Door Kickers 2

Door Kickers 2

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Nowheraki SWAT guide (Updated October 4th)
By Vanta
A guide to making use of the local enforcement
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A guide to Urban Warfare with your local tourism guide.
Whilst the CIA might be too subtle and not staffed enough to engage in all out war, and the rangers not solid enough in urban guerilla combat, there is always the nowheraki SWAT team.

Don't let the name fool you, These guys aren't going in and arresting drug lords like those weirdo's at Nowhere City. The Nowheraki "Law" "Enforcement" are hardened urban warriors, And I'm going to teach you how to make as effective use out of them as possible.

Quick rundown
You have four unit types, The Leader. Eight Assaulters. Two Sappers. And a ♥♥♥♥-lode of Militia fighters.

  • All units cannot lockpick, and cannot stealth.
  • Militia take up half a deployment slot per militia fighter
  • Most unit's have low armor besides the Leader and the two sappers'
  • Sapper's and the leader can wear the best armor in the game

  • Assaulters and Sappers can carry riot shields
  • Sappers can carry up to three demolition charges that destroy walls with a large blast radius behind them
  • Sappers can also carry up to 6 door breaching charges with a much stronger blast radius in comparison to the SLAP charges that rangers and CIA carry.

  • Each unit is much lower trained compared to your rangers or CIA, and are pretty poor at long range, and also have over-all lower accuracy compared to the platoons. They will also never fire in full auto except when using LMGs, Machine Pistols and SMGs.
  • Militia have poor weapons, the bare-minimum combat training and get one singular medicore SAPI plate to the front. Don't plan to get shot in the back grimsey.
  • Assaulters, Sappers and your Team Lead are better trained compared to militia and better equipped, but they take up one full deployment slot like rangers.


The Leader.
The Leader is essentially the overall specialist of your team
He can take any role needed in your team.
Weaponry
He also gains access to the GP34 AKM to start with, and can also make use of the APC-9K, the SVD, The Draco (AK-47M SF Carbine) the Ukrainian Malyuk (Vulcan Rifle) and finally for a whopping 30 stars he can spend some United State's Tax-Payer cash to get an M4 with an M203 attached.
This wide arrangement of equipment essentially let's him take any role in your crew that's left uncovered, he might also be better trained, but this needs to be verified.

Armor and Equipment
In terms of armor, His options:

  • He starts with no armor, essentially making him a very high mobility squishy toy, Those 7.62x39 rounds that the insurgents generally carry are going to ruin your day very fast.
  • Alternatively you can try and find a singular lone SAPI certified plate in the surplus armory of old soviet equipment that's probably very old, You get no side armor or even rear armor with this. Retreat is not an option, and those bullets are going to hurt still.
  • For a couple stars, you can upgrade him to adding a SAPI plate to the back aswell, for if you don't want to get shot in the back, I'd recommend this at minimum.
  • For even more stars you can go ask your coalition advisors to smuggle you in a nice ESAPI plate, for you to replace your old surplus SAPI plate in the front.
  • Or... For absolutely free you get the best frontal armor (and the heaviest) in the game by default. The Sapper's Combat Vest, I will go into more detail later with the Sapper.

In terms of tactics, I would recommend you give your leader something more specialized, Either something with a GL, or the SVD are what I use so far. The Leader is relatively solid at every role.

My personal recommendation is the SVD, as usually the rest of your team are going to be extremely weak at range and keep the leader alive so you can make sure you get use out of his specialist skills.

Alternatively the GL can be combo'd with the Sapper's charges to blast open a hole in a wall and immediately have your Leader launch a 40 Mike Mike beyond the opening. I explain how in the Sapper section.
Assaulters, The workhorse bread and butter... right?
Assaulters are... well they're pretty similar to the Ranger Assaulters, with a few key differences.

  • They don't get helmets, and as a side effect they don't get NVGs
  • Overall somewhat worse training
  • Poor armor capabilities
  • Poor ammo.
  • The ability to use Riot Shields
  • The ability to use the SWAT exclusive Molotov Cocktail.
  • They can carry LMGs, making them more multi-role compared to ranger assaulters.

