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When boarding an enemy ship, are there any strategies for killing enemy crew members? Whenever my boarding party corners an enemy, the enemy always fights until they're at low health (taking a fair chunk of my guys' health at the same time) and then runs straight for Medbay. At which point, another enemy standing just outside the door runs in to replace them. I could attack them in Medbay directly, but I've found that's suicide.

Is disabling the enemy medbay with ship-mounted weapons the best case then? I usually struggle just to get their shields down. Or could I pile weapons-fire on the combatants (fire beams, anti-bio beams) - or would that harm my crew as well?

I know that Mantises have the highest combat stats, but at the minute I'm having to make do with Rocks - my only Mantis crewmember valiantly gave his life attacking a sentry bot.

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One strategy I thoroughly enjoy employing is to disable their shields (and optionally weapons) with an ion weapon, then to start fires using Fire Bombs or Fire Beams. Once I've started the fires, I beam in my Rockmen and fight in ablaze rooms! :) – Schism Oct 4 '12 at 21:47

7 Answers

up vote 12 down vote accepted

When boarding, I tend to aim for the Oxygen subsystem room - it's typically small, and critical enough that I will quickly attract attention. If they don't respond, then I've pretty much sealed their death quickly.

Meanwhile, I'll target whatever critical system I choose (usually weapons, shields, drones, or engines) with my laser weaponry. Once I've hurt one or more of their crewmembers, I'll target the medbay with missiles or bombs. That way, I can finish off heavily wounded crewmembers while disabling their ability to heal. Fire bombs and subsystem bombs are the best for this sort of attack.

I do believe that firing on the rooms where your boarders are will hurt them as well as the enemy, so I tend to avoid this. Trying to get the timing right for lasers (to reduce shields) + beams (to do damage) is also kind of tricky if you're also monitoring a boarding party.

Also, it helps if you've got a couple of teams of boarders - while you're healing the first squad, send the second squad in to keep the pressure up.

Some ships are particularly bad for trying to board, however. If they've got significant crew, especially a lot of mantises, I may give up trying to win by wiping them out. On the other hand, getting into an engagement and realizing they have no medbay pretty much means I've got a win locked down.

As you've noticed, Rock and Mantis crewmembers are the best to send as boarders. Don't forget that you can pause the game with the space bar, so if you think getting your crew back on board is going to be a close call, pausing and unpausing to slow the game down may help you slice the timing razor-thin.

Possible spoilers if you've never been to sector 8:

It's also been noted in a couple of strategies for fighting the final boss that the weapon systems are in isolated rooms with just a single human guarding each. If you send 2 of almost any race of boarders into these rooms, you can kill the guard and disable the system, thereby making this fight easier. The best weapon to start with is (in my opinion) the missile launcher, which is third from the left.

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The final command ship has some guns that are not reachable from the rest of the ship, you can easily put some boarders in there to reduce incoming fire. – Ids Sep 16 '12 at 18:02
@Ids, yes, this is how I beat the boss the one time I managed to. I can probably add that to the answer as well. – agent86 Sep 18 '12 at 18:11
The boss is very hard btw. I'm not able to beat him reliable. Once I got in a stalemate. I couldn't break his shields, but I wrecked all his guns, teleporting in. But I couldn't beat the rest of the troops. Was annoying. – Ids Sep 19 '12 at 13:48
With mantis, the trick is to light some fires. They take so long to put them out that it's becomes a relatively easy kill once they're done. – deworde Oct 11 '12 at 12:00

I just "finished" (sector 8 but not won) a game where boarding was my only combat strategy.

  • Take out super shields, if necessary, by firing your fastest weapons.
  • Take out the medical bay with, ideally, a breach bomb, or a missile if unavailable.
  • Beam over into the non-functional medical bay. Attack.

Your attackers will take out anyone trying to fix the bay. Enemy medical bays are (almost?) always 2x1, so if you beam in two Rocks or Mantises, or two humans or slugs with combat training, they'll be able to take out almost anything. If things go bad,

  • Beam out. Keeping your crew alive is the most important thing, especially if they're combat-trained.
  • Bomb the O2 unit. This can result in oxygen running out while they're trying to fix the medical bay.
  • If you've got missiles to spare, re-bomb the medical bay if your own people are not in it.

Obviously this strategy requires getting a transport module, mantises (or rocks), and a breach weapon. If you don't have those, boarding isn't a very good strategy. But that's how roguelikes work - you optimize with what you're given on each run, not a universal best strategy.

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having a heal bomb greatly helps with boarding I've found – spartacus Sep 17 '12 at 2:42

Best boarding strat is to use a firebomb in medbay and then send crew of rock men in flaming room. They can't repair and quickly it will be destroyed. A note here tho! Do not kill all the crew on final boss. You can google why of you want a full spoiler.

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If the enemy ship has an active medical bay, it's going to be very, very difficult to take over with boarders, as the enemy crew members will run to the medbay when they're injured. At least part of your fighting, then, will be inside their medbay, with a big home advantage. (I haven't run the numbers but I wouldn't be surprised if a human could beat a Mantis under those conditions...)

Priority one, then, is to take out the medical bay. Don't worry about struggling to take their shields down - use a weapon that bypasses shields, i.e. missiles or bombs. These should destroy the medbay in one hit, at which point you can beam your boarding party into it, and fight anyone coming to repair.

Other strategies I've found useful are:

  • disabling multiple systems, and/or starting fires about the enemy ship. This distracts the enemy crew members and I've often found them taking on my boarding party 1-on-2 (and so losing while causing minimal damage) - even when the ship has 3 or 4 crew members on board.
  • Starting fires in the areas you're fighting in, if you have a Rock boarding party. As well as the general ability of fire to distract as above, your boarding party is immune to fire while the enemy crew almost certainly isn't. It's the reverse of the medbay "home advantage", with them being constantly damaged over time in addition to the combat.
  • Targeting crew members specifically with ship weapons in order to "soften them up". This is especially true if there are more crew than your boarding party could destroy at once. Certain bombs can be very good for this, though if the shields are down, laser bombardment to a room containing crew does quite well. (And there's an irony to damaging someone so they run to the medbay on low health, then finishing them off with a heavy laser shot in the medbay itself.)
  • Upgrading the teleporter lets you beam your party in and out more quickly. This is obviously good for healing them up and returning to the fray, but also means you can take bigger risks with the initial deployment, as it's much more likely that you can beam them back out if they're losing.

Your options will also change depending on whether you consider boarding to be your primary offense, with the rest of the ship's systems supporting that goal - or whether you send boarders in to "mop up" a disabled ship, for the extra resources. This would definitely affect what weapons and systems choices you pick, for example (e.g. heavy breach bomb and defense drones in the former case, vs. attack drones and offensive weaponry in the latter).

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Something not mentioned by the others is to disable the pilot room and then board that room. No pilot means no evasion so it will be an easier target for your weapons, since you'll rarely miss. The pilot room is also 2x1 so it is easier to handle

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If you have an assault crew on board an enemy ship, if they offer up a surrender, you will have an opportunity to withdraw your assault crew before jumping away. They won't get lost in the now-friendly ship.

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The first thing to do when boarding is to take out their Medbays (to prevent the enemy crew from healing) and disable Weapons systems (so you don't have to worry about your ship taking damage).

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