Marine Strategy Tips
Posted on AvP mailing list by: ReSuRReCTeD
Reformatted and edited for content by: Krycek
--------------------------
Some of the newbies might be having trouble with the marines (as gathered
from someone in the Mailing List). You see, the Marine starter does suck
something horrid. No military arms, no armory, no strong marines, it sorta
sucks.
So, here are some helpful hints:
Make sure you have an armory in your deck (most useful card for marines
IMHO)
Use Characters with 3/3 or higher skills, and make sure they have the Marine
resource (not to make Ripley look bad, but having her in your deck is like
having a 3 person marine squad until you can get Marine Short Course on her)
Have a smartgunner
Have armor for everyone (handy for stopping damage from Aliens)
Give everyone pulse rifles (smartgun for smartgunner)
A tactic that i have learnt to use against aliens is the Sentry Guns. (A
friend of mine hates it, and he has put 3 malfunctions in his deck just to
shut the things down).
Try using 2 by 2 Formation, this gains you combat pool very easily,
especially if you get it in your starting hand (this has happened to me 3
times in 5 games)
Combos:
Sentry Gun + a marine + Somebody Wake Up Hicks
Ever wanted to use the sentry gun but were worried you'd get yours
wiped cos you needed to rotate? well, use SWUH to un-rototate them,
ready to kick some in combat phase.
Dissection + Breakthru + Bishop
Use bishop to get some research points, and a breakthru to automatically
gain some, then once you kill some pesky aliens, play Dissection, everyone
for the marines automatically gain +1 to hit against the critters. (Think
about it, Hicks will now be +2, Sgt Hart +2, Smartgunner w/ Smartgun +2,
then play Let's Rock, adds an extra +1 to all, and +2 for smartgunner.
OUCH!!)
posted on the web site by Krycek
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