How to Beat the First 10 Missions in MENACE (2026) Early-Game Survival Walkthrough, Enemy Breakdown & Mission Tactics

MENACE officially entered Early Access on February 5, 2026, and tactical RPG fans quickly learned one hard truth: this is not XCOM.

There’s no overwatch button. No safe turtling. No forgiveness for careless Squad Leaders.

Developed by the creators of Battle Brothers, MENACE is a brutal, logistics-driven tactical RPG where suppression matters more than HP, mission objectives change how fights unfold, and early mistakes create permanent manpower bleed that can end a campaign before it truly begins.

This guide breaks down how to beat the first 10 missions in MENACE, phase by phase, using verified mechanics, community-tested strategies, and accurate enemy behavior from the current Early Access build — all set in the Wayback System.


Core Mechanics to Understand Before Your First Drop

Before tactics, you need to unlearn habits from other tactical RPGs.

There Is No Overwatch in MENACE

MENACE replaces overwatch with a Suppression & Reaction combat model.

  • Shooting generates suppression even on missed shots

  • Suppressed units lose AP and accuracy

  • Pinned units lose their entire turn

  • Routed enemies flee and stop contributing

Victory comes from controlling enemy actions, not waiting for them.


Alternating Activations: Turn Order Is a Weapon

How to Beat the First 10 Missions in MENACE (2026)

MENACE uses alternating squad activations, not full team turns.

This enables the powerful double-turn tactic:

  • Act last in Round 1

  • Act first in Round 2

  • Reposition, flank, and fire before enemies can react

High-Agility squads gain disproportionate value early.


Mission Types Matter

Early MENACE missions are not all “kill everything.”

Common early objectives include:

  • Secure Perimeter – eliminate a percentage of enemies

  • Rescue Authorities – locate and escort civilians or VIPs

  • Clear Weapon Caches / IEDs – destroy specific objectives

  • Protect Settlement / Defense – hold zones against waves

Your loadout and positioning should change based on the objective, not just the faction.


Phase 1: Missions 1–3 — The Learning Curve

The first three missions exist to teach one lesson: restraint.

Overcommitting early is the fastest way to lose Squad Leaders permanently.


Your MVP: The Starting APC

Community consensus is clear: your APC carries the early game.

  • .50 cal turret provides reliable damage and suppression

  • Vehicles ignore suppression entirely

  • Infantry can use vehicles as mobile cover

Tactical Shielding:
Move infantry directly behind the APC to block enemy line of sight (LoS). Let the vehicle draw fire while squads advance into flanking positions.

Vehicles are your only fully stable firing platform early on — treat them like irreplaceable assets.


Target Selection: Choose Your Fights

If given the option early:

  • Prioritize Xeno missions

    • Melee-focused

    • Predictable charges

    • Easier to manage with starter gear

  • Delay Pirate missions when possible

    • Use cover intelligently

    • Field explosives and vehicles early

    • Punish poor positioning


Phase 2: Missions 4–6 — The Defense Trap

Around Mission 4 or 5, most players encounter their first Defense mission — a major campaign killer.


Why Defense Missions Are So Dangerous

  • High enemy density

  • Reinforcements from multiple angles

  • Suppression chains lock squads in place

Optional defense missions are high-risk early and should be treated with caution.


Do NOT Turtle the Objective

Sitting inside the capture zone is a death sentence.

  • The AI flanks blind spots

  • Suppression stacks rapidly

  • You lose initiative

The Forward Defense Strategy:

  • Push out before the first wave

  • Secure towers, ridgelines, and choke points

  • Force enemies to advance into prepared fire


Black Market Prep Is Mandatory

Before Mission 4:

  • Buy Anti-Personnel Mines or Explosive Charges

  • Spend credits on tools, not armor

Place mines at:

  • Fence gaps

  • Bridge entrances

  • Narrow approaches

Thin the swarm before contact.


Phase 3: Missions 7–9 — The Pirate Power Spike

Mid-game Pirate missions introduce specialized threats designed to punish sloppy formations.


New Pirate Threats

  • Jetpack Commandos – bypass cover and dive backlines

  • Boarding Parties – overwhelm isolated squads

  • Vehicle-supported infantry – apply suppression fast


Anti-Jetpack Positioning

Jetpack units target snipers and support squads.

Rules to survive:

  • Never leave backline squads isolated

  • Keep a shotgun squad in reserve

  • Fight in short sightlines when possible

Shotguns + suppression win these engagements.


Vehicle Defects Begin to Matter

By this phase, your APC may accumulate Defects, such as:

  • Engine Stutter

  • Leaking Hydraulics

Clearing defects via the Black Market is expensive.

Key Optimization:
Using a pilot like Bog with the Jury-Rigged perk allows you to ignore defect penalties early — the most cost-efficient vehicle strategy in the current meta.


Mission 10 — The Rogue Army Reality Check

Mission 10 typically marks your first encounter with the Rogue Army (RA) — a massive difficulty spike.

They use disciplined formations, combined arms, and officer-driven tactics.


Rogue Army Enemy Breakdown

Common RA threats include:

  • Officers – provide Discipline auras and mark targets

  • ATGM Teams – long-range anti-vehicle missile squads

  • Autocannon & Mortar Teams – sustained suppression platforms

  • Walkers / Light Tanks – immune to small arms


Kill the Officer First

Rogue Army Officers (gold icons):

  • Boost morale and Discipline

  • Reduce susceptibility to suppression

  • Enable coordinated follow-up attacks

Leaving Officers alive makes RA squads extremely difficult to pin.


Anti-Tank Is Mandatory

By Mission 10, you must field:

  • An Anti-Tank Rifle or

  • A Rocket Launcher

Small arms cannot damage RA vehicles or walkers.


Beware the ATGM Combo

Verified Rogue Army behavior:

  • Officers can mark vehicles

  • ATGM teams follow up with devastating missile strikes

If your vehicle is marked, move immediately to break the lock or risk catastrophic damage.


Early-Game Mission Strategy Summary

Mission Type                Recommended Strategy                            MVP Gear
Search & DestroyShotguns + smoke + aggressive flanksSmoke grenades
Civilian RescueStealth scouting to avoid alertsBinoculars
DefenseFight outside the zone; mine chokesAP mines
VIP AssassinationVision control + suppressionCrowbar B-Rifle

Final Thoughts: Surviving the Wayback System

MENACE isn’t about perfect missions — it’s about survivable ones.

  • Control suppression, not damage charts

  • Manage supply and promotion costs

  • Protect Squad Leaders like irreplaceable assets

  • Accept tactical withdrawals

Survive the first 10 missions, and the Wayback System finally opens access to its best tech, leaders, and strategic depth.


This video provides a great walkthrough of the opening mission and core gameplay loop, which is essential for understanding how to handle the first ten operations successfully.

How to Survive Your First 10 Missions in MENACE

πŸ‘‰ Next recommended reads:

  • r/MENACE (Reddit) – Central subreddit for tips, tutorials, gameplay discussion, and community strategy guides.  

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