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Orbital Onslaught Walkthrough Guide

(Posted in Game and Updated on May 6, 2012)


Orbital Onslaught is a real time/turn-based, tactical-strategy flash game. Lead your mercenary forces against
fugitive criminals in a sector, and fight for fame and fortune! Bring the fugitives to justice using a wide variety
of unique mercenaries, including soldiers, turrets, gunships and more!
Orbital Onslaught Two achievements & 20 points to earn
- Kekekekeke Badge (5 points) 100 total kills
- Heroic Headhunter Badge (15 points) All 9 bounties collected
Orbital Onslaught Tips and Hints
- Drop/Deploy pods on enemies for extra damage. Go on. It feels good.
- Use Light infantry to quickly capture flags (waypoint markers).
- Use Samurai to kill mobs of infantry units quickly.
- Use Rocket Infantry to defeat powerful vehicles (tanks, mechs, walker, aircraft, etc)
- You gain 1 point of Fame for every $100 earned (round up)
- You also gain additional 1 point of Fame for every 50 HP remaining after a round.
Orbital Onslaught Planets
- Icy Planet Infantry move slower through open snow. Aircraft lose 5 HP per second.
- Magma Planet Magma pools damage units travelling through it.
- Desert Planet Rocks block deployment of your army.
- Verdant Planet Vehicles move slower through Forest.
Orbital Onslaught Passive Abilities
- Faster Attacking Speed (Best complement: Samurai, Drone, Light)
Increases the attacking rate of a particular unit. Best apply on units that are already has fast attacking speed.
- Max HP (Best complement: Tanks, Walker, Heavy, Mammoth)
This increases the health of an army unit. The more health, the more damage it can absorb! Im not a fan of max
hit points (health) since killing enemy quickly is more fun than tanking in heavy amount of damage. But I guess
some players like them. Adding this max hp to ability on Mammoth will drastically improve its health!
- Long Range (Best complement: Sniper, Rocket Sentry, Mortar, Hive)
Attack enemy from afar without getting hurt. Apply this ability on long range attacking unit such as Sniper as it
will tremendously increases its attacking range. This ability will help them greatly in knocking out enemies
quickly before they can conquer the map/terrain as they can save time attacking instead of walking towards the
enemy.
- Max Damage (Best complement: Tank, Samurai)
Increases your max damage, making it possible to 1 hit KO enemies. Works best with fast attacking units such
as Samurai to whittle down your enemies quickly before they can deal further damage to your own units!
- Dodge (Best complement: Light)
Allows your units to avoid absorbing any hits from enemy attacks, regardless low or high damage! The
maximum dodge chance you can get is 30%. I used to apply 30% dodge to my LIGHT infantry (human shield)
making it difficult for enemies to kill them on the front line while my long range units and tankers pound them
safely.

Orbital Onslaught Army


Orbital Onslaught Infantry
- Light (1 Turn)
Already unlocked. LIGHT infantry are puny weaklings. Think of them as disposable napkins. Good for
swarming enemy, or as cannon fodder to draw enemy fire. LIGHT is very useful in capturing the flags on the
top and bottom. They conquer terrains quickly with their fast walking speed! Also, they are great for diverting
enemy attacks away from your powerful units (that requires many turns to spawn), making them renowned for
their human shield capabilities. Since they only take 1 turn to respawn, you can mass light infantry in a short
while, overpowering higher level infantries such as rocket and snipers. This makes them a great asset in all
battles. Dodge ability best complements Light infantry as it makes it more difficult for enemies to kill them.
- Medium (2 Turns)
Already unlocked. MEDIUM infantry are general purpose troops. They can generally beat most other infantry
in a straight fight, but are outclassed by almost anything else. I used these infantries in the earlier stages of
capturing criminals in the Orbital Onslaught. In later levels, they do not prove very useful as they are
overpowered quickly by fast killing robots. Not recommended for later levels in game.
- Rocket (2 Turns)
Unlocked after Mission 1. Rocket infantry carry a huge-as rocket launcher, and are clearly overcompensating
for something. Great versus aircraft and vehicles. Most of the enemies usually compose of 3 to 4 machinery in
their army. Having rocket infantries will defeat these behemoths quickly from afar. Just hope that there aren't
any snipers, light nor other fast melee attacking units gets in their way. Long range ability complements well
with Rocket launcher, providing them ample time to take their slow shot against vehicles and buildings
(especially Sentinels). Place Rocket infantries behind your tanks so they are protected from fast attackingwalking enemies.
- Snipers (4 Turns)
Unlocked after Mission 1. Snipers are cowards. They hang back, putting bullets into the heads of enemy
infantry. Not so hot against, vehicles or anything that moves fast. Similarly to Rocket, they are slow powerful
firing units that attacks from afar. They specialize in killing infantries instead of vehicles and buildings. They
are susceptible by fast melee-attacking robots, or fast walking enemies. Use these guys if your opponent has
many infantries they would like to dispose. Place Snipers at the very back of your army so they dont get
gunned down by enemies in the front line. If enemy deploys Raider nearby your Snipers, dont panic! Deploy
your Light Infantry to draw away enemy fire while your Sniper takes his time head-shotting those backdoor
Raiders.
- Raider (3 Turns)
Unlocked after Mission 4. Raiders can deploy anywhere, but cannot capture territory. This naturally makes them
asshats that specialize in surprise attacks. Deals extra damage to buildings. Personally, I dont use Raiders at all
since LIGHT infantry can reach enemy base quickly. LIGHT infantry can also defeat these guys quickly too
since every turn I can deploy them.
- Mammoth (9 Turns)
Unlocked after Mission 6. Mammoths are genetically modified monsters. They are enormous, and can absorb a
lot of damage. Oh and they regenerate health rapidly over time. They arent vehicles of course, unless there is a
vehicle that can self-repair using mini bots. They charge against enemy units if they are within range. It uses
melee attack to defeat its opponents. However, they are quite susceptible to Rocket Sentries.

