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{{for|defensive constructions against threats|Defense structures}} | {{for|defensive constructions against threats|Defense structures}} | ||
− | Getting attacked, whether by tribals, pirates | + | Getting attacked, whether by tribals, pirates or hordes of angry animals is a common event in the rimworlds. Defense against these attacks is one of the keys to having a successful colony. |
This page details different tactics for defense and visualizations of them, applicable to most stages of the game. | This page details different tactics for defense and visualizations of them, applicable to most stages of the game. | ||
− | = Core battle tactics = | + | == Raiders == |
+ | |||
+ | === Behavior === | ||
+ | |||
+ | [[Raider]]s will attack randomly chosen constructed objects, colonists and colony [[animals]]. They will not attack natural rock walls (except for sappers), non-hostile wild animals or unpowered turrets. They will also attack [[prisoner]]s if they are captured from their enemy factions. | ||
+ | |||
+ | They usually set fire to crops in growing zones, [[power]] generation or conduits, and other production buildings. They will melee attack furniture, doors and walls. They also use thrown explosives on structures, and some use [[EMP grenades]] to stun your turrets. | ||
+ | |||
+ | Raiders will prioritise firing on colonists or turrets that are actively engaging, but will otherwise attack random objects. | ||
+ | |||
+ | If humanlike non-mechanoid raiders are unable to defeat your colony in time, they may give up. Normal raiders will give up between {{ticks|26000}}to {{ticks|38000}}after the raid begins, while sappers will give up between {{ticks|33000}}to {{ticks|38000}}after they begin the attack. | ||
+ | |||
+ | === Preparation === | ||
+ | |||
+ | Humanlike raiders will sometimes start by standing around in a group where they spawned and will continue this until they see a [[colonist]] nearby or they hit a certain preparation time limit, at which point they begin the assault. Because a colonist can set them off early, you can plan out the time you want them to attack. | ||
+ | |||
+ | === Equipment === | ||
+ | |||
+ | Raiders spawn with randomized equipment depending on their weapon and clothing budget and their raider type. | ||
+ | |||
+ | ==== Apparel ==== | ||
+ | |||
+ | [[Raiders|Pirates]] can range from only wearing a tattered pair of [[pants]] to [[armor vest]]s to full sets of [[power armor]]. [[Raider#Mercenaries|Mercenary slashers]] will always come in [[shield belt]]s and only they do so. <br> | ||
+ | Tribals always come in [[tribalwear]], with some in [[war mask]]s or [[war veil]]s. | ||
+ | |||
+ | In cold environments, both will come in wearing [[parka]]s or [[tuque]]s, protecting them from temperatures of around -40 to -50°C, sometimes up to -110°C if they wear wool parkas. They don't usually come in wearing [[duster]]s or [[cowboy hat]]s in hot areas, making them vulnerable to the heat. | ||
+ | |||
+ | They tend to wear leather, [[cloth]] or [[synthread]] clothes, which don't provide good protection, and less commonly the more protective [[devilstrand]] or [[hyperweave]]. | ||
+ | |||
+ | While mid-late game pirates usually come with around 40% - 60% sharp protection, with quality apparel you can push yours to have more than 100%, giving you the upper hand. | ||
+ | |||
+ | ==== Weapons ==== | ||
+ | |||
+ | Pirates spawn with most weapons in the game, whatever their faction is willing to provide them. | ||
+ | <br>Tribals usually come equipped with primitive weapons, but can sometimes be seen with captured high-quality melee weapons as well. | ||
+ | |||
+ | For most factions, weapons are assigned at random, meaning that more often than not raiders don't get to use a weapon appropriate for their skills; brawlers can often be seen charging into battle with a gun and a -20 mood penalty, supported by skilled shooters which try to shoot with a melee weapon before giving up and charging in. <br> | ||
+ | However, some classes of raider always come with the same (category of) weapon. For example, mercenary snipers always use sniper rifles, grenadiers wield some form of thrown explosive and tribal archers always use neolithic ranged weaponry. Also, the [[Royalty DLC|Empire]] will equip its soldiers with proper weapons depending on their skills. | ||
+ | |||
+ | If you have your colonists equip weapons according to their skills, you already have an advantage over many enemies. | ||
+ | |||
+ | ==== Drugs ==== | ||
+ | |||
+ | Pirates or Outlanders may utilize some form of combat-enhancing drug, namely [[go-juice]], [[yayo]] and [[luciferium]]. They will usually start off addicted to them, and will carry some in their inventory which is dropped upon death. They may also use multiple drugs, disregarding the risk of overdose. | ||
+ | |||
+ | These can reduce the amount of the pain received, making the raider last longer in battle before going down. Increased movement speed also allow raiders to get into position earlier, and brawlers to harass your defenders more easily. | ||
+ | |||
+ | *[[Go-juice]] is an excellent combat drug that makes the raider much more efficient in battle. It eliminates 90% of pain, gives a 30% movement speed buff, and a 10% consciousness buff for more accuracy. The raider is almost guaranteed to fight until death, or the rarer case of incapacitation through a shattered spine, severe brain damage or removal of both legs. | ||
