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| Deacan | Lets assume it has all hit the fan then.... (page: 1 2 3 4 5 ... last page) | 140 | Oct 13 2009, 3:55 PM EDT by Iamz0rs | ||||
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Thread started: Jan 17 2009, 2:39 AM EST
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If they over ran all barricades, you should all have atleast and escape tunnel in each section of your base. Suggest giving these doors which require heavy latches, or to pull and push multiple levers correctly to open. can't just have them all pulls cause who is to say one just won't fall on them and open it all up. Once on the other side, you will want some way to be able to access the outside, but be well out of range of your main base. Fall back points should already be laid out, if even just having multiple fallback mini-bases. Should you be unable to reach an exit, a simple solution is the garbage dumpsters that are the cubes that have the hatch doors that slide on the side. Not the rectangle ones you always see people jumping in movies. The dumpsters I am talking about (ofcourse cleaned out, smelling nice, and with emergency supplies in them, including a CB radio that you just simply drill a hole through the dumpster to attach and antenia to (previous to being takin over ofcourse). These ED (emergency dumpsters) will be last resort safe points and can easily be rigged with a simple latch and masterlock to be secured. You might wanna reinforce the actual hatch that slides back and forth that you would normally throw garbage in, that you are using as a good, but over all, these little EDs will save your life if you can't get back. Then just sit and wait for the people who made it out to come and rescue you while you chat with them on the radio and eat the pork and beans that you have sitting in there. Just an idea.
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| suzukas2k | your fortress is overrun, now what? | 5 | Jul 3 2009, 2:15 PM EDT by Z_Defence_cordinator | ||||
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Thread started: Aug 19 2008, 5:55 PM EDT
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As with all things in life a little planning goes a long way. You should figure this as a possibility. Any stationary location can be overrrun. I see two answers stay or run. Simple. If you have the firepower and supplies to break the siege go for it. I wouldn't recommend wasting the resources. Once your perimeter is broken you have to have a preplanned escape route. Underground is preferable. Having a vehicle on standby is the simplest way. You had better be prepared to shoot your way out because youre compound will probably be surrounded. I would escape via an underground location to a vehicle. After that set off some kind of explosion to divert attention(and kill alot hopefully) before maing my getaway.
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| TJTheNotSoSane | Only one line of defense? What a shame.... | 15 | Jun 27 2009, 4:39 AM EDT by PedroAsani | ||||
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Thread started: Dec 18 2008, 1:02 AM EST
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Having a walled fortress is great. I would have to go out on a limb and say one of the most valuable things for a survivalist group trying to start a colony, however a fortress will fall if you design it to. If you are building from scratch or have time on your hands I would suggest looking at Mideval castles. They had several walls and other obstacles for defenses. If you are fortifying a building do what you can. Use debris to form makeshift walls and obstacles around the entire building and if you can't build up dig down. Create a small declining ditch that leads to a very steep incline surrounding your fortress so zombies cannot reach the top. Once that is done look to other means of defense such as erecting walls or the use of funneling mazes which will create a narrow path toward your gun nests and even after all this fails have the back up plan to escape if necessary. Dig a tunnel from a soft point in your fortress somewhere outside, if you have time that is or modify a vehicle and go out Dawn of The Dead style.
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| Annihalatrix | why give up? | 9 | Dec 6 2008, 8:47 PM EST by SlimyJack | ||||
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Thread started: Dec 6 2008, 3:16 PM EST
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A fortress is in my opinion is the most valuble asset. Your safe haven is incredably important, but no place is perfect. Escape plans are nessacery, but if it becomes over run, after escape i think a pushback would be suitable, assuming your stockpiles are in there and youve put reasonable effort into fortifying it. So i disagree with people who intend to destroy theyre haven in the offchance it has been taken over. Mine would most likely be to retreat to higher floors and fend off what we can. If that proves to difficult escape to floor three then the roof which will serve as a choke point. If even then we cannot take it back, we will repell to the ground and run to a smaller back up building. there we will hold out until we feel confident that we can retake our HQ. If we can take it back, then we will also have theyre supplies, AND our bases weakness will be pointed out and subject to IMMEDIATE repair.
more than welcome to critisism - Annihalatrix
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| residentmagnum | Barricade is over run | 5 | Sep 16 2008, 2:49 PM EDT by residentmagnum | ||||
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Thread started: Jun 16 2008, 9:47 AM EDT
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every good baricade should have at least one fall back position
if at all possible there should be some kind of escape plan There should also be traps to if nothing else they should slow the zombies down
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| Lamnont | Escape vehihicle | 1 | Jul 22 2008, 3:08 PM EDT by ~Jack~ | ||||
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Thread started: Jul 18 2008, 4:21 PM EDT
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what would you use to drive away from your fort in?
personaly, an armored golf cart!!
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