Opening Statement
You’ve probably realized by now that your average combat technician is incapable of building a proper defensive Forward Operating Base (FOB).
If they do, it can barely hold for longer than 20-30 minutes against a competent and capable enemy force.
This guide aims to address this issue by bringing you up to speed on the concept of “Defense in Depth”, a military strategy utilized to this day.
There will be one or two military terms; look it up if you don’t know it. It will also utilize some relevant concepts and principles from the dated wiki guide.
What is Defense in Depth?
[1] a tactical system of mutually supporting positions that are each capable of all-round defense and that have sufficient depth to prevent the enemy from achieving freedom of maneuver before the enemy’s attack is broken up and absorbed
[2] a strategic succession of defended areas which will permit continuation of a war after forward areas have been lost
Thank you, Merriam-Webster
How do we achieve Defense in Depth on CM13?
I’m glad you asked. It is quite easy to achieve this in a 2d spaceman game, with no “real” terrain considerations. If you use your points wisely, requisitions prove competent, have good squadmates, and salvage resources from the colony where possible, then this is very easily achievable.
Your only real enemy would be Command, if they don’t give you enough Combat Technicians or majorly screw up the first push[1]. And the xenos themselves.
Sectional Defense
Our first concept and principle is Sectional Defense, where we will utilize positions capable of DAMROD[2], specifically “Depth, All-round Defense, & Mutual Support” or DAM for short.
In the picture below, you will see Sectional Defense. Where we divide several areas into smaller ones to ensure the integrity of the FOB and limit the enemy’s capacity of breaking in.
An example of ensuring FOB integrity and security can be seen below. Where you can see that we’ve lost two sections of the FOB, but xenos have not compromised the rest of the FOBSEC[3].
Here is another example of a crusher trying to destroy the plasteel cade, only to end up locked in by the private. Now they’re trapped and getting shot at from multiple locations. This is called Mutual Support, where nearby positions can support other friendly positions.
You can utilize Sectional Defense to divide & conquer by splitting up some advance paths, making it inconvenient and time-consuming for the enemy to go around. If one enemy is critical on one side, then their friend would need to go around to help them, buying you time to kill their friend before they get there.
Clear Pathways & Lines of Fire
Our second principle is Clear Pathways & Lines of Fire. Now, your line of fire is heavily dependent on the pathways created by the positioning of folding cades. As you’ve already seen, the cades are lined up back-to-back. We don’t want to shoot friendlies or have to hold fire.
By providing clear pathways, you limit friendly fire and Mutual Support is consistent and effective.
Now here is the thing, you don’t want “overlapping” folding cades. That’s bad for business, and someone could accidentally click the wrong cade. Furthermore, you want to ensure that the people firing at the enemy do not get pushed around.
To achieve that, you’d have to put the foldable cades (connecting trenches) further inside the FOB rather than out. As demonstrated in the picture below.
Fallback Positions
Now, this is critical. You must have fallback positions to ensure that if the front defenses fall, marines can collapse to secondary positions. Buying you valuable time to bleed out the enemy, and perhaps get enough points to
As you can see, we have about 5 defensive positions for the main defense effort. This will buy us precious time to weaken the enemy before we retreat. It’ll also give us time to load up important supplies for the ship’s defense.
Dropship Defense
People usually neglect defenses for the dropship, yet I cannot highlight how super critical and necessary it is to build defenses for the dropship.
Not only do they act as fallback positions, but they also act as a makeshift hospital if the FOB is breached, where Hospital Corpsmen and the Field Doctor can heal Marines safely. They further prevent xenos from running onto the dropship throughout the operation or during evacuation.
Additonal Concept(s)
Natural Defenses
Use natural terrain or pre-placed walls to your advantage. You have a limited supply of materials you could use for your defenses, and need to make good use of them.
Force Xenos to “crowd” around certain areas, which limits their effective capability and allows you to whittle them down.
Narrow Hallways are bad for Marines, but if the enemy needs to push through them, then it’s good for you. Moreso if you have several defensive positions on the other end. If you look at the picture below, you can see that the pathway is very narrow and long, but you have the advantage as you shoot the enemy from the safety of your cades. They would have nowhere to hide from you.
TLDR
- Use sectional defense
- Don’t block lines of fire
- Build clear pathways
- Build fallback positions
- Use natural defenses










