Arfcom/Siege Operations Procedures

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ARFCOM Siege Operations Procedures:

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General Guidelines:

  • Keep at least 2 FAKs in your Inventory. One for you, and one for someone else.
  • If you choose to carry Revivication Syringes, carry 3 of them. You may not be able to get more if the Zeds ransack the nearest NT building.
  • Attack the Hoard simultaneously with at least 5 survivors. Coordinate with other survivors for a joint attack upon the zeds. This will maximize the effectiveness of your attack.

Rules for Sieges

Immediatly Upon Login:

  1. Check the barricades.
  2. Check for zombies inside.
  3. Check your health and infection status.

Then:

  1. Heal yourself if you're infected, or your health will get dangerously low. Count on being attacked while you are active if there are zombies inside (you may not be, but it's best to assume you will), and heal yourself BEFORE you are in immediate risk of dying.
  2. If the barricades aren't at max, get them there.
  3. Perform triage on any badly-injured fellow survivors. Prioritize by the value of that survivor.
  4. NOW kill the zombies.
  5. Dump them after they're all dead, if nobody attacks you. If a zombie attacks you, dump him IMMEDIATELY upon killing him. Remember, you can only dump ONE zombie at a time now. Take this into account.
  6. Heal yourself / any other survivors as needed / possible.
  7. NOW search for supplies, starting with first-aid kits. Once you have at least one ...
  8. THEN do whatever else you need to do (search for ammo/syringes, go work the revive queue, etc.)

Skills Recommended for Siege Operations

Military Skills:
Basic Firearm Training
Pistol Training
Advanced Pistol Training
Shotgun Training
Advanced Shotgun Training
Free Running
Scientist Skills
First Aid
Surgery
Diagnosis
Civilian Skills:
Shopping
Bargain Hunting
Construction

Mall Procedures:

Malls are the ultimate Tactical Resource Points. As such they are a very tempting target for the Zombies. They contain every item with the exception of Revivication Syringes and Fuel Cans.

During a Mall Siege:

  • Beware of PKer groups assisting the Zeds. They have killed off strong survivors before destroying the barricades.
  • Beware of Zed Spies. If the Zed Siege is going too well, theye is a strong possibility of a spy.

Procedures for All Other Buildings:

There are 2 other kinds of buildings suitable for defense during a siege. They are Police Departments and NecroTech Buildings. All other buildings are not suitable for a long-term defense.

Procedure for Police Departments:

Police Departments contain ammunition, shotguns, and pistols. They are suitable for a siege defense due to the availability of defensive arms. However, the lack of FAKs makes Infection a real threat.

Procedures for NecroTech Buildings:

There have been a few successful defenses of NecroTech Buildings in the past. No procedures or reports exist on how the defense was set. However it has been demonstrated that it is possibly, but not recommended.

On Forts:

Forts also offer an excellent defense. With one way in they seem like the perfect structure for a defense against a siege, but have one significant weakness. Once the gatehouse has been breached, the defensive walls have no more value. A body can not be dumped outside the walls, so when a zed, or group of zeds is inside, they have to choose to leave.

Withdrawl Conditions:

If the defense of the site has failed, and the building has been significantly breached without the hope of retaking, the defense should be abandoned. The defenders should withdraw to a fallback rally point that is safe from the zeds.

Recommended Reading

Guides:The_Mall_Defence_Manifesto

Guides:How_to_defend_a_mall

Why_Caiger_Mall_Fell