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TGMC:Field Commander
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==Field Commander's Three Focus Points== You focus on three things: communication, logistics, and tactical movements (explained further in During Operation: Planetside and Engaging). Essentially, you make sure the unga doesn't get stomp by xenomorphs. ===Command and Communication=== Communication is a requirement for organization, and your job is to provide just that. Marines need a leader to guide them to destroying xenomorphs. * '''Rapport''': Before launch, greet everyone into the operation over radio, have some casual talks and such and ask if anyone needs anything from you (which will so make you look competent). * '''Army Ants''': Tell marines what they can help out with such as loading the supplies. No one wants to wait for deployment and do nothing until then, so they will most often help out. It is always a good idea to double check by asking over comms if everything is ready. * '''Tagging Xenomorphs''': During deployment and in groundside, you communicate even more: ALWAYS call out where enemies are, and the direction they are headed. It is also a good idea to tell marines to regroup every 10 minutes or less. * '''Getting Objectives''': Call out locations such as where the current objectives is. The current meta as of the time at Summer 2021 has three possible objectives: generators, silos, and xenomorphs. Generators are in engineering, but silos are usually somewhere in the corners of the map, thus you call out "silos are north east", "silos are south west", and thus you will only need one silo pinpointer so that all the marines have the information of where the silos are. * '''"DANGER CLOSE, CIC!":''' Another thing to communicate is when you're calling a bombardment or some sort of air support upon a location, or anything that harms the enemy but also the allies, so remember to call out where you're using it, and telling them to back off. *Order marines around: Don't be afraid to order people, you won't be told not to do it; in fact, your job encourages it. A good Commander gives out orders, as orders are communication too. Orders are the opposite to information, but do the same result. Information tells a marine what's up, but he can react however he wishes towards it, while an order does not tell him what's going on, but he'll react however you told him to, which is hopefully the most efficient way to approach the situation. If you want to be even better, give orders, then explain why. *'''Do not infight, do not abuse your marines''': These are your team, your family, your comrades, and unnecessary conflicts with them makes no sense, thus try to not create them, never insult marines regardless of how wrong they do, try to tell them what they did wrong instead. No one likes an asshole for a Leader. Always keep calm and respect your fellow. *'''Creating a Presence''': Having a reputation will make people think you know what you're doing, thus, they'll listen to you more. If you lack a reputation, fear not! Simply make one on the spot. Speak on comms, have casual talks pre deployment, and person-to-person ones too. The more talkative you are is always the better. *'''Leading by Example''': Marines move with their eyes and not with their ears, meaning that they don't read chat but follow other marines. You stand out among the marines to direct marines into whatever the mission demands. They will not charge if you do not charge. ===Logistics and Marines' Toys=== There are six toys that marines love to use: ===[[TGMC:Guide_to_requisitions|Requisition]]=== '''You must order fultons. It is in the operation tab. No exception.''' It costs 15 points, which takes an insignificant amount from the initial 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 & an MD that has surgery tools *MRE *Medical supplies, especially the NanoMed Plus & IV drips with O- blood pack *Flares *Mortar *Supply beacon *OB beacon *Metal and plasteel *Plasma cutter *Ammo, especially ammo boxes, and ''especially'' the ammo variety crate Requisitions has at the start of the round. If the tadpole is not being deployed, then the Alamo should have the bluespace export pad. ===The Condor=== Used for CAS. This isn't your job. ===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: *'''Miner upgrade, especially overclock (can be produced in autolathe); NO EXCEPTION''' *Sentries in its hardpoint attachments *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 ammo boxes If the tadpole is not being deployed, then focus on Alamo 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: [[TGMC:Guide to fire support#Orbital Bombardment|link]]
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