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I think you should have 2 entry points or more in case one gets taken in zombie hands but other then that awsome idea--[[User:Dudeperson13|Dudeperson13]] 01:34, 16 February 2009 (UTC)
I think you should have 2 entry points or more in case one gets taken in zombie hands but other then that awsome idea--[[User:Dudeperson13|Dudeperson13]] 01:34, 16 February 2009 (UTC)
Won't work ... this is a variation of the mall defense scenario which the horde have consistently cracked. You are assuming a clear-cut us survivors versus them zombies which is not true since there are survivors who will spy and actively work for the zombie horde to undermine the defense. All it takes is one hard defense point to be lost and you will have a horde of rampaging zombies flooding in with no egress routes (your base is in a corner of the map).
You do not want last-stand scenarios because that is exactly what the horde wants ...
a) they will wear you out with attrition since they consume no resources and can't die
b) long terms seiges attracts free-lancing zombie players bulking up their attack force
c) communications and coordination will be easier since your base only occupies a small section of the map
d) their spies and saboteurs will disrupt and bring down your defenses.
What you want is to PREVENT the horde formation in the first place by denying a hard point defense for a horde to concentrate their strength. You want to have several independent but loosely affiliated, well equipped squads doing hit-and-run tactics ... it forces the organized horde to splinter off to chase your groups while disrupting THEIR communications and hold with their feral and loosely affiliated zombie players.
Sure they can knock down resource points but Malton is HUGE ... they don't have enough manpower to hold and defend every last resource point. In fact, you want them to defend every last resource point because it's a HUGE drain on their numbers (zombies guarding a point is zombies not running around trying to eat you) plus the coordination necessary to respond to a fast brutal attack is difficult.
Ideally you have a 10-20 man killteam fully armed with multiple gens, fuels, medpacks, toolboxes .... the combat section ~10 man will hit a resource point HARD and dump the zombie bodies outside. The rest of team moves in and start the barricades, repair, lights and supply scrounging. The countdown starts as soon as the attack begins ... your team will only have X time to scrounge as much supplies as they can and rest enough to have enough APs to escape. Ideally, your attack will attract attention and zombies start congregating outside at which point, your team SPLINTERS into groups of 2-3 survivors and leg it in different directions and reassemble at some designated rally point in another town. While your team is escaping, ANOTHER killteam hits another resource point couple of towns away using your team as bait to lure most of the zombies away.
With this guerilla method, you will disrupt large scale horde formations, disrupt free-lance zombies from rallying around a horde and can constantly replenish your resources while expending the minimum amount to defend the resources.
[[User:Willie Yu|oO_Willie]] 21:34, 19 September 2009 (GMT+8h)

Latest revision as of 13:23, 19 September 2009

Survivor Tactics
The information on this page or section discusses a survivor strategy.

The problem


I think everyone has seen the alarming changes on the map: First off, the zombies control a whooping 80% of Malton. And now the horde (consisting of about 2000 zeds) has began spreading. Secondly, the number of NecroTech buildings controled by survivors has been reduced sigficantly, and that means we've lost the most important weapon against zombies: sirynges. And last but not least, almost every suburb has about 7 essencial buildings: Hospitals, Police stations, Fire stations, Etc. These buildings act as beacons for the zeds and have a population of about 60 survivors inside. That means that for every essencial building they raid, we have 40 more zombies to worry about. That does seem like a problem, doesn't it?

The zombie horde


I'm not going into specifics, because if you understand what this article is about, you understand what's happening to Malton.

The zeds have the upper hand because of one thing: They just keep getting up! This may not come as a surprise to many of you, but it's that ability that gives them their edge in battle. A common zombie has to spend 10 AP after being killed, but that's it. They don't switch sides like us. A zombie with Ankle Grab only has to spend 1 AP to get up. This not only gives them the opportunity to stay down and recover AP, but it makes sieges almost impossible to repel.

(I lied. I did get into specifics.)


A Safe Suburb


This is when Last Defence kicks in. My Suggestion is that we Fortify 4 Suburbs. By Fortifying I mean Barricading every building in this "Zone" to EHB, just one entry point, no more. These 4 suburbs should be in any of the corners of Malton, making it easier to predict where will attacks come from.

Divide And Conquer


Every survivor inside the "Zone" will have a role in protecting it: Survivors with combat skills will stay on the borders of the "Zone", Stopping the Horde from reaching the center. Medics will populate the hospitals, where they will be more effective at healing. Construction experts will be spread all over the "Zone", keeping the barricades at full strengh. Those with Bargain Shopping will be in charge of repleninshing fuel, radios, etc.

Your Opinion Matters


Please, edit under this line and tell me if you like the plan, anything you would add, etc.


I think you should have 2 entry points or more in case one gets taken in zombie hands but other then that awsome idea--Dudeperson13 01:34, 16 February 2009 (UTC)

Won't work ... this is a variation of the mall defense scenario which the horde have consistently cracked. You are assuming a clear-cut us survivors versus them zombies which is not true since there are survivors who will spy and actively work for the zombie horde to undermine the defense. All it takes is one hard defense point to be lost and you will have a horde of rampaging zombies flooding in with no egress routes (your base is in a corner of the map). You do not want last-stand scenarios because that is exactly what the horde wants ... a) they will wear you out with attrition since they consume no resources and can't die b) long terms seiges attracts free-lancing zombie players bulking up their attack force c) communications and coordination will be easier since your base only occupies a small section of the map d) their spies and saboteurs will disrupt and bring down your defenses.

What you want is to PREVENT the horde formation in the first place by denying a hard point defense for a horde to concentrate their strength. You want to have several independent but loosely affiliated, well equipped squads doing hit-and-run tactics ... it forces the organized horde to splinter off to chase your groups while disrupting THEIR communications and hold with their feral and loosely affiliated zombie players. Sure they can knock down resource points but Malton is HUGE ... they don't have enough manpower to hold and defend every last resource point. In fact, you want them to defend every last resource point because it's a HUGE drain on their numbers (zombies guarding a point is zombies not running around trying to eat you) plus the coordination necessary to respond to a fast brutal attack is difficult. Ideally you have a 10-20 man killteam fully armed with multiple gens, fuels, medpacks, toolboxes .... the combat section ~10 man will hit a resource point HARD and dump the zombie bodies outside. The rest of team moves in and start the barricades, repair, lights and supply scrounging. The countdown starts as soon as the attack begins ... your team will only have X time to scrounge as much supplies as they can and rest enough to have enough APs to escape. Ideally, your attack will attract attention and zombies start congregating outside at which point, your team SPLINTERS into groups of 2-3 survivors and leg it in different directions and reassemble at some designated rally point in another town. While your team is escaping, ANOTHER killteam hits another resource point couple of towns away using your team as bait to lure most of the zombies away. With this guerilla method, you will disrupt large scale horde formations, disrupt free-lance zombies from rallying around a horde and can constantly replenish your resources while expending the minimum amount to defend the resources. oO_Willie 21:34, 19 September 2009 (GMT+8h)