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== Bonuses ==
 
== Bonuses ==
* Deploys from the opposite side of the battlefield, starting in close range to hostile troops. Perfect for [[Shock Trooper]] tactic. For that case he'd better be equipped with a fast loader [[File:gen_Shotgun.gif|link=Shotgun (class)]] [[Shotgun (class)|Shotgun]] or any [[File:gen_Gatling.gif|link=:Category:Machine Guns]] [[:Category:Machine Guns|Machine Guns]], [[File:wpn_Heavy_Machine_Gun.gif|link=Heavy Machine Gun]] [[Heavy Machine Gun]] being the favourite for its full load. The same result can be achieved with [[File:gen_Ability.gif|link=Battle-Ready]] [[Battle-Ready]]. On the contrary, [[File:gen_Sniper_Rifle.gif|link=Sniper Rifle (class)]] [[Sniper Rifle (class)|Sniper Rifles]] and [[File:gen_Rocket_Launcher.gif|link=Rocket Launcher (class)]] [[Rocket Launcher (class)|Rocket Launchers]] will do him no good, as the spy will slowly move away exposing himself with no actually useful result. [[File:gen_SMG.gif|link=:Category:Assault Weapons]] [[:Category:Assault Weapons|Assault Weapons]] are a doubtful choice as well since they cannot fire point-blank somewhat posing the same risks, [[File:wpn_FAMAS.gif|link=FAMAS]] [[FAMAS]] being the only exception.
+
* Deploys from the opposite side of the battlefield, starting in close range to hostile troops. Perfect for [[Shock Trooper]] tactic. In that case, he'd better be equipped with a fast-loading [[File:gen_Shotgun.gif|link=Shotgun (class)]] [[Shotgun (class)|Shotgun]] or any [[File:gen_Gatling.gif|link=:Category:Machine Guns]] [[:Category:Machine Guns|Machine Guns]], the [[File:wpn_Heavy_Machine_Gun.gif|link=Heavy Machine Gun]] [[Heavy Machine Gun]] being highly recommended for its full load. The same result can be achieved with [[File:gen_Ability.gif|link=Battle-Ready]] [[Battle-Ready]]. On the contrary, [[File:gen_Sniper_Rifle.gif|link=Sniper Rifle (class)]] [[Sniper Rifle (class)|Sniper Rifles]] and [[File:gen_Rocket_Launcher.gif|link=Rocket Launcher (class)]] [[Rocket Launcher (class)|Rocket Launchers]] will do him no good, as the spy will slowly move away, thus exposing himself with no actually useful result. [[File:gen_SMG.gif|link=:Category:Assault Weapons]] [[:Category:Assault Weapons|Assault Weapons]] are a dubious choice as well since they cannot fire point-blank and somewhat pose the same risks, the [[File:wpn_FAMAS.gif|link=FAMAS]] [[FAMAS]] being the only exception.
 
** If the infiltration was a success, the trooper reduces the enemy's global [[File:Btl Deployment.gif]] [[Deployment]] capacity by 1 for the current wave. However, it's not the issue if the trooper doesn't deploy with the enemy, such as fighting alone or manning a [[File:veh_Truck.gif|link=:Category:Vehicles]] [[:Category:Vehicles|Vehicle]].
 
