Difference between revisions of "Defence tactics"

From RimWorld Wiki
Jump to navigation Jump to search
(Grammatical overhaul. This page still needs a ton of work, but I can't be bothered to do it right now :) Also, should we use "Defence" or "Defense"?)
Line 1: Line 1:
This page is dedicated to different kinds of defense tactics and the visualization of those.
+
{{UC}}
 +
This page details different tactics for defence and visualizations of them.
  
 
==Early Game Tactics==
 
==Early Game Tactics==
 +
Have an early game tactic?  Help the wiki out by adding it here!
  
 +
==Mid Game Tactics==
 +
===The Death Room===
 +
''NOTE: This strategy requires the use of the Blasting Charges mod.''
  
==Middle Game Tactics==
+
Proposed start time: as soon as possible, usually day 10+
===The Death Room===
+
 
Proposed time to start with this tactic: day 10+ or '''[https://en.wikipedia.org/wiki/ASAP ASAP]'''.
+
If you use a mined out base you can use mines to make "death rooms" in the entrance and just outside. By having ONLY ONE door exposed to the outside world, raiders will all focus on destroying the door (raiders don't attack rock walls). This high concentration of assailants is perfect for mines.
  
If you chose to use a mined out base you can use mines to make some "death rooms" in the entrance and just outside, by having ONLY ONE door exposed to the outside world, because raiders don't attack rock walls they will be close by each others when they are trying to break down the door which makes for a great mine place.
+
If the raiders are spread out and one raider attacks the door, have one colonist (preferably the best repairer) stand on the inside and repair the door until enough raiders have gathered to make it worth activating the blasting charges.
  
If the raiders are spread out and something like one raider attacks the door, then have one colonist (preferably the best repairer) stand on the inside and repair the door until enough raiders have gathered to make it worth activating the blasting charges. <br/>
+
WARNING! The colonist should not repair the door to full health because he or she might go outside to do a task, opening the door and dooming the colonist. To avoid this situation, draft the colonist before the door is completely repaired.
WARNING! the colonist are not under any circumstance allowed to repair the door to 100% and must be drafted before finishing the repairs, because the colonists are stupid and might go out to grow potatoes or something and in the same time give the raiders free access to your base by opening the door!
 
  
It is also possible to stack this structure 2 or more times (preferably not more than 4 times because it takes relatively long time to traverse) to implement '''[https://en.wikipedia.org/wiki/Defense_in_depth_%28computing%29 Defense In Depth]''' security.
+
It is possible to stack this defensive structure (more than 4 in a row will noticeably increase travel time for colonists) to implement '''[https://en.wikipedia.org/wiki/Defense_in_depth_%28computing%29 Defense In Depth]''' security.
  
 
  &#9635; - '''[[Door]]'''
 
  &#9635; - '''[[Door]]'''
  &#9673; - '''[[Blasting charges]]'''
+
  &#9673; - '''[[Blasting_charges|Blasting charges]]'''
  &#9678; - Optional '''[[Blasting charges]]'''
+
  &#9678; - Optional '''[[Blasting_charges|Blasting charges]]'''
 
  &#9634; - Explosion radius
 
  &#9634; - Explosion radius
 
  &#9641; - Rock walls
 
  &#9641; - Rock walls
Line 34: Line 38:
 
</pre>
 
</pre>
  
====Good====
+
'''Pros'''
* Extremely efficient deathtrap.
+
* Extremely efficient and effective deathtrap
  
====Bad====
+
'''Cons'''
* Stupid colonists open the door when raiders are "knocking".
+
* Potential for friendly fire or colonist injury
* Costs some metal.
+
* Metal cost
  
 
==Late Game Tactics==
 
==Late Game Tactics==
 
  
 
===Death's Cathedral===
 
===Death's Cathedral===
Proposed time to start with this tactic: day 100+  <!--If you can "refine" this line, please do so.-->
+
Proposed start time: day 100+   
  
Make a huge room (outside, the roof will collapse if done inside a mountain) with '''[[Stone_wall|stone walls]]''' that cover the entrance to your base.<br/>
+
Make a huge room (be careful, as the roof will collapse without support beams) with '''[[Stone_wall|stone walls]]''' that cover the entrance to your base.<br/>
The '''length''' of this room should be 45 tiles (use '''[[Power_conduit|power conduits]]''' to measure the distance), the reason is that a '''[[M-24| M-24 sniper rifle]]''' can shoot that far.<br/>
+
The '''length''' of this room should be 45 tiles (use '''[[Power_conduit|power conduits]]''' to measure the distance) because a '''[[M-24| M-24 sniper rifle]]''' can shoot that far.<br/>
The '''width''' of this room should be equal to the amount of colonists that you plan to have. or 45 tiles in that direction too.
+
The '''width''' of this room should be equal to the amount of colonists that you plan to have, with a maximum of 45.
  
