Editing Offense tactics

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=== Sniping ===
 
=== Sniping ===
  
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.
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Lone enemies can be sniped without getting the enemy's full charge against you, unless it coincidentally is the same time they are actually initiating their offense. This allows you to take out a couple of enemies before they go full aggressive mode on you.
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=== Stampede ===
 
=== 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 and you can attack them from behind. Big animals such as elephants may even survive and be strong enough for a second run.
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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).
 
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).
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=== Starvation ===
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Basically, the game design has its flaws. You may enter an enemy outpost and leave immediately, triggering the map but not playing in it just yet. The enemy base design is not intended to support life, they don't farm and cook. So this means that as long as your caravan is better stocked with food than them, you can wait until they run out of food and get into mental breaks first and then engage a debilitated enemy.
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<gallery mode="packed-hover">
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File:Offense tactics - Starvation 01.png|Krowden goes berserk, kills one, downs one. Two are sleeping and one of his comrades comes in with Molotovs...
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File:Offense tactics - Starvation 02.png|Krowden gets downed, but now Doddy goes berserk instead!
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File:Offense tactics - Starvation 03.png|Aimi also goes nuts!
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File:Offense tactics - Starvation 04.png|Aimi has no food nor rest.
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File:Offense tactics - Starvation 05.png|Fire starts to consume one of their steel buildings.
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File:Offense tactics - Starvation 06.png|Fire starts to spred at midnight while they sleep.
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File:Offense tactics - Starvation 07.png|Burn, burn, burn.
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File:Offense tactics - Starvation 08.png|Their roofs start to collapse.
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File:Offense tactics - Starvation 09.png|Now Lumpy joins the crazy train.
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File:Offense tactics - Starvation 10.png|Their wounded start to get infections.
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File:Offensive tactics - Starvation 11.png|Now Kenwa goes berserk too.
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File:Offensive tactics - Starvation 12.png|Half the outpost is downed or dead, so the remaining flee in panic.
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File:Offensive tactics - Starvation 13.png|Countdown timer of 24hs start for you to pick any spoils of war.
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</gallery>
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=== Teleporting ===
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'''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.
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This brings you many advantages as:
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* Choosing the best side of the map to set up defensive positions
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* 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.
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* Flank from all sides if your team has many colonists.
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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.
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{{clear}}
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=== Mortars ===
 
=== Mortars ===
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*11 - 15 soldiers in total
 
*11 - 15 soldiers in total
 
*2-3 brawlers  
 
*2-3 brawlers  
*2-3 snipers
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*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.
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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.
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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.
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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 ===
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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.
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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.
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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.
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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 ===
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{{nav/guides}}
 
{{nav/guides}}
[[Category:Guides]]
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[[Category:Gameplay]]

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