Combat

Ebbtide rooftop zombie attacks: climbing hordes and evacuation risks

Ebbtide's announced zombies can pile up to reach rooftops. Learn what that means for rooftop squads, helicopter landings, and fire support.

Ebbtide Wiki
Ebbtide zombies climbing a tall defensive wall at night
Official game media · View source

How Ebbtide rooftop zombie attacks work

Ebbtide artillery and military vehicles deployed near a sandy urban perimeter
Official game media · View source

In Ebbtide’s announced combat system, zombies can pile up to climb walls and reach rooftops, so a rooftop position is vulnerable to ground hordes. Helicopter operations carry another risk: zombies can cling to aircraft hovering close to the ground. When an attack warning arrives, the announced responses include rerouting, retreating, or calling in fire support from the operations map.

The official Steam listing describes these as planned mechanics for the upcoming zombie survival strategy game. Its release date is listed as “Coming soon.”

What rooftop squads and helicopters need to account for

Ebbtide is planned to let players land helicopters on rooftops and deploy squads. That makes roofs a deployment option, but the horde’s climbing behavior means elevation alone cannot guarantee protection.

These announced mechanics matter when planning a rooftop operation:

MechanicPractical implication
Zombies pile up to climb walls and rooftops.Account for the horde reaching troops stationed above street level.
Zombies cling to helicopters hovering close to the ground.Consider aircraft exposure during low hovering as well as the danger to troops.
Soldiers killed by the horde rise as zombies.Losing a squad can add enemies to the battlefield.
Heavy weapons can bring buildings down.Consider the building supporting your troops when choosing fire support.

The listing also describes fast-roping troops from Black Hawks. It presents fast-roping and rooftop landings as deployment options; it does not establish either as protection against climbing zombies.

Responding to an approaching attack

The Nexus, the hive mind controlling the zombies, is described as hunting stranded units and besieging bases. The listing promises a warning before an attack, giving players an opportunity to reroute, retreat, or request fire support.

For a threatened rooftop squad, the useful planning priority is to consider withdrawal and support before committing to hold the position. The announced systems support several relevant decisions:

  • Review the wider situation on the operations map. Only hordes within your forces’ line of sight appear there, so the map’s visible enemies have a defined visibility limit.
  • Use withdrawal orders when appropriate. The game is planned to support hold, delay, and withdraw orders for National Guard, LAPD, and LA County Sheriff’s units.
  • Weigh fire support against structural damage. Artillery, naval weapons, and air support are announced options, but heavy weapons can destroy buildings.
  • Account for resupply. Troops, vehicles, and aircraft consume ammunition and fuel and can rearm and refuel only at bases you hold.

Zooming out will leave the battle running in the announced map-to-battlefield system. The operations map also supports pausing, which makes it a relevant tool for reviewing a developing attack and deciding whether to hold, withdraw, or bring in support.