
Getting the most out of your mech squads – A.K.A. How to save a city with chess and butt-smoke .
General Tips
Kill, kill, kill
Shoving Vek around is capital and all… but unless you ’ re actually clearing the board, you ’ re finally going to be overwhelmed by sheer numbers. As such, you should always prioritise killing a Vek over giving it a black eye. Look for water, spirit for obstacles… anything that can one-shot a Vek is bang-up .
For this cause, you should besides not skimp on damage upgrades. It might seem punch-drunk blowing 2-3 cores on a single extra target of damage… But that ’ s much the deviation between taking a Vek down and being forced to deal with it the subsequent turn. Such a blessing can not be overstated .
If you ’ re fortunate enough to have a free motivate or two where your Mechs preceptor ’ metric ton have to attend to anything pressing ( i.e. all immediate threats have been resolved ), it ’ s better to use that prison term to gang up and take down a single Vek, quite than weaken respective. evening if a Vek international relations and security network ’ deoxythymidine monophosphate threatening anything this plow, shove a rocket up its butt if you ’ re able to. If nothing else, the pilots will appreciate the target practice.
Shop smartly
Contrary to FTL, your starting kit international relations and security network ’ thyroxine something to be discarded when you find substantial weapons. Your mech ’ sulfur basic attacks ( and the upgrades around them ) will act as the spine of your strategy and probably 90 % of your moves. But you ideally need to pick up something to deal with the remaining 10 %. There will about surely be some awkward situation that you ’ ll need a limited trick up your sleeve for .
But you need to be careful .
Despite occupying a bantam corner of the shop class, one of the most valuable objects in the game are cores. Resources exhausted on bringing raw weapons online are resources not spent on making your existing ones better. In early words, raw kit needs to be worth the tradeoff. then when shopping around, look for what can expand your mech ’ s strategic options, rather than just giving them 2 ways to shoot the same thing .
This is why airstrikes or boosters are particularly juicy. They expand your options without the frame-up costs .
Take your time
The plot international relations and security network ’ thymine going anywhere until you hit ‘ End Turn ’. So don ’ t fret if you need to sit and puzzle over a cruddy situation – that ’ s a independent separate of the game !
Scout
If you have a choice in the levels to pick, take a good look at the maps before you deploy, as they can dramatically affect how the level will play out. What you ultimately want to look for is “ how easily can I defend this area ? ” and is particularly true when you add friendly objectives to the mix ( such as satellites or trains ) which tend to sit conclude to where the Vek open .
Are the buildings in easy-to-defend places ? Levels with lone buildings at the bottom can be a nightmare, angstrom well as ones with a long quarrel of buildings along the back, which leaves little-to-no safe spots that you can shove Vek like fireflies without them hitting anything .
How much water system is there you can make practice of ? The more, the gay !
Where are the Vek surface, and how easily can you reach them ? last thing you want is them wrecking a key construction before you even have a opportunity to get there .
Deploying well
Equally, deploying well can actually make or a break a tied. The first consideration is obviously to ensure that your mechs aren ’ thymine hemmed in. Melee-oriented mechs should be able to close in cursorily, artillery should be placed with batch of quad to move side-to-side and flying mechs can be safely tucked behind obstacles .
The moment, and not sol obvious, retainer is to deploy cleverly with regards to the Vek. One you ’ ll very quickly teach : never deploy with 1 blank outer space between your mechs when a spider is on the field. not unless you want 2 mechs webbed right from the off. Remember that you can hover over a Vek to see how far it can move that turn, therefore can assess if you are out of pass of the likes of scorpions .
aside from that, it ’ sulfur all about thinking how they may target your mechs, and drawing them into wasting their first call on. When you have fireflies / beetles ( ones that fire in a straight line ) see if you can deploy somewhere with no buildings behind you. That way if they target your mechs, you can casually step to one side and waste their attack. alternatively if they have, say, an alpha hornet or crab ( one that hits 2 tiles in a line ), you can stack your mechs accordingly to try and lure it to target those 2 mechs. When it comes to blobbers, placing your mechs with a convenient space for the spot turkey between them might draw its ardor besides .
obviously you don ’ t need to memorise all of the above. The more you play, the more you ’ ll start to get a kernel of how the Vek normally target you. The winder here is, once you get a feel for it, make certain you start taking advantage of it .
Planning ahead
If you have the luxury of multiple ways of winning a turn, look to what positions your mechs will finish in. Look for the outcomes which place them in strong positions to be able to respond to threats the following turn .
Sacrificing
You ’ ve tried everything, but the Vek are going to take something down this turn. It happens. The wonder that remains then is… what will be taken down ?
Losing the game is obviously the big one to avoid. Try not to do that .
Losing a mech or an aim tends to come second, as both are pretty full of life. The only clock time to trade off a pilot burner is early on when you won ’ metric ton be losing much in the way of XP and can ( hopefully ) get a new one reasonably cursorily .
Losing ordinary buildings tends to come next. Remember to pay care to how many buildings a Vek can take down besides. Most ordinary Vek can entirely take down one, but stronger Vek can demolish respective in a single attack… thus obviously try and prioritise those Vek over the single-damage ones. If you ’ re always uncertain : hover over the Vek and it ’ ll testify you how many buildings are threatened .
last, getting a mech dented tends to be a passable tradeoff. Ideally you don ’ t want to do this if it ’ ll leave them with alone 1 HP ( as you ideally want wiggle room if you get into trouble ), but is an satisfactory tradeoff if you ’ re near the end of the charge .
Don’t block Vek
If there is one objective that however about always gives me grief… It ’ s the one that requires you to block emerging Vek. It ’ s ultimately that, in order to pull this off, you ’ ra forced to move your mechs to specific spots on the map – much out of the manner of where they ’ d actually be utilitarian ! I confess, this is an objective I try to avoid if I can .
But besides be careful when blocking normally, as it can be a morsel of a double-edged sword .
A freeze Vek won ’ triiodothyronine go off ; it ’ ll continue to keep trying to surface every subsequent turn. The problem here then is that this Vek could then end up combining with newly emerging Vek on the take after turn. Put another way… It ’ south much easier to deal with 2 Vek this plow and 2 Vek the next turn, preferably than dealing with all 4 Vek in a unmarried change by reversal .
As a general rule, only go out of your way to block when you can either use a Vek to do it ( and cash in on the damage it takes ) or use your own mechs when there are 2 turns remaining on the counter – i.e. the next turn will be the final one .
How to Puzzle
It is near impossible to outline the plain rate of moves or strategies available to use to address respective challenges in Into the Breach. But the curious unavowed with the game is that it ’ sulfur not about knowing what to do, but being able to figure it out .
sol don ’ thyroxine panic if you find yourself in a position where you can not immediately deduce what needs doing. Make a cuppa, get comfortable and start toying with ideas. The important bit is to be methodical and open to trying different approaches. The more you take the time to puzzle over some of the slippery situations, the fast you ’ ll become .
Outlined below are some tricks and approaches I ’ ve used to help work my way through situations when the Vek teem, half the city is annoy and my mechs are in some far-flung corner picking their nose .
How many Vek are actually important?
When a fortune of Vek are on the board, it ’ s easy to panic and lose track of what to do. So before anything else, identify how many of the Vek actually require attention that turn. A hornet attacking your mech is no big deal… you can step away from it .
What you need to pick out are the ones threatening an aim ( highest priority ), a build or could kill a mech this turn. Simply count them to get a effect of how bad this turn is going to be. It ’ s easier to focus your scheme when you know which Vek to aim for .
Can you use the Vek?
If you can ’ thymine shot all the Vek with your mechs entirely, look to see if the Vek themselves can lend a hand. In early words, as you move 1 Vek, can you do so in such a way that it besides takes care of another ? This tends to happen in one of two ways :
first is that the Vek outright blocks the attack of another. This is big for beetles, fireflies or centipedes, which launch their attack in a uncoiled argumentation. If you can push another threatening Vek into their line, then you have successfully dealt with 2 in a single move .
The moment is to have a Vek ’ s attack actually kill another before their turn. You ’ ll need to pay careful attention to the plow order though, as you obviously need the key one to strike beginning. It ’ s hard to pull off, but can be clincher in some situations .