 
Make the "inside wall" (towards your base entrance) a huge '''[[Defence_Tactics#The_.22Fire_Wall.22 | Fire Wall]]''' and in the center of the opposite wall make a hole where the enemies can enter.<br/>
 
Make the "inside wall" (towards your base entrance) a huge '''[[Defence_Tactics#The_.22Fire_Wall.22 | Fire Wall]]''' and in the center of the opposite wall make a hole where the enemies can enter.<br/>
Haul away all kinds of '''[[Debris]]''', cut all '''[[Saguaro_cactus|Saguaro cactuses]]''', and remove all other things that can be considered a '''[[Cover]]''' inside this room, cutting/burning away the '''[[Poverty_grass|Poverty grass]]''' is optional.
+
Haul away all '''[[Debris]]''', cut all '''[[Saguaro_cactus|Saguaro cacti]]''', and remove anything considered '''[[Cover]]''' inside this room (cutting/burning away the '''[[Poverty_grass|Poverty grass]]''' is optional).
  
* Optional: make a '''[[Dumping_zone|Dumping zone]]''' around the outer wall and configure it to receive '''[[Debris]]''', and designate a large enough amount of debris for hauling.<br/>
+
* Optional: make a '''[[Dumping_zone|Dumping zone]]''' around the outer wall, configure it to receive '''[[Debris]]''', and designate enough debris to fill it.  This will slow the approach of raiders.
* Optional: build either expensive '''[[Sandbag|Sandbags]]''' or free '''[[Debris]]''' a second line in front of the Fire wall but with 1 tile gap between them, so the colonists can hide behind cover but in front of the Fire Wall.
+
* Optional: build either expensive '''[[Sandbag|Sandbags]]''' or free '''[[Debris]]''' as a second line in front of the Fire wall with a 1 tile gap between them so the colonists can hide behind cover in front of the Fire Wall.
* Optional: if the '''[[Blasting_charges|Blasting charges]]''' mod is activated you can line the outer wall and in front of the Fire Wall with blasting charges in such a way that the charges don't damages the walls, and a chain reaction of blasting charges is avoided, but anything just in front of the walls will be damaged or killed, in case of emergency.
+
* Optional: if the '''[[Blasting_charges|Blasting charges]]''' mod is activated you can line the outer wall and the front of the Fire Wall with blasting charges in such a way that the charges don't damage the walls or each other, but anyone just in front of the walls will be injured or killed.
  
====Good====
+
'''Pros'''
 
* Fun
 
* Fun
 
* Can use weapons with a longer range than turrets
 
* Can use weapons with a longer range than turrets
 
* Very low cost to maintain
 
* Very low cost to maintain
  
====Bad====
+
'''Cons'''
 
* Very high initial cost
 
* Very high initial cost
 
* Colonists can still be injured
 
* Colonists can still be injured
* Requires most (or all) colonists to interrupt what they are doing
+
* Requires most (or all) of your colonists to interrupt what they are doing
 +
* Requires most (or all) of your colonists to use long range weapons such as the [[M-24| M-24 sniper rifle]]
  
==Other tactics and designs==
+
==Other Tactics and Designs==
  
 
===The "Fire Wall"===
 
===The "Fire Wall"===
An effective cover design is to alternate 2 walls and 1 sand bag, in this way you have 3 colonists shooting out from the same hole, and 2 of them are standing behind full cover, and one are behind low cover, and it can be expanded to be as large as you desire (or the map ends, with ever happens first).
+
An effective cover design is to alternate 2 walls and 1 sand bag, by doing this you have 3 colonists shooting out of the same hole, 2 behind full cover and one behind low cover.  This method can be expanded as long as there is room on the map.
like this:
+
 
  
  
Line 85: Line 89:
 
&#9660; Inside
 
&#9660; Inside
 
</pre>
 
</pre>
====Good====
+
'''Pros'''
Gives very good cover.
+
* Gives excellent cover
 
+
* Allows defenders to attack a wide range of targets while remaining behind cover
sometimes good: because of the limited view angle the colonists will shoot at several enemies if there are a huge attack and the enemies all come storming in, if only sandbags where used almost all colonists would focus their fire on one raider at a time and make that poor bastard very VERY '''VERY!''' DEAD, while the others comes closer unharmed.
+
* Prevents colonists from ganging up on enemies
  
====Bad====
+
'''Cons'''
The design heavily narrows the attack area, so the attackers must come straight at the defenders.
+
* The design narrows the attack area, so the attackers must come straight at the defenders
  
 
==See also==
 
==See also==
* '''[[Training]]'''
+
'''[[Training]]'''

Revision as of 06:31, 17 September 2014

Template:UC This page details different tactics for defence and visualizations of them.

