Weapons by Role (TFTD)
Rather than deciding which is the absolute 'best' weapon overall at each level of technology, it is often helpful to think about different roles for different weapons.
Scouting
For forward troops who use a lot of their TUs in movement. Where possible, alien units they detect will be engaged by other troops to their rear ("scout/sniper tactics"). However this is not always possible, so scout troops need to be armed with weapons that are still effective with small numbers of TUs remaining.
Suggested sequence:
- Thermal Taser
- Gauss Pistol or Gauss Rifle
- Sonic Pistol
- Vibroblade
- Thermic Lance
- Heavy Thermic Lance
Standard
General purpose standard weapon for ordinary troops with no specialised role. The main desirable traits for the standard weapon are firepower, a degree of versatility, good ammo endurance, reasonably low collateral damage. HE weapons are generally unsuitable due to the collateral damage problem - even if friendly troops are wearing heavy armour, loot can be destroyed and civilians killed.
Example:
- Gas Cannon
- Hydro-Jet Cannon
- Gauss Pistol
- Gauss Rifle
- Sonic Pistol
- Sonic-Blasta Rifle
- M.C. Disrupter
Multi Role
Different from a general purpose weapon, a weapon that can perform a variety of specialised roles. Typically these are multi-ammunition weapons or combinations of weapons and tools.
Example:
- Gas Cannon
- Hydro-Jet Cannon
- Grenadier/Medic/Engineer armed with Gauss Pistol or Sonic Pistol
Sniper
A weapon that can engage effectively at medium to long range. Lethality and TU-efficiency are important. First shot (or first burst) killing power is important in order to deny the target the opportunity of reaction fire.
Example:
- Gas Cannon
- Torpedo Launcher
- Gauss Rifle
- Thermal Shok Launcher
- Sonic-Blasta Rifle
- Sonic Cannon
- Disrupter Pulse Launcher
- M.C. Disrupter
Safe Sniper
Similar to a sniper weapon but where it is important to avoid nearby targets (such as friendly troops or civilians). In addition to the criteria for a sniper weapon, the most important criteria are the minimum number of misses per kill, and the minimum damage for those misses. Again, for this reasons HE weapons are inappropriate for this role.
Example:
- Gas Cannon (AP)
- Gauss Rifle
- Sonic-Blasta Rifle
- Sonic Cannon
- M.C. Disrupter
Assault
These are for close range and/or offensive operations and prioritise nothing more than raw firepower, though some element of (forward) mobility is also important.
Example:
- Thermal Taser
- Gauss Pistol
- Gauss Rifle
- Sonic Pistol
- Vibroblade
- Thermic Lance
- Heavy Thermic Lance
Indirect Fire
For attacking targets where there is no line of sight from the attacker to the target. At the tactical level of this game, this means grenades or other thrown explosives.
Example:
- Magna-Blast Grenade
- Magna-Pack Explosive
- Sonic Pulser
- Disrupter Pulse Launcher
Area Interdiction
Similar to indirect fire, using direct fire area weapons to attack an area where there are possible but unsighted enemy. HE, incendiary and automatic weapons are suited for this role.
Example:
- Gas Cannon
- Hydro-Jet Cannon
- Torpedo Launcher
- Thermal Shok Launcher
- Disrupter Pulse Launcher
Obstacle Clearing
Point removal of specific hard terrain features to enable easier tactical maneuver around the battlefield.
Example:
- Gas Cannon
- Gauss Rifle
- Sonic Cannon
- Disrupter Pulse Launcher
Anti-Specific-Alien
Specific weapons for tackling specific aliens.
- Tasoths
- Sonic Pistol
- Sonic-Blasta Rifle
- Sonic Cannon
- Tentaculats
- Gas Cannon (HE)
- Hydro-Jet Cannon (HE)
- Torpedo Launcher
- Sonic Pulser
- Disrupter Pulse Launcher
- Lobster Men
- Thermal Taser
- Thermal Shok Launcher
- Sonic Cannon
- Vibroblade
- Thermic Lance
- Heavy Thermic Lance
- M.C. Disrupter
- Bio-Drones
- Vibroblade
- Thermic Lance
- Heavy Thermic Lance
- Triscenes
- Gas Cannon (HE)
- Magna-Blast Grenade
- Magna-Pack Explosive
- Sonic Pulser
- Thermal Shok Launcher