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想了解《威赫战线》以及更多 Hooded Horse 策略类游戏信息与福利,QQ频道搜索:Hooded Horse 加入我们 或关注 bilibili 官方账号 @HoodedHorse。在与核心世界 (Core Worlds) 隔绝的遥远星系中,指挥一支由海军陆战队员、雇佣兵和罪犯组成的突击部队完成使命。「倒流」星系 (Wayback system) 所处的边境区域已然沦为法外之地,由星际海盗军阀、另有所图的企业和四分五裂的行星政府所掌控,各方为建立新的秩序正明争暗斗。起初你仅需在突击巡洋舰 TCRN 「动力」号上指挥陆战队员作战,但不久你就得团结起当地形形色色的民众,合力对抗未知的威胁。从丰富的武器库中挑选所需,精心组建坦克、机甲和步兵小队,你将训练军队、制定行动计划,并在生死攸关的策略战斗中与敌人交战。《Battle Brothers》的原班开发人员将在《威赫战线》这款回合制战术 RPG 游戏中带领我们前往遥远的未来——在与世隔绝的星系之中,一个前所未有的威胁正悄然现身。 「共和国」海军陆战队突击部队已经出发,誓要夺回边境区域的控制权。这本是一次简单的平叛任务,不料却发现了惊天威胁,霎时间整个星系都岌岌可危...... 你的行动方式完全由你决定——来自各个星球的求救信号此起彼伏,对于每条信号,你都需要根据战备水平决定是否回应、动用何种资源,以及何时开始交战。你的选择将决定当地派系对你的态度,这将直接影响你们之间的关系,也会决定他们是否愿意为你效力。你是会优先考虑与军火商建立关系,从而获取更上乘的装备投入战场?还是会置之不顾,专注飞船的升级强化,获得从轨道上就能支援地面部队的能力? 与外界的通信完全断绝,队伍中的海军陆战队员、雇佣兵和罪犯都只能依靠身处指挥链顶端、俯瞰全局的你。每次行动不仅会影响当前战场,还将开启分支路径,每条路径都通向大量的任务,引领你参加遍布整个星系的一系列战斗。众多任务摆在你面前,你需要在行动中做出战略决策——是会首先摧毁敌方防空系统,方便我方坦克着陆?还是直捣黄龙,解救人质以赢得当地民众的信任?逐个完成任务,达成行动目的,并最终推动整场战役。但务必小心——每个决策都至关重要,不仅会影响当前行动,甚至会影响整个星系。 突击巡洋舰 TCRN 「动力」号就是你的行动基地,不仅运送你往来各项任务,更能提供轨道支援和部队休整的场地。投入资源来自定义升级你的移动司令部,以更好地配合你的战斗策略。与当地盟友寻求合作机会,争取在接下来的任务中夺得先机。 无法使用标配的海军武器库时,你必须依靠当地黑市商人和缴获的战利品来装备队伍。无论是海盗派系生拼硬凑的战争机器,还是地方雇佣兵精制的高端装备,每次交战不只是为了重建这个星系的秩序,还是你获取新装备以更快完成任务的绝佳机会。 面对规模更甚、有时乃至技术更优的敌军,死亡绝非无稽之谈。大规模战斗横跨多个战场时,会受到不同生物群系天气状况效果的影响,相比之下此时的人类敌人根本不值一提。在这个星系不为人知的某处,早有外星来客独霸一方,其手段变化莫测、残酷无情,或许它们才是真正的威胁。 《威赫战线》中的战斗十分致命——子弹、等离子束和导弹如雨点般向你袭来,你要面对准备充分、冷酷无情的敌人。你有可能会永远失去小队队长和他们麾下的队员,你还要准备适应战场上不断变化的情况。平定整个星系不可能一帆风顺,高超的策略能力将是致胜关键。 利用侧翼包抄绕过掩体,或者使用重型武器迫使敌人离开射击位置。在掩体间快速转移以发动钳形攻势,采取火力压制限制敌方行动,并设法摧毁其逃跑路径上的掩体。战术策略是克敌制胜的关键,还要记住时刻保持警惕——你可以根据任务简报中的情报制定计划,但战场之上瞬息万变,计划往往赶不上变化。 注意武器的有效射程、远距离伤害,以及这些武器是适合对付重甲敌人还是轻甲敌人。即便超出精准射程,无论落点附近的小队是否为预设目标,不管是敌是友,每发炮弹都会对该小队造成一定程度的压制。重型火力比小型武器的压制效果更优,你可以根据手中掌握的工具调整策略,但要确保符合战场需要。研究敌人,评估应该从远处狙击,还是在压制火力的掩护下主动拉近距离。 你能选择各式各样的载具和机甲冲锋陷阵,它们各有优劣,并有多种武器系统可供选择,从部队运输车到多管火箭系统(MLRS)、再到临时改装的皮卡车等,坦克的火力强大但是笨重,而灵活的机甲能在战场上来去自如,及时应对快速移动的威胁。指派驾驶员后就能将载具开往战场,只是代价不菲。你会不会选择放弃为步兵升级装备,转而动用从雇佣兵处夺来的自走炮?尽管有失去整支小队的风险,但这额外的火力或许正是左右战局的关键。 利用有限的物资让你的小队全副武装,确保对即将到来的任务准备齐全。步兵小队可以更换护甲,在保护性与实用性之间取得平衡,从而获得额外的配件槽位,这些配件包括无人机、手榴弹、目标指示器等。每支小队都可以装备种类繁多、各有优劣的武器,其中不乏极为强力的专家武器——从火焰喷射器,到狙击步枪,甚至电磁脉冲炮。 派克是模范陆战队员:对“共和国”十分忠诚,他是一名职业军人,面对逆境毫不动摇。雷瓦承受着往日伤疤带来的创伤,暴力的愤怒在表面之下不断沸腾。利姆欠派克一个人情,因为派克拯救了他的家乡,而且他不信任不是陆战队员的人——但事态紧急时,他也必须学会与他们妥协。《威赫战线》中的每个小队队长都有自己的过去和个性,你是他们的指挥官,就要决定如何应对这些特质可能带来的麻烦。 无论是同你出生入死海军陆战队员,还是你需要招募的当地人,每位队长都有各自的期望和抱负。在执行任务的间隙与他们互动,进一步了解他们,摸清他们的动机何在——他们的士气以及对你的看法将决定小队在战场内外的表现。 队长和各自的小队会随着时间推移获得晋升和强化,你可以按照喜好进行自定义。尽量保证队长存活,从不同的晋升树上选择强化,使其获得额外能力对抗敌人。 每轮游戏都是从巨大的角色池中挑出一些角色。了解各个角色的背景故事间有何联系,构思如何处理每轮中独特的角色组合。随着队长们参加一场又一场的战斗,剧情将以意想不到的方式展开。眼看他们在骇人威胁的压力下逐步走向崩溃,而你要尽你所能训练他们,为迎战最终威胁做好所有准备。 《威赫战线》的多任务行动与战斗地图均由程序随机生成,角色池庞大,可选武器种类繁多,因此每轮游戏都能有全新体验。在每轮游戏中直面形式各异、貌似无解的挑战,用不同方法检验自己的策略与战术能力。
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2026-02-16 01:00:17 · 发布在 「威赫战线 MENACE」
《威胁》试玩版新手指南(已过时)
《MENACE》试玩版新手指南,内容涵盖小队管理、行动和战斗。 提醒:游戏右上角有【报告漏洞和反馈】按钮,按F7可快速访问。 本试玩版指南仅包含与试玩版相关的信息,可能与抢先体验版发布时的内容存在差异。 游戏玩法概述欢迎来到TCRN Impetus,指挥官!作为你的副指挥,我的职责是向你介绍部队的内部运作以及你即将参与的行动,包括小队定制、行动前准备,当然还有带领你的小队成员投入战斗! MENACE将TCRN Impetus上的小队管理与Wayback星系偏远行星上的回合制战术战斗相结合。在本演示版中,你将有机会为小队定制各种武器和配件,在程序生成的行动中规划策略,并在沙漠星球上执行该计划以对抗海盗。此次行动包含从十个任务池中随机选择的三个任务,即使只有这一个行动,也能提供重玩价值。在抢先体验阶段,完整游戏将包含多个拥有不同生物群系的星球、数种带有分支路径的复杂行动,以及规模显著扩大的任务库,让你对抗更多种类的敌对派系——你即将看到的仅仅是《MENACE》的冰山一角。 指挥官,星球表面见! 小队自定义与属性你在TCRN Impetus号上的船员由不同的士兵小队组成,每个小队由一名小队队长领导。这些小队队长拥有各自的性格、背景故事和独特的技能树,让你可以部署多样化的士兵到战场上。有些小队队长负责步兵小队,而另一些则是飞行员,他们会驾驶各种载具之一抵达战场。 每个小队都有一系列自定义选项,可根据你手头的装备让它们更加独特。 小队队长属性你的小队领袖拥有一系列决定其战场角色和效能的属性。 行动点:每个角色每回合拥有有限的行动点(AP)。任何行动,如移动一格或使用技能,都需要消耗一定数量的行动点。 生命值:单位可承受的伤害量,当生命值耗尽时,一名小队成员会伤亡。例如,一个拥有10点生命值和5名成员的小队,总共可承受50点伤害才会完全失去战斗力。 护甲值:取决于小队装备的护甲。该数值越高,攻击就需要越高的穿透力才能造成伤害。 纪律:降低受到的压制效果并加快压制恢复速度。士气检定也会依据单位的纪律值进行。当部队失去要素、友方单位被消灭或盟友从战斗中撤退时,这些(属性)必须成功生效。纪律值越高,小队动摇或逃离战场的可能性就越低。 精准度:决定所有攻击的命中几率。受到敌方火力压制或其他效果影响时,精准度会降低。在战斗中使用部署动作可以提升精准度。 侦测:小队侦测隐藏/隐蔽敌方单位的能力。此数值会从敌方的隐蔽值中扣除。 视野范围:小队能够看到并发现无隐蔽状态敌方单位的格子距离。某些大型物体可以完全阻挡视线,为隐蔽接近提供可能。隐蔽性 - 小队在敌方单位视野范围内保持隐藏的能力。环境因素也会提升隐蔽性,例如森林、建筑物或高草丛。具备一定隐蔽性且部署在掩体后的单位能非常有效地伏击敌人。 专属初始技能 - 每位小队队长初始就已解锁一个专属技能。不同小队队长的专属技能差异很大,旨在突出他们的独特性和各自的角色特点。 技能树 - 每位小队队长都拥有可通过【晋升】解锁的技能树。并非所有技能都是角色专属,但每个角色的技能选择和解锁顺序各不相同。 步兵小队自定义步兵小队将是你最常招募的小队类型。 小队规模:在任何时候,你能使用的小队成员数量都是有限的。将他们分配给不同的小队长,可以相应地增加或减少小队规模。额外的小队成员可以通过几种不同的方式获得,以替换那些在战斗中牺牲的成员,这一点我们将在后面详细说明。请注意,增加小队规模也会增加你在任务部署时的后勤成本。 步兵武器:这是你的小队将使用的主要武器。将鼠标悬停在任何武器上,都会显示一系列属性,这有助于你为合适的小队找到合适的武器。为小队配备特定武器时,需考虑射程、伤害和射速等属性以达到压制效果。 步兵特殊武器:诸如轻机枪(LMG)、火箭筒(RPG)或狙击步枪等特殊武器只能装备在此槽位,且比常规步兵武器更为稀有。小队中仅有一名特种兵携带此类武器,通常每场战斗的使用次数有限。 步兵护甲:你的小队可以装备多种类型的护甲,这些护甲不仅能防御不同种类的武器,还能增加小队可携带的配件数量。护甲具有耐久度,每次成功挡下子弹时耐久度都会降低。步兵配件 - 这些配件包括手榴弹、弹匣袋、爆炸物和侦察无人机等,能让你的小队在任务中获得优势。 载具自定义飞行员小队队长较为少见,但其自定义选项同样丰富多样。 载具 - 小队将处于非活跃状态,直到你为小队队长选择一辆载具。请注意,你需要使用右上角的【添加至任务】按钮手动将小队加入任务。 载具重型模块 - 此槽位可加装重型且威力强大的武器。 载具轻型模块 - 类似步兵特殊武器的轻型武器,但专为安装在载具上设计,例如中型机枪、轻型火焰喷射器或等离子步枪。 载具配件 - 与步兵配件类似,这些附加物品可为你的载具在任务中提供优势。 完成小队自定义后,就可以开始你的首次行动了。行动 在本演示版本中,你只能体验一个由程序随机生成的行动,该行动包含从十个任务池中随机挑选的三个任务。《MENACE》中的任务是程序生成的,这意味着在多次游玩过程中,你可能不会遇到相同类型的任务。你可以点击任务组中的任意任务来查看详细信息,包括难度、后勤限制、描述、目标以及潜在奖励。这将帮助你确定要选择哪条行动路线,尤其是在游戏正式发布后,行动将包含具有不同挑战、机会和奖励的分支路径。