Jagged Alliance 3

This one of my snipers, Monica "Buns" Sondegarrd.
She is one arrogant bitch. She also carries the Dragunov soo....
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No, cannot rename characters. That seems a rather glaring omission in 2023 for a AAA game. Of
course the game had been in development for years so there is probably an explanation in there
somewhere.
Something else that is a petty irritant...the character portraits do not change to show what ever
the character is presently wearing. I can't see how the devs just forgot about this stuff so hoping
there is a DLC in the offing soon. Perhaps that was the plan from the start? :unsure:
 
Ended the above fight, but my mecs took 20 hits to their health. That is a record. When I went to heal their
wounds a red popup appeared to let me know I did not have enough med supplies to heal everyone. That
really got my attention as that has never happened. Of course my team never took 20 hits before in a single
battle. My "average' is probably about 4-6 depending upon a LOT of variables.
You can get med supplies replenished by random loot pick ups which is nice, but unreliable. Or you can grind for
them. That is wander around a sector landscape and look for plants w/medicinal leaves. Reliable but tedious.
Still, since my inventory was zero what's a boy to do? In anticipation of a med supply shortage I did tap the mods
available on Steam via their "workshop" and added one that gives me a random chance to find 2x the med leaves.
Meaning if any leaves are found by wandering around there is a random chance the total found at a given location
will be more than the vanilla version. Sure, it's a bit of a "cheat", but not all that much and it saves an extraordinary
amount of time when the player finds himself in my situation.
Eventually I managed to get my med supply inventory under control. I then went on the offensive and hit two locations
under the Legion's control that was hindering my strategic positions in the center of the map.The most important of which
was one camp they had on a small island in the middle of the map on the major river. It had been launching boat raids
south into my territories, including the location of my 2nd mine.
Now all my locations are defended my militia which I've taken the time to recruit and train to the max, but the raids are a
problem. No real threat to take my sectors on the first attack. But if they keep it up it could become a real problem. This
requires that I put a stop to my immediate plans and go and reinforce my militia back to the max allowable. Pain in the a**.
So. Probably in the best strategic position I've been in ever and it is now time to plan to take the real fight to the Legion.
Can't wait.
 
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Hmm. The Legion really didn't like my taking that island from them and responded by doubling
down with increased river raids. However, to get to my southern holdings they now have to first
deal with my island defending militia. They can't really take 'em out w/one attack, but if I let them
have a 3rd attack in a row it might be doable. So, again, I was spending time recruiting/training my
militia defenders, but otherwise doing little else.
Decided the only way to end this nonsense was to attack northward and eliminate a couple of the
ports the Legion forces were using as transport/staging areas for its raiders. This proved successful,
to an extent, as river raids have been greatly reduced and should allow for me the time to make new
plans for an offensive.
If I can get a 3rd diamond mine that should give me enough $ to set up a 2nd squad and won't that
be fun! :cool:
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Here's a look at the map. The white berets are my militia forces, God Bless 'em.
The crossed bullets are my primary merc squad and will be attacking eastward.
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Good description. The river raids have slowed, but the Legion has been starting to flex its numerical
superiority and has been increasing ground attacks. This forced me to expedite recruiting for my 2nd
squad as I am going to need it to be an offensive weapon sooner than anticipated.
I've got 4 mercs on that team now, but I feel they will be competitive because I signed one of my old
friends and he brings a lot to the table. Need to get the team kitted out though.
Maybe you recognize him?
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Frankly, he's an OP'd mod and I came close to not using him. But, how could I not!? :giggle:
 
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Just finished the demo, and ironically used MD and Barry as on your squad!

My two cents:
  • Melee stealth seems unusable? Enemy spot you before you can get close enough, and then get a free shot on you?
  • Shame we cannot initiate 'Combat time'; I think one could in XCOM? For instance, if I want to have two mercs chuck grenages simulateonsly from non-combat, or grenage and shoot simultaneously from non-combat?
  • Qucikly realised there is NATO 7.62mm vs WP 7.62mm.... ;D
  • Barry's explosives skills were fantastic from the get go....!
  • The cover potential of objects when in non-combat needs to be shown (aka setting up for combat). EDIT - found the settings option for this, Combat only or Always.
  • I like the Urban maps, but the rural/jungle maps just seem contrived canyon maps, with limited room, at least on Ernie Island.
  • The most fun I had was defending a Legion attack against theVillage.
  • I assume one cannot sell all the SMGs and bolt action rifles you colllect? I was breaking them down for scrap, just to make room in inventory.
I like it nevertheles, but will await a big sale I think
 
