Note that charging at entrenched ranged attackers can also divert their attention from your own entrenched forces to your charging brawlers. This tactic involves using a small element of melee colonists to charge enemy ranged attackers and take the heat off your own gunners.Ĭan be used to take down annoying long-ranged snipers or small gunner groups. While it is still a bearable problem if their shields are up, once the shields are down you will need to manually retarget to prevent friendly fire. Before battle, hide your melee attackers until all enemy melee attackers are engaged in battle, or put them in line in front of your gunners for quick deployment and damage absorption.įriendly fire is a serious issue in hand-to-hand combat, as you can easily hit your own fighters. Melee attackers without the protection of shields are highly vulnerable to gunfire, even if heavily armored. Shield belts and good armor are usually necessary for your colonists to close the gap between you and the enemy. In addition, melee soldiers can fend off invading brawlers charging into your lines, or beat up drop podding enemies. Ranged enemies are also forced to fight back with makeshift melee attacks with their guns, which are woefully inadequate against a dedicated brawler. They can disrupt ranged enemies, because being engaged in melee interrupts and prevents ranged attacks, and staggers the enemy thus slowing movement. Melee soldiers are a useful asset in your colonies, if used correctly. No matter what sort of defenses you use, these battle tactics may be useful. This page details different tactics for defense and visualizations of them, applicable to most stages of the game. Defense against these attacks is one of the keys to having a successful colony. Getting attacked, whether by tribals, pirates, hordes of angry animals or by something more alien is a common event in the rimworlds. If you managed to scavenge some superior+ plasteel spears, those are good too.For defensive constructions against threats, see Defense structures. Melee should have body armor at least + shield and good or better quality plasteel longsword. I think the best mix personally would probably be 1-2 miniguns and 4 ARs and 2-3 CRs. In terms of equipment for your pawns you want a mix of ARs, CRs and at least one trigger happy minigun. In total you should have 6-8 ranged pawns, 3-4 melee with shields, anywhere between 10-16 auto turrets and plenty of traps. If you have the resources, make the turrets out of plasteel. You also want these to be indented by at least 1 tile so they don't mow down your pawns when something decides to melee charge your guys.įoam poppers for incendiary launchers/mechanoidsĪ checkerboard pattern of plasteel traps at the entrance of the killbox. Also put sandbags in front of the turrets.įor additional defenses add a row of turrets down each side of your killbox. Have a row of sandbags in front of either the walls or the sandabgs in your defensive line depending on where your turrets are. I haven't tried the wall one but the sandbag one works great. You can add more sandbag-double wall for extra pawns.įor the auto turrets you can do 2 things, either have a turret in front of every sandbag part of your defensive line or in front of your walls. This will allow for 6 ranged and 3 melee. The width should be 9 or 12 wide depending on how many ranged pawns you will be using.ĭefensive line is your standard wall-sandbag-double wall-sandbag-double wall-sandbag-wall for 9 width. Long enough to mow down anything without reducing your assault rifle accuracy too much against snipers and your charge rifles should be in range as well although they are primarily used against shielded melee chargers. I'll probably be building something like this in my current colony tonight so I can send you a screenshot then.Ģ5 tiles long. Without abusing pathing (too much) combining a couple of standard different elements from different killboxes I've seen should make the most efficient one.
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