Essentially they... are worse compared to the rangers in every way. But they're still not terrible. The other strengths of your other unit types makes up for your assaulters over-all weakness compared to their western counterparts.

I would tactically recommend you use them in tactical support roles and for when your militia fighters don't have the ranged capabilities to at fight distance. Use them conservatively, because whilst they're good-ish at shooting ♥♥♥♥, their overall jack of all trades master of none make them best used as decisively as possible.

They do have the benefit of being able to use the M16A4 and the M4A1. and the M68 CCO and the ACOG.

They also get one unique "primary" which we will be covering in the next section as sorta it's own pseudo class.
The Riot Shielder
Big hunk of bullet stopping metal

Assaulters and sappers get access to the big good ole Riot Shield, Certainly a call back to the days of Nowhere City's SWAT teams.

Riot shields sacrifice mobility and versatility, for one specific role, and that is to distract, provide mobile cover and tank as many rounds as possible without dying.

You're unable to sprint, or crouch with the riot shield, and you can only use your pistol at a hampered degree, with massively lowered accuracy and fire-rate due to the fact that you're 1. One handing a pistol. 2. You're holding a massive big hunk of metal in your other hand.

In order to make the best use of the riot shield, don't send them in alone to clean house with only a 9mm and a dream, Make sure you have some militia or some assaulters covering them as best as possible and using the distraction and cover the riot shield provides to your advantage to doink the rest of the insurgents too busy trying to spray into a wall of steel.


If you want to absolutely tank as best as possible, give it to your sapper and give your Sapper his big comfy safety vest. Essentially, Frontal attacks at that point become irrelevant as your Sapper can now get shot with any bullet and essentially shrug it off as whatever get's past the riot shield, now has to get past a big old boiler suit of ♥♥♥♥ lodes of SAPI plates. AP rounds might still be a treat, but you're still essentially a big hunk of steel tanking assault rifle rounds.

The Sapper. Or the demolitionist Juggernaut.
I love the smell of napalm.

Your sappers are essentially the big heavy ♥♥♥♥♥♥♥♥♥♥♥♥♥ of your team (that is, if you want them to be)

Whilst on paper, they might look like Assaulters with breaching charges and a fancy extended protection vest, they're a lot more than just that.

Firstly, The armor has the best frontal protection in the game from intermediate caliber rounds, you're essentially a walking juggernaut, Sniper rounds still can go through, but you're able to tank so many bullets from the front if they aren't AP rounds, You're essentially able to soak up ♥♥♥♥ tonnes of bullets in any breach situation, and you're the only nowheraki law enforcer allowed to wear a helmet.

The Sapper's primary role is to essentially... breach the ♥♥♥♥ out of any compound, They can carry up to a whopping 3 wall breach charges, or five door breach charges.

These charges are also superior to the Ranger charges, but they also may have more unwanted collateral damage with hostages. You can blow up SIX walls with just two guys. That's usually enough to pretty much breach any compound and take any difficult rooms from any angle.

Which is VERY handy to be able to do. Just try not to let them die otherwise you lose those charges and you have to take the more methodical approach which the Nowheraki Swat don't do so great at.

People might argue your militia are the best unit in the law enforcement sector, but in my opinion, two sappers make up their weight in solid blood, sweat and gold.

They're one of the few units in this game that could probably crawl through 1000m of hell, and come out alive.


Just mind the mobility leaves them open to their flanks, which have lower protection.

My advice is to use them when you need to take a position and you need people who can take shots but still put out fire on to the enemy, and make as much use of their charges to push through enemy territory as fast as possible.

Pro Strategy: Place a wall breach charge onto a wall and set it for a go code, have your Leader carry a grenade launcher and aim a grenade through that wall in the plan, set it for the same go-code and you have a pretty easy and effective way to kill entire rooms. Just don't do it on hostages.
Militia. The true workhorse of the SWAT.
The quickest way to explain the militia, is they take up only half a deployment slot, and there is
a reason for that

Militia are essentially cannon fodder, you're not getting firepower, individual prowess or tactics, and you sure as hell aren't getting remotely trained soldiers, what you're getting with the militia is the bare minimum volunteer work needed to save the day.

But you get... lots and lots of them.

