NKF Posted March 14, 2011 Share Posted March 14, 2011 Welcome to the X-COM Enemy Unknown/UFO Defense multiplayer after action report thread. It's a slightly madder than usual game with limited weapon themes, partly for fun and amusement, partly to see how far we can take it. See the companion discussion thread. The rules - V1.4 with no mods- Superhuman- Ironman- Limited Psi Amp - If ammo exhausted and cannot be scavenged, enforce evacuation- Weapon theme: Unique limited 'ranged' weapon themes confined to separate strike bases. Orchard: Pistols and Grenades (any variety), No tanks Fort. Cannon: Heavy Cannon and Auto Cannon, Cannon Tank allowedFireworks: Rocket Launcher and Small Launcher, Rocket Tank allowed Generic Listening/Intercept outposts have no predefined weapon theme. Player Rotation NKF, 9 Lysear, 9* Bomb Bloke, 9 silencer_pl, 9 The Veteran, 9 Turn numbers and asterisk after each name may not always be up-to-date. - NKF Link to comment Share on other sites More sharing options...
NKF Posted March 14, 2011 Author Share Posted March 14, 2011 Rumour has it, the officer that was assigned to leading X-COM HQ was celebrating at a locale tavern before being shipped off to his new post to defend humanity against an alien threat. With the drinks flowing, he had started making bolder and bolder boasts and said the most outrageous things like being able to shoot down an alien saucer by just throwing a brick. Unbeknowest to him, an entourage of his superiors were in the next table over. They overhead this, a general who was stone cold sober made a rather outrageous bet with the commander. HQ Commander, now at a stage where he could now strip off paint by just breathing on it, saw it as an easy challenge even though he had no idea what marrying the general's daughter, resigning and waffles had to do with it. Before the night was over, a contract was signed between the two with all the officers in attendance as witness. The next day, on his arrival at the base, all employees from the adminstrative staff, technical staff, the grunts, the aircraft mechanics, the janitor, the Base Commander's secretary and the cook had HQ commander tarred and feathered and hoisted from one of the service hooks in Skyranger-1's hangar. He was left there for quite some time. Geoscape segment X-COM HQ comes on-line, hidden in the woods near Moscow. All research is started, and scientists are allocated into Laser Technology. Interceptor-2 is reconfigured to arm an Avalanche launcher and a Cannon while Interceptor-1 is left as is. New base modules are installed. Containment, quarters, stores and a large radar. Now I must say while I've never been a fan of the single choke-point base (I'm a 2 choke-point guy), I will concede that it's a sound strategy that works, so we'll remodel HQ this way. Rather than cluster all the new modules between the two hangars, I've decided to use two modules to elongate the base laterally so that we can install a new choke-point and isolate the access-lift from the main base at a later stage. I then do a big clean out of the troop weapons that we will not be using at this base, including those on Skyranger-1. All but the grenades and pistols are sold. I even sell the surplus aircraft Cannons and 1 Stingray Launcher. 4 soldiers and 18 scientists are hired. Heaps of extra pistols, ammo and grenades are ordered. Stores are filled up fast, so unfortunately there are only a limited number of smoke grenades and proximity mines. A few hours after all the house-keeping matters, a very small vessel is spotted over Italy. Interceptor-2 is launched. The tiny saucer does't stand a chance as the first missile obliterates it. The next day the bulk of the troop equipment arrives, and Skyranger-1's stores are stocked up. On the 4th of January 4 new recruits arrive, and a gaggle of 18 scientists. They're put to work immediately. The theory on laser weapons is completed at midnight, and Laser pistols get priority. After 4 more days of absolutely nothing, the activity graphs are inspected and there's rising activity in South Africa. Interceptor-1 and Skyranger-1 are launched to recon. Interceptor-1 stops to patrol the heart of Africa while Skyranger-1 heads further south. After a few hours the Laser Pistol research is ready. Research focus goes onto the Medikit and the engineers leap out of bed, excited to finally have something to do, and start making 4 laser pistols. Both aircraft return to base with no luck. On another inspection of the graphs, Spain is now registering a spike in activity. Interceptor-2 is launched for a patrol, but comes home empty-handed. The next day the general stores are completed. I order a few extra proximity mines, smoke grenade and large explosives. With Spain still high and Italy showing a small rise in activity, the UFOs must be focusing on the Mediterranean. Interceptor-1 goes out for Patrol. Once it hits 50%, Interceptor-2 is sent out to replace it. Even this round of recon goes without any results, so Skyranger-1 goes out to take its place. Despite all this activity, I am relieved by the fact that the show display of blowing up the small scout over Italy has given them a better impression of us than what the aliens seem to be trying to achieve at the moment. 2 days later, a Small vessel is spotted by Skyranger-1 flying into Germany. Interceptor-1 is launched while Skyranger-1 is ordered to return to base to refuel - it wouldn't be able to reach the crash site at any rate, and it's dark. The UFO circles past Berlin and makes its way to the northern tip of the United Kingdom. Interceptor-1 engages the UFO off the coast of Scotland but just as quickly as they meet, the UFO speeds off and takes a heading towards Norway. Interceptor chases after it through the fjords and eventually catches up with the UFO. As Interceptor-1 gets in firing range, the UFO is identified as a very large flat cross shaped vessel. Interceptor-1 goes aggressive and takes inconsequential damage from the UFO while responding with a few Stingray missiles. It then rips the enemy ship apart with cannon rounds. Morning approaches but Skyranger-1 has only just docked at the base from its reconnaissance mission. It will have to sit tight until the next morning - hopefully the aliens will do the same. During this time, four laser pistol are completed. Eight more are ordered and the four new weapons are put on the Skyranger, swapping out several of the conventional pistols. Dawn arrives, Skyranger-1 lands at Crash Site-2. - NKF edit: Doh - got my game mixed up. It's Stingray, not Ajax. Link to comment Share on other sites More sharing options...
NKF Posted March 14, 2011 Author Share Posted March 14, 2011 Before combat begins, some equipment is reshuffled so that one Laser Pistol is at the front of the craft, everyone has a Hand Grenade of some description in hand. Turn 1 A cursory glance through the Skyranger's tiny portals show that the ship has landed in woodlands. Trees out the eastern portals, the enemy ship directly to the west, and a row of hilly terrain to the north. Not accustomed to such unusual munitions, everyone quickly to see that they are comfortable with their gear. Everyone appears to be fine except Tatsuo Fujimoto, though he's only slightly off balance, so he drops a pistol magazine to compensate. Rene Lefevre, deploys a smoke grenade past the ramp in preparation for disembarking. Turn ends. A sectoid is spotted at the base of the ramp, fleeing the centre of smoke cloud. Turn 2. Though Shuji gets down the ramp to spot the sectoid and is in a ripe position to fill it full of holes, he unwisely steps out and is shot in the back. Leon and Rene take a few shots at the visible sectoid from the ramp but fail to hit. They step back in the Skyranger. Turn ends. A shot from somewhere strikes the side of the ramp and a sectoid approaches the ramp and has the gall to start firing directly into the ship. Luckily it doesn't hit anything and is responded with return fire from those nearest. After two pistol volleys, the Sectoid recomposes itself long enough to kill Leon, but is cut down by a direct hit from Rene. Turn 3 The remaining Nobuchi sibling arms a grenade while Virgil Kemp steps down to inspect the carnage. The sectoid the late Shuji had spotted earlier is still facing away. Virgil fires twice but fails to hit. Rene steps down and hits the Sectoid in the back of the head but it retaliates and kills Rene. Tom Kemp takes a turn with his laser pistol and slays the Sectoid with a three round burst. Turn ends. A door is opened in the UFO. Turn 4 Tom Kemp kneels down by the left landing gear and takes the time to inspect his surroundings. Tatsuo Fujimoto drops on the other side and sees two Sectoids very close. Tatsuo Noguchi, from the top of the ramp, throws his grenade between the two sectoids. Fujimoto risks one reaction attack from the Sectoid facing him and gets behind the landing gear for cover/ Turn ends. The grenade explodes, but even though it was close to the one facing Mr. Fujimoto, it kills the Sectoid facing away instead. The Sectoid moves closer and kills the poor man. Turn 5 Claude Revenue gets close to the ramp and spots the Sectoid in the smoke cloud and a Sectoid further off in the line of hills to the north. He attacks the nearby sectoid but only manages to scorch earth. He narrowly evades a retort from the Sectoid's plasma pistol. Virgil Kemp takes a turn but misses. Tatsuo Noguchi then hits the Sectoid with a single shot from his pistol and it falls. Everyone shuffles further back into the Skyranger as the Sectoid in the distance can just barely see those by the ramp. Rudi Unger tries an impossible attack from the middle of the Skyranger with his pistol and hits once, but misses the next time. Boris tries to mimic him with a burst from his laser pistol, but fails. Tom Kemp tries from his position but the bad accuracy of the laser pistol over long ranges doesn't help him at all. Turn ends. Nothing happens but a door is heard. Turn 7 At the start of the turn, a Sectoid is standing in the smoke cloud - with its back facing everyone. Rather than try his luck, Claude throws a grenade at the creature and gets underneath the ramp. Rudi Unger runs to secure the late Shuji's laser pistol. Boris and Virgil go to the top of the ramp and wait. Turns ends. The grenade not only kills the Sectoid, its body pops like a ripe melon and there's nothing left of it to recover but its weapons. Turn 8 A ring of soldiers are deployed around the ramp, with Tatsuo Nobuchi left behind in case things go sour. Turns ends but only the sound of the UFO doors open are heard. Turn 9 Like a star, the five soldiers outside the Skyranger slowly expand outward. Now that we've had a chance to get beyond the ramp, Claude notices the top of the UFO appears to have a very large hole in it. Turn 10 ~ 14 Boris and Claude move to the corners of either side of the UFO while Tom inspects the undergrowth. Rudi walks through the woods and stops behind a tree for cover. Rudi and Virgil eventually secure the north-western corner of the battle zone. Tom clears the south-western corner. Tom races from his corner of the woods to back up Claude. Rudi and Virgil make their way through the hills to help Boris. Claude and Boris set up overwatch spots on either side of the UFO and the turn ends. This proved to be a bad decision for Boris as a sectoid appears to have been waiting just around the corner and gets the better of him. Turn 15 Virgil primes and throws a grenade to the Sectoid's last known position. Rudi preps a grenade but keeps it in hand. Turns ends. The grenade explodes, but there is no scream. The sectoid steps out and attempts an attack on Virgil with its Heavy Plasma but misses. Turn 16 Rather than put Virgil in danger, Rudi (the topmost blip on the map), who is not particularly strong, does a remarkably accurate long throw and lands a grenade at the Sectoid's feet. He arms another grenade. Virgil moves back down the hill to get out of harms way and on reaching the flat ground makes an attempt to double around and get to where Boris was, first by heading towards the Skyranger. Turn ends. The grenade kills the sectoid Turns 17 ~ 33 Virgil gets to the late Boris and replaces his conventional pistol with Boris's laser pistol. Rudi secures the low tree covered hill next to the UFO. Tom and Claude advance their ambush line. All four soldiers leapfrog their way until they are all covering the UFO hatch. Turns 34 - 46 With no movement from the alien side, Rudi throws his armed grenade into the very middle of the UFO, but this fails to achieve anything. Claude and Virgil decide it's time to enter the UFO. They both take either side of the ship, and get into single-file. Claude is the most responsive of the two, so he takes lead and gets in the door. He is shot at by the Sectoid near the bridge but no shots connect. Claude retaliates with a laser pistol burst. He fails and is killed with a single shot. Virgil fires a burst and finishes off the Sectoid. The mission ends. 6 losses to 7 of theirs and an OK score is not a very happy start to the campaign, but at least we have enough loot to cover the replacements. Had a quick look and there's about $1.5mil that can be raised from the goods we won't be needing. Onto the next player: GAME_1.zip Good luck. -NKF Link to comment Share on other sites More sharing options...
