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{{Guide}}
{{Guide}}


Combat mission  is the main part of the game for player to proceed the story and unlock new combat mission chapter,Logistic Support and a few construction function.
Combat is the main part of the game for player to proceed the main story, unlock new chapters, Logistic Support missions and a few functions.
The Combat Mission interface can be accessed through the [[Guide:Combat_Menu|Combat]] menu.  There, players may select combat missions.          [[File:Icon_combat_combatmission.jpg|160px|right]]
The Combat Mission interface can be accessed through the [[Guide:Combat_Menu|Combat]] menu.  There, players may select combat missions.          [[File:Icon_combat_combatmission.jpg|160px|right]]
The Campaign Mission interface can be access through the [[Guide:Campaign_Menu|Campaign]] menu.  There, players may select campaign missions from previous events.


__TOC__
__TOC__
----


==Main Interface==
==Main Interface==
Line 14: Line 14:


Selection between chapter.  
Selection between chapter.  
*You can unlock the next chapter by clearing previous chapter mission 6. This will also unlock next chapter Logistic Support and current Chapter Emergency mission.  
*You can unlock the next chapter by clearing previous chapter mission 6. This will also unlock next chapter's Logistic Support missions and current Chapter's Emergency missions.  
**(except Chapter 0, which can only be unlock by clearing 04-4E)
**(except Chapter 0, which can only be unlocked by clearing 04-4E)




Line 29: Line 29:
**Emergency: Unlock by clearing current chapter Normal mission x-6.
**Emergency: Unlock by clearing current chapter Normal mission x-6.
**Midnight : Unlock by clearing previous Emergency chapter.  
**Midnight : Unlock by clearing previous Emergency chapter.  
***For example; chapter 1-1 Night battle can unlock after clearing chapter 02-4 Emergency.
***For example; chapter 1 Night battles can be unlocked after clearing chapter 02-4 Emergency.
*** Chapter 2-1N can unlock after clearing Chapter 04-4 Emergency, and so on.
*** Chapter 2-1N can unlock after clearing Chapter 03-4 Emergency, and so on.




== Mission Interface ==
== Mission Interface ==
[[File:Combat mission lined.png|500px|thumb|right|selected Combat mission window ]]
[[File:Combat mission lined.png|500px|thumb|right|selected Combat mission window ]]
After select a mission, a mission window will come out.
After selecting a mission, a mission window will come out.


Explanation from top to bottom
Explanation from Top to Bottom




'''Enemy Operational Effectiveness''' : show the current mission enemy operational effectiveness.  
'''Enemy Operational Effectiveness''' : Shows the current mission enemy operational effectiveness.  


'''Number of execute'''              : How many time player had start/execute this mission.
'''Number of execute'''              : How many times the player had started/executed this mission.


'''Medal Achieved'''                  : Medal obtained from this mission show here.
'''Medal Achieved'''                  : Medals obtained from this mission show here.


'''Highest Score achieved'''          : Highest Score achieved.
'''Highest Score Achieved'''          : Highest Score achieved.


'''Potential drop'''                  : Potential drop from current mission, note that some common T-dolls that is not listed still drop.
'''Potential Drop'''                  : Potential drops from current mission, note that some common T-dolls that is not listed still drop.


'''Limited drop'''                    : Drops that are limited to drop only from this mission.
'''Limited Drop'''                    : Drops that are limited to drop only from this mission.




'''Autonomous Mission''' (Auto Battle): Setup echelon for autonomous mission.
'''Autonomous Mission''' (Auto Battle): Setup echelon for autonomous missions.
   
   
*'''minimal OE Requirement'''        : Minimal Operational Effectiveness for the Auto Battle mission.  
*'''Minimal OE Requirement'''        : Minimal Operational Effectiveness required for the Auto Battle mission.  


*'''Experience Reward'''              : Experience you can gain from Auto Battle.
*'''Experience Reward'''              : Experience you can gain from Auto Battle.


'''Normal Battle'''                  : Start the Mission, which redirect player to [[Combat]].
'''Normal Battle'''                  : Starts the Mission, which redirects player to the [[Combat]] screen.