** If the infiltration was a success, the trooper reduces the enemy's global [[File:Btl Deployment.gif]] [[Deployment]] capacity by 1 for the current wave. However, it's not the issue if the trooper doesn't deploy with the enemy, such as fighting alone or manning a [[File:veh_Truck.gif|link=:Category:Vehicles]] [[:Category:Vehicles|Vehicle]].
** As a bonus, all hostiles in close proximity are prone to friendly fire, and snipers are disrupted and move away to make room for aiming. The only safe way to counter an infiltrated spy is using [[File:gen_Handgun.gif|link=:Category:Handguns]] [[:Category:Handguns|Handguns]] or [[File:gen_Knife.gif|link=Melee]] [[Melee]], [[File:gen_Ability.gif]] [[Wrestler]] and [[File:gen_Ability.gif]] [[Faceboot]] being the most easy to use means, as weapons require setting them as favourite first.
+
** As a bonus, all hostiles in close proximity are prone to friendly fire, and snipers are disrupted and will have to move away in order to aim and fire. The only safe way to counter an infiltrated spy is using [[File:gen_Handgun.gif|link=:Category:Handguns]] [[:Category:Handguns|Handguns]] or [[File:gen_Knife.gif|link=Melee]] [[Melee]], [[File:gen_Ability.gif]] [[Wrestler]] and [[File:gen_Ability.gif]] [[Faceboot]] being the most easy to use means, as weapons require setting them as favourite first.
* +50 [[File:small_Initiative.gif|link=Initiative]] [[Initiative]] (+10 with each level up) regardless of success of infiltration. Can do some damage to the enemy before they start their turns, depending on the level, but can be countered with [[File:gen_Ability.gif]] [[On point|On Point]] or more savvy spies.
+
* +50 [[File:small_Initiative.gif|link=Initiative]] [[Initiative]] (+10 with each level up) regardless of success of infiltration. Can do some damage to the enemy before they start their turns, depending on the level, but this can be countered with [[File:gen_Ability.gif]] [[On point|On Point]] or more savvy spies.
   
 
== Downsides ==
 
== Downsides ==
 
* Spies do not always infiltrate the first enemy wave in a multi-wave battle. If all of your non-spy troops are wiped out before your spy has had a chance to deploy, then the battle will be over without the spy participating at all.[[File:Double_spy.PNG|thumb|The rather uncommon occurrence of two spies deployed in the same wave.]]
 
* Spies do not always infiltrate the first enemy wave in a multi-wave battle. If all of your non-spy troops are wiped out before your spy has had a chance to deploy, then the battle will be over without the spy participating at all.[[File:Double_spy.PNG|thumb|The rather uncommon occurrence of two spies deployed in the same wave.]]
* Not suitable for [[File:small_Mission.gif|link=Exterminate]] [[Exterminate]] missions and less suitable for [[Raid]]s than other specializations. Not only for the first reason but also because they have a chance of being deployed in any wave, no matter how early. There is a big risk of your good-for-nothing level 1-2 cannon fodder raid troops accidentally killing your much more useful spies in friendly fire, or fail to provide enough support for him to survive.
+
* Not suitable for [[File:small_Mission.gif|link=Exterminate]] [[Exterminate]] missions and less suitable for [[Raid]]s than other specializations. Not only for the first reason but also because they have a chance of being deployed in any wave, no matter how early. There is a big risk of your good-for-nothing level 1-2 cannon fodder raid troops accidentally killing your much more useful spies in friendly fire, or failing to provide enough support for him to survive.
* A spy with the [[File:gen_Ability.gif|link=Ability]] [[Out of Bounds]] skill disables it's own advantage of decreasing the '''enemy's''' [[File:Btl Deployment.gif|link=Deployment]] [[Deployment]] capacity. So it is not recommended to take this skill.
+
* A spy with the [[File:gen_Ability.gif|link=Ability]] [[Out of Bounds]] skill loses it's own advantage of decreasing the '''enemy's''' [[File:Btl Deployment.gif|link=Deployment]] [[Deployment]] capacity. Therefore, it is not recommended that a Spy take this skill.
   
 
== [[Deployment]] ==
 
== [[Deployment]] ==
The subject needs more observations, but here are some titbits about successful infiltration, based on data available (some still need checking):
+
The subject needs more observations, but here are some tidbits about successful infiltration, based on data available (some still need checking):
* Fighting alone reduces the odds to almost none. Rare but present. Might be a glitch as well. For that reason there are instances of instant victory, when a spy is stuck in one of the next waves, leaving his enemies with no adversities at all.
+
* Fighting alone reduces the odds to almost none. Rare, but present. This might be a glitch as well. For that reason, there are instances of instant victory, when a spy is stuck in one of the next waves, leaving his enemies with no adversaries at all.
* The number or enemy troops needs to be at least 3.
+
* The number of enemy troops needs to be at least 3.
 
* Multiple spies are less likely to infiltrate, while 1 can do so regardless.
 
