User:Rosslessness/Fort Defence: Difference between revisions

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{{CallOut|''The [[Fort]] is a fine place, and worth saving.''|Ernest Hemingway <sub> ( almost )  </sub>}}
__NOTOC__
{{Custom Title|center|Fort Defence Stratagem}}
==Defend the Fort==
{{CallOut|''The [[Fort]] is a fine place,<br> and worth saving.''|Ernest Hemingway <sub> ( almost )  </sub>}}
[[Image:PerrynFR.jpg|frame|right|'''What does this even mean?''']]
Over the years many people have tried to defend forts. Yet no one has ever written a guide about it. After all, people have been defending Forts for years, surely they have some thoughts on the subject?


{| cellpadding="5" cellspacing="1" align="center" style="border: 1px solid black; text-align:center" width="30%"


|style="width:72px; height:72px; font-size:90%; {{PerrynNW}}"|'''Fort Perryn Vehicle Depot'''
==The important question==
|style="width:72px; height:72px; font-size:90%; {{PerrynN}}"|'''Fort Perryn Exercise Yard'''
The basic questions is; Why would you want to defend a fort?
|style="width:72px; height:72px; font-size:90%; {{PerrynNE}}"|'''Fort Perryn Training Ground'''
 
|-
A fort is a massively complicated place. The Armoury alone is
|style="width:72px; height:72px; font-size:90%; {{PerrynW}}"|'''Fort Perryn Infirmary'''
 
|style="width:72px; height:72px; font-size:90%; {{Armoury}}"|'''Fort Perryn Armoury'''
*A [[Dark]] Building.
|style="width:72px; height:72px; font-size:90%; {{PerrynE}}"|'''Fort Perryn Storehouse'''
*Impossible to [[Freerun]] into.
|-
*Always overcaded.
|style="width:72px; height:72px; font-size:90%; {{PerrynSW}}"|'''Fort Perryn Storehouse'''
 
|style="width:72px; height:72px; font-size:90%; {{PerrynS}}"|'''Fort Perryn Gatehouse'''
And thats just the start of it.
|style="width:72px; height:72px; font-size:90%; {{PerrynSE}}"|'''Fort Perryn Barracks'''
 
|}
Basically every single fort defense suggestion follows the same plan.
 
*Gatehouse and Armoury VSB.
*Everything Else EHB.
 
==Fort Problems==
 
Fort problems. Where to start.
 
*Pk'ers, Overcaders, Zombies, (and trenchies).
 
Personally. A fort defence guide should aim to get around this all.
 
==Madness==
 
Simply put. Your fort defence guide should be like so.
 
<big>'''Stay in the Gatehouse'''</big>
 
If you're alive, you don't need to leave. If you're alive, it can't be ruined. If you're alive you can stop zombies entering the fort.
 
*"But what about ammo?"  
 
Easy, Press the search button. In the gatehouse you can readily find pistol clips. No need to worry about cade levels or powered status at the armoury. Stay where you are. Save the travel cost. No shotgun shells, or flare guns, just the single most ap effecient way of using firearms.
 
*"No armoury?"
 
You don't need it. In fact, ignore it. If it's overcaded, leave it, if its ruined, leave it. In either case it denies pk'ers and death cultists access to weapons. No need to worry about overcading at all.
 
*"so.... Gatehouse?"
 
Indeed. run off to get first aid kits, gennies and fuel from the other buildings, but always sleep there.
 
==Long term plan==
 
No group can hold a fort in siege circumstances. Attrition becomes too much. If you have an entire horde attacking the cades, you need to get past them and bring that Necrotech building back on line. Not only will it allow you to revive defenders, and combat revive pesky intruders, but it also diverts the hordes attention. Attacking two targets is a lot harder than attacking one.
 
==Why it won't work==
The other problem with the forts are simple. I know they're a death trap, you know they're a death trap. I'm on a wiki full of articles about survivors failures to hold them.
 
But your average level 4 survivor standing in the armoury never has.
 
