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Jagged Alliance 2. A battle report

Blogs > gameguard
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gameguard
Profile Blog Joined March 2006
Korea (South)2131 Posts
Last Edited: 2012-02-22 10:40:32
February 22 2012 10:39 GMT
#1
I started a game with the newest 1.13 mod. I went with 2 custom mercs because having 6 free mercs with badass stats seemed ridiculous.

One dude is a machine gunner with night ops and athletics. The girl was a sniper with night ops and scouting. On day one, i hired Raven for her colt commando. Naturally i took this gun from her and gave my mp5 in return. Then I looked through the list of mercs to see anyone with some worthwhile equipment. The plan was to buy some good mercs for one day to jack their starting equipment. Since i was playing with "all drop" off and bobby ray's store setting on normal, I had to look for someone with a gun that uses common ammo types. I found the perfect merc in Luc "Lucky" Fabre. He comes with some steyr AUG variant that uses the 9x19mm ammo, the most abundant ammo in the early game. This gun had a decent range and full auto capability.

I hired Barry for a week with the remainder of my cash and went off to liberate Omerta. It was cakewalk since the enemies there only has some .38 peashooters. I got Ira from the resistance hideout and headed on to Dressen. Taking Drassen was no challange since i still had range advantage.

Once you take Dressen, there is the infamous Dressen counterattack that triggers. This attack is quite possibly the toughest battle in the whole game if you don't cheese. The evil dictator basically sends like 80 units at you. It generally comes in 2 waves or something but regardless, you are forced to fend off about 50 enemies (including elites), with something like 5-6 guys. No matter what you do, you will get overwhelmed. There is no more range advantage since elites come with better guns. Even if they had only pistols, you simply cannot take them all down before they get into shooting range.

However, there is one tactic that can win you this fight with relative ease. The "roof top camping at nighttime cheese." Basically, you camp all your guys on top of a building and make them go prone. When this is done at night, the enemies have no way of seeing you. They are forced to jump up, at which point you will get an interrupt and shoot them at point blank range.

So i set up my little trap in the dressen mine when i saw the enemy forces gathering. To my dismay, they did not attack for a long time! The night passed by and it was morning. To make things worse, my one day contract with raven and lucky were ending. I only had money to rehire one, so i went with lucky.

Let me talk a little bit about Lucky. Apparantly, his first mission with A.I.M. had him paired up with Malice, who did a little friendly fire, putting Lucky out of business for a while. Now his in for the battle of his life on his second mission with the organization.

The rooftop cheese does not work as intended during daytime. The buildings in this sector are too small so even if everyone huddles up in the center of the roof, enemies can get a view of your mercs if they are far enough out. So, I toggle between prone and crouch while taking potshots. Its going great so far. But then all of a sudden lucky runs out of ammo. I lost one of the 3 guns that can shoot for any distance. I just now realize that I forgot to unequip Raven before I sent her packing. She had 3 clips for the mp5 that lucky was using (i stole the AUG lol) along with full SWAT team armor. Damn. I toss lucky some machine pistol I picked up somewhere. Surprisingly lucky was fairing quite well with this gun.

At this point, there was a switch in the enemies front from north east to north west. I got a bit careless and missed some crucial shots and some enemies were closing in. I was getting boxed in on all sides and there was a big huddle of guys on the north west that was just waiting for me to peek up and try and take a shot.

Huddle of 6 guys.... 'hmmm if only i had a nade'
What do you know! There is one dropped by some unfortunate soldier who managed to climb up to the south west ledge. The only problem was that it was on the edge of the building and going for it would mean i would be exposed to fire from 2 guys I saw previously on that side of the building.

Being the brave soul that I am, i sent my main char to grab it. Naturally, it was a bad idea. I got shot up to all hell but fortunately, my armor negated some of the shots. Lucky and my other custom merc was giving cover fire. The custom merc, being a little further back, only suffered minor injuries. Lucky was not so lucky. I stood him up to try and take a pot shot at some dude's head. He got interrupted and got shot for massive damage. Getting shot drains your action points so I could only manage to crouch him down. This still left him exposed to fire from enemies that were farther out. I was in a terrible position. Lucky was about to get fucked up. My custom mercs took enough damage to lower their action points.

At least I managed to grab the nade. Lets throw it at the huddle. The nade went off target a bit and did a pitiful 7 damage or something to 3 guys. Lucky got shot the fuck up again and he went prone by himself. During my turn he had no action points.

I had to make a decision. I could try to save him by moving my mercs up a bit to lay some cover, or I could move my mercs back to a safer spot on the roof and reorganize. I felt quite bad for Lucky, seeing as he just got back into action from an injury but there was simply too many enemies. I could take 3-4 shots to try and cripple some guys that were trying to kill Lucky, but that would leave ALL my guys exposed. I had to hope Lucky could somehow dodge everything on the next turn... which was unlikely, considering how unlucky he was.

