Intermediate Midgame Guide

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Revision as of 03:28, 22 December 2016 by Spdskatr (talk | contribs) (Some more info, still working on it)
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Overview

In some ways, Midgame is vastly different from early game in RimWorld. Sometimes the point comes that you have to use devious tactics when your colony is helplessly outnumbered, or drastically change the priorities of your colonists.

Failsafes

There are many types of ways you can set up buildings on your map to possibly save your colonists' lives in dire situations:

  • Shelters: If your colony relies on hunting for food(tundra, desert, etc) building small rooms with an emergency food and wood supply can save your colonists from enraged animals.
  • Turret Mounds: Sometimes sandbags are just not enough. Building "turret mounds" around the map in strategic locations can decimate a good number of raiders before they even get to the colony. Turret mounds are built on a 3x3 block of land:
O#O
###
O#O

Where O is a turret and # is a stone wall.

Midgame combat tactics

When you are outnumbered, thinking smart with your combat tactics is also key to not losing colonists.

Diffusing your opponent

Don't be too arrogant when facing a bombardment of arrows and pila - each can deal almost an equivalent amount of damage as a survival rifle. Diffusing your opponent consists of separating the melee attackers from the ranged, and dealing with each of them with your melee and ranged colonists.

One way of diffusing your opponent is with a smaller version of an attention suppressor. This means that the majority of raiders will end up attacking the walls instead of your colonists. Those that come through can be easily dealt with using tactics from the next section. You can also use turret mounds as mentioned above surrounded by a nest of rock chunks to to catch the raiders in the explosion.

Fighting in the small numbers

  • Kiting
  • Splitting
  • Converging

Your first taste of payback