+ | **It's almost always more worth it to use body part-destroying weapons such as the [[Sniper rifle]] to kill them, as Go-juice does not reduce the actual damage they take. | ||
+ | *[[Yayo]] grants a 15% buff to speed and eliminates half of pain received. Enemies under the effect of yayo are more durable against damage not concentrated on a vital body part | ||
+ | **It will take more hits to down them, and more likely the raider dies first due to lethal damage, but is still possible. | ||
+ | *[[Luciferium]] grants a wide range of buffs to the user, from increased organ function, to slight movement speed and consciousness buffs, to reduced pain. | ||
+ | **It's more troublesome to capture addicted raiders since you'll need to regularly feed them luciferium to sustain their lives, which is very expensive and hard to come by -- it's usually more worthwhile to just strip and finish them on the spot. | ||
+ | |||
+ | == Core battle tactics == | ||
No matter what sort of defenses you use, these battle tactics may be useful. | No matter what sort of defenses you use, these battle tactics may be useful. | ||
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Shooters can fight off small animals quite easily with melee, so have them fight back instead of letting the animal chew them to death. | Shooters can fight off small animals quite easily with melee, so have them fight back instead of letting the animal chew them to death. | ||
− | 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. <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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This is a horribly effective way to defeat melee attacks. Compared to a regular frontline defense, this tactic significantly reduces the casualties your side will sustain. You also don't need to build anything special for this purpose- any opening or door in the wall will do. If you use [[killbox]]es then it's best that you build it in a way such that melee blocking attacks can be conducted effectively inside. | This is a horribly effective way to defeat melee attacks. Compared to a regular frontline defense, this tactic significantly reduces the casualties your side will sustain. You also don't need to build anything special for this purpose- any opening or door in the wall will do. If you use [[killbox]]es then it's best that you build it in a way such that melee blocking attacks can be conducted effectively inside. | ||
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For maximum pain, use high-DPS guns for your backline for bringing the hurt, combined with quality melee for your frontline to deal sustained damage in between barrages. | For maximum pain, use high-DPS guns for your backline for bringing the hurt, combined with quality melee for your frontline to deal sustained damage in between barrages. | ||
*The [[chain shotgun]] or [[heavy SMG]] are the weapons of choice in this situation due to their unparalleled close-range DPS. | *The [[chain shotgun]] or [[heavy SMG]] are the weapons of choice in this situation due to their unparalleled close-range DPS. | ||
*Miniguns, while effective at shredding the tightly packed enemies behind the chokepoint, are generally not recommended due to the collateral damage to the walls. If you do choose to use them, aim at the middle of the crowd so you can hit as many enemies as possible, while also reducing the damage done to the walls. | *Miniguns, while effective at shredding the tightly packed enemies behind the chokepoint, are generally not recommended due to the collateral damage to the walls. If you do choose to use them, aim at the middle of the crowd so you can hit as many enemies as possible, while also reducing the damage done to the walls. | ||
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Stray bullets will not harm your tanks if the shooter is not standing too far behind; that means it is not a good idea to use long-range fire. | Stray bullets will not harm your tanks if the shooter is not standing too far behind; that means it is not a good idea to use long-range fire. | ||
Combined with measures to force enemies into close range, it may be effective against ranged enemies as well, but beware as enemies can still fire until you start beating them up. | Combined with measures to force enemies into close range, it may be effective against ranged enemies as well, but beware as enemies can still fire until you start beating them up. | ||
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<gallery widths="400px" heights="400px" class="center" mode="nolines"> | <gallery widths="400px" heights="400px" class="center" mode="nolines"> | ||
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==== Psychic insanity lance ==== | ==== Psychic insanity lance ==== | ||
− | Using a [[psychic insanity lance]] on a raider will cause their allies to waste rockets on them. Often, this gets rid of all of the rockets in a raid, and also causes a lot of damage. Psychic lances can | + | Using a [[psychic insanity lance]] on a raider will cause their allies to waste rockets on them. Often, this gets rid of all of the rockets in a raid, and also causes a lot of damage. Psychic lances can be used from absolute safety and have a relatively low cost. Targeting the most durable raider will help make sure as many rockets are wasted as possible. |
