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Build a wall. Open the doors, have three pawns stand inside your walls blocking said door. One enemy approaches, enters the door space, and gets clubbed by 3 guys. Rinse and repeat for every door and invader.
Or embrace the big melee he-man mentality and just give the order to CHARGE! Of course, since you'll be outnumbered all the time you still have to rely on having the better gear and better trained fighting force. Your enemies may be wearing loincloths, but your fighters should all be in full plate.
Really most of the times what i've been getting is sieges with mortars, clusters and a couple of mechanoids attacks with thermites, i see no point in planning a static defence.
Tame some animals for combat if you can if you are going melee imo, i always do it to have them as front line body sponges to debilitate and rushing them more safely.
██___OXx
██_██OXx
██_██
___██
█████
This is my usual tribal melee strong "killbox." The O is a melee pawn, the X/x is a ranged one (big X can be a barricade instead), █ is a wall, _ is an empty tile. It greatly restricts how many enemies can engage at once and keeps them close range so they are easy to kill with bad weapons. If you aren't using any ranged at all there will be an issue of enemies stopping at the corners and shooting at your guys, I don't know of a good solution to that other than to just pull back out of LoS until they move forward, nor do I have experience with a better melee friendly killbox design. If I had to guess, this might work though:
████OX
██___O
██_█OX
██_██
___██
█████
Have a door on each of those O locations with a melee pawn standing in the door, then they can step back and close the door to pull ranged enemies closer without breaking the enemy line and causing them to flood. X locations might work with more melee pawns while the doors are open, not sure.
Neat. Thank you. I'm assuming you just put some traps down the hallway as well?
This design allows you to hit enemies through walls but enemies can't hit back. Add trained attack animals and you'll be able to tear through big raids with no problems.
Key: (note this works best with a non-spacing font like courier-new)
- = empty space
█ = Wall
D = door
E = Raider either shooting or in melee
e = raider not in fight
G = good Pawn in melee
g = good Pawn not in melee
With a bend at best you get 3v3
█████
eeeEE█
███E█
GGG
at worst 0v2 when they stop and shoot if not initially after the leading raider dies illustrated below
█████
eeeEE█
███-█
GGG
stepping forward doesn't solve the problem of it being numerically tilted in favor of the raiders. What would solve the issue is if you had a bunch of shooters behind your melee blockers. The psycast beckon is an option to force that reticent ranged raider into melee, however if the raiders are numerous that is a whole lot of beckons. [edit: skip also works but has the same, only works so many times issue.]
so... a diff design: (note this is similar to Astasia's suggestion above just rotated for illustration purposes, but differences will emerge later.
killbox when empty
█-███████
█-█----------
█-█DDDDDD
█-------------
███DDDDDD
███---------
█████████
...make at least as long as needed...which will depend on how many pawns you have.
killbox just before you start fighting
█e███████
█e█GGGGGG
█E█DDDDDD
█EEeeeeee
███DDDDDD
███GGGGGG
█████████
now what it looks like once the fight starts.
There are 2 enemy shooters in back but this achieves almost 2v1 in your favor for long boxes
█e███████
█e█------
█E█GGGGGG
█EEeeeeee
███GGGGGG
███------
█████████
unfortunately this isn't enough bc the whole reason we needed a kill box in the 1st place was bc raiders outnumbered us and once the above ambushed raiders are killed we get
█e███████
█e█------
█E█gg
█E-gg
███gg
███------
█████████
which is essentially the bend issue we started with :/ Now one might think we could simply reset the killbox ambush by having our pawns retreat back through the doors. Unfortunately, this doesn't work bc weapons and bodies drop in the doors forcing them open.
so.... we make the hallways bigger to catch bodies/items. Add door behind(initially held open so when we retreat through them they don't slow us down. And then, repeat the killbox pattern creating another hallway. Repeat the pattern to make the kill-box as big as needed.
X = a door that raider bodies/weapons is holding open that will not close again
O = door held open for our retreat & will close when our pawn runs through it
█-█████████
█-█----------██
█-█XXXXXX█████████████
█-------------------------------█
███XXXXXX███████████-█
███---------███████████-█
███---------███████████-█
███OOOOO███████████-█
███---------█-----------------█
███DDDDDD█-███████████
-----------------███████████
███DDDDDD█████████████
███----------██
[edit: fixed above diagram to include bend for the 2nd ambush spot.]
Now we can retreat to the next bend in the box.
How to buy time to retreat?
A berserk spell work, or a sacrificial animals (dryads or Huskies/Lynx). Note the animal needs to be zoned around the corner so it can't see the raiders (so it won't flee when not guarding/released)
If we have wall-rise then the job is much easier as we can simply build multiple kill-boxes and wall-raise to cover our retreat to the next one.
I remember back before they patched out overlapping work stations, where I had three work spots plus a sleeping bag all on 2 tiles, in my barracks-dining hall-rec room hybrid. And that killbox. That whole base was just one giant swiss cheddar of a cheese.
Guess Ill have to rebuild part of my killbox :D