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X-COM Field Manual 31-1


Spaceman42

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Aye.

 

I got bored one day, and started thinking about the X-COM manual. Completely useless, I thought, for what it was intended. The USG was more helpful, but still - all those statistics and stuff was confusing! Then it hit me - why not make an "Army-Style" Field Manual for X-COM?

 

The problem is, I'm not great at writing *military*-style BS to fill the Introduction and History parts of some of the chapters, and my tactics usually involve sending my troops one-after-the-other into the craft, rather than using any kind of 'safe' strategy. Anyone feel like helping with such a project?

 

I'll see if I can't up what I have on my webspace sometime soon. [Word 2000 format; if you can't open that, I'll see what I can do.]

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Oh I don't know, it tells you tanks are powerful weapons and that the Skyranger is leased from Russia... and, and... um, yeah, you're right.

 

I also noticed that it doesn't even tell you all you need to know about the right mouse button and the Geoscape zoom controls either, and how pressing any button on the keyboard toggles the Geoscape overlays.

 

Word can save files as a Rich Text File (RTF). It's a universal format that most word processors on a variety of OS's should be able to open with no trouble (and if you're using an ancient version of Word, beneath 2000 at least, the files are much smaller too).

 

Only problem is that you cannot include any images in RTF documents as they tend to be stored uncompressed, and this make the files gigantic.

 

- NKF

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I've done something that's on the same concept, but absolutely nothing like this, I got really bored in class one day and started reading Hagakure, very good book, anyway, it's really just a japanese guy's journal translated, but it has many things involving military, honor, and such, well, after a long session of reading that, I decided to write down some x-com tactics for some reason, and they ended up coming out like some of the things in Hagakure, so I now have about 3 pages worth of japanese proverbish military video game tactics, sounds weird yes... and my friend laughed at it as he was looking through my notes one day.
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You know, I was planning to write a strategy guide of my own some time in the future. Well, not really a guide per se. Just a collection of strategies I occasionally use that might give other players some ideas of their own, plus some notes. That sort of fing. Just never had a chance to get round to it.

 

Solfius: Ever notice how the text overlays on the globe (usually when you're zoomed in) seem to appear and dissapear every so often? Well, you can toggle the text overlays on and off by pressing any key on the keyboard[1]. Personally, I've always found this aspect annoying, since even renaming your base, a soldier or the name of a savegame slot (and the + and - volume buttons in the dos edition) tends to toggle the overlay.

 

- NKF

 

[1] Or if you don't have an 'any' key, just push something. Anything. :tank:

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I forsee a future.

 

A future where the XCOM UFO forum has two topics, both great, both pinned.

 

In one, an FAQ of tactics. Where big long posts on strategies are accepted. Where a book could later be written, an Unofficial Strategy Guide, by sorting the posts into chapters. Where NKF-sensei has his own index entry.

 

In the other, a FAQ of mods. Where hex offsets, utilities, and other arcana of the modders are preserved for electronic posterity.

 

Although such guides work better when an editor has control over the chapter structure, our forum doesn't really allow for that structure. So we'd have to post first and organize later.

 

But that's my dream.

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Tactics guide... sounds sexy. I would love to help out in such an endeavor, but I'm trying to concentrate on my fanfic right now.

 

Anyone who does it should include screenshots for everything. Whoever plans to do it should post a bunch of things they need screenies for, and I'd be glad to get some of them for ye.

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How about getting things off to a good start with a brainstorming session? The details can be filled in as we go along.

 

For example, one common and very useful strategy is the grenade relay.

 

The art of the grenade relay can be utilised for another use -- rapid transportation of equipment into the field such as ammunition, electro-flares and medical kits.