其中一些奖励是永久添加到你库存中的物品,例如装备,而另一些奖励则专门用于简化当前行动,例如最终任务中的增援。选择任务后,你需要为其做好准备。开始前有几个关键要素需要查看。 任务详情与目标:提供任务的时间、天气和目标。注意,特定天气条件可能会导致小队能见度受限,可能会减慢他们的行动速度并缩小视野范围,而夜间任务会大幅缩短小队的视线距离。 情报详情:虽然在本演示版中不可用,但升级TCRN Impetus的情报组件将使你有可能查看敌人小队位置和小队类型的详细信息。目前,所有小队都只会显示“未知”。 小队部署:你可以在任务地图上的浅橙色区域内部署所有小队。这对于任务成功至关重要,因为在收集到情报后,你可以借此决定部署特定小队的位置,以达成特定目标或对抗敌方小队类型。移动小队的方法是:左键点击并拖动小队至目标位置,然后放下。 任务补给 - 每个任务可配备的补给数量有限。将鼠标悬停在每个小队上,可以查看该小队在任务中的后勤成本。如果超出任务的补给限制,可以考虑修改小队的装备或调整小队规模,这些操作可在任务准备界面进行。 现在你已准备好执行第一个任务 - 开始行动吧。 战斗 - 基础操作《MENACE》的战斗基于传统的回合制战术系统,并加入了一些新机制,成功完成任务需要牢记这些机制。任务由“回合”构成,战场上的所有单位在开始下一回合前均可执行行动。 与其他回合制战术游戏不同,本作没有 initiative 系统(行动顺序系统),这意味着在该阵营的回合中,任何小队都可以行动,且没有任何特长、技能或武器能确保某一小队比其他小队先行动。每个阵营必须让所有小队各行动一次后,才能在下一回合再次使用之前的小队。 战斗顺序在《MENACE》中,你可以决定单位的行动顺序。这意味着你可以在回合即将结束时将一辆坦克移动到指定位置,然后在下一回合开始时,让这辆坦克在其他单位之前率先发起攻击。 一旦你开始执行某个单位的行动,该单位便会一直行动下去,直到耗尽所有行动点(AP),或者你选择提前结束其回合。请注意,结束单位的回合后,在战场上所有单位都完成各自的回合之前,该单位无法再次使用其行动点。如果你在回合开始时过度部署某个小队,导致其遭遇多个敌方单位,那么这些敌方单位可能会围攻你的小队,并在你做出任何反击之前获得多次攻击机会。当你的单位结束回合后,战场中的所有其他阵营将依次行动,每个阵营每次可让一个小队完成回合,之后才会回到你的回合。请注意,其他阵营的小队数量可能比你多,这会导致这些阵营进行多轮行动,直到所有单位都完成各自的回合。 行动点数每个小队都拥有行动点数(AP),它决定了小队在一回合内可以执行的所有操作,包括移动、使用装备以及攻击敌人。每项行动都有数值指示器,代表该单位执行该行动所需的AP消耗。 例如: 部署需要消耗20点AP——部署以使用你的步兵特种武器! 步枪射击需要消耗40点AP 移动到新格子时,“移动”文本旁会显示相应的AP消耗 小队面板底部的AP条会直观地显示执行任何行动后剩余的AP量。 掩护与视线步兵和载具均可利用掩护,每个地格会根据地形或建筑拥有不同等级的掩护效果。小队左侧的建筑可能提供完全掩护,但小队右侧或后方可能完全暴露。掩护还能阻断小队的视线,隐藏其位置,这使得城市战斗比开阔地带危险得多。 对于在开阔地带的单位,或为了在低掩护环境中进一步保护小队,你可以使用热键【X】并消耗一些行动点进行蹲伏,以获得更好的加成。如果小队有足够行动点,蹲伏状态下还能使用其特殊武器。请注意,蹲伏状态下的小队无法移动,除非消耗同等行动点解除蹲伏。载具也可以利用掩护,但这可能会限制其射界。在地形元素和建筑物较多的区域,建议缓慢移动,以降低遭遇躲在更坚固掩护中的敌方单位伏击的几率。 攻击小队当你处于可以攻击敌方小队的位置时,选择你想要使用的攻击方式,然后将鼠标悬停在敌方小队上,调出攻击概览。在这里,你可以通过查看命中率、穿甲能力以及对敌方单位的压制潜力等潜在因素,来判断是否进行攻击。你还可以考虑各种修正因素,例如小队是否处于掩护状态、是否部署、是否蹲下,以及他们的压制等级、护甲等级和小队生命值。战斗结果无法保证,但这些信息足以帮助你决定是否执行或取消攻击。 战斗 - 心理影响压制 压制代表单位因受到直接或间接攻击而在生理和心理上出现的表现下降。单位的纪律值越高,就越难被压制。当单位积累压制值时,会从【未受影响】状态转变为【被压制】状态,最终变为【被压制倒地】状态。每提升一个压制等级,都会降低小队的战斗效能,包括命中率以及下一回合的行动点数值。压制效果对小队的施加方式有以下几种: 对小队造成伤害,尤其是有小队成员阵亡时 压制效果按射击次数施加,因此高射速武器往往能造成更多压制 处于掩体中或小队穿戴重型护甲时,压制效果会降低 压制效果会根据小队的纪律值有所降低 部分压制效果也会作用于相邻格子你可以通过查看小队上方的顶部栏,或悬停在小队上以显示其战斗状态,来查看战场上任何可见小队的当前压制等级。逃跑战斗 - 攻击载具 当一个单位在一回合内遭受多次攻击或损失多名队员时,可能会因压力过大而逃跑,此时小队图标会白色闪烁。这些小队在该回合无法攻击,但有机会恢复士气。若未能恢复,他们可能会逃离战场,且每回合都有新的恢复机会。 从战术角度看,这些单位在该回合不再构成威胁,这意味着如果任务目标不需要消灭敌人,你可以转而专注于完成任务目标。攻击载具会产生略有不同的效果。许多载具配备了【方向装甲】,这意味着某些侧面的装甲可能比其他侧面更厚。当你选择攻击载具时,悬停在载具上时要留意其装甲等级,并且注意某些武器对其更有效。选择火箭筒或具有高穿透力的重武器将造成最大破坏。 受到伤害时,载具不会产生心理影响,而是会受到【部件损坏】,这可能导致载具无法使用并瘫痪。 载具的操作方式也与步兵小队不同。例如,载具可以在保持面向前方的同时倒车。步兵小队可以使用热键【X】蹲下,载具则使用【X】在保持位置的同时转向特定方向。这两种操作的设计目的都是在可能的情况下,让装甲最厚的部分朝向敌方火力。 战斗 - 场外技能在本演示中,你将获得一种场外技能【迷你炮扫射】,该技能允许你选择五个地格进行猛烈的迷你炮压制射击。这类技能在每场战斗中的使用次数有限,不消耗行动点,且通常需要所有小队花费一整回合来执行。你会看到【迷你炮扫射】的图标在接近执行点时逐渐填满。 使用这类技能时,一个明智的策略通常是对所选地格内的单位进行压制射击,阻止它们移出技能的作用范围! 战斗 - 遭受伤亡即使是最熟练的战术家,伤亡也在所难免。需要明白的是,由于小队由一群士兵(称为队员)组成,失去这些队员意味着该小队的战斗力会下降,因为他们的压制火力、伤害输出和单位技能都会减少。 记住,你可以在任务间隙为小队补充新队员;但人力储备并非无限,因此最好尽可能保护你的小队。 任务成功完成任务后,你将获得任务参数中指定的物品,以及一个额外的随机选择奖励。任务结果界面会提供一系列任务数据的详细信息,包括任务效率、伤亡情况和总体评分。你还将获得晋升点数,可用于上述晋升树,为你的小队解锁新能力和属性加成。最后一个界面会显示你的小队总结,提供关于造成或受到的伤害、压制、小队装备以及可能影响小队未来表现的任何临时修正值的统计数据。 提示与技巧 人力是有限的;损失过多队员可能导致下一个任务中出现人员不足的小队。 自定义小队队长装备时,要考虑其能力。有些小队比其他小队更适合特定类型的武器。 在战场上要从容不迫——武器有造成最大伤害和精度的最佳射程。由于弹药有限,可能最好靠近目标,或等待敌人接近后再射击。 有些载具可以运送小队,在战场上为他们提供保护。载具可以倒车以躲避猛烈火力。 载具可以碾压单位,造成即时伤亡并增加其压制效果。 尽可能利用掩护,即使这意味着无法用尽所有行动点。 被压制的小队会降低命中率和行动点。利用这一点,或者考虑向友方被压制小队靠拢以保护他们。 考虑对单个敌方小队进行反复攻击以持续压制他们。
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2026-02-15 19:00:09 · 发布在 「威赫战线 MENACE」
威胁:裂门者战争手册
本指南汇编包含了资深“时空撕裂者”(Gate Rippers)提供的技巧、策略和信息,旨在帮助你在“归途”(Wayback)中生存下来。 前言 大家好,我是Hooded Horse的社区总监马特。 本指南是由MENACE测试玩家编写的社区指南精选汇编,旨在为新老玩家提供实用的入门参考。它并非单一的权威观点,而是汇集了玩家们在实际战役环境中通过反复试验、不断失败、调整适应后总结出的第一手经验,展现了游戏各系统之间的相互作用。 每个部分都聚焦于游戏早期或中期的特定决策领域,例如难度选择、小队领袖、武器、配件和潜行等,并标明了原作者。目标不是规定一种正确的玩法,而是呈现《MENACE》中持续重要的有用思维模式、权衡取舍和模式。 选择难度 作者:Balki(Gate Rippers) 在开始第一次部署前,选择一个符合你学习和战斗偏好的难度会有所帮助。《MENACE》的玩法会因你早期给自己施加的压力而有很大不同,从留有充足试错空间到紧张且不容失误的战斗。这份快速说明将解释每种难度的侧重点,以便你根据自身经验和风险承受能力选择合适的起始难度。 普通难度: 你会初始获得额外物品,让早期游戏更加顺畅,同时拥有更高的补给点上限,使你能部署更多单位和更好的装备。敌人解锁新单位和系统的速度更慢,且倾向于使用更简单的组合。 挑战难度: 你初始只有非常基础的装备,补给点也比普通难度少,这迫使你在携带什么以及携带谁的问题上做出更艰难的选择。敌人会更早引入新单位和装备,促使你快速适应。失去小队队长的情况随时可能发生。 专家:起始条件与挑战难度相同,但敌人数量更多、装备更好。此模式面向经验丰富的战术玩家,他们能从容应对高压下的多重威胁。 该从何开始?如果你是战术游戏新手或经验有限,普通难度是最佳选择,能让你在学习游戏系统的同时,不会因小错误而受到严厉惩罚。该类型游戏的老手可能更喜欢更高难度,以保持挑战的趣味性。 威胁:了解基础知识 来源:Prowler(Gate Rippers)Image by: locasteius This is an interactive, in-universe reference guide aimed primarily at new players. It is structured around linked pages navigated through the function keys, with the first few pages focused on presentation and tone before getting into usable content. The main interface is meant to offer a fun, approachable way to pick up core information about MENACE without diving into deep meta analysis or overwhelming detail. It focuses on small, useful takeaways rather than exhaustive explanations. A large part of the project is the Anecdotes and Logs section, which pairs practical best practice tips with short in-setting journal entries from other units. These entries are meant to reinforce lessons through flavor and context, giving players a memorable reason why certain tactics work, rather than just stating them outright. Instructions: You can navigate this by clicking on the "F keys" at the bottom. They're all linked to other pages. The first couple pages are just flare. Note: Some pages have expanded additional views based on some F keys. Check out the Google Doc link here.