TGMC:Field Commander: Difference between revisions
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|superior = [[TGMC:Commander|Captain]] | |superior = [[TGMC:Commander|Captain]] | ||
|duties = Lead your Marines on the ground to horrible, certain, glorious death. Work with the [[TGMC:Commander|Captain]] to formulate and execute plans. Call in Orbital support as needed, fail to supply proper hits. Get decapitated within minutes. | |duties = Lead your Marines on the ground to horrible, certain, glorious death. Work with the [[TGMC:Commander|Captain]] to formulate and execute plans. Call in Orbital support as needed, fail to supply proper hits. Get decapitated within minutes. | ||
|guides = [[TGMC:Guide_to_engineering|Guide to engineering]], [[TGMC:Guide_to_medicine|Guide to medicine]], [[TGMC:Guide_to_requisitions|Guide to Requisitions]] | |guides = [[TGMC:Guide_to_engineering|Guide to engineering]], [[TGMC:Guide_to_medicine|Guide to medicine]], [[TGMC:Guide_to_requisitions|Guide to Requisitions]], [[TGMC:Guide_to_fire_support|Guide to Fire Support]] | ||
|quote = "We need a new FC again; our FC got decapped." | |quote = "We need a new FC again; our FC got decapped." | ||
}} | }} |
Revision as of 03:01, 30 December 2020
This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
COMMAND | |
Field Commander |
Access: All Access Difficulty: Very Hard Rank: Major Class: Marines Supervisors: Captain Duties: Lead your Marines on the ground to horrible, certain, glorious death. Work with the Captain to formulate and execute plans. Call in Orbital support as needed, fail to supply proper hits. Get decapitated within minutes. Guides: Guide to engineering, Guide to medicine, Guide to Requisitions, Guide to Fire Support Quote:"We need a new FC again; our FC got decapped." |
Introduction
Welcome to the beginning of your career as a field officer. You are a part of the Terra Gov Marine Corps on a mission to handle distress calls of the unpleasant xenomorphs invading them. You will work with the Captain and Requisitions Officer on getting your marines down well armed and supplied, and will lead the marines groundside to establish a Forward Operating Base, and assign squads to certain roles they'll have to play on the ground. The Field Commander should often try to stay alive, but often they are either killed or bursted by xenomorphs.
Be advised that players going as Field Commander must be familiar with support jobs to truly make use of all the assets the Field Commander can provide.
Playing the Field Commander
Being Field Commander is a very tasking job on groundside as you must strategize and support the marines. An incompetent Field Commander will easily astray marines, waste resources, or lose planetside due to neglectance and ignorance; at best, they get decapitated. Such Field Commanders are forgotten in the passage of time; competent Field Commander are remembered.
You are responsible for ensuring marines are in quality status to eliminate the xenomorphs. This means you must know how to maneuver & supply the marines, how to secure & protect mining drills, how to communicate & coordinate with CIC, how to construct & maintain the FOB, how to heal & revive marines, and, the most important of them all, how to direct & control the unga. Essentially, you're the RO, CSE, SO, and CMO (but without surgery skills) with captain access that can deploy to planetside. Every bit of knowledge that can help you leverage marines to win against xenomorphs is important.
Compared to the captain and CIC, you are with the marines and their hardship. While captain or whoever is in CIC remains in shipside detached from the boots on the ground, you suffer alongside the marines.
Beginning of Operation: Shipside and Preparing
To prepare for deployment, make an announcement to help marines know what is coming. This is one way to do briefing. Marines may not hear you over the radio much less have a radio in the beginning, so having them hear your voice in the announcement is a sure way to have their attention. Note that briefings are strictly optional; actually trying to do one will usually instantly lose the respect of your marines, which makes your job as a leader nearly impossible. Forcing marines to attend to the briefing room begs for mutiny.