==== Shielded unit deployment ==== | ==== Shielded unit deployment ==== | ||
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Besides being caught in a blast, enemies can also take friendly fire if the rockets impact them instead of your colonists. | Besides being caught in a blast, enemies can also take friendly fire if the rockets impact them instead of your colonists. | ||
− | You can increase the chance of this happening by having the rocket travel over as many enemies as possible through aligning your distractors. Each rocket | + | You can increase the chance of this happening by having the rocket travel over as many enemies as possible through aligning your distractors. Each rocket travelling over a pawn has up to 40% chance to impact, setting it off early. |
If you see that an enemy rocketeer has locked onto a brawler, you can also choose to charge the enemy with that brawler. It will either cause the enemy to deal immense friendly fire, or allow you to take out the rocketeer outright. | If you see that an enemy rocketeer has locked onto a brawler, you can also choose to charge the enemy with that brawler. It will either cause the enemy to deal immense friendly fire, or allow you to take out the rocketeer outright. | ||
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=== Rescue === | === Rescue === | ||
− | When a colonist is downed or severely injured, it's best to drag them out of the fight immediately. Don't leave them there otherwise they risk dying from stray bullets or blood loss. You don't really need to send them directly to hospital; just drop them off somewhere outside of active combat. | + | When a colonist is downed or severely injured, it's best to drag them out of the fight immediately. Don't leave them there otherwise they risk dying from stray bullets or blood loss. You don't really need to send them directly to hospital; just drop them off somewhere outside of active combat. |
− | Colonists lying outside cover are riskier to rescue. Choose the right time to pull them out, | + | Colonists lying outside cover are riskier to rescue. Choose the right time to pull them out, using your best-protected colonists, and don't let anyone near at other times. |
− | Non-combatants | + | Non-combatants should serve as rescue members by standing near a fight to pull out downed colonists. Non-combatant doctors can alternatively be drafted to stand near the medicine storage to allow them to quickly grab medicine for treatment. |
− | If a colonist cannot reach the hospital in time | + | Evacuating colonists away from the downed prevents them from receiving further fire until being rescued. |
+ | |||
+ | If a colonist cannot reach the hospital in time (~2 hours from death or less), have them immediately lie down at a temporary sleeping spot safely outside the battlefield, then have the doctor closest to the medicine storage go and treat the colonist ASAP, or treat them on the spot by setting treatment to doctor care only. 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. | ||
=== 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. | ||
+ | |||
+ | Raiders never come using tamed animals so the advantage of animals on your side is solely yours. | ||
==== Tamed animal release ==== | ==== Tamed animal 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. | 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. |
− | + | #[[Wild boar]]s are an excellent choice as they can graze, reproduce quickly, move fast and pack a punch. | |
− | + | #[[Squirrel]]s are a surprisingly good choice despite their low DPS and health; they are exceedingly fast and small, making them hard to hit, as well as reproduce fast. | |
− | + | #If you like bigger animals, you can also tame [[elephant]]s or [[rhinoceros|rhino]]s. | |
− | + | #[[Boomrat]]s are a suitable choice if you want an army of suicide bombers. [[Boomalope]]s are trickier to handle; though they are larger, slower and easier to hit, once they get into position their large explosions can hit a group of enemies at once. | |
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. | ||
+ | |||
+ | ==== 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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*'''Distraction''': If you let your animals run all over the place, raiders may be tied up trying to wipe out the animals. This can give your colonists time to prepare, such as entering defensive positions or running to your mortars to fire a few rounds, as well as scatter the raiders making them easier to deal with. Raiders wielding rocket launchers also tend to waste them on your animals, leaving your colonists and structures mostly unharmed. However if they see better targets they will come at them instead. | *'''Distraction''': If you let your animals run all over the place, raiders may be tied up trying to wipe out the animals. This can give your colonists time to prepare, such as entering defensive positions or running to your mortars to fire a few rounds, as well as scatter the raiders making them easier to deal with. Raiders wielding rocket launchers also tend to waste them on your animals, leaving your colonists and structures mostly unharmed. However if they see better targets they will come at them instead. | ||
