Troop Positions Explained Zombie Gunship Survival Wiki Fandom
Troop Positions Explained
This article is an updated version of SU419's description by Bra1nz.
Contents
SUMMARY [ ]
The 4 man ground troops are always positioned so that the 1234th slot occupies the bottom left top right/WSEN (west, south, east, north) positions, respectively, with north at the top at the start of the mission.
The troops maintain this position relative to the map throughout the mission. When your warships complete a semicircle, the army in slot 4 is closest.
All damage, both close and long range, is absorbed by the unit closest to the attacker.
METHODOLOGY [ ]
Deploy 2, 3 and 4 companies and track their positions, movements and actions under different conditions. Use a sniper to snipe each unit during the mission to check the relative positions of the troops. Record the damage by observing at which positions the unit's health decreases.
DISCUSSION [ ]
The HGF1234 lock position prior to the WSEN mission deployment position has been independently verified for all campaigns. At the start of the mission, north is a straight line and the troops are in a diamond formation (see image). Regardless of the number of troops or HGF slots, the deployment positions are always filled in the same order. Empty HGF slots are simply ignored (e. g. if slot 1 is empty, the troops in slot 2 are deployed in W). Troops maintain their relative positions for the duration of the mission unless they die. If a troop dies, the remaining troops move clockwise to fill the hole, and troops are deployed in order starting from W.
North remains north, since the frame of reference is always the troop's point of view. However, from the ship's (player's) point of view, the compass rotates clockwise, starting north at the start of the mission and quickly moving west. This rotation causes troop positions to change and the erroneous assumption that a particular HGF slot is always at the rear, forward, or center, none of which are actually true.
Damage dealt to troops by position is the same across different campaigns and does not depend on the type of attacker or distance. Damage always affects the health of the nearest troops, regardless of whether the attacker is close (Shambler, Hellhound, Titan) or far away (Impaler, Tower). That is, if an attack comes from the North, the unit at point N will take damage. The exception is the Mortar, which takes damage for all units regardless of position.
The optimal arrangement of the unit varies depending on the mission. Everything, such as weapons, troops, the position of bushes, and types of zombies, all affect the selection of troops and the arrangement of slots. There is no invincible HGF magic slot in spikes and tower. Focus on the direction that the attack flies, and place the unit accordingly.
APPLICATION [ ]
In the case of guillotine, the layout of the unit starts from a small square near the southern building. The unit should take great damage from spikes and tower. When an attack comes from north and east, moving from building 1 to building 2 will take moderate damage. The largest damage is when you move northeast from Building 2 to Building 3, and attacks mainly from the west. Based on this, the hig h-level M249 is placed in slot 1 (W), the middle level M249 is placed on the slot 3 (E) and 4 (n), and the middle AT4 at the slot 2 (S) is placed. The M249 has the highest health point, AT4 has the second highest health, and has a high attack ability for the improper.
Thank you for your post, pescamogle, Su419, Loner1! < SPAN> The optimal arrangement of the unit differs depending on the mission. Everything, such as weapons, troops, the position of bushes, and types of zombies, all affect the selection of troops and the arrangement of slots. There is no invincible HGF magic slot in spikes and tower. Focus on the direction that the attack flies, and place the unit accordingly.