Terminator: Dark Fate - Defiance

Terminator: Dark Fate - Defiance

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Flipp Mar 10, 2024 @ 5:31am
Supply / Army Size Best Practice
Hi all,

I just finished Abiquiu and now I am the first time on the strategy map. I also already checked some threads here (e.g. the stickied "Supply Management - Tips"), but I still kinda feel overwhelmed on what to do.

I have absolutely no idea what I should do regarding:

- how many units to keep / which supply consumption to aim for
- which units to heal / resupply
- which units to disband / hire

and secondary (but that is somethign I feel like I can figure it myself):

- which upgrades to buy?
- which skills to lean?

The problem is that I fee like i might already screw up my playthough if I make some bad decisions now.
I am playing on the default difficulty. Also I don't need a super detailled "step-by-step" guide, but I just would ilke some ideas/infos which I can build my army around with.
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Showing 1-15 of 17 comments
HeathenSW Mar 10, 2024 @ 6:06am 
"Supply Management - Tips" was written mostly before supply consumption adjusted by the devs - you can temporary set difficulty to realistic to see the actual supply consumptions that were on all difficulties at that time. So if you are on anything below realistic difficulty now you wil have quite some leeway, so it's difficult to screw it up that badly.

On actual advices (mind that they are not rules and are not set in stone):
- Keep around 2-4 of each type of unit for another 3-4 missions, then you can keep more, like 4-6.
- You'll have plenty of manpower and it's very cheap to buy, so heal everyone.
- Resupply also everyone or at least your main battle units, like Abrams/Bradley. For the next couple of missions you can do without resupplying fuel if your vehicles have more then half of the tank, since you'll always have some fuel trailers on the field, but ammo is kinda important to resupply always.
- Don't disband units if you can help it - selling them is much-much more profitable. Selling lvl 0 militia will get you 208 goodwill points, while disbanding it will give you 8 people (80 goodwill points equivalent).
- I'd advice hiring heavy weapon teams, since they can loot heavy guns from the field and you can either sell these guns or use them on your vehicles. Plus heavy weapon teams can hold buildings pretty good even with default guns. Also hire some sharpshooters, since they make cheap scouts due to their stealth stat, cost very little and also can loot some sniper rifles from the field for you to use or sell.

On what to buy in terms of upgrades:
- I'd say buy junk armor and set it on your tank, weapon platforms and maybe even more durable units like Bradley, stryker and APC. They do not care about speed decrease, fuel is pretty plentiful on missions as I've said, and even though the game tells you that the increase is very slight and not important - that is not true. Junk armor will help you survive better. Just don't put it on fast units, since it'll slow them to a crawl usualy.
- Also buy rifles. The default assault rifles are single fire, so they are really bad.
- Other than that - visit Taos if you can and buy TOW upgrade for Bradley. It's not a gun, it's an upgrade - they also have a TOW gun, but you can't mount it on Bradley, it's for other vehicles.
Everything else is very subjective and I'd advice exporing yourself.

On perks:
- Survivor is pretty good on your founder infantry (and maybe rangers, but this is debatable), since otherwise they eat a lot of supplies on the road.
- Rocketeer perk on everyone that can have it. It decreses slightly the number of AT missiles that the squad has (30% decrease), but gives you another type of missiles, that the squad will shoot at light vehicles and infantry in buildings. This perk makes founder infantry and RPG squads real nice.
- Basically every perk that makes people better at what they do, like deploy speed on your ATMG and heavy weapon teams. For instance there's a perk that can make your technicians able to drive tanks, but everything else they have is only support and they don't have anymore vehicle perks - so, if you want them to drive a tank then you only need that perk and there's no need to get anything else.
- You don't need anti-air perk on your ATGM for quite some time, so there's no need for that. It decreases the anount of rockets you have by 30% as well just as rocketeer perk, so you just permanently loose your long range anti-vehicle capabilities for nothing for a long time.
Arden Mar 10, 2024 @ 7:05am 
In addition to the previous thorough reply I'll say that you don't need to keep almost any light vehicles. There are plenty on the maps with all kinds of weapons and armor which you can loot or capture.

You should also try to set vehicles on fire and capture them. Selling them will net you a lot more goodwill to upgrade your troops and to buy supplies as well as extra weapons. The most reliable way to set a light vehicle on fire with one shot is recoilless rifle / 90 mm he from the cartel tank for light vehicles or atgm for bradleys followed by 2-3 snipers to kill the crew. If you do that regularly you will have more supplies and goodwill than you can spend even if you play on realistic.
Flipp Mar 10, 2024 @ 7:48am 
Thanks alot for your detailled answers, that really helps me!

Regarding the amount of units of each type - and this may sound like a dumb question - but really just keep 2-4 of everything? So also Militia, RPG, etc.?

When refilling supplies, is what is the amount of "days left" I should aim for? Is there a rule of thumb of what should always be left?
HeathenSW Mar 10, 2024 @ 8:01am 
Personally - yeah. At least until you are familiar with the game mechanics enough to adjust to your own playstyle.

