The most efficient militia trainer is actually the free mercs you get like Larry or Smiley. Even though they take a long time to train militia, they don't cost you anything and you can still use your main squad to move around and take objectives while the free mercs are training your militia.
@@chr_isso Nope its not. Let me help you out. I made some testings and here it comes what counts (with formulas) The most important thing when it comes to militia training is NOT Leadership (Base 64 + Skillpoints) It is the Trait TEACHING (x2). And Wolfs Jack of all Trade (x1.33) To train a set of militia you need 5829 let me call it Workforce. Every Merc has a base of 64 no matter what. Additionally, the Leadership skill points. And Traits. Workforce = (Base + Leadership) x Traits So for Example: Wolf: Workforce = (64 + 18) x 2 for teaching x 1.33 for JoaT = 226,1 to understand the rules, i give you more mercs. MD: (64 + 4) x2 = 142 Fox: (64 + 21) x2 = 176 Kalyna: (64 + 52) = 119 (she don't have the Trait) Gus: (64 + 85) = 152 (don't have the Trait) So all in all it comes to the x2 Trait TEACHING. Even MD with his very low 4 in Leadership has become a fairly usefull Workforce. And the best thing, you can easily train this low Leadership only once, so he gain even more points and hangs up Kalyna in seconds, because she dont has a multiplicator. So after you can calculate the Workforce, you have to know, to teach a set of Militia, you need 5829 Workpower. So the math for this is. 5829 / Workforce = ingame Hours examples Wolf: 5829 / 226,1 = 25,8h to train a set of militia MD: 5829 / 142 = 41,0h Fox: 5829 / 176 = 33,1h Kalyna: 5829 / 119 = 49,0h Gus: 5829 / 152 = 38,9h So you can see, the x2 Trait (and Wolfs special one) are way more worth than the pure Leadership Skill. Especially when a Merc has a low Leadership skill like M.D. but have the Trait TEACHING, he can level up really quick in Leadership and become a great Trainer for Militia. With this in mind, i can give you a list of some good Militia Trainers. 1.) Raider (64 + 91) x2 = 316 = 18,4h 2.) Len (64 + 68) x2 = 270 = 21,6h 3.) Hitman (64 + 68) x2 = 250 = 23,3h 4.) Wolf (64 + 18) x2 x1.33 = 226 = 25,8h 5.) Buns (64 + 24) x2 = 182 = 32,0h 6.) Fox (64 + 21) x2 = 176 = 33,1h 7.) Gus + Spike (64 + 85) = 152 = 38,3h (no Trait but high Leadership) 8.) MD (64 + 4) +2 = 142 = 41,0h 9.) Scully (64 + 70) = 137 = 42,5h (no Trait but high Leadership) 10.) Fauda (64 + 64) = 131 = 44,5h (no Trait but high Leadership) Hint: MD is a special one here, because of his low Leadership but with TEACHING trait. So for example, a 48h training in Leadership from Raider and MD will raise from 4 to 31 in Leadership ... which means he raises to (64 + 31) x2 = 196 = 29,7h easily and would become number 5 before Buns, Fox, Gus ... With this in mind and looking at the costs, because we dont want an expensive Merc doings this kind of job and left behind, we get this List. 1.) MD (trained 31) -> 196 = 30h = 508$ total Worktime costs per Militia Unit with a 7 Days contract. 2.) MD (4) -> 142 = 41h = 701$ 3.) Fox (21) -> 176 = 33h = 773$ 4.) Buns (24) -> 182 = 32h = 795$ 5.) Hitman (58) -> 250 = 23h = 796$ 6.) Kalyna (52) -> 119 = 49h = 1.225$ 7.) Wolf (18) -> 226 = 26h = 1.235$ 8.) Raider (91) -> 316 = 18h = 1.260$ 9.) Len (68) -> 270 = 22h = 1.760$ 10.) Thor (61) -> 128 = 46h = 3.036$ So you can see, Wolf is great to train Militia because of his 2 Traits (x2 and x1.33) but on a daily cost he is too expensive to left behind to train Militia. For questions i strongly recommend this video (German but with illustration) = watch?v=ZRFCYl1ZWaY
@@sirbowen4358 great math, my guess without your math would have been the 2 cheapest trainers fox+md..and you confirmed my suspicion (of course under the premise that you don't use your free IMP with 85 + teaching) ..you forgot to calculate the rebate you get from buns....she reduces the cost because of her negotiatior perk..so she might be better cost wise than fox as she reduces the base cost by 20% (depending on loyalty of town)
