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Squad Leader - PC

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Hints:
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Always try to end each character's turn with enough action points to kneel. This
improves their return fire and makes them more difficult to hit.

First move should always involve a scout moving as far forward as possible. They
can be used to trigger ambushes, reveal enemy locations plus all the rest of your
troops get a shot if the enemy is uncovered. This is a good thing when you have
artillery or tanks.

Use grenades on enemies inside of buildings, bunkers, or trenches.

Don't use smoke grenades until after all your men have fired their shots. That way,
you get to maximize your attack and minimize the enemies' options.


Tips from the Boss
******************



++++++++++++++++++++++++++++
+ Kevin Jamieson's Hints +
++++++++++++++++++++++++++++

1. Stock up on grenades and throw them in bunkers to see if anyone is
home.

2. Missions require 4 or less squads, so with 8 squads to choose from,
right-click to swap soldiers from squad to squad and stack the
squad(s) you bring into battle with your best soldiers.

3. Check for underground tunnels in enemy bunkers.

4. Be careful with grenades near obstacles where they might bounce back,and
on roads where the open terrain increases their area of effect.

5. If possible, clear buildings of enemy soldiers and place snipers on
rooftops where they are the most effective.

6. Always try to leave enough Action Points (AP's) to at least kneel (3AP) at
the end of a soldier's movement as this increases hit potential for the
kneeling soldier, reduces the hit potential for enemies, and often
reduces the number of enemies that can fire.

7. Place demo charges at the beginning of an engineer's turn to ensure
that they have enough Action Points to move out of range of the
explosion.

8. Since the player gets to go first, place soldiers where they can see
enemy soldiers during the deployment phase. Use the Quick Enemy Select
Bar, located in the top middle of the interface area, to facilitate
this.

9. Use a bazooka, artillery fire, mortar fire, or grenades on an enemy
vehicles until the fuel line is hit or the vehicle is destroyed.

10. Whenever possible, keeps troops far enough apart to avoid multiple
deaths from enemy fire yet close enough to support each other.

11. There is no such thing as "friendly" fire.

+++++++++++++++++++++++++
+ Ellie Crawley's Hints +
+++++++++++++++++++++++++

1. Remember that tanks usually have a secondary weapon or machine gun as
well.
The machine gun can be fired more often than the main guns and they are
particularly effective against soft targets.

2. All squad-based soldiers will have a small graphic just to the left of
their AP icon indicating what squad they
belong to. Hitting the 'Y' key will show all of the Squad icons.

3. Remember to place soldiers that have enough Action Points to fire in
opportunity fire mode. This will allow them
to fire at enemies that move into the soldiers line-of-sight during the
computer's turn. If done right, opportunity fire
can really hamper the enemies' attack.

++++++++++++++++++++++++
+ Corey Navage's Hints +
++++++++++++++++++++++++

1. Smoke can be your soldier's best friend in a combat situation. A
well-placed smoke grenade can shield your troop
movements from enemy eyes. Heavy smoke at one level does not necessary
mean
heavy smoke at all levels. A smoke cloud that prevents a soldier from
being
seen while standing may not prevent the same soldier from being seen in a
kneeling or prone stance and vice versa.

2. The player can see how the smoke deployed at various levels by cutting
the level up and/or down using the
'raise/lower cut away level' tool in the game interface.

3. Soldiers can not see into or out of a smoke cloud. This can make for
some
interesting 'blind' close-quarter fights.

++++++++++++++++++++++++++++
+ Jeffrey Tolleson's Hints +
++++++++++++++++++++++++++++

1. Be very careful throwing grenades inside or out of buildings; they
often
don't go where you intended them.

2. When moving in the presence of the enemy, leave enough APs to fall
prone
or at least to kneel for protection.

3. If you need to advance under heavy enemy fire, try the smoke grenades.
And be careful of standing at the edge of
the smoke coverage.

4. Try to keep your soldiers within 6 squares of your squad leaders (same
colored dot or square above left of your
insignia and APs) and platoon leaders. Those extra 6 APs are golden.

5. You can ignore your medics in the single scenarios, but they are
valuable
for keeping your troops alive from
mission to mission in the campaign game.

6. The armored vehicles rule the battlefield. Concentrate on destroying
the
enemy's and keep yours operational whenever they are
present.

++++++++++++++++++++++
+ Rex Martin's Hints +
++++++++++++++++++++++

1. Most small unit tactics in WW2 revolved around the movement-and-fire
methods perfected during WW1. In
effect, one element of the squad or platoon would provide cover while the
other moved; once the moving element
was in position, it would provide cover for the rest to move. In Squad
Leader this is recreated by the
Opportunity Fire command; at the end of any turn, you should have several
of
your soldiers, with a good line-of-
sight (LOS) to a large area, placed on Opportunity Fire at the end of each
turn. During the war, the usual rule-of-
thumb was that half of the troops should be providing cover while the
other
half moved during any attack or retreat.
By "leap-frogging" the two halves, the tactical commander was always able to
react to any unexpected threat. In a
static defensive situation, this percentage should be somewhat higher, and
it was not unusual for 75% of the force to
be on Opportunity Fire, while the rest provided a mobile reserve, moving to
plug any holes as casualties occurred.

2. If you are expecting a long-range firefight, take along a sniper ortwo.
Put them in a position with long LOS,
preferably with some cover between them and the enemy. During your turn,
stand and use Aimed Fire, keeping
enough AP to again kneel or go prone so that the enemy will not be able to
return an aimed shot (any fire the sniper
will draw will be a Snap Shot enemy Opportunity Fire). With their
excellent
marksmanship, a sniper can often pick
off an enemy soldier each turn. Snipers want long-range duels; don't allow
your snipers to be caught in close (which
also means that snipers have little use for grenades).

3. If you face a firefight in close terrain (urban, heavy vegetation, and
such), take along more automatic weapons
and grenades than the default order-of-battle usually offers. In
environments such as Arnhem, you should be looking
for a fast-paced, highly mobile and confusing firefight. Lines-of-sight
will
be short, the enemy will be moving in good
cover, and you won't have many opportunities for aimed fire. Urban
firefights, especially, were bloody affairs, so
expect high casualties and make sure that your critical specialists for
the
mission have back-ups.

4. Mortars and the heavy MG for the Heavy Weapons squads are of most use
in
open terrain with long LOS. They
are especially useful in defensive actions, and of little or little value
if
you plan a rapid advance. In the latter case,
leave them behind and focus on your Rifle squads.

5. Trucks, at the ranges d