For the announcement, you must include:
- Time of deployment
- Expected landing zone
- Expected time to open shutters
- Whether the tadpole is in use or not
There are six things to prepare for deployment:
Requisition Orders
You must order the Bluespace Export pad. It is in the operation tab. No exception. It costs 50 points, which takes a significant ammount from the initial 120 requisition points. If you do not purchase this, then almost every veteran marines will yell at you, or the nearest person who has access to requisition, for not buying this.
If there are no captain, requisition officer, chief ship engineer, ship technician, or synthetic, you must run requisition.
The Forward Operation Base
Assuming you know how to build the FOB and know your planetside maps, you will ensure the quality of the FOB when engineers construct them. All flanks of the FOB must be taken in consideration, meaning that any reinforced walls that can be melted and breached into FOB must have barricades and a sentry that alert the marines. Choose the LZ with the least amount of ways for xenomorph to breach.
Due to the importance of the FOB, marines can construct the FOB with a drone before deployment. You can find the computer for the FOB drone west of the Alamo. Note that you must finish constructing the FOB with the drone and take the materials out of the FOB drone since launching the Alamo, tadpole, or Condor before the FOB drone finishes will render it unusable. If you are too busy preparing other things, you can let an engineer build the FOB with the drone; however, you must get clear communication that they are using the drone. Do not assume that giving an order to an engineer will magically make them construct the FOB with the drone.
The Alamo
The primary dropshop. This transports the marines from either LZ1 or LZ2, delivering abled bodies to the fight and supplies from requisition to the FOB. What the Alamo should have before deployment:
- Sentries
- Surgery table with anesthetic & a MO that have surgery tools
- MRE
- Medical supplies, especially the NanoMed Plus & IV drips with O- blood pack
- Flares
- Mortar
- Supply beacon
- OB beacon
- Metals and plasteels
- Plasma cutter
- Ammo, especially ammmo boxes
If the tadpole is not being deployed, then the Alamo should have the bluespace export pad.
The Condor
Used for CAS.
The Tadpole
Requisition's weapon to surpass Metal Gear. You can find it northwest of the Alamo.
The tadpole is primarily used to deploy marines anywhere in the map (except in caves), but unlike drop pods, the tadpole can help marines with generating requisition points. Landing near one or two miners, securing the landing zone, and fending off xenomorphs will secure marines a victory with spec weapons from requisition.
What the Tadpole should have before deployment:
- Bluespace export pad; NO EXCEPTION
- Sentries in its hardpoint attachments
- miner upgrades (can be produced in autholathe)
- Supply beacon
- Heavy smartgun in its hardpoint attachment
- MRE
- Medical supplies, especially IV drips with O- blood pack
- Flares
- Metals and plasteels
- Plasma cutter
- Ammo, especially ammmo boxes
If the tadpole is not being deployed, then the Alamo should have the bluespace export pad.
To land the tadpole, there must be a landing zone that can fit its 7x9 dimension. You can set the landing zone in the computer within the tadpole's cockpit. Tadpole cannot land if there are walls, whether resin or not, within the landing zone. If you want to clear the landing zone, you can deploy marines with drop pods to cut away resin walls.
To ensure that xenomorphs will have a hard time sieging the tadpole, find landing zones where you can block potential flanks from xenomorphs. Xenomorphs cannot melt the tadpole's hull and windows. You do not need to have all three entry and exit points to be guarded by marines if you can block one or two with the landscape. The tadpole's entry and exit points for marines to get in and out of the tadpole are its portside, starboard, and rear end.
OB
Refer to this page for OB: link
During Operation: Planetside and Engaging
The Field Commander will often be out in the field, but it is advised that they don't go alone as they can be easily taken out. Wrangling your marines is a hard task, and often you should gain their trust in your ability to lead them. Make sure you give clear and concise orders, don't input an essay, and don't input anything vague. Marines often love to go alone, so make sure you often tell them to partner up and give certain tasks to squads. If you can manage that, you're a better Field Commander than most.
If you have orders for marines whether to push or retreat, remember to repeat yourself often. Grind in the head of marines that they are recommended to follow your orders.