@@yosharian When it comes to Merc training: General: - The Teacher must have at least 50 at the skill he wants to teach. - The student must be lower than the teacher (makes sense) - After a skill of 90 the student can not be taught anymore. (100 Teacher -> 90+ Student doesn't work) For Merc training, the formula is somewhat simpler. This is about the skill you want to teach and the value in leadership. Sidenote (1 Tick = 15 minutes ingame) Workforce per tick = ((Skill x (100 + Leadership) / 100) + 25) And with teaching Perk. Workforce per tick = ((Skill x (100 + Leadership) / 100) + 25) x2 example: A Trainer with 90 in Skill but only 10 in Leadership. ((90 x (100 + 10) / 100) +25) = 124 Workforce per tick Same as he has 60 in Skill but 65 in Leadership. ((60 x (100 + 65) / 100) +25) = 124 Workforce per tick So a trainer with 90 in skill and 90 in leadership would be ((90 x (100 + 90) / 100) +25) = 196 Workforce per tick (With the teaching perk, double the amount to 248 and 392) ----------------------- For the student, however, the formula is more complicated, since many factors depend on it. The Wisdom of the student is very important. Wisdom 50+ is recommended because of the formula. Skill x (150 - Max ( 0, (Wisdom - 50) x 2)) x 250 / 100 = Workforce ticks needed example: A Student has only 10 at the skill you want to teach and 50 or below in Wisdom. 10 x (150 - Max ( 0, (50 - 50) x2)) x250 / 100 = 3.750 Workforce ticks needed If the same student had 90 in wisdom ... 10 x (150 - Max ( 0, (90 - 50) x2)) x 250 / 100 = 1.750 Workforce ticks needed If you want to teach a Student with 80 at the skill and 50 in wisdom, it needs way longer to get a skillpoint. 80 x (150 - Max ( 0, (50 - 50) x2)) x 250 / 100 = 30.000 Workforce ticks needed Same Merc with 80 at the skill and 90 in Wisdom ... 80 x (150 - Max ( 0, (90 - 50) x2)) x 250 / 100 = 14.000 Workforce ticks needed ----------------------- So how long does it really take to teach a skillpoint? Remember 1 Tick = 15 minutes ingame So for the 80skill/90wisdom Student with 14.000 Workforce ticks needed Divided through the Teacher with 90skill/90ldr + teaching perk = 392 Workforce per tick 14.000 / 392 = 36 Ticks 36 Ticks per 15minutes ingame = 9 Ingame Hours to bring the student from his skill 80 to skill 81. For the next levelup, of course, 81 must be calculated, which again requires a few more Workforce ticks from the Teacher.
Fox is Wolf's girlfriend, she has the teaching perk and she is cheap (In more ways than one). Top that off with Fox's starting score of 100 Dexterity, if you are going Wolf, Fox is your best choice.
True, but Buns is almost the same. So the result will most likely be the same. Since Fox is also a nice merc, I would not use her as a Militia Trainer but use her to Fight in the Main Squad instead :)
@@MrQuay03 It's because of her 100 dexterity which determines melee accuracy. So whereas someone like Steroid who you would assume would be ideal for melee due to his huge strength stat which affects melee damage, his awful dexterity means he'll miss all the time thus making him an awful choice for it. So combine that with the fact dex also affects stealth kill chance and it's clear why she excels with a knife.
@@smward87 If you use in combat the special unarmed ability of Steroid (steroid smash) the Strength stat will substitute the Dex stat. This is devastating.
My suggestion is that you create a high leadership IMP merc with the teaching perk. You can get scrub mercs with high wisdom (eg Buns, Barry, MD, Igor and Livewire). Once on the Island train Marksmanship for three days. You now have all mercs with 80-85 Marksmanship. Buns and MD both have teaching perk. Train your guys in leadership with your IMP merc and pretty soon your whole squad has high leadership and three scrub mercs that are great at training. Both Militia and each other.
@@chr_isso Yeah. I went and grabbed Diamond Red first, which is not so hard if you get Barry to deal with the clump of people at the harbor and two competent stealth killers (e.g. Blood and Fox) to do the round around the mine. Then train people while the money accumulates. (Also, being how that may lead to you mining there for the full 90 days, letting the foreman keep his job for a while may be worth it.)