== Autonomous Mission ==  
== Autonomous Mission ==  
Under some circumstances, T-Dolls can run mission autonomously. T-Dolls need strategic data, geographic data of field, and adequate experience to be fully autonomous in mission.
Under some circumstances, [[Griffin and Kryuger]] T-Dolls can run missions autonomously. T-Dolls need strategic data, geographic data of field, and adequate experience to be fully autonomous in missions.


In-game, all of three medals are required to unlock autonomous mission option for each mission, representing "circumstances" mentioned in lore.
In-game, all of three medals are required to unlock autonomous mission option for each mission, representing "circumstances" mentioned in lore.


Autonomous Mission allow player to dispatch echelons into mission without conducting them. Such missions will reward fixed amount of experience, both commander's and T-Doll's, with random possible rewards, that are same as manual missions. Each autonomous mission has its own defiend maximum number of T-Doll/equipment reward. Completion of autonomous mission will always be considered as S clear, meaning that reward pool will always include special rewards assigned for mission, allowing players to have chance of gaining rare reward such as high rank T-Dolls/equipment and even special equipment or mission reward only T-Dolls.
Autonomous Missions allow player to dispatch echelons into mission without conducting them. Such missions will reward fixed amount of experience, both Commander's, T-Doll's and Fairy's, with random possible rewards, that are same as manual missions. Each autonomous mission has its own defined maximum number of T-Doll/equipment reward. Completion of autonomous mission will always be considered as S clear, meaning that reward pool will always include special rewards assigned for mission, allowing players to have chance of gaining rare reward such as high rank T-Dolls/equipment and even special equipment or mission reward only T-Dolls.


Dispatching Echelons in autonomous mission will require resources, and such mission will also require some time to complete. Time and resource required for autonomous mission varies, but normally, larger amount is required for harder mission.
Dispatching Echelons in autonomous missions will require Minimum Operational Effectiveness as well as resources, and such missions will also require some time to complete. Time, resources and Operational Effectiveness required for autonomous missions varies, but normally, larger amounts is required for harder missions.


Player may abort autonomous mission at any time without losing resources spent for mission. Once auto-mission is aborted, echelons immediately returns without reward. Resources spent for auto-mission will be fully refunded if you abort auto-mission.
Player may abort autonomous missions at any time without losing resources spent for missions. Once an auto-mission is aborted, echelons immediately returns without reward. Resources spent for auto-missions will be fully refunded if you abort an auto-mission.


Autonomous Mission does not count toward number of executes for mission.
Autonomous Missions does not count toward number of executes for mission.


Running Auto-Mission is not cost-efficient. However, completion of auto-mission grants chance of gaining any kind of reward avaible for mission to player. Auto-Mission can possibly used for quite handy way of gaining rewards, if it is planned properly. Running long autonomous mission during sleep is one of options players may take.
Running Auto-Missions is not cost-efficient. However, completion of auto-missions grants a chance of gaining any kind of rewards available equal to the total level of the deployed echelons for the player. Auto-Missions can possibly be used for a quite handy way of gaining rewards especially limited drops, if planned properly. Running longer autonomous missions while offline is one of the options players may take.


== Normal Battle ==
== Normal Battle ==
Line 84: Line 84:
Each Combat Areas can have up to three different mission categories with different difficulties: normal, emergency, and midnight.
Each Combat Areas can have up to three different mission categories with different difficulties: normal, emergency, and midnight.


Except for rare cases like Area 0, normal mission categories have 6 missions, with the final mission being a boss fight.
Except for rare cases like Area 0, normal mission categories have 6 missions, with the final mission being a boss fight which is based on the map at the start of the game.


Emergency categories have 4 missions, which are based on maps from normal missions, with harder enemies. The final missions of the emergency categories will also have a boss fight.
Emergency categories have 4 missions, which are based on maps from normal missions, with harder enemies. The final missions of the emergency categories will also have a harder boss fight.


Night-Time battles are missions where the echelon will fight against enemies in complete dark, night maps. Unlike Regular and Emergency Missions, in order to complete night-time battles the player must eliminate all enemies in map within the turn limitations or it will result in mission failure. Instead of dropping T-Dolls, Night-time battles mostly drop equipment. Several of the night-time battle maps provide exclusive equipment drops that can only be equipped by specified T-Dolls.
Night-Time battles are missions where echelons fight against enemies in complete dark, night maps. Unlike Regular and Emergency Missions, in order to complete night-time battles the player must eliminate all enemies in map within the turn limitations or it will result in mission failure. Instead of dropping T-Dolls, Night-time battles mostly drop equipment. Several of the night-time battle maps provide exclusive equipment drops that can only be equipped by specified T-Dolls.


