Helpful things you need to know when starting out.
Play on Easy
Format & missions
Complete 4 missions on a Corporate Island -> Defend the HQ in the Island’s final mission -> Complete another 1-3 islands (it’s up to you how many you do) -> Complete the game’s final mission -> Carry over a single pilot into an alternate dimension
This whole process is called a Timeline. At any point you can choose Abandon Timeline from the menu and start again, carrying over a single pilot.
Note that since you can only complete 4 missions on a single Corporate Island, there will always be 3 you cannot do. Choose your missions wisely.
The first thing you should be doing when the round starts is looking exactly at what each enemy is attacking, and in particular, which ones are attacking buildings. These Vek are your main targets, and you need to figure out how to prevent all their attacks. There will usually be more enemies attacking than you have Mechs to respond with, that’s part of the challenge.
The best RNG you can receive in this game is for the enemies to target your Mechs and not any buildings. If they’re targeting you, you can simply move out of the way and avoid any damage. The Mechs are your tools for defending buildings, let them take all the damage. An effective tactic is simply body blocking enemy attacks. Damage to your Mechs is repairable, but damage to buildings isn’t.
Moving & resetting
Attacks cannot be reversed so easily, and they finalise any moves that were made beforehand. You do have 1 complete reset of a turn, but you should absolutely save this for when you make a critical mistake.
Check the combat order
I know this Firefly will kill the Leaper before it can attack.
You will always need to check the combat order to see when enemies will attack but there are a few events that are consistent. Burning units will always take damage before anything happens, meaning you can ignore any 1HP enemies on fire. Storm damage works in the same way if you have the Rusting Hulks squad. Instant-kill tiles such as air strikes and thunderstorms (all the yellow ones) will occur before anything can attack also. Lastly, the purple Vek Leaders will always act before any other enemies.
The Rift Walkers
The Rift Walkers are a very solid squad because they all possess a move attack. While they could been seen as lacking in damage, they’re excellent at responding to enemy attacks. They could all benefit from an extra weapon for more versatility. In particular I feel the Combat Mech needs a ranged or moving ability; it can sometimes be barred from attacking where you really need it. I’ve had success equipping the common weapons: Boosters and Targeted Strike (single use but it has saved me on many turns).
- Artemis Artillery: Buildings Immune (super useful for moving Vek)
- Artillery Mech: +2 health
- All Mechs: +1 move
- Taurus Cannon: +1 damage
Worship the Grid
You can repair the Grid by completing missions with the lightning bolt symbol (and not failing the related objective), or by purchasing Grid from the Reputation shop after completing an Island. I would recommend prioritising missions that reward Grid if your Grid isn’t already full.
The number next to the Grid is your percentage chance to resist damage dealt to buildings (and losing a Grid). The base percentage is 15% but it’s possible to raise it to above 30%. Once the Grid is full, you can increase it in the same ways you would gain Grid. Some pilots also carry a +3 Grid Def perk.
This 3 HP enemy can be killed with a 2 damage punch, but the Tank Mech also takes 1 damage.
This bumping mechanic is a double edged sword because it can often prevent you from being able to use certain attacks for fear of damaging buildings or Mechs.
Remember to repair
Block enemies, a lot
Basically if you don’t need to prevent an attack, you aren’t on low health and need to repair, and you don’t need to kill a particularly dangerous Vek, you should be blocking. If all you have left are weak or low health enemies, instead of killing them, it is smarter to block and prevent a more powerful Vek from potentially emerging.
This 1HP Scorpion will block another Vek and die in the process, always satisfying.
Keep your Mechs centralised
Ranged Mechs such as the Artillery Mech can perform well at the edges of the board but it’s often better to have them close, so your other Mechs can protect them, and so they can body-block to prevent building damage.
Don’t get caught up on objectives
The importance of move
Flying Mechs & enemies
Flying Mechs have more mobility than other Mechs because they can move over enemies and buildings to anywhere within their move radius. Normal Mechs are blocked by these and have to take longer routes.
Fliers will still take the effects of fire and acid if over such a tile, even if it looks like they’re simply hovering over it.
When Mechs are destroyed
If a Mech is destroyed during the first stage of the final mission, the Mech will be brought back for the second stage with an AI pilot.
Pilots & experience
- +1 Mech Move
- +2 Mech HP
- +1 Mech Reactor
- +3 Grid Def
You should swap pilots around to cover the weaknesses of your Mechs. For example, a pilot with +1 Mech Move can supplement a Mech with 3 move really well, but is a bit unnecessary on a Mech with already high move.
For pilots with +1 Mech Reactor, the extra Reactor Core shows up as a green oval, rather than a yellow one.
Moving Stefan to this Mech means I don’t have to spend Reactor on buffing its HP.
You cannot bring your Reputation over to the next Island but you can hold onto your weapons/pilots (which are all worth 1 Reputation). This means, instead of wasting any left-over Reputation, you can buy weapons that you don’t intend to use, and sell these at the next Island (if there is something you want to buy there).
I don’t have enough to buy another Core and my Grid is full so I’ll buy a couple weapons and hold on to them to sell later.
The poke ball symbol is your Reactor Cores.
Once a Reactor Core has been added to a Mech, and that Mech is taken out on a mission, it cannot be moved to another Mech. Otherwise, you can remove Reactor Cores and switch them around. Once Reactors Cores are in a Mech for good, they can be moved around to power different upgrades.
You can see the total Reactor Cores loaded into a Mech in the bar in the middle.
Reactor Cores can be used to power an upgrade to the Mech’s health, an upgrade to its move, or various upgrades to its weapons. Some special pilots also have an ability that requires Reactor to power. It’s important to know that there is no order to powering upgrades for a weapon.
I always thought you had buy them in order :/
Which pilot to bring over
- Fire doesn’t damage buildings or Renfield bombs.
- Killing the green Psion causes all enemies to lose 1 HP, which kills any enemies on 1HP.
- When a Centipede’s attack hits the edge of the board, it damages the tiles either side.
- There is no order to which weapon upgrades you must power (shown above).
- An orange shield icon means an enemy or object cannot be pushed.
- Vek that come out of burning tiles will be set on fire.