Skirmish Line

Skirmish Line

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Road to Victoria Cross!
By Güritch
Sup! This is an all around videoguide with some tactics, squad managment and other useful knowledge that can help you to endure the most basic and the hardest events, at (mostly!) no cost, 'til reaching Victoria Cross: For greenhorns and vets profiles, as well!


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1.Video Tutorial

Skirmish Line Wiki[www.skirmishlinegame.com]
If the wiki site of the Game is down, try asking the owner (and Dev!), Snarks, to see if He can solve that.
2.Basic Squad Composition
Greenhorns Profiles
(Note: During the first run/s (No/low Rank) you'll have to work around with 5 Riflemen, as shown in the Videoguide)
Runs on Easy difficulty:

*Squad Composition's limit suggested = 25/30 (For more info on this, see Section 4)
-1 Officer
-1 Signaler
-1/2 Engineer/s (1 of this 2, can be an ANZAC Digger)
-3 Machine Gunners (Optional: Special F. Training 'em when you think it's convenient)
-2 Medics
-4 Paramarines (from Radio Call and Special F. Training 2 of 'em to get their AT zookas)
-6/8 Bazooka Men

And with enough Requisition Points and better Ranks, try to start your runs with:

-An Officer (x125 RP)
-Pre-established defenses (x300 RP)
-120 Command Points (x200 RP)


Vets Profiles
Once you have a good chunk of ribbons, you can try runs on Normal difficulty, if you want, starting with:

*Squad Composition's limit suggested = 30/35 (For more info on this, see Section 4)
-↓Squad of Marauders and -120 Command Points (x200 RP)
-An Officer (x125 RP)
-Pre-established defenses (x300 RP)

And during the run you'll need:

-The Sarge (Eventually, the Medal of Honor will pop-up and a Sarge will be granted in every run for only 20 Command Points! Special F. Training him, earlier)
-1 Signaler
-2 Engineers (1 of this 2, can be an ANZAC Digger)
-3 Machine Gunners (Optional: Special F. Training 'em when you think it's convenient)
-2 Medics
-4 Paramarines (from Radio Call and Special F. Training 2 of 'em to get their AT zookas)
-8/10 Bazooka Men
-↑3 Marauders (Special F. Training 'em once you're firmly standing ground and having a good chunk of CP, around wave 150~)
3.Commendations
Once you applied this guide succesfuly in normal but long runs to empower your profile with some tasty ribbons (I hope!), you can start applying it in daily challenges to earn those fine Commendation Points!

The ones that served me pretty well, are:

-Designate Granadier x3/4: Specially for your squad of 3 Marauders and the almighty Sarge! (put him a Mk.2 Pineapple first, ofc!)

-Promotion x1: In case those nip$ label your Officer/s with a KIA! (x1 was enough for my experience; pretty situational)

-Designate Pointman x1/2: Specially for the Shovel Volunteers (United Front DLC) or just for those bullet eaters that you want in the front!

-Designate Scout x3: Specially for those Engineers/Diggers that you want 'em to move their a$$es fast while constructing/escaping/hidding! (It can also help you to have a "non-conventional" Japanese Flags Catcher!)

-Designate Rearguard x3/4: Specially for the Machine Gunners trenched in the bunker with their Brownings M1919A4/Stingers! (Only if you follow this Guide, ofc. Otherwise, the range engagement penalty of this Commendation, could turn the MGs useless!)

4.This God of War, RNG based, favours your doom.. But...
Be aware (in case you still don't) that Skirmish Line, like its inspiration: Mud and Blood 2, will give you a rough time...

It's meant to be hard AF. Not just for its general gameplay-wise mechanics, but specially for its "mofo god throwing a dice" situations and for its punishment due to your minimum lack of awareness of what is going on.

Once you get used to it and manage to enjoy it, your Squad Composition can thrive, as your bliss and your run!

How?.. You may ask.. And the answer is simple: RNG God and his merciful kernels of War!:

-CRATES: These can give your squad several stat boosts and even Troops!:
Keep those, following this priority list and under the recommendation of the Squad Composition's limit:

1-Warrant Officers: The best unit to work as your Japanese Flags Catcher and as your melee defenses in the Machine Gunners Bunker. Put 'em in front of the MGs(Max 3, covering your bunker's front)

2-Bazooka Men: Keeping 'em depends on your Squad Composition's limit suggested and your run needs, but you can still experience at will with the amount of these AT units. It's your choice if you think that you need more AT countermeasures!

3-Machine Gunners: The suppresion specialists and meat choppers by excellence! I'd keep up to 6 of this OP bois, at their Bunker-like home! (this depends on your Squad Composition's limit suggested, ofc)

4-Medics: Keeping 'em depends on your Squad Composition's limit suggested and your run needs. Personally, never needed more than 3. They can be awesome Japanese Flags Catchers if you don't have a Warrant Officer!

5-Signalers: This is a pretty good troop to get earlier for his boosts (Check the Skirmish Line's Wiki for more info). I'd keep no more than 3.

6-Marine Raiders: All around troop to keep, depending on your Squad Composition's limit suggested and your run needs. If you are lacking of some Marauders or Paramarines (e.g. "KIA") this guys are a great replacement!

7-Engineers/ANZAC Diggers/Shovel Volunteers (DLC): These are the keepers of your "improvised fortress". Keep at least 2 on Normal difficulty, and no more than 3.

8-Officers: A must have to give a good use of Suppresive/Concentrate Fire! They give some other boosts to your squad too (Check the Skirmish Line's Wiki for more info). I'd keep no more than 2.