There are many things need to be cared in night-time mission.
There are many things need to be taken care of in night-time missions:
* No matter how much regular Echelon Combat Effectiveness you have, it is not applied in night-time missions as the echelon combat effectiveness is divided into regular CE and Night CE. Therefore, you must meet the Night Combat Effectiveness requirement in order to clear the map. Otherwise you'll be struggling against most enemies, including armored enemies.
* Unlike regular missions, in night-time battles the T-dolls will fight in the complete dark where enemy location are concealed. Since this case, putting a single HG is highly recommended to provide an illumination for echelons.
* Thus, it is virtually impossible to do night-time missions without a HG class assigned to every echelon assigned to a mission.
* Except for event maps, Night-time missions have NO Headquarters. Players simply have to defeat all enemies on time.
* In night-time missions, a unique node called radar provide illumination for 2 nodes within range. Radar nodes are very useful to reveal enemy locations, so protecting the nodes is a must in case the enemy is about to capture it.
* Except for few cases, night-time missions normally have no boss enemies.
* Player are unable to call reinforcements in the Landing Zones if there is no light source. Therefore, putting T-Dolls with at least 1 HG in an echelon near Landing Zone nodes are recommended.
* During night-time battle, all echelons' accuracy rate has greatly suffered for 90%. This problem can be solved by equipping Night Vision Devices to mitigate the accuracy penalty in night-time missions. Also, a handgun with Flare skill is highly recommended as it will provide up to 100% accuracy for echelon.


* No matter how much regular Echelon Combat Effectiveness you have, it is not applied in night-time missions as the echelon combat effectiveness is divided into regular CE and Night CE. Therefore, you must meet the Night Combat Effectiveness requirement in order to clear the map. Otherwise you'll be struggling against most enemies, including armored enemies.
* ARMORED enemies can be found in night-time mission maps. Armored enemies takes less damage, based on their armor stats, making them very hard to defeat without great care. They can be also be sometimes found on day-time mission maps, although they can be easily wiped out compared to night-time mission maps.
* Unlike regular missions, in night-time battles the T-dolls will fight in the complete dark where enemy location are concealed. Since this case, putting a single HG is highly recommended to provide an illumination for echelons.
* Only MGs and RFs (except for few T-Dolls such as [[6P62]]) can equip Armor Piercing Ammunitions to counter armor. AP Ammo reduces effectiveness of armor, based on AP. (if an enemy has 80 armor, a T-Doll with an AP stat of 80 or higher will completely ignore armor.)
* Thus, it is virtually impossible to do night-time missions without a HG class assigned to every echelon assigned to a mission.
* Armored enemies normally have ZERO evasion, meaning that accuracy penalty is mitigated if echelons are fighting against armored units.
* Except for event maps, Night-time mission have NO Headquarters. Players simply have to defeat all enemies on time.
* Except for very rare cases in event missions, non-boss enemies with armor are never grouped with non-armored enemies.
* In night-time mission, a node called radar provide illumination for 2 nodes. Radar nodes are very useful to reveal enemy locations, so protecting the nodes is a must.
* Regular, non-armored enemies in night-time mission, HAVE evasion, and it is normally much higher than non-night time missions.
* Except for few cases, night-time mission normally has no boss unit.
* This means, that player must prepare both anti-armor echelons and anti-regular echelons in night-time missions. Moreover, anti-regular echelons must be capable of breaching regular enemies' high evasion stats.
* Player are unable to call reinforcement in the Landing Zones if there is not light source. Therefore, putting T-dolls with HG near Landing Zone node are recommended.  
* Normally AR based echelons are used for defeating regular units, while RF/MG based echelons are used for armored units.
* During night-time battle, all echelons accuracy rate has greatly suffered for 90%. This problem can be solved by equipping Nightvision device to mitigate the accuracy penalty in night-time mission. Also, a handgun with flare skill is highly recommended as it will provide up to 100% accuracy for echelon.


