INTO THE BREACH · PC / ADVANCED EDITION

Basic tactics: pushing and defense

Learn how to count threats to buildings and assign actions to three mechs. Covers a pushing example, enemy attack types, water, chasms, fire, smoke, attack order, spawn blocking, repairs and rewinding.

Scope: PC Advanced Edition (additional content ON; mechanics based on the official 1.2.88 update announcement) / Content checked: October 2, 2026

Five checks to make first each turn

  1. Open the attack previews and find threatened buildings, mission units and mechs facing lethal damage. Leave attacks on mechs that can simply move away until later.
  2. Display fire, terrain events and enemy attack order. When using enemies against each other, always read which one acts first.
  3. Assign targets that only one mech can reach first. Do not spend a melee mech's action before dealing with a target only artillery can reach.
  4. Assign the remaining threats to pushes, pulls, disabling or kills. Check whether one move or area attack can redirect several attack previews.
  5. Before ending the turn, check buildings, every mech's HP, push destinations and upcoming spawns again. Consider Reset Turn if the result differs from the preview.
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Pushing example: a ground enemy into water

This example is arranged to explain the rules. It is not a map copied from an actual fixed mission or terrain layout.

An 8×8 example. Combat Mech at C4 pushes the ground Vek at D4 right into water at E4, protecting the building at D5.
Assumes the enemy at D4 cannot survive water and can be pushed. Do not apply the same result to exceptions such as Flying, Massive or immovable targets. Enlarge diagram ↗
  1. Place Combat Mech at C4. Check that the enemy at D4 is targeting the building below it at D5.
  2. Using Titan Fist to the right damages the enemy and pushes it to E4. If it is a ground enemy without Massive, the water kills it.
  3. A flying enemy survives above the water. An enemy with Massive also does not die simply from being dropped into water, so check its attack preview again.
  • The enemy may die from direct damage first. The important question is which attacks remain after the push and in which direction.
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Distinguish movement from collision

MethodWhen it helpsExceptions to check
PushShift an attack's origin or drop an enemy into water or a chasmIf the destination is a building, the building also takes collision damage.
PullMove an enemy away from an adjacent buildingWhen pulling it into your mech, check the mech's remaining HP too.
CollisionRemove HP that the weapon's own damage cannot coverA normal collision deals 1 damage. Do not confuse this with armor's reduction to weapon damage.
Throw or swapMove an enemy that is difficult to reposition with direct fireSome targets, such as Burrowers, cannot be moved.
Block a line of firePlace another enemy or a mech in front of a direct shotThe same block does not stop arcing, area or piercing attacks.
Reverse attack directionChange the target without moving the attackerReversing alone does not stop an enemy that attacks in both directions or all around it.
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Check attack order when using friendly fire

  1. Move enemy B, which attacks later, into the line of fire of enemy A, which attacks first.
  2. Check whether A's damage will kill B. If it does, B's planned attack disappears.
  3. If B survives, check where its attack will reach from its new position. If it targets another building, you need another action.
  • Friendly-fire support, A.C.I.D., armor and Psion effects change damage. Do not assume an attack is lethal from appearances alone.
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Regular enemies: choose an answer by attack type

HP and damage vary between regular, Alpha and Leader variants, with difficulty and with support effects. This section groups ways to stop each type; read actual numbers in the on-screen preview.

EnemyAttack featureDefensive response to check
FireflyShoots the first target in a straight lineMove it sideways or block the shot with an enemy. Check both front and rear firing lines for a Leader.
HornetFlying melee enemy; stronger variants also attack the tile beyondPushing it into water alone does not kill it. Move it away from buildings and check the attack area extending along the line.
LeaperLeaps closer and webs its targetDo not leave escape entirely to the webbed mech. Use another mech to move either unit or disable the enemy.
ScarabArcing attack over obstaclesPlacing a mech in its line of fire is not a solution. Move the attacker and check whether its impact tile changes.
ScorpionApproaches and webs its targetStop the webbing enemy with a push, pull or smoke. A Leader threatens several nearby mechs.
BeetleCharges in a straight line and pushes the target it hitsUse water, chasms or another enemy in its path. Do not expect a Leader to drown like the regular variant.
BlobberPlaces an explosive Blob on another tileDo not assume killing the main enemy removes a Blob already placed. You also need to protect the area around the Blob.
BurrowerWide melee attack around it; normal forced movement does not workDealing actual damage makes it burrow and clears its attack preview. A zero-damage push alone cannot stop it.
CentipedeApplies A.C.I.D. around a direct shot's impactCheck nearby allies as well as the impact tile. You can also weaken a moved enemy for friendly fire.
CrabArcing attack targeting several tilesAfter moving it off one building tile, check that a neighboring impact tile does not overlap another building.
DiggerCreates rocks around itself and attacks its surroundingsCheck whether artillery can reach the main enemy or whether you can push rocks into it. Do not spend all your actions only breaking rocks.
SpiderLays eggs that produce SpiderlingsCheck positions webbed by the eggs separately from threats after hatching. Destroying or freezing eggs prevents hatching.
PsionChanges other enemies' HP, armor, healing, explosions on death and moreRead which support effect applies. Combine enemy attack order with changes in HP or death explosions when calculating kills.
Pinnacle's enemy robotsIncludes direct-fire, piercing and artillery unitsIf the mission forbids killing them, choose pushes, freezing or other options. Prioritize the attack preview over the unit's name.
Goo (boss)Splits into smaller units when killedSave actions for the next units and retain the mission objectives. Do not assume smaller units die from water alone.
  • This is not a fixed enemy ranking. Set your response order from buildings currently under attack, mechs that can reach them and the turns remaining.
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Seven new AE enemies: additional attack types