Lysear Posted March 14, 2011 Share Posted March 14, 2011 Geoscape Part: Sold Heavy Plasma and clips and corpses (left 1 of each for the eggheads), also hired 6 more Rookies to replace the losses. Research on the Med Kit was done, so i started off the Plasma Pistol. Living quarters and alien containment were finished, started constructing a hanger up in the top left. Recruits arrived (skyranger was prepped with all the laser pistols we had available and some ordinary ones mixed in, lots of nades too yummy) Sirens started wailing on the 21st of Jan, seems the aliens wanted to visit the southern tip of africa this month, so skyranger and its band of rookies were packed off to cape town to deal with the threat . Talk about a baptism of fire for the new guy ^^ Tactical segment will follow:- Link to comment Share on other sites More sharing options...
Lysear Posted March 15, 2011 Share Posted March 15, 2011 Cape Town Terror Attack (Tactical) 10 Units randomly equipped with nades and various pistols. Pilot seems to have dropped us down in the north eastern part of the map, no aliens visible from the back of the craft, smoke nades deployed at the bottom of the ramp and 1 inside incase something decides to come and take a look inside. https://i53.photobucket.com/albums/g53/han1604/tactical_054.png Turn 2 - Gudrun deploys off the right side of ramp and turns in place to get a look at the surroundings, and is immediatly confronted by a big angry hairball, he propmptly soils himself and shouts for options ^^, Virgil primes a HE and chucks it at him " here matey chuck this at the bugger". So he does (alien turn - not much happens apart from the huge explosion ripping the reaper to shreds, and the sounds of civilians being killed). https://i53.photobucket.com/albums/g53/han1604/tactical_058.png Turn 3 - Gudrun takes a step forward and spots another reaper another step towards it to get a better angle to lob things reveals another reaper behind that, his underwear is in a real sorry state at this point, Then he turns to face north east and a floater is standing there too, the rest of the troops decide to come out and help him. Tatsuo has a HE primed by frank thrown at him which he picks up and exits the craft to the left, he lobs it at the space between the 2 reapers and takes cover behind the wheels. Virgil exits left too after getting a hot potato from Klaus and throws it at the Floater. (Alien Turn - nade weakens floater but the HE takes out both reapers and the blast catches the floater and takes it out too, also floater spotted to the south but no fire) https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_060.png Turn 4 - Gudruns turn again.. lol heads south to get a visual on the floater ends up spotting 2. Grenades primed by others are sent to virgil and tatsu both are sent to a floater each, and a 3rd nade is put in the middle of the 2 floaters. Frank sarah and klaus have all exited the ranger into the smoke cloud to provide nades to the scouts at this point. (Alien turn - Shot fired from the south towards gudrun but it doesnt connect, and both floaters taken out by the nades) https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_061.pnghttps://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_062.png Turn 5 - Gudrun pushes south again and spots yet another floater so he calls for back up, and Frank pushes northwards and reveals 2 more floaters. Gudrun puts a nade under the floater he spotted and steps back a bit, virgil lands a HE right in front of the 2 floaters up north. Klaus tries to hit the southern floater with laser pistol fire but misses and Sarah fires 2 aimed shots at a floater up north Connecting with 1 and dropping it. (Alien turn - Floater in the south survives grenade and shoots gudrun in what seemed to be his foot :s, only wounding him with 1 fatal, the HE up north annihalates the floater and the corpse of its friend) https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_063.png Turn 6 - Southward again for gudrun to reacquire a visual on the floater that survived his nade, gets a visual on that one and yet another one ><. Tatsu fires 4 shots at the floater near the wall (2aim, 2snap) 1 of the snap connects but doesnt bring him down, Virgil cuts it down with an aimed shot from his laser pistol. Gudrun is passed a nade and shoves it under the floater (shouldnt survive a 2nd nade anyhoo ). Sarah joins frank up north as they head towards the floater corpses. (Alien turn - Floater killed by gudruns nade) Turn 7 - Hoping that the LZ is finally clear troops pile out into the smoke (sergeant rudi stays on board), Smoke thrown up north to provide cover as they head to the shops. Gudrun still heads south and suprise, suprise another floater right at the bottom of the map. Fire team open fire (Tatsu fires 5 snaps at 32%acc all of them miss ><, Virgil also fires 4 snaps which also fail to find a target, Klaus fires 5 snaps too, 2nd and 5th shots hit and the floater drops), Lyudmillia joins gudrun down south and they push east. https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_067.png Turn 8 - Lysear (couldnt help myself ) pushes east from the ranger and spots a floater in the shopping complex, calls it in the the support team behind him, Virgil and Tat open fire laser and bullets crossing the distance to the floater only 1 bullet actually connects though, it stays standing, lysear slinks back into the smoke. Rudi steps out of the ranger and shows the lads how its done firing 2 snaps which miss by about 6 mile, he slinks back into the ranger. Turn 9 - Southern team keep pushing east in cover, Lysear tries to get a visual on the floater but cant get one (flanking teams will have to flush it), northern team gets into the shopping complex and keep in cover. (Aliens turn - Plasma shot comes out of nowhere and klaus melts) Turn 10&11 - General pushing up in cover no contacts reported (Alien turn - Reaper spotted on other side of the supermarket) Turn 12 - Tom reports contact with the wounded floater, fire team still have a line of fire, rudi misses but virgil claims the kill, gudrun takes another hit turning a corner form a floater (floating on lvl 1), turns and hits it with a snap shot that puts it down and gets into cover (fatal wounds of 3 now). (Alien turn - Floater and reaper spotted coming through warehouse towards the skyranger and fire team). https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_075.png Turn 13 - 2 grenades from rudi and virgil sent into warehouse in front of the reaper, gudrun pops out of cover and spots another floater next to the corpse of the last one he killed, he opens fire with 3 snap shots and only 1 connects so he ducks away again. Lyudmillia charges into the rear of the warehouse that the reaper is in and comes face to face with a floater, 2 bursts of auto fire fail to find their mark (except on the boxes behind the floater ><), but she has enough tu`s to get out of the door. (Aliens turn - Plasma bolt hits gudrun square in the back and he drops, at this point i actuallly went NOOOOOOOO not gudrun you bastards :'(.... ) Turn 14 - Lyudmillia bursts back into the warehouse and puts down the floater, with both nades failing to take out the reaper rudi and virgil fire 7 shots at it in total (3/4 from rudi and 2/3 from virgil hit and it drops). Northern team (tom,lysear and tatsu) get ready to assault the reaper. https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_080.png Turn 15 - Tom puts a grenade at the reapers feet/paws, while lysear and tat arm grenades for next turn, lyudmillia is scouting south towards gudruns corpse to find the floater he wounded Turn 16 - Tatsu cant get an angle on his nade so settles for shooting the reaper in the face and darts back into cover, lysear runs out and chucks his grenade at the reaper and gets back into cover. Turn ends and reaper is no more, Only other confirmed enemy on the losse is the wounded floater in the south Turn 17 - Lyudmillia exits door and is obliterated by plasma, virgil an rudi are dispatched southward to deal with things. Turn 18 - Not much apart from the 2 headng south https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_081.png Turn 19 - Plasma weapon spotted on ground, sensing a panicker everyone is dispatched to close in on its position Turn 20 - Rudi kills the floater that dropped the waepon with a lovely aimed shot as virgil took a kneel in front of him. Turn 21 - Still movement in previous aliens turn, only place i havent checked is a house near bottom of the map, been using the garden as cover. Rudi enters house and is killed. (Aliens turn - Floater heads out of the house and guns down virgil too). Turn 22 - Everyone else still alive converges on the house trying to stick to cover on way (Aliens turn - Damn floater bags another trooper and heads back into the house) Turn 23 - Lysear makes an impromptu entrance through the rear wall of the house and waits by the hole Turn 24 - Others get into position for the push Turn 25 - Lysear is first through the hole and gets sight of the floater, hits it once from a burst of 3 but it stays standing and calmly turns to blow lysears head off. (Aliens turn - Floater must have caught sight of one of the remaining troops and throws a grenade like a big girl.. blowing itself to smithereens). And that as they say was that... Didnt get a screenie of the score (im sure i pressed it but w/e), But the tally was 18 aliens killed and 7 losses on our side, with a score of 105 and an ok rating. Would have been higher if it wasnt for that floater at the end (note to self check all buildings before moving on ><). Not sure how much equipment was destroyed, but i think corpse sales and stuff could net us quite a bit. Save for the next commander - GAME_1.zip Good luck to you Lysear Link to comment Share on other sites More sharing options...
silencer_pl Posted March 17, 2011 Share Posted March 17, 2011 Command seat taken. Sold some crap: corpses, alien equipment. Hired new soldiers, some techies and eggheads. Because men under my control are no sisys I bought them some manly Arnold Schwarzeneger type guns: See? Now that is a weapon soldier would love to die with So after a few days large radar system was built and soon after some small UFO was deteced.Interceptor-1 was lunched. Few hours later pilot makes contact with the saucer over UK. He tackles with it and brings it down. Soldiers got preped and skyranger made his way. The battle took place in somebodys farm. Luckly local peasents run away. Our pilot saw fine spot just to the north of the UFO so our solders didn't have to waste time searching it. No sign of aliens on start, so Grigoriy exist and begins to scout surroundings. No aliens. So he proceedes to go east. After his first step some alien fires at him melting his corpse. So I switched to plan B and deployed smoke screen at the ramp of skyranger. Soldiers exit and try to take some tactical positions. Few turns later Sarah spots a gray looking figure. She tries to aim with her big cannon but she hits the tree. Being next to her Frank delivers his package. Taking care of the problem soldiers spread out and two groups try to flank the down UFO. The team on the south loses a man But the killer is spoted and swiftly blown skyhigh by our exploding apples. (Also while assault team were advancing Frank was killed by unknown shot). Continuing march soldiers find another alien with some brownish looking weapon. So Frank and Oscar split and try to flank him. While Oscar goes round the barn Frank secures his guarding post with a proxy, Oscar was cought by surprise by the alien. Luckly alien missed, but so did Oscar. Twice the luck next turn alien stuns himself. Taking care of that problem soldiers gathered at the entry way to the UFO. Unable to decide who will go first, a soldier with strange name (Patrick Martin) draws the shortest straw and enters. Damnation - he spots 3 aliens, and all of them are know of his presence. So a little bit shocked, he picked up our apple of friendship passed by Sargent Tatsuo he toses it to the nearest alien. Unfortunate for him aliens make paste of him on the wall. Right here I then made some serious mistakes, I tried to pass another apple to them but a misfortune happend and I lost the assault team - some due to reaction fire and a soldier died with primed grenade that I couldn't find on the floor. Bugger. After that men left in skyranger panicked and some bastard while panicking killed one of his own. After some of men regained their sanity I switched to plan C. Because UFO had this huge hole instead of roof. Gunter tosed some C4. Mission over. Sorry I did BAD.GAME_1.zip Link to comment Share on other sites More sharing options...
Bomb Bloke Posted March 19, 2011 Share Posted March 19, 2011 So here I am, better late then never and all that. Start all relevant research projects, sell off everything unimportant looking in the stores. Hire another fifteen troopers (for a total of twenty), and another twenty scientists (for a total of fifty). Stop the medkit project (hit the wrong button, had been intending to pause it) and start producing more laser pistols, aiming for a total of twenty. Even when we get the plasma stuff we'll want troopers carrying these, shouldn't be a problem in encumbrance terms and they can be dual-wielded without an accuracy penalty. etc. I'll assume all of this has already been covered in the discussion thread somewhere. Month ends, council is happy enough to give a somewhat acceptable payrise. A very small craft appears over the UK region. Escapes its first engagement and nips up north, where it gets shot down. None of my orders have arrived yet, but it's five on one, so I decide I might just scrape through. Spot the alien to the SW. Units fall back to sniping range, someone shoots it, it falls over, mission completed in a single turn. Note that it took in two shots and was taken alive. GAME_1.rar Link to comment Share on other sites More sharing options...