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I can't disagree. I quit trying some time ago. The problem is that there is usually a lot of bad
guys around and it is very difficult to pick off just one w/o being spotted or discovered.
What I do is upgrade a silencer on most of my #1 weapons. Because even the Legion will be
alerted when they see a bunch of dead bodies lying around there is still a good chance they
will remain confused while my shooters remain in stealth, unable to be certain where the shot
came from. In the short run anyway.
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While I have a lot of cash it would disappear quickly if I purchased the contracts of two new mercs
w/o another reliable source for a steady income. By accident I discovered that if I place my under
strength Echo team on that island fortification in the river it greatly reduces the Legion's enthusiasm
to send down stream river raids as everybody (theirs) dies if they try it.
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In the interim my mercs in Charlie squad took some hits (again) and I decided it would be a good
idea if I could capture a sector with a hospital complex on it. Not sure, but I think that would allow for
free healthcare. "Save the Leaves"! So I thought "sure, why not? What could go wrong?" As I entered
the sector this is what I found. The hospital fills the entire sector. So far it seems lightly defended. Now
I have to deal with door-to-door combat and there are a lot of doors!
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Wish me luck. Got through the maze that was the hospital complex. Zombies (sort of)!
Got everyone healed up, but not for free. Cash is required. I've got lots of that. A great way to
get rid of wounds w/o your meds supply taking a big hit. Particularly if you have multiple of
wounds that need attention.
So, now it's back on the offensive.
Team Charlie will assault D10 from the east while Team Echo provides security in the West. Then,
it will be a full assault Westward to C7 that has a diamond mine, as well as a repair shop (can craft
weapons and ammo). Along the way at D8 is another hospital. Taking those sectors should place
me in a pretty good strategic position.
As you can see, Team Echo got shot up pretty good because I got a little over confident taking sector
D9. It happens. Just two thugs did that. :rolleyes:
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So, just as I was getting ready to kick some Legion butt two of my best mercs left. Well, sorta.
The Devs dropped a big patch to the game about 2 weeks ago and we all know what that means
for player created mods. Crash!
What bit me is that 2 of my best mercs no longer work and I had to drop them from my teams. That
meant about 2 hrs of working removing all their kit and storing it. Then getting 2 more mercs hired
and sent to join my other two teams. Then get them installed on the teams and rekitted with all the
other mercs gear. Took about 2 hrs but did get it working, just in time to find the Legion attacking on all
fronts. :unsure:
Good news is that my militia is doing a nice job defending my territory, but it is keeping me from my own
offensive...again.
At least I had enough income to cover the new additions, but that is it until I can get another mine under
my control. They way I'm being attacked that probably won't be any time soon.
 
Charlie Team Leader: "Alright girls I am tired of the Legion dictating how we do things. We are going to Pantagruel in sector D8 and then on
to the mine in sector C7. Time to kit up! Take all the ammo you can carry and then take some more! We are going to kick ass and chew bubble gum".
Charlie Leader needs a little work o his pep talks, but we knew what he meant.
What we didn't know is that Pantagruel extends into D7 with the slums neighbor hood and into D6 as well. The Legion put up serious resistance, but
it looks like we are finally ready to move onto the mine.
Echo Team remains undermanned, but has been doing yeoman duty supporting the militia in sector F13, basically shutting down all Legion efforts to
retake Chalet de la Paix and intercepting diamond smuggling runs.
"Lock and load"!
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Pantagruel cleared with only minimal injuries. Had a lot of support from the local commie rebels. Didn't really
need it, but made some pleasant Marxist friends.
Then onto the Red Diamond Mine. Lots of Legion defenders, but also a lot of guards and some Rebels made it
a quick win. However, when Charlie tried to go into the mine all my new friends starting shooting like crazy. I
anticipated that as it's happened before so again, not too tough. However...now I've got to go down into the
rabbit hole that is the mine to take control. It will earn me $7500/day. Yeah. That's per day!! Should be enough
to get me two more veteran mercs to fill out Echo Team and then we can start chewing bubble gum again. :eek:
The pic doesn't show how cramped and what a short ranged fight it is going to be. Tear gas is at hand.
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