We've had a few discussions on reddit on the topic. Later in the game you might wanna think about splitting mercs and go for a less effective combination, but then have 4 mers (2 Squads) to train militia. But thanks for the flowers :)
Wolf and Kalina are pretty decent start option to train some militia, later on park one free merc like Larry in the Flea market of Fleatown to buy sixty 7.62 mm rounds for 300$ everyday then Flay and Smiley just train militia around the map.
@chr_isso yeah use all gunpowder to craft Nato rounds, there is also a table in Poachers Camp that sells 5.56 but they are more expensive. Like 500$ or 1000 for only 30 rounds I didn't get weather it's always 5.56 or they change everytime u visit camp. But even late game I realized that running different guns with different ammo is more efficient. My squad 1 is running Winchester with .44 / mp5 with 9mm / machine gun with 7.62 wp / and then something for 5.56 like famas or aug or minimi machine gun.
What you actually do is, you park 1-5 cheap toons at The Dump where you side with the baroness, have them harvest trash for for free parts and skill mags and the occasional gunpowder stack, and then use an explosives merc, say, Larry, to crank out the ammo you need.
My guide is to hire Raider to train imp merc or MD leadership on first island (just get all money from island + you can assault some diamond shipment for fast money) and you have cheap leadership merc (you can train with MD free merc like larry, flay etc.). Mostly i have team with IMP, Livewire, Barry as assault team and support team for militia and regaining sectors with auto combat (use 9mm Smgs because of useless ammo is almost unlimited). If you have cheap merc with high leadership + train trait you can share leadership, or other stats all over your merc. Now i tried MD with 100 ldr + Wolf trained to 91 ldr = militia train time 7:45m, maybe 7:30 with maxed ldr (i dont want to spare my time on it :-D ).
@@chr_isso I think gameplays are already covered well by some youtubers, but its crazy how much even they miss out on, because they don't know which skill does what and how they add up. If you make sector gameplay videos I would love to see information example: Letting the guards outside of The Rust bunker call reinforecements, will actually lower the number of defenders in the bunker, or in other sector "Don't forget, to climb on the tower, because there is a machine gun up there, that you can use", or stuff like BitSizedGamer just shared, that Leadership skill decreases the travel time for the squad between sectors :) This game is much better than what people think and I think the developers either failed to show us the tips and tricks or it was on purpose so we could explore it ourselves. Oh and well played in that WOT game with the Hellcat o7
@@tyutyu9331 okay, I'll see if I can get some footage on the bunker, nice idea. Too bad they made World of Tanks into some kind of shitshow, i played the game for years and loved it.. now i'm not touching it anymore, sadly..
I had my IMP (whit like 80 leadership and the teacher skill) + fox and we trained them in 12 hours. (playing the demo). on Emilia island we grabbed everything except the villedge and the fort, took the villedge and then spend 36 hour just training. this left me whit a militia squad of 8 recrutes (rank 1) and 4 vets (rank 2). after the first attack that we ambushed whit the MG from the bunker. 7 recrutes , 4 vets and 1 elite (rank 3). was fun. was awesome.
Imo the best use of the imp merc in ja3 is as a stay at home merc. Low hp, marksmanship,agi,dex, high wis,leadership,explosives,mech. He stays at home to repair items, make ammunition, train militia, and occasionally train mercs. This imp merc makes an incredible companion for wolf or buns or MD or hit an to do militia training and also take care of all other base tasks while your squads continue to fight.
The most efficient militia trainer is actually the free mercs you get like Larry or Smiley. Even though they take a long time to train militia, they don't cost you anything and you can still use your main squad to move around and take objectives while the free mercs are training your militia.
that is absolutely correct - however it takes some time until you get them and it might be the cheapest solution, but not the most efficient one ;-)
@@chr_isso Nope its not. Let me help you out. I made some testings and here it comes what counts (with formulas)
The most important thing when it comes to militia training is NOT Leadership (Base 64 + Skillpoints) It is the Trait TEACHING (x2). And Wolfs Jack of all Trade (x1.33)
To train a set of militia you need 5829 let me call it Workforce. Every Merc has a base of 64 no matter what. Additionally, the Leadership skill points. And Traits.
Workforce = (Base + Leadership) x Traits
So for Example:
Wolf: Workforce = (64 + 18) x 2 for teaching x 1.33 for JoaT = 226,1
to understand the rules, i give you more mercs.
