Architect tab

Combat

Cover, melee, ranged combat, raids, mechanoids, armor, weapons and turrets.

CO-01

Combat Basics

Combat is cover, range, armor penetration and retreat discipline.

Cover / Positioning
CO-02

Melee Combat

Melee works best when chokepoints make enemy numbers irrelevant.

Blockers / Chokepoints
CO-03

Ranged Combat

Ranged combat rewards firing lanes, weapon range and clean retreats.

Firing lines / Sniper tactics
CO-04

Raid Types

Raid type determines whether walls help, hurt or do nothing.

Standard raids / Sappers
CO-05

Mechanoids

Mechanoids punish soft cover and underprepared colonies.

Scythers / Centipedes
CO-06

Armor Guide

Armor turns lethal hits into survivable injuries when matched to the threat.

Flak / Recon
CO-07

Weapon Tier List

Weapons should be judged by range, DPS, armor penetration and colony economy.

Early game / Mid game
CO-08

Turrets

Turrets are support tools, not substitutes for a trained defense plan.

Mini turrets / Uranium slug