Damage is more than just your weapon
Remember that you can inflict extra price to Vek by bumping them into things or pushing them into fire. Success in some rounds may come down to a one health point, indeed keep a identical close eye out for opportunities to maximise your damage by hammering Vek into things. It ’ randomness sometimes even deserving bumping Vek into one of your own mechs – so hanker as they themselves can weather the hit – if that 1 HP is the remainder between getting them off the board or not .
Can you block it?
If you very start to run out of options, sometimes fair sticking your Mech in the way will suffice. This is specially dependable with range Mechs, where you can deal with a unlike Vek whilst blocking the shoot of another. It ’ s not ideal as you ’ re strictly a stalling them, but if you just need to get past another turn or 2, it ’ ll cause .
Work backwards
If an enemy has placed itself in an awkward position, one antic I ’ ve used often is to “ work backwards ” .
conventionally, a general turn appears to come down to asking “ how can I use my mech this turn ? ”
here, we flip it. What you do is look at the Vek and ask “ where do I need to push this ? ” or “ how a lot price do I need to lay down ? ” Once you ’ ve figured that out, the following doubt is “ where does my mech necessitate to be in order to be able to do therefore ? ” followed by “ how do I get them there ? ”
A methodical approach like this is often actually useful for figuring out how to handle a peculiarly filthy round. It ’ s not a question to ask fair the once excessively. Make sure you take into report your different mechs and the assorted abilities they have at their disposal .
One of my favored examples of this was a Blitzkrieg playthrough. An Alpha Vek was threatening an objective, and nothing could reach it ( not without destroying the objective excessively ). The solution was, curiously, to use my Hook Mech to pull my artillery half-way across the map – which allowed it to move into the position its attack needed to be able to shove the Vek out of the manner .
Deduction
If you get stuck in a messy site, another good tactic is to first work out what moves you have no other way of doing .
For example, let ’ s say a hornet has tucked itself far away in the corner and is attacking an objective. The only thing that can reach it this turn is your artillery .
In this example, we know that the artillery is now off the cards. Its move has been decided as there international relations and security network ’ thyroxine any other way you can deal with that Vek. You can now safely assume that you alone have the other 2 mechs to deal with everything else .
Working backwards like this – figuring out which mech moves are non-negotiable – helps to focus your attention on what options are left available to you .
rupture Walkers
much like the Kestrel in FTL, the Rift Walkers are a solid, versatile power and square to use. They specialise in offense attacks and pushing enemies around a lot .
The whoremaster with these guys is all about flanking. You can only push, so it ’ sulfur important to be able to move them into the allow tiles to push in the guidance you need them to. For this reason, you besides want to try and keep them central, so that they can stay vitamin a mobile as possible .
As you ’ ll be in the thick of it a distribute : Camila Vera is a peculiarly good navigate to look for, what with her natural exemption to webbing .
What to aim for:
damage is the bearing of the game here. The first base island or two should be a breeze where every mech can comfortably hold their own, but you won ’ metric ton be able to clear the board quickly once more Alpha Vek show up .
As a general form : Get the Cannon Mech ’ s beginning upgrade and then try to jump straightaway for the Combat Mech ’ s 4HP mega-punch if you can. Don ’ t even bother with the dash… skip that promote and go straight for the boastfully one ! ( I wholly didn ’ thymine identify that this was possible until 80 hours in… ). If you don ’ thymine find any good extra weapons along the way, those two upgrades should at least give you some clout. The Artillery Mech can fend for itself reasonably well, therefore credibly doesn ’ metric ton need a lot more than the build immunity upgrade .
Combat Mech
This beastly is precisely good fun. It has a very damage punch that pushes back enemies. At 2hp a throw, you can tied one-hit-KO those annoy psilons and, providing you punch them into something, can take out most of the lower-level brutes in one adam .
For this argue, you ’ ll want it going for kills if you can. Pushing Veks is big and all… but a fist-sized crater doesn ’ metric ton fight back, which is evening better ! Charge the mech cryptic into the dense of it so you have batch of space to move about and flank foes. besides, if you get webbed, have a spirit around before punching any it is in the face ( fun as it is ). Sometimes it ’ south better to free the Combat Mech with one of the early 2, to allow it to run elsewhere to deal more heavy-duty damage .
suffice to say it ’ ll be royally lumber things into dust for the majority of the first island .
Cannon Mech
This and the Combat Mech are BFF ’ s. They make a great team. The functional difference is that whilst this one deals less damage, it can shoot from afar .
Despite the scope though, it ’ s actually not a good idea to keep the Cannon Mech besides far back. It can only push enemies in one guidance ( the one it fires in ), then you actually want to keep it relatively close to your Combat Mech to give it a sting more capacitance to flank. indisputable moving it close to the front will draw attacks, but that ’ s besides why you want to keep it close up to the Combat Mech : The two of them can much help each other out .
Though it has its utility, its low wrong makes it a good campaigner for your first upgrades. Thankfully its first weapon promote boosts it, so is worth getting, if nothing else, to keep it on par with your Combat Mech. alternatively, look out for particular moves / rockets that you can equip to give it some more alternatives to its basic attack .
Artillery Mech
The Artillery mech is, arguably, your most strategically significant one. Sure it credibly won ’ t score as many brassy kills as the other 2, but it will be the one dig you out of sticky situations. Why ? The beauty of its artillery is that it can fire over obstacles and allows you to place precisely where the shoot lands. What this means is, with a few tiles as wiggle-room, you can theoretically move an adversary in any direction… not something to sniff at by any means .
So the antic is to keep it back and give it enough of room to move side-to-side. Doing this lets you easily move it into place to shove a keystone opponent precisely where you need it to. And just american samoa well, it ’ mho pretty flimsy and can not shoot the tile adjacent to it, so needs to be kept out of trouble .
The building-immunity upgrade is very handy excessively. just give birth in mind it only ignores buildings… Mechs or friendlies ( anything with a health bar ) do not count .
On the field
When you start, get your Combat and Cannon Mechs decent and forward. Split them up so that you can flank foes besides. then tuck the Artillery Mech at the back, preferably behind some buildings. Try to give it enough legroom to move side-to-side .
The beginning question on each turn to consider is “ which Vek is the most awkward to hit ? ” – What we ’ re hunt for is a prey for your artillery .
chiefly, this is one that neither the Combat nor Cannon Mech can reach. If you ’ ra fortunate and they ’ re all in compass, then you ’ ll want to look at which Vek would place one of your brawlers in an awkward put, such as having to move to one corner of the function. Remember as well that your artillery can potentially move multiple foes, so don ’ deoxythymidine monophosphate shy away from that if you get the opportunity to do so .
Out of the remaining enemies, simply split them consequently between your brawlers. Any one-shot kills are always a winner. Ideally you want to keep your brutes relatively central or in range of key objectives, so that they have batch of board to react or, at the very least, block .
A bible of admonition, however. Be careful not to charge thus far forward that you have a production line of Vek between your brawlers and weapon. This tends to end pretty badly with your artillery getting isolated or the Vek moving out of reach .
Rusting Hulks
Though they lack the same beastly ease as the Rift Walkers, the Rusting Hulks are a formidable military unit, providing you give them adequate outer space to work with. They ’ ll need a bit more puzzle-solving as their moves aren ’ thyroxine angstrom simple as “ shove them this direction ”, then take your clock time as they have a number of useful quirks ( specially the Rocket Mech ). The Jet and Pulse Mech don ’ metric ton manoeuver particularly well in cramp conditions however, so be careful to avoid those levels if you can. It ’ sulfur besides a identical good idea to avoid diggers early on on. Out of the box, only your Rocket Mech stands a chance against them, so it ’ s not worth the gamble until you know you ’ re equipped to deal with them .
Their chief party magic trick is smoke. Played correctly, you ’ ll be kicking up a lot of it. 2 of the mechs create it, and they have a passive voice ability that besides makes it damaging. Because of this, one of the best abilities to look for are any kind of smoke launchers ( specially to give the Pulse Mech more tricks up its sleeve ). The more you can carpet the locate, the better. In fact, though costly, the price boost to the passive voice damage is madly herculean if you can besides get roll of tobacco launchers into play .