Some tend to have 2-4 squads for a certain role - like not 4 squads of militia just to have them, but 4 squads to storm buildings (rangers, militia, infantry, guerillas, mercs all can fill this role), 4 scouts (snipers, sharpshooters, guerillas, rangers can fill this role) and so on. Personally more then 4 is just a handful and most of the mission they will just stand somewhere, while you work with more pressing matters.

Though heavy weapon teams are generally good, so I just like to have as many as I can.

I'd say you need to target 2 extra days of supplies above what you need to get to your next mission. At the start you will have a shop at every stop, but then it's not that consistent and next destination can be like 5 days away. Now, always having 5 extra days will put a strain on your resources, so 2 is safe-ish bet, since you almost always get some supplies after you finish the mission.
Last edited by HeathenSW; Mar 10, 2024 @ 8:14am
Rin Palora Mar 10, 2024 @ 8:56am 
A tip when it comes to light vehicles.
Van's are outright better than any other light vehicle.

Same weapons as the pickup and humvee, similar protection, similar speed, can tow the same trailers, but they carry 10 people (as opposed to 3) and are cheaper to supply than a humvee.

The Cartel armored humvee even lose speed in exchange for extra protection... but you have Strikers, M113, Bradleys, Armored trailers if you need good armored transports or Cartel Tanks and the Abrams if you need a tank.
HeathenSW Mar 10, 2024 @ 9:01am 
Originally posted by Rin Palora:
A tip when it comes to light vehicles.
Van's are outright better than any other light vehicle.

Same weapons as the pickup and humvee, similar protection, similar speed, can tow the same trailers, but they carry 10 people (as opposed to 3) and are cheaper to supply than a humvee.

The Cartel armored humvee even lose speed in exchange for extra protection... but you have Strikers, M113, Bradleys, Armored trailers if you need good armored transports or Cartel Tanks and the Abrams if you need a tank.
Fun part is that Steel/Cartel armor does NOT help to extend humvees survivability on hard/realistic even - they will still get heavily damaged by stray bullets. So vans are real cool for what they are, plus people will shoot from within them with small arms fire - it has 6 "windows" for people to shoot from, according to gamefiles. FYI stryker does not have any "windows", despite people on the forums saying it here and there and passenger trailer has whopping 16 "windows".
Last edited by HeathenSW; Mar 10, 2024 @ 9:04am
Zeek Mar 10, 2024 @ 10:04am 
60,000 a day supplies a guy on youtube said, anyone know if or when this might come on sale?
Last edited by Zeek; Mar 10, 2024 @ 10:05am
RPS 12324 Mar 10, 2024 @ 10:50am 
Ironically the Militia squads are the best one to put inside vans and armored trailers to be able to shoot through the ports. Snipers will only use their handguns when inside vehicles they can fire out of.
HeathenSW Mar 10, 2024 @ 11:12am 
Originally posted by RPS 12324:
Ironically the Militia squads are the best one to put inside vans and armored trailers to be able to shoot through the ports. Snipers will only use their handguns when inside vehicles they can fire out of.
Yeah, just need to steel armor them vans. If they have steel they have the same resistances as humvee with steel armor, but a bit less health on everything except tracks - these have a lot less health (like 60% less, 200hp on humvee tracks vs 80hp on van tracks) than ones on humvee.
Armored trailers are good on lower than hard difficulties, since they have pretty huge firepower and being pulled by a dozer they are a cool battlewagon. On higher difficulties I'd say heavy platform is better for the same role.
Originally posted by Zeek:
60,000 a day supplies a guy on youtube said, anyone know if or when this might come on sale?
Probably not very soon, since it released 3 weeks ago and had a sale after the release for some time.
Last edited by HeathenSW; Mar 10, 2024 @ 11:16am
Thandrall Mar 10, 2024 @ 11:18am 
Originally posted by Zeek:
60,000 a day supplies a guy on youtube said, anyone know if or when this might come on sale?

After Abiquiu it's 40k it should be at, 60k supplies a day is for after Vega. Dev's themselves said that is what they planned for at least.
Booba Mar 10, 2024 @ 11:20am 
Check and see how far you have to go to the next objective. Maintain enough supplies to get there, and enough supplies for six days afterwards, and you will never have problems with supplies. It's not always possible or necessary, but keep it in mind as a goal between missions: especially when you have to choose between accepting GWP or supplies as a reward.

Remember that you can sell troops and vehicles for goodwill points. You don't have to keep every Technician squad the game gives you.

Always pause and think about backtracking after a mission. Go back and sell if you can. Unless you plan on keeping most of those troops and vehicles you just liberated, it's usually going to be more economical to backtrack 1 day than advance for 3. Sometimes, it takes 0 days to return to the last town.
Thandrall Mar 10, 2024 @ 11:21am 
I would go with what Heathen said, it's a good start, play though a few missions, get use to what each unit does, and then restart with your new knowledge so you know what you like and don't. I'm personally not a fan of the light platforms, but others are, just like I like sharpshooters more than I like founder snipers (sharpshooters can get more people per unit). This also allows you to have an idea of what you need in terms of supplies.

