Emplacements: what they do, costs and counters

Short answer

One per road. The right one makes its attackers take ×2 damage on that road.

What it does

An emplacement is a permanent defense on one road: Spikes, Tar or a Ballista. Build one per road once you have a Watchtower (level 1). It stays until you replace it.

Each answers one kind of attacker. Spikes shred Runners, Tar burns and slows Brutes, and a Ballista shoots down anything with the Climbing trait. The right one makes them take ×2 damage from your guards and towers on that road; any other still adds ×1.15.

Emplacement

EmplacementEffectCost
SpikesRunners take ×2 damage on this road; everyone else ×1.15.120 scrap, 80 timber
TarBrutes take ×2 damage on this road; everyone else ×1.15. Brutes also walk 40 % slower.100 timber, 80 biomass
BallistaClimbers take ×2 damage on this road; everyone else ×1.15.150 scrap, 100 timber, 20 serum

What answers what

AttackersEmplacementStance
RunnersSpikesSally out
BrutesTarHold
ClimbersBallistaFall back
ShamblersAny (small bonus)Hold

Tips

  • Put Spikes on the road Runner raids keep using; they arrive first and fold fast.
  • Tar is the best answer to Brutes, which otherwise batter the gate down.
  • A Ballista only pays off against Climbers, so build one where raiders climb your barricades.

Questions

Which emplacement should I build in Voxhorde?

Match it to who attacks that road: Spikes for Runners, Tar for Brutes, a Ballista for Climbers. The right one makes them take ×2 damage; any other still adds ×1.15. You need a Watchtower (level 1).

Numbers come straight from the game's rules and update with every release.

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