The Veteran Posted March 19, 2011 Share Posted March 19, 2011 Taking my place at the Commander's desk for the first time I have a little time to wait before any alien activity occurs. BombBloke's laser pistols are finished soon leaving us with 15 so I start work on some more medkits, these will take us up to 10. More time passes and the new recruits arrive as well as 20 more scientists. I decide I'd rather fight with laser pistols and alien grenades tan plasma pistols and XCom 'apples so I put the new braniacs to work on researching the kidney shaped explosives. Soon enough we locate a small vessel over Spain and an Interceptor launches to intercept. It seems to be looking for something in Spain but as we approach it moves east and we engage over the meditteranean. Not wanting to lose the ship, the pilot holds off for a while and downs it over Greece. I send a completely new crew of 14 rookies (I don't fancy getting the veterans killed on my first outing with pistols and nades!) Everyone has a laser this time and there is ordnance of every type imaginable on board. We suit up, wait for morning then launch. It's a nice farm map and we're in the northeast corner very near to an orchard which should provide disembarking troops some cover at least. Slowly they team up and move out. Adam and Sergei move to the orchard while Vladimir and Tom Nash use the landing gear for cover. Only now does Tom spot both the UFO and a Sectoid with it's back turned.https://i1198.photobucket.com/albums/aa460/Tim_Munt/UFO%20Playthrough/Mission101.jpg Tom has TUs for an aimed shot but misses so Vladimir takes a knee beside him and zaps the melon-headed invader with pinpoint accuracy. A moan indicates that the creature is dead... In the alien turn we hear a door but see no other movement. Sergei and Adam clear the orchard and a grassy field to the North while Vladimir and Tom move to the forward landing gear. A third team leaves the Skyranger to investigate a farmhouse to the northwest.https://i1198.photobucket.com/albums/aa460/Tim_Munt/UFO%20Playthrough/Mission102.jpg Next turn nothing happens and the door stays closed so the troops continue to cautiously spread out. Tom and Vladimir reach the UFO while Stefan and Marc reach the first building which on closer inspection is a barn... It's empty and so is another one that Sergei and Adam have found in the West. The map appears fairly empty thus far so we can only assume the ufo will be packed...https://i1198.photobucket.com/albums/aa460/Tim_Munt/UFO%20Playthrough/Mission103.jpg Another turn passes and the whole map is clear so Stefan leaves Marc and heads for the ship. Sergei also heads for the crashsite and spots an alien through the wall. We also note there is a small hole in the roof...https://i1198.photobucket.com/albums/aa460/Tim_Munt/UFO%20Playthrough/Mission104.jpg It takes until turn 11 to surround the UFO and then it's game time... We end turn one last time to regain some energy but the next turn never comes as between 4 troopers we can easily handle one Sectoid!https://i1198.photobucket.com/albums/aa460/Tim_Munt/UFO%20Playthrough/Mission106.jpg It seems there were only 2 aliens on this whole map so I'm pleased to say it's anotehr easy 0-loss mission https://i1198.photobucket.com/albums/aa460/Tim_Munt/UFO%20Playthrough/Mission107.jpg Check out the score by the way haah, couldn't make it up Here's the file for the next commander! GAME_1.rar Link to comment Share on other sites More sharing options...
NKF Posted March 20, 2011 Author Share Posted March 20, 2011 Geoscape Segment: Housekeeping matters commence immediately! With research currently split 30/20 on the plasma pistol and alien grenade, I decide to reassign the researchers onto a single topic. Problem is both topics are quite good ones to have, but we don't have enough alien grenades (exactly 5!) to make the research worthwhile at this point and the plasma pistols can be filled in by the laser pistol for power and the basic pistol for accuracy. Enemies are not too tough at present so the older weapons will suffice. I move research into alien alloys - the extra protection from the armour would be nice. However I note we are missing the critical component for getting the Power Suits, the Power Unit. I head to stores and sell off some junk. We actually don't have a lot to sell so I cut into our valuable plasma pistol supply and keep only 5. Ammo isn't touched. All other plasma weapons are sold. When the Skyranger gets home I reassign 10 soldiers that are still showing as rookies to the ship. On getting to the equipment I notice we're low on munitions. Also there aren't any basic pistols. I was planning to use a few so I'll order some. A mixed bag of grenades are purchased to last a couple more missions. I order the construction of the replacement living quarter module and general stores that will need to be moved to reroute the choke point. When the new equipment arrives I reload the Skyranger and shortly afterwards a very small UFO is encountered. I launch Interceptor-3 and the UFO is destroyed in mid-air. The next day the new Hangar is completed. I dismantle the old south-western Hangar and plug another Living Quarters module in to complete the circuit. I chose the quarters since I figure we'll be wanting to accommodate more techs or soldiers in due course. I also decide now's a good time to start the north-eastern hangar replacement. A few days later the research on alloys are complete and work starts on Personal Armour. The next day a Small UFO is seen flying with a heading that takes it between Budapest and Rome. Interceptor-1 is launched. Interceptor-1 catches the Medium Scout over Rome, but it escapes after evading two Stingray missiles. Just in case, Interceptor-2 is launched to assist. On reaching Scotland Interceptor-1 manages to shoot the UFO down. Preparing to launch the Skyranger, I notice there's no wreckage. I zoom in on the map and see the skirmish was over (according to an Atlas) the channel marked as North Minch. Doh - it plunged into the drink. The next day the Personal Armour topic is completed. 50 scientists start handing around the plasma pistol clip umming and ahhing and generally scrutinising it in a very science-y way. In manufacturing the lead engineer complains he cannot complete 20 suits of Personal Armour by the next morning as it'll take well over a month to complete, given enough raw materials. I think he's hinting that he needs more staff. Shortly after this a UFO is spotted flying towards Tehran. Giving the pilot the order to make sure he's over land before attacking, the interceptor speeds towards the UFO and knocks it out of the air before it even reaches the town. After a last minute equipment check, the Skyranger is sent out. It slows down and waits until dawn before landing by the UFO. - NKF Link to comment Share on other sites More sharing options...
NKF Posted March 20, 2011 Author Share Posted March 20, 2011 Battlescape Segment After some logical reshuffling of equipment, on recommendations by the ergonomics instructor, to make access of grenades more efficient by 1%, the troops are now walking about with their their shoulders weighted down by high explosives. Turn 1 A quick weight check is done and everyone's bearing their loads well except for Otto Geisler who is really struggling. The poor man scored the lowest of the team on his weight lifting, with only 20 units of whatever weight system X-COM uses over the rest of the world. He reluctantly drops his High Explosive and a proximity mine. He reconsiders dropping his medikit and decides to hold on to it and see how he goes. The Skranger's landed in the exacty south-eastern corner of a farm. It's fairly exposed with lots of fenced fields around it. Adam Blake, the current points man, throws out a smoke grenade for deployment. The two soldiers behind him, Tom Nash and Mark Guerin arm grenades. Turn ends. An ordinary wooden door and a UFO door are head opening. Turn 2 The open door in the distance seems very suspicious. Adam carefully disembarks and spots a Sectoid investigating the farmhouse. Its back is turned. Since no one has any motion scanners to check, Sergei Samusenko drops down the other side of the ramp and does a quick scan of the underbelly of the Skyranger to make sure it is safe. Marc walks straight down the ramp into the smoke cloud and lobs his grenade and it lands at the Sectoid's ankles. back in the Skyranger, Franz Heinsch, volunteers to stay while the rest make their way closer to the ramp. Turn ends. The Sectoid and farm door are wiped from existence. Turn 3 Soldiers start to disembark from the Skyranger and form a defensive ring in the smoke around the ramp. Tom Nash drops down and joins Sergei along the side of the Skyranger. The immediate sectors around the Skyranger seem clear. Turn ends. A Sectoid with a plasma pistol walk around the corner of the farm house and makes its way to where its former comrade now resides. On reaching the door it turns and attacks Adam. Adam is hit but survives. The Sectoid is suddenly on the receiving end as Adam starts to pepper it three times with his pistol . Only one bullet hits and the sectoid survives. It promptly flees into the house and gets behind the wall between the door and the window. Turn 4 Otto Geisler starts tearing the walls on both sides of the door apart with his laser pistol. Adam spots the sectoid and. Marc, hidden in the smoke cloud, fires five rounds with only one confirmed hit. It's sad but 3/4ths of the current team aren't exactly marksman material - their strengths lie elsewhere. Masanori Tanikawa drops down the ramp and patches the 3 wounds on Adam's torso. This almost completely revitalises Adam, but he will still need some recovery time back home. Adam stands up, backs into the smoke cloud, drops to his knees and snaps a single bullet that drops the Sectoid without a noise. It's only knocked out. Sergei and Tom have now moved under the nose of the Skyranger. Turn ends. Turn 5 Masanori puts away his medikit and joins the ever expanding ring around the Skyranger. Because of his wounds, Adam decides to swap with Franz and makes his way to the Skyranger. On his way he drops his standard pistol and its clips by the ramp for newcomer Uta Brehme to pick up, seeing as she's the most accurate soldier on the current team. Turn ends. The Sectoid Adam knocked down gets back on its feet and runs around in circles in the foyer of the farm house. Turn 6 The Sectoid can't be seen. Marc breaks formation and walks closer to the farm house but can't locate the Sectoid. He gets back in line. Masanori fires blindly into the building with his laser pistol and scraps the stairs. Sergei spots the medium scout behind the farmhouse. There's a low brick wall running past it and no targets to be seen in the fenced area. That's a relief as enemies will have to expose themselves and walk around the fence to get to the troops. Turn ends The Sectoid appears to have been obscured by standing at the very edge of the dust cloud that was kicked up by the earlier grenade. Turn 7 Marc makes an amazing discovery - though he can't see the Sectoid when he's standing upright, he finds he's able to see the Sectoid's midriff through the fence when he kneels down. Uta, now with dual pistols, shows off her prowess by pointing her ordinary pistol at the Sectoid and fires two aimed rounds. The first round narrowly misses but the second round hits the Sectoid between the eyes and it dies. Being an unarmed enemy, the victory does feel somewhat hollow. Since Masanori blew away the stairs, the only way to clear the upper level of the house now is to destroy it. X-COM has a seemingly bottomless fund for replacing shoddily constructed farm houses out in low population rural areas like this one, so demolition preparations begin. Tom throws his grenade a bit too far but still manages to get it on the roof of the building. Franz, not happy with the concept of 'walking around the fence' decides 'walking through the fence' is better. He proceeds to destroy the barrier in front of him with his laser pistol. He's not very good at it. Otto, the one further along the fence, points out that he'd have wasted less time walking than shooting the ground in front of him. Turn 8 With the hole Tom made on the roof, Sergei manages an impressive long throw with a high explosive charge, landing it inside the upper level of the farm house. Louise Marcell comes to a flourishing grain field that marks the north-western edge of the map. Otto heads into the nearby field closed in by the tall grass hedge with Franz. Masanori and Marc get closer to the house to get a better look of the explosion. They're X-COM soldiers so flying bits of bricks and mortar are nothing to them. Turn 9 Masanori and Marc walk into the farm to enjoy its new sun roof and the walls that are suspended in mid-air. They think it is some new form of art deco. Masoniro spots an alien plasma gun on the ground. He spends the time to pick it up and drop the clip out. Otto inspects the second field next to the corner field, and there's nothing there but stacks of hay. He heads back and goes to the corner of the grass hedge enclosure. Franz proceeds to the other end of the hedge and Louis races to join the three. On other side of the tall hedged enclosure is another hedged enclosure, though this hedge is at half height. Past it is yet another enclosure with a low brick wall. Whoever built this farm really likes to fence things off! Further beyond is an enclosed grass field with flowers and a fenced wheat field. There appears to be no way to the eastern edge of the map except through the house or the path beside it. Franz suggests making our own paths. Turn 10 Franz and Otto confirm the two fields beyond are empty of enemies. No point proceeding in that direction so the three soldiers start marching to the farm house. Masanori finds another plasma pistol and unloads it as well. He then follows Marc to the back door. Or back doors - his earlier random burst into the building made a second doorway. Sergei and Tom make their way up the fenced path along the side of the building. Turn 11 Marc and Masanori leave the farmhouse and they discover a problem. There's not going to be much room for the squad to spread out to assault the UFO. Tom decides to make room and that the brick fence next to the UFO must go. He arms a high explosive charge. The other three make their way around the house. At the end of the turn there's a noise from the UFO door. Turn 12 Partly to destroy the wall, Tom throws the high explosive around the corner of the UFO hoping the earlier noise was a Sectoid leaving the ship. "I hate fences" Franze uses his laser pistol to cut away a piece of brick wall just by the corner of the house so that his team can quickly rush out into the enclosure to set up an ambush for any aliens leaving the UFO. When the turn ends the wall is blown away followed by the deep scream of a Sectoid. The mission ends. No ranks are awarded, though those that got some of the action are now squaddies. GAME_1.zip - NKF Link to comment Share on other sites More sharing options...