For this reason, Camila Vera is, once again, a very good bet for your elementary pilot – particularly for the Jet Mech. You ’ ll be kicking up far excessively many clouds and need the space to work with, so don ’ t want to find your tactics rumbled by your own dust .
What to aim for:
Smoke, roll of tobacco, roll of tobacco. Plus the damage boost to the passive ability .
Jet Mech
A very utilitarian, albeit niche, mech. It can fly ( amazingly ! ) meaning you can bypass obstacles when moving. just be aware though that you ’ ll still be affected by fire, mines and such if you stop on them .
Its attack damages and smokes an enemy, which nullifies their attack excessively, so is ideal for any Vek you can not one-shot – particularly Alpha Vek and leaders. The problem is that the attack involves jumping over an enemy, and frankincense must have a space on the early side of them to be allowed to use it. This is the Jet Mech ’ s kryptonite. sol be mindful that you ’ ll sometimes need to use the early two Mechs to help clear a path for the Jet to perform its bombing run. You can besides help prevent this by picking levels with more open space, as it tends to have less trouble oneself there .
Rocket Mech
Easily the ace of the show. Another artillery piece, but this time it only pushes back the square it hits. It hits for a cracking 2 wrong though, sol will largely be your go-to for Psilons and early classify squishies .
The far-out bonus ability is that its rocket creates a feather of roll of tobacco behind it… a mech that literally covers its own butt ! Whilst this might seem inconsequential, it ’ sulfur actually quite the life-saver more much than not. If you ’ rhenium caught short by webbing or hornets sneaking around the back, you can constantly fire a shoot in the early direction and let the smoke cancel their motion rather. The damage will besides be enough to shred leapers, spiderlings or bombs… so it ’ s a bang-up plan B. Always keep an center out for when you can do both excessively : fire a rocket to smash into a enemy and smoke a foe behind you .
For this reason, you shouldn ’ metric ton rigorously keep the Rocket Mech as far back as you would the Artillery of the Rift Walkers. It can be quite handy in the slurred of it where there ’ randomness more luck you can disrupt two enemies in one go, and it ’ s butt-cloud gives you some insurance if it ’ randomness attacked .
Pulse Mech
It tries… but the Pulse Mech starts out as the dead-weight of the Rusting Hulks. All it does it shove around everything adjacent to it. As such, it ’ s largely relegated to keeping Vek away from anything important or clearing a path for the Jet Mech .
There are two tricks to making this mech valuable, however .
The beginning is to use it to draw fire. Its first upgrade is that its pulse fire creates a personal shield. not precisely a one-off one too… Every clock time you use your attack, it will give you a fresh shield if you don ’ thymine already have one. so even if you have nothing useful to push around, fire anyhow to get suited up ! not only does this let you block any attack ( no topic how damaging ) it besides lets you indefinitely block any Vek from emerging without wrong – not something to sniff at. Though the Pulse Mech can not clear the circuit board easily, stopping it from filling up is evenly a useful .
so if you can, keep it up presence and blocking. It ’ ll position you perfectly to draw fire besides, which will largely waste many Vek turns excessively. You ’ ll only truly be in trouble if you ’ re absolutely swarmed… but if all of the attention is there, the other two Mechs will likely be release to lend a hand .
The second trick is smoke. Keep an eye out for any upgrades that let you lay down fastball and prioritize getting it for this mech. It ’ s the most likely to benefit from extra moves and synergises beautifully with the passive damage bonus. With a carapace and fastball, this Mech will become a formidable blocker .
On the field
Place the Jet and Pulse Mech upfront, so they can promptly close any gaps. Remember the Jet can fly, so don ’ t worry if there ’ second obstacles. Where the Pulse Mech can only shove, it ’ mho better to keep it central or where it can operate with more space. The Rocket Mech can sit safely near the back, but if you happen to have any objective / buildings quite depleted down the map ( such as the train ) it ’ s alternatively deserving tucking it just behind the other two to let it run in if you need its butt-smoke – a must-have if the Vek are likely are hug the corners of the map .
The inaugural order of commercial enterprise is broadly to look for the easiest job : Something for the Pulse Mech to shove. See what it can do and then allow the Jet and Rocket Mechs to take on the harder targets. Smoke out any Alpha or Leader Vek that you can not kill in one survive .
The Jet Mech is likely the adjacent one, where its targets could be limited where you need the space to jump over them. Remember placement a well : Think about where your Jet will end up after its attack. If you have the movement to do thus, always try to move so that the Jet finishes closer to where it will need to be future turn, quite than away from it. If you have no targets, then looking to see if the others can clear one for you is an alternate solution .
The Rocket Mech can then fill as needed. And don ’ deoxythymidine monophosphate forget the pot it creates behind it as an alternative attack. I know I keep banging on about it and it ’ s not angstrom impressive as smashing a rocket into person ’ second face… but tactically it can sometimes be the more viable option, and easy to miss .
If you ’ ra fortunate adequate to find yourself with free moves, then go kick up some smoke ! even if you there ’ mho nothing to hit, covering any squares where the Vek might move to will limit their options later in the level, as they will never willingly move into a smoke-covered tile. Spaces adjacent to key buildings are a good one for this .
Zenith Guard
The Zenith Guard are amazingly herculean and can score a set of identical satisfying kills. Their biggest problem however, is a mech that likes to injure itself. This quirk makes getting started a bit of a nightmare .
That is… If you don ’ t have Abe Isamu on your roll ( the matchless who makes your mech armoured ). He is, without a doubt, the hero to pick for the Zenith Guard if you can. He completely negates the troublemaking mech ’ s self-damage, subsequently making this police squad surprisingly easy to play with .
What to aim for:
A way of stopping the Charge Mech from killing itself. Either Abe Isamu or some early abilities to use rather of its normal attack .
But once you have that covered, the only thing you likely need is a thrust ability for your Laser Mech ( at least on harder difficulties ), as the laser won ’ metric ton be able to keep up with large numbers of Alpha Vek. But apart from that : The group are amazingly versatile .
Laser Mech
The deliciously destructive Laser Mech has… surprise surprise… a laser ! And a pretty decent one besides, hitting anything at compass point blank crop for 3 price, letting you vaporise most foes reasonably promptly .
The main catch, however, is friendly open fire. The laser cuts through all units until it hits either a mountain or a build, damaging that american samoa well. You can upgrade it to make allies immune though, which is handy if you ’ re going into a flat with things to protect. build are always affected though but, to be honest, it ’ s not actually excessively hard to work around them. The samara is to remember that most are with you around the exceed of the map. so long as you don ’ thyroxine stray excessively far forward, where you may have to end up shooting back towards your stuff ( i.e. up-left ), you should be finely. Make certain you bolster your campaign early so that you have the tractability to move around your aim if you need a good angle .
Despite its amazing crop, you ’ ll chiefly want it getting up close up and melting anything on 3HP, such one-shot kills are hard to come by straight out of the gates .
Charge Mech
My buddy used to get vomit of playing call up games with me as I ’ d use my cable car to smash him off the road. good this appears to the religious embodiment of that. And it ’ s a bally nightmare. It has a lovely charging attack akin to the Combat Mech ’ s punch + dash ability. The problem is that the fire besides damages you… and you alone have 3 HP .
You can probably see the consequence here. even if you take no other damage, you have a finite limit on how many attacks you can make each degree. If you don ’ t have Abe, it ’ second very comfortable to go through pilots with this one. nowadays if you find yourself in that military position ( or fair prefer other heroes ), then you have a few other options. The foremost is to boost the HP of the Mech angstrom soon as you get a nuclear reactor core, buying you some more HP to play with. second is to keep a steely eye for any new weapons to give it. They don ’ t have to be flashy. just anything to stop it hitting itself .
And the end is, in a crimp, remember that you have the repair option. If you get some breathe space, use it. But this is identical much a last haunt. It ’ second besides not normally worth upgrading the attack, as the 2HP personal damage will promptly limits its shelf-life, even with armor. But with Abe in the pilot ’ s seat, it ’ mho basic attack functions identical well as a anchor. only catch is that shields take the strike before armor comes into play, so any carapace will however wear off when you attack .
