Hey Guys.
It’s summer, it’s hot outside and i am bored. so i thought i might help people new to the game, people who wanna look what the game is like aswell as starting a general discussion about the characters, their pros and cons. I even want to go further to talkings about strategy and about setups.
!!!This is not gonna be a one-time-post. I’d post as much as i can and add things( via editing) over and over. Be patient.!!!
So, I’ve played the game for nearly 4 days now and i think i can say much about it.
to quote warchest : “RAD Soldiers is an upcoming turn-based multiplayer strategy title for iPhone, iPad and iPod touch from the award winning game studio Splash Damage.”
For those who can’t imagine something yet… it is like chess and worms with 3-6 characters and … well, with special effects . the designs may remind you of team fortress. some characters and skills might be familiar with brink-players
The story says, mysterious rockets drop on the earth and you have to defend them from the enemy.
The First thing you gonna do is choosing your commander. The commander is probably the most powerful and game-ruling character. It is unimportant for the gaming wether you choose a male or a female.
The Commander may choose 1 out of 8 abilitys before each game in multiplayer making your setup different with each choose. The abilitys are unlocked every few levels ( with a max-level of 40 at the moment). You get experience for each game, especially for the single-player / challenges. for leveling up you also earn coins with which you may buy new characters and weapons and/or Rad bux that allow you to buy skins for your characters or characters and weapons
.
Those abilitys go from aoe-long-range artillery damage over a 50hp HP drop to even barricades with 150hp that may block ways.
Just a quick look at the HP i said here: a character in average shoots 1-2 times per turn with 10-50dmg on hit. Later more about that.
You’ll also get “Hipster Dave” as character. He may be quite powerful if you use him correctly. His Ability is the throw of a grenade that deals up to 60 to a single target and 20-40 aoe-damage around that hit IT ALSO PROVIDES A PUSHBACK what sometimes is even more important than its actual damage
.
When you Register your account (main menu - options/settings - register/log in)
You also may choose 1 out of 3 characters who all have different pros and cons.
I posted about that in http://forums.warchestgames.com/showthread.php/32519-Which-starting-character-did-you-pick and just quote it from there.
"if you like playing aggressiv i’d pick the AGENT since his range is quite nice.
if you play more defensive the agent is also fine but the medic is way better for defense.
the engi is a bit of both… he may place a turret (with 150 hp) which he may heal for 50 each turn once, which can attack each turn AFTER the set once for 5-8dmg x 4hits and autoattacks for the same once on enemy turn when they move into range. his weapon meanwhile is best in melee.
if you want to have the most choices in playing different each game you may wanna pick the engi because you’ll else have to wait untill you have the money… your commander may choose an ability( you get one of currently 8 abilitys every 2 levels) and he also has healing (once per round for 50) and artillery (about 50dmg 3x3 aoe on long range or so)
well… if you will play alot with your friends / against the same enemy youll probably dont wanna sit there 2,3 or 4 games with the same build and perform the same play… but i dont know
"
Shortly about the game mechanics. Each round you may go with all 3 characters a little bit or shoot, sometimes you may do both. All characters also have different activable abilitys e.g. throwing grenades, placing turrets, starting an explosible UAV or something. Some even have passiv abilitys, you may look for both in the shop or the barracks… The energy-bar for each character fills up everytime you start your turn. you then may walk with this energy for 1-3 energy per field, depending on the character. or you may shoot with the gun or attack with a knife, an axe or something else for 3-8 energy per use. later more about the stats.
So you have 3 characters now. What are you going to do. First, you do some challenges. This is a single-player thing where you play with other characters ( although you don’t owe them) or your own characters against an AI-opponent.
You’ll earn ticks ( unlocking one tick will give you a bit of money ONCE, you will not earn more then xxx money from one challenge even if you repeat it) depending on how well you’ve done (1. tick for winning, 2. tick for having more than 50%hp leftover and 3. tick for not loosing one character ) . Each game earns you experience, this experience-gain may be repeated.
Where some of those are [easy] , others are even for good players [hard] and need many trys to get all 3 ticks.
When you have finished all challenges at least once, you should go for some multiplayer games.
Don’t worry, even if you lose, you’ll get a reward for it and at the moment there are no stats ( although i do not know if there will be any sooner or later).