Orbital Onslaught Vehicles


- Heavy (4 Turns)
Unlocked after Mission 2. HEAVY mechs get to sit in an expensive battle-suit. They can take a lot more damage
than regular infantry. They move pretty slowly but they do the job well. However, several rocket launchers can
wipe them out easily too.
- Gunship (3 Turns)
Unlocked after Mission 3. Gunships fly around in the sky, like high tech vultures. They have autocannons which
work best against weak infantry units. Does not capture territories. Easily penetrates enemy lines and moving
out from there after delivering massive shots against its weak troops behind the front lines such as enemys
Sniper and Rocket Infantries. Great against all weak infantries. A must have if you wish to dispose enemy
infantries quickly. However, they arent a fan of Rocket Sentry attacks.
- Tanks (5 Turns)
Unlocked after Mission 3. Tanks are like angry horses. They are armored with thick steel plating. Their splash
damage makes them effective against weaker units huddling together.
- Drone (5 Turns)
Unlocked after Mission 5. Assault drones are fast moving killer robots, with sharp claws. Those sharp claws
deal a lot of damage to soft infantry units. Unable to claw aircraft. These guys can be easily countered by
having Vehicles (Gunship and Bomber are immune to Assault Drone attacks!).
- Bomber (3 Turns)
Unlocked after Mission 6. Bombers are aircraft that can deal a lot of damage against a single target. Kinda
useless if the enemy only has a lot of fast weak units.
- Samurai (2 Turns)
Unlocked after Mission 7. Samurais are only armed with a sword versus enemies with guns, but the swords are
so sharp that they can slice vehicles open. Like an uber-cool can opener. They are easily defeated by Rocket
Sentry or units that have massive health to begin with.
- Shield (3 Turns)
Unlocked after Mission 7. Shield droids have a force field that reduces damage taken. Its fatal flaw is a total
lack of effectiveness against melee attacks. This can be pretty fatal. They are susceptible to melee attack such as
Mammoth, Samurai and Drones.
- Walkers (8 Turns)
Unlocked after Mission 8. Walkers are one of the toughest units available. They can take a lot of damage while
raining down fire and trampling all over the enemy. I guess this unit is the only unit can defeat hive since it uses
its legs to trample those critters without wasting its shots against the weaklings.

Orbital Onslaught Buildings


- Sentry (5 Turns)
Unlocked after Mission 2. Sentry Turrets just sit there and dont move at all. Use them for defense, or as
expensive base decoration. Effective against a swarm of weak units. This will be your very first building
(stationary army)! Sentry as defense is not particular great since Rocket Infantry can pound them happily from
afar (with Long Range Ability). It will be best to use infantries to defend your base for now and skip this Sentry
(Building). Playing offense in the beginning is sure more fun to unlock more new army in the mid and late
game!
- Rocket Sentry (5 Turns)
Unlocked after Mission 4. Rocket Sentry turrets cannot move. They just sit there firing rockets at any idiot
dumb enough to come into range. Works best against aircraft. These sitting ducks arent just there for
decoration. Rocket Sentries play an essential role in both offense and defense if used correctly. You can use
them to attack fast Gunship and Bombers, while protecting your base from Raiders. For the fun part, they
complement well with Hive (another building) their homing missiles are precise, never misses the enemy unlike
Mortar. If you are a fan of both styles (offense and defense) this should be one of your selected choices when
preparing your army.
- Mortar (6 Turns)
Unlocked after Mission 5. Mortar turrets are long range artillery units. Rains shells down on last known enemy
positions. They tend to miss fast moving targets, however. Great against slow moving units such as tanks,
snipers and heavy mech. However, they tend to target enemies closer to them; therefore they will keep missing
Light Infantry, Samurai, Assault Drones.
- Hives (4 Turns)
Unlocked after Mission 8. Hives dont move, and deal very little damage. However, like some bizarre
infestation, they can spawn mutant critters that swarm the enemy. The critters spawned by Hive have little
health, much less than Light infantry. However, they make excellent diversion and human shield, replacing
Light infantry role as the puppet to draw enemy firing attention. However, they make a very good team with
Light infantry. To fully open Hive full potential, you will need Light infantry to conquer some maps in the first
turn. Only on 2nd turn you place the Hive closer to enemy base (5 boxes away from your base). This allows
Hive to constantly spawn its critters as the enemy within its large range. Hives have very long range attack, 2.5
times greater of a Sniper, but super weak attack. Hive critters perform melee attack, thus Shield enemies will
whittle down easily. If you have 4 Hives on battlefield, your opponent stands no chance to keep up with your
amassing army! A warning, critters lose health every second, regardless of the terrain they are walking on. So
it's advisable to direct your Critters directly to the enemy base instead of pointing them to flags (top/bottom way
points).

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