Adapt or Perish provides a freshly unique single-player experience. It allows you to customize your army through the use of the unit editor. It’s more of a sandbox game because there is no real campaign, just playing on a randomly generated map. The ability to design your own units, as well as the games structure of endlessly trying to destroy more and more powerful enemies while attempting to build the most resource efficient unit gives this game a very different feel from a typical multi-player or campaign focused RTS.
Conquer the leaderboards or just have fun with this custom faction and guide for Adapt or Perish. Ground Assault is a custom faction built around rapid expansion, mobile aggression and chasing leaderboard objectives.
Scout early and grow your early econ quickly with stealth miners, build up a small bank and secure your resources with a variety of defenses, push for new territory and objectives with a mobile ground force while growing your forces on the move.
*Faction download: https://drive.google.com/open?id=12Od9Jhorhl5xIwM7FNPo7LM044OJgwkk
-Just put this ZIP into your Faction folder (easily accessible by clicking “Show Folder” in the Unit Faction manager):
-It will show up as on option for fixed faction mode, or as an archive to pre-load into a normal game
Ground Assault Faction
-Quickly grow early income
-Combined arms ground force
-Grow your army and base as you move
-Quickly or stealthily setup defenses
-Tiered faction setup for smooth progression
-Quickly rescue lost adventurers
Note: At the time of writing my best results with this faction are an accepted 9 million Grand Overseer market offer at ~45 minutes with 14 rescued adventurers. Currently this game is sitting in a very good spot at 20 Overseers and feeling strong.
Miner – harvests resources and constructs buildings
Stealth Miner – quicker version of miner with stealth
Foundation – constructs units
Level Farm – provides global level upgrades
Detection Tower – provides max vision and stealth detection
HOLD Unit Production – max build time unit for pre-constructing units
HOLD Building Production – max build time building for pre-constructing buildings
*HOLDS – if you go into the build order list for a constructor and move something already under construction down the list, the top item will get any previous build progress.
Unit Tiers: (T1) Light -> Recon -> (T2) Medium -> Raider -> (T3) Heavy -> Marauder
The army in general is mid to long range and prefers to kite, or stagger backwards and fight, especially early on before you get massed T2+. The speeds/attack ranges of the unit types are slightly staggered to get them to line up a particular way.
Unit Lineup: Repulsor -> Fighter -> Support -> Replicator/Engineer -> Ranger -> Artillery/AA.
Core Units – Available in all tiers.
Fighter – front line brawler, hits ground/air
Support – provides long vision and healing, hits ground, *mid tiers also detect stealth
Replicator – provides mobile unit construction, hits ground
Ranger – fire support, provides medium vision, hits ground
Artillery – long range aoe, *primary tiers hit ground, *mid tiers hit ground/air
AA – long range anti air, hits air
Special Units – Tier type specific.
Engineer – provides mobile combat building construction, hits ground, *primary tier only
Repulsor – front line tank/deterrent, hits ground, *mid tier only
Rescue Jet – Max speed, lots of shields, flying, blink teleport
Rescue Jet+ – Additional shields and health
Rescue Jet++ – Additional health
*Note: Building tiers are priced lower then their respective unit tiers, this is designed so you can toggle between building or unit focus for a given tier with the “If low on resources, Prioritize expensive builds first” toggle in game under the Units menu.
Building Tiers: (T1) Outpost -> (T2) Fort -> (T3) Citadel
Core Buildings – Available in all tiers.
Extractor – mines and provides vision
Tower – front line tower, hits ground
Sniper – back line tower, hits ground/air
+Artillery – long range aoe (also available in T3), hits ground/air
*Extractor gains stealth detection & attack, hits ground/air
+HQ – Heavy weapons platform, stealth detection, unit production, hits ground/air
*Extractor gains area heal
Guerrilla Buildings – Stealthy salvage defenses
Extractor – mines, detects stealth, long range aoe, stealth, salvage, hits ground/air
Tower – front line, short range, stealth, salvage, hits ground/air
Unit Prices – Some special units cost more depending on their role.
Light: 250 Red
Recon: 500 Red
Medium: 750 Red (+ 150 Blue)
Raider: 1000 Red (+ 200 Blue)
Heavy: 1250 Red (+ 250 Blue, ++ 500 Red)
Marauder: 1500 Red (+ 300 Blue, ++ 500 Red)
Rescue Jet: 1000 Red, 3000 Blue (+ 1000 Red & 2000 Blue, ++ 2000 Red)
Outpost: 200 Red
Fort: 600 Red, 50 Blue
Citadel: 1200 Red, 200 Blue
Guerrilla: 1000 Red, 500/250 Blue
*As far as elemental damage type and resistance go, I just modify the base template as needed when building a round of things. In truth I don’t often switch, rarely units, sometimes buildings, mostly I just forget.
Pushing late game
The army setup in general is mid to long range and prefers to kite, or stagger backwards and fight, especially early on before you get massed T2+.
