Welcome, and thank you for your interest in the Marine Division. Below you will find focused information on what tactics the Marine Division use to bring victory to our teams. Application of these tactics will be necessary for your advancement.
Star Citizen is unique in that it severely penalizes death and has a robust combat revive mechanic, which will only get more robust in future patches. Unlike most shooters, dying is not a neutral event — it puts a burden on your entire team, removes your gun from the fight, and forces a teammate to expose themselves to save you.
The main goal of any Rune Guard ground team is Survival. We have structured our tactics around keeping players on their feet rather than the straight offensive gameplay you may be used to in other games. This is not about being passive — it's about being smart. A marine who stays alive and applies pressure is worth more than one who charges in and forces a revive.
The Point & Security team is a two-man unit designed to overwhelm a single enemy while ensuring both players survive. Think of it as "a single unit with two guns." Both players move, engage, and hold together.
When one player goes down, the second does not retreat — they take out the threat to secure the trade and hold position over the downed player until they or another medic can get in for the revive. This only works if both players are in cover when it happens. A downed player in the open pulls the whole team into danger.
Standing tactic: before you shoot, get behind something. Every engagement starts with cover. Find it, get to it, then engage. This isn't timidity — it's the foundation that makes every other tactic work. Without it, the Point & Security formation falls apart, revives become impossible, and your team bleeds players it can't recover.
Once you have found the enemy, a direct assault is rarely the right move. The better play is to work a new tactic with another two man team. Flank, pin and move, false retreat, etc are all good options other than just aim trading.
While you progress through the ranks, you will be exposed to the concept of coordinated tactics. Try to avoid frontal assaults that 70% result in trading kills. The goal is not to get the kill — the goal is to survive and win through attrition.
The tactics above describe how we fight as a team. What follows covers the individual habits that support them. No special reflexes needed — just awareness and repetition. Build them early.
Crouching is slow in Star Citizen and rarely gives you the advantage new players expect. It doesnt help recoil control either. In close-quarters and mid-range engagements, crouching hurts you more than it helps — your peek speed drops, your movement becomes predictable, and you remain visible longer than you would standing.
The instinct to crouch when taking fire is natural but often wrong. If you want to be evasive, it is better to use strafing movements or peek firing to get the job done.
When moving as a group, your teammates are right behind you. When you turn a corner, they are still lined up on your previous vector — their weapons aimed downrange at where you were standing. If you step into that lane without warning, you're walking into their fire.
Before turning any corner in a group, be aware of where your teammates are aiming. Give them a beat to adjust. Call your movements on comms — "turning left," "pushing door" — so the people behind you aren't still aimed at your back.
New players constantly run with their weapons lowered. This is one of the most common and costly habits in early gameplay. If your weapon is down when you encounter an enemy, you have already lost the engagement — they will fire while you are still raising.
Keep your weapon raised and pointed at wherever you expect a threat to appear. As you approach a door, aim at the door. As you round a corner, your weapon should be on the corner. The player who fires first in Star Citizen wins the majority of engagements. Being a quarter-second faster than your enemy because your gun is already up is the easiest edge you can build.
Practice note: If you think you can jump into the game and perform well without practice, you're wrong. The players who are consistent are the ones who put in the repetitions. Be someone your teammates can rely on — that reputation matters more than your kill count.
There are two separate decisions when peeking a corner. People often confuse them — they're not the same thing.
Decision 1: How far from the wall are you standing?
This is about your distance from the wall before you begin the peek. Standing close to the wall will expose you before you place your crosshair on the enemy. Standing 3–5 meters back from the wall opens your angle and allows you to put sights on the same time they see you, giving you the advantage. Stand away from the wall.
Hugging the wall. Narrow sightline, enemy can pre-aim you before you can. You see less, they see you sooner.
3–5m off the wall. Wide sightline, free movement, you're a smaller target at distance. You see each other at the same time.
Decision 2: How far do you step around the corner?
This is separate from wall distance. Even from the far position, you should only step around the corner far enough to see your target — avoid stepping wide. Stepping wide means moving so far around the corner that you've left your retreat angle behind. Additionally, this give more time for your enemy to react. Stay only wide enough to acquire the target, no more. Advanced exceptions do exist, though.
Currently the only throwable available in game is the frag grenade. Use it. A grenade thrown into a room before you push can clear a threat entirely, or force enemies out of position and into your teammates' line of fire. Most new players carry grenades and never throw them because they're too focused on aiming. That's backwards — throw before you push, then aim.
Grenades are especially effective in enclosed spaces: doorways, corridors, rooms with limited exits. If you know or suspect an enemy is on the other side of a door, lead with a grenade before entry. It costs you nothing to throw and potentially eliminates the threat before you're exposed.
While you're working through these tactics, you can begin preparing for the higher level certification. Depending on where you are with your certifications, some of the following tests may be attempted early — check with a senior member.
This should be obvious — but morale wins and loses battles in ways that aim and positioning can't compensate for. We've been in engagements that went wrong in every direction: bugs, unexpected deaths, positions lost. The ones we came back from were always the ones where people stayed focused, stayed encouraging, and kept pushing. The ones we didn't were the ones where attitude collapsed before the enemy could finish the job.
A good teammate who misses half their shots is worth more than a great shot who makes the squad want to log off. Stay positive. Give encouragement. Keep moving forward.
"It is better to lose from a better player than to lose while having a bad teammate."