* ARMORED enemies can be found in night-time mission maps. Armored enemies takes less damage, based on their armor stat, making them very hard to defeat without great care.
* There are three type of enemies that requires great care: Tarantulas, Scouts and Aegis.
* Only MG and RF (except for few T-Dolls such as [[6P62]]) can equip Armor Piercing Ammunition to counter armor stat. AP Ammo reduces effectiveness of armor, based on AP stat. (if enemy has 80 armor, AP stat of 80 or higher will completely ignore armor.)
* Scouts in night-time maps have dangerously high evasion stats. A T-doll with Grenade skill is highly recommended in fights against scouts, as explosives ignores evasion.
* Armored enemies normally have ZERO evasion, meaning that accuracy penalty is mitigated if echelons are fighting against armored unit.
* Tarantulas are basically armored Dinergates. Their evasion is lower and they're slightly slower than Dinergates. However, they have high armor, damage and health. They are dangerous and hard to deal with, since Tarantulas mostly will shock T-Dolls as a swarm. (Tanks will get swarmed and melt within few seconds if the Tarantulas manages to shock tank lines before getting wiped out unless they have high armor, evasion, or shields.)
* Except for very rare cases in event mission, non-boss enemies with armor are never grouped with non-armored enemy.
* Use of an MG is highly recommended in fights against Tarantulas and other armored shock enemies. MG classes can use AP ammo, and they have huge damage per second, making themselves an effective counter against armored shock units like the Tarantula.
* Regular, non-armored enemies in night-time mission, HAVE evasion, and it is normally much higher than non-night time missions.
* Aegis are basically armored Guards. Their evasion, damage is lower and they're slower than Guards. However, they have very high armor and health. They have shields that are extremely hard to deal with, since Aegis mostly generate their shields.
* This means, that player must prepare both anti-armor echelon and anti-regular echelon in night-time missions. Moreover, anti-regular echelon must be capable of breaching regular enemies' high evasion stat.
* Use of MGs with very high rate of fire, damage and armor piercing is strongly recommended in fights against armored shielder enemies like the Aegis.
* Normmaly AR based echelons are used for defeating regular units, while RF/MG based echelons are used for armored units.


* There are two type of enemy that requires great care: tarantula and Scouts.
* Guards have zero evasion and Jaegers have almost no evasion, even at night-time mission. They can be defeated with T-Dolls that cannot equip night vision or lack night vision skills. However, it's normal to expect other enemy classes to be combined with Guards and Jaegers, especially the Scout + Jaeger combination.
* Scouts in night-time map has dangerously high evasion stat. A T-doll with Grenade Launcher, HE Grenade is highly recommended in fights against scouts, as explosives ignores evasion.
* Tarantula is a basically an armored dinergate. It has zero evasion and very low health stat. However, they have extremely high armor and damage with high accuracy. They are extremely dangerous and hard to deal with, since Tarantulas will shock T-Dolls as a swarm, with extremely fast approaching speed. (Tanks will melt within few second if Tarantulas manages to shock tank line before tarantulas getting wiped out.)
* Use of an MG is highly recommended in fight against Tarantula. MG classes can use AP ammo, and they have huge bust, making themselves an effective counter against armored shock units like Tarantula.
 
* Guards have zero evasion and Jaegers have almost no evasion, even at nigh-time mission. They can be defeated with T-Dolls that cannot equip night vision. However, it's normal to expect other enemy classes to be combined with Guards and Jaegers, especially the Scout + Jaeger combination.

Latest revision as of 09:03, 6 July 2026

Girls' Frontline
T-Doll Index · Registration · Tutorial · Events · Ranking Maps · Strategies · Settings · Story (Summary)
Main Screen · Combat Menu · Formation Menu · Research Menu · Factory Menu · Repair Menu · Dormitory · 3D Base · Campaign · Version History
Combat · Logistic Support · Combat Simulation · T-Doll Production · Equipment Production · Heavy Ordnance Corps · Protocol Assimilation · Mobile Armor · Forward Base · Gray Zone Exploration · Quests & Achievements · Friend Menu · Shop



Combat is the main part of the game for player to proceed the main story, unlock new chapters, Logistic Support missions and a few functions.

The Combat Mission interface can be accessed through the Combat menu. There, players may select combat missions.