MD: (64 + 4) x2 = 142
Fox: (64 + 21) x2 = 176
Kalyna: (64 + 52) = 119 (she don't have the Trait)
Gus: (64 + 85) = 152 (don't have the Trait)
So all in all it comes to the x2 Trait TEACHING. Even MD with his very low 4 in Leadership has become a fairly usefull Workforce. And the best thing, you can easily train this low Leadership only once, so he gain even more points and hangs up Kalyna in seconds, because she dont has a multiplicator.
So after you can calculate the Workforce, you have to know, to teach a set of Militia, you need 5829 Workpower.
So the math for this is.
5829 / Workforce = ingame Hours
examples
Wolf: 5829 / 226,1 = 25,8h to train a set of militia
MD: 5829 / 142 = 41,0h
Fox: 5829 / 176 = 33,1h
Kalyna: 5829 / 119 = 49,0h
Gus: 5829 / 152 = 38,9h
So you can see, the x2 Trait (and Wolfs special one) are way more worth than the pure Leadership Skill.
Especially when a Merc has a low Leadership skill like M.D. but have the Trait TEACHING, he can level up really quick in Leadership and become a great Trainer for Militia.
With this in mind, i can give you a list of some good Militia Trainers.
1.) Raider (64 + 91) x2 = 316 = 18,4h
2.) Len (64 + 68) x2 = 270 = 21,6h
3.) Hitman (64 + 68) x2 = 250 = 23,3h
4.) Wolf (64 + 18) x2 x1.33 = 226 = 25,8h
5.) Buns (64 + 24) x2 = 182 = 32,0h
6.) Fox (64 + 21) x2 = 176 = 33,1h
7.) Gus + Spike (64 + 85) = 152 = 38,3h (no Trait but high Leadership)
8.) MD (64 + 4) +2 = 142 = 41,0h
9.) Scully (64 + 70) = 137 = 42,5h (no Trait but high Leadership)
10.) Fauda (64 + 64) = 131 = 44,5h (no Trait but high Leadership)
Hint: MD is a special one here, because of his low Leadership but with TEACHING trait. So for example, a 48h training in Leadership from Raider and MD will raise from 4 to 31 in Leadership ... which means he raises to (64 + 31) x2 = 196 = 29,7h easily and would become number 5 before Buns, Fox, Gus ...
With this in mind and looking at the costs, because we dont want an expensive Merc doings this kind of job and left behind, we get this List.
1.) MD (trained 31) -> 196 = 30h = 508$ total Worktime costs per Militia Unit with a 7 Days contract.
2.) MD (4) -> 142 = 41h = 701$
3.) Fox (21) -> 176 = 33h = 773$
4.) Buns (24) -> 182 = 32h = 795$
5.) Hitman (58) -> 250 = 23h = 796$
6.) Kalyna (52) -> 119 = 49h = 1.225$
7.) Wolf (18) -> 226 = 26h = 1.235$
8.) Raider (91) -> 316 = 18h = 1.260$
9.) Len (68) -> 270 = 22h = 1.760$
10.) Thor (61) -> 128 = 46h = 3.036$
So you can see, Wolf is great to train Militia because of his 2 Traits (x2 and x1.33) but on a daily cost he is too expensive to left behind to train Militia.
For questions i strongly recommend this video (German but with illustration) = watch?v=ZRFCYl1ZWaY
@@sirbowen4358 great math, my guess without your math would have been the 2 cheapest trainers fox+md..and you confirmed my suspicion (of course under the premise that you don't use your free IMP with 85 + teaching) ..you forgot to calculate the rebate you get from buns....she reduces the cost because of her negotiatior perk..so she might be better cost wise than fox as she reduces the base cost by 20% (depending on loyalty of town)
@@sirbowen4358 brother thank you for the info. is MERC TRAINING governed by the *exact* same formula?
@@yosharian When it comes to Merc training:
General:
- The Teacher must have at least 50 at the skill he wants to teach.
- The student must be lower than the teacher (makes sense)
- After a skill of 90 the student can not be taught anymore. (100 Teacher -> 90+ Student doesn't work)
For Merc training, the formula is somewhat simpler. This is about the skill you want to teach and the value in leadership.
Sidenote (1 Tick = 15 minutes ingame)
Workforce per tick = ((Skill x (100 + Leadership) / 100) + 25)
And with teaching Perk.
Workforce per tick = ((Skill x (100 + Leadership) / 100) + 25) x2
example:
A Trainer with 90 in Skill but only 10 in Leadership.
