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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 ====
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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.
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<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.
 
You can avoid heavily injured pawns just by invisibilize your pawns continuously, they will still be blocking enemy drafted pawns in hallways but cant get retargeted. But you have to pay attention, a freshly invisible pawn does not lose the agro of enemies. As an example, if your pawn gets in the door and get targeted by an enemy equipped with a doomsday, the doomsday will be shot at the invisible pawn, there are some ways of breaking the targeting process such as loss of vision, and any kinds of jumps or teleportation.
 
  
 
==== 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 reconstructed after each event.
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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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<gallery widths="400px" heights="400px" class="left" mode="nolines">
 
<gallery widths="400px" heights="400px" class="left" mode="nolines">
File:Kiting_1.png|'''Kiting #1 - when enemies are as fast as the majority of your colonists. Optimal scenario shown - all raiders are lured to 1 colonist. Ideally you have >1 colonist faster than the enemy. '''<br><br> Black circle is the ideal kiting route, when your kiter is fast enough. Red lines can be used if the kiter is too slow to run a full circle. Enemies might catch up, but you've gained valuable time for colonists to shoot
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File:Kiting_1.png|'''Kiting #1 - when enemies are as fast as the majority of your colonists. Ideally you have >1 colonist faster than the enemy. <br> Black circle is the ideal kiting route, when your kiter is fast enough. Red line can be used if the kiter is too slow to run a full circle. Enemies might catch up, but you've gained valuable time for colonists to shoot.
 
File:Kiting_2.png|'''Kiting #2 - when all colonists can outrun and outrange the enemy. Retreat just before you get into enemy range.
 
File:Kiting_2.png|'''Kiting #2 - when all colonists can outrun and outrange the enemy. Retreat just before you get into enemy range.
 
</gallery>
 
</gallery>
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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. Main tactics are take quality vs take quantity.
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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 and very hard to keep a big amount. Replenish losses for a long time (especially Thrumbos). Due to smaller amounts, in case of big raid, they can block only few gunners and will sooner be downed by others.
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* 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, breedability and feasible number to keep (can eat bodies of raiders). Better block large number of gunners.
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* [[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. Can block big raids.
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* [[Husky|Huskies]] significantly less DPS than the others, but are easy to breed, feed, and provide hauling.
* Dryads don't need food, training, breed and can self-heal. Colony only need to maintain trees. Clawers are the best choice for meat attack, while barkskins for tanking. Use separately: clawers are faster than barkskins, and barkskins will not perform their main duty.
 
  
 
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 ====
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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.
  
Similarly to this, a [[Manhunter]] pulse on a flock of wild (or tamed but not trained) animals can wreak havoc 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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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.
 
 
=== 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.
 
 
 
Slaves with shield belts are also a good sponge for bullets. New meat shields can be obtained from survived and enslaved raiders.
 
  
 
=== Base scattering ===
 
=== Base scattering ===
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==== Environmental hazards ====
 
==== Environmental hazards ====
  
Very rarely, when unable to put up 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.
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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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For most factions, skills are assigned at random, meaning that raiders are not always given 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. Unlike the other factions, the [[Empire]]{{RoyaltyIcon}} will ''ensure'' that its soldiers have skills appropriate for their issued weapons.
 
For most factions, skills are assigned at random, meaning that raiders are not always given 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. Unlike the other factions, the [[Empire]]{{RoyaltyIcon}} will ''ensure'' that its soldiers have skills appropriate for their issued weapons.
  
[[Tribals]] usually come equipped with primitive weapons of random quality, either melee weapons or ranged weapons limited to bows and [[pila]]. Melee weapons are not to be underestimated however, as blunt armor is often lacking and both [[longsword]]s and [[spear]]s are relatively common and have respectable {{AP}}.
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[[Tribals]] usually come equipped with primimitive weapons of random quality, either melee weapons or ranged weapons limited to bows and [[pila]]. Melee weapons are not to be underestimated however, as blunt armor is often lacking and both [[longsword]]s and [[spear]]s are relatively common and have respectable {{AP}}.
  
 
[[Pirates]] and [[outlanders]] can spawn with most weapons in the game, up to and including dangerous [[doomsday rocket launcher]]s.
 
[[Pirates]] and [[outlanders]] can spawn with most weapons in the game, up to and including dangerous [[doomsday rocket launcher]]s.
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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.  It's best to wait for the raiders to arrive at their siege encampment location so leading the target isn't required.
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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.  Waiting for their supplies to be dropped gives you the possibility of causing their own mortar shells to explode on them causing significant additional damage.
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[[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!
# Scatter chemfuel canisters around the camp, pick up shells and survival meals. Retreat. Load one incendiary round into your mortar. Do one shoot, enjoy the popcorn.
 
 
# 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 bases with killboxes.
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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 decide what strategy will you use: attack immediately or wait and let them break furniture or steal things. In case of immediate attack, 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.
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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>
 
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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.
 
  
If you decided to wait, draft your soldiers and put them near (but not close) to the drop area and wait. When raiders face no resistance, they will immediately start breaking furniture, put fire (sometimes turning the room they landed into gas chamber) and later will decide to steal some things (including furniture that can be moved), take it and flee. Let them do it, and when they take items and go, attack. While fleeing, they will not resist, making it much safer to kill all of them and return stolen back to the storage. Works best when raiders landed inside the locked room.
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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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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. Swarming them with trained animals is also a viable strategy if you lack multiple skilled melee pawns or need them elsewhere.
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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 anti-structure opponent. The termite's [[thump cannon]] can deal tremendous damage to your structures, and are able to destroy a three tile wide section of any [[wall]] weaker than [[plasteel]] in three shots or less. Against pawns, however, it is significantly less effective with lower damage, {{AP}}, and {{DPS}} than even the lowly [[short bow]].
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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, killing them should be prioritized after [[scyther]]s, since they will destroy your pawn's [[cover]], exposing your pawns to danger from the termites much more directly dangerous companions.
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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 through 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?}}
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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 [[termite]] 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.
 
It is worth considering the use of a [[Psychic shock lance|psychic shock]] or [[Psychic insanity lance|insanity lance]] to take down the [[termite]] 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.

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