Winning games is about understanding concepts of teamwork and knowledge throughout the base systems and also wargear. LSM lack the general start-up tactics to face other factions clearly, when most of the long-term players end up on enemy teams in the long term. Ill leave out the normal stat driven kinda stuff. That can come in time, once your higher ranks. Point Control Point control maps rather you are the attacker or the defender always relie time and the progression of the bar at the top of the screen. The small stop-watches always are a symbol standing for the fact that the attackers have not captured that point and can still add more time to the match. Good rule of thumb as a Defender is to hole up on 2 points at the start of a match. Allowing the enemies to take 1 point. Even though they'll get that first boost of time, they still only have a certain amount of time to capture one more point or be forced to try and get a capture on all 3. Saying all has went well, 2 points defended. If the pressure becomes to much on 1 point to handle, there will be a good window of time where you can just pull the whole team back to the last point with a stop-watch and force them to assault 1 well defended point. Most maps have at least 1 point that has a extreme advantage to defenders and will win games over and over. Major Pro Tip- "Anti-Tank" (Lascannon, MeltaBomb, MeltaGun, GravGun, MultiMelta) LSM can hold a point really well, but at some point that heavy bolter will run outta ammo. Thats because there always needs to be some Anti-Apc work to be done by the defenders. There never should be games where that APC has spat out 30-40 guys in its life-time. If you allow them a easy point at which to attack you from. Just begging for that one open window to get exploited. As Attackers, there is afew options to how a good game can go for LSM. I'll list them in the order of effectiveness. Zerg Rush - Whole team picks a point. Whole team takes a Point. Capture all 3 points back to back. Even if you lose all the points but the last one, by the time its done a single point hold will win the game. Assault&Defend - At the start of a match, you attempt to go for 2 captures either same time or back to back. Then hole up and defend, sending small groups or Charlie squad out to harass the enemy. Make them think you want that last capture, while letting the time and progression run out. After either one of these attack methods you need to defend, everyone can't leave a point and open it up to ghost captures where 1 enemy is able to contest the point. During that time your losing advantage in time that you need to progress the bar. You never want to be at the near end of a match needing the last point capture to win because of time. You've walked into the Defenders plan. And you're going to lose 9/10. But if that happens, the whole team needs to be ready to assault as one whole unit. 1 Good Zerg Rush can bring a crutch victory. Major Pro Tip - The person that makes the capture, whenever the case may be, "Be the man that watches the point". More captures will be successful when 1-2 people keep it with-in they're field of view. Everything is about Time, learn it, know it...fear it. War-gear to use in Point Control can be somewhat different until you get a feel for some of the finer points of the crusade. You want to be flexible. And nothing beats the Bolter. You may feel as if their will be better. But their isn't. Most Tactical classes that are meant for point capture are going to be bolter based mini tanks. Going for higher Armor and Toughness as they can afford to take. Master-Crafted bolter later on is a good choice. Its over-all improvement to aim will help a seasoned person get more critical shots. There is not a "Best Build" in Eternal Crusade, all players will have some variation of what they like. Bolter (Normal&MasterCrafted) Textured Grip. Best in Slot Mod. Some would argue but the increase is more likely to come in to effect during combat then the other grips. Ammo - Some debate as to best in slot. Ap rounds or Drum/Box mag is always a go-to. Barrels - Nothing beats Cqc, and its a mod gotten in a higher tier supply crate. As LSM we have alot of other options in gear that serve as simi-support. Like the Grav gun line of weapons, or the Melta line. But are focused as secondary role filling of being used a Anti-Tank. ULTIMATE PRO TIP- Don't be a pansy marine, hiding around. Use your map to see where the action is. Unless the idea is to defend something, and even then use that map to see what your team-mates see. Knowing the flow of whats going on can have major effect on the battle. Being 2mins late to everything will make you lose. Need to be on point as to whats going on, how the enemy is moving. LSM have lost so many games to the lack of awareness. Squad Leaders - Be a Leader. Thats all there is too it. Want to take that point. Hold Q down on it with your aiming cross-hair. And you got a good chance, if your lucky. The rest of the squad will help you. Space Marines are Tough, and we have the Bolter. But 1 space marine is meat grinder bait 1000s times over. 2 might make a scratch..take a few with them. But you add more and more space marines in the picture and they can't be stopped. Look to travel in 3-5man groups. Wanna Defend a Point, wanna kill that tank, want them to follow you. use the commands. Its there for you to use. In time if enough people used the Squad commands it would become the normal thing to follow the leader.