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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.
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You can avoid heavily injuried pawns just by invisibilize your pawns continously, 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 enemys. 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 prozess 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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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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* [[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.
 
* [[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.
 
* [[Husky|Huskies]] significantly less DPS than the others, but are easy to breed, feed, and provide hauling. Can block big raids.
 
* [[Husky|Huskies]] significantly less DPS than the others, but are easy to breed, feed, and provide hauling. Can block big raids.
* 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.
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* Dryads don't need food, training, breed and can self-heal. Colony only need to maintain trees. Clawers are the best choise for meat attack, while barkskins for tanking. Use separately: clawers are faster than barskins, and barskins 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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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 ===
 
=== Meat shield ===
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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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=== 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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