V'Ger's Defense Strategy: Difference between revisions

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<center>[[Image:V'Ger_Defence_Banner_copy.jpg‎]]</center>
==Introduction==
==Introduction==
By viewing this page, you accept that you will defend [[Junkyard 25,74|V'Ger's Trash Heap]] with all your power and ability. As you may already know, V'Ger's Trash Heap was a chosen landing site that serves as a major vantage point to all types of resource buildings. A Mall is 3 blocks away, A police station is 2 blocks away, a warehouse and auto station are only 1 block away. This junkyard will provide an excellent HUB for all the buildings, and serve as a well defended Entry point. This page is a written report on the best ways to handle sieges and defend the area as well as yourself. Remember, if the Trash Heap falls, the Suburb is doomed.  
By viewing this page, you accept that you will defend [[Junkyard 25,74|V'Ger's Trash Heap]] with all your power and ability. As you may already know, V'Ger's Trash Heap was a chosen landing site that serves as a major vantage point to all types of resource buildings. A Mall is 3 blocks away, A police station is 2 blocks away, a warehouse and auto station are only 1 block away. This junkyard will provide an excellent HUB for all the buildings, and serve as a well defended Entry point. This page is a written report on the best ways to handle sieges and defend the area as well as yourself. Remember, if the Trash Heap falls, the Suburb is doomed.  


==Defense==
==The Defense Tactics==
Below is written data on tactics V'Ger recommends you use during battle. It is best to use ALL or as MANY tactics as possible. However, in large groups, specializing is also acceptable.


===Progressive Construction===
{| border="1" cellpadding="10"| style="background:#676767; color:#bfd5be; width:1000px; height:125px"
|- valign="top"
|[[Image:Vger_barrcaides_plan.png‎|210px]]
|'''Progressive Construction'''
*During Heavy Siege, the WORST thing you can do is burn 20 AP trying to add 2 levels of defense to an Extremely heavy barricade. Instead, it is recommended you wait until the barricades fall to Quite Strongly or lower, before building it back up. Why? Observe this data:
*During Heavy Siege, the WORST thing you can do is burn 20 AP trying to add 2 levels of defense to an Extremely heavy barricade. Instead, it is recommended you wait until the barricades fall to Quite Strongly or lower, before building it back up. Why? Observe this data:
**It takes a high-level zombie approximately 2 - 3 AP to bring down a single level of barricades.  
**It takes a high-level zombie approximately 2 - 3 AP to bring down a single level of barricades.  
**It takes a survivor only 1 AP to build onto a weak barricade. . .but can take 5 - 7 AP to build onto a very heavy or extremely heavy barricade.  
**It takes a survivor only 1 AP to build onto a weak barricade. . .but can take 5 - 7 AP to build onto a very heavy or extremely heavy barricade.  
*This means that even a high level zombie will need to speed 2x - 3x more AP to break a barricade, than a survivor needs to add onto it. . . However, these numbers invert when dealing with strong barricades.  
*This means that even a high level zombie will need to speed 2x - 3x more AP to break a barricade, than a survivor needs to add onto it. . . However, these numbers invert when dealing with strong barricades.
*Progress Construction means waiting for the barricades to fall to Quite Strongly or lower, and then building them up to Very Strongly or Heavy. . . . this will allow you to get the most builds out of your AP, and also give us a better chance to hold out against the siege.
*For more info, see the [[Barricades|Barricades]] article and observe the Build Rates and Success factors.
*For more info, see the [[Barricades|Barricades]] article and observe the Build Rates and Success factors.
 
