OK That explains why you have problems with this list. I understand you are playing on a fairly dense table and your opponent makes a good use of the terrain. (Just to make sure: to obtain the fireteam bonus only the trooper firing at the target mas to be in LoF to the target. The rest of the fireteam should be in total cover.) In case you shoot with a HMG Grunt that is part of the fireteam you are rolling 5 dice that hits on 8s (+3 range, +3 fireteam bonus, -6 ODD and -3 cover) in case you are firing in the 24-32 range. (SMG shoots back a single dice with -3 for range and -3 for cover breaking SF...) In case you are firing in the 16-24 range your opponent will shoot back with no range penalty (thanks to X-visor) and a burst of 3, in addition giving you an additional negative modifier of 3 for SF. That means you are rolling 5 dice for 5s and your opponent is rolling 3 dice hitting on 9s (BS12 and -3 for cover). Not a good idea, indeed. In this case (dense terrain, Ryukens covering a limited area) you should try moving your DTW wielding troopers close enough to fire at the Ryukens. DTWs do not care for ODD or cover and give a pretty high chance of killing your enemy. (ARM2 1W toopers has a pretty high chance going down.) Fire templates are the best for pretty obvious reasons. Due to dense terrain you should be able to maneuver your troopers upfields without provoking AROs, but in case your opponents successfully locks down every paths you should try using smoke. Desperados and Mavericks has smoke LGL. Try laying down smoke unopposed and move your troopers in this cover upfields. Keep in mind however that Rui Shi has MSV2 - I recommend taking this REM out first. A fireteam's HMG should make short work of this REM, because no ODD whatsoever to protect it. Granted chances are pretty high the agressor will not survive the strike against the Ryuken (unless you are attacking from the back) but if you are sacrificing a low points (e. g. a 10 points Grunt) trooper you should consider this a good deal. I hope this helps.