((90 x (100 + 10) / 100) +25) = 124 Workforce per tick
Same as he has 60 in Skill but 65 in Leadership.
((60 x (100 + 65) / 100) +25) = 124 Workforce per tick
So a trainer with 90 in skill and 90 in leadership would be
((90 x (100 + 90) / 100) +25) = 196 Workforce per tick
(With the teaching perk, double the amount to 248 and 392)
-----------------------
For the student, however, the formula is more complicated, since many factors depend on it. The Wisdom of the student is very important.
Wisdom 50+ is recommended because of the formula.
Skill x (150 - Max ( 0, (Wisdom - 50) x 2)) x 250 / 100 = Workforce ticks needed
example:
A Student has only 10 at the skill you want to teach and 50 or below in Wisdom.
10 x (150 - Max ( 0, (50 - 50) x2)) x250 / 100 = 3.750 Workforce ticks needed
If the same student had 90 in wisdom ...
10 x (150 - Max ( 0, (90 - 50) x2)) x 250 / 100 = 1.750 Workforce ticks needed
If you want to teach a Student with 80 at the skill and 50 in wisdom, it needs way longer to get a skillpoint.
80 x (150 - Max ( 0, (50 - 50) x2)) x 250 / 100 = 30.000 Workforce ticks needed
Same Merc with 80 at the skill and 90 in Wisdom ...
80 x (150 - Max ( 0, (90 - 50) x2)) x 250 / 100 = 14.000 Workforce ticks needed
-----------------------
So how long does it really take to teach a skillpoint?
Remember 1 Tick = 15 minutes ingame
So for the 80skill/90wisdom Student with 14.000 Workforce ticks needed Divided through the Teacher with 90skill/90ldr + teaching perk = 392 Workforce per tick
14.000 / 392 = 36 Ticks
36 Ticks per 15minutes ingame = 9 Ingame Hours to bring the student from his skill 80 to skill 81.
For the next levelup, of course, 81 must be calculated, which again requires a few more Workforce ticks from the Teacher.
Fox is Wolf's girlfriend, she has the teaching perk and she is cheap (In more ways than one). Top that off with Fox's starting score of 100 Dexterity, if you are going Wolf, Fox is your best choice.
True, but Buns is almost the same. So the result will most likely be the same. Since Fox is also a nice merc, I would not use her as a Militia Trainer but use her to Fight in the Main Squad instead :)
Fox is a freaking killer in my team as knifer. For some reason, she is so good at it
@@MrQuay03 It's because of her 100 dexterity which determines melee accuracy. So whereas someone like Steroid who you would assume would be ideal for melee due to his huge strength stat which affects melee damage, his awful dexterity means he'll miss all the time thus making him an awful choice for it. So combine that with the fact dex also affects stealth kill chance and it's clear why she excels with a knife.
@@smward87 If you use in combat the special unarmed ability of Steroid (steroid smash) the Strength stat will substitute the Dex stat. This is devastating.
@@vgnlda Yes I know. Has nothing to do with normal melee attacks though lol.
Wolf was always a good hire in JA2 and here again. I usually have him with my starting lineup (Fox as well, he insisted).
i always liked wolf too!
My suggestion is that you create a high leadership IMP merc with the teaching perk. You can get scrub mercs with high wisdom (eg Buns, Barry, MD, Igor and Livewire). Once on the Island train Marksmanship for three days. You now have all mercs with 80-85 Marksmanship. Buns and MD both have teaching perk. Train your guys in leadership with your IMP merc and pretty soon your whole squad has high leadership and three scrub mercs that are great at training. Both Militia and each other.
Yeah, good tips! However in higher difficulties you gotta have an eye on your income!
@@chr_isso Yeah.
I went and grabbed Diamond Red first, which is not so hard if you get Barry to deal with the clump of people at the harbor and two competent stealth killers (e.g. Blood and Fox) to do the round around the mine.
Then train people while the money accumulates.
(Also, being how that may lead to you mining there for the full 90 days, letting the foreman keep his job for a while may be worth it.)
Awesome video!
Thats why I give wolf all the leadership magazines I manage to find
Not a bad idea!
Good tests. Excellent combos. Militia training is no longer a slog with these combos in mind.
We've had a few discussions on reddit on the topic. Later in the game you might wanna think about splitting mercs and go for a less effective combination, but then have 4 mers (2 Squads) to train militia.