 

- NKF

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Here is some input I have:

 

Basic Stats:
   Basicly what stats should be consitered OK and what make a unit cannon fotter
   IE:  
        Bravery 40+
        Fireing Accuract 50+
        Health 30+
        Reactions 40+
        Psy Strength 50+


Soldier Specialization:
    Some units are better suited for some takdes than others
    Giving a unit a task that uses their best abilities gives them a better chance
    of servival
Examples of specaities

Point/Scout: This is the person who leads the squad into battle
	 Base stats +
	 Reactions 50+
	 Fireing Accuracy 60+
	 Time units 55+

Heavy Weapons: Their job is to lug arround the big guns - BB, Autocannon, rocket launchers
	 Base Stats +
	 Strength 35+
	 Stamina 60+
	 Fire Accuracy 60+

Grenadir/Medic/HW Support:  This guy caries the squad medkit w/ extra grenades and extra ammo for the HW guy
 Base Stats +
 Strenght 35+
 Throwing Accuracy 70+

Psy Op: This unit rearly leaves the landing craft
	 Base Stats +
	 Time Units 50+
	 Psy Strenght 90+
	 Psy Skill 25+

Trooper: Your Basic unit
   Base Stats

Cannon Fodder: This guy is below the base Stats. they work best as scouts. they are not worth woring about if they get killed but if they live and improve their skills.. all the better 
       
I like the add a //HW after a unit name to denote the specialist status. then I can ballance out my squads

The 80 Item Limit:
Regardless of the size of the tranport your using, Your limited to 80 items of equipment. Although you have plenty of space at the begining of the game, you find it a major limitation

Ways to work with the limit:
 Limit amount of Unnessisary Equipment: Not every one needs a Medkid. dont carry 2 guns, etc..
 Use HWP's: They may not gain experiance but they only take 1 entery in the 80 item limit
 Restict Ussage of Larg Weapons: Not every one needs an Autocannon
 Use the Latest Equipment: Lasors dont require clips and Plasma weapons dont alwase need the spair clip. (you can use the alins ammo)
 Go for vercitility: Use an auto cannon with INC rounds instaed of 12 flairs for a night mission
 Use Specialists: Only give granades to the ones who can actualy throw. One reall good PSY unit is as good as 3 avrage Psy units

Here is an example load out: 1 HWP 2 five man squads  
   UNIT                                                                         Sace Used
   1 HWP                                                                              1

   4 Troopers:
        Each Has            1 plasma rifle w/1 extra clip               12
                                   3 Grenades                                     12
  2 Heavy Weapons:
        #1 has               1 Autocannon (HE)     
                                   w/2exra clips (1INC, 1 HE)                 4
        #2 Has              1 Heavy Cannon (HE)
                                    w/ 2 extra clips (1INC 1 HE)              4
        Each Has           3 grenades                                          6
   2 Grenader/medic:
        Each Has           1 Plasma Pistole w/1 Extra Clip              4
                                 3 Grenades
                                     (combo of Std, Alien, Perox, HE)       6
                                 1 Med Kit                                            2
   2 Point Men:
       Each has           1 Plasma Rifle w/1 Extra Clip                  4
                                3 Grenades
                                     (combo of std, alien, perox)              6
                                1 Motion Scaner                                    2
                    
                                                                               Total:  63

 

I have some more about Cover fire, Fireteams and Formations if your interested

 

-Blade FireLight

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Well, here's what I've been working in the last past days. I used the format of Spaceman42' file and started to fill out some of the entries. The language might not be too clear but I tried to keep it to a military style, based on some field manuals I've been reading. Sorry for the size of the post.

 

This isn't by no means complete, so please tell me what you think of the attempt.

 

 

1003 General Squad Organization

 

The standard deployment force for X-Com operations is the squad, whose size can vary

depending on the planning previous to the mission and also to other factors, such

as transport limitations and the availability of personnel.

 

1003.1 Individual Skills

 

One of the most essential aspects of a squad are the troopers assigned to it and their

individual skills. There are ten different physical characteristics that a commander must

take attention to:

 

Time Units (TU) - Determine how far it will be able to move

Stamina (ST) - Repeated movement by the soldier will deplete his energy levels

Bravery (BR)- Higher levels will avoid the possibility of panic reactions

Health (HT)-

Reactions (RA)- Together with the time units it determines the soldier's ability to react to

hostile movement/fire

Firing Accuracy (FA)

Throwing Accuracy (TA)

Strength (ST)

Psi Strength (PST)

Psi Skill (PSK)

 

Based upon those skills, a tactical leader should give specific tasks to each soldier:

 

- Scout (high TU/ST). The scout is a lightly armed soldier whose task is to move ahead

and identify targets for the main force. He is usually equipped with a pistol or rifle.