Its hard enough organising a mall defence, and thats one building, the forts are minature suburbs in themselves, designed with specific rules about freerunning, dumping bodies and special buildings in their own right. Even the specific radio frequency, which might have been useful, can only be broadcast from one of the 9 fort squares. Why would anyone be in  a storehouse?


{| cellpadding="5" cellspacing="1" align="center" style="border: 1px solid black; text-align:center" width="30%"
{| cellpadding="5" cellspacing="1" align="left" style="border: 1px solid black; text-align:left" width="30%"


|style="width:72px; height:72px; font-size:90%; {{PerrynNW}}"|'''Fort Perryn Vehicle Depot'''
|style="width:72px; height:72px; font-size:90%; {{PerrynNW}}"|'''Fort Perryn Vehicle Depot'''
Line 30: Line 76:
|style="width:72px; height:72px; font-size:90%; {{PerrynSE}}"|'''Fort Perryn Barracks'''
|style="width:72px; height:72px; font-size:90%; {{PerrynSE}}"|'''Fort Perryn Barracks'''
|}
|}
<br>Simply put, the forts are really not worth the efforts, but if you want to go, stay in the Gatehouse. You would hate to get a reputation for being an idiot.

Latest revision as of 21:51, 19 September 2012

Fort Defence Stratagem

Defend the Fort

Start quote rb.gif The Fort is a fine place,
and worth saving.
  End quote rb.gif

-- Ernest Hemingway ( almost )
What does this even mean?

Over the years many people have tried to defend forts. Yet no one has ever written a guide about it. After all, people have been defending Forts for years, surely they have some thoughts on the subject?


The important question

The basic questions is; Why would you want to defend a fort?

A fort is a massively complicated place. The Armoury alone is

  • A Dark Building.
  • Impossible to Freerun into.
  • Always overcaded.

And thats just the start of it.

Basically every single fort defense suggestion follows the same plan.

  • Gatehouse and Armoury VSB.
  • Everything Else EHB.

Fort Problems

Fort problems. Where to start.

  • Pk'ers, Overcaders, Zombies, (and trenchies).

Personally. A fort defence guide should aim to get around this all.

Madness

Simply put. Your fort defence guide should be like so.

Stay in the Gatehouse

If you're alive, you don't need to leave. If you're alive, it can't be ruined. If you're alive you can stop zombies entering the fort.

  • "But what about ammo?"

Easy, Press the search button. In the gatehouse you can readily find pistol clips. No need to worry about cade levels or powered status at the armoury. Stay where you are. Save the travel cost. No shotgun shells, or flare guns, just the single most ap effecient way of using firearms.

  • "No armoury?"

You don't need it. In fact, ignore it. If it's overcaded, leave it, if its ruined, leave it. In either case it denies pk'ers and death cultists access to weapons. No need to worry about overcading at all.

  • "so.... Gatehouse?"

Indeed. run off to get first aid kits, gennies and fuel from the other buildings, but always sleep there.

Long term plan

No group can hold a fort in siege circumstances. Attrition becomes too much. If you have an entire horde attacking the cades, you need to get past them and bring that Necrotech building back on line. Not only will it allow you to revive defenders, and combat revive pesky intruders, but it also diverts the hordes attention. Attacking two targets is a lot harder than attacking one.

Why it won't work

The other problem with the forts are simple. I know they're a death trap, you know they're a death trap. I'm on a wiki full of articles about survivors failures to hold them.

But your average level 4 survivor standing in the armoury never has.

Its hard enough organising a mall defence, and thats one building, the forts are minature suburbs in themselves, designed with specific rules about freerunning, dumping bodies and special buildings in their own right. Even the specific radio frequency, which might have been useful, can only be broadcast from one of the 9 fort squares. Why would anyone be in a storehouse?

Fort Perryn Vehicle Depot Fort Perryn Exercise Yard Fort Perryn Training Ground
Fort Perryn Infirmary Fort Perryn Armoury Fort Perryn Storehouse
Fort Perryn Storehouse Fort Perryn Gatehouse Fort Perryn Barracks


Simply put, the forts are really not worth the efforts, but if you want to go, stay in the Gatehouse. You would hate to get a reputation for being an idiot.