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Melee attacks with guns are a viable alternative if your colonists are adept at melee combat and the guns don't fare well at touch range. Since they don't usually emerge victorious from a 1v1 melee fight unless there is a massive skill gap, have someone else join in the fray, be it a brawler or gunner. | Melee attacks with guns are a viable alternative if your colonists are adept at melee combat and the guns don't fare well at touch range. Since they don't usually emerge victorious from a 1v1 melee fight unless there is a massive skill gap, have someone else join in the fray, be it a brawler or gunner. | ||
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+ | ==== Melee killbox ==== | ||
+ | In the current version of the game, when an enemy is standing between a door, they can be hit by pawns standing directly diagonally to it. This applies even when there are walls between them. | ||
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+ | [[File:melee killbox.png|400px]] | ||
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+ | So, you can design a "killbox" where your melee fighters stand beside a long corridor of doors placed diagonally. Placing a turret near your killbox can prevent the enemy from bunching up. | ||
+ | <br> | ||
=== Body blocking === | === Body blocking === | ||
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Blocking can be used to slow down prison breaks, seal off escape routes for enemies, or more aggressively to devastate melee only raids, detailed below. | Blocking can be used to slow down prison breaks, seal off escape routes for enemies, or more aggressively to devastate melee only raids, detailed below. | ||
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==== Melee blocking ==== | ==== Melee blocking ==== | ||
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Non-combatants, such as those incapable of violence, are ideal to serve as rescue members by standing near a fight to pull out downed colonists. Non-combatant doctors should wear a [[shield belt]] and carry quality medicine at all times, so they can be drafted during combat and quickly tend to wounded colonist on the field. Non-combatants should be equipped similarly to above, though with no ranged weapons they have fewer restrictions on wearing a shield belt to prevent damage, and their value proposition improves. | Non-combatants, such as those incapable of violence, are ideal to serve as rescue members by standing near a fight to pull out downed colonists. Non-combatant doctors should wear a [[shield belt]] and carry quality medicine at all times, so they can be drafted during combat and quickly tend to wounded colonist on the field. Non-combatants should be equipped similarly to above, though with no ranged weapons they have fewer restrictions on wearing a shield belt to prevent damage, and their value proposition improves. | ||
− | If a colonist cannot reach the hospital in time, typically ~2 hours from death or less, have the doctor patch colonists up a little such that they can reach the hospital without bleeding out, then carry them there. You will have a higher infection chance this way, but it's better than the colonist bleeding to death while on their way to the hospital. The remaining injuries can then be treated in the cleaner environment. Alternatively, an untuned [[biosculpter pod]]{{IdeologyIcon}} can be kept nearby and the injured pawn loaded into it. This can save pawns moments from death, that a doctor could not treat fast enough to save. The cost of the pods can be considerable however, and they must be de-tuned or deconstructed and | + | If a colonist cannot reach the hospital in time, typically ~2 hours from death or less, have the doctor patch colonists up a little such that they can reach the hospital without bleeding out, then carry them there. You will have a higher infection chance this way, but it's better than the colonist bleeding to death while on their way to the hospital. The remaining injuries can then be treated in the cleaner environment. Alternatively, an untuned [[biosculpter pod]]{{IdeologyIcon}} can be kept nearby and the injured pawn loaded into it. This can save pawns moments from death, that a doctor could not treat fast enough to save. The cost of the pods can be considerable however, and they must be de-tuned or deconstructed and reconstructured after each event. |
=== Friendly fire management === | === Friendly fire management === | ||
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=== Kiting === | === Kiting === | ||
− | This tactic is effective when | + | This risky and situational tactic is effective when employed correctly. |
− | + | It involves the use of fast colonists (with 120-140% or more Moving) running near moving enemies to gain their attention. Constantly outrun them while staying within their attention range, if not the enemy will engage other targets instead. After running far enough, fire a few shots at them before running again. This way, kiters can distract a group of enemies by leading them around the map, while chipping away at their health. | |