What do you do in multiplayer. … well… you play other people around the world.
With the 3 characters you have you might wanna go to the Barracks and change your setup a little bit.
if youre done, you click “play online” and start a new game. click random oppenent. pick( at the moment) 14 squad points select a map. choose your ability for you commander, your squad members and do your turn. You either are the first to do his turn - for doing the first turn you do NOT see what setup the enemy uses. You might also be 2nd and see what setup the enemy uses. now you wait for the opponent to do his turn. this may take up to 4 days - if someone does not make a turn the game expires and the player that did the last turn earns all coins from that game
this often takes long, the best is if you just open 5-20 games at once. you now may do a bit more single player for level-ups, getting all ticks, go offline for a bit and come back within a few hours to check if someone did his turn or do anything else :).
You may also activate push-notifications to get a notification as soon as something happened
Talking about character.
Please correct me if im wrong at any point or say your opinion about the character yourself
The Characters
I always image the characters in the following pattern
name (price of the character in COINS / RAD BUX )
hp
energy
x energy for walking (1 square)
ability 1 (effect of that ability)
ability 2 (effect of that ability)
name of the weapons the character comes with (with the price it usually has COINS / RAD BUX )
usage of that character. pros and cons
The Commander:
250 hp
14 energy
2 energy for walking
Detection Aura (passiv) (Detects all hidden objects or characters within 2 cells)
comes with Cold Audomadic and Knarly Knife (2500/3 + 12500/4)
The Commander may choose 1 out of 8 good active abilitys. I tend to use artillery because i like long range and aoe skills very much. The artillery also does a pushback. There are many other abilities - test them out yourself. Just some words about things you might be wondering about:
you can NOT drop something onto your characters. throwing down a health crate at a certain point and walking at that point with your character before you finish the turn will let the health package come down BESIDES that character.
Hipster Dave: (27500/28)
200 hp
12 energy
1 energy for walking
Support Fire (passiv) (if an allied character is attacked and this character has enough energy he attacks the attacker)
Frag Grenade (1x active) 3energy cost ,1Pushback massive aoe dmg
comes with Hoo-Hah AR (8000/ 8)
Daves grenade may be game-winning if you place it right. it often is my first damage output or the thing that kills the first enemy. Due to his low energy for walking he may also be good with a melee weapon.
Another good thing about Dave: he is an allrounder. He may use a hugh variety of weapons.
I tend to use him with a melee weapon because they are strong and i often go quite close with him to throw the grenade right.
Just a tip: use his grenade to kill people or pushing them towards the kill. Do NOT throw it in a group of characters just for damage, it’s often more useful to push someone out of his cover and harm him and kill with damage of your other character.
And only use it for that if the enemy has a medic.
in other words : do NOT waste his grenade just to do dmg. it is MOST OF THE TIMES better to kill someone with or after using the grenade (but in the same turn)
Sneaky Pete: (29000/22)
250 hp
14 energy
2 energy for walking
Ghost (1x active) 5energy ( turns you invisible for 3 turns)
Headshot (2x active) 2energy (+ about 25 dmg with the next shot - may be precasted (after your cast it stays TILL your first shot)
comes with Otto Semi-Auto (7500/8)
Pete may do a lot of damage within one turn, if the enemy walks in range you may do over 120 damage in one turn. His Ghost ability is nice for sneaking around and finding an enemy to kill while they go for someone else who can escape better or has more hp. His Headshot ability is incredible. You may precast it when you want to stay behind cover but have energy left.
Pete also is a pure damage character .you have to choose the strongest weapon in the team for HIM ( mostly it comes down to otto semi-auto)… he has no special grenade or deployable.
Tim Taschman: (29000/22)
250 hp
14 energy
2 energy for walking
Tool Kit (once per turn - active) 3energy (healing an allied deplyable for up to 50hp or defusing an enemies c4/mine)
Gatling Turret (1x active) 6 energy 150hp (may attack once per turn for ~30dmg and/or enemies that walk in range)
comes with Pumpingtion SG (10000/10)
Tim Taschman is a bit of a allrounder. He may stay behind with his turret, run forward, attack, backward, attack with turret, let the enemy attack the turret and heal it for 50 each turn once. He is also good for closer combat due to his weapon which can make about 70dmg in close range.
