LOL There’s no need for a patch just for a help file. Just make it a downloadable file.
- Tactical Rotation
Players will notice that the more constricted the entry point, the fewer the number of yoju that are able to attack. Thus, the effective ratio of biosoldiers to yoju goes up. However, this creates problems in allowing the most number of biosoldiers to attack. The solution is to rotate soldiers through attack positions.
Below is a sample situation from the airport lobby. There, you rush the terminal corridor to block yoju (Y) from getting into the rest of the lobby. This creates a “corridor of death” where you can slaughter the yoju with minimal risk. The trick is to begin tactical rotation to give as many soldiers as possible a shot at the yoju.
||Y-||
||Y-||
||Y-||
||Y-||
||Y-||
||Y-||__
||F-|___
Here is a sample lineup. You might not achieve this immediately, depending upon how long it takes you to get units to the entrance. However, this or a similarly flexible setup is the goal.
||Y-||
||Y-||
||Y-||
||Y-||
||Y-||
||Y-||__
||F-|___
F—F—
----L—
L-------
–L-----
Two to three of your frontline units will act as “blockers”. They prevent the Yoju from moving past a certain point during the rotations. I recommend Saeko, Ayumi, and Misa for blocking functions. They have sufficient evasion ability to reduce risk of damage from the monsters. Below, the blockers have been designated as “B1” and “B2”. The remaining short range unit (and backup blocker) is designated as “B3”. Long range units are designated as “L1”, “L2”, and “L3”. Alpha is the recommended “L1”.
||Y-||
||Y-||
||Y-||
||Y-||
||Y-||
||Y-||__
||B1|___
B2–B3–
----L3–
L2------
–L1----
For move one, B1 moves out of blocking position into its standby position. For move two, L1 fires.
||Y-||
||Y-||
||Y-||
||Y-||
||Y-||
||Y-||__
||–|___
B2–B3–
B1–L3–
L2------
–L1----
For move three, L2 moves into attack position and fires.
||Y-||
||Y-||
||Y-||
||Y-||
||Y-||
||Y-||__
||–|___
B2–B3–
B1–L3–
–L2----
–L1----
For move four, L3 moves into attack position and fires.
||Y-||
||Y-||
||Y-||
||Y-||
||Y-||
||Y-||__
||–|___
B2–B3–
B1L3----
–L2----
–L1----
For move five, B3 moves into attack position and fires.
||Y-||
||Y-||
||Y-||
||Y-||
||Y-||
||Y-||__
||–|___
B2B3----
B1L3----
–L2----
–L1----
For move six, B2 moves into blocking position and attacks.
||Y-||
||Y-||
||Y-||
||Y-||
||Y-||
||Y-||__
||B2|___
–B3----
B1L3----
–L2----
–L1----
Now, just reverse the movements until the firing line is clear, as in move two. L1 then fires. Afterwards, B1 moves back into blocking position.
||Y-||
||Y-||
||Y-||
||Y-||
||Y-||
||Y-||__
||B1|___
B2–B3–
----L3–
L2------
–L1----
Likely, you’ll kill at least one yoju per rotation cycle. While you can advance your units, it’s unnecessary until the monsters start retreating. In two square wide choke points, you’ll be able to set up your rotations so that everyone (or almost everyone) can attack each and every round. Plan out your rotations and you’ll turn your force into a lean, mean yoju-killing machine.
[ 08-10-2007, 02:20 PM: Message edited by: Proxy Account ]