But thanks for the flowers :)
Wolf and Kalina are pretty decent start option to train some militia, later on park one free merc like Larry in the Flea market of Fleatown to buy sixty 7.62 mm rounds for 300$ everyday then Flay and Smiley just train militia around the map.
But those are 7.62 WP, not Nato right? I never ran low on 7.62 WP... nato would be awesome!
@chr_isso yeah use all gunpowder to craft Nato rounds, there is also a table in Poachers Camp that sells 5.56 but they are more expensive. Like 500$ or 1000 for only 30 rounds I didn't get weather it's always 5.56 or they change everytime u visit camp. But even late game I realized that running different guns with different ammo is more efficient. My squad 1 is running Winchester with .44 / mp5 with 9mm / machine gun with 7.62 wp / and then something for 5.56 like famas or aug or minimi machine gun.
What you actually do is, you park 1-5 cheap toons at The Dump where you side with the baroness, have them harvest trash for for free parts and skill mags and the occasional gunpowder stack, and then use an explosives merc, say, Larry, to crank out the ammo you need.
My guide is to hire Raider to train imp merc or MD leadership on first island (just get all money from island + you can assault some diamond shipment for fast money) and you have cheap leadership merc (you can train with MD free merc like larry, flay etc.). Mostly i have team with IMP, Livewire, Barry as assault team and support team for militia and regaining sectors with auto combat (use 9mm Smgs because of useless ammo is almost unlimited). If you have cheap merc with high leadership + train trait you can share leadership, or other stats all over your merc. Now i tried MD with 100 ldr + Wolf trained to 91 ldr = militia train time 7:45m, maybe 7:30 with maxed ldr (i dont want to spare my time on it :-D ).
I was wondering about wolf and MD I'll check that when i can but hopefully that's a decent combo
yeah it's a pretty good combo too, i think around 13Hrs or something!
Is there an upkeep on militia in this game? If not, what is the upkeep marker for anyway?
Is there a way to move trained troops around the map, like you could in the previous games?
Unfortunately not. But I'm pretty sure we will get a mod for that.
Fantastic vid. I love guides like this. Thx
Thanks man, appreciate it. Do you also want to see how to clear some sectors/gameplay?
@@chr_isso I think gameplays are already covered well by some youtubers, but its crazy how much even they miss out on, because they don't know which skill does what and how they add up.
If you make sector gameplay videos I would love to see information example: Letting the guards outside of The Rust bunker call reinforecements, will actually lower the number of defenders in the bunker, or in other sector "Don't forget, to climb on the tower, because there is a machine gun up there, that you can use", or stuff like BitSizedGamer just shared, that Leadership skill decreases the travel time for the squad between sectors :)
This game is much better than what people think and I think the developers either failed to show us the tips and tricks or it was on purpose so we could explore it ourselves.
Oh and well played in that WOT game with the Hellcat o7
@@tyutyu9331 okay, I'll see if I can get some footage on the bunker, nice idea.
Too bad they made World of Tanks into some kind of shitshow, i played the game for years and loved it.. now i'm not touching it anymore, sadly..
-vid.- *Video
Fantastic -vid- * Video
Are you @caracal or just sound like him exactly?
Na, this is my only channel!
@@chr_isso I am just joking, but you two have very similar intonation and cover the same topics.
so teaching stacks hmmm
"PromoSM"
Bwahaha! 4militia in 4 days. US Air Force basic training is 60 days! Bwahahaha
Haha. Let's not compare some african tryhards with US Forces. Thanks for the laughs haha
Bah the USAF spend 56 days uselessly, they didn't watch the vid and use bad trainers that's all ^^
It’s a game bro
I had my IMP (whit like 80 leadership and the teacher skill) + fox and we trained them in 12 hours. (playing the demo).
on Emilia island we grabbed everything except the villedge and the fort, took the villedge and then spend 36 hour just training.
this left me whit a militia squad of 8 recrutes (rank 1) and 4 vets (rank 2).
after the first attack that we ambushed whit the MG from the bunker.
7 recrutes , 4 vets and 1 elite (rank 3).
was fun. was awesome.
-Bwahahaha-
Imo the best use of the imp merc in ja3 is as a stay at home merc. Low hp, marksmanship,agi,dex, high wis,leadership,explosives,mech. He stays at home to repair items, make ammunition, train militia, and occasionally train mercs.
This imp merc makes an incredible companion for wolf or buns or MD or hit an to do militia training and also take care of all other base tasks while your squads continue to fight.
that is a legit approach!