Lysear Posted March 20, 2011 Share Posted March 20, 2011 Geoscape part :- Not much to be done really, skyranger lands and adam is put to bed for 4 days with minor plasma burns , time zooms on and the living quarters are completed. Couple of days after that UFO-9 (Small) is spotted in British airspace, intercepter-2 is dispatched from HQ to deal with it. Contact is made above the Belgium/Holland area if my geography is correct ^^ https://i53.photobucket.com/albums/g53/han1604/XCOM/geoscape_000.png Skyranger is loaded with a mix of rookies and squaddies (8 total), along with the Captain to provide morale and to shoot anyone that tries to run away. Battle Turn 1&2https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_000.png Turn 1 as usual is smoke deploying time, along with making Otto and Victor a bit lighter by removing their HE. Nothing is seen or heard during the alien turn. Sergei deploys off the right of the ramp and spots an alien along the southern wall of the nearest house and hits it with a snap shot from his laser pistol, the alien reacts by scorching the grass in front of his feet, feeling brave he fires another snap shot at it and this time it goes down. Alien also spotted to the north but i was 1 TU shy from pulling a nade relay and had to hope it couldnt see into the smoke too well. (Alien turn - It moves out of sight then back in, and looses a shot at louis, but it sails past him) Turn 3https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_001.png Louis fires 5 snap shots at the Sectoid that tried to melt his face, the 5th shot is the only one that connects but it hits the alien smack between its bulbous eyes and it topples. Alien turn - A house door is opened somewhere. Turn 4https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_002.png Sergei reports that the north west of the map is clear, while louis reports the same for the north east, Marc heads into the orchard (he`s heard rumors cider can be made from apples), while victor heads towards the front landing gear of the ranger to get a LOF at the craft door. (Alien turn - Victor is killed from a shot south of the ufo entrance, then the sectoid runs up and parks itself infront of the hatch, as seen in ss) Turn 5 Franz Is first to fire upon victors killer and gets it with 2 of 3 snap shots killing it, Vladimir and Masamouri take position either side of the entrance hatch incase anything decides to take a look outside. Turns 6-10https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_006.png With the entrance covered, the rest of the troops sweep the area and report no more sightings, Louis gets up on the roof of a farmhouse and decides it would be a laugh to jump off. He must have legs of steel because he survives and heads to the entrance of the ufo to be part of the breach team, also joined by franz to make a total of 4 ready for breaching. https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_007.png Turn 11https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_009.png Franz draws the short straw and is chosen to be first through the door spotting 2 sectoids in the wrecked ufo, at this point i realised there was a great big hole in the roof so i got franz to sit tight while masamouri took a step away from the craft and was passed a HE from Louis. Louis lobbed it over the craft and it landed right between the 2 sectoids. Hoping this would be enough i pressed end turn And... https://i53.photobucket.com/albums/g53/han1604/XCOM/geoscape_001.png Well it seems i got a 3rd alien inside that ufo (6 kills, 3 were outside). Save for the next Commander - GAME_1.zip Link to comment Share on other sites More sharing options...
Bomb Bloke Posted March 20, 2011 Share Posted March 20, 2011 Ordered a replacement trooper, sold some stuff. No more research projects to introduce, and the manufacturing front seemed fine to me as it was. I let the clock run for a bit before realising that some more engineers really would be a good idea. In fact I should probably've started a new workshop, but I was too lazy to confirm how NKF wanted the base layout to be, so I decided to let someone else do the thinking. Research of both plasma pistols and their clips completed, and the scientists returned to the grenades. A small scout led the Interceptors on a merry chase and crashed in the UK. I assigned fourteen troops to the SkyRanger (from the bottom of the list), handed out the few suits of armour we had (seven to memory), and ditched some stock I wouldn't need from the equipment loadout. The SkyRanger arrived and I had the first few troopers lurk under the landing gear. No aliens spotted as yet; luckily, as the ramp is one of the more dangerous areas to be. Alien movement showed something in a barn, but as there were two of the things, I instantly lost track as to which. An alien was spotted to the north and sniped. Ditto for the north-most of the two barns. Good, no need to worry about that any more. Until the next turn at least, when someone or other got shot. Louis quickly avenged what's-his-name, but destroyed the stairs in the process. Whoops, I'd been intending to check up those... Another alien appeared in the first barn and is disposed of in the usual way. I was about out of aliens and so I decided it to be time to storm the UFO. Just as the three lucky troopers were setup in position, ready to kick down the door (or whatever it is they do to open those things), Otto got shot in the back (all the way back at the 'Ranger). He whipped around and sent some return fire at the rifle-wielding Sectoid, but no joy. Otto rushed off into the barn to have his arm patched up by Akinori, who was staring at the missing stairs in bewilderment. Luckily his damage had been minimal, but it's possible he'll have to stay a day or two in the infirmary. Masanori jogged down the ramp to glory. GAME_1.rar Link to comment Share on other sites More sharing options...
silencer_pl Posted March 20, 2011 Share Posted March 20, 2011 Once again I take the charge, hoping that I do better this time.I've made some new rearengments - bought 3 avalanch lunchers and because our avalanch numbers are equal to 1, I ordered plenty of them for now and additional of 10 more stun rods. When Skyranger returned I assigned two soldiers and re-equiped it with less smoke and more high-explosive and some proxy. After few days a large alien ship appeared. If our interceptors had 2 avalanche armed I would try to intercept but I waited for what will happen. In my mind came the terror ship. The UFO slowly passed over Russia and Europe to vanish over the Atlatnic. I lunched Interceptor-1 to see if I can catch it, as the Interceptor was flying over Brasil, Beunos Aries lunched a distress call. So we have a terror mission over South America. Becuse of the fear that we might have a night terror mission I packed our electro flares and Skyranger took of. Unlucky the Skyranger arrived at the site just before the dawn (and because we don't cheat I will have to fight night terror mission (hopefully with floaters)). Link to comment Share on other sites More sharing options...
silencer_pl Posted March 20, 2011 Share Posted March 20, 2011 So the battle begins. It is night and we are fighting sectoids... Our starting position is north-east part of the map. So i first throw a flare in front of the skyranger. Nothing revelaed so for caution I threw the smoke granade to cover exit. Unfortunetly there was an alien near the gas station and he killed the person that threw the smoke. So Adam takes few steps from the skyranger and sees nothing. Akinori then helps him throwing the flare and discoveres the bastard but also finds him self in very dire sitaution - three Sectoids and a Cyberdisc. This was the time that I thought - screw you - ABORT. I searched other soldiers for explosives (wished I packed more). But before I push the button I ordered Akinori to blast the bugger in the garage and so he did. Secondly I searched soldiers for the C4 I took with me (wished I took more). So I cerfuly calcuate the TU's and pass the C4 to Adam who then throws it to the sectoid group. Boom goes the explosive taking care of the sectoid threat but the cyberdisc one shots poor Adam. Also Gunter was shot at by the sectoid south of the Skyranger but misses. So Gunter throws flare and discovers bugger. Unfortunetly his barrage of shots hits him once but dose not kill him. Covering his back Yuri decides to pummel him, but the first cannonade wounds Gunter. The second one kills Sectoid. Back to the Cyberdisc threat. Akinori takes Adam place and fires full barrage at it hitting twice. Covering him Louis delivers killing blow. Unfortunetyl the autodestruct mechanism in cyberdisc destroys every equipment in the area - even the one that Adam had. Next two turns was small Mind Control. Uta panicked and Franz panicked droping their pistols (lucky me). Then Franz was taken control. Also some Sectoid peeks out but is swiftly taken care of by Igor who swiftly reaction fires at him. Following turn another Sectoid was spotted near the shops. One of the men tries to kneel but the bastard reaction fires right at him killing instantyl. This is not fair. So Igor takes his holy hand granade and throws it under aliens feet. By this turn the Mind Control stopeed so I guess I was lucky enough to face leaders at start. Following path to the markets another sectoid is spoted but he no one can shoot at him. Next turn Igor gets C4 but strangely the concrete wall saves the bastard from the explosion and the bugger runs for hill. On the northen side of the map Masanori with Mariko explores the gas station. In all the smoke he discoveres another sectoid. With all the rage he kills him in no time On the south side Gunter and Yuri find some sectiods. While advancing Gunter yet again is wounded and Yuri has to play doc again. Luckly the found alien was swiftly taken care of. Also they have found the lucky alien that hid after C4 explosion and Yuri kills him instantly. While heading through the gas station Akinori spotes another alien on the other side of the street and he to is elimnated without a fuss. On the south Gunter healed twice plays again as a scout for Yuri and discoveres sectoid in small park. Yuri autoshots all his action at him without any result. But when it came to Gunter the alien fast retailets and kills poor Gunter. Back to the gas station. Akinori enters the storage of the market and hides behind boxes. Then Igor moves and is being shot at by alien that resides in said market. Fortunetly misses, so Igor kneels and auto fires at sectoid killing last civilian in process and missing alien entirely. At this point Akinori was in poor situation, so he turned to at least see the alien and give a chance to reaction fire. But no - the alien pastes Akinori to the wall. Next turn. Yuri advances and spots same alien in garden and kills him outright while Igor storms the warehouse and kills the sectoid. After that Mariko discoveres alien, but when she knelt the alien kills her with cold blood. What a load of crap yeld Igor and again he throws grenade of vengance kill the last alien. Mission report tells that it was terrible and I admit it - it was. Though I wonder were the alien numbers right for the superhuman ? GAME_1.zip Link to comment Share on other sites More sharing options...