He is at the moment one of the most complicated character… you have to place your turret right, and the shotgun might not be best weapon for him.
Angela Merci: (29000/22)
250 hp
14 energy
2 energy for walking
Medikit (onc per turn - active) 3 energy (heals allied unit for up to 40hp) (cures poison - NOT “burn” )
Healing Aura (passiv) (heals allies within 3 squares for up to 20hp per round -NOT HERSELF )
comes with Awuga 6-Gun (6000/7)
She is probably the most defensive character in game. Due to her healing aura an enemy move may be useless, sometimes even grenades are thrown into nothing because she heals it full within 1 or 2 turns. She lacks of attack power because she’s so slow and has no offensive skill.
I like to use her with Textbook kate. if you have those 2 medics and the enemy has none you can throw your grenade and wait for the full damage and attack with artillery while healing your characters over and over. The damage output is still a huge problem, you better have 1melee in your turn ( e.g. Kate, Dave…) but she herself is probably too slow for melee weapons.
Carlito Grosso: (35000/30)
300 hp
18 energy
3 energy for walking
Tool Kit (onc per turn active) 3energy (healing an allied deplyable for up to 50hp or defusing an enemies c4/mine)
Rocket Turret (1x active) 6 energy 100hp (may attack once per turn with aoe rockets doing dmg like (10-20-30-40-30-20-10) or when the enemy walks in the turrets range)
comes with Awuga 6-Gun (6000/7)
One of the expensive characters. He is quite defensive with his rocket turret, what has an immensive aoe explosion, may be game-breaking if the enemy does not kill it within the first turn. If he comes in close combat with a shotgun or something it’s probably a kill because of his high energy he may shoot very often.
Carlitos turret is even harder to set than Taschmans due to its lower Hp.
Megan McNick: (65000/75)
200 hp
12 energy
1 energy for walking
Tool Kit (once per turn active) 3energy (healing an allied deplyable for up to 50hp or defusing an enemies c4/mine)
Landmines (3x active) 2energy (invisible, when the enemy walks over it, it follows the foe to its final destination and explodes at the END of the enemies turn and does a huge aoe dmg (like 20-40-60-85-60-40-20) (the enemy can at the moment attack and kill a detected mine)
comes with Salad Jammer (55000/49)
Megans Landmines may do a lot of damage if you place them right. The enemy probably sees them quite early, sometimes because he is not too bad at math ( your energy use) or with the ability of the commander, but if you place them at points where he has to go through he is either forced to take the damage into count, has a engi hisself to defuse it or has to walk around that while you may attack with long ranged weapons. Try to plant them at the end or beginning of megans path DO NOT WALK AHEAD, SET , WALK BACK, the enemy is rarely an idiot
Ivan Tkilya: (75000/75)
300 hp
18energy
3 energy for walking
Support Fire (passiv) (if an allied character is attacked and this character has enough energy he attacks the attacker)
Concussion Grenade (1x active) 6energy (2square aoe, cuts the enemies energy for 3 turns to half and disables deployables for that time)
comes with MiniMax HMG (47000/49)
the most expensive character in game. His Grenade will not do a lot of damage ( 5-20) but it disables deployables and cuts out the enemys energy for 3 turns. This gives you the chance and time to outwalk him and attack moreoften than he may.
He is hard to play since you may only walk 6 fields per turn. I’d recommand a melee medic (KATE! ) so you may heal and also chase and opponent.
His Grenade - Once set right - will often win you the game - but setting it right is quite hard
Specialist Suds: (16000/16)
250 hp
14 energy
2 energy for walking
Support Fire (passiv) (if an allied character is attacked and this character has enough energy he attacks the attacker)
RC C4 Charge (1x active) 2energy (one of the most difficult abilities. huge dmg and pushback. dmg is like (20-30-60-90-60-30-20)
comes with Hoo-Hah AR (8000/8)
Suds C4 may do a lot of damage. it is the same as with the Landmines, the enemy will probably see it but sometimes just has to walk there. It does a lot of damage though.
he is one of the most difficult character because his c4 is so hard to use.
he is better for 20 or 26 point games.