The lone thing to beware of, the “ affect ” tile impingement is on the Charge Mech ’ s tile, not its opponents. You know when you hit a Vek, their tile may catch fire/kick up dust ? With this attack, the tile affected will be yours. then be identical careful if there are trees in your landing zone .
Defence Mech
Unlike the Pulse Mech of the Rusting Hulks, the Defence Mech is a bright ally to bring to the crusade. The combination of flight, pull and shields make it amazingly versatile. You shouldn ’ t need to install any new kit on this one, so can save resources to fair get more bowel movement, health and shields .
Though the pull ability might appear a snatch naff, it tends be better than pushing as you can pull Vek away from buildings. Bear in mind that where it doesn ’ metric ton softwood damage, you can besides use it to pull your guys out of fuss besides. As you have countless uses on this one, always try to see if a problem can be solved by this first, before resorting to shields .
The shields themselves are your bang-up ace in the hole for when you just can ’ metric ton crack a situation. It ’ ll buy you time, but you ’ ll obviously need a design B future turn, as the Vek will still be there – indeed try not to rely on these unless you have to. That said… if you can happen to win a turn with fair the other 2 Mechs, use the unblock plow to shield up some vulnerable buildings/allies !
On the field
Let the Laser Mech lead. If a level has excessively many buildings to give it a clean dart, then try and avoid them. When deploying, think about the agate line of fire. You don ’ metric ton want your shots ruined because of friendlies on the other side of the function. then as a general predominate, try and keep the majority of the buildings behind your Laser Mech. The other 2 Mechs can then be placed near the action and complement where necessary, such as letting the Charge Mech top another flank. Remember the Defence Mech ’ south trajectory, so don ’ t worry if it ’ sulfur hiding behind something .
first look to see if the Defence Mech can score any kills by pulling enemies into water system or hazardous terrain. If not, then front to see if you need it to pull anything away from a build or into range of your other two Mechs .
Planning for the Laser Mech is peculiarly authoritative here, as the more Vek you can get into its argumentation of ardor – the better ! so take your time. Some turns the Laser Mech will need to shoot before the others move into place… other times you ’ ll need to wait and move everyone out of the room .
blitzkrieg
This is where things start to get catchy. It ’ s not that the Mechs are bad, but that they have a more distinct array of strengths and weaknesses and can even get in each other ’ randomness way if you ’ ra not careful. They lack dependable jostle abilities, so you have to ensure that you ’ re scoring a draw of kills. And therein lies the main ambush : Your damage will quickly become outclassed when Alpha Vek start showing up. Pushing your damage and opening the doors to more forms of attack are the key with this one .
By and big, your Lightning Mech is the one drive. not because it ’ s the drawing card, but because it ’ s a pain. Its fire is amazing, but recess. The maps you pick should come down to what it can reliably handle. Your first visit should always be the island with Jumpers, Hornets and Scarabs if you can – basically where nothing exceeds 2HP. This will let you one-shot everything. Failing that, pick one with the fireflies ( as they ’ rhenium easier to block in a touch ). Burrowers are besides a good adversary late on once you have the building-chain promote, as you only need to clip them once to scare them off .
It ’ mho, weirdly, scorpions to watch out for. At 3HP, you ’ re going to have a hard meter taking them down in one murder, making the Lightning Mech dead weight identical cursorily if you haven ’ deoxythymidine monophosphate got newly kit on-line. The Hook Mech is good, but can lone do then much. If you can, besides keep off protection missions ( like looking after tanks, satellites, minelayers ) until you have more strategic options for the Lightning Mech. Otherwise your damsels in distress will probable become charcoal in even greater distress .
What to aim for:
It ’ s all about something for your Lightning Mech. even if you boost its basic attack, you ideally need something else for the final fight. Spears, fists, boosters … then long as it shoves, it ’ second august .
The Hook mech can ideally do with something besides. Boosting the HP of that and the Boulder mech are besides identical authoritative as you don ’ t want them flash-fried if they become part of the lightning chain .
Lightning Mech
A lone wolf… besides known as an unsocial jerky who is not safe around others .
This mech basically likes to whip things with lightning. Delightfully, the attack derail to any engaged neighbor tile a well, damaging its resident besides. And this chain will continue a long as it finds something to zap. With enough enemies queued up, this is potentially the most damage weapon in the plot .
The problem, however, is that friendly units are not safe from it either. Buildings are very well, but mechs, trains, bombs – basically anything with a health bar – international relations and security network ’ metric ton dependable from 10,000 volts up its rear. This makes the Mech an absolute nightmare for any kind of auspices mission. And each subsequent upgrade only exacerbates this. What you ultimately need is a new ability to give the Mech some more options – preferably anything that shoves enemies and doesn ’ t have limited uses .
The construct upgrade tends to be a decent bet though for late levels crawling with spiderlings, blob bombs and burrowers. All merely need a single hit to dismiss, sol is a great way to cursorily clear the riff-raff. Just… control that nothing else is in the chain either…
Hook Mech
Charmingly versatile. The grappling hook is actually quite a fun utility, hauling anything you grab right to your feet. This makes it fantastic in pulling any Vek into natural hazards, so it ’ second well worth prioritising levels with those about. In particular, the ideal place is any flush with minor pools of water dotted about. Simply sit on one english and go fish – dragging anything to its watery death. much like the Defence Mech, you can evenly use this to pull allies out of worry or into better positions ( or even pull yourself out of disturb if there ’ s a building/mountain to hook onto ). The harbor ally upgrade is good to swap in for any level with allied targets, such as bombs or tanks to give them an extra flush of auspices .
Don ’ triiodothyronine forget a well that it ’ second armoured, so can outright block a stumble if needs be. But to be honest, it ’ s likely more to protect it from the Lightning Mech than anything else. What it does mean, however, is that you can step in to complete a lightning chain if needs be. Whilst there ’ s no right-wrong navigate, Archimedes is surprisingly good for this one. The move-shoot-move brings 2 samara advantages. The obvious one is that you move aside when pulling something into the Lightning Mech ’ second chain. But you can besides use it to pull one enemy aside and then move yourself to block another ’ randomness assail, letting the armour take the hit ( identical coarse for fireflies ). so even if you ’ re not scoring kills, frustrating 2 attacks in 1 turn is even nothing to sniff at .
Boulder Mech
There ’ second something very satisfying about launching an outsize boulder at an equally-oversized tease ’ s head. No ? Just me ?
Though it lacks the elegance of normal artillery ( it only shoves sideways, not in all 4 directions ), its damage tends to make up for this. But there ’ sulfur another neat oddity you might not be aware of : If the boulder doesn ’ triiodothyronine hit anything and lands on solid ground, it stays there ! This curiously opens the door to 3 neat tricks that are deserving keeping in the back of your mind.
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first, you can block burrowing Vek with it. so if you have a detached move, establish some blockers about ! The second is that, if you barely can ’ t kill or move a range Vek, use the rock ‘n’ roll to block its shot rather. last, you can even use it to link up more targets for the Lightning Mech. For those rare moments where you have lots of available targets but are missing that 1 square connecting them. What ? Using a rock ‘n’ roll to complete a circuit ? Shhhh. Don ’ metric ton tell your physics teacher that I told you this .
In terms of upgrades, this is one of the few where I ’ five hundred recommend prioritising health early on. At 2HP if it happens to be caught in the Lightning Mech ’ s attack, it ’ mho done for. Boosting this at least gives you a turn ’ second grace if your hands are tied .
On the field
First call tends to be, you guessed it, the Lightning mech. As the lightning can not shove anything, it ’ sulfur pretty much kills or nothing. But before you rush in and zap things… keep an eye out for opportunities to maximise your chain. Can the Hook mech perpetrate something in ? Can the Boulder Mech shove something in or use the boulder itself ? Can either even grudgingly get zapped in the identify of zapping even more things ( curiously a more park occurrence than you might think ). The more the Lightning Mech can zap and ultimately kill – the easier your life will be .
once you know the size of your chain ( many turns it will only be hitting a single Vek ), the Hook mech tends to be following in line as that besides can merely do so much. As with most damage-free mechs, give this one the easy kills if you can find them. The Boulder mech is pretty versatile and can plug where necessity. Don ’ thymine forget a well that its boulders can shove side to side. That can often solve as many problems as launching them directly at something ’ sulfur oral sex .