*'''Direct offense''': Besides distraction, animals may also engage raiders, harming or killing them. | *'''Direct offense''': Besides distraction, animals may also engage raiders, harming or killing them. | ||
− | *'''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. | + | *'''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. 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. [[ | + | **'''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. [[Boomalope]]s and [[boomrat]]s are especially useful by causing explosions, setting raiders on fire and delaying their assault. |
+ | |||
+ | <gallery widths="450px" heights="450px" class="center" mode="nolines"> | ||
+ | File:Strategic zoning 1.jpg|Zoning untrained animals around a ship part. | ||
+ | File:Strategic zoning 2.jpg|Mechanoids targeted nearby animals instead of colonists. Keep in mind that flame explosions do basically nothing against mechanoids. | ||
+ | </gallery> | ||
**'''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. | ||
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=== Base scattering === | === Base scattering === | ||
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If there are unopened [[ancient shrine]]s you can open them, which may contain artifacts, mechanoids, confused spacers, all useful against raiders, or none of the above. | If there are unopened [[ancient shrine]]s you can open them, which may contain artifacts, mechanoids, confused spacers, all useful against raiders, or none of the above. | ||
− | Using the [[psychic animal pulser]] | + | Using the [[psychic animal pulser]] is essentially invoking this tactic, but you need to be very careful when using it. |
==== 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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</gallery> | </gallery> | ||
− | = Humanoid assaults | + | == Humanoid assaults == |
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=== Sieges === | === Sieges === | ||
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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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An interesting way to nullify the threat of a mortar attack is to launch a transport pod filled with firefoam shells to a location closer to the mortars than the shells they brought with them. When the shells arrive, the enemy will load them shells into the mortar instead. This means that the damage to your base will be much reduced, as firefoam shells do little damage beyond damaging roofs. | An interesting way to nullify the threat of a mortar attack is to launch a transport pod filled with firefoam shells to a location closer to the mortars than the shells they brought with them. When the shells arrive, the enemy will load them shells into the mortar instead. This means that the damage to your base will be much reduced, as firefoam shells do little damage beyond damaging roofs. | ||
− | {{ | + | {{clr}} |
=== Shielded melee charges === | === Shielded melee charges === | ||
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The '''[[#Melee blocking|Melee blocking]]''' tactic is especially useful here; for better effectiveness, open multiple chokepoints to spread out enemies and keep them busy trying to squeeze in, otherwise they will get bored and wander off to attack other things. | The '''[[#Melee blocking|Melee blocking]]''' tactic is especially useful here; for better effectiveness, open multiple chokepoints to spread out enemies and keep them busy trying to squeeze in, otherwise they will get bored and wander off to attack other things. | ||
− | Shields don't stand a chance against concentrated fire poured down a narrow entrance | + | Shields don't stand a chance against concentrated fire poured down a narrow entrance. |
{{clear}} | {{clear}} | ||
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Instead of engaging them on the frontline, you can keep everyone out of sight, then rush out only once they get close to your base, negating their range advantage. | Instead of engaging them on the frontline, you can keep everyone out of sight, then rush out only once they get close to your base, negating their range advantage. | ||
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=== Heavy explosives assault === | === Heavy explosives assault === | ||
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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. | ||
− | + | 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. | |
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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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Cataphracts are among the most heavily-armored units in-game, with an outer layer of [[cataphract armor]] and an inner layer from an [[armorskin gland]]. However, their armor also slows them down significantly. | Cataphracts are among the most heavily-armored units in-game, with an outer layer of [[cataphract armor]] and an inner layer from an [[armorskin gland]]. However, their armor also slows them down significantly. | ||
− | + | == Mechanoids == | |