[docs.google.com] Black Market Accessories Credit: Balki (Gate Rippers) Looking at the black market, you'll be looking at all these new shiny toys. And you'll be wanting to get some good weapons ASAP, and most likely you're thinking about getting some armors, some new vehicles, oh, and new SLs. It's easy to fall into thinking that accessories are too expensive and not worth it. And it would be a big mistake. Getting 2 to 3 guns ASAP is a good idea, also one or two SLs to start rotating, so you don't get hit by exhaustion. But then stop and look at accessories. Armors can wait. The pirate rags will see you through the early game, and soon you'll be swimming in class 2 and class 4 armors dropped by Rogue Army. Think of accessories as options. They can either plug a hole in your squad's weakness (do I take some AT as a backup or let someone else deal with AT?) or enhance their strengths (do I give my Scout even more vision?). Your choice of weapon and special weapon decides your squad's role, and the accessory builds further on it. This list will be non-exhaustive. Just because I don't mention one accessory does not mean it's bad. This guide is for talking about and showing you some good-to-get options in the early game. Smoke GrenadesThe king of all accessories and the one you'll never want to take, but will regret not bringing when you need it. They don't do damage, they don't help you deal more damage, but they're the single most important accessory to get. Full stop. Want to stop a Bombardier or Mortar from nuking your squaddies? Smoke up. Want to properly retreat? Smoke up. Want to save your downed SL without adding another one to the list? You guessed it. Smoke up. Smoke removes enemy vision, and they cannot fire into it unless targeting a marked unit. It will save your bacon many times, and if you don't end up needing it, it costs very little supply. Aim to get at least one before fighting the RA. BinocularsWhy do I want to see further when I can't shoot further? Vision and information are king. Knowing earlier where an enemy is allows you to react earlier. Great when combined with Scout. Helps against stealth units like Outcasts and Yaegers. The Target Designator is a similar option, letting you mark targets to maintain vision. Potentially saving a perk slot by using an accessory slot instead. Ammunition AccessoriesWe have several types worth picking up early: Hollow Point – A good reward, but skippable to buy. Helps against unarmored enemies, but only if it changes time-to-kill. Best on weapons with high Penetration. Match Grade – Increases accuracy and range. A solid general-purpose pick. Works well with Darby's +1 range perk. Armor Piercing – Great on both high-AP and low-AP weapons. Helps counter armor and reduces range falloff issues. Rend – The armor shredder. Extremely effective on SMGs or shotguns to melt armor fast. Disposable Rocket Launcher (DLAT)Seems expensive at 100 TV for a one-time use, but it's very cost-effective on assault squads. You don’t lose a rifle, and you can neutralize a vehicle once per mission. It won’t kill a heavy tank, mech, or [REDACTED], but it might disable or armor-break them. Low supply cost makes it easy to slot into your squad. Ammo PouchesYou start with 3. If you're going infantry-heavy, getting more ensures longer engagements without needing resupply. Ammo BagsYou'll likely loot a bunch from pirates. If not, buying 1 for your Special Weapons Team significantly improves sustained effectiveness. Vehicle AmmoOne of the most impactful accessories after Smoke Grenades. Allowing your vehicle to shoot more often turns it into a serious force multiplier. Camo KitIdeal for stealth builds or defensive base setups. Keeps your weapon team hidden until the enemy is close enough to be deleted. ScannerAn infantry-held radar. Less range than the vehicle version, but it doesn't take up a medium weapon slot. DronesGreat for scouting. The Kamikaze Drone lets your Scout deal with one vehicle on their own. New Player Guide to Starting Marines Squad Leaders Credit: Balki (Gate Rippers) New Game: Who Should You Pick? So you've pressed New Game, watched a nice cutscene, and are now greeted by a selection of characters to pick and choose from, and you have no idea who to take. You could just pick whichever looks coolest to you, but if you're interested in learning more about them, keep on reading. Squad Leaders Overview Squad Leaders (SLs) come in two flavors and three categories: Infantry and Pilot, and 1 to 3 Stars. Infantry SLs are your boots-on-the-ground leaders, commanding up to 8 soldiers into battle. Pilots, on the other hand, drive vehicles. From jeeps and troop carriers to mechs and heavy tanks. You should pick 