Editing Offense tactics

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 
{{TOCright}}
 
{{TOCright}}
 +
 
''This page details strategies to defeat the enemy in offensive attacks. For repelling raiders, see [[Defense tactics]].''
 
''This page details strategies to defeat the enemy in offensive attacks. For repelling raiders, see [[Defense tactics]].''
  
 +
While offense means attacking the enemies, this doesn't mean you cannot use defensive tactics as well. Upon entering enemy territory, your soldiers will remain drafted and ready to fight.
  
While offense means attacking the enemies, this doesn't mean you cannot use defensive tactics as well.
+
Attacking enemies does not mean you have to fight right away. Enemies will remain roaming around their base initially and then come at you. They are very sensitive and hitting a turret or enemy may be enough to trigger them. This gives you time to set up defensive positions to fight the enemy counterattack, but not building a whole base.
  
 
[[File:Caravan attack terrain feature advantages.png|800px|thumb|none|Spawned at bottom-right corner with lucky terrain feature advantage, mountain cover to the North and slow ground with water to the West.]]
 
[[File:Caravan attack terrain feature advantages.png|800px|thumb|none|Spawned at bottom-right corner with lucky terrain feature advantage, mountain cover to the North and slow ground with water to the West.]]
 
 
Upon entering enemy territory, your soldiers will remain drafted and ready to fight. Attacking enemies does not mean you have to fight right away. Enemies will remain roaming around their base initially and then come at you. This gives you time to set up minimal defensive positions, but not enough to build a whole base (which is pointless because the map is temporary).
 
  
 
One common concern may be counting their numbers, but always remember that once around half of them are defeated, the remaining survivors will flee. If planned carefully, you can take down the most dangerous ones first, leaving lesser ones to clean up later.
 
One common concern may be counting their numbers, but always remember that once around half of them are defeated, the remaining survivors will flee. If planned carefully, you can take down the most dangerous ones first, leaving lesser ones to clean up later.
 
The first problem is that your caravan will follow the Work tab you use at your base (ideally, we could have more work tabs). This can prove detrimental if your settings have for example Firefighting with priority one and same for Cleaning. Both tasks are completely unnecessary, as fire can help you just as like when raiders set your base on fire and cleanliness is unimportant. You also don't want to be taming animals at this moment. So you will have to make adjustments while invading and then remember to set it back to the Home setting.
 
 
Undrafting them immediately can be very dangerous if for example, some of your people or pets are starving, as they will proceed to rush towards the food storage of the enemy regardless of the threat (!). So if the enemies do not attack you right away, let your people recover from the journey, mostly eat and regain some joy while at the same time you start building some defenses.
 
 
  
 
== Strategies ==
 
== Strategies ==
Line 25: Line 19:
 
Enemies holed up in their base will have the cover advantage on their side, as well as additional defenses such as turrets. By staying out of range, they will be forced to use stone chunks or walls as cover (same as you), negating their advantage. It also allows you to stay out of reach of enemy turrets.
 
Enemies holed up in their base will have the cover advantage on their side, as well as additional defenses such as turrets. By staying out of range, they will be forced to use stone chunks or walls as cover (same as you), negating their advantage. It also allows you to stay out of reach of enemy turrets.
  
You can move the map's stone chunks to your advantage by setting up dumping stockpile zones, then designating the chunks to be hauled. By arranging the chunks you can create better cover.
+
=== Luring out ===
  
=== Sniping ===
+
Since the enemy is on a hair trigger, hitting a structure with a bullet will instantly cause them to swarm out to attack, making them head towards your soldiers who are already in defensive positions.
  
Some lone enemies can be sniped before the enemy notices and charges. This allows you to take out a couple of enemies before they go full aggressive mode on you.
+
=== Singling out ===
  
=== Stampede ===
+
If you see lone enemies, single them out and eliminate them. You can snipe them, or beat them up with your brawlers. Retreat behind cover after each takedown and stop once the enemy begins charging.
  
Train your offensive animals for "Release" command, then assign them to owners, leaving out pack animals. You will lose some but if you have been breeding them enough at your home farm, their loss won't affect you much, since they will keep breeding and replenishing their numbers. All enemies will be drawn to them and you can attack them from behind. Big animals such as elephants may even survive and be strong enough for a second run.
+
Sniping lone enemies wandering around allows you to take out a couple of enemies before they go full aggressive mode on you.
 
 
Alternatively, you can easily target the enemy base, centered right in the middle of the map, for your animals to be run over. Since animals of burden are slower than humans, you can zone out leaving them behind and then re-zone-in. This can make your party re-appear on a different side of the map from where you left, and your animals who were left behind will attempt to rejoin you. Make them cross the enemy base (or create an animal zone behind them).
 
