RimWorld

RimWorld

Beanslinger Jun 27, 2021 @ 9:07am
Scythers
They look like the kind of enemy that could destroy my entire colony with one quick and decisive cavalry charge. Any tactics I can use to destroy these things? They lookin kinda scary.
Originally posted by Pizzarugi:
Killboxes.

The strategy of a killbox is to make a square or rectangle shaped box of any size and design the interior to make the enemies take forever to get through it. You also want to dot the passage with sandbags or other objects of cover to slow them down further. This is all to try and stall them for as long as possible while you get your colonists in position. At the end of the passage, the dotted sandbags are a solid line so the AI can't seek cover. Just outside, you have a turret nest set up. The AI will most often focus on the turrets because of how close they are.

The purpose of the killbox is to funnel enemies into a firing line one at a time which GREATLY improves survivability, especially when fighting Mechanoids who can much more easily take you out.

https://cdn.discordapp.com/attachments/681219370885709868/857771862134095942/unknown.png

Here is a screenshot of an example killbox I use. Bear in mind that my game is HEAVILY modded with things like GlitterTech, Rimlasers, and A Rimworld of Magic, so I have access to weapons and things that make small killboxes like this possible. If you play vanilla, you're going to need a bigger killbox and turret nest than this.

Scythers are the easiest of the Mechanoids, despite their movement speed and damage. Killboxes are meant for Centipedes, but you'd still benefit from having one to deal with Scythers.
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Showing 1-12 of 12 comments
Razor 2.3 Jun 27, 2021 @ 9:22am 
Turrets distract them pretty effectively. The resulting explosion also harms them. IEDs or traps are effective. EMP can help if you can't get away fast enough to kite.
Caesar Jun 27, 2021 @ 9:29am 
they arent
The Devout Jun 27, 2021 @ 9:43am 
try EMPs
if not they keep the distance and fire without them on your a$$
Tommer04 Jun 27, 2021 @ 9:51am 
Just try to slow them down and then finish them off
The author of this thread has indicated that this post answers the original topic.
Pizzarugi Jun 27, 2021 @ 11:00am 
Killboxes.

The strategy of a killbox is to make a square or rectangle shaped box of any size and design the interior to make the enemies take forever to get through it. You also want to dot the passage with sandbags or other objects of cover to slow them down further. This is all to try and stall them for as long as possible while you get your colonists in position. At the end of the passage, the dotted sandbags are a solid line so the AI can't seek cover. Just outside, you have a turret nest set up. The AI will most often focus on the turrets because of how close they are.

The purpose of the killbox is to funnel enemies into a firing line one at a time which GREATLY improves survivability, especially when fighting Mechanoids who can much more easily take you out.

https://cdn.discordapp.com/attachments/681219370885709868/857771862134095942/unknown.png

Here is a screenshot of an example killbox I use. Bear in mind that my game is HEAVILY modded with things like GlitterTech, Rimlasers, and A Rimworld of Magic, so I have access to weapons and things that make small killboxes like this possible. If you play vanilla, you're going to need a bigger killbox and turret nest than this.

Scythers are the easiest of the Mechanoids, despite their movement speed and damage. Killboxes are meant for Centipedes, but you'd still benefit from having one to deal with Scythers.
Last edited by Pizzarugi; Jun 27, 2021 @ 11:01am
Morkonan Jun 27, 2021 @ 1:37pm 
Originally posted by Beanslinger:
They look like the kind of enemy that could destroy my entire colony with one quick and decisive cavalry charge. Any tactics I can use to destroy these things? They lookin kinda scary.

Do not let them get into melee range...

They're pretty squishy, though, and love to attack turrets. Let turrets get the initial aggro and you're pretty much good-to-go.

For crashed-ships, I build a "mobile turret emplacement." Basically, I relocate turrets, connect them by wires to a battery that's protected by the wall, behind them, surround them with sandbags and a couple of wall segments if needed to keep them from sweeping my own hastily constructed defensive position... and, don, Scythers rarely survive that encounter to reach my pawns.

As others likely suggested, but I'll emphasize - Traps are good. A series of traps can incapacitate scythers if there are enough of them. A "flood" of scythers, though, is difficult to deal with if they get past your defenses. For that, you need strong melee and heavy-hitting close-range weapons. (Blunt Melee does a great job against all mechs/insects.)

Don't forget EMP.... NEVER engage mechs without some form of EMP. EMP Grenades are extremely useful and flexible. You should always have some EMP grenades stored on shelves in/near your defensive works. It is a "non-risk" issue as even if an escaping pawn paths by and picks it up, they'll have a weapon that is likely very ineffective and harmless to any of your pawns should they happen to try to use it on their way to the map edge.
grapplehoeker Jun 27, 2021 @ 2:48pm 
Originally posted by Pizzarugi:
Killboxes.
https://cdn.discordapp.com/attachments/681219370885709868/857771862134095942/unknown.png

Here is a screenshot of an example killbox I use. Bear in mind that my game is HEAVILY modded with things like GlitterTech, Rimlasers, and A Rimworld of Magic, so I have access to weapons and things that make small killboxes like this possible. If you play vanilla, you're going to need a bigger killbox and turret nest than this.