3 Infantry and 1 Pilot for a balanced start. Picking 2 pilots is ill-advised, as it will take some time before you get a second vehicle. It's much easier to recruit a second pilot later once the need arises. Star Ratings The more stars an SL has, the stronger they generally are. But should you always pick the highest-star SLs? Yes... and no. This guide won't go too deep into stats, but there are two especially important ones:Supply Cost – How many points it costs to bring the SL into a mission (before gear). Promotion Tax – How much extra supply is added per promotion.For example, Darby has far better stats than Carda, but she costs 40 supply to deploy much more than Carda. And while a 3-star SL gets powerful fast, a 1-star SL can often receive three promotions for the same cost as one promotion on a 3-star. The game balances power against supply efficiency. You’ll start to shape your strategy around when to bring elite squads, and when to lean on cheaper options. Pilot Squad LeadersAchilleas (3★) Achilleas is an exceptional pilot SL. His stats are the best among all pilots, and his perks are incredibly potent. He works well in any vehicle but truly shines when piloting mechs, unlocking their full potential. His only real downside is his high supply cost and promotion tax. To bring Achilleas into a mission, you'll often need to make sacrifices elsewhere — but he’s worth it. Rewa (2★) Rewa is a ferocious and aggressive pilot with strong offensive perks. Her innate and perk kit reward aggressive play and chaining kills. She has a few defensive tools to help her stay on the field longer. Rewa has balanced stats, moderate cost, and performs well as your main offensive pilot if you don’t want to splurge on Achilleas. Bog (1★) Bog is a cheap and flexible pilot SL. His stats are poor, and his growth potential is low, but he has a diverse and unique perk set that allows him to fit into many roles. He comes with a very low supply cost and low promotion tax. One of his perks even reduces vehicle supply costs at the cost of some HP. That means you can free up points to invest elsewhere, but you’ll need to play carefully. Bog rewards tight, efficient play. Infantry Squad LeadersDarby (3★) Darby brings strong stats and deadly accuracy to the field. She excels with long-range weapons and has perks focused on scouting, concealment, and precision shooting. Her high ACC allows her to consistently output damage and support her team from the rear. However, Darby comes with a very high supply cost and promotion tax, so you’ll need to plan carefully to field her consistently. Lim (2★) Lim is a flexible and offensively focused marine. His perk kit allows him to be built into several roles: short-range assault, mid-range rifleman, or mobile infantry paired with a vehicle. He adapts well to changing battlefield needs. With a solid growth rate, Lim scales well into the mid-game and stays relevant as you promote him. Pike (2★) Pike is a support-focused SL who boosts the strength of other squads. He can grant action points, morale, accuracy, and suppression recovery, and also has the tools to serve as a rifleman if needed. He starts with strong base stats, but has low growth potential, meaning he won’t scale as well without support from growth perks. Still, his utility is unmatched, especially on defensive or static missions. Tech (2★) Tech is a frontline SL who brings heavy weapons and durability to your force. His signature perk allows him to use Infantry Special weapons on the move, bypassing deployment delays. He’s the tankiest infantry SL and has perks that support grenades, accessories, and utility roles. If you want raw firepower and a squad that can take hits, Tech is your go-to. Carda (1★) Carda starts with terrible stats, there’s no sugarcoating it but she has the highest growth potential in the game. Her innate perk boosts her stats over time during missions, and her growth scaling can eventually outpace even 2-star SLs. She’s extremely flexible. Carda can serve as mobile infantry or lead a Special Weapons team. Her very low supply cost lets you invest more into her squad, and if she survives long enough, she’ll become a 3-star in all but name. If you’re willing to nurture her, Carda becomes one of the most cost-efficient SLs in the game. Basic Weapons and You: A Guide to Early Game Squad weapons Credit: Mephansteras (Gate Rippers) This guide is a practical overview of the basic squad weapons you have access to in the early game, with a focus on what each gun is good at rather than raw numbers. It explains the intended role of each starting weapon, how they compare to one another on the battlefield, and why replacing carbines early makes such a difference. Stats are intentionally left out, since those may change, but the core strengths, weaknesses, and use cases of each weapon are unlikely to. C1A2-SPC CarbineYour basic starting rifle. Pretty much inferior to all other options. Cheap to field, with decent range and damage, but low rate of