User:SexyRexyGrossman/NewTactics

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Why We Must Change How We Fight

On January 23rd, 2007, the zombies began interfering with barricade attempts. Currently there is not enough data to correctly estimate the percentages, but initial reports put the barricade success rate with > 10 zombies inside a building at roughly 25% percent. There are reports of a greater barricade success rate with less than 10 zombies inside, but details are not yet known. When roughly 3 out of every 4 barricade attempts are blocked, the former Mall Defense Manifesto mantra of "Cade, Heal, Dump, Kill" no longer applies.

During the January 2007 Battle of Pitneybank, the Interference game change was implemented, and commanders of The Second Big Bash quickly created a new attack strategy which helped turned the tide of the battle. With that as an example, Interference encourages large zombie hordes to organize into X:00-type groups to keep pressure on any building breech, eventually wearing out the supplies of the defenders and the meatshield itself. In this particular battle, the zombies were outnumbered by survivors 2 to 1, and yet were able to keep an opening inside the SE corner of Giddings Mall for over 24 hours.

In order to continue territorial defending in Urban Dead -- and to continue to face large zombie hordes as evenly-matched foes instead of fear-inducing unstoppable juggernauts -- better survivor tactics and organization is necessary. This document hopes to describe some helpful defense tactics that will help slow down (or stop?) the Big Bash once they reach Santlerville.

The Grand Idea

We must change the way we deal with organized zombie attacks. Once they get inside, we need a concerted effort to:

  • Allow the zombies to waste AP on the building's meatshield, without killing any members of the meatshield.
  • Without wasting all our AP, raise the barricades somewhat so that zombies outside must waste AP lowering barricades.
  • Communicate with other active survivors on the location of the breech, so they can respond.
  • Organize Counter-Strike teams to provide the concentrated firepower needed to push out the zombies.
  • Manage AP and supply usage carefully to prevent supply exhaustion

This will require a change in tactics, organization, communication -- but should not impact the way you play the game or the fun you'll have entertaining the zombies.

The New Mantra: "Heal, Cade 10AP, Dump/Kill"

Once zombies get inside, the primary goal for any survivor in the area is to actively heal those who are attacked. Why? Because a FAK hits at 100%, every time, and it negates the zombie's AP used. A fully-leveled zombie will (on average) use 6AP for 9HP of claw damage, and 7AP for 8HP of bite damage. A survivor with diagnosis, first aid, [[bargain hunting

Wasting the zombie's AP -- while saving a survivor who's AP can be used later for killing -- helps counter the advantage zombies now have for blocking the barricades.

Maximize your used FAKs by waiting until a survivor is lower than 40 HP.

Active Healing Triage Priority List

When scanning a list of survivors who are hurt, which do you heal first? Depends on the situation, of course, but allow this list to be a good starting point in the heat of the moment (in order of descending priority):

  1. Yourself - If you're active and getting attacked, heal thyself!


Zombies will get inside -- with strike tea

  • Organization is Necessary to Remove Zombies Inside Quickly -- Grab A Portable Radio!
  • Counter-Strike Teams are Mandatory For Any Organized Zombie Strike Teams
  • When Zombies Inside are Less Than 5, Barricade Building to HB and then Kill/Dump
  • Well Organized & Protected Revives Necessary for Sustained Sieges

Please don't stop here! Take a few minutes to read everything below. It'll help you and the siege.