It is a good idea to have 5-10 replicators in any attack army, 5+ Support, 5+ Artillery, equal mix Fighter/Ranger, AA sprinkled as needed, and Repulsors really only shine when you have a large army. You can also mix tiers a lot depending on current resource needs. Level Farms mixed in a few per general tier upgrade, great for extending your army in general rather then switching tiers completely. In general grow your army to suit your needs with Replicators. Use Rescue Jets to quickly rescue Lost Adventurers.
Mostly the plan is to use as few resources as possible on Light/Outpost stuff, scout asap, boost early income with stealth miners, secure early territory w/ Fort/Guerrilla, and then keep pushing/growing with the army, placing bases as you go, hopefully so you can keep crawling outwards efficiently.
Be warned, the faction is not really designed to build and forget any form of defense under Citadel (to a lesser extent Guerrilla), but Citadel should be safe to leave and forget for a very very long time due it being the only Extractor with healing (and better stats). Citadel Defenses are key for defensive play, and Guerrilla Extractors are key for aggressive play.
*Important step for pre-building structures: Have all your stealth miners start building a ‘HOLD Building Production’ building asap. This will never leave the production queue, and allows for stored production that can be used to “rush” buildings, as when you add a new item to the build queue and move it to the top of the list it gets all previous production time and allows for quickly claiming resources/areas on the move.
-The first two miners go to the corner mines and build Outpost Extractors immediately for initial scouting. The Extractors should finish before the first Ranger comes out, but its not critical.
-If at any point in the initial scouting you find a resource node nearby, build a stealth miner and send it to the node. This allows you to exploit econ heavy starts easily, and also doesn’t waste resources on barren starts.
In this initial scout and push out, try to only build a handful of Outpost buildings, maybe 1 more Extractor, 2 Snipers and 2 Towers. Any more then this is usually too much of a commitment to T1 defenses, they are designed for 1-2 in base to hold anything super early, and for guarding resources nodes you know will be safe once you push out just a bit further.
Likewise try to only build maybe a dozen or less T1 units at the start if you can help it. A few units of ranger/replicator/fighter/support each. The early game is all about finding resources and then securing them, ideally not too much army commitment. Keep your T1 units close to base and try to scour the perimeter of your home area for resource nodes to send stealth miners to.
-Grow slowly as you move w/ replicators
-Scout a lot
-Guard stealth miners
Shortly after getting a stealth miner on a blue resource node have your center miner build a Fort Extractor on the center mine for a bit of extra defense, and shore up your center with a few more T2 fort defenses.
After this start, ideally you should have a good amount of the immediate map scouted with as many stealth miners out as nearby resource nodes, a very small T1 army, light defenses and a bit of extra income.
Have stealth miners switch their build queues and build either a Guerilla, Fort, or Outpost Extractor. Guerrilla for hot regions, Fort for mild regions and Outpost for completely safe regions. Most of the reason for going for light on T1 and scouting early are for this phase. Ideally try to build a round of buildings more or less at the same time to stake your claim on the initial resources. WARNING: This will most likely trigger a round of AI aggression
If you are playing aggressively, grow your army w/ Recon or Light and Level Farms, and keep pushing for more resources and defensive territory. Keep the stealth miners behind your army and have them switch to Fortress/Guerrilla Extractors/Defenses as you go. In general once you get set up and secure follow this game plan.
Kill the first overseer somewhere in here and claim all of their hopefully juicy territory asap. Claim as much resources and territory as possible as you go, if you find a juicy resource clump with your army way outside of your base, dont hesitant to take a few minutes to replicate a few miners/engineers and secure the area. I tend to kill the Grand Overseer at Medium/Raider tier.
*Fortress defenses and isolated Guerilla defenses do not stand up much past the first overseer without a lot of Level Farms really, I tend to switch to Citadel level shortly after, as the Extractors healing is great for sustained defense, and the HQ is a monster at chokes and supporting Guerilla Clumps. [It is OK to lose buildings sometimes, as it calms AI aggression]
If you are playing aggressively and trying to get the highest market offer possible then the primary strategy is to move your army in as straight a line outward as possible, with a group of Stealth Miners following behind to quickly place Guerrilla Extractors as you go. Have your army/miners focus on hunting Overseers and use Rescue Jets to rescue Lost Adventurers. The further you go in a line, the harder it will be to get steady income, so stop and grab high yield areas when you fiend them (Post Grand Overseer). It is OK to lose Guerrilla Extractors along the way to AI aggression, this is OK, as hopefully you will be claiming new resources nodes faster then losing them, and it will also serve to slow AI aggression when they die.
1. Starting Base for 9 million Grand Overseer market offer
If you are playing defensively and trying to see just how far you can make it before you collapse, then you will want to use groups of Citadel level defenses to really secure choke points and high density resource areas. Citadel Extractors provide healing, and do a great job at keeping a cluster alive for a really long time. Citadel Towers are great front line tank and fire support towers, Citadel Artillery and Snipers for back line fire support. Use Citadel HQ to provide high damage aoe, resource salvaging, and unit production for important areas.
1. Taking time to secure a safe and defensible checkpoint after the 10th Overseer kill. Already accepted market offer. Not featured another line of Citadel defenses to the right.