Case 6-2 - Last Stand
S gt. Boykin is having a pretty bad day (Severe dissociation, if you want get clinical) and it seems like he’s pretty far gone. We can’t save him, so we need to take him out so that we can save Rebecca.
Sgt. Boykin has a few attacks. He primarily sticks to using his LMG, even at a fairly close range. If you put much distance between Chuck and the soldier, he’ll stick to the gun and throw grenades. Note that he usually calls out when he’s throwing a grenade, so you have plenty of warning to run over to a different place of cover. You can even try throwing them back if you're quick enough.
Occasionally he’ll just unleash a steady barrage down the center of the room. You just need to get behind one of the shipping crates, or if you’re daring, approach him from the side and attack him.
He can also stop to get ammo, shoot dead zombies or give new orders to his “men." This is just an opportunity for a free attack.
The only real problem is his close range counter attack, which is something to behold. If you get close enough to hit Sgt. Boykin, he’ll stop firing and try to bash you with his gun. If this attack connects, you’ll be paralyzed on the ground for a moment while he runs up and fires into you at point blank range. This usually ends with the added touch of Boykin picking Chuck up and throwing him across the room. Don’t get hit, is what I’m trying to say. This combo can take three or four blocks away and end the fight really quickly.
That said, you have a few good options. If you bring an LMG or few of your own guns with you, it’s possible to just duel it out with him. His gunfire isn’t actually that big of a deal and you just just run away from his grenades. On this note, guns are actually a decent option even for melee fighters, at least for getting in some early damage.
If you run behind the humvee that Rebeca is inside, you can find at least two assault rifles on the dead soldiers near it. These are a little better than the mercenary models and have 60 shots each. If you do short focused bursts, then you can chip away about 30% of his health quite easily.
If you plan to go for the melee route, then bring a few painkillers and either a nailbat or some knife gloves. As tough as Sgt. Boykins counterattack is, note that it is also really slow, especially for the level you should be at by this point in the story (I’d be shocked if anyone was below 25). You should actually be able to just approach him and get him to start the long swing. If you roll away or jump back, you should be able to avoid the swing and get in two solid hits before he recovers.
If you can keep baiting him into attacking, it’s actually pretty easy. After repeating this trick a few times, Sgt. Boykin should die.