Your towers are ready, your enemies are coming, and your ammunition is in a depot on the other side of the map. Resupply is a tower defence game where the guns are the easy part. Every shot has to be delivered before it can be fired. You'll win by building, adapting and defending a supply network that doesn't break under pressure.
Empty Towers Don't Shoot
Every tower holds a limited amount of ammo, and every shot spends some of it. A tower that was winning one wave can fall silent in the next, and the cause is usually a delivery that arrived too late. Build too many guns and you create more demand than you can supply. Build them too far from the depot and the walk alone costs you the fight. Before you place a tower, you'll want to know how its ammo will reach it.
Decide Who Eats First
Supply is always limited, so you will constantly decide which towers get ammo and which have to wait. Set tower priorities to High, Medium or Low, and change them mid-wave as the pressure shifts. Protect the lane that's about to break and starve the one that can hold. Every bottleneck forces you to choose who gets the next delivery.
Four Worlds, Three Ways to Move Ammo
Each world takes away the answer you relied on and gives you a new problem to solve.
- Verdane. Workers carry ammo by hand. They can only be in one place at a time, so where you build matters, and so does when you send them.
- Pyrax. There are no workers. You lay conveyor belts tile by tile from the depot, fork them to feed several towers, and route around a crowded map. Belt capacity is limited, so a connected tower can still run dry.
- Rimara. Autonomous bots deliver by your priorities without any micromanagement, but they need charging. Chargers can only go in a few spots, so a bigger fleet doesn't help once the queue jams.
- Aridus. The depot is finite. Mix everything you've learned, and spend every round with care, because you're no longer sure there will be more.
Fire Where It Counts
Your arsenal is built to be fed, not just placed. The Machine Gun gives dependable sustained fire at the cost of constant resupply. The Rocket Launcher clears bunched-up enemies in fewer shots, which saves ammo if you place it at a choke point. The Laser answers armoured enemies. Pick the tower that hits hardest for the ammo it costs, not just the one that does the most damage
Take Control in the Critical Moment
Sometimes planning isn't enough. Use active abilities to turn a failing wave: drop a bomb on a crowd, Freeze the line, push your belts harder with Overdrive, or recharge your whole fleet of bots at once. Each ability can save a defence, but only if you use it at the right moment, so don't waste it.
Build the network, keep the guns fed, and hold the line. Resupply is the game where logistics is the weapon.