The Campaign Mission interface can be access through the Campaign menu. There, players may select campaign missions from previous events.

Main Interface

The main part of the interface allow you to select combat mission.

Combat mission main menu

Chapter Menu

Selection between chapter.

  • You can unlock the next chapter by clearing previous chapter mission 6. This will also unlock next chapter's Logistic Support missions and current Chapter's Emergency missions.
    • (except Chapter 0, which can only be unlocked by clearing 04-4E)


Mission Menu

Select mission here. To access new mission for the chapter you need to achieve bronze or higher medal.

Difficulty Menu

Select difficulty here. There is three type of difficulty, From left to right it's NORMAL, EMERGENCY and MIDNIGHT.

  • The unlock requirement are different on each difficulty.
    • Normal  : Unlock by clearing Previous mission
    • Emergency: Unlock by clearing current chapter Normal mission x-6.
    • Midnight : Unlock by clearing previous Emergency chapter.
      • For example; chapter 1 Night battles can be unlocked after clearing chapter 02-4 Emergency.
      • Chapter 2-1N can unlock after clearing Chapter 03-4 Emergency, and so on.


Mission Interface

selected Combat mission window

After selecting a mission, a mission window will come out.

Explanation from Top to Bottom


Enemy Operational Effectiveness : Shows the current mission enemy operational effectiveness.

Number of execute  : How many times the player had started/executed this mission.

Medal Achieved  : Medals obtained from this mission show here.

Highest Score Achieved  : Highest Score achieved.

Potential Drop  : Potential drops from current mission, note that some common T-dolls that is not listed still drop.

Limited Drop  : Drops that are limited to drop only from this mission.


Autonomous Mission (Auto Battle): Setup echelon for autonomous missions.

  • Minimal OE Requirement  : Minimal Operational Effectiveness required for the Auto Battle mission.
  • Experience Reward  : Experience you can gain from Auto Battle.

Normal Battle  : Starts the Mission, which redirects player to the Combat screen.

Autonomous Mission

Under some circumstances, Griffin and Kryuger T-Dolls can run missions autonomously. T-Dolls need strategic data, geographic data of field, and adequate experience to be fully autonomous in missions.

In-game, all of three medals are required to unlock autonomous mission option for each mission, representing "circumstances" mentioned in lore.

Autonomous Missions allow player to dispatch echelons into mission without conducting them. Such missions will reward fixed amount of experience, both Commander's, T-Doll's and Fairy's, with random possible rewards, that are same as manual missions. Each autonomous mission has its own defined maximum number of T-Doll/equipment reward. Completion of autonomous mission will always be considered as S clear, meaning that reward pool will always include special rewards assigned for mission, allowing players to have chance of gaining rare reward such as high rank T-Dolls/equipment and even special equipment or mission reward only T-Dolls.

Dispatching Echelons in autonomous missions will require Minimum Operational Effectiveness as well as resources, and such missions will also require some time to complete. Time, resources and Operational Effectiveness required for autonomous missions varies, but normally, larger amounts is required for harder missions.

Player may abort autonomous missions at any time without losing resources spent for missions. Once an auto-mission is aborted, echelons immediately returns without reward. Resources spent for auto-missions will be fully refunded if you abort an auto-mission.

Autonomous Missions does not count toward number of executes for mission.

Running Auto-Missions is not cost-efficient. However, completion of auto-missions grants a chance of gaining any kind of rewards available equal to the total level of the deployed echelons for the player. Auto-Missions can possibly be used for a quite handy way of gaining rewards especially limited drops, if planned properly. Running longer autonomous missions while offline is one of the options players may take.

Normal Battle

See more, Combat.

Difficulty

Each Combat Areas can have up to three different mission categories with different difficulties: normal, emergency, and midnight.

Except for rare cases like Area 0, normal mission categories have 6 missions, with the final mission being a boss fight which is based on the map at the start of the game.

Emergency categories have 4 missions, which are based on maps from normal missions, with harder enemies. The final missions of the emergency categories will also have a harder boss fight.