fire. Use it until you can afford anything else. R10A6 K-PAC Assault RifleHigher armor penetration, suppression, and rate of fire than the Carbine. This is the best all-rounder gun, and works well as a default if you don't have a specific role in mind for the squad. All other guns in the list will be compared to this one. R14A2 ARC Assault RifleHigher HP and armor damage, but lower range. This is a better option for taking on armored opponents and closer-range engagements, but the shorter range can hurt in some fights. A solid general-purpose rifle that can be used as a default instead of the K-PAC, depending on your playstyle. BR3A3 Kr-BaR "Crowbar" Battle RifleLonger range, higher damage, better armor penetration, and higher suppression make this weapon hit the hardest per bullet. However, it has a lower rate of fire than the assault rifles and poor accuracy at close range. Think of it as your squad-level marksman rifle. It really needs other units to cover close-quarters threats. MP3A9 PPP SMGMuch shorter range than the other rifles, but strong HP damage and very high rate of fire let this weapon shred nearly anything up close — unless it's heavily armored. It also has a "tap" mode for some limited long-range use, but that’s generally much less effective than other rifles. Stoneclad CS185 ShotgunThe shotgun is in a class of its own. Very short range with no long-range fallback, but devastating accuracy combined with strong HP and armor damage make it the best option for close-quarters combat out of the starting weapons. General Advice for the Early GameBuy new basic guns ASAP. You want every squad using something other than carbines if you can afford it. Weapons squads, those focused on the SL's Special Weapon, are the exception. But most rifle squads need good guns to be effective. A mix of rifles on the field can be a solid strategy: Crowbar excels at long range and can even damage light vehicles like pirate trucks. SMGs and Shotguns let you kill things that get in close. Assault Rifles give you control over the mid-range. Regardless of how you build your squads, you’ll need some way to handle all three ranges. Rate of fire makes a huge difference in actual damage output. The Crowbar may have great damage per shot on paper, but it can struggle to kill off large groups. Meanwhile, the SMG has no trouble turning a band of scavengers into mulch in a single burst. Full Auto is an option on most of the rifles (and default on SMGs). When using Full Auto it takes 80ap (40 on SMG) and does a spray of bullets onto the target. This is generally best for suppression, but also has a shorter range curve that can make it superior at close range. For the Crowbar, especially, this mode is critical for dealing with close-up threats. Just make sure you have the AP to use it! It also only takes one use of ammo, allowing you to conserve ammo if necessary. (Note: Specific stats are left out, as they may change but weapon roles are unlikely to shift much.) Stealth: A Guide for Staying Invisible Credit: sunlight5759 (Gate Rippers) This section explains how stealth works in MENACE, breaking down Vision, Concealment, and Detection, and how they interact in real missions. It covers practical ways to build and use stealth squads, common mistakes to avoid, and how to apply stealth effectively across different mission types rather than treating it as an all or nothing approach. BasicsEach unit has three relevant stats: Vision, Concealment, and Detection. The range at which you can spot an enemy unit is calculated as: Your Vision − (Enemy’s Concealment − Your Detection) The same rule applies in reverse. Your goal is to spot enemies before they spot you. Vision ModifiersWeather conditions usually decrease both your Vision and the enemy’s. Scout perk is great for stealth but not required. Accessories like Binoculars increase Vision. Time of day matters. Nighttime reduces Vision and can be countered with Night Vision Goggles. Towers increase the Vision of the stationed unit. Being pinned down dramatically decreases Vision. ConcealmentConcealment is the core stat for staying hidden. Chameleon perk increases Concealment. Deploying increases Concealment by +1. Accessories like Camouflage Kits increase Concealment. Gear can grant Concealment — early examples include: - Outcast Rags: +1 Concealment - Jaeger Outfits: +2 Concealment Standing in a bush grants +3 Concealment. Being in a tower decreases Concealment. DetectionDetection is usually gained alongside Vision. Scout perk provides +1 Detection. Weather conditions decrease Detection. Binoculars also increase Detection. Nighttime generally reduces Detection. Silenced Weapon MechanicsFiring an unsilenced weapon nullifies your Concealment for one turn. A typical stealth squad might be Darby with Chameleon, wearing a Jaeger outfit, and using a silenced K-PAC or Crowbar. Optional gear includes:Binoculars Camouflage Kit Night Vision Goggles (for nighttime missions) In general, aim for 3 to 4 Concealment for reliable