Plus there are quite a few options in the game that leads to different things as well. Also, definitely hire some heavy weapons teams for the next mission, there are A LOT of heavy weapon drops, and said teams sell back for 100% of their cost, so it's purely a net benefit (the plasma miniguns sell for 400 goodwill points a lone).

One thing I will say, only heal units if you have spare man power laying around, which h honestly probably shouldn't. Buying man power to heal up doesn't actually add extra value, I did a bunch of testing for it. Refilling ammo from supplies is the same, for every 10 supply used it's only an increase of 1 goodwill point, which is the cost of buying 10 supply, but buying supply is limited. I personally disband any extra manpower just before I go to the next area, it's not worth the supply cost bringing them around (it's like 250 supply upkeep for 1 manpower, when founder troops is 200 supply???? Not sure how that works but anyway)
Last edited by Thandrall; Mar 10, 2024 @ 11:27am
Falcon_BR Mar 10, 2024 @ 2:21pm 
Originally posted by Flipp:
Hi all,

I just finished Abiquiu and now I am the first time on the strategy map. I also already checked some threads here (e.g. the stickied "Supply Management - Tips"), but I still kinda feel overwhelmed on what to do.

I have absolutely no idea what I should do regarding:

- how many units to keep / which supply consumption to aim for
- which units to heal / resupply
- which units to disband / hire

and secondary (but that is somethign I feel like I can figure it myself):

- which upgrades to buy?
- which skills to lean?

The problem is that I fee like i might already screw up my playthough if I make some bad decisions now.
I am playing on the default difficulty. Also I don't need a super detailled "step-by-step" guide, but I just would ilke some ideas/infos which I can build my army around with.

Check the pinned topic about that:

Target Supply Consumption:
After Abiquiu - 40 thousand per day
After Albuquerque - 45-50 thousand
After Tortuga - 50-55 thousand
After Chihuahua - 65 thousand
After Vega - 70 thousand
After Oklahoma - 75-90 thousand

I am conservative, so I decrease that values by 5k each.

And don't be shy on selling excess militia/rpg/heavy weapons squads, vans/technicians
Just don't sell founders units, and try to get as much cartel vehicles you can, cartel armor is the best armor for light vehicles. Sell old humvees when you get cartel ones.

Just remember if there is a vehicle with better armor or upgrades, you just buy them and sell your old one. The buy/sell price is the same, thanks devs.

It is also normal to buy mercenaries squads, get their fancy weapons, equip your units and sell them back, you only paid the weapons price, the same for integrator vehicles with weapons they don't sell, like railgun cannon, just get a abrams with it, get the weapon, sell the abrams back.
Last edited by Falcon_BR; Mar 10, 2024 @ 2:24pm
Thandrall Mar 10, 2024 @ 2:28pm 
Originally posted by Falcon_BR:
Originally posted by Flipp:
And don't be shy on selling excess militia/rpg/heavy weapons squads, vans/technicians
Just don't sell founders units, and try to get as much cartel vehicles you can, cartel armor is the best armor for light vehicles. Sell old humvees when you get cartel ones.

Ehh, Founder infantry and snipers I feel like you can sell if you wish. The infantry because their supply costs doesn't really line up with their value imo, but I know others love them. And I will admit there definitely better than a militia squad and RPG squad together. Snipers because I honestly have seen a difference between snipers and sharpshooters, and sharpshooters can get 3 people per squad.

Their drivers and rangers are great, and ATGM squads are a definitely no no in selling haha
Falcon_BR Mar 10, 2024 @ 2:53pm 
Originally posted by Thandrall:

Ehh, Founder infantry and snipers I feel like you can sell if you wish. The infantry because their supply costs doesn't really line up with their value imo, but I know others love them. And I will admit there definitely better than a militia squad and RPG squad together. Snipers because I honestly have seen a difference between snipers and sharpshooters, and sharpshooters can get 3 people per squad.

Their drivers and rangers are great, and ATGM squads are a definitely no no in selling haha

Well, do as you wish, but a a infantry squad with survival upgrade costs 1400 base supply.
Militia costs 800 + rpg squad that costs 400.
It is 1400 vs 1200, and late game it becomes 1120 (survival upgrade) vs 1400 (+1 upgrade in both)
Infantry with 7 rifles are much more effect them militia, unless militia reach lvl 5, something really hard to do.
Infantry also has the lmg that forces enemy units to advance inside rifles range, so the first strike is always yours.
Because of extra precision, they will rarely miss the RPGs.
Also they are perfect inside a bradley to clear buildings, or take point to defend against incomming enemies. On Santa fé I always deploy one on ambush mode to fire at the same time as the bradley and have more stopping power vs legion vehicles, you also only get two for the first 9 missions.

Snipers have more camo and this makes them better spotters them sharpshooters, because I just have 2 of them, I keep for spotting, but sharp with 3 barrets are much more effective, so, no point of disbanding snipers if you just have 2 and are better as the sniper main role spotting without being spotted.

You are just selling units that will become your main force later in the game, because quality will be better them value when you have the money.
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Date Posted: Mar 10, 2024 @ 5:31am
Posts: 17