Textbook Kate: (58000/47)
200 hp
12 energy
1 energy for walking
Medkit (1/turn active) 3energy (heals allied unit for up to 40hp) (cures poison - NOT “burn” )
Gas Grenade (1x active) 3energy (20-29 dmg on hit + 25dmg for the 3 next turns - 3square radius)
comes with Seville Slugga (23000/22)
Kate has my favourit grenade. it is a dot (damage over time) grenade and does in 3 turns around 100 damage(per hit character). the distance to the target does not matter here, so a direct hit is just as usefull as a aoe hit( not as Daves Grenade)
With her walking “ability” she may take out one enemy quite fast with a melee weapon but may not be as “healthy” as Angela Merci.
Another tip here: do not throw it in and wait long if the enemy has a medic( at the moment it will probably be Angela merci) with the “heal” she also cures the poison. the healing aura reduces the dot-damage and cuts it to 5 per turn.
very powerfull if the enemy stays close.
Archie Fletcher: (25000/16)
250 hp
14 energy
2 energy for walking
Support Fire (passiv) (if an allied character is attacked and this character has enough energy he attacks the attacker)
Explosive Crossbow (3x active) 6energy (54-60dmg on direct hit. about 14 1square(like a +) around that)
comes with Hoo-Hah AR (8000/8)
Archies arrows cost 6 energy what is a lot but if you place him correctly you may do over 120 to one target as well as 30 around that one. he may use his crossbow 3 times!!! what is 2 more times then others may use their ability. Archie is a great choice but you have to choose his arrows wisely too.
his arrows are best with 4squad-point weapons since the dmg output with the arrows is else nearly the same as with Hoo-Hah AR (dmg/energy - Hoo-Hah AR does about 10dmg/1energy and the arrows also do 10dmg/1energy) --> do not waste squad points on his weapon - instead give good weapons to the rest of your team.
Madame La Hacque: (46000/37)
200 hp
12 energy
1 energy for walking
Ghost (1x active) 5energy (invisible for 3 turns)
UAV (1x active) 4 energy 150hp (may walk 6 cells per turn or 1 less and explode- dmg is like (20-30-54-30-20) and pushes the enemy back, also detects hidden objects or characters)
comes with Botherer SR (33000/27)
She is the second agent and has in my opinion a more open field. she may run around with ghost and a melee weapon and come out of nothing in close combat. she is usefull with more weapons than sneaky pete because she needs only 1energy for walking and has something to use when surrounded by enemys or when she cant walk further without cover but still has energy -> her UAV. IT may explode and do a lot of damage and get an enemy out of cover(pushback) what might give her the opportunity to shoot him. She is POWERFUL in my opinion.
I recommand her with Otto Semi-Auto
Spud Grunt: (40000/35)
250 hp
14 energy
2 energy for walking
Support Fire (passiv) (if an allied character is attacked and this character has enough energy he attacks the attacker)
Rocket Launcher (1x active) 6energy) (massive dmg with pushback. damage is like (30-50-60-95-60-50-30)
comes with Biffo LMG (21500/28)
Spud is a more offensive one. His rocket launcher does huge damage to one target and up to 50 around that. there is nothing more so say about him.
With the Update “It’s a riot” 3 new characters entered the RAD-Universe :
Juan DaCova: (52000/42)
300 hp
18 energy
3 energy for walking
Ghost (1x active) 5energy (invisible for 3 turns)
Flamin’ Nora (1x active) 6energy (32-40 dmg on hit, 12 dmg per turn over the next 3 turns)- NOT CUREABLE
The Persuader (30000/25)
the third agent. His molotov cocktail is also a dot, but not cureable.
I recommand him with Otto Semi-Auto. He is a beast in every game. Massive damage, tanking a lot of damage, may go invisible and has a awesome aoe damage ( with an even MOARawesomen illustration) dot-cocktail.
