Defilade Guide

Defilade infantry guide

Updated · Units

Quick answer

Defilade infantry handle the tactical layer themselves: they find cover behind trees, wrecks and walls, go prone, drag wounded comrades to safety, throw grenades back and surrender when broken. You give the broad orders. Squads split into fire teams, soldiers earn ranks and veterans end up in full armour, and captured soldiers can be interrogated for intel. The exact stats are not published; the December 1 demo is the first public build.

What a soldier decides without you

The developer’s pitch is that Defilade infantry are not puppets. The confirmed autonomous behaviors:

That is a lot of behavior you do not have to click. Your job is to put them in the right place, give them the right order and keep them supplied.

Fire teams and squad behavior

The October 22 update added a squad system:

The practical use is a bounding overwatch: one fire team suppresses, the other moves; then swap. Do not send a whole squad across open ground in one click.

Ranks and veterans

Soldiers earn ranks. Veterans end up in full armour, and their rifles gain sights, lights and lasers as they rank up. The developer has not published the exact bonuses, but the design intent is clear: keep veterans alive.

That makes medics more important than they look. A rescued veteran keeps his rank; a dead one is replaced by a rookie. If you are trading squads one-for-one, you are losing experience even when the body count is even.

Medics and casualties

The counter is fire: if you keep the wounded under fire, the rescue attempt fails. That is why smoke, suppression and cover matter.

Prisoners and interrogation

Soldiers can surrender when broken. Captured soldiers can be interrogated, and they can spill live intel on you or the enemy. The Rebels can build tunnel networks and interrogate prisoners there.

For the player, that means a fight is not over when the enemy breaks: a surrender gives you information. We do not yet know the exact intel types or how long interrogation takes; that is a demo test.

Habits from other RTS games that backfire

  1. Attack-moving into the open. Defilade soldiers find cover, but they cannot survive a machine-gun nest in the open. Use waypoints through cover.
  2. Treating squads as one blob. Split into fire teams; one team fires while the other moves.
  3. Ignoring veterans. Ranks are lost on death; rescue the wounded.
  4. Forgetting prisoners. A surrendered enemy is intel; do not just shoot everything.
  5. Overusing manual micro. The soldiers handle cover and rescue; spend your clicks on positioning, orders and supply.

What the demo will tell us

We will update this page on December 1 with demo observations.

FAQ

Do Defilade soldiers find cover on their own?

Yes. The developer says almost every object — including trees, vehicles and blown-off parts — is used as cover, and soldiers take cover without a click.

Do soldiers rank up?

Yes. Soldiers earn ranks, veterans end up in full armour, and their rifles gain sights, lights and lasers as they rank up.

Can soldiers surrender?

Yes. Soldiers can surrender, and captured soldiers can be interrogated for live intel.

Can I heal wounded soldiers?

Yes. Medics use stretchers to pick wounded soldiers up, and if one medic is killed the other drags the soldier instead.

What is a fire team?

A squad can split into fire teams: one team covers while the other moves. The October 22 update lists this as a squad behavior.

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Sources

Checked against the current version on · Medium confidence — consistent community reports, not officially confirmed. Spotted something outdated? Tell us.

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