The Veteran Posted March 23, 2011 Share Posted March 23, 2011 Ok here goes my no.2. I got lucky again with another nice mission after a long period of trying to actually get the game to load the superhuman saves without always returning them to beginner difficulty! I didn't do anything in the base as there's already stuff building, researching and whatever else plus we have a nice 6+million in the bank! A little fast-forwarding later and 10 stun rods arrived and then so did a small UFO over Europe. Interceptor 1 promptly shot it down very close to Berlin, taking minimal damage, and the Skyranger was packed out with 12 troops and loaded with laser/plasma pistols with a bunch of new alien grenades just in case! We waited for the sun to rise in Germany and landed in a nicely lit farmyard in the wee hours of the morning, on the West side of the map. On landing we spot buildings to the east and the North of the map already visible so for once the pilot seems to have actually chosen a tactically advantageous LZ! Stefan and Sergei move south, using the landing gear as cover for their first move. Oscar and Tom move East to the buildings and try to stay clear of the windows for the first alien move. In the alien movement, Tom spots a Sectoid with a small launcher in the barn but he has no line of fire in the X-Com turn. Oscar moves to the window and kills the alien with the first of a 3-shot burst. In the same turn, Stefan moves south and spots a Sectoid in the middle of a nearby field! The second auto shot of the turn sees similar success as in the North as the first shot connects and fries the sucker! Sergei moves to the south of the map, past Stefan, and all four active troopers begin to sweep eastwards. The UFO is already in sight and in turn 3 Oscar moves to the North of the barn and heads towards it while Tom finishes clearing the barn and then heads to the roof for a good sniping spot. Stefan clears the sheds and spots another Sectoid to the east. With the enemy looking right at him, Stefan radios the contact in to Sergei but he misses with one aimed shot and a burst of auto too. Stefan lets off a burst of fire but is similarly unlucky and return fire from the Sectoid splits him in half. Tom is only in the doorway of the barn right now so he pops out to deal with the killer, putting him down with a single aimed shot before returning to the barn. (pic is of the Sectoid dying but seem to have taken it prematurely ) I missed the last image of this map which shows the three active troops final positions near the UFO. Sergei cleared some sheds to the south before moving north to an orchard near the saucer while Tom watched from the rooftop and Oscar kept watch by the saucer itself. Not wanting to risk storming the saucer, he lobbed in an alien grenade and it finished off the final resistance. I'm unclear as to how we killed 5 aliens and only recovered 4 as I know all the ones outside were recovered. That means that one alien grenade somehow killed AND vaporised the final foe in the saucer (and his dead friends) but it matters little Here is the game for the next commander.Game_1.zip Link to comment Share on other sites More sharing options...
NKF Posted March 24, 2011 Author Share Posted March 24, 2011 Geoscape Segment: After selling off the equipment and excess materials (corpses) that we don't need, I use the newly raised $3mil to establish two new bases. The minor secondary assault base Fort. Cannon is set up at the border of Mexico. Two hangars and a general store module are placed. Listening outpost Fireworks is built near Beijing. No plans for further development at this stage. I have the extra living quarters next to the access lift at HQ dismantled now that the other living quarters are up. The extra Avalanches arrive, so I attach one to the missile boat Interceptor-1. I leave the cannon on Interceptor-2. When the engineers arrive I allocate them to assist with the current Personal Armour queue. Thinking the base garrison might be a bit small if the Skyranger's out, I hire 10 new troops. When the Motion Scanner research is complete I set the scientists onto the Mind Probe. I wanted to build one scanner but it would be better to get most of the recruits suited up first. Time enough for one afterwards. When the ten new soldiers arrive I have a quick scan of all the new ladies and blokes and am a little dismayed that they're all physically weak. Well, one way to fix that! Most of them are rotated with the soldiers on the Skyranger, with some rookies from the last lot and about 3 ranked units kept on board. (I've unashamedly picked one of the strongest of the new hires for my avatar - 40 strength was too juicy a prize to ignore!) On completion of the new hangar at HQ, the old south-eastern hangar is dismantled. That's freed some room for expansion once we have more interesting facilities to build. A Small Scout is spotted skirting around the Northern polar cap. Interceptor-1 is sent to intercept. A few hours into the interception the small scout continues to fly around the cap and vanishes on the far side. Interceptor-1 is sent ahead to scout. While Interceptor-1 chills at the cap, the UFO is suddenly relocated flying past HQ. Interceptor-1 is ordered to return while Interceptor-2 heads out. Unfortunately the Small Scout seems to be escaping back into space and is moving at top speed. We lose it over Africa. Moments after the Interceptors return, a Medium Scout is reported flying past Delhi. Interceptor-1 is still refueling so Interceptor-2 is scrambled. It manages to shoot the UFO down near Baghdad. This is rather unfortunate as it means we've lost another chance at securing a power unit. One last check of the Skyranger equipment and I feel it might be a bit overkill, but better safe than sorry. I redistribute all available suits of armour to those on the Skyranger and begin the wait until dawn for the launch. Looks like we're in for some desert warfare. Tactical Segment On reshuffling the troop equipment I realise I had more troops on the ship than I was planning to use, so there aren't as many firearms to hand around. But that's not going to be a problem considering what we're up against. I reshuffle some equipment about so that Uta, one of the two troops that'll be out the Skyranger first, will get a Plasma Pistol and a smoke grenade. Turn 1 A quick glance of the surroundings shows the Skyranger's landed in the south western corner of the map. There's a Sectoid just outside and the Medium Scout is off to west. A quick scan of the payloads shows most are fine with what they're carrying except for our star scout (of this bunch) who has some good high Time Units and Reactions, Rene Revenu. I have him step out onto the ramp temporarily to give room for those behind him. Tom Nash arms a grenade and passes it to Norton Crumpet (not to be confused with the Krumpet in the TFTD game) who then throws it directly at the Sectoid's feet. On his return trip back into the Skyranger Rene spots another Sectoid right beside the ramp - thankfully not looking directly at him. Rene gets back inside while Uta drops her smoke grenade and pulls out an ordinary grenade. From her spot at the top of the ramp, she can't land the grenade exactly on the Sectoid but manages to get it between the cacti formation right in front of it. I have Rene lighten his load by dropping his medikit and some ammo. Tatsuo Iwahara and Oscar Nash arm grenades. Turn ends Both grenades explode. The ones under the first Sectoid's feet kills it. The one beside the second Sectoid blows away its body and only leaves its Plasma Rifle behind. Turn 2 Now light as a feather, Rene jumps down the side of the ramp and spots a Sectoid off in the distance. Uta drops down the other side of the ramp and spots the fourth Sectoid nearby. Tatsuo passes his armed grenade to Tom Nash. With both Nash brothers armed with live grenades, Oscar and Tom dart down the ramp and each guns (or grenades) for a Sectoid. Just because he can't see its weapon doesn't mean that it's not dangerous, the Sectoid Rene spotted tries to kill Tom but misses. This reveals it's carrying a Plasma pistol. Not jarred by this, Tom turns his back on the Sectoid and lands beside Uta. Just as he readies to make his throw, he notices the Skyranger wing is in his way. He takes one step to the side into the sand and is clear of the wing. He throws and the grenade lands between the Sectoid's feet. Oscar safely reaches the bottom of the ramp and throws his grenade at Rene's Sectoid. It nearly misses and lands beside it. Norton and Tatsuo head to the top of the ramp. Norton taking the time to arm a high explosive pack. Turn ends Both Sectoids die in the explosions. Rene is then narrowly missed as something fires a plasma round and hits the bit of ramp immediately behind him. Unfortunately no one saw where the shot came from. Turn 2 Uta stands up and spots the offending Sectoid that tried to cap Rene in the back. Beside her, Tom Nash fires a total of twelve times with his laser pistol - only one beam hits but it's the all-important one and the sectoid drops dead. Kneeling does wonders. Oscar Rene and Uta spread out a little to get a better look of their surroundings. Uta finds a Sectoid to the north with its back facing her. Uta's not in a position to attack so relays the coordinates to other soldiers. Rene takes a lazy potshot at it and turns back to watch the UFO. Norton drops to his knee, drops his laser pistol and pulls out his basic pistol from his pocket and does a three round attack from the lip of the Skyranger. Only one shot hits, but it manages to stun the Sectoid. Pistol back in his side pocket, he reclaims his laser pistol. The mission ends Only half of the new promotions did any work, but that's how the dice rolls. I do question the sudden double promotion my avatar got - Tom did just as much work and he had a higher rank to start with. Here's the save for the next commander. No worries - I double checked and it's still Superhuman. GAME_1.zip - NKF Link to comment Share on other sites More sharing options...
Lysear Posted March 25, 2011 Share Posted March 25, 2011 Geoscape Part::- Skyranger gets back home and offloads the corpses and other materials that are sold on the black market, not much else to be done atm but the bank balance is looking good . Fast forward time a bit and within 2 days the radar picks up a small ufo above europe, intercepter 2 is dispatched to take it down (was tempted to just send out the ranger hoping it would land, but didnt want to take the score hit just to get some elerium....). Intercepter 2 makes contact just on the border betwen spain and france and promptly shoots it down (Small x-shaped ship again, dunno what it is classsed as - escort? scout?). https://i53.photobucket.com/albums/g53/han1604/XCOM/geoscape_000-1.png Skyranger is prepared for take off, with it being a crash site and a small ship i decide on an 8 man squad comprising of 2 Sergeants, 2 Squaddies and 4 Rookies with an even mix of plasma and laser pistols, 4 smokes, 8 medkits, 8 of the kidney bombs, and 8 frag nades and each plasma has a reload too (even though when i got into battle i realised that 1 clip holds 26 shots lol). As its a crash site i chose to do this in daylight Also just before the ufo was spotted the stores at fort cannon were finished... didnt know what is planned for that base so the next commander can build things if needed Tactical Battle (Crash site 15, Small ufo) :- Turn 1&2https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_000-1.png Smoke deployed and turn ended, seems the pilot dropped us in at the north of the map in a central position, Sergei and the other 3 laser pistol troops deploy off the left side of the ramp and take up firing positions, while masanouri and the plasma team head off the right side. Masa spots an alien to the SE in a corn field, but misses with a snap, Franz exits ship and shoots it with an aimed plasma shot killing it outright. (Nothing spotted in alien turn) Turn 3https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_000-1.png More deploying and general fanning out (leaving TU`s for snap reaction shots if needed), During the aliens turn 3 aliens were spotted, 1 directly to the south of the ranger, 1 in the barn beside otto and 1 just next to the corpse of the alien in the corn field. Turn 4https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_001-1.png Masaharu takes out the southern sectoid with an aimed plasma pistol shot to its face, allowing otto the chance to move into the barn to investigate, as he enters the barn a stun round is launched failing to stun him, but knocking the sectoid unconcious (SS shows that its an engineer). Franz throws a kidney nade at the area the 3rd sectoid was last seen. Alien Turn - kidney explodes but fails to kill anything other than walls and a sectoid is spotted running towards the skyranger from the east. Turn 5https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_002-1.png Rookie Victor jumps out from behind the door to confront the sectoid but fails to hit it from 2 aquares away and is gunned down in rection fire, masanouri (the guy to the north in the ss), moves out and avenges the rookies death with a snap plasma shot. A look on the overhead map shows the ufo at the southern edge of the map. Turn 6https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_003-1.png Masanouri and Masaharu Take the eastern farm houses and sweep south, Christel and Sergei Take the western edge and they sweep south too. Otto strips the engineer of its weapons and takes a kneel incase it decides to wake up Turn 7-15https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_006-1.png Lots of running around with no targets spotted and a general convergance on the UFO entrance, couple of troops with a LOF on the door while the rookies are brought up to the entrance Turn 16https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_008-1.png Rookie shigeo is handed a kidney bomb from his sergeant and he enters the ufo only spotting 1 alien inside the suspiciously intact vessel (guess the intercepter used minimal force to bring it down), as the alien is only half looking in the direction i choose to lob it just to one side of it, no reaction shots are fired so "The Shig" gets back out of there. Alien Turn - Grenade vaporises the alien leaving only his plasma rifle behind. Turn 17-18https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_010.png Shigeo and Christel cover the inner doors and Masaharu enters to provide cover on the left door, Sergeant sergei shouts encouraging words into the ufo Turn 19https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_011.png Moving in to the little room on the left Turn 20https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_013.png Shigeo pops through door and a sectoid is seen about 2 squares in front of him facing away, he kills it with a laser burst to its back (2/3 hit) and takes cover against the wall, Masaharu spots another alien near the chairs but fails to hit it with any of his burst, reaction fire hits the walls either side of him. Christel comes through the door at the other side of the ufo and flanks the alien, she takes it down with a burst from her laser pistol. Turn 21https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_014.png An alien came out of the central room but just stood over a corpse of a fallen comrad and looked directly at shigeo as if he knew it was him, but must have been too paralyzed with rage to fire. Shigeo rips it apart with his laser pistol. Masaharu and Christel then take up positions near the doors to the central room........ but the next turn never came https://i53.photobucket.com/albums/g53/han1604/XCOM/geoscape_001-1.png All in all a good mission, including some elerium and a live engineer and only the loss of a meatshield (thats what we hire them for though right?). Just glad the ufo was pretty much intact ^^ Save for next commander - GAME_1.zip Still on superhuman Link to comment Share on other sites More sharing options...
