πŸ”
πŸ”

No matching results. Try a different term?

πŸ“‘ On This Page

  1. Killbox Design
  2. Trap Corridors
  3. Weapon Tier List
  4. Armor Selection
  5. Raid Type Counter-Strategies

βš”οΈ Combat & Defense

🏰 Killbox Design β€” The Core of Your Defense (A killbox funnels enemies through a bottleneck into your pre-set kill zone.)

A killbox isn't an exploit β€” it's the game's fundamental logic. AI pathfinding picks the path of least resistance. Leave one opening that "looks easy to get through," and enemies will queue up to die.


ComponentDescriptionKey Parameters
Entry CorridorWinding single-tile corridor with sandbags or gravel to slow enemiesThe longer the better β€” at least 20 tiles
Shooting PositionAt the end of the corridor β€” your pawns stand in two rows of shooting positions15-25 tiles from the exit (ideal range)
Sandbag FieldPlace sandbags every other tile to deny enemy coverSpaced along the corridor so enemies can't claim cover
Roof TrapLeave one unsupported pillar in the corridor β€” shoot it during the fightThe collapsing roof deals massive damage
IED TrapPlant mines at the corridor end β€” detonate when enemies bunch upRequires Explosives research, extremely cost-effective
πŸ’‘ Core Principle: The killbox's purpose is to make enemies file into your kill zone one by one, not let them scatter through a wide opening. The narrower and longer the corridor, the better.
⚠️ Killbox Weakness: Drop pod raids land right inside your base, bypassing the killbox entirely. Keep defensive depth in your base center β€” don't put everything at the front door.
Killbox Top-Down View β€” Walls β†’ Corridor β†’ Kill Zone β†’ Firing Line Wall Inner Wall Sandbag Shooter Enemy Path ← Single Entrance (walls sealed, only this opening) β†’ 🌲 Outside (map edge, enemies approach from here) πŸ‘Ύ πŸ‘Ύ πŸ‘Ύ πŸ‘Ύ 🎯 Kill Zone β€” Open ground at the exit, no walls, no cover, sitting ducks Sandbags πŸ§‘ πŸ§‘ πŸ§‘ πŸ§‘ πŸ§‘ β‘  Walls = Boundary Gray = Outer wall Sealed, one entrance only β‘‘ S-Corridor Single-tile wide Multiple turns Red = Enemy path β‘’ Kill Zone Open ground No cover Β· Sitting ducks β‘£ Firing Line Behind sandbags Line up for focus fire
β–² Four key elements: walls sealed with one opening β†’ S-corridor leads enemies in β†’ open kill zone β†’ 5 pawns behind sandbags open fire.

πŸͺ€ Trap Corridors β€” Kill Without Firing a Shot

  • Wooden Trap vs. Steel Trap: Wood deals 40 damage (cheap, your early-game workhorse). Steel deals 60 damage (upgrade mid-game).
  • Corridor Density: Place one trap per tile. Pawns will path around them, so your own people won't trigger them.
  • Trap + Door Combo: Build traps on one side of the corridor and doors on the other β€” your pawns use the doors, enemies walk into traps.
  • Granite Door Trick: Place a granite door set to "keep open" at the trap corridor entrance β€” enemies treat it as a valid entry path and walk right in.
  • Pair with Slowing Terrain: Add snow, marsh, or shallow water in the trap zone β€” enemies move slower and hit more traps.
  • Maintenance Cost: Each trap needs to be rebuilt after triggering. Assign a few high-crafting pawns to restock them mid-to-late game.
Trap Corridor: Trick the AI Into Traps, Your Pawns Take the Door Path πŸ‘Ύ Enemy Approach Direction Raiders walk toward your base from the map edge Looking for entrance πŸšͺ Granite Door (set to "Keep Open") AI thinks: "This door is open = This is a valid path!" ⬇ Fork ⬇ πŸ’€ Trap Path β€” Enemies Take This Spike Spike Spike Spike Spike Spike Spike Spike Spike Spike πŸ‘Ύ πŸ‘Ύ πŸšͺ Door Path β€” Your Pawns Take This Door Door Door Door πŸ§‘ πŸ§‘ β–Ό Both paths lead to the base interior β–Ό 🏠 Base Interior (Safe Zone) Trap Door πŸ‘ΎEnemy Path πŸ§‘Pawn Path Granite Door (Open)
β–² Top to bottom: Enemies arrive β†’ see the open door as the entrance β†’ walk the trap path into spikes β†’ your pawns safely take the door path. Core idea in one sentence: open a door to trick the AI into traps.

πŸ”« Weapon Tier List

StageRecommended WeaponsWhy
EarlyShortbow / Revolver / Bolt-Action RifleUse what you have β€” the bolt-action rifle is early-game god-tier (long range, reliable damage)
Mid-EarlyPump Shotgun / SMGStrong at short-to-medium range, great for killbox mid-range engagements
MidAssault Rifle / Chain ShotgunAssault rifle is the jack of all trades; chain shotgun one-shots at close range
LateCharge Rifle / Charge LanceCharge weapons bypass partial armor β€” essential against mechanoids
EndgameDoomsday Rocket / Triple Rocket / Orbital StrikeArea clearing β€” don't carry them around, they're too expensive
βœ… Rookie Rule: Grab bolt-action rifles early, switch everyone to assault rifles mid-game, upgrade to charge weapons late. Give melee pawns a solid one-handed weapon (longsword/mace) and station them one tile behind the firing line β€” when enemies get close, send them in.

πŸ›‘οΈ Armor Selection

Armor TypeMaterialBest ForNotes
Simple HelmetSteelAll pawns early gameProtect the head first β€” headshots are often instantly lethal
Flak VestSteel/ClothCore DPS mid-gameTorso protection, best value for your resources
Marine HelmetSteel/PlasteelAll pawns late gameOne tier above simple helmet
Power ArmorPlasteel/UraniumMelee / Shock troopsStrongest armor in the game, extremely expensive
Luciferium CoatingLuciferiumHigh-DPS backlineStrong protection but slows movement β€” use on backline pawns

πŸ“‹ Common Raid Type Counter-Strategies

Raid TypeCharacteristicsCounter-Strategy
Conventional FrontEnemies head straight for the killboxStandard procedure, all pawns to firing positions
SappersEnemies dig/blast through walls to bypass youBuild 3 layers of outer walls, hit their rally point with mortars
Drop PodsLand right in your base centerKeep firing ports in every room, build cover at corridor corners
SiegeEnemies build mortars at range and shell youYou must sally out and hit them before they finish building
InfestationBug hives spawn undergroundNarrow doorways + melee front line + flamethrowers/incendiary launchers
MechanoidHeavily armored ranged enemiesEMP grenades + armor-piercing weapons (charge line) β€” don't face-tank them