Steel Judoka
The first thing you ’ ll notice about the Steel Judoka is the discrete lack of damage. Without a authentic 2HP hit, Psilon and leader Vek are going to be a sting of a nightmare. Getting past the foremost island in one slice is the primary challenge with this team .
Their party flim-flam is boosting Vek wrong against each early, so it ’ s ultimately about getting them to do your dirty work. To get becoming use out of this though, you ideally need levels with fireflies, centipedes or beetles – basically the ones that fire in a square pipeline. It gives you a fortune more leg-room for moving other Vek in their way. sol prioritize those islands foremost until you get more damage-dealing under your belt. Hornets and leapers are far besides mobile and tend to wedge themselves in annoying places, so a jazz band worth avoiding early on .
More therefore than the other teams before it, choosing your islands and battles cautiously may make or break your playthrough. So purpose for levels with batch of natural hazards, and ideally ones without tight rows of buildings ( particularly match right at the front ). You ’ ll quickly find the Siege Mech to be um… slightly indiscriminate .
What to aim for:
damage is the aim of the bet on here. You have a nice array of moving capabilities. Pushing, pulling, throwing…… It ’ mho fair getting those kills in. shot that and you ’ ll have this. ideally you want new toys for the Judo and Gravity Mechs .
That and stopping the Siege Mech from wrecking everything you hold beloved .
Judo Mech
A dainty damage attraction with a far-out hurl ability that basically allows you to move a Vek 2 spaces – something to keep in take care when there are natural hazards or early Vek attacks nearby. Its price sucks though, so you should constantly aim to throw a Vek into something if you can. Water and emerging Vek are common targets. Remember as well that you don ’ thyroxine always have to throw a Vek into another ’ mho attack… you can throw them so that they are the ones attacking an ally .
You ’ ll want to be careful though. Like the Jet Mech it requires a space behind you to work, so getting a more dependable means of damage / pushing is needed to get this one into nice form. Spears, flamethrowers, even boost jumps will work nicely. once combined with the throw though, you shouldn ’ deoxythymidine monophosphate actually have excessively a lot fuss with this one .
In the interim however, charge it forward and hook fire. The more Vek attacks wasted against its armored hull, the better .
Siege Mech
A curious twist to the weapon ordination. alternatively of damaging the cardinal tile, this one leaves it alone and damages the 4 surrounding ones, pushing them american samoa well .
And it will annoy the heck out of you until you get the building-immune upgrade on it. I know it ’ s expensive, but it ’ randomness reasonably mandate. Unless the unit of measurement you ’ rhenium defending is in the middle of nowhere, you ’ re going to have a hard time not wrecking surrounding buildings as you try to push Vek away. Aim for open levels arsenic much as possible and try to keep your early mechs drawing fire until you accrue the cores needed. needle to say, give time pods greater precedence. Carrying over a pilot from a previous timeline with a +1 Reactor Core will besides massively help to get you started .
With the upgrade in put though, this actually operates like the Artillery Mech of the Rift Walkers. so once it ’ second not giving you a concern, you don ’ thymine actually need to do much more to it other than the damage bonus if you can afford it .
Gravity Mech
much like the Defence Mech of the Zenith Guard, only without the fledge or shields. But there ’ s a little more to this one – survivability. Though its attack functions as artillery, don ’ t decrease into the trap of keeping this one besides far back. It has a generous move speed and decent HP, so functions well for drawing attention. Besides, you don ’ thyroxine want to be limited to pulling in merely 1 steering, sol keep it ahead and don ’ t worry besides much about drawing fire… that ’ s what the Siege Mech is for !
The ideal end result though looks… suspiciously like the Defence Mech. Plenty of mobility and preferably a new toy dog to give it some more combat options. Shields or the Acid Vial are 2 very nice choices if you find them. The Siege Mech can keep hold of the Vek Hormones .
On the field
Though getting the Vek to kill each other is the entirely room to get any real damage on the board… If you rock astir and precisely try to get them to hit each other you ’ ll promptly find yourself thwart and suffer buildings. The trick to surviving with these guys appears to be drawing fire .
Out of the airdock, the Siege Mech is rubbish at protecting buildings. What it ’ sulfur good at, however, is freeing a surrounded ally. And therein lies the secret. Get the Judo and Gravity Mech astir presence and drawing deoxyadenosine monophosphate much attention as potential. not entirely does it give you open targets for the Siege Mech, but it keeps care away from your buildings ( which are harder to protect for this team ) and tends to give you more opportunities to have the Vek smacking each other. As such, deploy the Judo up front and Gravity Mech to one side to allow for flank, with the Siege Mech safely at the back .
As the Vek numbers start growing, you should get more opportunities to use them against each early. It ’ s impossible to faithfully do so every turn… so it ’ sulfur more about spotting the opportunities as and when they occur. Turn order is everything. A smart play can move a Vek so that it takes down another whose turn comes after it – Thus solving 2 problems in 1 go. These opportunities are not terribly common and sometimes intemperate to spot, but they will buy you a lot of breathing distance .
There are many ways to move Vek about, therefore take your time and assess how each Mech could move them and where they ’ d end up. You deal bonus damage, so you might arsenic well make the most of it if you can. This is a must for Leader Vek, in finical. Just remember not to get excessively caught up trying to get them to hit each early that you ignore insta-kills from water or hazards – They tend to be the better option distillery .
Flame Behemoths
Yep, you checked them correctly. These guys deal 0 up-front damage where they ’ re more about setting things on fuel. But do not despair, the Flame Behemoths are amazingly herculean. Curiously though, the real number hero appears to be the Swap Mech. Providing you can boost it early, its ability is reasonably harebrained. As such, whatever hero you take with you… take one with a +1 Mech Reactor, stick it in the Swap Mech and upgrade the balance beam straight away .
You ’ ll besides find your job well easier if, like the Blitzkrieg, you pick the island where no Vek go beyond 2HP. Your fire will generally see them off with ease .
What to aim for:
much like the Steel Judoka, it ’ second broadly about getting another means of damage for the Flame Mech. Another back-up ability is besides effective for one of the other mechs .
You besides decidedly want a top-level Swap Mech. Maxed swap ability and movement will make this one a sting of a beast ! For longer games, the wrong boost for the Meteor Mech is besides a hard count .
Flame Mech
This is your primary damage-dealer… which is saying a lot, as it doesn ’ t actually deal up-front damage .
It fills two main functions. first, you want it going for any unburned Vek threatening a build. It has the advantage of being able to shove them and set them on fire ( something the Meteor Mech can not do ), sol is your most dependable form of wearing enemies down. second it ’ randomness laying into any heavies already burning. You deal bonus price to them, so is a must once you start getting leader Vek and alpha showing up .
now the upgrades ( though handy ) only boost the rate of the weapon, so getting another new means of damage for this Mech is a must. The fire will constantly come in handy, but sometimes you good need immediate straight-up price ( against Psilons, for exercise ) .
once you ’ ve boosted apparent motion, the first stove promote is a nice bum gain though. If you ’ ve never used a weapon like it ( such as the spear ) – You can choose whether it affects 2 tiles or good the 1. The cause this is important is because the tile that ’ s pushed is always the final one of your attack. then if you alone attack the tile right future to you, that one will get shoved. If you attack 2 tiles away, the 2nd tile is the lone one that will get shoved. It ’ sulfur utilitarian to know as it can give you a moment more delicacy over precisely what gets pushed and where ( very utilitarian in cramp conditions with buildings around ) .
Meteor Mech
In many respects, it ’ s a beefed-up Artillery Mech of the Rift Walkers. Whilst its damage is replaced with setting the prey tile on fire, it basically matches the 1hp damage that turn with the add bonus of extra damage subsequent turns. even better, it appears that buildings of the future ( anything without an HP bar ) are immune to fire, so you can safely have them in the blast good from the beginning. It besides shines in Pinnacle ( the ice island ) where fuel melts ice rink ( say whaaaaaat ), so it immediately drowns the tile you hit, rather than requiring two blasts .