Bomb Bloke Posted March 26, 2011 Share Posted March 26, 2011 Sold off some stuff, started some research projects, the usual sorta thing. Sent the scientists off to look at the elerium on the basis that the mind probe is no longer our most valuable research subject. Purchased a ton of new facilities, the goal being to double engineer/scientist figures. Figured we'd leave the radar where it was and switch the bottleneck to the other side of the main base. Increased the armour order to account for all troopers and re-arranged the SkyRanger payload a bit. A small scout is spotted to the west (always to the west!). It escapes the Interceptors. Armour production completes and I set about completing medkit production. A battleship buzzes the base. When it becomes obvious it's not heading in directly, I have the SkyRanger follow it in case it decides to land (despite it being dusk), but it simply scouts and then rushes off. The next battleship isn't detected by radar at all, as usual. Attack ships move fast. Ah well, lucky I handed out all the armour, I guess? It's sectoids, of course. Mind-bending freaks and indestructible frisbees of doom. Joy. Most troops are assigned laser weapons, some had to make do with conventional pistols. In my infinite wisdom all the plasma stuff went in the 'Ranger, but meh. There are four soldiers immediately available at the west chokepoint. The first, didn't catch his name, fell nearly immediately to plasma fire from the hangar to the north; the two soldiers accompanying him manage to do nothing to the Sectoids there, but Oscar to the south manages to take one down. Hurrah! Rather then rush the access lift en mass, or fall back and allow the aliens time to get their psi on, I decide to have Louis Marcelle run up there and open the doors, hence allowing the relative glut of soldiers in the storeroom to the south to mow down whatever's inside. Turns out there's nothing in there except a Cyberdisc visible on the top floor. Louis retreats for now. I start moving troopers over from the east of the base, put anyone near the access lift behind doors, and finally end the turn, worried about the lack of kills. Only one alien fatality means their morale will be more then adequate to cause me some serious hurt, and I have absolutely no idea which soldiers are at risk mentally. Oscar Nash immediately falls under psionic control. One of his companions falls to plasma fire, and he kills the other. Franz arrives from further south and executes him. This is horrendous, four troopers dead and it's only my second turn; and Franz is hardly adequate to guard that entrance all by himself. Louis, hating his job, opens up the access lift again - Cyberdisc! He primes and drops his grenade then legs it. Alien turn. Franz, alone and over to the west, decides his position is less then optimal and defects to the alien forces. Louis takes no damage, and sniping of the Cyberdisc begins in earnest. I probably should've moved my troops further back, but I didn't want to waste turns due to the psionic risk - two sectoids have appeared in the lift zone, and they and the disc go down. Louis is unfortunately caught in the crossfire and killed, producing the first corpse of the mission (the object table is, of course, flooded - his body would be replacing a stun bomb fired by one of the two sectoids, who failed to do anything of consequence with it). Another trooper at the lift falls to alien control, promptly slaughters a fellow unit, runs off into a closest and crouches. It takes two units to kill her. The other troops are just arriving at the lift zone, but psionic influences are by now in full swing and all but two of my units panic on the following turn. Morale is not very high. The aliens follow this up with blatant disregard for the "pistols only" rule. Note that Franz, over to the west, is going under alien control each and every turn. For all intents and purposes, I have four units - Shigeo, Yuri and Rene (at the lift zone), who are in denial and hence have not panicked. Yuri has maybe three turns left to live and is spurting blood everywhere. Crystal is discovered way over to the east. She has a better perspective on events from over there and has panicked. Franz, for one, welcomes his new alien overlords. The following turn, about three sectoids wander past the guys at the lift zone, who have spread out as best they can. For whatever reason the aliens never get around to attacking and so Rene kills two of them on his next turn. Yuri is still bleeding due to a total lack of medical equipment in the field, and, finally realising that he's missing the best part of an arm (and a squad), drops his weapon. The third alien has hidden near one of the blasted-out closets and resists gunfire. Following turn, Yuri goes and gets a gun and runs across the hallway. The stubborn alien is killed, but on the turn following THAT, a hail of plasma fire comes from both the north AND west. Franz finally snaps out of mind control and is promptly killed by alien forces. Presumably they thought him a double-agent. Crystal approaches the lift zone from the west. She sees an alien and kills it, then takes cover in a closet (they're still intact where she is). For the next five or six turns Crystal panics due to mass psionic assault and general low morale. Eventually she falls under complete alien control. GAME_1.rar Notes: Oddly enough, when re-loading this save and re-entering the base view, I'm provided with complete access to the first base's stores. This is obviously a rather major setback, not sure how you guys wanna play it from here - I say we go with whatever is deemed fun. We could continue on, or someone else could retake my turn... I also made a save at the beginning of the battle, if anyone wants to replay just that bit. 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silencer_pl Posted March 27, 2011 Share Posted March 27, 2011 Not too happy about losing HQ, but the World must be saved, so I used our limited resources to make Fort Cannon our strike base for now. When Hangars were built I placed small and large radar at their corners. I have ordered 1 skyranger and 1 interceptor - 2 avalanche luncher, 20 soldiers, 20 AC, 20 falres and enough ammo, for few missions leaving our budget to 300$. New month begun and our funding was a little bit reduced. Most alien activity is in Europe. If we didn't lose that base we would have 3 very tough missions. When large radar was built in another base - 3 ufos were spotted. 1 Small, 1 large and 2 very large. Seeing that I order a hangar and general store in the listener base. I armed the skyranger and tried to catch the large one. On my way there, another 2 very large ufos were spoted. One on my way to the large one, but I ignored it as it would be night mission. I also encoutnered the bug that BB spoke off, I could do everything there - hire new people order new research... but I didn't try to do that even. Unfortunetly I didn't cought up the ufos, I could do the very large one - but you must agree - 14 rookies with AC vs very large one, also I had the feeling it was sectoid. I scouted the arera near the large one and a base was discovered somewhere in affrica. It is probably area of Iraq or Iran. A few days later Madrid was under attack. So again Skyranger was sent and arrived just right after the dawn.The equipement was all AC, with 21 HE rounds. I was hoping that it would be floaters. Unfortunetly this game won't allow us to win this game. It is another sectoid terror mission. We start spotting a sectoid with small luncher. So Boris knelt and auto blasted him. Because I wanted to aliens move a little I have ended the turn. During alien turn 2 of theme were spotted and on the begining of our turn another was in sight so Stefam auto blasted that too. At this point only one option was in my mind - ABORT. 14 soldiers all with HE rounds - one MC and boom goes the squad. So I waited the turn again, and what do you know MC attack on Stefan. So I hit abort button. Sorry guys - you would do the same I think. And here is a look of our new base After the abort I loaded the save to see what would our situation look like. I had a very good hunch on that. See for your self. On the right of the skyranger an execution squad: GAME_1.rar Link to comment Share on other sites More sharing options...
The Veteran Posted March 27, 2011 Share Posted March 27, 2011 Ok we can salvage this, let's get it on! Visited our new HQ, Fort Cannon and realise we still have over 5million in cash so I decide a spending spree is in order. I start building a lab and an alien containment (after all we need both to finish the game!) I continue building upwards as this way we'll be left with a long sniping corridor 5 facilities long and any future assaults on our bases should be more easy to deal with. Bearing future assaults in mind I realise that we have no defenses as long as the Skyranger is out so I recruit 14 more troops and arm them all with autocannons with one clip of each ammo. I disagree that AP rounds are no longer useful and they are in fact more effective against Cyberdiscs than HE rounds (x0.8 compared to x0.6 damage from HE) I also go for broke and purchase a trump card to try and remove the potential problems caused by psionic control... With around $2.5million gone from our treasury I hope noone hates me for my choices but it's all stuff we'll need and the sooner the better in my opinion! Now it's time to hunt for a mission, sure as hell won't be the alien base! Even if it isn't sectoids there's no point risking it without Alien Containment functioning... Central Asia, SE Asia and Australasia all have increased activity so I figure that's a good place to watch for the next sighting. A lot of time passes and the large radar completes, that means I've played through 4 days so far. No alien sightings and no noticeable changes to alien activity either. The troops and equipment has all arrived by now too so we're getting back on our feet but we really need some action to stop funding from plummeting! I'm loathed to send out either craft for scouting as we only have the two... We soon get our assignment and it's another terror site, Wellington this time... I go through our roster of 28 troops and mark down the cowards before stocking the ranger with the best we have and sending them out to Australia! The base is just greeting midnight as the distress call is received and we'll be flying West so I delay the launch slightly with a foray by the Interceptor. We arrive in New Zealand just as the sun begins to rise... We land at the north of the map so disembarking may benefit from this or we may already be flanked by invisible enemies... Regardless the crew is 10 rookies (the sergeants were cowards) all armed with an auto-cannon loading HE rounds. They have one flare each though it seems unnecessary and for some reason I didn't buy or bring smoke :s You may be wondering why there are only 10 troops, but then again you may have a brain. Remember we're playing cannons now? And what kind of HWPs can we get? Oh yeah baby, bring on the cannon tank We end the first turn and hear some doors and gunfire but I didn't hear any civilian deaths... The tank rolls down the ramp and spots a sectoid by the building in the west and has good visibility of a large clearing to the east. It extends almost to the edge of the map. The 6 soldiers in the back of the ranger all drop their weapons as we're once again battling a psionic foe. Meanwhile Christel and Klaus move to the ramp but neither have sufficient TUs to blast the sectoid once they arrive. Gunter and another Claus take up position near the ramp and drop their cannons. The tank has to chance taking on the Sectoid and is lucky with a one-hit kill!!! Somehow in the alien turn, Stefan Krause is put under alien control (despite having had no alien contact whatsoever) and the tank is shot twice by a sectoid further to the west but takes little damge. The aggressor then flees and X-Com starts it's second turn. The tank immediately spots another Sectoid very close to the Skyranger and not wanting to risk reaction fire he engages it personally. It manages 2 snap shots, both hitting the ramp... Genius piloting... Anyway, tank out of time and Sectoid still very much alive I risk bringing out a trooper but soon remember their poor TUs due to overloading. The 2 troops by the ramp drop everything but their loaded cannon and end the turn. Stefan goes beserk in the alien turn so we found their primary psi target nice and early. His lack of weapon makes the exercise fairly pointless and the tank lives through another near miss from the western sectoid. Klaus has gained almost 20 TUs by dumping his ammo and Christel is better off too, despite still carrying excess ammo and being VERY weak. She probably won't make it... The tank moves from behind the ramp and misses the same sectoid 2 more times while spotting a second sectoid to the south. Christel finishes dropping ammo ready for next turn and Klaus leaves the Ranger to the east of the ramp to avoid the foe in the shops and immediately spots 2 more enemies. An auto shot manages to miss both enemies but only narrowly. Klaus kneels and prays as the turn ends... Klaus survives 2 hits from the sectoids in the south but he accrues 1 fatal wound so won't be with us for too long... The tank is once again attacked from the west with no damage resulting. Christel finally leaves the Ranger now and lets off an autoshot at the southern Sectoids who are much closer together now. The first round explodes in the darkness, second knocks her unconscious by hitting the landing gear and strangely it's the third shot that kills the target... Gunter Zander now leaves the ranger unarmed and takes up Christel's cannon with 30 TUs left to engage the northern foe. All three shots hit and the Sectoid is pulverised! We now have one foe to the west and another to the south, no cyberdisks so far... Klaus now faces a tossup between one aimed shot or 6 rounds of burst fire. Slowly bleeding to death he figures he may as well go for it and unleashes hell on the remaining visible target! Despite an almost direct hit, our opponent sadly remains. The turn ends with Stefan under alien control, Klaus once again fearing for his life and the tank waiting to get shot in the side... In the alien turn Stefan once again goes beserk and Christel dies of a fatal wound. Told you she wouldn't make it... An alien grenade goes off by the front landing gear but noone is hurt and there is no sign of the alien in the west. Klaus has 16 health left and counting down to zero... Klaus takes a few steps towards the smoke and spots the nade lobber he failed to hit last turn. His ammo will be no use in the next life so he unloads an auto shot as that's all he can manage! All three shots are good and the second takes the freak down! Klaus is elated, it's tragic that the soldier with most kills on this mission will be denied any promotion... Gunter moves to the west and stops to lighten his load by a phonebox while the tank follows him to the shops hoping to find the remaining alien there. The healthy Klaus on board the Skyranger dumps all his ammo, ready to move out next turn. His weapon is not issued until absoluitely necessary however... In the alien turn we see the alien we're hunting for in the west but he's miles away. In the south we spot another Sectoid by a wall who kills poor Klaus with a single shot! Still it's better than bleeding to death for the poor guy. There is no psionic activity... Gunter lays down some HE rounds where the sectoid was spotted last turn but hits nothing while healthy Klaus leaves the ranger to replace dead Klaus. The tank moves South to find the new threat and flank the western foe. He spots it and it must be sheer bad luck that Gunther didn't kill it as he aimed perfectly! 