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Old 02-19-2011, 02:31 AM
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helbent4 helbent4 is offline
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Join Date: Oct 2008
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Quote:
Originally Posted by Gabe The Gun View Post
Howdie folks, I know I've been off for a while but have'nt had much time to play. Now my friend is going to run a 2nd Ed. T2K game and I was just wondering what peoples opinions are for the best combat character to play and why. Thanks for the input because it will help me figure out what I want to play in his game. Cheers.
Gabe,

Of course, everyone else is right, play what you like or feel comfortable with.

An obvious choice for combat is infantryman/commando/special ops, but T2K tends to be more than well-stocked (if not overrun) with "high speed low drag" types. You sometimes can't swing a cat without hitting snipers, Rangers, Airborne, US Marines, 10th Mountain, Special Forces/Spetsnaz recon/recce troops and commandos of all kinds.

I'm going to go out on a limb here are recommend a specific character type/role that is generally underplayed: heavy weapons.

They really "bring the thump" more than any other PC, and every military force has plenty of heavy weapons units to choose from. Basically, you get to play with all the really fun toys other PCs can't because they already maxed out cooler skills like SA: Rifles, Pistols, Unarmed Martial Arts and so on.

Good skills for HW types are GL (for GLs, RPGs/LAWs and recoilless rifles), Autogun (MGs, GPMGs, Autocannon and AGLs). An artilleryman (or some tankers) would also be wise to pick up Heavy Gun and/or Heavy Artillery.

It's not just a case of being the biggest wanker with the biggest gun; real-life teams and units really benefit from heavy fire support. Bad guys know this and will often have their own heavy weapons of some kind to use against you. (Which you can certainly use should they fall into your hands.) An AT gunner of some kind (ATGM, RPG or RR) will be able to better deal with any of the APCs, AFVs or even tanks you run across than a rifleman with a grenade.

If a straight-up member of a HW unit (PacWar or NATO) doesn't grab you, HW troops are all part of different special ops and commando units. US Marine MOS 0331 "Assaultman" seems pretty interesting; they train extensively for using SMAWs (GL) and demolitions (eg. "...blast a hole in the wall using an oval charge...blow open a door with a linear, donut or water charge...") They also tend to cross-train on TOWs, MGs and mortars.

As mentioned, tankers usually have AG, HG and HA, as do artillerymen. Getting a little more exotic, naval personnel can have the same skills, even aviators. Assault engineers are also great, but planting explosives and using demo charges requires both a degree of advance planning than most players enjoy and more balls than is usually healthy.

Tony
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