Gus Marx: (45000/36)
300 hp
18 energy
3 energy for walking
Medkit (1/turn active) 3energy (heals allied unit for up to 40hp) (cures poison - NOT “burn” )
WaterCannon (3x active) 6 energy (dmg (17-29-17) and 2 cells pushback away from the hit target!!)
comes with Cockler-mp (4500/6)
the massive pushback is awesome. he is quite useful with any agent(sniper) class but is a masterfull allround-character ( dmg with nearly every weapon due to 18energy, healing, awesome pushback, tanking like hell) - just slow
Dee Hatlacker: (19000/16)
250 hp
14 energy
2 energy for walking
Tool Kit (once per turn active) 3energy (healing an allied deplyable for up to 50hp or defusing an enemies c4/mine)
defendobot (1x active) 6energy (250 hp deployable. for the enemy it is like a solid wall. it may walk 4 squares per turn - many strategies doable with it)
Stumpington SG (5000/6)
Dee Hatlacker might be a beast with the Robot on smaller maps- but also on larger maps. there are always nodal points where you can use one ( or even two) of these robots to cover your whole team. in your turn you move them, heal them and attack - and take cover behind them again.
Tito Tesla: (19000/16)
250 hp
14 energy
2 energy for walking
Ghost (1x active) 5energy (invisible for 3 turns)
Teleport grenade (1x active) 3energy (returns hit enemy to deploy-zone)
Electri-fryer (40000/45)
the 4th Agent, quite different from the rest. His Grenade is not easy to use and does not do any damage.
awesome for strategies that aim for take&hold.
Tree Mendes: (45000/36)
300 hp
18 energy
3 energy for walking
Support Fire (passiv) (if an allied character is attacked and this character has enough energy he attacks the attacker)
Trunquilizer (1x active) 5energy (dmg (91)to all units 5 cells away straight from Tree ( in a line))
Lumber Numberer (40000/31)
built for close range dmg. awesome on Favela.
Well, that’s the overview of the characters.
I now also post a bit about the guns. Although it might seem that the characters have fixed squad points when you buy them - only the weapons decide wether the character uses up 4,5,6 or even 7 squad points in a game
The Weapons
There is no major difference between the guns. The serious differences are between melees and ranged ones and between those who cost 4 squad points, those who cost 5 or those who cost 6 or 7.
I display them in the following pattern
Name (cost in COINS/RAD BUX)
Range: (max range)
Knockback
Damage ( average damage, with critical hits that do about 5 more or less)
Cost to fire (energy )
weapon type ( just for you)
availiable to (classes)
squad points ( the important part)
dmg/energy: (for the average dmg, not on perfect range ) + knockback (value of knockback can be pos and neg.)
Hamjak Auto-SG (27000/23)
Range: 5
Knock Back: 1
Damage: 68 ( this is the average dmg, it does much more in close range and far less on range)
Cost To Fire: 6
Weapon Type: Shotgun
Available to: Engineer
Squad Points: 6
dmg/energy: 11,3 +1 pushback
Woozy SMG (3500/4)
Range: 5
Knock Back: 0
Damage: 21
Cost To Fire: 3
Weapon Type: SMG
Available to: Medic, Agent
Squad Points: 4
dmg/energy: 7
Cold Audomadic (2500/3)
Range: 5
Knock Back: 0
Damage: 24
Cost To Fire: 3
Weapon Type: Pistol
Available to: All
Squad Points: 4
dmg/energy: 8
Awuga 6-Gun (6000/7)
Range: 4
Knock Back: 1 (only when your standing next to the target)
Damage: 32
Cost To Fire: 3
Weapon Type: pistol
Available to: All
Squad Points: 5
dmg/energy: 10,6 + 1 pushback
Biffo LMG (21500/28)
Range: 6
Knock Back: 0
Damage: 64
Cost To Fire: 6
Weapon Type: Heavy