2 snaps from the tank miss and we hold our breath... In the alien turn we spot our first Cyberdisc, Stefan panics and both sectoids retreat from our troops. Yet another Klaus on the ranger and his buddy Gerhard dump all their ammo and empty their cannons ready for AP rounds next turn. They're going after the Cyberdiscs... We can no longer see any enemies so the tank moves further south and is immediately met by fire from the Cyberdisk. A wall beside it vanishes and we've found the first Sectoid HWP! The tank fires twice but both are close misses. Gunther moves up for a shot but his luck is awful as he has no line of fire from anywhere! This changes when he is missed by the Cyberdiscs second shot but soon returns to bad when he notices a sectoid with a heavy plasma! A three shot volley from Gunther misses and he survives another close call when the western Sectoid is re-located and reaction fires! He falls back and hopes he is now in cover. Klaus moves down the eastern flank of the ranger and lands a hit on the disc but his HE ammo isn't all that useful... We end another turn nervously... In the alien turn, Gunther's last thought is that it seems unfair for an object to block his line of fire but not hamper the aliens... He falls prey to the cyberdisc which then moves away with the cannon wielding sectoid. Stefan is in alien control again and another civilian dies. I wish I'd been keeping count as I could've used it as a 'break even' figure for when to abort!!! The tank can see both the sectoid and cyberdisc in the west but we decide to have Klaus snipe first. He kneels and sends out a stream of HE rounds with at least 4 good hits on the disc! Smoking but still stable we need more firepower... Gerhard and the other other Klaus load up their AP now and move to the ramp ready for next turn. The tank finds itself without support and so fires on the disc alone. It scores 3 direct hits but can no longer flee, several reaction shots fly past it though so it's not a bad result! The tank is hit twice more in the alien turn but suffers little damage and we now know the locations of 4 enemy units. Stefan panics again. The tank is forced a long way from cover to look for the cyrberdisc but its' gone... It finds 2 Sectoids so Klaus no.2 aims for the one near the disc's last known position and hopes to get lucky. He misses, as does the tank, and Gerhard and Klaus who try their luck with the AP rounds... We end another poor turn... The tank is hit again and down to it's last 17 health, Stefan panics, no other movement... Finally with a mechanical blood lust in full swing, the tank wipes out the cannon carrying sectoid in the west. We know of one further contact in the grocers to the west and one in a shop to the south. The cyberdisc is still not back in view... As Klaus moves from the safety of the Ranger's front landing gear, he spots another sectoid in an alley to the south. Its narrow so he has a god shot here. It's killed with the first round which is lucky as the guy is out of ammo! Should've checked I guess as he's not carrying any so must now retreat to get some more! Gerhard and Klaus move to the west and into the shops while the tank holds fast with one reaction shot in the barrel... The alien turn sees another panic from Stefan and another civilian casualty but no attacks on the Commies. The tank starts off with a sectoid in it's sights but with only 13 rounds left and plenty of enemies I'm loathed to waste a single shot! Klaus steps out from behind the tank and some reaction fire from above tells me that the cyberdisc never really left us! He autoshots the sectoid but I forgot he had AP loaded and his near misses fail to take it down. The tank throws in an aimed shot but also misses. A grave situation is unfolding... Klaus no.2 gets some more HE ammo from the phonebox and returns to the fight. Klaus is killed in the alien turn but not before spotting the western sectoid in a phonebox! A further sectoid is also spotted beside his killer and the live civilian from the above screenshot is killed... Gerhard rounds the corner of the shops and takes out the civvies killer with the 2nd of 3 AP rounds before returning to cover. As the tank moves out to spot for foes it relocates the Sectoid making a reverse call and lashes out at it, killing with a single snap shot! With the Cyberdisc and at least one more sectoid nearby I'm very nervous at this point... 8 sectoids down still leaves about the same again if I'm unlucky so I'm not calling anything over just yet! As I look to bring further troops to the battle I remember that I have an Avatar handy so I bring out Munty and Gunter from the ranger with HE rounds and a reload each. In alien turn 13 there is very little movement, no noise and just the one standard psionic assault on poor Stefan! He must be freaking out big-style by now... As the 2 new troopers leave the ranger we spot another sectoid near the southern most corpse. Klaus no.3 has a good LoS and a full clip of HE ammo in his cannon. He lets off a burst and all 3 shots hit, decimating the enemy! 9 enemies down I'm starting to regain some confidence but the cyberdisc is still hiding and even with the tank right out in the open there's no sign of it. We do spot another sectoid inside a shop to the south though, apparently armed with a pistol. The tank shoots twice, the first attracting reaction fire that is luckily wide and the second just 1 tile away from killing the git! In the next alien turn there is a shot fired but I miss where it was. We also spot 2 sectoids moving, the one we just engaged and another in an alley to the west. The tank moves cautiously further into the road and is promptly dispatched from the NW rooftop. It's a grave loss but we finally have a locatiopn for that pesky cyberdisc! In an almost pre-emptive move, Gunter is already on the way up to the 1st floor of the shops to check out said rooftops so we'll get a LoS on it in the next few turns. Meanwhile we've lost our scout and are down to just 6 troops, one of whom is a gibbering wreck... Gerhard and Klaus stay under the rooftop and keep watch for the sectoids in the south. At this point I'm thinking we can wrap it up without much more trouble if we can just deal with the disc! We end the turn and noone moves, fires, dies or even attacks psionically. Stefan is still understandably panicking but who wouldn't after all he's been through?! As Stefan realises his gone up the wrong stairs in the shops, our third and final Klaus spots another Cyberdisk in the SE... Things just got a whole lot worse for our boys! Klaus risks life and limb by firing on the cyberdisc and scores 4/6 hits for only one reaction shot which missed by miles! My avatar is nearby but has no LoS so the best he can do is move to assist in the next turn. Gerhard moves to the correct stairs in the main building and Gunter follows him up. In the ranger the other Gunter drops his extra ammo and moves to the fight. The alien turn brings good and bad news as the cyberdisc fails to hit anyone with 2 shots fired and a panicking Stefan fleeing from the Ranger directly toward the enemies... The disc takes another 6-8 hits from HE rounds from Klaus and myself in this turn but refuses to die. Gunter lets off a burst from the ramp but all three are awful shots. In the alien turn everything is too quick to see what the cyberdisc did but although a shot was fired (somewhere) none of the gang are hit. The disc itself flees and Klaus realises he's out of ammo again... As Klaus turns to search nearby corpses for ammo he spots the sectoid in the shop to the south again and narrowly avoids it's reaction fire. My avatar makes quick work of it with an HE burst and then passes his spare clip to Klaus who has found the corpse by him without clips... The alien turn sees only one alien shot towards X-Com soldiers and it went wide. The alien itself was a lone sectoid and it's remained visible in our turn which I merrily blast away at, missing 6 times... The alien from the shop is up again but a snap from Klaus puts him down for good. Gunter takes a snapshot at the alley-en but misses and moves up to the front landing gear. Upstairs in the shop Gunter and Gerhard are ready to search for the first Cyberdisc encountered but will wait to move for one more turn. In the alien turn the visible sectoid flees, Stefan goes beserk and the elusive Cyberdiscs continue to hide... Gunter and Gerhard move into the top floor now and make it all the way to the front wall but don't spot the disc this turn. Mini-me takes one step forward before spotting 2 aliens, one in each alley, and has trouble deciding which to engage first. Realising I'm on my last shot and Klaus has my reload I take a snap shot at the western alley and its a direct hit! There is reaction fire from the remaining alien but it misses. Klaus can now attend to the remaining foe but he can't actually see it so there is a brief moving phase to get adjusted. Narrowly avoiding reaction fire yet again, Klaus sends a volley of HE shells to the remaining target and splatters it over the walls! In the hidden movement we have a real miracle on our hadns but it all flashes by too fast to really know what's happened! The cyberdisc in the east has fired on, and missed, our troops but someone has shot back and hit it with an HE shell! Sadly it's still alive but meh, result nonetheless! Gerard and Gunter check out the windows for the elusive Cyberdisc now but spot nothing but a sectoid in the western alley (another one?) Gunter has a questionable LoF but we risk an autoshot and he takes it down with 3 spectacular shots! Might I point out that I passed the point of no return when Klaus no.2 died so from here on out it's victory or death! We need to pull this off to keep the game going and so far it's an acceptable result so let's push on! Suddenly I realise Stefan hasn't panicked this turn and he's close to the Cyberdisc... I send him on a suicide scouting run that I hope will spot the disc without unnecessary sacrifice. He finds it and immediately backs off again allowing the gang to get stuck in. Klaus scores 3/4 hits and so does Gunter. My avatar reloads with a dead mans AP clip and scores 2 hits but the thing is still flying! The alien turn sees it fire once, hitting the landing gear Gunter is behind before fleeing further SE. With no enemies over the shops I'm wondering if this is in fact the only disc here but surely it can't withstand THAT much damage can it? Stefan spots for the artillery again next turn and they lay into it once more, everyone low on ammo. With 2 AP hits and probably 4-5 HE impacts it's unbelievable that this thing is still flying but flying it is! In the alien turn it flees again and there is fire to the west somewhere but I don't see what or where it comes from... More hits and Klaus swaps cannons for a nearby AP loaded variant. Still no death and no other visible foes. Another turn with another shot in the west but this turn was slower and I'm certain it's the cyberdisc just overshooting Klaus' position. I reload my avatar with more AP rounds from the phonebox and Stefan finds it again. More AP rounds are spent but it's Stefan's HE round that finally finishes it off!!! Sadly the game is not over and I still have a sneaking suspicion that there is another disc on the roof somewhere. I decide not to use the road just in case and Stefan reprises his role as unarmed scout. A move to the East shows nothing but as Klaus repositions to watch the south he spots another sectoid that's woken up! Why are none of these gits actually dying??? Klaus decides to save his ammo and repositions for an aimed shot next turn (being careful to stay under the roof! Gerhard takes some potshots from above him though and while he fails to hit anything alive, his wingman Gunter blows the beast to smithereens with a burst of HE rounds! 25 turns and it's fianlly over... For future reference, it wasn't worth it! Next time I'll abort. Everyone died and we lost 4 men and a tank. The ammo cost for taking out those cyberdiscs is astronomical and the weight of cannons makes them totally impractical for use as a sole weapon. If we survive long enough for me to play again, I'm not using cannons... Lotso promos though! Here's the save for the next poor soul!GAME_1.zip Link to comment Share on other sites More sharing options...