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− | + | 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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− | Mechanoids come in 4 types | ||
In many raids where they come/drop in at the edges, the Scythers will outrun the Centipedes by a great margin, giving some time to deal with them before the centipedes. However, they can and will support one another effectively, if given the chance for them to come together. | In many raids where they come/drop in at the edges, the Scythers will outrun the Centipedes by a great margin, giving some time to deal with them before the centipedes. However, they can and will support one another effectively, if given the chance for them to come together. | ||
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=== Scythers === | === Scythers === | ||
− | [[ | + | [[File:MechanoidScyther.png|100px|right]] |
Scythers are deadly with melee, and will charge head first at your defenders. They can easily win in a 1v1 fight unless your fighters are heavily armored and have high DPS. | Scythers are deadly with melee, and will charge head first at your defenders. They can easily win in a 1v1 fight unless your fighters are heavily armored and have high DPS. | ||
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The optimal method of dispatching them is by [[#Melee blocking|melee blocking]], with the added effect of luring the other mechanoids closer to your base. This must be done quickly otherwise the centipedes will catch up and unleash hell on your colonists who are closely packed together in a melee blocking attack. | The optimal method of dispatching them is by [[#Melee blocking|melee blocking]], with the added effect of luring the other mechanoids closer to your base. This must be done quickly otherwise the centipedes will catch up and unleash hell on your colonists who are closely packed together in a melee blocking attack. | ||
− | EMP weaponry combined with melee blocking is a frighteningly effective and safe way to deal with scyther-only charges. | + | EMP weaponry combined with melee blocking is a frighteningly effective and safe way to deal with scyther-only charges. If a scyther standing in the chokepoint is stunned, it will block all the other scythers standing behind. To prevent adaptation, only stun the mechanoids within the chokepoint. |
If fighting from a distance, high-damage weapons are essential to bursting them down before they reach your colonists. Make sure you always have someone to [[#Peeling|peel]] them off your gunners in case they do survive your barrage. | If fighting from a distance, high-damage weapons are essential to bursting them down before they reach your colonists. Make sure you always have someone to [[#Peeling|peel]] them off your gunners in case they do survive your barrage. | ||
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=== Lancers === | === Lancers === | ||
− | [[ | + | [[File:MechanoidLancer.png|100px|right]] |
Lancers are capable of medium-long range supporting fire to pick out single targets. Despite their apparent role, their performance is actually better the closer you are to them, meaning that approaching them isn't a good option. | Lancers are capable of medium-long range supporting fire to pick out single targets. Despite their apparent role, their performance is actually better the closer you are to them, meaning that approaching them isn't a good option. | ||
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If fighting from a distance, cover is vital in getting the upper hand. You need to be able to get your other gunners into range while giving them reasonable cover from the high damage shots. Lancers aren't particularly good shooters (equivalent to a level 8 shooter), so you may readily outperform them with sufficient mid-long ranged firepower. | If fighting from a distance, cover is vital in getting the upper hand. You need to be able to get your other gunners into range while giving them reasonable cover from the high damage shots. Lancers aren't particularly good shooters (equivalent to a level 8 shooter), so you may readily outperform them with sufficient mid-long ranged firepower. | ||
+ | |||
+ | ==== Pre-1.1 Lancers ==== | ||
+ | |||
+ | In 1.0 or earlier, charge lances have a longer range of 37 tiles, giving them a long-range sniping as opposed to simply a single target attack role. | ||
+ | |||
+ | The high DPS of the charge lance compared to the lower DPS of other long-range weapons makes counter-sniping not a viable option until you secure some charge lances yourself. Once you do, however, you have the ability to outperform lancers at range. | ||
=== Centipedes === | === Centipedes === | ||
− | [[ | + | [[File:MechanoidCentipede.png|100px|right]] |
Centipedes, on the other hand, specialize in crowd control and area denial; the [[Heavy charge blaster]] can annihilate groups of colonists, while the [[Inferno cannon]] sets your colonists ablaze and will burn down your base if you're not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before being downed. | Centipedes, on the other hand, specialize in crowd control and area denial; the [[Heavy charge blaster]] can annihilate groups of colonists, while the [[Inferno cannon]] sets your colonists ablaze and will burn down your base if you're not careful. They are incredibly durable, sporting thick armor and high health, and can take many hits before being downed. | ||