stealth performance. Advanced TipsIn combat, press R with a squad selected to preview enemy detection ranges. Some enemies (like Jaegers and RA Officers) have higher Detection — plan accordingly. If a nearby enemy suddenly appears, do not immediately retreat. If you pin them down, they lose all Vision, allowing you to safely disengage. Check if your squad is spotted via their icon: - Crossed eye = Unspotted - No eye icon = Spotted SLs will whisper when unspotted and shout when seen. Advance one tile at a time and always leave AP to fall back. You can run a non-silenced stealth squad (e.g. snipers), but you’ll need Vision equal to your weapon range and higher than the enemy’s. Do not place stealth squads in towers. You’ll lose Concealment and become a priority target. Mission ApproachYou don’t need your entire force to rely on stealth. While other squads draw fire, your stealth team can flank and pick off exposed enemies. Even defense missions can benefit from stealth. A well-built stealth squad can stay hidden even while enemies advance. On RA difficulty, they’re essential for eliminating ATGM and mortar teams without triggering mass aggression. Close Combat: Trangle's Guide to Getting in There Credit: Trangles (Gate Ripper) This guide breaks down close quarters combat in MENACE, focusing on when it works, why it works, and how to survive getting in close. It draws on hands on beta experience to cover CQC fundamentals, the risks involved, and the tools, characters, and tactics that make aggressive play viable instead of suicidal. Close Combat: Trangle's Guide to Getting In There Why CQC? A lot of new players will want to stay at range, chip away at targets, and take wide angles to flank. Many are concerned about ammo shortages, secondary timers, and the difficulty of flushing out entrenched enemies. Coincidence? I think not. Close Quarters Combat (CQC) refers to any engagement at or under 4 tiles. It’s the domain of shotguns, SMGs, and personal defense weapons. These are brutal, short-ranged firefights where you have to be ready to hit and be hit. Fortunately, MENACE gives us plenty of tools to succeed. CQC gets you kills. You'll quickly shred light enemies and break armor on tougher ones. Shotguns can kill armored trucks. SMGs can melt bugs. Even the big threats [REDACTED] aren’t safe. Kills cost less ammo. No more drawn-out duels. Just knock 'em down and move on. Save logistics for fun stuff like combat drugs and utility gear. CQC moves you forward. Faster kills means you're physically pushing up the map. That pressure fractures enemy lines and creates openings for support units or grenadiers to exploit. Why Don’t More People Use CQC? Enemies are more accurate at short range. Pirate shotguns, bug claws, and sudden fog-of-war ambushes can ruin your day. But with the right planning and gear, you can control the risk. Equipment Tips Armor is good, but smoke is better. Smoke enables CQC. Use it to block enemy vision and push forward. The flow looks like this: 1. Throw smoke. 2. Enter smoke. 3. Next turn, burst out of smoke and wipe the floor. Your CQC troops need smoke support. Whether carried by them, dropped by mortars, or delivered via OCI, someone has to throw that grenade. Always leave AP for smoke grenades. Characters Suited for CQC Lim One of the best CQB SLs. His perks make him brutally effective: - Counterstrike: Return fire with your squad weapon when attacked. - Berserk: Get 30AP back after a kill. Often enough for a third shot. - Run & Gun: -10AP for firing after moving. - Synergizes well with SMGs and shotguns. - Blaze of Glory clears suppression if you overextend. Yaz A morale monster. He thrives when enemies are wounded, wavered, or fleeing]. - No Mercy: Big accuracy and damage against scared enemies. - Fearsome: Double morale damage. - Close & Personal: Accuracy boost at melee range. - Surprisingly durable with the right armor. Tech MENACE’s own walking warcrime. - Get ♥♥♥♥♥♥♥♥♥♥♥♥: Use special weapons without deployment. - Zig Zag + Die Hard: Tough to kill. - Long Bomb + Quick Hands + Frag: Make him a grenade god. - Extremely effective with support gear and CQB rifles. Pike Not a brawler himself, but amazing support. - Take Command: Transfer 40AP to another SL. - Buffs suppression, accuracy, and morale. - Keeps your frontline moving and your CQB killers killing. Final Thoughts This guide isn’t about proving that CQC is superior. Ranged play is valid. In fact, you should run both. But if you’ve only ever sat back volleying rifle fire and you’re struggling with ammo, timers, or momentum -- try getting in there. Set up your smoke. Charge the enemy. Watch their lines break. Then tell them Trangle sent you. Close Combat Continued: Additional CQC Tactics and Builds Credit: Finx (Gate Ripper) This section builds directly on the previous CQC guide. It focuses on specific Squad Leaders and abilities that support aggressive close-range play, with attention on keeping momentum, managing suppression, and adjusting CQC