Squid Strategy Guide - The Guerrilla Ship

Guns of Icarus Online269 views2 favorites6 min readby MessnManUpdated Apr 22, 2016View on Steam ↗

Introduction

The Squid is one of the least used ships in Guns of Icarus Online. I feel that this reason is because most players do not know how to properly command it. This guide will explain one possible strategy that, if implemented properly, will help a Squid crew win more games. I call this strategy the "Guerrilla Ship" playstyle, due to its hit-and-run nature.

Squid Overview

The reason why this hit-and-run strategy is the most effective when using the Squid, is simply a result of the Squid's high levels of speed and maneuverability. The Squid has the highest levels of speed and turn handling than any other ship in the game. But, due to its low levels of armor and firepower, it appears to have little use other than getting from point A to point B very quickly.

The Squid's has three light guns: one on the bow[en.wikipedia.org], one on the starboard[en.wikipedia.org] side, and one on the ship's stern[en.wikipedia.org]. The pilot's helm[en.wikipedia.org] is located on the port[en.wikipedia.org] side of the ship. This is a strange layout when compared to other similar ships like the Goldfish[gunsoficarusonline.wikia.com] or Pyramidion[gunsoficarusonline.wikia.com]. The layout gives the Squid the most firepower towards the starboard-most side of both the bow or stern.

For more details on the Squid's stats click here[gunsoficarusonline.wikia.com] for the Wikia page.

Ship and Player Loadouts

For optimal usage of the Guerrilla playstyle, it's best to make sure your ship and player loadouts fit the strategy.

Squid Loadout


When choosing which light guns to outfit your Squid, we mostly want long range weapons for the strategy to work. I like to outfit my Squid with an Artemis Light Rocket Launcher[gunsoficarusonline.wikia.com] in position 1, a Whirlwind Light Gatling Gun[gunsoficarusonline.wikia.com] in position 2, and an Echidna Light Flak Cannon[gunsoficarusonline.wikia.com] in position 3.

The guns in position 1 and 2 will be used the most, so they are the most important to keep similar to what's suggested above. The gun on position 3 is only really used in emergencies, so it can be up to your preference on what you like to kick the most butt with.


Pilot Loadout


When using this strategy, a lot of the work is in the hands of the pilot. This means that the equipment is very crucial. The three pieces of equipment best used are: Impact Bumpers[gunsoficarusonline.wikia.com], Moonshine[gunsoficarusonline.wikia.com], and Spyglass[gunsoficarusonline.wikia.com]. The Impact Bumpers and Moonshine go hand in hand. They're useful for going extremely fast and then ramming into opponents, minimizing your own damage. The spyglass is always useful for keeping location tabs on the enemy.


Engineer and Gunner Loadouts
These loadouts are not as critical for the strategy to work, but will be mentioned regardless.

Engineering strategy on the squid isn't much different from other ships. Keep something to fight fire's and something to repair parts. Simple. What's most crucial is that the Engineer is active and speedy when things get hectic. The Squid has a low amount of health, so things can end rather quickly if the Engineer is lax.

The Gunner needs to have ammo types that help with Area of Effect weapons and the Gatling Gun. Burst Rounds and Greased Rounds[gunsoficarusonline.wikia.com] are recommended.

The Guerrilla Strategy

So, we know why the Squid makes well for a hit-and-run playstyle and we know what the loadouts are for a hit-and-run playstyle. But, what do we actually do?

Generally speaking, the Guerrilla Strategy revolves around two modes of combat: Extreme Long Range and Extreme Close Range.

First, when a match starts make sure your crew is in communication with your teammate crew. When you first see an enemy ship, make sure that other crews on your team all agree on which one to single out and take down. Once a target is chosen it's time to initiate the Guerrilla Strategy.

The pilot must at first keep their distance. The Artemis Rocket Launcher has one of the longest ranges in the game, which means that unless the target has a Mercury Field Gun, you can probably out-range them. Have your gunner take distance shots at the target, disabling their parts. The Artemis does the most damage against the Hull, Guns, and Engines, making successful hits potentially cripple enemy ships.

Unfortunately, during this part of the strategy, the engineer(s) have little to do. Usually at long ranges, little damage is done to your own ship and the engineers can get a little bored.

Once the target is crippled, attention focused elsewhere, or running away, move in close to maximize damage. Good strategy here is to have the pilot use stamina and Moonshine to rush in very fast. If doing this, it's possible to go as fast as the game will physically allow any ship to go. Then, have one gunner on the bow side gun shooting what's in range and another crew member on the starboard side Gatling Gun. The pilot must steer the Squid beside the enemy so that its bow side and starboard side guns are able to hit their targets. This creates a "drive by" shooting effect that can happen very quickly and give out a lot of damage.

Continue firing until the target begins firing back. If too much damage is being taken, fly away and out of range. If the target isn't returning fire, keep attacking until either they do or are destroyed. If the target is extremely low in health, going in max-speed and ramming (with use of the Impact Bumpers) can create a satisfying attack that, if timed well, can even destroy the enemy.

It is best to alternate between long range and close range attacking in unpredictable and complicated patterns. The goal is to do as much damage without taking hardly any yourself. That's why we use both long range weapons like the Artemis and medium/short range weapons like the Gatling Gun. Doing this will usually not get many kills but, along with proper teamwork with the other crews on your team, you should serve as a dangerous assisting crew that ends up winning the whole match.

When Things Go Wrong
Using this strategy well requires a lot of good judgement between deciding on when to stay at long range and when to go in for fly-by attacks. Making bad calls as a pilot can lead to your crew's deaths.

One of the worst spots a Squid crew can be in is having its engines crippled and under enemy fire. Remember, the Squid is designed for speed and maneuverability. If it's engines are destroyed and it can't move then it's darn near useless. DO NOT LET ENEMIES GET BEHIND YOU. DO NOT LET YOUR ENGINES GET CRIPPLED. Keeping the enemy out of range and away from your engines will keep you alive. Running away from fights is part of the strategy. If things get too heavy, simply leave, repair, and go back for more. Just make sure not to wait too long between your attacks or else the enemy will make its own repairs and you'll have to start all over again. Work with your fellow team's crews and hopefully, all together, you can claim victory.

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