His last words were something like "uughrrr," but im sure he was cursing the heavens for his wretched luck. Due to his heoric(?) sacrifice, the team was able to mop up the remainder of enemies from a safer position.

The aftermath
[image loading]

[image loading]
the purple shirt lying there is lucky

[image loading]

*****
538
Profile Blog Joined November 2008
Hungary3932 Posts
February 22 2012 10:55 GMT
#2
Nice writeup, reads like a Tom Clancy scene I haven't played this game in 10+ years, but it was nice to get a flashback, thanks. RIP Lucky
BW fighting!
zatic
Profile Blog Joined September 2007
Zurich15328 Posts
Last Edited: 2012-02-22 11:15:16
February 22 2012 11:13 GMT
#3
Roof camping is a must in JA2 haha. Only way to hold some sectors.

Did you go to Drassen and wait there for the counter though? That is an insane waste of precious time. My standard build for JA2 Day 1 is:

- Omerta
- Drassen
- SAM Site 1
- Helicopter
- Alma
- (Bloodcat nest)

Bloodcat nest might be impossible depending on mercs and how well Alma went.

The counter on Drassen doesn't happen before you have liberated half the right side of the map. And then you can still helicopter in support from the front line should you not be able to hold.

Daaaaaaaaaaaaaaaaaaaaaaaaaaaaaamn I need to play this game again hahaha
ModeratorI know Teamliquid is known as a massive building
gameguard
Profile Blog Joined March 2006
Korea (South)2131 Posts
February 22 2012 11:52 GMT
#4
hmm drassen counter came right after i liberated all 3 sectors. Well not right after but there is the cutscene right after. Then within the day like 80 guys converged on the town. Some went to middle town and the airport so i guess it was about 40 something dudes that showed up to the mine.

Its been so long since ive played this game, and i never did finish it.. so i dont know what the optimum build is lol. Im just trying to play it without reloading. Unless my 2 main chars get fheadshotted or something.. im not reloading :p

By the way there is the new 1.13 community mod/patch thats out. It upgrades AI apparantly and adds shitloads of new guns and adds more options and gets rid of that godawful questionnaire at the beginning and lets you just select skills lol.
zatic
Profile Blog Joined September 2007
Zurich15328 Posts
February 22 2012 12:12 GMT
#5
Oh ok. I abuse the shit out of reload, otherwise my optimized runs would never work. You do know about the helicopter though? That is basically the most important thing ever as you can heliport your main fighting team back from the front lines to where counter attacks happen. I normally dump a huge part of my income on helicopter flights. Logistics is everything in JA2

I know about 1.13 sure. Check this out http://www.teamliquid.net/forum/viewpost.php?post_id=13622357
ModeratorI know Teamliquid is known as a massive building
gameguard
Profile Blog Joined March 2006
Korea (South)2131 Posts
February 22 2012 12:37 GMT
#6
i didnt know about the sam sites haha. i just did a quick search and found out. On the way to SAM site 1 i ran into skyrider lol.

I actually restarted 2 days ago after taking drassen then alma. I put BR shop to AWESOME the first time because i thought it was about variety, not quality. It turned out too easy being able to get battle scopes and every attachments so early.

This time i put it on normal or 1 better than normal I cant remember. I cant buy shit
The only attachment i have is scope 2x that came with Raven's commando and some folding stock i found lol.
I want better scopes ~_~

By the way, do you play with All drops on? That also made it so easy. Infinite ammos and nice items without even buying it. Not to mention the money you can make from selling their junk.

I had it on the first time since you know, realistically, items they were carrying shouldnt magically disappear... but gameplay wise it was unbalancing.
zatic
Profile Blog Joined September 2007
Zurich15328 Posts
February 22 2012 14:17 GMT
#7
Yeah I always leave BR on normal, no sci-fi, and no drop all.

I once started writing a guide to JA2, but abandonded it at some point. Here is a draft:
+ Show Spoiler +


Liberate Arulco down to the very last sector, solve every side quest in the game, primarily using my own character. All other hired mercenaries will act as medics, drivers, carriers, trainers, mechanics, etc.

As the game begins, you need to hire initial mercs, and create your own character. The initial mercs are incredibly important, and need to fit the tasks of the first 24-36 hours perfectly. Thus it's not acceptable if the mercs needed for the job are not available at the start of the game. So I simply restart the game until all of them are available.

A rundown on the mercs that are absolutely required and for how long:

Lynx (24h):
I hire Lynx purely for the gun he brings in. A Mini-14 outranges everything in the early game, and it is semi-automatic. Additionally Lynx is an incredible shot, which is important to carry my own character through the first few sectors as he is still learning.

Bull (1 week):
Bull is the cheapest character in the game, but he is really, really useful. He is the strongest, so he can carry a lot, and is the best to break things open with a crow bar. He is also a hand to hand expert which makes him valuable later in the game. Must pick.

Buns (1 week):
Buns is an excellent coach, which is important to train militia. I am playing sort of a Blitzkrieg style, and I have always trouble holding captured terrain, so I need lots of good coaches who train lots of militia.

