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		<title>Myles4506: Basic Strategy</title>
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		<updated>2026-10-03T17:20:34Z</updated>

		<summary type="html">&lt;p&gt;Basic Strategy&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Squad Movement: Why You Almost Always Want to Travel Together&lt;br /&gt;
Moving as a squad is the single biggest risk‑reduction tool in Retaliation.&lt;br /&gt;
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Noise mitigation: Every move triggers a noise roll. When multiple marines enter the same room together, you still only generate one noise roll. This dramatically reduces the chance of spawning Intruders in the early game.&lt;br /&gt;
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Shared firepower: If a fight does break out, multiple marines can burst, shoot, and use tactical gear. This prevents the “one marine stuck with an Adult” death spiral.&lt;br /&gt;
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Action efficiency: Squads can split briefly to explore adjacent rooms, then collapse back together. This keeps exploration fast without exposing individuals.&lt;br /&gt;
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Objective ambiguity: In semi‑cooperative play, squads make it harder for traitors to isolate someone or sabotage quietly.&lt;br /&gt;
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Practical rule:&lt;br /&gt;
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Never send a lone marine down an unexplored corridor unless the objective absolutely requires it.&lt;br /&gt;
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Reinforcing Hallways — Especially 3s and 4s&lt;br /&gt;
Corridor numbers matter because they determine where noise accumulates and where Intruders spawn/move. Reinforcing is one of the strongest defensive tools in the game.&lt;br /&gt;
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Why 3s and 4s are priority corridors&lt;br /&gt;
They often sit at junctions connecting multiple rooms.&lt;br /&gt;
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They are common “movement funnels” for Intruders during Event movement.&lt;br /&gt;
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They tend to be the corridors that accumulate noise fastest because they appear frequently on the noise die.&lt;br /&gt;
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Benefits of reinforcement&lt;br /&gt;
Blocks Intruder movement: Reinforced corridors stop movement from Event cards, preventing chain attacks and room overruns.&lt;br /&gt;
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Creates safe travel lanes: Reinforced corridors let squads move without fear of triggering attacks from corridor‑based Intruders.&lt;br /&gt;
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Buys time: Every reinforced corridor is effectively a “turn buffer” against the hive’s escalation.&lt;br /&gt;
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Practical reinforcement pattern&lt;br /&gt;
Reinforce the first 3 or 4 you reveal—these are almost always high‑traffic.&lt;br /&gt;
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Reinforce corridors leading to mission-critical rooms (AA guns, Hibernatorium, Lander access).&lt;br /&gt;
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Reinforce any corridor that already has noise tokens to prevent future spawns.&lt;br /&gt;
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Rule of thumb:&lt;br /&gt;
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If a corridor has a 3 or 4 and connects two important rooms, reinforce it immediately&lt;br /&gt;
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Secure Tokens: Control the Map, Control the Threat&lt;br /&gt;
Secure tokens are one of the most underrated tools in Retaliation.&lt;br /&gt;
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What Secure tokens actually do for you&lt;br /&gt;
Prevent Intruder spawns in that room during exploration or noise overflow.&lt;br /&gt;
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Create safe hubs where squads can regroup, heal, trade items, or plan.&lt;br /&gt;
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Shape enemy movement by encouraging Intruders to path around secure rooms.&lt;br /&gt;
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Best uses&lt;br /&gt;
Place Secure tokens in rooms with computers (remote robot activation, mission-critical interactions).&lt;br /&gt;
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Secure rooms adjacent to high‑noise corridors to prevent double‑spawn cascades.&lt;br /&gt;
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Secure rooms that serve as “fallback points” for your squad.&lt;br /&gt;
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Synergy with reinforcement&lt;br /&gt;
A reinforced corridor + secure room combo creates a safe pocket that Intruders struggle to penetrate. This is ideal for:&lt;br /&gt;
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Healing&lt;br /&gt;
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Reloading&lt;br /&gt;
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Completing objective steps&lt;br /&gt;
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Waiting out dangerous Event cards&lt;br /&gt;
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Avoiding Unnecessary Fights&lt;br /&gt;
Retaliation is not a tactical shooter. It’s a survival puzzle.&lt;br /&gt;
&lt;br /&gt;
Why you avoid fights&lt;br /&gt;
Ammo is scarce. You will need it for the Queen or mission-critical threats.&lt;br /&gt;
&lt;br /&gt;
Damage snowballs. Wounds reduce your action economy and oxygen survivability.&lt;br /&gt;
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Intruders scale faster than you do. The bag develops every round; killing one Adult doesn’t slow the hive.&lt;br /&gt;
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Time is brutally limited. Every fight costs actions you need for objectives.&lt;br /&gt;
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When you should fight&lt;br /&gt;
To clear a room required for your objective.&lt;br /&gt;
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To prevent an Intruder from blocking a critical corridor.&lt;br /&gt;
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When a Drone or Larva is an easy kill with minimal risk.&lt;br /&gt;
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When the squad is together and can burst the target down in one round.&lt;br /&gt;
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Tools for avoiding fights&lt;br /&gt;
Squad movement (shared firepower discourages attacks).&lt;br /&gt;
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Reinforced corridors (blocks movement).&lt;br /&gt;
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Secure tokens (blocks spawns).&lt;br /&gt;
&lt;br /&gt;
Noise management (don’t move recklessly).&lt;br /&gt;
&lt;br /&gt;
Rule:&lt;br /&gt;
&lt;br /&gt;
If the fight doesn’t advance your objective or protect the squad, walk away&lt;/div&gt;</summary>
		<author><name>Myles4506</name></author>
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