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Despite their high resistance against sharp damage, shooting them is generally the best option. One good thing is that their large size makes them much easier to hit. | Despite their high resistance against sharp damage, shooting them is generally the best option. One good thing is that their large size makes them much easier to hit. | ||
− | Engaging it in melee is possible, though you have to be careful. While centipedes don't hit hard in melee, if they are carrying the heavy charge blaster, they can deal massive damage to grouped up brawlers | + | Engaging it in melee is possible, though you have to be careful. While centipedes don't hit hard in melee, if they are carrying the heavy charge blaster, they can deal massive damage to grouped up brawlers. All nearby centipedes with the minigun or heavy charge blaster must either be engaged in melee or disabled to prevent this from happening. |
Their slow speed and weaker blunt armor make them excellent targets for high-explosive mortar attacks. Often you can land a couple of blows before they reach firing range, weakening them. This property also allows you to kite them provided they have no lancers or scythers supporting them. | Their slow speed and weaker blunt armor make them excellent targets for high-explosive mortar attacks. Often you can land a couple of blows before they reach firing range, weakening them. This property also allows you to kite them provided they have no lancers or scythers supporting them. | ||
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=== Pikemen === | === Pikemen === | ||
− | [[ | + | [[File:MechanoidPikeman.png|100px|right]] |
Introduced in 1.1, pikemen take over the lancer's role as snipers. Their extreme range is only matched by the [[sniper rifle]]. | Introduced in 1.1, pikemen take over the lancer's role as snipers. Their extreme range is only matched by the [[sniper rifle]]. | ||
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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. |
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=== Crashed ships === | === Crashed ships === | ||
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You can trigger the mechanoids either by high-explosive mortar fire, or sniping the ship part. | You can trigger the mechanoids either by high-explosive mortar fire, or sniping the ship part. | ||
*By attacking with sniper rifles at maximum range you will gain a good enough lead against the mechs to be able to escape safely even without enhancements unless armor is over-encumbering your colonists. | *By attacking with sniper rifles at maximum range you will gain a good enough lead against the mechs to be able to escape safely even without enhancements unless armor is over-encumbering your colonists. | ||
− | *Mortar volleys can soften the mechanoids, making them easier to defeat by your colonists afterwards | + | *Mortar volleys can soften the mechanoids, making them easier to defeat by your colonists afterwards. |
*In 1.1 you can also use EMP to stun them before engaging, then retreat before they exit stun, which is 25 seconds after being hit by EMP. | *In 1.1 you can also use EMP to stun them before engaging, then retreat before they exit stun, which is 25 seconds after being hit by EMP. | ||
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When dealing with a crashed psychic ship part that has been there for some time, do not let any of your tamed animals near it, for the ship part can drive them into manhunter mode. This is additionally harmful as they are capable of opening doors to attack your colonists. | When dealing with a crashed psychic ship part that has been there for some time, do not let any of your tamed animals near it, for the ship part can drive them into manhunter mode. This is additionally harmful as they are capable of opening doors to attack your colonists. | ||
− | == | + | == Manhunters == |
− | + | ||
+ | Animals may randomly turn mad and become hostile due to various reasons. | ||
+ | |||
+ | When mad, they will actively attack humanlikes or mechanoids, and will not attack other structures unless provoked (such as seeing someone walk through a door). They are not sophisticated in their attacks and are only capable of actively using melee. Some can explode upon death for devastating results. | ||
+ | |||
+ | === Animal categories === | ||
+ | Most animals can be part of a manhunter pack. Each kind has its own statistics, and can be roughly grouped as follows: | ||
+ | |||
+ | # In terms of speed: | ||
+ | #*Slow: Animals that run slower than an average colonist. This allows you to kite them in addition to melee blocking. | ||
+ | #*Fast: Animals that are faster than most colonists. | ||
+ | # In terms of other properties: | ||
+ | #*Explosive: Animals that explode on death such as [[boomalope]]s or [[boomrat]]s. They can set your brawlers alight, ruining melee blocking defenses, so for these, you may need alternative tactics. | ||
+ | |||
+ | === Occurence === | ||
+ | |||
+ | Mad animals can strike your colony in several ways. | ||
+ | |||
+ | #Singular mad animals may randomly attack. | ||
+ | #Manhunters packs can arrive in great numbers, afflicted by the deadly disease [[scaria]]. | ||