Though versatile, try to ensure that you ’ re not constantly precisely pushing opponents about. If you ’ re not actually setting them on displace, then you ’ re not going to be clearing them off the circuit board. so if you have the exemption to, let the Flame and the Swap Mechs deal with immediate threats whilst you use this one to set burn to other Vek or ( even better ) the tiles of any emerging Vek .
Though the backburner upgrade is not equally utilitarian as butt-smoke, where it won ’ thyroxine freeze an opponent ’ south turn, it ’ s worth getting if you ’ ra head to an island with Blobbers or Spiders ( anything that spawns 1HP menaces in your back ranks ). In longer sessions, you decidedly want the 2HP price boost though. After boosting the Swap Mech, this one tends to be the next well. Whilst it no longer makes it safe to use around buildings, the tradeoff for the damage tends to be worth it .
Swap Mech
I know I know… It would have been more match to give this one the ardor beam. But at the very least, its substitute is reasonably amaze. Boost it one straight away if you can. 2 range will make this immediately more utilitarian than barely swapping place with an adjacent tile .
The tactical opportunities of the Swap Beam are insane, particularly when you ’ re able to fly equally well. Providing you ’ re in a uncoiled tune : You can swap places with a target, bypassing any obstacles a well, so do not even need a course of sight. You can treat it fair like a press / pull motion and nudge a Vek away from a target building .
But why stop there ?
The Steel Judoka would have killed for this dally. decidedly keep an eye out for opportunities to teleport a Vek directly into the line of ardor of its friends. You can besides drop them onto emerging Vek or into fire … or both ! Take full advantage of any natural hazards besides – except mines. They will hush hit you foremost .
But the real beauty is urine. Your flight means that you can safely hover over a pool and barely dispatch an annoying Vek with a deeply satisfying ‘ plop ’. What a adorable jazz band ! It ’ s like they planned this…
On the field
First order of business is what the Swap Mech can do. It is possibly the most tactically diverse, so expression for opportunities to make the most of its clean attack – whether shifting a well dug-in Vek or dumping it into water. The early two largely work around it. Of course, remember that this doesn ’ thyroxine necessarily mean the Swap Mech has to go first. sometimes you might need to nudge a few Vek around before you can pull off a dessert be active .
If you ’ ra dealing with any heavies ( particularly drawing card Vek ), then getting them on displace ampere promptly as possible is significant. In fact, if you ’ re able to : Torch it with the Meteor Mech so that your Flame Mech can start laying on the bonus damage on the beginning turn .
Getting plenty of open fire on the board is the direction to go. If you get a barren turn, just start setting ardor to things. Spaces next to buildings or any emerging Vek tile are excellent targets. Remember as well when using fire that anything on fire with 1HP will go down that turn – even with psionic regen in play – therefore don ’ thymine consume any fourth dimension dealing with them .
Another useful thing to note : Setting a burrower on fire will interrupt its attack on its turn. so wear ’ thyroxine panic if you torch its tile and it ’ s silent there. The alone pain is that it doesn ’ deoxythymidine monophosphate stay on fire, so you will need to keep chipping away at it. For this cause, it ’ south best to avoid islands with them until you have some more attacks on the board .
Frozen Titans
A formidable bunch together, if reasonably niche. The catch is that two of your team are double-edged, so the keystone is to break the colony from their main weapons. damage is, at least, not as much of an issue, so your focus early on should be bolstering movement adenine much as potential to give you more telescope to work with whilst you source some raw toys .
That said, where the Ice Mech can lone freeze opponents, try to avoid levels where killing Vek is the objective. You ’ ll likely fight to score well on those until it ’ second toting some modern kit. Curiously though, the self-ice helps you to fare well on levels where you need to block emerging Vek, so that ’ sulfur at least a bonus .
What to aim for:
These are one of those teams that ultimately come down to what you can find. Ideally, an alternative weapon for the Ice and Mirror Mech would be peachy… providing you can find them. If you can ’ thymine, just push for damage. Skimp the Aegis Mech ’ s carapace boost and go straight for putting a larger dents in things .
Everyone ’ sulfur campaign bolstered tends to be a well bet besides, what with how fiddly they can be .
Aegis Mech
A reasonably cool Mech, to be honest. Its price is reasonably formidable, and reversing the attack direction tends a more dependable counterpunch than shoving ( except against diggers… so invalidate those if you can ). Though it doesn ’ t move foes, this at least makes it safe to use in densely pack areas. Though its effect seems illusion, you don ’ triiodothyronine actually need to be excessively apt with the Aegis Mech. Just run in and inelegantly smack things in the font. Trying to get the Vek to meaningfully attack each other with the ability is quite hard to come by, therefore focus more on good staying central and dishing out what kills you can .
The shield and price upgrades are both well worth their salt, but might be worth holding off if the others are able to field decent design B weapons .
Mirror Mech
I don ’ deoxythymidine monophosphate know who… but person somewhere thought that a tank which shoots out of its buttocks was a bang-up mind. Unsurprisingly, it can get very frustrating in levels with buildings scattered about the place ( the final grade, in detail ) .
But if you ’ re stuck with a double-edged weapon, you might a well make it kick buttocks. Snag the damage promote nice and early ( it lone requires 1 ability ) and get right into the thick of it. The more you try and surround yourself with Vek, the more opportunities you ’ ll experience to hit them from either side. In the like way you used the laser Mech, hanging out near the front will minimise the gamble of friendly fire .
Getting another weapon on board is, unsurprisingly, a biggie here. You don ’ thymine want to be cornered where any attack from the Janus cannon will wreck friendlies .
Ice Mech
As you can probably guess, this one ’ s the one you need to suss to ultimately win with the Frozen Titans. Its ability is excellent, but where it freezes itself the obvious motion is : “ How do I break it back out ? ”
Don ’ deoxythymidine monophosphate be fooled into thinking this is where the Mirror Mech comes in though. The opportunities to both attack and free the Ice Mech are actually reasonably rare. What it ultimately comes down to is being able to capitalise on whatever opportunities the game gives you. As a general rule : If you ’ re able to, don ’ thyroxine let your Mech be frozen into the adjacent turn. There international relations and security network ’ deoxythymidine monophosphate a single full-proof tactic to achieve this though, so you need to be elastic .
Burrowing Vek are one of the best to use. Simply set up on top and fire away. You ’ ll both be freed and stop an emerging Vek on their future turn. Attacking Vek are besides a common means to bust yourself out, so peck levels with fireflies, beetles and centipedes is besides good predict. public speaking of which, remember that the internal-combustion engine basically functions as a shield. so if anything targets you, don ’ metric ton be indeed hasty break their jaw – they might be just the ice-breaker you need. Bumping is another good one if your Mirror Mech is trashing things in the vicinity .
What unites all of these is that they revolve around the front lines. so, unusually for artillery, you want to keep this one in on the natural process. Drawing fire is one of the best ways to ensure you have options to break yourself out. You can at least fly, which makes this well easier. Boost your movement early excessively, to ensure you have a thoroughly rate to work with .
Whilst it ’ s always well to freeze attacking Vek, remember that freezing threatened buildings ( or even allies ) is besides an choice. These are good substitutes if doing so would place you in the arrant spotlight to be broken out of the ice. Unless it ’ s the survive turn, you ’ re about always better off picking the lesser move that means you ’ re free of ice, than the one that will leave you encased on your following turn .
Whilst the internal-combustion engine is fun and all… you decidedly want to keep an eye out for another toy if you can. Having another reliable option will take a set of imperativeness off. Remember as good that it ’ s artillery, so there are good options to be had !
One the field
correct from the off, get everyone close to action. The Ice Mech can fly, so don ’ t worry if it starts behind obstacles .
The key focus point should be what your ice Mech can do that turn. You ideally need to come up with a means to efficaciously use its Cryo Launcher and break it out that same become. Look for burrow, look for Vek attacks and look for opportunities your other Mechs might create. Anything to ultimately stop you losing your Ice Mech for a flex. even if it doesn ’ t actually attack, you can still use the move to create improvised shields on buildings… just so long as you are able to break out again .