Additionally, Raider should not be on assignment, since he is needed on Day 2. So restart the game until all these guys are free.

On to the creation of my own character (Eric). Here are the attributes and skills:

Agility 85
Dexterity 85
Wisdom 85
Leadership 85
Strength 85
Health 85
Marksmanship 35
Explosives 0
Medic 0
Mechanic 0

Basically everything is important but Marksmanship and the specialities. For the specialties I will hire the experts when the time comes to need them. And Marksmanship I expect to learn in game, as my guy will be the only one shooting. This makes the first few sectors challenging as he can't hit anyone outside of point blank range, but is worth it for the mid and late game.

As for skills, what he needs is Autoweapons (Expert). Additionally, he should be a Psycho. The reasoning is that mid to late game, a good autoweapons expert is the strongest fighter possible. Psycho means he will fire automatic whenever he can, even when not ordered to do so. This is unwanted in the early game when he doesn't hit anything yet with automatic fire, but excellent in the late game as it requires less action points each round.

Gameplay

My Strategy is as follows:

Day1 Objectives
- Omerta
- Drassen
- SAM Site 1
- Alma
- Bloodcat nest

Day 1
---------
Omerta is pretty standard. Sector one, get the letter to the woman, and pick up the crow bar and pliers from the house bottom right. Sector two, talk to the rebels and recruit Ira. Onwards to Drassen.

There is one patrol on the way, which should be no problem even for my 35 Marksmanship dupe as long as he has Lynx' Mini-14. I try to conserve ammo as much as possible through reloading on failed shots and switching to pistols on closer ranger. A bit obnoxious, but those 90 shots of 5.56 ammo are precious.

Drassen is standard as well, free all sectors, talk to Pater Walker, and the airport guy, and Carmen, if he is there.

Now we need to find out where Skyrider, the pilot, hides. There are four possible sectors, so take your 4 mercs and spread them out to look for the guy. Reload once you know the sector. There is a bit of luck involved - the furthest away sector sucks majorly as it robs you of like 4 hours in your time table.

From now on every move has to be executed down to the minute. Send Bull to the pilot, Ira to train milita, and Buns, Eric, and Lynx to SAM Site 1. The idea is to disable SAM Site 1 while Bull gets Skyrider. Once we have him and the helicopter, the skies are already cleared and Skyrider can pick us up at the SAM Site.

SAM Site can be a bit tricky but just means lots of reloading. Important items from the site: An SKS, one automatic (either Colt Commando or Type-85), night vision goggles, and break lights. Especially the last two items are essential for the go on Alma later that night. Put everyone to sleep as they are waiting for Bull and the helicopter.

Buns stays at the SAM Site to train militia. Bull, Eric, and Lynx heliport down one sector next to Alma (sleeping!). Once they are there, walk them into top right Alma.

Top right is impossible to take at this stage yet, so just leave the sector towards top left.

Top left is the main barracks of Alma. Easiest way to take the sector is cut through the wires from the north east, and take the roof. There are two snipers on the roof, which are very annoying to kill. You can either sacrifice Bull's HP by running him into sniper fire, or try to get the sniper with the flares. Just in plain dark they will almost always get the first shot.

Enter to top part of the building, and locate and recruit Conrad. You can easily gethim: Talk to him 2 times direct, then recruit. Refuse his quote, and recruit again to get a 3000 / day rate. Conrad is an excellent merc, well worth that. Especially since you don't have to pay in advance.

Rest: Bandage the wounded soldier for extra points with the Alma civilians. The general is easily killed with gas or smoke. You should have one gas grenade by now. There is an elite soldier locked into a room in the north of the barracks, which kind of sucks, since she will always get the first shot. Gas or smoke can solve that sometimes, but it takes a lot of tries.


This might also help you a lot:
[image loading]
ModeratorI know Teamliquid is known as a massive building
Quint
Profile Blog Joined March 2007
467 Posts
Last Edited: 2012-02-22 15:59:56
February 22 2012 15:57 GMT
#8
What patch should you use when you've never played the game before? The community patch (1.13) seems pretty micro intensive, but I've heard a lot of negative things about JA2 vanilla too (especially with regards to bugs). General advice would be welcome too

Edit: I don't really want to optimise stuff right from the get go or abuse bugs too much.
zatic
Profile Blog Joined September 2007
Zurich15328 Posts
February 22 2012 16:36 GMT
#9
I would definitely start with Vanilla. The bad rep with bugs comes from the initial 1.0 release which was almost unplayable. They fixed the bugs really quickly though. The current version off Steam is like 8 years old and really stable.
ModeratorI know Teamliquid is known as a massive building
gameguard
Profile Blog Joined March 2006
Korea (South)2131 Posts
March 02 2012 15:16 GMT
#10
How do you make the xray detector? Guides say you need to attach a copper wire to a lameboy.

In 1.13 i didnt find any lameboys. I got a bunch of gameboys but the wire doesnt attach to it ..?
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