+ | #Psychic waves drive all animals of a single species insane, directing them at your colonists. They are usually scattered at first, then proceed to converge on your colonists. | ||
+ | #In an unfortunate hunting incident, animals being hunted will turn on you, and may even bring their allies along. | ||
+ | |||
+ | === Melee blocking === | ||
+ | |||
+ | As with any full melee attacks, '''[[#Melee blocking|melee blocking]] is an extraordinarily efficient way to defeat manhunter packs'''. This is especially so if the animals are small such that they deal little damage before being killed, one after another. | ||
+ | |||
+ | When psychic waves occur, either lure animals into one spot or set up multiple chokes for attack. | ||
+ | |||
+ | === Animals vs. Animals === | ||
+ | |||
+ | One good way to fight off mad animals is with... more animals! Just draft anyone with Release-capable animals assigned, and set them out. Your colonists can watch safely from a distance, or take a potshot or two while watching the animals tear each other apart. Just remember to have someone mop up the bloodstains and haul the corpses of the fallen. | ||
+ | |||
+ | === Hit-and-run === | ||
+ | |||
+ | A slower strategy is to draft a colonist, place it in a door to shoot a maddened animal, move the colonist back to safety and wait until the animal gives up and wanders off, then repeat. Be careful since this will draw the attention of surrounding maddened animals making them attack the door where the colonist came from, so be ready to repair it immediately. <br> | ||
+ | You can either kill them directly or wait for blood loss to take its toll. Larger animals can be softened this way before you move in for the kill. | ||
+ | |||
+ | This method is best used if you don't have enough firepower to take on them directly, and you have durable enough doors or a good builder to hold against animal attacks. | ||
+ | |||
+ | === Kiting === | ||
+ | |||
+ | Being unsophisticated in their tactics, they can be lured easily. | ||
+ | |||
+ | If you have good shooters that are fast (moving >140%), you can easily kite the faster animals. <br> | ||
+ | The larger animals are usually slower and any colonist that has normal Moving will do fine against them, though it's still better with a faster-than-average colonist. | ||
− | It is | + | It is possible to combine this with a long-range firing squad and turrets laying fire from a distance while they are chasing the colonist; be sure that the animals do not lose track of your kiters, otherwise they will switch targets and go for somebody else. |
− | + | === Turrets === | |
− | = Infestations = | + | Turrets can distract manhunters for your colonists, giving them more time to shoot while enemies are occupied by the turret. They may explode when destroyed, taking out a sizeable group of animals who won't run away from exploding turrets, switching to another target only after the turret is no more. |
+ | |||
+ | === Waiting it out === | ||
+ | |||
+ | If you have a perimeter wall or a superstructure base with decent food stocks, you can simply wait it out inside while they relentlessly swarm outside the walls. | ||
+ | |||
+ | Remember not to let anyone outside unless your intent is to kill the animals. Be careful with your tamed animals who may accidentally let the manhunters in by holding doors open for them. | ||
+ | |||
+ | They will actively attack doors if a colonist hides behind them; as a precaution, build it out of a sturdier material such as [[plasteel]] so they don't get destroyed during a manhunter attack. They will give up after a while if the doors are not destroyed. Alternatively, simply have a builder build a wall behind the door, totally preventing manhunters from entering even if they break the door. | ||
+ | |||
+ | === Scavenging dead animals === | ||
+ | |||
+ | Manhunter packs are a decent source of [[meat]] for your colony. If there are still maddened animals, wait until the other animals from the pack go to sleep, walk away far enough, or get a fast colonist to try and haul the dead ones away. | ||
+ | |||
+ | == Infestations == | ||
[[Infestation]]s will spawn under Overhead Mountains within 30 tiles of a colony [[structure]]. They can be a serious hazard in mountain bases due to the lack of free space to run away from with too many obstacles on the path, but not so much threat in open area (flat) maps. [[Insectoids]] are lightly armored, exclusively use melee and are slower than colonists. This gives them some protection against close range attacks, but leaves them vulnerable to ranged attacks and kiting tactics. | [[Infestation]]s will spawn under Overhead Mountains within 30 tiles of a colony [[structure]]. They can be a serious hazard in mountain bases due to the lack of free space to run away from with too many obstacles on the path, but not so much threat in open area (flat) maps. [[Insectoids]] are lightly armored, exclusively use melee and are slower than colonists. This gives them some protection against close range attacks, but leaves them vulnerable to ranged attacks and kiting tactics. | ||
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Note that if you have a deep drill near the walls of a room it is possible for the insects to spawn outside the room. | Note that if you have a deep drill near the walls of a room it is possible for the insects to spawn outside the room. | ||