- Close Assault (high ST/very high RA). A soldier assigned to this position should be placed

to guard passageway locations that are very likely to be used by the enemy, such as doors,

elevators or corridors. It should also carry heavy weapons armed with non-explosive ammunition.

- Sniper (high FA/RA). Snipers should placed in high terrain, such as hills or buildings, where

they can have a clear view of the battlefield and take out any hostile that loiters into the

area. They should carry accurate weapons.

- Grenadier (high ST/TA). Grenadiers deploy explosives to take out large concentrations of

hostiles, attack targets that are out of sight for direct line weapons (such as a hostile

taking cover behind a wall or hill) and for demolition purposes.

- Marksman (high FA). The role of marksmen is to provide continuous gunfire to neutralize any

threats detected by the scouts. They are usually assigned with rifles, although pistols can also

be used, along with heavier weapons.

- Heavy Weapons (high ST/FA). These soldiers deploy the heaviest weapons on the field, such as

cannons or heavy launchers and use them against large groups of hostiles or to clear the

landscape.

 

Finally, it's important to mention that the positions can be interchangeable. For instance, a

sniper can be used in the field to close assault duty since both tasks require a high level

of reactions and it can also be used for any role that requires a high firing ability if he

has the appropriate weapon. And usually scouts can also be used in a grenadier position.

 

1003.2. Battleteams and Fireteams

 

The basic element of squads are the battleteams, which have two soldiers. Each soldier should

be paired with another while operating on the field so that the enemy isn't able to pick

out individually the squad members. The members of the battleteam cover one another while

advancing/retreating and they work together to locate the member, with one soldier moving while

the other waits ready to engage.

 

The next element of squads are the fireteams, which are composed from three to six soldiers. A

fireteam is the basic element to maneuver and conduct fighting operations. It's very flexible,

containing a mixture of the different tasks identified above so that it can deal with a number

of tactical situations.

 

1003.3. Heavy Weapons Platforms (HWPs)

 

1004. Specialized Squad Organization

 

The internal organization and composition of a squad must be chosen while taking into

consideration a number of factors, such as terrain, the nature (race) of the hostile force

and its capacities and finally the mission objectives. Below there's a list of possible

squads, together with suggestions for their use:

 

- General Squad. The most common squad usually a balanced mixture of the positions described

on 1002. Its most usual deployment is on forest/jungle/farm, where the nature of the terrain

is a mixture of clear spaces and obstacles.

 

- Light Squad. The light squad is usually deployed in situations where there's clear terrain,

light opposition and the mission objectives involve the retrieval of small alien craft.

Light squads should be composed mainly of Marksmen and Scouts, with a couple of Snipers and

a Heavy weapons specialist.

 

- Assault Squad. The assault squad should be deployed in tactical situations where the

objective is the capture of a medium to large hostile craft. The main composition of the squad

must be made of Assault/Sniper soldiers, with two pairs of Scouts/Grenadiers.

 

- Heavy Squad. The heavy squad is built upon one emphasis: firepower. It is used in situations where enemy opposition is expected to be heavy. It should contain several heavy weapons specialists, along with scouts and grenadiers.

 

Chapter 2. Initial Deployment

 

2001 INTRODUCTION

 

The squad commander upon deployment must perform the following actions:

 

- Assess the characteristics of the landing zone, namely the terrain and any natural/

artificial obstacles around the Skyranger.

- Identify all hostiles in the vicinity of the transport that might endanger

the landing operation

- Deploy forces to engage and neutralize them

- Establish a safety perimeter around the craft by the use of smoke covers and

maintaining proper distance between the squad members.

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Determining an assessment rate for each skill might be tricky since each player has its own opinion about the acceptable levels. I didn't include mine to avoid starting a discussion on the matter but here they go:

 

TU: + 65

SA: + 65

BR: + 30

RA: +50

FA: +60

TA: +70

ST: +35

 

Usually to reach such high TU/SA stats it takes a number of missions so I only have real 'Scouts' by the middle of the game.