  
 
=== Mortars ===
 
=== Mortars ===
Line 41: Line 33:
 
If you aren't fighting tribals, sometimes you can find a manned mortar situated in the base.
 
If you aren't fighting tribals, sometimes you can find a manned mortar situated in the base.
  
They are a rather dangerous defense against your attacks; while they don't usually hit, they can cause some serious damage when they do. Grouping your colonists too close together is risky as an unlucky shot from the mortar can hit many of your soldiers. If you are quick you can also choose to dodge the mortar shell, by estimating its flight path and getting colonists out of the way.
+
They are a rather ineffective defense against your attacks, as they rarely hit and take some time to reload, which by then you would have already defeated the raiders. Sometimes they will even cause friendly fire. Still, grouping your colonists too close together is risky as an unlucky shot from the mortar can hit many of your soldiers.
  
 
By some weird quirk enemies manning mortars aren't affected by panic fleeing so you will need to close in on them to finish them off. Choose brawlers with shields to rush them down as their shields can block bullets from the turrets, or snipers that can hit the mortar or gunner outside of turret range.
 
By some weird quirk enemies manning mortars aren't affected by panic fleeing so you will need to close in on them to finish them off. Choose brawlers with shields to rush them down as their shields can block bullets from the turrets, or snipers that can hit the mortar or gunner outside of turret range.
Line 48: Line 40:
  
 
Note that soldiers standing right inside the blind spot can still be hit through inaccuracy and area damage if someone else is standing close enough outside.
 
Note that soldiers standing right inside the blind spot can still be hit through inaccuracy and area damage if someone else is standing close enough outside.
 +
 +
While fighting enemies with the mortars, you can extract the shells from the mortar, forcing them to reload the mortar. Repeatedly doing this allows you to shut down the mortar.
 +
 +
=== Stampede ===
 +
 +
Train your offensive animals for "Release" command, then assign them to owners, leaving out pack animals. You will lose some but if you have been breeding them enough at your home farm, their loss won't affect you much, since they will keep breeding and replenishing their numbers. All enemies will be drawn to them for the bait and you can attack them from behind. Big animals such as elephants may even survive and be strong enough for a second run.
 +
 +
Alternatively, you can easily target the enemy base, centered right in the middle of the map, for your animals to be run over. Since animals of burden are slower than humans, you can zone out leaving them behind and then re-zone-in. This can make your party re-appear on a different side of the map from where you left, and your animals who were left behind will attempt to rejoin you. Make them cross the enemy base (or create an animal zone behind them).
 +
 +
 +
=== Teleporting ===
 +
 +
'''Teleporting''' is a cheesy tactic. It consists of playing at the map borders without going into the center of it until you are clearly safe, and moving by leaving and re-entering the map. The game randomly chooses a new entry direction, and if you don't like it, just try again.
 +
 +
This brings you many advantages as:
 +
 +
* Choosing the best side of the map to set up defensive positions
 +
* Picking out enemies one by one as the AI doesn't launch the enemy attack as a pack but rather in a single line. So while teleporting, those who were getting close will become the back-liners once you move to the opposite direction.
 +
* Flank from all sides if your team has many colonists.
 +
 +
 +
While doing this, you will be leaving your caravan animals behind but you will not lose any of them. This can be very useful too as they will have the natural tendency to rejoin your group by traversing the whole map just like the enemies, only that you will be on both sides while enemies will be at the center, even confusing their shots with unworthy targets. Be careful not to assign your pack animals for this unless necessary; instead, they should be kept in an animal zone far from danger so that they do not take part of the combat.
 +
 +
{{clear}}
  
 
=== Rare Items ===
 
=== Rare Items ===
Line 72: Line 88:
 
==== Orbital targeters ====
 
==== Orbital targeters ====
  
Both variety of targeter can destroy a base in a single use, if you aim it at the center.
+
Both variety of targeter can destroy a base in a single use, if you aim it at the center of the base.
  
 
It's best that you have shielded brawlers to distract fire so a colonist can get in and aim it there.
 
It's best that you have shielded brawlers to distract fire so a colonist can get in and aim it there.
  
 
Since these weapons also destroy a large proportion of the loot it's perhaps best used only if you're desperate to complete a quest or just want to see pirates die horribly.
 
Since these weapons also destroy a large proportion of the loot it's perhaps best used only if you're desperate to complete a quest or just want to see pirates die horribly.
 +
  
 
== Offense team composition ==
 
== Offense team composition ==
Line 111: Line 128:
 
*11 - 15 soldiers in total
 
*11 - 15 soldiers in total
 
*2-3 brawlers  
 
*2-3 brawlers  
*2-3 snipers
+
*3-5 snipers
  
 
An all-sniper composition is a bad idea against bases or outposts as they can't deal enough damage to shoot down the attackers.
 
