The Fine Art Of Bushwacking

LLJKVerlocLLJKVerloc Join Date: 2002-11-14 Member: 8601Members
<div class="IPBDescription">That means ambush, you sickos.....</div> Ok kiddies, gather round and sit down, it's time for Uncle Verloc's story time....

Long ago, in the dark days before NS, an intrepid group of Counter-Strike players formed a clan unique among the community they played within. Known simply as "the D's", Clan Dynamics existed with a sole purpose: To create and refine a viable tactics set that would allow D's to win Counter-Strike games weilding only a simple knife. Dynamics trained long, and hard. Their success was less than complete, but on the long, hard road to enlightenment, Dynamics players learned to elevate stealth and ambush to something akin to an artform.

While playing a terrist weilding a combat knife has precious little to do with playing a skulk weilding a 12" chomper, the basic and advanced tactics of winning with either are quite similar. The following is a treatise collaboratively written by D members, which I have adapted for Khaara play in particular, and Skulks in general. (Yes, there is actually some useful tactical information in the followin prose/propaganda)


<b>The Goal</b> Well, young skulk, the goal is quite simple. In the course of your service to the hivemind, you will inevitably encounter terran resistance. Your goal in these encounters is twofold: First, make sure you wind up in one piece. Second, make sure your selected target winds up in pieces. Volumes upon volumes could be written on how to successfully take down marines with a stock skulk, but the long and short of it is this: For the kharaa to reach their rightful ascendency, you must wipe the terrans from the universe in the most efficient manner possible. To triumph, young skulk, you must master the arts of <b>situational awareness</b>, <b>ambush</b>, and <b>stealth</b>.


<b>Situational Awareness:</b> In a nutshell, situational awareness means you need to know what is happening in the micro- and macro- of the game. Coordinate with your fellow skulks and other noble kharaa castes. Create a 'big picture' with goals for the entire round, then focus on completing your small part of that picture. If the collective goal is to establish another hive, you would do well to gain a foothold in that area, and begin pushing the terran scum away from the hallowed grounds upon which you will create said hive.

However, to kill the marine, you must first find the marine. Blessed by the hivemind as we are, we must use our gift of communication, and inform our fellow kharaa of where the invader lies, and what his goals appear to be. You are known as 'skulk', it is advisable for you to do so. Do not engage in open battle when the invaders' numbers are superior. Instead, lurk in the shadows, and glean information about the terran invaders, while at the same time denying them information about the goals of the HiveMind. Parasite marines at every opportunity, so that if your crusade to cleanse the universe of those odiferous meatsacks fails, others may easily follow in your footsteps. Hamstring the humans as much as possible. Make them waste time, effort, and resources at every possible turn.

Above all, be intelligent in your actions. If the hated marines make inroads into our territory, search for a weak point. Often, this weak point is not at the area of contention, but somewhere in the invader's rear. Sever their lines of supply and reinforcement. Sever the head from the body, and the head will inevitably wither and die, with the body soon to follow. If you find yourself outnumbered and outgunned, do not hesitate to call upon your comrades to help with the efforts to cleanse the invaders, or alternatively, force the vile terrans to waste time shifting resources and defenders around by unleashing your fury upon another area.


<b>The Ambush:</b> The true strength of the khaara lies not in our chitinous plating, or even the claws and mandibles which we use to shred the vile terran. Rather, it lies in our cunning. Choose your traps carefully, and coordinate with your comrades. Lurk in the shadows, and out of the invader's lines of sight. Come from unexpected directions and at unexpected times. Stealth and cunning are key in the ambush. You must avoid being seen at a distance at all costs, lest you be riddled with projectile weapons fire before you can fulfill your holy obligation to cleanse the defiling terrans from our realm. When in combat, kill or maim as many of the invaders as you can, then fade back into the shadows. While the terrans deserve only a swift death at kharaa claws, it is sometimes preferrable to damage the morale of the invader and cause him distraction by maiming some of his number, and leaving them puling and bawling for support. In short, strike unexpectedly, and furiously, then fade away so that you may strike again.


<b>Stealth:</b> Stealth is the personification of kharaa in battle. We appear, rend the flesh of those who oppose our righteousness, and then fade back into the shadows. Distasteful as it sounds, you must think like a terran to truly master the art of hiding from them. Ask yourself "Were I human scum, where would I first look for a threat?". If we can know the terran, we can annihilate him. Keep close to the walls and ceilings, avoid open areas where you are easy prey for the invader. Move swiftly between places of seclusion. Avoid being spotted, instead let the death-scream of a marine be the announcement of your presence in the area. Plan and coordinate your movements, and your victory is assured.


This wisdom is by no means an end-all to the art of combat with the noble kharaa, but instead, should be used as a foundation upon which to build one's own tactics and skills. The life of a skulk is often unglamorous, and even more often, is short and violent. Fear not, for in serving the hivemind, we all gain immortality.

Comments

  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    nice guide

    On a side note, whats happening to this forum? We have 'the fine are of bushwacking' and 'deep penetration Onos' both at the top of the page. Odd.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    We're all getting into character. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • MoratMorat Join Date: 2002-11-12 Member: 8338Members
    And I haven't even started photoshopping yet <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • guagleguagle Join Date: 2002-11-06 Member: 7312Members
    Great guide. A must read as it sums up the skulk's role in the early game.
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    very nice <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
    i just like to reinforce that cutting off an advance from behind is incredibly useful. NS maps are so well connected that i have very often been able to sneak around and cut off marine bases easily. using gorges as well as active offense in this way will quickly regain a lost hive room against unaware lugheads.

    as marines get used to the game, more and more of our favourite corners are places where they immediately look. you have ears for a reason, you don't need to hide in the open, even if it is pitch black. however, if your teammates are particularly vocal this may not work so well.
  • Justin_CaseJustin_Case Join Date: 2002-08-08 Member: 1114Members
    Hey I thought of a funny picture that you can do in photoshop: A skulk or gorge in the command chair
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    When I was playing marine one time, there were a bunch of skulks who were leading marines away from the main base to ambush them. They were quite successful, there were always a few idiot marines who were willing to follow the skulks (please follow me lassie style!) straight into an ambush.

    I was thinking that it could also be used to lead marines, <b>away</b> from the hive direction. Many skulks work the ambush <i>between</i> the hive and the marine base, which I see as a bad idea, since the marines will be reinforcing towards the hive. Luring the marines away from the hive, forces them to waste resources reinforcing the opposite direction.

    Its a longer route for skulks to attack from the other side, but in the long run, its saves gorges from building offences like mad and concentrate on resource finding.

    In the early stages of the game, if your gorges are fighting, then you've already done something wrong. They really should be far away from the fighting.

    <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
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