Night-Time battles are missions where echelons fight against enemies in complete dark, night maps. Unlike Regular and Emergency Missions, in order to complete night-time battles the player must eliminate all enemies in map within the turn limitations or it will result in mission failure. Instead of dropping T-Dolls, Night-time battles mostly drop equipment. Several of the night-time battle maps provide exclusive equipment drops that can only be equipped by specified T-Dolls.

There are many things need to be taken care of in night-time missions:

  • No matter how much regular Echelon Combat Effectiveness you have, it is not applied in night-time missions as the echelon combat effectiveness is divided into regular CE and Night CE. Therefore, you must meet the Night Combat Effectiveness requirement in order to clear the map. Otherwise you'll be struggling against most enemies, including armored enemies.
  • Unlike regular missions, in night-time battles the T-dolls will fight in the complete dark where enemy location are concealed. Since this case, putting a single HG is highly recommended to provide an illumination for echelons.
  • Thus, it is virtually impossible to do night-time missions without a HG class assigned to every echelon assigned to a mission.
  • Except for event maps, Night-time missions have NO Headquarters. Players simply have to defeat all enemies on time.
  • In night-time missions, a unique node called radar provide illumination for 2 nodes within range. Radar nodes are very useful to reveal enemy locations, so protecting the nodes is a must in case the enemy is about to capture it.
  • Except for few cases, night-time missions normally have no boss enemies.
  • Player are unable to call reinforcements in the Landing Zones if there is no light source. Therefore, putting T-Dolls with at least 1 HG in an echelon near Landing Zone nodes are recommended.
  • During night-time battle, all echelons' accuracy rate has greatly suffered for 90%. This problem can be solved by equipping Night Vision Devices to mitigate the accuracy penalty in night-time missions. Also, a handgun with Flare skill is highly recommended as it will provide up to 100% accuracy for echelon.
  • ARMORED enemies can be found in night-time mission maps. Armored enemies takes less damage, based on their armor stats, making them very hard to defeat without great care. They can be also be sometimes found on day-time mission maps, although they can be easily wiped out compared to night-time mission maps.
  • Only MGs and RFs (except for few T-Dolls such as 6P62) can equip Armor Piercing Ammunitions to counter armor. AP Ammo reduces effectiveness of armor, based on AP. (if an enemy has 80 armor, a T-Doll with an AP stat of 80 or higher will completely ignore armor.)
  • Armored enemies normally have ZERO evasion, meaning that accuracy penalty is mitigated if echelons are fighting against armored units.
  • Except for very rare cases in event missions, non-boss enemies with armor are never grouped with non-armored enemies.
  • Regular, non-armored enemies in night-time mission, HAVE evasion, and it is normally much higher than non-night time missions.
  • This means, that player must prepare both anti-armor echelons and anti-regular echelons in night-time missions. Moreover, anti-regular echelons must be capable of breaching regular enemies' high evasion stats.
  • Normally AR based echelons are used for defeating regular units, while RF/MG based echelons are used for armored units.
  • There are three type of enemies that requires great care: Tarantulas, Scouts and Aegis.
  • Scouts in night-time maps have dangerously high evasion stats. A T-doll with Grenade skill is highly recommended in fights against scouts, as explosives ignores evasion.
  • Tarantulas are basically armored Dinergates. Their evasion is lower and they're slightly slower than Dinergates. However, they have high armor, damage and health. They are dangerous and hard to deal with, since Tarantulas mostly will shock T-Dolls as a swarm. (Tanks will get swarmed and melt within few seconds if the Tarantulas manages to shock tank lines before getting wiped out unless they have high armor, evasion, or shields.)
  • Use of an MG is highly recommended in fights against Tarantulas and other armored shock enemies. MG classes can use AP ammo, and they have huge damage per second, making themselves an effective counter against armored shock units like the Tarantula.
  • Aegis are basically armored Guards. Their evasion, damage is lower and they're slower than Guards. However, they have very high armor and health. They have shields that are extremely hard to deal with, since Aegis mostly generate their shields.
  • Use of MGs with very high rate of fire, damage and armor piercing is strongly recommended in fights against armored shielder enemies like the Aegis.
  • Guards have zero evasion and Jaegers have almost no evasion, even at night-time mission. They can be defeated with T-Dolls that cannot equip night vision or lack night vision skills. However, it's normal to expect other enemy classes to be combined with Guards and Jaegers, especially the Scout + Jaeger combination.