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