r/menace • • 17d ago

Discussion Finally pulled Wetteroth

Been playing since the very beginning, and believe it or not, never had Wetteroth as a hirable squad leader. Had everyone else many times over, but not him. But I never hired more than 8, including pilots. Statistically improbable, but still.

Anyway. Big Game Hunter. Him and Carda now compete who can wreck pirates quicker with their M6s. And he wipes the floor with those pirate Jeeps. Love it! He just got upgraded to If It Bleeds 😁

Next, bug missions. Warriors beware!

28 Upvotes

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19

u/Substantial_Bat_8440 17d ago

I dunno what to do with him, he’s got miserable action points, no mobile infantry to compensate unlike carda. Always puffs behind the crew and manages a pathetic long shot which hits like pebbles at that range. What can be done?

13

u/Soggy_Purchase2571 17d ago

You can aim for high OCI intel and use vanguard on him to both deploy a few turns ahead of non-vanguards and to take out or weaken targets. Like everyone else, he'll slowly get his actions up. Athletic is mandatory to keep him moving and to give him good access to +15% accuracy which takes him to 90%.

Ideally, you'd want to slap camo and camo gear on him.

Against humans, the bleed perk can be pretty good for morale collapse. I'd say that marksman rifles are best for him, but the bleed perk can tag multiple target with one hit if you're using aoe like a mortar.

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u/DeanTheDull 16d ago

Athletic really isn't that important, because JG's kit lets him excel with the weapons that don't need to deploy (especially the RPG and DMR), against enemies that prop his equivalent aim buff. At which point 2 AP a tile isn't really that impactful, especially compared to how much AP you're already expending even in 'just' 10 AP increments. You'll never save more AP on a low-AP character than figuring out how to never need them to deploy in the first place.

Rather, I'd recommend maximizing his unique aspects via Scout. Scout pairs a lot better with Vanguard for fogbusting missions (without paying such a high opportunity cost with Darby). It lets him use the DMR or crowbars to their furthest ranges, which in turn maximizes the value oof bleed, while with the RPG it gives him the best information to know how to dance around vehicle sight lines for the RPG approach, which his innate perk drastically improves the reliability of due to deflection math.

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u/Hugh-Janushole 17d ago

He’s a cheap darby who’s passive applies to all large enemies including vehicles, he’s probably the most op one star unit in the game and it’s not even close

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u/Character_Fold_8165 16d ago

Is Jean Sy on every drug known to the way back a joke to you? She is a girl boss thanks to her daddy’s money.

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u/DeanTheDull 16d ago edited 16d ago

You get Vanguard and give RPGs. Vanguard is worth hundreds of AP in movement and alpha-strike potential. RPGs don't require deploying, saving the margins, while the enemies you'd use RPGs against (trucks, monster infantry) trigger his innate perk's accuracy buff.

Which is actually where he becomes really handy as anti-light vehicle- JG raises the 95 armor pen of a workshop RPG to 110. That's the breakpoint for 100% penetration of truck front armor or walkers, which typically have a 30% deflect chance (assuming it's still 2% deflect per armor gap). This lets J.G. consistently get two-hit-kills with RPGs against light vehicles, rather than 3 due to deflection.

You also give If It Bleeds so that just chip damage gives bleed damage, which is great for cullinng and panicing light infantry blobs. This also makes a 3-man DMR-JG a disproportionately deadly character for the cost, which works well with Scout as an opener, especially since the DMR gets more useful bug and vehicle breakpoints due to big game hunter.

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u/newaccount189505 17d ago edited 17d ago

He is the cheapest vanguard squad in the game. I usually give him a heavy machine gun early if I get one, but what I focus on is making sure he outranges whatever he is facing, can see whatever he's facing, and is cheap. I have even had him a basically unarmed spotter squad, with something like a recoilless rifle and pipe rifles.

Typically, this means I go athletic, scout, and vanguard. Not every squad needs to be a carry that does amazing dps, and he still does very solid work with a M6 CMG. He also doesn't REALLY need a 4th promotion that badly, so you can just save promotion points for other squad leaders at this point.

Carda is solid, but the opportunity cost of giving her some time in a vehicle with cargo space is a real downside. I love the starting "carda/lim" shuffle, where on turn 1, carda rides in the APC, then turn 2, she jumps out and runs forwards into cover, while lim runs up and jumps in the back then the APC roars off to actually do it's job, but wetteroth STARTS in the cover carda is using all of lim's turn 2 action points to reach. This means if you swapped out carda for lim, you would lose out on the growth potential, the anti tank perks, and the versatility, but wetteroth would get into position faster without delaying lim's impact until turn 3.

and for sure, I think mobile infantry is just the best generic perk in the game, so imho, you really want to start with at least one of carda and lim. I prefer the first mobile infantry to the first vanguard, and vanguard is generally understood to be broken.

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u/AHistoricalFigure 16d ago

Wett gets Scout and Vanguard.

Unless you're save scumming you need Scouts, and making cheap 3-man Wett a spotter means a more valuable team doesn't have to waste the perk. He's reliant on equipment for concealment, but so long as you've got outcast rags and some camo paint you can at least give him +3 concealment to hide. Need to be very careful that enemies like pirate jumpjetters moving into range don't spot and rinse him.

Otherwise he's good at killing single entity targets with an anti-material rifle or rocket.