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You could just use "high" reactions and so on. Experienced players can interpret it the way they want and it will make new players to have to compare the skills on each soldier and learn something. But I would think it would be better for new players if they had an idea (in numbers or any other simple way) that tells them a concrete value for "high".
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Since I did entirely too much thinking on this topic for the sake of the fanfic, I'd like to present my go at the HWP chapter.

 

1004.5 HWP Team

The Mobile Heavy Weapons Platform, or HWP, is a remotely operated armoured robotic chassis. Using standard comlink frequencies and an encrypted control channel, the HWP operator is able to achieve tight interaction with the rest of the squad despite being in a remote physical location. The HWP sensor suite gives the operator visual acuity equivalent to the soldiers on location. The HWP chassis is 1.2 meters wide by 1.5 meters long by 1 meter high. It is capable of 40 km/h speeds and has a 100kg load capacity for ammunition. It is often referred to as a miniature tank and can be used in similar roles.

 

1004.5.1 Main roles

 

1004.5.1.1 Scouting

High speed allows recon over wide region. Care must be taken to not get so far ahead that the HWP cannot be supported by the rest of the squad.

 

1004.5.1.2 Bounding

The high speed of the HWP enables it to cover ground quickly and establish presence in flanking positions, supporting further squad movement.

 

1004.5.1.3 Forced Entry

The main advantage here is that where loss risk is high, the HWP can be used as the breaching unit in order to protect the more valuable soldiers. Combine with other tactics such as smoke. Remember the tank is not as manuverable as a soldier and passageways may have to be widened for access.

 

1004.5.1.4 Hostile Area Deployment

Similarly the HWP, when placed at the exit ramp, can save lives by being the first unit deployed into hostile landing zones. The HWP should seek to establish as many enemy positions as possible before returning fire.

 

1004.5.1.5 Heavy Weapons Support

Surprisingly a little used role, the HWP can offer HW support to fireteams without a HW component and can even make use of its speed to support multiple teams by travelling between them.

 

 

1004.5.2 Armament

Recoil design constraints limit the size of the armament for the HWP platform. The following armaments have been approved for field use.

 

1004.5.2.1 Cannon 25mm (M242 Chain Gun)

The 25mm high velocity round provides firepower between that of the Auto and Heavy cannon in damage capability. 50 round magazine. Single-shot mode only.

 

1004.5.2.2 Rocket 66mm (M202 Quad Launcher)

The two quadruple rocket pods provide 8 high explosive rocket munitions. Firepower is approximately equivalent to the Small rocket for man-portable rocket launchers. Should never be left to reaction-fire in close situations.

 

Laser:5004 classified

Firepower similar to Portable Heavy Laser, improved X-Alloy armour.

Plasma:5004 classified

Standard model comes with Hoverdrive, Eleurium use negligible.

Fusion:5004 classified

A lighter rating of Blaster Launcher weaponry, shares programmable projectile path ability for indirect fire. Ammo capacity similar to Rocket tank. Same warnings apply.

 

 

:tank: JFG

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Nice description and tactics Jellyfishgreen.

 

OK, for the sake of organizing the work around this topic I've looked into what needs to be done concerning Spaceman's document. I've been adding some more stuff concerning general movement and tactics to what I've done previously.

But there's so much more to add. There are a couple of things already mentioned by NKF and others such as the grenade relay trick, the use of stun launchers against Sectopods and so.

I suggest that people keep brainstorming and mention everything little thing they know, no matter how simple or stupid it might sound. If it works then it has a place on the manual.

 

Below I added some food for thought on the subjects that are empty as yet.

- How to successfully assault a UFO? What variations are possible for each different craft? (Scouts, Harvesters, Supply Ships, etc.)

- How to make a retreat in case things get sour?

- How to use the terrain to your advantage?

- How to use and control the blast of HE ammunition (splash damage)?

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OK! Below there's some more stuff I've just finished. Read it and give your opinion.

 

I've included the JellyfishGreen's HWP entry on the stuff I've done before. One thing that is necessary is to present the advantages/disadvantages of carrying a HWP instead of 4 soldiers. Anyone up to it?

I'd do it myself but I'm about to get started on the general movement tactics.

