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Basic Strategy
 
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Squad Movement: Why You Almost Always Want to Travel Together
== Dice Faces ==
Moving as a squad is the single biggest risk‑reduction tool in Retaliation.
'''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


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.
16.7% chance of 3


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.
16.7% chance of 4 (with square icon)


Action efficiency: Squads can split briefly to explore adjacent rooms, then collapse back together. This keeps exploration fast without exposing individuals.
== Squad Movement: Why You Almost Always Want to Travel Together ==
Moving as a squad is the single biggest risk‑reduction tool in Retaliation.


Objective ambiguity: In semi‑cooperative play, squads make it harder for traitors to isolate someone or sabotage quietly.
''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.


Practical rule:
''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.


Never send a lone marine down an unexplored corridor unless the objective absolutely requires it.
''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.
''Blocks Intruder movement:'' Reinforced corridors stop movement from Event cards, preventing chain attacks and room overruns.


Buys time: Every reinforced corridor is effectively a “turn buffer” against the hive’s escalation.
''Creates safe travel lanes:'' Reinforced corridors let squads move without fear of triggering attacks from corridor‑based Intruders.


Practical reinforcement pattern
''Buys time:'' Every reinforced corridor is effectively a “turn buffer” against the hive’s escalation.
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).
'''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).
Rule of thumb:
# Reinforce any corridor that already has noise tokens to prevent future spawns.
 
If a corridor has a 3 or 4 and connects two important rooms, reinforce it immediately


''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.


Secure Tokens: Control the Map, Control the Threat
'''What Secure tokens actually do for you'''
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.
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.


Avoiding Unnecessary Fights
'''Why you avoid 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

  1. Reinforce the first 3 or 4 you reveal—these are almost always high‑traffic.
  2. Reinforce corridors leading to mission-critical rooms (AA guns, Hibernatorium, Lander access).
  3. 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:

  1. Healing
  2. Reloading
  3. Completing objective steps
  4. 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