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===Weakening the Attackers===
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*If the siege is very heavy (2x more zombies than survivors outside or higher) it is recommended that survivors with Firearm skills and a large ammo supply head outside and open attack on the zombies. HOWEVER! DO NOT KILL any of them. Attack as many as you can and get them to NEAR death and then come back inside. That way, if a break in does occur, we will have to spend less AP killing and dumping (Since some will already be weakened) and give us a higher chance of surviving.
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{| border="1" cellpadding="10"| style="background:#676767; color:#bfd5be; width:1000px; height:125px"
===Medication===
|- valign="top"
|[[Image:V'ger_weaking_attack.png‎‎|210px]]
|'''Attacking the outside Force'''
*If the siege is very heavy (2x more zombies than survivors outside or higher) it is recommended that survivors with Firearm skills and a large ammo supply head outside and open attack on the zombies. HOWEVER! DO NOT KILL any of them. Attack as many as you can and get them to NEAR death and then come back inside. That way, if a break in does occur, we will have to spend less AP killing and dumping (Since some will already be weakened) and give us a higher chance of surviving.  
** Planning via Radio, Speaking or MSN is the easiest way to gather a small force to attack the horde outside.
|-
|}
<br/>
{| border="1" cellpadding="10"| style="background:#676767; color:#bfd5be; width:1000px; height:125px"
|- valign="top"
|[[Image:Vger_medical_help.png‎|210px]]
|'''Medication'''
*Defibrillator! . . . Yes, during a heavy attack you can almost ALWAYS expect a break in or two, and with that comes casualties. Those who have many [[First Aid Kits|First Aid Kits]] are asked to heal as often as possible. . and "balance the healing".
*Defibrillator! . . . Yes, during a heavy attack you can almost ALWAYS expect a break in or two, and with that comes casualties. Those who have many [[First Aid Kits|First Aid Kits]] are asked to heal as often as possible. . and "balance the healing".
**Balanced Healing is using your First Aid Kits as wisely as possible. . .For example: If Billy here is at 10 HP and Man5000 is at 30 HP. . . You'd want to heal them evenly to around 40 HP each. . instead of healing Billy to a full 50 or 60 and then leave Man5000 out to die.  
**Balanced Healing is using your First Aid Kits as wisely as possible. . .For example: If Billy here is at 10 HP and Man5000 is at 30 HP. . . You'd want to heal them evenly to around 40 HP each. . instead of healing Billy to a full 50 or 60 and then leave Man5000 out to die.  
*The skills "Surgery" and "Diagnosis" are highly recommended. . .since they will allow you to heal twice as much HP as well as see who needs help.
*The skills "Surgery" and "Diagnosis" are highly recommended. . .since they will allow you to heal twice as much HP as well as see who needs help.
*NEVER heal the zombies. . . This might be obvious, but you never know how desperate someone might get for some cheap XP.  
*NEVER heal the zombies. . . This might be obvious, but you never know how desperate someone might get for some cheap XP.  
 
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===Get Ready to Fight!===
|}
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{| border="1" cellpadding="10"| style="background:#676767; color:#bfd5be; width:1000px; height:125px"
|- valign="top"
|[[Image:Vger_getreadytofight.png‎‎|210px]]
|'''Get Ready to Fight!'''
*Crossbows! . . . Although we don't use Medieval weapons to fight, there will be massive bloodshed if a break in ever occurs. Those with weapons should not hesitate for a moment to begin shooting at their zombie targets.
*Crossbows! . . . Although we don't use Medieval weapons to fight, there will be massive bloodshed if a break in ever occurs. Those with weapons should not hesitate for a moment to begin shooting at their zombie targets.
**I, Angelbroken; Recommend 5 Handguns and 5 Shotguns. This will allow you 40 AP worth of shooting, and can probably take 2 or 3 zombies down in the process. With the remaining 10 AP (Considering you have 50 at the start) you can either dump the bodies, begin constructing new barricades, or even revive a zombie you know doesn't have [[BrainRot|BrainRot]].
**Recommended weapon count is 5 Handguns and 5 Shotguns. This will allow you 40 AP worth of shooting, and can probably take 2 or 3 zombies down in the process. With the remaining 10 AP (Considering you have 50 at the start) you can either dump the bodies, begin constructing new barricades, or even revive a zombie you know doesn't have [[Brain Rot|Brain Rot]].
 
***Remember: If you use a Syringe on a zombie with Brain Rot, you WILL lose 10 AP and the needle.
===Revive and Dump!===
*Fuel cans + Flare guns make an explosive combination. Dealing 30 damage instantly to your target.  
*In desperate cases it is recommended you scan the intruders and revive the ones without BrainRot and dump them outside. . . This only takes 10 - 12 AP and will prevent the dead from standing back up and becoming a threat again.
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===Doors Wide Open!===
<br/>
{| border="1" cellpadding="10"| style="background:#676767; color:#bfd5be; width:1000px; height:125px"
|- valign="top"
|[[Image:Vger_doorswideopen.png‎‎|210px]]
|'''Doors Wide Open!'''
*If a break in occurs, your first focus should be the doors. . .Close them! And begin rebuilding a basic barricade. The last thing we need is MORE zombies inside.
*If a break in occurs, your first focus should be the doors. . .Close them! And begin rebuilding a basic barricade. The last thing we need is MORE zombies inside.
**Zombies that are killed and dumped outside can easily stand back up, and re-enter the building. That is why re-building those barricades should come FIRST.
**Zombies that are killed and dumped outside can easily stand back up, and re-enter the building. That is why re-building those barricades should come FIRST.
 
***Don't worry. . . the success rate of building barricades is only slightly lower with zombies inside, Its worth it!
===Fight another Day!===
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{| border="1" cellpadding="10"| style="background:#676767; color:#bfd5be; width:1000px; height:125px"
|- valign="top"
|[[Image:Vger_runaway.png‎|210px]]
|'''Fight Another Day!'''
*In extreme cases, when the numbers just simply wont go down; It's time to surrender the fight and Flee the area to fight another day. Although not recommended, it's better than Death, and we hope we can see you again defending V'Ger's Trash Heap. . . if not; "See you the next time you die!"
*In extreme cases, when the numbers just simply wont go down; It's time to surrender the fight and Flee the area to fight another day. Although not recommended, it's better than Death, and we hope we can see you again defending V'Ger's Trash Heap. . . if not; "See you the next time you die!"
 
