Insurgent Tactics
After your first and third victory, Insurgents will gain one of their own tactics. While they get fewer tactics, these will generally have more of an impact than player tactics.
Icon | Description |
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Additional Encampment
Insurgents start with +1 additional Camp. | |
Ambushes
Up to +3 Insurgents will launch Surprise Attacks on Soldiers when they enter no-Intel Zones (these surprise attacks contain 0 insurgents without this tactic). | |
Cave Fortifications
Multiplied insurgent strength by 1.3 in Zones with a Cave. | |
Combat Network
Each Insurgent Controlled Zone provides +15% combat strength bonus to adjacent Insurgents. | |
Combat Recruitment
Insurgents claim victory when Soldiers retreat, significantly increasing Insurgent number and Capability. Increase Insurgent fighter random about from 5-8, and raised Insurgent Capability that matchs to their fighter. | |
Local Agitators
Time to start of the Insurgency is decreased by -65%. On scenario 'Evolving Insurgency', time to start is decreased up to -80%. | |
Local Recruitment
Insurgents increase in number fighter by +5 when taking over Zones. | |
Overwhelming Force
Insurgents can destroy National Soldier units once the combat progress bar drops to 10% to remove them from play, after which a decision is offered:
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Radio Silence
Insurgent activity, number and Capability are hidden. | |
Recruitment Drive
80% concern may trigger Insurgent Ambushes consisting of up to +5 fighters (these insurgent ambushes contain 0 fighters without this tactic). 80% concern mean the 0.8 * Maximum local support level loss from concerns. The real percentage that trigger this perk from casual to mega brutal by 16%, 40%, 72% and 79%. Advisor Local Liaison reduced maximum local support level loss from concerns by 50%, which not trigger this perk. | |
Relentless Assault
Reduce Insurgent attack cooldown by -4 turns. | |
River Fording
Insurgent can attack across Rivers. | |
Sleeper Cells
When a Zone Stabilizes for the first time, there is a high chance of up to +2 Insurgents launching Surprise Attack on it (these surprise attacks contain 0 fighters without this tactic). The chance is 100% if Insurgents control 3 or less Zones. The min chance is about from 35%, will reduce to 0% if Insurgents control 9 or more zones. On scenario 'Evolving Insurgency', spawn only +1 Insurgents. | |
Social Distancing
Up to +3 Insurgents will try to flee to adjacent Zones when hit by Airstrikes (these split-offs will contain 0 insurgents without this tactic). | |
Swimming Lessons
Insurgents can flee across Rivers. Insurgents prioritize fleeing into Zones adjacent to Rivers. | |
Split and Run
Insurgents can flee into +1 (to 2) Zones. | |
Violent Ambushes
Lose 50% more Reputation (or funds with the Private Military Contractors Player tactic) when extending Coalition Soldier deployment times. | |
Fanatical Fighters
Insurgents have +80% increased combat strength, but cannot flee. 5% chance of occurring relative to other insurgent tactics |
Some insurgent tactics, are exclusive to official scenarios and do not occur randomly in campaign mode (as they do not technically exist as standalone tactics). However, these scenarios can also have the tactics from the above list:
Icons | Description |
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File:Anti-AA Guns.png | Anti-AA Guns
Airstrikes and Drones have doubled cooldown. Exclusive to 'Evolving Insurgency' |
File:Blackout.png | Blackout
Intel is harder to maintain. Insurgents launch surprise attacks when soldiers enter no-intel zones. Reduce -30% Intel collection and multiplies Intel decay speed by x2. Insurgent Controlled Zones reduced intel to nearby zones, and spawn +1 Insurgent when soldier enter no-Intel Zones. Exclusive to 'Evolving Insurgency' |
File:Insurgent Tanks.png | Insurgent Tanks
Insurgents are significantly stronger. Increase Insurgent combat strength by +100% Exclusive to 'Evolving Insurgency' |
File:Propaganda Team (Insurgency).png | Propaganda Team
Catastrophically decrease support level. Also increase global hostility level. Exclusive to 'Evolving Insurgency' |
Impossible to Contain
Soldiers can't kill the tank. It will flee to the nearest zone with the best roads and fewest soldiers Exclusive to 'Insurgents on a Tank!' | |
Tanking the High Road
The tank can't go into mountains or forests if they have bad roads Exclusive to 'Insurgents on a Tank!' | |
Tank Overwhelming
Peace talks are the only way to stop the tank. Stabilize zones to speed up negotiations. The first Stable Zone starts negotiations. Exclusive to "Insurgents On A Tank!" |
Trivia
- Insurgent tactics block conflicting tactics and features from occurring. For example, the Recruitment Drive insurgent tactic prevents the Development Roadmap player tactic only in Weekly Challenges.
- The tactic Anti-AA Guns on scenario 'Evolving Insurgency' has no effect.