− | As long as your colonist safely outruns hostiles, you're fine. However, if the enemy catches up, your colonist will be slowed and on his own | + | As long as your colonist safely outruns hostiles, you're fine. However, if the enemy catches up, your colonist will be slowed and on his own. |
====Equipment==== | ====Equipment==== | ||
− | A fast, long-range weapon is safest | + | A fast, long-range weapon is safest (e.g. [[assault rifle]]), while a fast moderate-range weapon (e.g. [[machine pistol]]) may be used but is riskier. Slow weapons such as sniper rifles are not recommended as the need to stand still for extended periods puts soldiers in grave danger. |
Kiting colonists should be lightly armored while still maintaining a fast speed. | Kiting colonists should be lightly armored while still maintaining a fast speed. | ||
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== Additional tactics == | == Additional tactics == | ||
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The animals on the map, tamed or not, can be used to your advantage. | The animals on the map, tamed or not, can be used to your advantage. | ||
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+ | Raiders never come using tamed animals so the advantage of animals on your side is solely yours. | ||
==== Tamed animal release ==== | ==== Tamed animal release ==== | ||
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With your handlers, you can amass a huge army of animals to charge the enemy. Simply find a good combat-capable animal, tame it, and train it to learn Release. | With your handlers, you can amass a huge army of animals to charge the enemy. Simply find a good combat-capable animal, tame it, and train it to learn Release. | ||
− | There are many animals that are good for this purpose | + | There are many animals that are good for this purpose. |
− | * Large animals like [[Thrumbo]]s, [[elephant]]s or [[rhinoceros|rhino]]s have good DPS and their large health scale means that damage is less likely to kill them before they can get patched up by your doctors. However they are harder to tame | + | * Large animals like [[Thrumbo]]s, [[elephant]]s or [[rhinoceros|rhino]]s have good DPS and their large health scale means that damage is less likely to kill them before they can get patched up by your doctors. However they are harder to tame, maintain and breed. |
− | * [[Warg]]s and [[bear]]s offer a good balance of DPS, | + | * [[Warg]]s and [[bear]]s offer a good balance of DPS and breedability, with large packs fed on the bodies of raiders being posible. |
− | * [[Husky|Huskies]] significantly less DPS than the others, but are easy to breed, feed, and provide hauling | + | * [[Husky|Huskies]] significantly less DPS than the others, but are easy to breed, feed, and provide hauling. |
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Tamed animals also cause pirates to fire near their allies in a bid to get them off their allies, potentially causing friendly fire. | Tamed animals also cause pirates to fire near their allies in a bid to get them off their allies, potentially causing friendly fire. | ||
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+ | ==== Meat shield ==== | ||
+ | The animals surrounding a handler can be used as a convenient meat shield as they take bullets, arrows and other projectiles (but not explosions) for their master. Provided they don't stray too far, they won't receive friendly fire as the shooters simply fire over them. All you need is to train Obedience, instead of Release. | ||
==== Strategic zoning ==== | ==== Strategic zoning ==== | ||
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*'''Manipulation''': Animals can be moved around without the need of training Release, simply by changing the allowed zone of your animals. A short time later, the animals will move towards the zone and stay there. When animals are sleeping you can put animal sleeping spots beneath them and then remove them to wake them up. ''Changing'' the animal's zone also immediately forces it to move, at high speed, if they are not in the area of the new zone. This can also be used to update an existing zone's area by changing the animal to a different zone (which they aren't in the area of) and then back to the original zone again. Untrained animals will flee from threats, but will fight back to defend themselves if they are damaged by a hostile. | *'''Manipulation''': Animals can be moved around without the need of training Release, simply by changing the allowed zone of your animals. A short time later, the animals will move towards the zone and stay there. When animals are sleeping you can put animal sleeping spots beneath them and then remove them to wake them up. ''Changing'' the animal's zone also immediately forces it to move, at high speed, if they are not in the area of the new zone. This can also be used to update an existing zone's area by changing the animal to a different zone (which they aren't in the area of) and then back to the original zone again. Untrained animals will flee from threats, but will fight back to defend themselves if they are damaged by a hostile. | ||
