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Difference between revisions of "Combat"

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(Phrasing, getting rid of ambiguous explanations. Added that gold requirements can be found in the top left.)
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==Tactical Advance==
 
==Tactical Advance==
This is the turn based portion of battling, with both sides taking turns to deploy, retreat and move fielded echelons.
+
This is the turn based portion of battling, with both sides taking turns to deploy, retreat, and move fielded echelons.
 
Most of these actions will require 1 ''Action Points''. You get 1 Action Point and +1 for every captured LZ and fielded echelons.
 
Most of these actions will require 1 ''Action Points''. You get 1 Action Point and +1 for every captured LZ and fielded echelons.
 
All deployed squad will use 10% of their total Rations every turn.
 
All deployed squad will use 10% of their total Rations every turn.

Revision as of 08:49, 12 November 2016

Girls' Frontline
T-Doll Index · Registration · Tutorial · Strategies · Settings · Story
Main Screen · Combat Menu · Formation Menu · Research Menu · Factory Menu · Repair Menu · Dormitory · 3D Base
Combat · Logistic Support · Combat Simulation · T-Doll Production · Equipment Production · Heavy Ordnance Corps · Protocol Assimilation · Mobile Armor · Forward Base · Gray Zone Exploration · Quests · Friend Menu



This page will cover the different combat stages in Girls' Frontline

The game uses a hybrid turn based and real time battle system. Combat can be separated into two different parts: the Tactical Advance stage and the Combat stage. Depending on your performance during a mission, you can be awarded with one three different medals.

Gold: Obtained defeating a certain amount of enemies within a certain amount of turns without any of your echelons retreating. The turn and kills requirements are listed under 战场说明 (top left corner).

Silver: Obtained by capturing all nodes on the map.

Bronze: Obtained from winning.

Obtaining all three medals on a map is required to unlock automated battling for that map. You do not have to obtain all three at the same time.

Tactical Advance

This is the turn based portion of battling, with both sides taking turns to deploy, retreat, and move fielded echelons. Most of these actions will require 1 Action Points. You get 1 Action Point and +1 for every captured LZ and fielded echelons. All deployed squad will use 10% of their total Rations every turn.

During this stage you can see several different icons or nodes on the map.

Headquarters: There is an HQ for both sides. You can resupply and deploy echelons from your HQ. In normal combat mode, the side whose HQ is captured first will lose. The HQ also provides 1 Action Point.

Landing Zone: A Landing Zone provides similar functions to an HQ, allowing you to resupply and deploy echelons. It gives +1 Action Point when captured.

Unknown Node: An Unknown Node will trigger a random event. These event may include gaining/losing resources, gaining chips/T-Dolls, immediate retreating of the echelon, or encoutering a random enemy echelon (only on an empty node). An Unknown Node will revert to a normal node once it is stepped on by your echelon.

Normal Node: A normal node has no special effects.

To move an echelon, tap on them once then tap to a connected node next to them. You will see a crosshair on the selected echelon, and the sprite will enter the running animation. To deploy an echelon, tap on an allied HQ or LZ and select a available echelon. Next, click on 部署 to deploy the echelon. To move an echelon to a HQ or LZ select the 移动 option.

Two echelons which are next to each other can swap places without expending any Action Points. To do this tap on one of the echelon and select the 换位 option; alternatively select 选择 to select the other echelon instead.

To resupply an echelon, tap on the echelon when it is on an allied HQ or LZ and select the 补给 option. Echelons will automatically be resupplied when they are standing on top of an HQ or allied LZ at the start of your turn if the Automatic Resupply option is enabled in the Settings.

At the end of each turn, nodes currently occupied by an echelon will be captured by the side of that particular echelon. However if a node is surrounded by all nodes captured by a particular side, the node will be automatically captured on the beginning of that side's turn.

Combat Stage

The Combat Stage is the real time section of battle. It takes place in a 3x6 grid, with each side having 3x3 girds to move around.

Combat stage is initiated when two squads from opposing sides attempting to occupy the same node. Your echelons will use 20% of their Ammo and 10% of Rations during every encounter. Any T-dolls that is out of ammo will not be able to attack during the combat stage; T-dolls who have exhausted all their Rations will fight at reduced effectiveness.

During the Combat Stage, your dolls will assume the position that was set in the formation menu. However, you may move a doll by pressing on them and dragging it towards a gird. Each class of T-dolls have their own movement speed and will not attack while moving. T-Dolls' stats are based on the stats shown in the formation menu, regardless if you move them around in combat or if a T-Doll unit providing that buff aura dies.

Holding on a T-doll will trigger Bullet Time if it is enabled in the settings. Bullet Time will also trigger when a doll reaches 0 HP or when there is only one doll left alive to allow time for retreating.

During combat each class of T-dolls will have different target priorities. RF for example will target the enemy back line if possible.

Tips and Tricks