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Tips nemesisretaliation: Difference between revisions
Basic Strategy |
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== Dice Faces == | |||
'''Noise Dice (10 sides)''' | |||
30% chance of 4 | |||
20% chance of intruder attack | |||
20% chance of 3 | |||
20% chance of 2 | |||
10% chance of 1 | |||
'''Attack Dice (8 sides)''' | |||
25% chance of 5 | |||
25% chance of 4 | |||
12.5% chance of 3 | |||
12.5% chance of 2 | |||
12.5% chance of headshot | |||
12.5% chance of lost ammo | |||
'''Burst Dice (6 sides)''' | |||
50% chance of 1 | |||
16.7% chance of 2 | |||
16.7% chance of 3 | |||
16.7% chance of 4 (with square icon) | |||
== Squad Movement: Why You Almost Always Want to Travel Together == | |||
Moving as a squad is the single biggest risk‑reduction tool in Retaliation. | |||
''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. | |||
''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. | |||
''Action efficiency:'' Squads can split briefly to explore adjacent rooms, then collapse back together. This keeps exploration fast without exposing individuals. | |||
''Objective ambiguity:'' In semi‑cooperative play, squads make it harder for traitors to isolate someone or sabotage quietly. | |||
Reinforcing Hallways — Especially 3s and 4s | ''Practical rule:'' Never send a lone marine down an unexplored corridor unless the objective absolutely requires it. | ||
== Reinforcing Hallways — Especially 3s and 4s == | |||
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. | 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. | ||
Why 3s and 4s are priority corridors | '''Why 3s and 4s are priority corridors''' | ||
They often sit at junctions connecting multiple rooms. | They often sit at junctions connecting multiple rooms. | ||
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They tend to be the corridors that accumulate noise fastest because they appear frequently on the noise die. | They tend to be the corridors that accumulate noise fastest because they appear frequently on the noise die. | ||
Benefits of reinforcement | '''Benefits of reinforcement''' | ||
''Blocks Intruder movement:'' Reinforced corridors stop movement from Event cards, preventing chain attacks and room overruns. | |||
''Creates safe travel lanes:'' Reinforced corridors let squads move without fear of triggering attacks from corridor‑based Intruders. | |||
''Buys time:'' Every reinforced corridor is effectively a “turn buffer” against the hive’s escalation. | |||
'''Practical reinforcement pattern''' | |||
Reinforce any corridor that already has noise tokens to prevent future spawns. | # Reinforce the first 3 or 4 you reveal—these are almost always high‑traffic. | ||
# Reinforce corridors leading to mission-critical rooms (AA guns, Hibernatorium, Lander access). | |||
# Reinforce any corridor that already has noise tokens to prevent future spawns. | |||
''Rule of thumb:'' If a corridor has a 3 or 4 and connects two important rooms, reinforce it immediately | |||
== Secure Tokens: Control the Map, Control the Threat == | |||
Secure tokens are one of the most underrated tools in Retaliation. | |||
'''What Secure tokens actually do for you''' | |||
Secure tokens | |||
Prevent Intruder spawns in that room during exploration or noise overflow. | Prevent Intruder spawns in that room during exploration or noise overflow. | ||
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Shape enemy movement by encouraging Intruders to path around secure rooms. | Shape enemy movement by encouraging Intruders to path around secure rooms. | ||
Best uses | '''Best uses''' | ||
Place Secure tokens in rooms with computers (remote robot activation, mission-critical interactions). | Place Secure tokens in rooms with computers (remote robot activation, mission-critical interactions). | ||
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Secure rooms that serve as “fallback points” for your squad. | Secure rooms that serve as “fallback points” for your squad. | ||
Synergy with reinforcement | '''Synergy with reinforcement''' | ||
A reinforced corridor + secure room combo creates a safe pocket that Intruders struggle to penetrate. This is ideal for: | A reinforced corridor + secure room combo creates a safe pocket that Intruders struggle to penetrate. This is ideal for: | ||
Healing | # Healing | ||
# Reloading | |||
Reloading | # Completing objective steps | ||
# Waiting out dangerous Event cards | |||
Completing objective steps | |||
Waiting out dangerous Event cards | |||
== Avoiding Unnecessary Fights == | |||
Retaliation is not a tactical shooter. It’s a survival puzzle. | |||
'''Why you avoid fights''' | |||
Ammo is scarce. You will need it for the Queen or mission-critical threats. | Ammo is scarce. You will need it for the Queen or mission-critical threats. | ||
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Time is brutally limited. Every fight costs actions you need for objectives. | Time is brutally limited. Every fight costs actions you need for objectives. | ||