Scythers are the easiest of the Mechanoids, despite their movement speed and damage. Killboxes are meant for Centipedes, but you'd still benefit from having one to deal with Scythers.
Originally posted by Crocodile Dundee:
Heh...Knife? That's a knife ;)
Heh... killbox?
https://steamcommunity.com/sharedfiles/filedetails/?id=2529950535
That's a killbox ;)

It's very rare for any scythers to ever manage to enter this vanilla killbox because the four trapped entry corridors will get them first. Even if one should get through, they'll have to get past a volley of fire from 14 plasteel turrets, 2 autocannon turrets and 2 uranium slug turrets no matter which entry corridor they enter the killbox from. That's in addition to my pawns who will be shooting from cover in the doorways of the interior.
This has proven to be effective against scythers, centipedes and anything else Tynan has come up with over the years to prevent a successful escape from the planet ;)

Dammit, now I have got to watch Crocodile Dundee again!
Thanks, I guess ;)
Last edited by grapplehoeker; Jun 27, 2021 @ 3:00pm
Kittenpox Jun 27, 2021 @ 8:50pm 
(Note: this is for smaller raids, when you're first encountering mechanoid attacks. Not for when you're charging ship engines / have excessive colony wealth.)

If there's one of them coming for you, shoot accurately.
If there's lots of them coming for you, just *shoot*.

If you have tamed animals, let the scythers get reasonably close (for accuracy purposes), then let your animals Attack - making a literal meatshield for your pawns wielding firearms.

Scythers are dangerous, but only up close. Prioritise firing on them, so you can safely use cover to shoot at any ranged foes.
VoiD Jun 29, 2021 @ 2:21pm 
Probably one of the least dangerous mechs, just shoot them.

If it's a pure scyther invasion you can kite around while you shoot with others, or just do the same you'd do against insects, block off a corridor, leave 2 competent melee guys in front of the rest of the team and keep shotting them from behind human cover, though it's always better to not let them get close in the first place, they are really squishy, but not as dangerous as troll lances or centipedes.

And as mentioned above: EMP grenades, having just one trigger happy pawn with EMP grenades is enough to shut down any mech charge, just let him throw nonstop in front of your pawns.
Morkonan Jun 29, 2021 @ 2:42pm 
Originally posted by grapplehoeker:
...
Heh... killbox?
https://steamcommunity.com/sharedfiles/filedetails/?id=2529950535
That's a killbox ;)

That is an example of "these people have chosen a place to die."

It looks cool, but it's just a big coffin surrounded by turrets. There is no path to a fallback/retreat position. And, especially, there's little in the way of a "protected path to a fallback defensible position."

The wall segments in front of the room doors to prevent incidental friendly-fire incidents ARE a very nice touch. Kudos! Good job with that.

But, it's just an elaborate coffin. If it's breached, what then?

https://www.youtube.com/watch?v=c55PtTyvfE4


PS: Letting enemies get within one's "defensible perimeter" in order to be capable of dealing with them is... ungoodthink. The risks are far to great. It's why "drop pod" attacks are so very effective - They bypass one's carefully laid plans. Here, this arrangement might be nice for such attacks. BUT, the attackers will also benefit from the blocking FF wall segments when breaking down doors, so... /shrug. And, once they get inside, that is... that. A "safe room" would, IMO, be an absolutely necessary addition to this particular base. At least the colonists could wait out some types of raids as long as it wasn't a "capture" raid where a safe-room occupant was targeted.
Last edited by Morkonan; Jun 29, 2021 @ 2:46pm
LIMP BISQUICK Jun 29, 2021 @ 3:30pm 
Originally posted by Morkonan:
Originally posted by grapplehoeker:
...
Heh... killbox?
https://steamcommunity.com/sharedfiles/filedetails/?id=2529950535
That's a killbox ;)

That is an example of "these people have chosen a place to die."

It looks cool, but it's just a big coffin surrounded by turrets. There is no path to a fallback/retreat position. And, especially, there's little in the way of a "protected path to a fallback defensible position."

The wall segments in front of the room doors to prevent incidental friendly-fire incidents ARE a very nice touch. Kudos! Good job with that.

But, it's just an elaborate coffin. If it's breached, what then?


Making opportunities to retreat & having fallback plans are definitely some of my top priorities. It's probably sufficient for their playstyle/setup.

It's not a bad design tho and worth improving. Adding such plans can be easy to do with that layout if needed.
Last edited by LIMP BISQUICK; Jun 29, 2021 @ 3:30pm
Morkonan Jun 30, 2021 @ 6:44am 
Originally posted by Jibbles:
Making opportunities to retreat & having fallback plans are definitely some of my top priorities. It's probably sufficient for their playstyle/setup.

It's not a bad design tho and worth improving. Adding such plans can be easy to do with that layout if needed.

For a quick fix, I'd double-wall it, block off the entrances on two opposing cardinal points (Will have to take into account the primary direction of land-based raids), and build bunkers at the remaining entrances with clear, unblocked routes to the interior. Traps/turrest there, too, of course.

Then, I'd put in a few sandbags leading from the entrances to the central "Last Stand" fighting position. Why?

As your units retreat, they can get a big of cover by dodging behind a sandbag. They'll be using the side facing the bunker for that move. And, the side of the sandbag where you think an incoming Raider will try to take cover? Why, of course, it'll have a trap on it... :) The cover-bonus they'll get won't mean as much as that trap damage they have to incur in order to get it. :)

Crops in the other spaces in the central area, if possible. Crop-destroying Raiders will be open for some nice shots.

A "safe room" setup in two corners, basically just a strong room with a strong door, some medical supplies, survival meals, and a good bed(s) for injured or sleeping spots. A turret covering the entrance to it, on a switch, with a charged battery would be an ideal addition... :)
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Date Posted: Jun 27, 2021 @ 9:07am
Posts: 12