Available to: Soldier
Squad Points: 6
dmg/energy: 10,6
Salad Jammer (55000/49)
Range: 1
Knock Back: 2
Damage: 98
Cost To Fire: 5
Weapon Type: Melee
Available to: Soldier, Medic, Engineer, Agent
Squad Points: 7
dmg/energy: 19,6 + 2pushback
Seville Slugga (23000/22)
Range: 1
Knock Back: 1
Damage: 60
Cost To Fire: 3
Weapon Type: Melee
Available to: Soldier, Medic, Engineer, Agent
Squad Points: 5
dmg/energy: 20 + 1pushback
Botherer SR (33000/27)
Range: 8
Knock Back: 0
Damage: 71
Cost To Fire: 6
Weapon Type: Sniper Rifle
Available to: Agent
Squad Points: 4
dmg/energy: 11,83
Karma Katana (16500/16)
Range: 1
Knock Back: 0
Damage: 56x1
Cost To Fire: 3
Weapon Type: Melee
Available to: Soldier, Medic, Engineer, Agent
Squad Points: 5
dmg/energy: 18,6
Otto Semi-Auto (7500/8)
Range: 7
Knock Back: 0
Damage: 38x1 (on max range mostly 50-60 dmg per hit)
Cost To Fire: 4
Weapon Type: Assault Rifle
Available to: Agent
Squad Points: 5
dmg/energy: 9,5
Pumpingtion SG (10000/10)
Range: 4
Knock Back: 1
Damage: 43 (more on close range)
Cost To Fire: 4
Weapon Type: Shotgun
Available to: Engineer
Squad Points: 5
dmg/energy: 10,75
MiniMax HMG (47000/49)
Range: 5
Knock Back: 0
Damage: 100
Cost To Fire: 7
Weapon Type: Heavy
Available to: Soldier
Squad Points: 7
dmg/energy: 14,3
Avenger HSR (45000/49) -> Barret .50cal
Range: 8
Knock Back: 1
Damage: 98
Cost To Fire: 8
Weapon Type: Sniper Rifle
Available to: Agent
Squad Points: 7
dmg/energy: 12,25 + 1knockback
Hoo-Har AR (8000/8)
Range: 6
Knock Back: 0
Damage: 42
Cost To Fire: 4
Weapon Type: Assault Rifle
Available to: Soldier, Commander
Squad Points: 5
dmg/energy: 10,5
Knarly Knife (12500/4)
Range: 1
Knock Back: 0
Damage: 40
Cost To Fire: 3
Weapon Type: Melee
Available to: Soldier, Medic, Engineer, Agent
Squad Points: 4
dmg/energy:13,3333
Lumber Numberer (40000/31)
Range: 1
Knock Back: 0
Damage: 83
Cost To Fire: 4
Weapon Type: Melee
Available to: Soldier, medic, Engineer, Agent
Squad Points: 6
dmg/energy: 20,75
Cockler SMG (4500/6)
Range: 4
Knock Back: 0
Damage: 28
Cost To Fire: 3
Weapon Type: MP
Available to: Medic, Agent
Squad Points: 4
dmg/energy: 9,3
Stumpington SG (5000/6)
Range: 4
Knock Back: 1
Damage: 32 (about 54 when standing next to target
Cost To Fire: 3
Weapon Type: Shotgun
Available to: Engi
Squad Points: 5
dmg/energy: 10,6 + 1 pushback
The Persuader (30000/25)
Range: 1
Knock Back: 1
Damage: 65
Cost To Fire: 4
Weapon Type: Melee
Available to: Soldier, Agent, Engi, Medic
Squad Points: 5
dmg/energy: 16,25 + 1 pushback
Chainsawesome (50000/49)
Range: 1
Knock Back: 0
Damage: 95
Cost To Fire: 5
Weapon Type: Melee
Available to: Soldier, Agent, Engi, Medic
Squad Points: 7
dmg/energy: 19
The Electri-Fryer (40000/45)
Range: 9 longest range availible
Knock Back: 0
Damage: 54
Cost To Fire: 5
Weapon Type: Sniper Rifle
Available to: Agent
Squad Points: 5
dmg/energy: 10,8
Chainsawesome (45000/45)
Range: 6
Knock Back: 0
Damage: 33
Cost To Fire: 3
Weapon Type: SMG
Available to: Agent, Medic
Squad Points: 5
dmg/energy: 11
The most important thing about the guns is the DAMAGE PER ENERGY (dmg/energy) , Here it is calculated with the average dmg, not the dmg on perfect range. BUT sometimes the pushback is also important.
Well, there isnt much to say about the Weapons Please correct me if im wrong with anything.
That’s it for now, i’ll post more about setups and strategies later or tomorrow
hope it may help during the game or when making up setups or so
anything to add, anything to say? say your opinion about characters so i may add it.
with friendly regards
tinker