Aliens:

In this game a large number of marines must wipe out a smaller number of aliens. The game ends when either side is vanquished. Aliens have the full grace period to hide before the game starts, but the marines enter with only ten seconds to spare. The typical outcome is that the Aliens will win, and the game is balanced so that if both Marines and Aliens are poor players the Aliens will be victorious. For the Aliens, tactics and cunning is the most important factor whilst for the Marines it's teamwork.


The Aliens:

Colour

Gun Sensors

Lives

Shots

Recovery Time

12 Player Game

24 Player Game

Enter Arena

Green

Off

6-9

Unlimited

5 seconds

1-2 Aliens

3 Aliens

Immediately


The Marines:

Colour

Gun Sensors

Lives

Shots

Recovery Time

12 Player Game

24 Player Game

Enter Arena

Red

On

2-3

Unlimited

1-2 seconds

10-11 Marines

21 Marines

T-10 seconds


The Balancing Rule:

Through a lot of trial and error we've found that the game is best balanced by considering the total number of lives on each team. The ratio of the total lives should be in 2:3 favouring the marines. If the aliens are hyper experienced that 2:1 is usually better.

Alien Tactics:

Don't Bunch Up. Doing so makes you a larger target and easier for the marines to hit, it also makes it easier for the marines to rush you. If you get surrounded and can't shake the marines he game will be over very quickly.
Support Your Team Mates. You are vastly outnumbered so support each other as much as possible without getting cornered together. Be aware of each other's movements and have one alien distract while another uses surprise attacks.
Snipe. Your gun sensors are off, so you can't be hit on the gun, find arena positions where you can get good shots of the marines but they can't hit you. Harass them, then retreat if you are charged.
Use Your Recovery Time. You are immune during your recovery time, so make use of it, don't get boxed in, you'll die before you can get any shots out. Disappear into the arena whenever possible.
Find Good Starting Positions. This often overlooked aspect can make a huge difference to your performance. There are really two criteria for choosing a good starting position
Separate/Flank The Marines. They are easier to hit than you are since their guns are on, so in small numbers they are at a disadvantage. Once you being to break up the group you can win the game very quickly by hunting down individual marines

Use The Trap. The addition of the IR trap has given the Aliens another asset. During your long downtime you have ample opportunity to get across the central gantry, traversing the arena very quickly. The marines will have to disable it to follow you, and if they choose not too they will nearly always lose a life. Since they have short downtimes and few lives getting stuck on the gantry can finish them off very quickly.

Marine Tactics:

Use Team Captains: A good team captain will make ALL the difference, have someone experienced give orders and be prepared to follow them.
Rush The Aliens. Your only advantage is numbers so use it, get in close if you can and surround and harass the aliens. You MUST be dynamic, fast and aggressive or you will lose.
Don't Let The Aliens Get Away. Aliens use their long recovery time to disappear into the arena. Follow them if you can and keep them harassed, but if you find it's just you on your own, it's time to double back.
Keep Your Team Mates Informed. Shout out the locations (ask) where the aliens are going, you must know where they are.
Don't Bother Trying To Shoot The Alien's Guns. Their gun sensors are off, so you can't snipe them, don't bother. It's stupid. :-D
Move In Loose Groups. If you find yourself out on your own you're basically finished very quickly.
Don't Sit Around In A Corner. You will find that your group gets picked off and dispersed and once cohesion is gone the aliens have won.
Don't Bunch Up. Doing so makes you a larger target and easier to hit.
You Have a Short Recovery Time. If you get hit, quickly get out of danger, because two seconds later you can be hit again.
Use Your Ten Seconds. Get into the arena, far enough to not be stuck around airlock, and not so far you're too thinly spread.