9-Gurkhas: A good troop to defend your bunker's front with his Kukri, in case you don't have Warrant Officers!

10-Snipers: An "Ok" troop to keep at the rear in case your Squad Composition's limit suggested got spots to fill.

11-The Rest: If you wanna keep 'em, depends on your Squad Composition's limit suggested and your thinking about the run needs.

12-If you think the Troop is completely useless or you just reached the Squad Composition's limit, dismiss it!

FLAGS: You gotta catch 'em all! (At least when you see it's safe to do so). They yield 20/60 Command Points and stat boost for the catcher!

SQUAD BENEFIT EVENTS: These are pretty noice boosts and are triggered by Officers and Signalers! (Head to their respective pages at Skirmish Line's Wiki to learn about 'em!)
5.Know your enemy as yourself (a bit more!)
Tips and Notions - Japanese Units

  • Japanese Officers: Don't let this effers make their surveys with their binoculars or they'll have a chance to call Enemy Support against your army ranks, depending on the unit count of the Japanese recon checks (See Wiki[www.skirmishlinegame.com]). During the Banzai Waves, try to focus on killing this units to slow down the enemy speed!

  • Breakthrough waves (See Wiki[www.skirmishlinegame.com]):
    Countermeasures against the most risky ones, imo, are:
    -Teishin Shudan: watch videoguide!
    -Takasago Volunteer: watch videoguide!
    -Assault Tanks: You gotta use LOTS of Smoke cover, take your engineer/digger/SV near the Type 4 Chi-To Tanks, and AT mine 'em! Concentrate Fire can help you finish a couple of 'em (sometimes)
    -Gas Corp (United Front DLC): If I recall correctly, they always spawn after an enemy smoke curtain covers all the frontline (If not, do it by yourself, ofc!). After this, it's simple: Suppresive Fire+Rifle granades those nip$! (And beg that the initial poison gas doesn't reach your ranks!)

  • Prioritizing enemy casualties (Concentrate Fire and Rifle Granades (not with all units!) will help you get the job done!):
    Infantry
    Far from your Bunker:
    • Mortars, Officers, Rocket Infantry, Konoe Shidan Units, Kwantung Veterans(DLC), SNLF Units,
      Imperial Snipers.

    Half way from your Bunker:
    • Granadiers (including Heitai), Flamethrowers, Officers, Suicide Units, Infantry with Automatic Weapons, Sapper Units.

    At your Bunker's door:
    • Suicide Soldiers, Flamethrowers, Sapper Units.

    Vehicles
    Far from your Bunker:
    • Type 94 Shi-Sei Tarenso, Type 94 AA Truck, Type 94 Suicide Truck, SS-Ki/Bo, Tanks.

    Half way from your Bunker:
    • Type 94 Suicide Truck, SS-Ki/Bo, Tanks.

    At your Bunker's door:
    • SS-Ki/Bo, Tanks, RIP in Peace ✞.


Tips and Notions - Allied Units

  • Smoke Granades: Use 'em ALWAYS to block enemy sights and for squad maneuvering porpuses (e.g. J-Flags catching, Troop hidding, Enemy Flamethrowers near Bunker, Tanks).

  • Rifle Granades: Use 'em like there's no tomorrow. Period. And watch the videoguide to understand ;)

  • Vehicles and Emplacements: The majority of them greatly increase your unit count during the Japanese recon checks and the difficulty of Breakthrough waves. Be careful with that.

  • Engineers/ANZAC Diggers/Shovel Volunteers: You can slightly exceed the placement limit of this Troops. Use it! (and remember that Engis/S.Volunteers are the only ones that can repair nearby structures)

  • Mortar Troop: Once you are confident with your runs, you can recruit one (or get one from a Crate, maybe), Special F. Training him, and watch the enemy line burn with the dreaded White Phosphorus Rounds! (Keep in mind that if an enemy reachs your army ranks+this guy with White Phosphorus+Bad RNG = No bueno)

  • Holy Hand Grenade of Antioch: If you manage to get its Holiday Medal (See Wiki), combine this iconic piece with the Munitions Dump, and your run can be saved more than once when your Bunker is at high risk! (Can kill Killer Rabbits too!)
6.United Front DLC
⇃Defense in Depth Plus Run~ | Normal | Wave 600+ (Veteran Profile)⇂


⇃Chinese Forces + Aids Order Run~ | Normal (Veteran Profile)⇂
Final Notes
First run results

You can apply this concepts to every mode, including United Front DLC.

Hope it helps you!

5 Comments
Güritch  [author] 20 Feb, 2023 @ 5:57am 
Well, I suggest you to go to the 2nd section of the guide, and if You have a relatively new profile (that it isn't able to start with Marauders), follow the 'greenhorns' composition reccomendations.

Regarding Tanks, if You don't have enough zook troops, you'll have to deal with a more manual approach: Smoke nades+Engi/Digger/Shovel Vol.+AT Mines.

Check the Videoguide. It'll proly help you a lot more in how to deal with any struggling situation you can encounter using this guide as strategy.

I'll be uploading another Videoguide soon, but this time, focused on the United Front DLC.
antidotedesign 19 Feb, 2023 @ 10:10pm 
ps i cant respond for some day ok
antidotedesign 19 Feb, 2023 @ 9:22pm 
what should i go for at the start i always go for mg,s. but i get tanks by 40 and at that time i got 0-2 RPGS by the way thanks for responding
Güritch  [author] 19 Feb, 2023 @ 5:46am 
Hi there. Sure, I try. What do you want me to help you with?
antidotedesign 18 Feb, 2023 @ 11:05pm 
hi can you help me in defense in depth and sector defense my time in is of :]