Some random marine and/or terrain-type tricks I've learned;
1.) Forcefields -
*you can shoot over the force field relay posts (where there's a place for the grenades to go
*if there's a space between them and the surface they're guarding (see the Genesis map on the Map HQ site), you can get behind them and lob grenades (don't think that
applies to any of the "free" maps we play on though, but for future reference),
*grenades explode when they hit them (which can give you an nifty airburst if you can bounce them to explode on your opponent's side),
*laser fire ricochets off of them (which could, in theory, be used to your advantage depending on the map)
*they kill anything that's in their way when you turn them on (so a nifty trick can be to turn them off if something like spawn is nearby so it moves into the forcefield area, then
turn it back on immediately - kind of chancy, but neat when it works).
2.) Naders - Still haven't read the Grenadier's Bible through, though the parts I have seem very insightful, but here's what I have for naders;
*Best airburst is generated by using a terrain order at the square directly in front of the nader. But you then have to get the hell out of there or said nader is going to take a
pretty good hit. And the grenade bounces really high when you do this, so it's great for getting over walls. It also takes a longer time to explode then normal, at least I think
so.
*I rarely use the terrain order except when doing the above move. If the terrain is altered at all when you give your nader a terrain order, it won't fire. Which can leave him
standing around looking dumb and getting shot. So I mostly force-fire with naders, unless my objective is to take out a specific piece of terrain as opposed to blanketing an
area with explosives or making space or whatnot. Whenever I do use terrain fire, I always give the naders more orders than the 10 seconds in case said terrain goes away
before I can fire.
*If I'm playing against marines, I'll often plot moves to where the enemy naders are (or where I think they are) and try and see where they're grenades can reach from, and
then try some different likely places my opponent might move them to in order to get further reach. You can't see the actual results or get an idea of what bounces might
occur, but you can get an educated guess of where not to be or what area his nader is likely to be in.
3.) Spotting
*If you aren't using the Vision tool (hit the V key on your keyboard and you'll be able to see the areas the selected unit can see in blue), you should be. Use it to figure out
your blind spots and make sure you've got full coverage(or at least know where you're not going to see) to help cut down on the possibility of your guys running past his and
getting shot in the back. Very useful for snipers, as it will show you how long a potential target might be in a viable kill zone if they choose to run from point A to point B. If
I'm not mistaken, all races seem to use a "community" vision, so if one of their units can see you, the rest can shoot at you. Which is why the back edge of a board is
usually a decent place for snipers as you can see an pick off their forward units, which often don't contain snipers, long before they can see you.
*Similar to the nader tip above, I'll plot a move for one of my units to where an opponent is likely to have a unit to get an idea of the angles of fire they have and what areas
they can't likely see. You can't usually use the Vision tool to see everything they're goinng to see, but you can estimate their vision easily enough using a similar unit you
have and guesstimating the difference in location.
4.) Figuring out where your opponent is likely to be
*If you are meticulous, you can always count the squares and look at the Unit AI site listed below. Personally that seems like a lot of work, so if I want an estimate of how far an opponent might have gotten in the beginning, or an idea of where they could have gotten off to, I'll try plotting a move to where they were with a similar unit (or at least on
that moves the same speed), and then plot from there to see the distance.
Websites that are helpful
*LSN Scanner - has a bunch of links to useful LSN sites, including most of the below
*Map HQ Lets you see a map before deploying and, more importantly, is a way to remember where your opponents deployed, so you know where he started and where his
HQs likely are.
*Unit AI - incredibly useful site that has all sorts of stats for every unit.
*LSN Archive - look at past games to figure out possible strategies or weaknesses of a particular map .
*Terrain Guide - what's the chance your unit will be able to destroy a particular piece of terrain? Find it here.
*The Grenadier's Bible - lots of people seem to swear by this







































and commanders can take out the power cells
...... power cells which have power to them
cause more damage on explosion than those without.

