**'''Aggressive zoning''': Zone animals in a place where you are expecting an encounter with enemies. Enemies will notice the animals and will start attacking, making them fight back and injure or even down the attackers. This method works for any animal, even those that cannot be trained. Remember to undo the zoning otherwise the animals may starve. [[Boomrat]]s are especially useful by causing explosions, setting raiders on fire and delaying their assault. | **'''Aggressive zoning''': Zone animals in a place where you are expecting an encounter with enemies. Enemies will notice the animals and will start attacking, making them fight back and injure or even down the attackers. This method works for any animal, even those that cannot be trained. Remember to undo the zoning otherwise the animals may starve. [[Boomrat]]s are especially useful by causing explosions, setting raiders on fire and delaying their assault. | ||
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**'''Animal chokepoint''': Zone the animals in a chokepoint, creating a dense cluster. | **'''Animal chokepoint''': Zone the animals in a chokepoint, creating a dense cluster. | ||
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Remember, if you can down the animal easily with colonists, so can the raiders. | Remember, if you can down the animal easily with colonists, so can the raiders. | ||
− | + | Similarily to this, a [[Manhunter]] pulse on a flock of wild (or tamed but not trained) animals can wreak heavoc on raiders, just make sure that your own pawns are too far away to be targeted. It may make sense to have some fenced-in pastures at the edge of the map for this very purpose. | |
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=== Base scattering === | === Base scattering === | ||
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==== Environmental hazards ==== | ==== Environmental hazards ==== | ||
− | Very rarely, when unable to put | + | Very rarely, when unable to put a proper fight, you can count on Mother Nature to play for your side. Invaders will come to you without proper protection against the weather. You will be able to fend off the attack without confrontation. |
Choosing to play on an extremely hot or cold map, such as in a sea ice biome near the poles, seals the fate of all raiders foolhardy enough to come. | Choosing to play on an extremely hot or cold map, such as in a sea ice biome near the poles, seals the fate of all raiders foolhardy enough to come. | ||
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==== Weapons ==== | ==== Weapons ==== | ||
− | For most factions, skills are assigned at random, meaning that raiders | + | For most factions, skills are assigned at random, meaning that more often than not raiders aren't of a kind that gets a weapon appropriate for their skills; skilled shooters can be randomly equipped with melee weapons and melee pawns equipped with guns. So if you have your colonists equip weapons according to their skills, you already have an advantage over many enemies. |
− | + | Tribals usually come equipped with [[Neolithic Weapons|primitive weapons]] of random quality, either basic melee weapons or ranged weapons limited to bows and [[pila]]. | |
− | + | Pirates can spawn with most weapons in the game, up to and including dangerous [[doomsday rocket launcher]]s. | |
− | However, some classes of raider always come with the same | + | However, some classes of raider always come with the same (category of) weapon. For example, mercenary "snipers" always use sniper rifles, "grenadiers" always wield some form of thrown explosive, and tribal "archers" always use neolithic ranged weaponry. Also, the [[Empire]]{{RoyaltyIcon}} will ''ensure'' that its soldiers have skills appropriate for their issued weapons. |
==== Drugs ==== | ==== Drugs ==== | ||
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==== Countering with mortars ==== | ==== Countering with mortars ==== | ||
− | If you have your own mortars, you can use them to fire back at the raiders. The raiders will stay put to defend the camp, making them easy targets for mortar strikes | + | If you have your own mortars, you can use them to fire back at the raiders. The raiders will stay put to defend the camp, making them easy targets for mortar strikes. |
− | [[High-explosive shell]]s deal heavy damage to tight groups of raiders if they hit, ignoring all cover but solid walls in the process. A tight volley can devastate mortar camps, forcing them to either attack or flee outright | + | [[High-explosive shell]]s deal heavy damage to tight groups of raiders if they hit, ignoring all cover but solid walls in the process. A tight volley can devastate mortar camps, forcing them to either attack or flee outright. |
