Reinforcements every turn after a certain point?

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Oddnerd
Terra Invicta Beta Tester
Posts: 1
Joined: Mon Dec 05, 2016 5:28 pm

Reinforcements every turn after a certain point?

Post by Oddnerd »

I just played a rescue mission with a 24 turn timer; the deployment zone was in 1 corner of the rather large map; the prisoners were in the opposite corner, and the evac zone was in the same quarter as the original deployment zone but closer to the middle edge of the map border. It took me many turns of avoiding surveillance drones just to get to the vicinity of the jail, but I only needed 2 turns to deal with the 2 pods of enemies who happened upon me when I rescued the prisoners.

Even though I had a fairly quick and clean engagement with the pods guarding the prisoners, by the time turn 10 rolled around and I was trying to retreat to evac zone, the enemy was sending in reinforcements every turn. By this time the 3rd pod on the map had yellow moved into me and made winning through combat impossible when combined with the endless reinforcements. Considering the large distance that I had to cover to get from the corner of the map where I had deployed to the opposite end of the map, back to the same quarter of the map I had started in, it seems liked sending in reinforcements every turns is extremely unforgiving. Is there some hidden mechanic controlling reinforcement rates that I am not aware of but which I should be trying to control?

I feel the same way about this mod as I did about Long War 1 - 95% of the changes are absolutely perfect and make the vanilla game unplayable by comparison, but the other 5% feel like random fuck-over mechanics that make me hate the mod.

Any explanation is appreciated.
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SoundOfRain
Posts: 8
Joined: Sun Nov 10, 2019 7:33 am

Re: Reinforcements every turn after a certain point?

Post by SoundOfRain »

I can relate, I ended up facing this slightly-crappy mechanic several times.
You can not really control it. After a while, endless reinforcements start dropping. They come a bit earlier if the region has high vigilance (i.e. you have been running many missions recently), but that's it. The difficulty depends on the map and the zone placement more than anything else.
My main takeaways are:

- for jail missions or missions with a large map, you want a mobile team, able to fight while on the move.
13+ mobility soldiers are good.
Example squad composition: 3or4 "vanguard" classes (for me Shinobi + Assault + Technical. You may have different classes depending on how you play), complemented by 1or2 defenders (Specialist/Gunner/Grenadier).
DoA Snipers can be occasionally good... if the map allows them a good shooting perch and angle. I prefer to deploy them elsewhere.

- sometimes the map is just too large. Do not go for perfect stealth, just rush through a side path: maybe I have to fight 1 pod on the way, and another on the objective? It's ok, as long as I don't activate the whole map (and if you are along a map border and not yellow-moving into the dark, you probably won't).
In the worst case, if you end up In a situation where it is difficult to extricate and reinforcements are dropping fast... just run. Maybe you lose 1 soldier, but - while sad - it's better that losing 3 because you tried to fight it out.

I would be curious to know how veterans, like @Dwarfling, deal with these situations
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