EnemyAdded threatPosition or action to check
BouncerAfter a melee attack, moves itself backwardCheck the recoil destination as well as the target tile. Changing water, chasms or collision targets can turn recoil into a defensive tool.
GastropodPulls its target, or pulls itself toward an immovable targetMove allies where they cannot be pulled into chasms. Also check the preview for the enemy's own movement when it aims at buildings or mountains.
MosquitoFlies and places smoke on the targeted tileAgainst a regular variant, moving out of smoke may let you act. Do not treat a Leader's webbing and lethal attack in the same way.
MothFlying artillery with pushes affecting both attacker and targetCheck impact damage, collisions involving the target and the enemy's recoil destination together. Simply dropping it into water does not kill it.
PlasmodiaCreates a short-lived Spore that fires directlyTreat the main enemy and its Spore as separate threats. Turn the Spore's firing line toward an enemy or stop it before it shoots.
StarfishAttacks several tiles diagonallyDo not assume the same push that redirects an orthogonal melee attack will work. Check for buildings on its new diagonals after moving it.
TumblebugCreates explosive rocks; rocks left behind also obstruct movementRead the area affected when a rock explodes. Consider moving it somewhere safe or freezing it while keeping a train's route clear.
  • Do not choose islands on the assumption that these seven types will appear in a run with additional AE enemies OFF. Leader HP and a complete list of exact damage values are still being cross-checked.
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Terrain and status uses and exceptions

Terrain or statusDefensive useEasy-to-miss point
WaterKill ground enemies that cannot survive waterFlying and Massive enemies survive. Even mechs that can enter water may be unable to use their normal attacks there.
ChasmDrop targets that cannot flyFlying units survive above chasms. You may also remove your own escape route.
SmokeStop normal attacksNormal allied units cannot attack in smoke either. Check for smoke immunity.
FireWear targets down with ongoing damageSetting a target on fire does not by itself stop its current attack. Some traits also grant fire immunity.
A.C.I.D.Increase weapon damage and counter armorIt is dangerous when applied to your own mech too. Do not calculate all fire or collision damage as doubled as well.
FrozenStop the target from actingDamage thaws it. An unnecessary attack on a disabled enemy can restore its attack preview.
ShieldPrevent one instance of damage or prevent Ice from freezing itselfIt does not block every hit in a multi-hit attack.
Cracked terrain [AE]Turn it into a chasm with another hitResults for flying and ground units differ before and after the chasm forms.
Boost[AE]+1 damage on the next attackStacking does not increase it without limit. Check both previews for equipment that includes self-damage.
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Deciding when to block a spawn

  1. Place a mech, enemy, rock or other object on an upcoming spawn tile. The blocking unit or object normally takes 1 damage.
  2. Blocking does not count as killing the spawning enemy. Check the same spawn point again next turn.
  3. When blocking with an enemy, check that enemy's own attack preview. A successful block is insufficient defense if the enemy still attacks a building.
  4. Blocking early can result in several spawns coinciding next turn. Consider remaining turns, movement range and HP.
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Repair, Undo Move and Reset Turn

ActionWhat it doesWhen to use it
Normal RepairSpend an action to restore 1 HP and clear statusesUse when you can redirect an attack without attacking, or to deal with fire, A.C.I.D. or freezing.
Undo MoveUndo a move before the unit has actedRecheck range and push destinations from the proposed position. This differs from rewinding everything after an attack.
Reset TurnNormally replay the current turn once per battleRework your plan after getting the action order wrong or hitting a building.
Special abilitiesIsaac adds a Reset, Harold pushes when repairing, and Kazaaakpleth replaces Repair with an attackRead the pilot ability instead of expecting normal healing from the action's name alone.
  • Reset does not rewind the entire game or return to past missions. Also use attack previews and Test Mech.
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Protect grid power and mech HP separately

  1. Damage to buildings reduces the Power Grid. Avoid the loss caused by running out of grid power above all else.
  2. Grid Defense is the chance that a building resists damage. A solution relying on chance leaves more room for failure than reliably redirecting the attack.
  3. Mechs normally recover HP between battles. However, destruction can cost you the pilot, so check whether incoming damage is lethal.
  4. Grid power does not recover automatically between battles, but power rewards, island shops and reward choices can restore it. Replenish a low grid before going to the next island.
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Prepare for the first turn through deployment

  1. Check enemy movement and weapons, and consider positions without a building behind the mech. A position intended to bait an attack is an option, not a guarantee that the enemy will target it.
  2. Leave melee mechs space to move beside enemies and artillery mechs space to move sideways. Do not place the entire squad in the same narrow area.
  3. If enemies use Webbing, space your mechs so that several are less likely to be webbed at once on the first turn. Once previews appear, include escaping webs among your three actions.
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Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).