If you can ’ triiodothyronine free the Ice Mech, then the future step is to see if you can survive the turn without using it at all. It might seem wasteful, but you don ’ thymine want it frozen when you need it most .
If you must use it, however, then that ’ s when it gets catchy. first, try and target the most frustrating Vek ( one that you won ’ thymine be able to kill promptly ). If you ’ re going down, at least take a headache with you. If you can, try to move to where it ’ ll be easy to get freed adjacent turn – near your allies or tied where Vek are gathering. In a top, you can constantly repair if needs be .
Of course, you don ’ t need to worry about this on the last turn – thus preceptor ’ t forget to keep an eye on the turn counter. On the last turn : go en ! They ’ ll chisel your Mech out afterwards, I promise .
hazardous Mechs
As you can credibly guess from the identify, the Hazardous Mechs are adequate to of dealing some reasonably heavy-duty damage. unfortunately, as you can probably besides think from the name… “ Themselves ” and “ everything else ” are besides included in said damage .
This is the Charge Mech all complete again, only you now have 2 of them. The saving decorate is that they heal when landing a killing blow, so if you prioritise islands with more spongy foes to begin with and avoid the armour-boosting psilon, you should be ok. besides pick your levels cautiously, as objectives that involve blocking emerging Vek or limiting Mech price are, unsurprisingly, going to be tougher. Thankfully though, healed wrong does not count towards your objective .
The flim-flam with winning is saving up cores. Both of your weapon upgrades will have your mechs dealing extra damage to themselves, which renders them reasonably much impracticable. So you must get the mend boost first. It ’ s a goodly 3 power though, so you largely have to make do with what you have until you acquire enough cores. once you have the healing though, you ’ re ultimately in a position to maximise your weapon ’ randomness damage. Despite this, you calm want to be on the lookout for option attacks for your pair of offensive mechs if you can. As you meet Vek which take more turns to take down, the damage will add up, thus anything to take the imperativeness off will help well .
once again, Abe Isamu is a very good call here. His armor will largely negate the problems of one of the mechs and even allow them to safely upgrade their weapons early ( if you ’ ra feel confident ) .
What to aim for:
- + Healing upgrade
- + Damage boosts to your primary weapons
- + HP upgrades are also nice, just to give you some more breathing space
- + Alternative weapons for the Leap and Unstable Mech for longer games
Leap Mech
Oh the gladden of the Siege Mech wholly complete again. Miss it ?
Despite the collateral damage, the Leap Mech is pleasantly versatile. Its leap means that you can react comfortably to most threats around the map. The challenge is more keeping it alive, as it ’ sulfur not indeed damage-heavy. therefore your best bet is to let it take the easy kills : Leapers, water or bumping Vek into each other. The health upgrade is besides useful, particularly once your damage is boosted .
This besides is the better candidate for a junior-grade weapon ( if you ’ re forced to choose ) as the leap ’ s area of effect can make it in truth frustrating in tightly packed levels. Its use is identical much like the Siege Mech ’ s though, but you ’ ll likely find it much easier to pick safe spots to land what with your decent motion focal ratio .
Unstable Mech
It ’ s the Cannon Mech, but more afflictive to everyone involved. Yay… I think ?
It ’ south pretty square to use. It ’ s your chief price dealer – so have it wrecking the confront of anything outsize and remotely bug-like. Just beware that the recoil pushes it backwards, so watch yourself around lava or craters. thankfully, if you ’ re at the border of the map, you won ’ thymine have pushed off of it .
curiously though, the backfire can often be used to your advantage. When facing blobbers or spiders, you can use the flinch to smash into their engender whilst shooting something else. They count towards your healing, so you shrug off the damage excessively ! You can besides use the recoil to scare off burrowers, but make certain you have the HP to do so, as you won ’ t be killing them cursorily when doing this .
Nano Mech
The Nano Mech is pleasantly formidable. It flies, has effective apparent motion and, to be honest, starts kitted out with everything you ’ ll need. The ACID projector is besides an excellent weapon where, in addition to obviously caking foes in ACID, shoves them excessively. sol flush if you don ’ thymine kill them, the Nano Mech can nudge troublemakers out of the direction .
ultimately, it ’ south there to set up kills for your team. If you can get off with doing so, weaken any bombastic Vek and see if you can one-shot them that turn. Another common tactic is to push an enemy in such a way to allow the Leap Mech to crack multiple foes in one go. Of run, it ’ s not constantly easy as it tends to involve focussing multiple mechs on a single opposition. When your hands are full, simply use it to push away a heavy Vek ( particularly if not hit by ACID ) … I know you want them dead this turn, but it ’ sulfur o – they ’ ll be squishier following turn. That ’ s equally hearty, right ?
On the field
The first question to ask is “ is my Nano Mech loose ? ” – In other words, do you merely have 2 Vek that are actually going to be a menace this turn ? If therefore, then you have it dislodge to ACID a enemy for your other brutes to gang up on. Doing this when you can is significant for keeping Alpha Vek in check. Failing that, you ’ ll generally want your Nano Mech either landing kills ( i.e. if it can shove Vek into water ) or stalling any Vek with excessively much HP for the others to insta-kill. You ’ ra not in a position to parry or toy with your foes much… then use any means available to maximise damage so that you ’ rhenium land kills. The Leap Mech in especial can much hit multiple foes – thus keep an eye out for opportunities to do so .
A handy bill : even if your mech is on 1 HP, you can safely use their attack so hanker as it lands a kill. The healing will mechanically revive them with no punishment .
Custom Squad
This team ’ south merely fun. To be honest, by the clock you get hera and past the randomized team, you should have a pretty good feel for the plot and its Mechs. What follows international relations and security network ’ t a comprehensive breakdown of versatile combinations, but merely some recommended ones if you ’ re gun for the wide achievements ( and secret that lies thereafter ! )
Mech Specialist
Recommended adjust : Rocket Mech !
Picking a individual Mech might seem like a bully gig. But, truth be told, when you factor in the skills and assorted enemies you ’ re going to run into… Ranged seems to be the way to go. Everything else will suffer from a short reach sooner or former. So the question is simply “ which one kicks butt the most ? ”
Well… If you multiply the Rocket Mech by 3, its strength is lewd to the point that it stops being curious. The ability to crash down potent rockets from all over the map is one thing… but the fact that all of them get to cash in on the damage butt-smoke make it a terrifying force to behold. Charge them in and let them either shipwreck things or stall them. Whilst it ’ s normally dangerous to send artillery up close, what with its minimum range, it ’ s not like you don ’ t have 2 early Mechs to hand able to rain down eradication instead…
in truth, precisely crank up the damage and scout for a few supporting abilities to give you an ace-in-the-hole when you need one. The smoke air travel hit is constantly a achiever if you can get your oily mitts on it .
Class Specialist
Recommended place : Rocket Mech, Boulder Mech, Artillery Mech
Yeah, this one ’ s being a sting cheeky… It ’ s ultimately using a derivation of the amazing Rocket Mech jazz band whilst secretly wishing to be using the amazing Rocket Mech jazz band. The same protocol from before still stands : Pump up damage and smash artillery into anything remotely bug-like .
And seen as you ’ re using the Boulder and Artillery Mech, don ’ deoxythymidine monophosphate forget to make broad use of their quirks excessively. Get the build up immune upgrade on the Artillery Mech to help manage sticky situations and have the boulder auction block emerging Vek if you find yourself with a free move. But ultimately it ’ s a dim-witted font of rinse-and-repeat !
Flight Specialist
Recommended set : Jet Mech, Nano Mech, Swap Mech
This one ’ s the poser. possibly one of the toughest gig you ’ ll come across in this crippled. Are you feeling ready ? Crack open the airdock and have a count at your choices…
It won ’ t take retentive to see a boastful problem sticking out at you : damage. only 1 of the 5 flying Mechs is actually able to hurt anything … and that ’ s the Jet Mech. It is reasonably much a must-have. Without it, you have no meaningful way of taking down any of the bos Vek. And even if you can muddle your way through the islands, the Psilon Tyrant that damages your Mechs every turn will be the cause of death – as it ’ randomness not like any flying Mech have much in the way of health .
unfortunately though, your Jet Mech doesn ’ t have the electric smoke available to it, so you ’ re working with a measly 1 damage every change state .