approaches when facing tougher enemy types. CharactersPikePike has been brought up thanks to his Command ability, which is great, but if you were to ask me, the icing on the cake has to be Rally. One of the main things that can shut down your push is that you get in there, but you somehow get suppressed and are now pinned down, or you use one of the other SLs I will bring up later. Anyway, thanks to Rally, you can keep the momentum of your push by "healing" your suppression. If you want to Rally, wait until every enemy within the pin down SL range has taken their turn; you don't want to Rally them just to be pinned down right after. KodyKody, I'm quite surprised he wasn't brought up, because his entire kit screams CQC alpha strike to me. One of the problems you will face when you start fighting the construct is that they don't suffer from morale status, so Yaz's entire gimmick is negated, unlike Kody's amazing Guerrilla ability, which grants improved accuracy and damage on any target that is at high HP. Combine that with Assassin, which increases damage on isolated targets, and you now have crazy damage, which solves the second problem you will face versus the menace: they are super tanky, so any damage perk is welcome against them. Kody is great at other things too, with Fortify and Zig-Zag, and he has the second-best DR and HP of infantry SL after Tech, as well as his Recover, which removes some suppression when he kills an element, which turns him into a very sustainable character. Last but not least, Vanguard, I said before that Kody is a CQC alpha striker. Thanks to this perk, if you feel ballsy, you can spawn on top of a high-priority target on mission start and just delete them on turn 1, which can really set up a mission for success. No matter if they are infantry or vehicle, Kody can take them out with the previously mentioned perk or Tankbuster if you give him a rocket. VamplewVamplew, I'm not the biggest fan of his Taunt, but I do recognize that some could enjoy his gimmick, so let me briefly touch on it. Vamplew, with his ability to gain AP after being shot at enough times, is a great candidate if you like brute-forcing into a position. If you give him a Boarding Commando suit for the jetpack and high armor, you can Leeroy Jenkins him into a suicidal position, have him take all the agro until Pike arrives, and rally him so he can start cleaning up. Like Kody, he gets Fortify, so even if he is pinned down, as long as you give him good armor and he's not flanked, he can tank forever. AchilleasAchilleas, of all the pilot he is the one who excel at close range. Early on, when you struggle with armor from enemies like the Warrior, his Lancer ability is a game-changer if you want him to be your anti-armor SL. Not only that, but he also has Shield Wall, so taking big hits is fine with him, so you are allowed more risky play, unlike a Rewa, who can go from 100 to 0 in a single turn if not careful. Heck, if he does take a big hit, he becomes stronger thanks to his starting perk, which grants him extra AP. DarbyDarby, not necessarily Darby herself, due to her stat disincentivizing direct combat, but her scouting capability, if used properly, allows your dedicated Assault squad to push forward knowing what is ahead. Give her Scout, Covert Ops, Vanguard, and a camo kit, and she will be a great wingman. OCISensorSensor, as they say, knowledge is power, and this OCI embodies that. I brought up a few times, Vanguard. Well, this OCI is very recommended, so that you know what the target is exactly when you plan your Vanguard strategy with Kody, Darby, or Achilleas. Being aggressive doesn't mean not being smart about it. Pirate Gear - TCRN hoists the black sails Many players will usually just sell all pirate equipment on the Black Market to buy new better toys from there. And while it's a valid approach, you can get some use out of pirate items early game, especially when you get unlucky on the first mission and dont loot enough to buy a Crowbar or KPac. Weapons:Pipegun - the worst and cheapest weapon in the game. I like keeping one around as it allows you to squeeze some more guns into the supply cap. As they are cheaper than carbines, you can save a bit of supply on weapons teams by equipping them instead. Especially nice on challenging and above to squeeze out one more squaddy or one more accessory on your assault team. Bad ROF, Bad accuracy combined with decent damage means it's not going to do much. But sometimes bringing 8 pipeguns is better than bringing 4 carbines. Not worth to keep past 4 OPs. Pirate Assault Rifle - It doesnt do much against the Player, cause we usually engage against pirates from outside the optimal range. So we think it's a bad weapon. And while each of the Basic ARs is better than the Pirate AR, the Pirate AR is an upgrade over the carbine. Especially in the hands of SLs with good aim (Darby, Pike, Lim,...) ROF 3 Brings more bullets, so more dead pirates and more suppression. It's a decent pick for your first 