An all-sniper composition is a bad idea against bases or outposts as they can't deal enough damage to shoot down the attackers.
Line 128: Line 145:
 
=== Turret assault ===
 
=== Turret assault ===
  
Turreted outposts are generally a trivial threat, with only a couple lone enemies guarding it in addition to the turrets.
+
Turreted outposts are a trivial threat, with only a couple lone enemies guarding it in addition to the turrets. The main point here is to lure out the enemy to attack, then make them flee so you can neutralize the turrets by claiming them.
  
 
A good turret assault team should have:
 
A good turret assault team should have:
Line 163: Line 180:
 
==== Drop pod attack ====
 
==== Drop pod attack ====
  
The tables have turned and it's your turn to drop pod right into the middle of their base.
+
The tables have turned and it's your turn to drop pod right into the middle of your base.
  
 
For this tactic, you need everyone to be able to dish out great DPS up close as you're getting as close as you can get to them.
 
For this tactic, you need everyone to be able to dish out great DPS up close as you're getting as close as you can get to them.
Line 172: Line 189:
 
*2 - 3 for turrets
 
*2 - 3 for turrets
  
Good choices include short-ranged gunners or brawlers. Snipers aren't a good choice here due to poor short range performance.
+
Good choices include short-ranged gunners or brawlers (from above). Snipers aren't a good choice here due to poor short range performance.
  
 
==== Kiting snipers ====
 
==== Kiting snipers ====
Line 200: Line 217:
 
You can opt for the traditional way of shooting the turrets themselves. In this case, choose long-ranged snipers that can fire out of turret range, or combine gunners with shielded brawlers to draw fire.  
 
You can opt for the traditional way of shooting the turrets themselves. In this case, choose long-ranged snipers that can fire out of turret range, or combine gunners with shielded brawlers to draw fire.  
  
Another way is to power down the turrets, allowing you to claim them while they are inactive. You can shoot power conduits or power sources (batteries, generators, etc.) from a distance, or send a shielded builder, to disconnect the turrets from power.
+
Another way is to power down the turrets, allowing you to claim them while they are inactive. You can shoot power conduits or power sources (batteries, generators, etc) from a distance, or send a shielded builder, to disconnect the turrets from power.
  
 
Once turrets are powered down and claimed, you can deconstruct them for more resources than simply destroying them would.
 
Once turrets are powered down and claimed, you can deconstruct them for more resources than simply destroying them would.
Line 207: Line 224:
  
 
You may convert one of the already-present structures into a makeshift prison barracks to hold prisoners in battle. Just put down some sleeping spots, and set them for prisoner use.
 
You may convert one of the already-present structures into a makeshift prison barracks to hold prisoners in battle. Just put down some sleeping spots, and set them for prisoner use.
 
Once all threats have been neutralized (including turrets) you may also choose to pack up right away, bringing any downed enemies along.
 
  
 
=== Treatment ===
 
=== Treatment ===
Line 214: Line 229:
 
As mentioned before, you need doctors to heal the injured or fallen. While you don't need medicine for treatment, it's obviously recommended you bring some.
 
As mentioned before, you need doctors to heal the injured or fallen. While you don't need medicine for treatment, it's obviously recommended you bring some.
  
If possible, bring the patient to rest in a clean room. Treatment there reduces the chance of infection. However, if patients can't hold out until turrets are cleared out then patch them up on the spot.
+
If possible, bring the patient to rest in a clean room. Treatment there reduces the chance of infection. However if patients can't hold out until turrets are cleared out then patch them up on the spot.
  
 
In many places, wild [[healroot]] can be gathered. This can be used for proper treatment, or stretch out your quality medicine supply and save them for later use. If you're lucky you may also come across medicine stocks in the enemy base. Feel free to use them.
 
In many places, wild [[healroot]] can be gathered. This can be used for proper treatment, or stretch out your quality medicine supply and save them for later use. If you're lucky you may also come across medicine stocks in the enemy base. Feel free to use them.
Line 222: Line 237:
 
You don't need to strip corpses as you can directly choose which clothes to take from them in the caravan reform menu. However, for downed enemies, it's best to strip them first so you can recover their clothing intact.
 
You don't need to strip corpses as you can directly choose which clothes to take from them in the caravan reform menu. However, for downed enemies, it's best to strip them first so you can recover their clothing intact.
  
Most clothing you find is worthless due to the tainted apparel modifier diminishing a large part of their value. You can still recover shield belts without this modifier, which you can take as your own without much issues.
+
Most clothing you find is worthless due to the dead man's apparel modifier diminishing a large part of their value. You can still recover shield belts without this modifier, which you can take as your own without much issues.
  
 
=== Resource gathering ===
 
=== Resource gathering ===
Line 242: Line 257:
  
 
{{nav/guides}}
 
{{nav/guides}}
[[Category:Guides]]
+
[[Category:Gameplay]]

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)