[[Incendiary shell]]s are an effective way of distracting sieges as the raiders will be preoccupied with extinguishing the resultant flames. 2 mortars are usually enough to keep them from doing any activity other than firefighting, unless it is raining or there are no flammables nearby. This deals little damage to them, however. | [[Incendiary shell]]s are an effective way of distracting sieges as the raiders will be preoccupied with extinguishing the resultant flames. 2 mortars are usually enough to keep them from doing any activity other than firefighting, unless it is raining or there are no flammables nearby. This deals little damage to them, however. | ||
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# Send brawlers straight in, beating up dangerous enemies like rocketeers first. | # Send brawlers straight in, beating up dangerous enemies like rocketeers first. | ||
# Steal their supplies and wait for them to send more. Free food and mortar shells! | # Steal their supplies and wait for them to send more. Free food and mortar shells! | ||
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# Burn the enemy with fire, a task made much easier while they are off-guard. This will eventually force them out to attack after suffering from heavy losses. | # Burn the enemy with fire, a task made much easier while they are off-guard. This will eventually force them out to attack after suffering from heavy losses. | ||
#* Lighting the mortars on fire allows them to be destroyed with ease. | #* Lighting the mortars on fire allows them to be destroyed with ease. | ||
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Sappers will mine and blast their way through any obstacles, such as natural or constructed walls, though avoiding high-health ore veins. They will also try to circumvent your defenses to attack from another direction. Their goal is to reach one of your bedrooms or barracks, where they will begin to wreak havoc. | Sappers will mine and blast their way through any obstacles, such as natural or constructed walls, though avoiding high-health ore veins. They will also try to circumvent your defenses to attack from another direction. Their goal is to reach one of your bedrooms or barracks, where they will begin to wreak havoc. | ||
− | In an open base, sappers can usually be treated as a weaker-than-usual bunch of raiders. However, they are a great threat to turret-reliant, mountain or walled bases, including | + | In an open base, sappers can usually be treated as a weaker-than-usual bunch of raiders. However, they are a great threat to turret-reliant, mountain or walled bases, including baes with killboxes. |
Their grenadiers and miners deal heavy damage to structures; even the toughest [[plasteel]] walls will not stop them for long. They will also persistently try to tunnel into your base, continuing even if their digger is killed or they are under attack. | Their grenadiers and miners deal heavy damage to structures; even the toughest [[plasteel]] walls will not stop them for long. They will also persistently try to tunnel into your base, continuing even if their digger is killed or they are under attack. | ||
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==== Strategy ==== | ==== Strategy ==== | ||
− | Once you see them land, you should immediately | + | Once you see them land, you should immediately draft any nearby armed colonists to the site, whether they are your designated soldiers or not. Let them hold off the attackers for a while before your soldiers arrive to help. You have less than 9 seconds before they open, not enough for a soldier to get halfway across the map to help. <br> |
− | + | Any non-combatants should immediately be evacuated. They may still stay close to help in rescue efforts, pulling out any downed colonists. Make sure it's safe to rescue them- as in rescuers not walking through the crossfire and back again to get a colonist to the hospital. You may need to forbid doors to prevent them from walking through the firefight into a hospital. | |
− | Any non-combatants should immediately be evacuated. They may still stay close to help in rescue efforts, pulling out any downed colonists. Make sure it's safe to rescue them- as in rescuers not walking through the crossfire and back again to get a colonist to the hospital. You may need to forbid doors to prevent them from walking through the firefight into a hospital | ||
− | + | Melee is useful against these attacks, for you can immediately start beating up the enemy as soon as they exit the pods. They can also shut down dangerous enemies such as rocketeers. | |
Like other raids, humanoid raiders will attempt to flee after receiving heavy losses; however, if they land inside enclosed areas of your base, they will be trapped, allowing your colonists to down and capture them at leisure; in their panic, they won't try to fight back, until you're well into beating them up. | Like other raids, humanoid raiders will attempt to flee after receiving heavy losses; however, if they land inside enclosed areas of your base, they will be trapped, allowing your colonists to down and capture them at leisure; in their panic, they won't try to fight back, until you're well into beating them up. | ||
