Aggressive vs. Reactive?

Figure out what you're against.

  • Count Force Points, mark down opponent's forces, try to spot them. Information goes a long way. If you can't see anyone at some area, then they're not there, for now. They're possibly elsewhere, which might give you a clue about your opponent's plan.

When trying to kill a unit, use sufficient force.

  • Stop trying to kill the unit and kill it. Having a little bit more firepower at hand in the encounters could kill the opposing unit and allow you to run back to the medic.

  • One grenade doesn't kill a healthy unit (ok, maybe medic). Two grenades do - in the picture to the right, both ambushes were done successfully by multiple Grenadier attacks.

  • See Task Assigning and Assault_Element for more details on how to project force.

Take care of your units.

  • Heal or repair them. Don't keep your medics too far back, but don't unnecessarily expose them (and the units they heal) to enemy grenades etc.

  • I recommend setting up 'safe houses' or 'aid stations' where they are safe from missiles and using multiple medics to keep the units quickly rotating to and from the front. By keeping these on the move, you keep your enemy guessing where your medics are.

Test your orders.

  • Especially when firing grenades. Does it look like the grenade might catch a corner and head back to blow your own men? If so, think twice about that shot.

  • Test timing, and anticipate what will occur when one unit gets unexpectedly killed, i.e. have a backup for the backup, and make sure everyone's timing is properly set. The Grenadiers that killed these two enemy elements were supported by Commanders breaching the walls for their grenades to go through.

(thanks to iak)

Post-Game Analyze

If you don't already, you should watch your full games after they have finished just for fun  

If you notice that the beginning of turns is easily spotted by looking at the units, you might have some things to improve.

When watched as a whole game, the game should be fluid and not choppy. So always use every second on a unit because what they do or where they move in one turn carries over to the other turn as well.

(thanks to PelleTM)

Sixty Seconds Marine v. Marine 30 points per side. Final Score - 27 to 10

If the timing was off the grenades couldn't have gone through the breached walls, and the enemy would not be lying in pools of blood.

Patton's Strategy