When you should fight | '''When you should fight''' | ||
To clear a room required for your objective. | To clear a room required for your objective. | ||
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When the squad is together and can burst the target down in one round. | When the squad is together and can burst the target down in one round. | ||
Tools for avoiding fights | '''Tools for avoiding fights''' | ||
Squad movement (shared firepower discourages attacks). | Squad movement (shared firepower discourages attacks). | ||
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Noise management (don’t move recklessly). | Noise management (don’t move recklessly). | ||
Rule: | ''Rule:'' If the fight doesn’t advance your objective or protect the squad, walk away | ||
If the fight doesn’t advance your objective or protect the squad, walk away | |||
Latest revision as of 20:28, 19 October 2026
Dice Faces
Noise Dice (10 sides)
30% chance of 4
20% chance of intruder attack
20% chance of 3
20% chance of 2
10% chance of 1
Attack Dice (8 sides)
25% chance of 5
25% chance of 4
12.5% chance of 3
12.5% chance of 2
12.5% chance of headshot
12.5% chance of lost ammo
Burst Dice (6 sides)
50% chance of 1
16.7% chance of 2
16.7% chance of 3
16.7% chance of 4 (with square icon)
Squad Movement: Why You Almost Always Want to Travel Together
Moving as a squad is the single biggest risk‑reduction tool in Retaliation.
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.
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.
Action efficiency: Squads can split briefly to explore adjacent rooms, then collapse back together. This keeps exploration fast without exposing individuals.
Objective ambiguity: In semi‑cooperative play, squads make it harder for traitors to isolate someone or sabotage quietly.
Practical rule: Never send a lone marine down an unexplored corridor unless the objective absolutely requires it.
Reinforcing Hallways — Especially 3s and 4s
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.
Why 3s and 4s are priority corridors
They often sit at junctions connecting multiple rooms.
They are common “movement funnels” for Intruders during Event movement.
They tend to be the corridors that accumulate noise fastest because they appear frequently on the noise die.
Benefits of reinforcement
Blocks Intruder movement: Reinforced corridors stop movement from Event cards, preventing chain attacks and room overruns.
Creates safe travel lanes: Reinforced corridors let squads move without fear of triggering attacks from corridor‑based Intruders.
Buys time: Every reinforced corridor is effectively a “turn buffer” against the hive’s escalation.
Practical reinforcement pattern
- Reinforce the first 3 or 4 you reveal—these are almost always high‑traffic.
- Reinforce corridors leading to mission-critical rooms (AA guns, Hibernatorium, Lander access).
- Reinforce any corridor that already has noise tokens to prevent future spawns.
Rule of thumb: If a corridor has a 3 or 4 and connects two important rooms, reinforce it immediately
Secure Tokens: Control the Map, Control the Threat
Secure tokens are one of the most underrated tools in Retaliation.
What Secure tokens actually do for you
Prevent Intruder spawns in that room during exploration or noise overflow.
Create safe hubs where squads can regroup, heal, trade items, or plan.
Shape enemy movement by encouraging Intruders to path around secure rooms.
Best uses
Place Secure tokens in rooms with computers (remote robot activation, mission-critical interactions).
Secure rooms adjacent to high‑noise corridors to prevent double‑spawn cascades.
Secure rooms that serve as “fallback points” for your squad.
Synergy with reinforcement
A reinforced corridor + secure room combo creates a safe pocket that Intruders struggle to penetrate. This is ideal for:
- Healing
- Reloading
- Completing objective steps
- Waiting out dangerous Event cards
Avoiding Unnecessary Fights
Retaliation is not a tactical shooter. It’s a survival puzzle.
Why you avoid fights
Ammo is scarce. You will need it for the Queen or mission-critical threats.
Damage snowballs. Wounds reduce your action economy and oxygen survivability.
Intruders scale faster than you do. The bag develops every round; killing one Adult doesn’t slow the hive.
Time is brutally limited. Every fight costs actions you need for objectives.
When you should fight
To clear a room required for your objective.
To prevent an Intruder from blocking a critical corridor.
When a Drone or Larva is an easy kill with minimal risk.
When the squad is together and can burst the target down in one round.
Tools for avoiding fights
Squad movement (shared firepower discourages attacks).
Reinforced corridors (blocks movement).
Secure tokens (blocks spawns).
Noise management (don’t move recklessly).
Rule: If the fight doesn’t advance your objective or protect the squad, walk away