

Oh I forgot to answer this question. Depending on how elite in rank and gear they are, I'm happy to send out an 8-man GOp squad into Swarming missions at 0% (Covert SMG shinobi become highly valuable, as do battlescanners and Scanning Protocol). The number of initial enemies is relatively irrelevant. How fast the RNF come is a serious concern. If it's an evac flare mission, you have to wait 8 turns to get out. You can cope with 1 fat RNF landing during that with consumables. It's hard to cope with 2. This means Lib2/Lib3 with their +3 Str modifier are not great to 8-man unless it's a Str 1 region.

TrainInVain wrote:I usually build defensive oriented gunners for this role and its also made me like having gunners. I usually pick out all the defensive perks I can at the AWC on gunners and rangers as backups.
Yeah, the fun starts once Implacable/Hit & Run/Close Encounters kicks in. EXO suits are fun too for shooting through walls/ceilings.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

User avatar
SonnyWiFiHr
Posts: 416
Joined: Thu Sep 14, 2017 1:57 pm

Re: Psieye's 8-man GOps Squad

Postby SonnyWiFiHr » Sat Nov 04, 2017 7:22 pm

I m now doing 3-man GOPs. Recipe is the same Tank , Flank and Bomb
The Preacher


Return to “Long War 2”

Who is online

Users browsing this forum: No registered users and 13 guests