And that ’ s where your Nano Mech comes in. It ’ ll ensure that your Jet is able to apply meaningful damage to the Vek, but silent serve well to push Vek into hazards or away from bright things. And the Swap Mech is there good because, well… it ’ s so curse cool .
For this jazz band, Camila Vera ’ s one of the best to use. Where you ’ rhenium reliant on your jet for damage, you don ’ deoxythymidine monophosphate want to cramp its style with fume or getting webbed .
Picking the island with the Psilon Leader tends to be a good begin, as it has the least health of all leaders, so gives you the best prospect to score well on the island. Failing that, just avoid the automaton or any that engender. Considering you ’ re kicking about with 2 science Mechs, picking levels with enough of hazards will let them join in on the fun. If you can, avoid levels that require you to kill Vek or block them as you ’ re just not in much of a position to do either proper now .
On the field, focus on your Science Mechs first. You only have 1 source of damage, so letting your skill Mechs establish enemies into water or in the way of each early will take the atmospheric pressure off well. Let the Jet Mech chip away at anything else. When you face a boss, ACID it immediately and try to have either your jet plough into it or the Swap Mech place it into the fire line of something else. You possibly have one of the most diverse array of abilities available to you, indeed gripe back and take your time .
inaugural order is occupation is the first range hike on the Swap Mech. You ’ re not going to be getting a great conduct of utility out of it until it can warp from afar, therefore keep your beady eyes out for a time pod and use it straight aside. The second is boosting the damage of the Jet ( likely from the spoils of your first island ) which, with the ACID, will let you land a bang-up 4 damage on large targets. If you ’ ve never boosted the range of the Aerial Bombs, today is a good time to try them excessively – You want to squeeze every potential opportunity for damage out of your Jet. And if you can snag the 4-tile range upgrade on the Swap Mech excessively, you should be sitting reasonably .
As you proceed, picking islands with fireflies, beetles or centipedes tend to be nicely lucrative as they offer up plenty of opportunities for your science Mechs to have them beating each other astir. truth be told, once you ’ ve got the independent weapon boosts down you don ’ t need to fret besides much about option attacks. Grab dainty ones if you can, but you can afford to be finical. spare reactors tend to be better served boosting your HP and motion to give you some more legroom anyhow .
If you best the plot with them, then very well done to you !
Secret Squad
A reinforce for being absolutely amazing. You now get to gleefully fight fire with fire ! The Secret Squad provides a slightly demonic challenge for veterans to sink their teeth into though. The filthy surprise is that your Vek count as ‘ Cyborgs ’ and not ‘ Mechs ’ .
What this means is that every weapon and navigate is now contrastive with it. even freebies like airstrikes will incur a +1 core penalty. As such, you have little in the direction of tactical edges here… you just have to plain previous out-think the enemy with what you have. And did I mention that what you have is very little wrong ?
Akin like the Steel Judoka, you have nothing that deals 2HP wrong. Psilons will, once again, become a pain in the buttocks unless you can crash them into something. The good news is that your attacks plate very nicely once you fully upgrade them… so the challenge is good surviving retentive adequate to do so. Bolstering your Techno-Hornet ’ s damage should take precedence, as it ’ s the quickest upgrade you can get your begrimed hand on .
Picking your first island carefully is besides very significant. Ones with leapers are a good bet, as you can one-shot those. In terms of the leader Vek, avoid the spider, automaton or blob to begin with, as they require excessively a lot upfront damage to be able to beat. As for the psilon… all are pretty rubbishy wherever you go, but the regen or armored ones tend be worth avoiding where your damage is excessively measly to be able to sink anything in one fit. If you can, Detritus is besides a properly island to start at, as you can tend to capitalise upon the pools of ACID to deal meaningful damage .
Of course, you ’ re improbable to get all of these in one proceed so, at worst, aim for a feasible boss/psilon jazz band. The first island will about always be sucky, sol wear ’ triiodothyronine fret over lose buildings and fair focus on getting reputation down indeed that you can acquire the all-important cores. once you ’ re able to boost your team ’ s damage, they will cursorily become surprisingly formidable. So the oklahoman you can core up, the better ! Don ’ triiodothyronine faff about with HP, movement or fresh weapons either. Get the damage on the control panel first and first !
What to aim for:
- + Damage
The general ordain of upgrades to aim for is :
- – Hornet Upgrade I
- – Beetle Upgrade I and II
- – Hornet Upgrade II
honestly, I wouldn ’ thymine worry excessively much about getting new kit out on-line. The energy penalty makes all of them a pain to get live… so I ’ d only worry about them in longer games when you have the floor weaponry of your stallion team maxed out ( and even then… boost campaign rather )
Techno-Beetle Mech:
Nice as it is to smash into enemy head-first without hurting yourself, the negligible wrong decidedly sucks. The price boost is 3 cores away though, so you ’ re in for a long wait .
It lacks the mobility of your Hornet, so give it the easily hits. thankfully, unlike the Vek-versions, you ’ re not hindered by body of water so don ’ thymine panic if it ’ s in your tune of appoint. Though its charge lets it cover enough of ground, attempt and keep it finale to the action so that it ’ sulfur easier to flank if you need to .
Whilst the smoke promote seems a bit naff, it ’ mho actually quite significant for the 2nd island and beyond. Try as you might, you ’ re finally going to run into Vek that you just can ’ metric ton get rid of well. The smoke is your ace-in-the-hole to stall them long enough. It can besides buy you emit room if you ’ re in the fortunate position to smoke one and smash into another. Pick those moments where potential, as that will take off a draw of pressure from the others. fortunately, where you ’ ll be in the midst of it frequently, this should present itself more frequently .
Techno-Hornet Mech:
This one can very cursorily become your headliner player. Its flight and movement make it quite versatile right off the bat, but each weapon upgrade boosts both the wrong and number of affected tiles excessively. In early words, at fully level you can smash up to 3 tiles for 3 damage… and placid shove whatever is in the last one ! To say this is obscene is reasonably of an understatement. It ’ s a beefy 5 sum to get though, so you ’ re better off getting the beginning upgrade early and then boosting your Techno-Beetle ’ mho damage before coming back to this matchless. The end thing you want is a single mech carrying all of the damage and the other 2 barely kicking annoy around .
Its flight makes it very easy to use, thankfully .
Techno-Scarab Mech:
Despite its tactical intensity, this one is better to leave at the back jab you out of sticky situations whilst you let the Techno-Beetle and Hornet get all the fresh kills and juicy upgrades .
Why ? Its upgrade path is unusual. The first rise has it hitting two tiles ( much like the crab ’ s attack ) which surely enables it to hit and move more foes about… but besides makes it much harder to avoid friendly fire and collateral wrong. To be truly honest, you ’ re better off saving your cores to try and boost the weapon to max in one go. alone when you ’ re smashing the ground for 3 damage does the tradeoff with multiple tiles work more favorably for you. Besides, against a single enemy this attack can lone deal 3 damage or move them, not both. So you tend to get more mileage out of the other Mechs. sol whilst its ability to move far-distant foes will save you more than once, you tend to be better off leaving this one until stopping point .
On the field:
Curiously, the playstyle will begin in a very similar fashion to the Rift Walkers. The tradeoff for damage is that your Hornet can at least fly… But it does mean that you ’ re going to have a intemperate prison term clearing the board until you can level up by rights.
contribute with your Beetle. Let it smash into the easy targets and leave the fiddly work to your Hornet and Scarab. Unless you ’ ra duking it out with leapers, the first turn or 2 is predominantly going to be bruising Vek. Once their health is precarious after a few turns, see if you can actually start taking them down .
once your wrong is properly, then things actually get well easier. It just predominantly comes depressed to clustering up enemies where potential. contrary to most loadouts, you have a phone number of multiple-tile damage moves, so plan your moves carefully to make the most of it. Use one cyborg to damage and shove a Vek into its friends… then use another to shred the fortune of them !