Early Game Tactics

Have an early game tactic? Help the wiki out by adding it here!

Mid Game Tactics

The Death Room

NOTE: This strategy requires the use of the Blasting Charges mod.

Proposed start time: as soon as possible, usually day 10+

If you use a mined out base you can use mines to make "death rooms" in the entrance and just outside. By having ONLY ONE door exposed to the outside world, raiders will all focus on destroying the door (raiders don't attack rock walls). This high concentration of assailants is perfect for mines.

If the raiders are spread out and one raider attacks the door, have one colonist (preferably the best repairer) stand on the inside and repair the door until enough raiders have gathered to make it worth activating the blasting charges.

WARNING! The colonist should not repair the door to full health because he or she might go outside to do a task, opening the door and dooming the colonist. To avoid this situation, draft the colonist before the door is completely repaired.

It is possible to stack this defensive structure (more than 4 in a row will noticeably increase travel time for colonists) to implement Defense In Depth security.

▣ - Door
◉ - Blasting charges
◎ - Optional Blasting charges
▢ - Explosion radius
▩ - Rock walls
▲ Outside
▩ ▩ ▩ ▩ ▩ ▣ ▩ ▩ ▩ ▩ ▩
▩ ▩ ▢ ▢ ▢ ▢ ▢ ▢ ▢ ▩ ▩
▩ ▢ ▢ ▢ ▢ ▢ ▢ ▢ ▢ ▢ ▩
▩ ▢ ▢ ▢ ▢ ▢ ▢ ▢ ▢ ▢ ▩ 
▩ ▢ ▢ ▢ ◉ ◎ ◉ ▢ ▢ ▢ ▩ ◀ The Death Room
▩ ▢ ▢ ▢ ▢ ▢ ▢ ▢ ▢ ▢ ▩
▩ ▢ ▢ ▢ ▢ ▢ ▢ ▢ ▢ ▢ ▩
▩ ▩ ▢ ▢ ▢ ▢ ▢ ▢ ▢ ▩ ▩
▩ ▩ ▩ ▩ ▩ ▣ ▩ ▩ ▩ ▩ ▩
▼ Inside

Pros

  • Extremely efficient and effective deathtrap

Cons

  • Potential for friendly fire or colonist injury
  • Metal cost

Late Game Tactics

Death's Cathedral

Proposed start time: day 100+

Make a huge room (be careful, as the roof will collapse without support beams) with stone walls that cover the entrance to your base.
The length of this room should be 45 tiles (use power conduits to measure the distance) because a M-24 sniper rifle can shoot that far.
The width of this room should be equal to the amount of colonists that you plan to have, with a maximum of 45.

Make the "inside wall" (towards your base entrance) a huge Fire Wall and in the center of the opposite wall make a hole where the enemies can enter.
Haul away all Debris, cut all Saguaro cacti, and remove anything considered Cover inside this room (cutting/burning away the Poverty grass is optional).

  • Optional: make a Dumping zone around the outer wall, configure it to receive Debris, and designate enough debris to fill it. This will slow the approach of raiders.
  • Optional: build either expensive Sandbags or free Debris as a second line in front of the Fire wall with a 1 tile gap between them so the colonists can hide behind cover in front of the Fire Wall.
  • Optional: if the Blasting charges mod is activated you can line the outer wall and the front of the Fire Wall with blasting charges in such a way that the charges don't damage the walls or each other, but anyone just in front of the walls will be injured or killed.

Pros

  • Fun
  • Can use weapons with a longer range than turrets
  • Very low cost to maintain

Cons

  • Very high initial cost
  • Colonists can still be injured
  • Requires most (or all) of your colonists to interrupt what they are doing
  • Requires most (or all) of your colonists to use long range weapons such as the M-24 sniper rifle

Other Tactics and Designs

The "Fire Wall"

An effective cover design is to alternate 2 walls and 1 sand bag, by doing this you have 3 colonists shooting out of the same hole, 2 behind full cover and one behind low cover. This method can be expanded as long as there is room on the map.


▢ - Sandbags | ▩ - Wall | ◉ - Colonist behind full Cover | ◎ - Colonist behind half Cover

▲ Outside
▩ ▢ ▩ ▩ ▢ ▩
◉ ◎ ◉ ◉ ◎ ◉
▼ Inside

Pros

  • Gives excellent cover
  • Allows defenders to attack a wide range of targets while remaining behind cover
  • Prevents colonists from ganging up on enemies

Cons

  • The design narrows the attack area, so the attackers must come straight at the defenders

See also

Training