Project liberation

Welcome - Commander - Alice Durchdenwald



Factions




Commander
Greater Insurgent

DATA: Commanders are the forefront of tactics for The Insurgency army. They act as the centre comms relayer for squads, using their radios, they can call in assistance if given the chance. They wear some of the most protective standard military gear out of the majority of the fodder, and are just as skilled as any other non-fodder member of The Insurgency.

The Insurgencies chain of command is a weird one, because it doesn't function in traditional senses, but more of a VIP system, whoever's more important will get the more lesiures. For example, most fodder are treated the same whereas Commanders are valued to keep soldiers on track and organised. This also means one of the same kind of unit could be more important than another. Obviously Calidus and The Employers are at the top of the chain, but from there it gets weird.

Technically Scientists and Elite members like Royal Guards, XeeIee, and Dark get next priority, But there's so little scientists that aren't in MERC That it's basically only elite members. Then there's the fodder. The system is way more intricate than this, however it's not like they'll be using artillary or bombing runs on their own city.. Right?

Commanders, while still playing a vital role for The Insurgency, don't have a lot going for them. They communicate info between squads and that's it.

..I think.





Strategy:
* Commanders will usually only show up in arena modes, typically closer to the last batch of enemies. You don't need to worry about them until later on in an arena as such. Because by then most other higher threats will be took out, and you can focus on them and ignore the lesser enemies.

* If Commanders are left to their devices, they can call in reinforcements in the form of either Soldats, STF's, or ██████ . ██████ Are pretty late game enemies however, so don't worry about them yet. Regardless, it is important that they do not get the chance to call reinforcements under ANY CIRCUMSTANCES. They can do this as many times as they like and have no cooldown before they can start again, however their ability does have starter lag, so it won't be turn after turn.

* Commanders typically carry hand cannons, pistols, or Revolvers on them. Most of which carry quite a punch, However all these weapons can only do so much. If you can outmatch them in fire power, then it isn't much of an issue.