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= Mechanoids = | = Mechanoids = | ||
− | {{stub| | + | {{stub|Reason= did not include the new type of mech raid -breach raid }} |
Mechanoids come in 4 types: [[Scyther]]s, [[Lancer]]s (1.0), [[Centipede]]s, and [[Pikeman|Pikemen]] (1.1). They have much differing stats and weapons, meaning different tactics may be used. All types are armored to some degree, and are basically immune to fire damage. | Mechanoids come in 4 types: [[Scyther]]s, [[Lancer]]s (1.0), [[Centipede]]s, and [[Pikeman|Pikemen]] (1.1). They have much differing stats and weapons, meaning different tactics may be used. All types are armored to some degree, and are basically immune to fire damage. | ||
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They have poor damage output, making them less threatening compared to other mechanoids. Their accuracy is also not appropriate for a sniping mech- equivalent to a level 8 shooter, it will more often than not miss at range. | They have poor damage output, making them less threatening compared to other mechanoids. Their accuracy is also not appropriate for a sniping mech- equivalent to a level 8 shooter, it will more often than not miss at range. | ||
− | As the description says, engaging pikemen at close range can be a viable way to take them down, once all others have been dealt with. Charging them can be risky due to the long distance pawns need to travel, but shield belts make the charge much safer, especially when you have multiple brawlers charging at once to divert concentrated fire | + | As the description says, engaging pikemen at close range can be a viable way to take them down, once all others have been dealt with. Charging them can be risky due to the long distance pawns need to travel, but shield belts make the charge much safer, especially when you have multiple brawlers charging at once to divert concentrated fire. |
=== Termites === | === Termites === | ||
[[{{Q|Termite|Image}}||100px|right]] | [[{{Q|Termite|Image}}||100px|right]] | ||
− | Spawning only in mechanoid breach raids, the [[termite]] is a dedicated | + | Spawning only in mechanoid breach raids, the [[termite]] is a dedicated antistructure opponent. The termite's [[thump cannon]] can deal tremendous damage to your structures, and are able any wall in one shot except those made from [[plasteel]] and [[uranium]]. Against pawns however it is significantly less effective with lower DPS, damage, and AP than even the lowly [[short bow]]. |
− | Since they are so specialized in breaching walls, they cannot deal much damage to your pawns. However | + | Since they are so specialized in breaching walls, they cannot deal much damage to your pawns. However they should be the focused to be killed after you cleared out the [[scyther]]s since they can destroy your pawn's cover, exposing your pawns to danger. |
=== Crashed ships === | === Crashed ships === | ||
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=== Mechanoid breach raids === | === Mechanoid breach raids === | ||
− | Mechanoid of the breach raids will not ever walk | + | Mechanoid of the breach raids will not ever walk though the kill box as you wanted them to, instead they will blast walls down and head straight for your base.{{Check Tag|Detail Needed|What item do they target/path to?}} |
− | It is worth considering the use of a [[Psychic shock lance|psychic shock]] or [[Psychic insanity lance|insanity lance]] to take down the [[ | + | It is worth considering the use of a [[Psychic shock lance|psychic shock]] or [[Psychic insanity lance|insanity lance]] to take down the termite (the mechanoid equivalent of a [[sapper]]) from far away, as there will only be up to two termites per raid. Losing the use of the specialized anti-structure [[thump cannon]] will significantly delay the raid, as they will instead be forced to destroy walls in their path with their more traditional weaponry. This gives you time to prepare a defense behind that section of wall. |
Typically this raid strategy will result in the mechanoids clumping up, giving a prime target for [[EMP grenades]] or a [[triple rocket launcher]], hopefully to devastating effect. Note the mechs will not attack colonists unless they come into the range of the mechanoid's gun. The long range of the triple rocket launcher is beneficial here, only putting the wielder in range of the [[pikeman|pikemen's]] needle gun. | Typically this raid strategy will result in the mechanoids clumping up, giving a prime target for [[EMP grenades]] or a [[triple rocket launcher]], hopefully to devastating effect. Note the mechs will not attack colonists unless they come into the range of the mechanoid's gun. The long range of the triple rocket launcher is beneficial here, only putting the wielder in range of the [[pikeman|pikemen's]] needle gun. |