 

 

Chapter 2. INITIAL DEPLOYMENT

 

2001. INTRODUCTION

 

The squad commander upon landing must perform the following actions:

 

- Assess the characteristics of the landing zone, namely the terrain and any natural/

artificial obstacles around the Skyranger.

- Identify all hostiles in the vicinity of the transport that might endanger

the landing operation

- Deploy forces to engage and neutralize them, taking attention to both flanks of the transport

and also the area around the cockpit.

- Establish a safety perimeter around the craft by the use of smoke covers,

maintaining proper distance between the squad members and securing the rear of the squad.

 

2002. DISEMBARKING TACTICS

 

2002.1. THE FRONT ROW FIRETEAM

 

The fireteams that are the first to deploy have one of the most hazardous duties on the

battlefield. Upon landing their immediate task is to eliminate any hostile opposition that

is directly facing the ramp of the transport. Their actions are determined by the following

list of conditions:

 

#1. Enemy in front of the ramp and directly looking at it - fire one round them move one square

to the front and another to the next to the side to clear the ramp. If there isn't any read #2.

#2. Enemy in front of the ramp but facing another direction - do not fire to avoid reaction shots

that might hit personnel inside the transport! (unless they have already fired) - move one square

to the front and another to the side to clear the ramp and read #3.

#3. Enemy on another location and facing the ramp. Fire one/two rounds but make sure that

there's enough TUs to clear the square right next to the ramp by moving to another direction.

#4. Enemy on another location but not facing the ramp. Engage only after all enemies on #1, #2

and #3 have been eliminated. If there are several hostiles then engage first the dangerous one -

the closest and heavily armed.

#5. No hostiles visible near the transport - the soldiers should start scouting the area near

the Skyranger.

 

2002.2. THE OTHER FIRETEAMS

 

If condition #5 applies the rest of the soldiers might start disembarking the transport and

widen the perimeter around the transport. If any aliens are detected they must be eliminated

as soon as possible.

In case the front row fireteam has been taken out by the aliens, the next team becames the front

row team and must act accordingly to the previous list of conditions.

If there's insufficient lightning the back soldiers must deploy electroflares to the area surrounding

the transport. Also if there's a heavy enemy presence close to the landing zone, it's recommended

the use of smoke covers.

 

2002.3. USE OF HWPS ON LANDINGS

 

If there's an HWP present on the transport then it should be deployed according to 1003.3.1.4 and used

to scout and spot all hostiles while drawing fire from them. After it has finished moving them

the soldiers can disembark using 2001.2. procedures.

 

2003. REORGANIZING AND DEPLOYMENT

 

After the landing area has been successfully cleared of any enemy opposition the squad can

reorganized to perform its mission. At this point there are two major factors that should be

taken into account: a quick dispersal of the squad members to maintain safety distances and the

position of the landing zone.

 

2003.1. LANDING ZONE POSITION

 

The location of the landing (LZ) zone on the area of operations is a major factor in

determining the direction to which the squad must be deployed. The rear of the squad should be

set against one of the ends of the map to prevent any rear attacks by hostiles as it moves

forward to complete its mission. but it can be either easy or difficult, depending on the

location of the LZ.

 

2003.1.1. CORNER LZ

 

It's when the Skyranger lands on one of the corners of the tactical map and is the

position most easy to secure since there are only two directions from which enemy

contact can be expected. To establish a safety perimeter the squad must have cleared the corner

of any hostiles, allowing it to afterwards start moving towards the rest of the battlefield.

 

2003.1.2. SIDE LZ

 

When the Skyranger is positioned next to one of the sides of the map. It protects one side

of the squad against possible attacks but it still leaves three others open. After the squad

has successfully exited the transport it's recommended that the squad sets a half circle

perimeter as it pushes forward.

 

2003.1.3. CENTRAL LZ

 

The hardest landing zone since hostile attacks can be expected from all directions. After clearing

the landing site of aliens, the closest edge of the map should be located by the scouts and

secured. Then the squad can maneuver in the opposite direction, with that side being the rear and

using the half-circle mentioned on the previous topic.

 

2004. ADDITIONAL NOTES

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