− | = Prison breaks = | + | == Prison breaks == |
If you have prisoners (or potential colonists or hats) on hand, always expect them to break out any time. This is more so if you have many of them, each one ready to incite a riot whenever the guards aren't looking. | If you have prisoners (or potential colonists or hats) on hand, always expect them to break out any time. This is more so if you have many of them, each one ready to incite a riot whenever the guards aren't looking. | ||
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1-3 are enough for most prisons. Don't put too many otherwise they may kill the prisoners before you can intervene. | 1-3 are enough for most prisons. Don't put too many otherwise they may kill the prisoners before you can intervene. | ||
+ | |||
+ | == Caravan ambushes == | ||
+ | |||
+ | Defensive battles don't always happen at base. Sometimes it may happen far away from it, striking one of your caravans, perhaps loaded with plenty of silver. Or maybe they creep to your traders and demand ransom, which you don't feel like paying. You always need to be prepared for ambushes when you send out caravans. | ||
+ | |||
+ | === Escort === | ||
+ | |||
+ | In any cargo-carrying caravan, sending only 1-2 colonists is usually not advised except in very short-distance trips as they will not be able to fend off an ambush. In this case, have combat-capable escort members which can fight and carry items, as well as medics who will patch up your colonists after battles. | ||
+ | |||
+ | If you have lots of attack animals, you can also send just 1 skilled handler with the attack animals. They can swarm any attackers, and you can leave colonists back at base for work. Remember to take into account the animals' food needs; grazing animals work best for this reason. | ||
+ | |||
+ | If you are not carrying much besides a lone colonist, leaving him to go alone is helpful as lone colonists are hard to detect, reducing both the likelihood and the power of ambushes. A single colonist with a pack animal trained to obedience should be able to fend off most attackers. | ||
+ | |||
+ | === Ambush site === | ||
+ | |||
+ | The ambush site is small, restricting the space where you can conduct your battle. This renders many tactics obsolete, such as long-ranged sniping or kiting. You will often have to face off the enemy in a direct gunfight or brawl. | ||
+ | |||
+ | Besides this, you can't escape the fight until it's over, leaving no choice but to fight back. | ||
+ | |||
+ | === Cover and positioning === | ||
+ | |||
+ | [[File:Ambush_fight.png|600px|thumb|right|Excellent defensive position against ambushes. Colonists behind walls will enjoy up to 75% full cover, while pirates will only receive 25% at most. Two brawlers are ready to execute a melee sortie, while another is ready to [[#Peeling|peel]] for the gunners. Combined with good equipment, this allows the fight to be won with few injuries even when outnumbered.]] | ||
+ | |||
+ | You should be hiding behind walls for cover if possible, as they provide up to 75% cover, but if they are not available, hide behind rock chunks or trees. Space out your defenders to reduce the amount of collateral damage the pirates deal. | ||
+ | |||
+ | If you have time, go somewhere where there is cover for you, but not the enemy. This gives you a significant upper hand in defensive battles. | ||
+ | |||
+ | Melee sorties or rushes work well if you have brawlers for they can traverse the short distances. | ||
+ | |||
+ | === Items === | ||
+ | You will need to bring some items so you can be prepared for a surprise attack. | ||
+ | |||
+ | ==== Weapons ==== | ||
+ | You usually don't have weapons to switch in a caravan unless you're bringing more than you need with you, so choosing the right weapons for your escort party is important. | ||
+ | |||
+ | *High-DPS weapons are optimal for dealing with ambushes. | ||
+ | *Long-ranged weapons are good for taking down targets at medium-long range, however their low DPS may offset their range advantage in an ambush. | ||
+ | *[[Minigun]]s are good against tightly-packed raiders hiding behind cover in an ambush. However, their heavy weight and movement speed reduction means you may want to reconsider bringing one. | ||
+ | *Melee weapons can help fight off enemy brawlers, or disrupt enemies behind cover. You should have at least 1 melee fighter in each escort. | ||
+ | |||
+ | ==== Medicine ==== | ||
+ | You should have some medicine handy so your colonists can patch themselves up after the battle. | ||
+ | |||
+ | [[Medicine]] should be your choice here; you should try to get good treatment to reduce chance of infection, as colonists don't get much rest in a caravan. [[Herbal medicine]] is useful if you have a good doctor on hand. | ||
+ | |||
+ | === Aftermath === | ||
+ | |||
+ | You can reform the caravan immediately after the battle is ended; you can bring along any downed colonists, as well as capture downed enemies. The caravan members will tend to themselves shortly afterwards. | ||
+ | |||
+ | Alternatively, you can stay and forage from the ambush map before you leave. | ||
{{nav/guides}} | {{nav/guides}} | ||
[[Category:Guides]] | [[Category:Guides]] |