Essentially, you want to place down your main dudes, the assaulters, sappers or the leaders, and adjust the amount of them until you have each open slot holding a militia

You're getting the worst of the worst in terms of weapons, You get an UZI, An AKMS, An M16A4... with no optics to go with it, an RPK or a FAL.

In terms of armor. It's a singular SAPI plate, take it... or leave it.
and either one frag, stinger, flash or molotov in each grenade slot for a total of two grenades.

But... militia... can spam equipment, due to how many militia members you have, they can move fast, because they're always carrying light, they're great in numbers, and you always have numbers.

A firing squad of militia is always deadly for the oppponent, no matter what. Your militia are incredibly poor at range, but they're always going to kill anything that bumps into them, assuming you have atleast three, they do lack trigger discipline, but you can weaponize this to essentially spray and pray any thing that they encounter and full auto burst literally everything, with guaranteed kills because five inaccurate guys spraying you with an AK at five metres is... always violent and lethal.

Essentially, they might be incompetent, but incompetence in large numbers with lots of guns, makes for a dangerous enemy and they are the second crowning unit of the SWAT team because of this.

The general tactic with them, is strength in numbers. The more you have supporting each other, the lower the chance of the enemy surviving, and i'm pretty sure there is no map you can't max out the deployment slots on the map with them.

Otherwise, Account for their weakness, and make up for it with their massive pool of guns, Militia make great supporters, entry teams, urban combat teams, you can use them for anything. Provided you have enough of them to throw at a wall in the hopes they stick.
End of guide. For now.
This guide is currently in a vaguely rough state, but I'm going to refine it over the coming days/weeks/months as more updates come out. I hope this guide helps you feel your own way around the SWAT team, and gets you wrapped around their playstyle that they support

I will definitely be expanding this mean-while.


Credit's to Brutus' Bestie for the inspiration (and credit to him for giving me permission to release this) behind the structure of this guide and go take a look at his own guide over here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2611806579

17 Comments
Wub 22 Feb, 2024 @ 12:07pm 
I've been using militia to control long angles, since they don't have the skill or equipment to take point and they're actually decent with the m16. demo charges can extend the sniper lanes as needed. I've also noticed SWAT's swarm of dudes can disorient enemies when you're breaching at multiple angles, it's very easy to make noise in one spot then peek a different angle to pick off a defender who's just turned their head or gone off to investigate.
Nihon teikoku 23 Nov, 2023 @ 10:02am 
They added helmets for the Assaulter and Leader
BirbNotBird 2 Nov, 2023 @ 8:22pm 
Militia no longer have RPK. So there is no spray and pray like before.
ElixPlayz 14 Oct, 2023 @ 9:24am 
When rescuing hostages with the militia I get an option to basically kick the hostages to death called kick-a-lot, and when using sappers with a door charge I can plant the charges directly onto a hostage without being anywhere near a door.
Jcking 17 May, 2023 @ 4:46pm 
I've had good success putting NWS assaulters with rifles and machine guns exclusively equipped with 4x magnified optics acting as pseudo snipers, in addition to using their RPG-26s liberally in the opening move on the map with the frag and smoke spam.
Vanta  [author] 12 May, 2023 @ 5:19pm 
Eventually I may, But it'll probably be later down the line for now
Trench1917 12 May, 2023 @ 12:37pm 
Are you going to update this guide again for the new shotgun and sniper rifle?
Takeshi, made in Mom 10 Oct, 2022 @ 2:38am 
Updated! Good job.

As mentioned in my gun guide, I recommend RPK for militia, HS45 for shielder (I don't like it though), APC9K for other ones.
Others suck.

Your flavorful weaponry should be nice.
(Merged and edited last posts)
Jcking 17 Sep, 2022 @ 7:48am 
Something to note about the SWAT classes (save for the militia) is that they will refuse to use automatic fire for all weapons with the exception of light machineguns, submachine guns and machine pistols, and the burst mode for the M16A4. The militia live and die by the smoke grenade, allowing you to safely get into position and overwhelm even the most well defended positions with machinegun fire.
Foreskin Gamer 29 Jul, 2022 @ 8:53am 
Al hasan has it all mission has six deployments and seven places for units. Not enough space for militia.