Opening Shutters
Before letting the marines, and yourself, unga, ensure that the FOB is complete. Give marines a time to finish polishing the FOB such as setting up turrets, building more barricade lines, activating supply beacons, checking for unsupervised flanks, and etc. If marines are not picking up the slack for polishing the FOB, you can complete the FOB yourself since you have high engineering skills.
The Engagement
The inevitable. You cycle between a combat medic, a SL, and the primordial PVT.
If you trust that you can off xenomorphs with marines, then expect the chance to die and pray that someone else that is competent in leading the marines will replace you. When you unga with marines, you can only make suggestions and hope that marines listen to your orders; marines only listen to the unga, and it is in your best interest to align yourself with the unga to know when to push and when to retreat.
The Marine's Deathball
The best part of your job.
Requisition and Tadpole
Marines will start to run out of initial supplies that they brought to deployment, especially specialized ammo like the T-29 drums for the smartgun and materials like metals for the FOB.
If there is someone with requisition access such as the RO, ST, CO, SO, synthetic, or AI, use the requsition radio channel with .u to communicate to shipside that supplies are needed. Always get confirmation from shipside if they receive the order.
The FOB Camp
The dreaded.
Evacuation
When the FOB fails to prevent xenomorphs from breaching, it is time to evac. Set a time based on the operation time for evac, and continue to yell at marines on when to leave. You have Alamo access, so you can evac at will if the xenomorphs prove to be overwhelming the evac.
This is the time to bring the marines and supplies to the Alamo. Get everything, but not the xenomorph, from the FOB into the Alamo.
Equipments for Success
You start out with
- A sword
- Your vendor
- Some outdated pistol
- An armored beret that doesn't protect against decap
The Field Commander's vendor has
- Medevac bed and medevac beacon
- Supply beacon
- OB beacon
You should ought to have
- Medical HUD Glasses
- Storage to hold medical supplies
- Storage to hold engineering tools
the M56B smartgunthe T-29 smartgunA weapon to ward off xenomorphs
On the even less practical side of things, you're given a sword that's more ceremonial than anything; it might be a good idea to replace this with a medical or tool belt, but it is very stylish. As mentioned earlier, you also get an armored beret that notably does not prevent decapitation, and should either be worn to show off your own skill or replaced with a helmet so you don't get permanently killed in a situation where literally anyone else would get revived a minute later.
You also have access to anything abandoned in the CIC (usually the Staff Officers' M4A3 pistols), the Squad Prep area (you can use the vendors as well), and anywhere else on the ship, as you have access to everything. You can even order equipment for yourself in Req, but doing this is a good way to get shouted at proportional to how many points you spend and how quickly you die on the ground while that 80-point rifle gets melted by acid. And you can't heal people or weld barricades while you're shooting a minigun! The most expensive *weapon* you should ever be ordering for yourself is a Mateba, if you have the skill to reload it quickly, as a way to punish xenos trying to focus you by giving them a stun and a quick death. Leave the actual frontline killing to the PFCs. Please.
Tips
- Just wear a fucking helmet or be behind marines.
TGMC Roles | ||
TerraGov Marines | Command | Captain, Field Commander, Staff Officer, Pilot Officer, Transport Officer, Mech Pilot |
Vehicle Crew | Assault Crewman, Transport Crewman | |
Engineering and Supply | Chief Ship Engineer, Requisitions Officer, Ship Technician | |
Medical | Chief Medical Officer, Medical Doctor, Researcher | |
Marines | Squad Leader, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine | |
Civilians | Corporate Liaison | |
Silicon | Combat robots, Synthetic, AI | |
Xenomorphs | Tier 0 | Larva, Minions |
Tier 1 | Drone, Runner, Defender, Sentinel | |
Tier 2 | Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter, Pyrogen | |
Tier 3 | Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler | |
Tier 4 | Shrike, Queen, King, Hivemind | |
Others | Zombie, Emergency Response Teams, Sons of Mars, |