2-3 OPs until you can trick Out everyone with ARs/BRs from the black market. Light Chaingun - a sleeper hit and one of my favorite Special Weapons in the early game. 20 AP Shooting cost means it can shoot up to 5 times per turn or allowing you to walk farther before taking a shot. Can suppress/Pin up to 5 units per turn. Does good damage, also against bugs. It can Jam putting a wrench into your plans at the wrong time. Good backup option on an assault/MI Squad. Also can be used to squeeze some more activation triggers on Carda for growing stats. I tend to use one of These until the Rogue Army, when it stops doing enough damage and suppression Workshopped RPG - unless playing on normal this will be your First AT weapon. But even then it still has upsides compared to the MAAL Rocket Launcher. Does not need deployment (but benefits from it due to the mediocre accuracy) and can be fired twice per turn. Allowing you to cripple/disable Up to two vehicles per turn. Sometimes even kill 2. Keep one until you get the RA rpg2. Pirate PDW - rare drop from boarding commandos. An insanely deadly weapon in the hands of an MI Assault or Vanguard. High ROF ans high armor pen. It will completely shred anything early game throws at you except for a handful of high armor enemies. Can destroy pirate Vehicles in one tap from the side or back. Kody and Lim will be happy to have it. Can be used Well into the midgame until you get T2 SMGs - also very useful against bugs. Flamethrower - decent early game option to deal with enemies in cover. Shortish range limits it's usefulness and it means one less gun firing on the primary weapon. EMP Rifle - disables a vehicle for one turn. Useful if paired up with an AT User. One disables the vehicle other can now take it out without getting into danger. Doesnt do anything against bugs and Rogue Army brings less vehicles early in a campaign. I always keep one around, but I havent used it much. It's a very playstyle dependant weapon. Armors: Outcast Rags - your first armor giving some concealment. Keep one for Darby If you're building her for stealth. Offers very little protection, but enables her to be further out without getting detected. Otherwise sell them. Scavanger Armor - pirate class2 Armor. Offers the same protection as soft armor while being more expensive. Still useful in the beginning by saving TV for other items on the black market. I tend to use them into the RA and then start replacing it with their class2+/class4 armors. Boarding Commando Armor - your first taste of heavy armors and currently our only option for a jetpack. Worth to use on all content we have in EA right now. Very tanky and versatile, but the cost is prohibitive and on a Squad without buff it means they're much slower if not jetpacking. Note that the Jetpack is limited to 6 uses per mission. Pairs well with an Shotgun/SMG assault. Vehicles: Pirate Jeep - a cheaper ATV. A good option to bring an additional vehicle to a mission. Cheap to field and fast. Very squishy as you've by now noticed how easy it is to blow them up yourself. So should be used with care. Vehicle Chaingun - Same as the infantry option low AP cost allows firing many times until it jams. Decent damage and suppression and a good early game pick until getting an autocannon or heavy mg turret. Nice to pair with the pirate jeep for a cheap suppression platform. Heavy Flamethrower - 55AP makes it expensive to use and needs perk investment for a Pilot to be able to shoot it two times. Makes up for it with insane aoe damage, forcing the surviving enemies to move next turn to Not take fire damage. Any unit pinned by the flamethrower will take additional damage on their next turn as they cant move away. Rocket Organ - your first long range artillery weapon. And Most likely you've been on the receiving end before looting one yourself. Insane AOE suppression and can do some decent damage. Inaccurate and only a few Pilots with heavy perk investment will be able to use it once a Turn, but Achilleas is better suited to the front. Not a General purpose weapon, but great on missions where enemies are bunched up. Bog makes for a good rocket organ user, you can bring him with a pirate jeep or atv for very cheap into the mission and have him hang out in the back. Accessories: Ammo Bags - giving more ammo for your special weapon. A core and important accessory, but it costs 120 TV to buy. Hold off on buying one, because pirates like dropping these. Scrap Bomb - the pirate's grenade. Useful in the early game, deadly against lightly armored squads, which will be most of the opposition you'll face. Good when you need to flush out a unit out of cover. Can be phased out once frag grenades become available. Bundled AT Grenade - Limited usefulness, look at it as an option If you are lacking other AT options. Doesnt do much against infantry either. It's cheap to bring atleast and can help an assault squad deal with a closeby jeep in a pinch.

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