* Multiple spies are less likely to infiltrate, while 1 can do so regardless.
* Vehicles are of higher priority, and successfully fielding one, the spy will start from his allied side manning the vehicle of choice.
+
* Vehicles are of higher priority, and if a Spy should successfully field one, he will start from his own side manning the vehicle of choice.
   
 
[[File:Spahs.PNG|thumb|A rare occurrence of a lone spy infiltrating the enemy wave.]]
 
[[File:Spahs.PNG|thumb|A rare occurrence of a lone spy infiltrating the enemy wave.]]

Latest revision as of 01:14, 16 May 2013

SpySpy
px

Available:

Level 6

Descr.:

<Trooper> appears in the enemy camp. +50 initiative points (+10 more for each level-up).

Used:

Start of the battle, new waves deploy

Quote:

"The art of infiltrating the enemy camp and causing carnage before the battle has even begun..."

Boosted:

On point Skill Frenetic

Countered by:

On point Suspicious

Possibility of infiltration:

Talky-Walky Skill Binoculars Skill Comms. Officier("Support")

Helm Spy Spy is an unlockable helmet (i.e. specialization or class).

Bonuses

  • Deploys from the opposite side of the battlefield, starting in close range to hostile troops. Perfect for Shock Trooper tactic. In that case, he'd better be equipped with a fast-loading Gen Shotgun Shotgun or any Gen Gatling Machine Guns, the Wpn Heavy Machine Gun Heavy Machine Gun being highly recommended for its full load. The same result can be achieved with Gen Ability Battle-Ready. On the contrary, Gen Sniper Rifle Sniper Rifles and Gen Rocket Launcher Rocket Launchers will do him no good, as the spy will slowly move away, thus exposing himself with no actually useful result. Gen SMG Assault Weapons are a dubious choice as well since they cannot fire point-blank and somewhat pose the same risks, the Wpn FAMAS FAMAS being the only exception.
    • If the infiltration was a success, the trooper reduces the enemy's global Btl Deployment Deployment capacity by 1 for the current wave. However, it's not the issue if the trooper doesn't deploy with the enemy, such as fighting alone or manning a Veh Truck Vehicle.
    • As a bonus, all hostiles in close proximity are prone to friendly fire, and snipers are disrupted and will have to move away in order to aim and fire. The only safe way to counter an infiltrated spy is using Gen Handgun Handguns or Gen Knife Melee, Gen Ability Wrestler and Gen Ability Faceboot being the most easy to use means, as weapons require setting them as favourite first.
  • +50 Small Initiative Initiative (+10 with each level up) regardless of success of infiltration. Can do some damage to the enemy before they start their turns, depending on the level, but this can be countered with Gen Ability On Point or more savvy spies.

Downsides

  • Spies do not always infiltrate the first enemy wave in a multi-wave battle. If all of your non-spy troops are wiped out before your spy has had a chance to deploy, then the battle will be over without the spy participating at all.
    Double spy

    The rather uncommon occurrence of two spies deployed in the same wave.

  • Not suitable for Small Mission Exterminate missions and less suitable for Raids than other specializations. Not only for the first reason but also because they have a chance of being deployed in any wave, no matter how early. There is a big risk of your good-for-nothing level 1-2 cannon fodder raid troops accidentally killing your much more useful spies in friendly fire, or failing to provide enough support for him to survive.
  • A spy with the Gen Ability Out of Bounds skill loses it's own advantage of decreasing the enemy's Btl Deployment Deployment capacity. Therefore, it is not recommended that a Spy take this skill.

Deployment

The subject needs more observations, but here are some tidbits about successful infiltration, based on data available (some still need checking):

  • Fighting alone reduces the odds to almost none. Rare, but present. This might be a glitch as well. For that reason, there are instances of instant victory, when a spy is stuck in one of the next waves, leaving his enemies with no adversaries at all.
  • The number of enemy troops needs to be at least 3.
  • Multiple spies are less likely to infiltrate, while 1 can do so regardless.
  • Vehicles are of higher priority, and if a Spy should successfully field one, he will start from his own side manning the vehicle of choice.
Spahs

A rare occurrence of a lone spy infiltrating the enemy wave.