** No seriously, if everyone exhausted their AP and they're still coming in. . . GET OUT OF THERE!
--[[User:Angelbroken|Angelbroken]] 18:46, 16 January 2009 (UTC)
|-
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--[[User:Angelbroken|Angelbroken]]


[[Category:Groups]]
[[Category:Groups]]

Latest revision as of 02:56, 17 January 2009

V'Ger Defence Banner copy.jpg

Introduction

By viewing this page, you accept that you will defend V'Ger's Trash Heap with all your power and ability. As you may already know, V'Ger's Trash Heap was a chosen landing site that serves as a major vantage point to all types of resource buildings. A Mall is 3 blocks away, A police station is 2 blocks away, a warehouse and auto station are only 1 block away. This junkyard will provide an excellent HUB for all the buildings, and serve as a well defended Entry point. This page is a written report on the best ways to handle sieges and defend the area as well as yourself. Remember, if the Trash Heap falls, the Suburb is doomed.

The Defense Tactics

Vger barrcaides plan.png Progressive Construction
  • During Heavy Siege, the WORST thing you can do is burn 20 AP trying to add 2 levels of defense to an Extremely heavy barricade. Instead, it is recommended you wait until the barricades fall to Quite Strongly or lower, before building it back up. Why? Observe this data:
    • It takes a high-level zombie approximately 2 - 3 AP to bring down a single level of barricades.
    • It takes a survivor only 1 AP to build onto a weak barricade. . .but can take 5 - 7 AP to build onto a very heavy or extremely heavy barricade.
  • This means that even a high level zombie will need to speed 2x - 3x more AP to break a barricade, than a survivor needs to add onto it. . . However, these numbers invert when dealing with strong barricades.
  • For more info, see the Barricades article and observe the Build Rates and Success factors.


V'ger weaking attack.png Attacking the outside Force
  • If the siege is very heavy (2x more zombies than survivors outside or higher) it is recommended that survivors with Firearm skills and a large ammo supply head outside and open attack on the zombies. HOWEVER! DO NOT KILL any of them. Attack as many as you can and get them to NEAR death and then come back inside. That way, if a break in does occur, we will have to spend less AP killing and dumping (Since some will already be weakened) and give us a higher chance of surviving.
    • Planning via Radio, Speaking or MSN is the easiest way to gather a small force to attack the horde outside.


Vger medical help.png Medication
  • Defibrillator! . . . Yes, during a heavy attack you can almost ALWAYS expect a break in or two, and with that comes casualties. Those who have many First Aid Kits are asked to heal as often as possible. . and "balance the healing".
    • Balanced Healing is using your First Aid Kits as wisely as possible. . .For example: If Billy here is at 10 HP and Man5000 is at 30 HP. . . You'd want to heal them evenly to around 40 HP each. . instead of healing Billy to a full 50 or 60 and then leave Man5000 out to die.
  • The skills "Surgery" and "Diagnosis" are highly recommended. . .since they will allow you to heal twice as much HP as well as see who needs help.
  • NEVER heal the zombies. . . This might be obvious, but you never know how desperate someone might get for some cheap XP.


Vger getreadytofight.png Get Ready to Fight!
  • Crossbows! . . . Although we don't use Medieval weapons to fight, there will be massive bloodshed if a break in ever occurs. Those with weapons should not hesitate for a moment to begin shooting at their zombie targets.
    • Recommended weapon count is 5 Handguns and 5 Shotguns. This will allow you 40 AP worth of shooting, and can probably take 2 or 3 zombies down in the process. With the remaining 10 AP (Considering you have 50 at the start) you can either dump the bodies, begin constructing new barricades, or even revive a zombie you know doesn't have Brain Rot.
      • Remember: If you use a Syringe on a zombie with Brain Rot, you WILL lose 10 AP and the needle.
  • Fuel cans + Flare guns make an explosive combination. Dealing 30 damage instantly to your target.


Vger doorswideopen.png Doors Wide Open!
  • If a break in occurs, your first focus should be the doors. . .Close them! And begin rebuilding a basic barricade. The last thing we need is MORE zombies inside.
    • Zombies that are killed and dumped outside can easily stand back up, and re-enter the building. That is why re-building those barricades should come FIRST.
      • Don't worry. . . the success rate of building barricades is only slightly lower with zombies inside, Its worth it!


Vger runaway.png Fight Another Day!
  • In extreme cases, when the numbers just simply wont go down; It's time to surrender the fight and Flee the area to fight another day. Although not recommended, it's better than Death, and we hope we can see you again defending V'Ger's Trash Heap. . . if not; "See you the next time you die!"
    • No seriously, if everyone exhausted their AP and they're still coming in. . . GET OUT OF THERE!


--Angelbroken