NKF Posted March 28, 2011 Author Share Posted March 28, 2011 Geoscape Segment: Further into recovery of our operations, I start by selling the weapons and corpses recovered from the terror site and this raises $1.5mil. I do keep one plasma pistol, clip and an alien grenade to send away to the old HQ once it is reestablished. The newly raised funds immediately goes into rebuilding our former HQ, now named Orchard - not sure why I did that. Rather than pay the $1mil bill for building in Europe, I have the engineers take a boat ride and have them look around Cairo, where the real-estate is cheaper. It's a very conservative start with only a hangar and a temporary general stores to start with to accelerate the build. Not built much yet as I didn't want to over-spend. When the stores at Fireworks is completed, I build some living quarters to the north of it. I then buy 4 Heavy Cannons and a selection of ammo for it. Our Autocannon supplies will last a bit so I don't restock them. I'm tempted to buy a tank but I invest the funds into buying some smoke grenades and 2 Stunrods. After the items arrive I start reviewing the Skyranger's loadout and crew. I take everyone off but Munty and start assigning (mostly) new blood to the ship. In a fit of inspiration, I have a big exclamation mark painted on Stefan's nametag with a permanent marker. After being asked why, I tell him there's madness to my method and just left it at that. As for the other soldiers I start wondering if they made up their names by pulling them out of a hat. There's lots of Stefan's, Krauses and Gunters. I consciously picked a crew of 10 without similar names. Time marches on and the next day Fireworks spots a UFO flying towards it. That's the other side of the world and no Interceptors to reach it. We might miss it but I nevertheless have Interceptor-3 and Skyranger-2 launch at the same time. Rather than go around the Pacific, the two ships take a short cut over the North Pole. The UFO meanwhile seems to idle around China, flying dangerously close to Fireworks. With 60% of its fuel remaining, Interceptor-3 reaches Siberea and diverts its heading straight for the UFO. Skyranger-2 is still flying over Canada. Intercetor-3 shortly makes contact with the Medium Scout. A single volley from both Avalanche launches knocks the Medium Scout down. The Skyranger is fortuitous to be well into the daylight as it nears the UFO. No waiting today so we touch down right away. Tactical Segment Before touching down, the troops are quickly assessed of their equipment and their loads are lightened immediately so that everyone only had one loaded cannon and one spare round. If all goes well we won't need too much ammo. Turn 1 Despite my best efforts there are one or two team mates that aren't coping too well with the Autocannons, but only a little bit. Munty looks out the windows and sees that the Skyranger pilot was kind enough to park right next to the UFO. It's decided that the smoke grenade may not be necessary at this point, so Sgt. Klause Mederow is more than happy to leave it behind. Turn ends, the UFO door seems to open. Turn 2 The bright eyed Norbert Krumpette steps off the ramp towards the UFO. He's joined by Gerhard Krause. Klause and Stefan Zander descend the other side of the ramp. There's absolutely nothing on their as they're facing the north-western edge of the combat zone. They head off around the landing gear. Turn ends and nothing happens. Turn 3 As Klaus and Stefan head to the front of the Skyranger, the notice there's a grass hedge with an orchard beyond. Norbert and Gerhard move to get a better view of the UFO door while Munty and Boris Ragulin try to head round the back. Munty is the first to arrive, and reports that it might be too narrow. Grigory Torban comes down to join Norbert and Gerhard by the landing gear. They realise they are too close together so decide they should spread out as soon as possible. Gerhard decides to stay since he's the slowest. He kneels down and drops his spare round so that he can better handle his Heavy Cannon. Turn ends, nothing happens. Turn 4 Munty confirms his suspicions and the path behind the Medium Scout is too tight for anyone to get through. Stefan and Klaus make their way to the entrance of the orchard, wishing they were allowed to use grenades. So far the UFO and Skyranger are boxed into the corner by the low fences and hedges. This makes things quite difficult for the team. Turn 5 - 6 Stefan and Klaus slowly approach the orchard. Stefan is the first to enter and the trees prove to be his downfall. A shot comes between the trees and he is killed instantly. Grigory unleashes a series of autocannon rounds and manages to take out most of the orchard. As no scream is heard, Helga Krause and Yuri Shalimov run down the ramp. A rain of Auto Cannon HE shells destroy most of the orchard. Even Norbert fires one round from his Heavy Cannon. All this is for naught as no scream is heard. Klaus gets behind what little cover is remaining. Turn ends A snakeman is spotted wandering through some cabbages - I failed to see where. The one in the orchard appears to have evaded the shelling by moving close to Stefan's body. He kills Norbert. Turn 7 Klaus rushes off to the side and fires an explosive round into the trees where the Snakeman was seen, but nothing connects. Since he's a bit too close to safely engage the enemy at close range. He backs off towards the landing gear. Boris turns to look but can't see anything, Grigory however spots the Snakeman standing on top of Stefan's corpse. Boris fires at the tree beside the snakeman and the trees and everything in the immediate area is destroyed, the Snakeman survives and takes a shot. Boris lives! At least, he does for a few seconds. Gerhard takes aim and though he had a perfectly good shot, fires into Boris' back. The recruit never saw it coming. Munty fires but misses. Grigory's attempt finally kills the Snakeman. On checking Gerhard, he seems to have taken a bit of shrapnel but his scars are more mental than physical. He's not bleeding so he will survive. Helga makes her way to the ex-orchard. Turn ends - nothing happens. Turn 8 Helga spots another Snakeman in the cabbage garden on the other side of the ex-orchard. Nearby, Klaus Mederow fires a cannon round at the Snakeman but only manages to destroy a bit of the brick fence in front of it. His second round kills the Snakeman. With the obstacle clear, Helga presses forward into the ex-orchard. Yuri and Grigory go to replace the two dead soldiers that were watching the UFO. Munty stays by the ramp to allow for a diagonal attack across the field if it's needed. Turn 9 Klaus joins Helga in the smokey ex-orchard. Yuri and Grigory swap their Autocannons for the Heavy Cannons held by their former comrades. The cabbage patch and the vegetable field next to it look clear. They turn their attention to the east, towards another orchard across an open field. Turn 10 Not wanting to suffer the same fate as her dead friends, Helga uses two auto cannon rounds to blast away the entire hedge enclosing one side of the orchard. Turn 11 Klaus and Helga move into the grass field. As the turn ends, two sudden explosions occur in front of the UFO. Yuri and Grigory were responsible for this. They manage to hit the Snakeman spot on and it falls. Turn 12 Helga, with a single auto blast from her auto cannon, cuts a path through the second orchard and we see the outline of a building beyond. Klaus takes a step forward, but the two basically remain put. Turn 13 Klaus' keen eye spots a Snakeman sniper on the roof of the farm house. Yuri Shalimov turns away from the UFO and takes two shots at it but misses. Helga tries her luck but her three round burst mostly does damage to the roof. The one round that hit the Snakeman causes it to fall to the floor below. These things seem rather resistant to auto cannon rounds. The pair make their way towards the house. On the end of the turn, a snakeman walks through the door of the lower level. Not sure if it's the same one, so we go in on the assumption there are two in there. Turn 14 Klaus steps back and fires an aimed round. It destroys the door but the Snakeman survives. Helga moves for a better angle and empties her Autocannon, but the windowsill proves to be a great barrier - all she does is destroy the trees beside the house. Not wanting to do anything fancy, I resist the urge to call in long range artillery from the Skyranger in case they hit Klaus. Turn ends - Helga is killed. Turn 15 Klaus can't sight his enemy, so he does a dash to the nearby door. Turn ends, a wooden door is heard opening. My guess the one inside's made its way to first set of doors leading to the back passage. Turn 16 Klaus backs away from the door, edging closer to the window, he turns to face the doorway. He would've switched to armour piercing rounds by now but he did not have any time. Yuri breaks off from his ambush position and sprints over to assist Klaus. Turn 16 Klaus spends half of his time reloading his cannon with armour piercing rounds. Yuri arrives beside Helga's body. Turn 17 Yuri has arrived beside Klaus. He watches the other direction as Klaus take a few steps to the door. Turn 18 Klaus is now standing in front of the door, Yuri moves to keep up with him, but eyes still facing the other side of the house. He's got explosive rounds anyhow, and he's quite reactive, so we don't want any mishaps. Turn ends, and a Snakeman bursts through the door and kills Klaus, and keeps firing two further rounds into his lifeless body. Gerhard, because of his low mental state after killing his friend, panics and proceeds to blow up everything in sight, starting with the dead Snakeman (the gun is intact, thankfully), and fires two more times in clockwise direction. The last one lands near Grigory. Turn 19 It goes without saying that I'm a little disappointed with Gerhard at this point. Grigory is wounded, bleeding and rather dispirited by the explosion. At least no one was killed this time. That Heavy Cannon certainly packs a punch even when it's not on a direct hit. The Cannon Corps definitely need to invest in some better protection. Yuri avenges his friend by walking right into the path of the Snakeman. He drops his cannon and scoops up Klaus's AP cannon, and blows a hole right through the snakeman's head. Misson ends. Even with the positive score a 5 to 4 loss doesn't feel like a victory. But to put it on the bright side, I did recover 7 enemy corpses and there is a good handful of Heavy Plasmas and Plasma Rifles to sell. Just a few noteworthy promotions: Munty makes Captain and Yuri's valor in this battle seems to have been noticed too as he becomes a Sergeant. Good luck to the next commander. 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Lysear Posted March 28, 2011 Share Posted March 28, 2011 The recovery continues :- Geoscape - As usual not much happens in my geoscape part other than the basic selling of corpses and other lootz, Did purchase a cannon tank (didnt need any shells as there were plenty in stores). Fast forward a little bit and UFO-29 (v.small) is spotted near fort cannon, intercepter is dispatched and a volly of avalanche totally obliterates it in mid-air. Couple of days later and the workshop is completed in fort cannon, so i hire 20 engineers to come and make us some stuffs again. Also end of the month hits https://i53.photobucket.com/albums/g53/han1604/XCOM/geoscape_000-2.png Well we didnt expect it to be good though right?? India defecting to the aliens is a bit of a blow and funding cuts across the board, but we make a decent amount selling crap anyhoo ^^. Not long after the new month starts UFO-30 (small, med scout) is spotted near chicago, intercepter is dispatched and downs it in a volley I wait til the dawn and i prep the ranger (loadouts at start of the battle report), and send it to the crash site. https://i53.photobucket.com/albums/g53/han1604/XCOM/geoscape_001-2.png Tactical Battle (Crash site, Med scout) So i prepped the skyranger with 8 of the stronger personnel we have, and the tank. Loadouts are pretty standard 4 HC loaded with AP rounds and a HE reload on the belt, and also 4 AC loaded with HE rounds and a AP reload on their belts. and the first 4 get smoke. (this is more of what im familiar with on tftd usually have 2 hwp and a small 6 man squad ^^) Turn 1 https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_001-2.png Right of the bat the tank can see 2 snakemen from the back of the ranger (1 is half facing the craft, and the other is looking away), I get the tank to open fire on the one directly ahead (the one that poses an immediate risk), first snap shot punches a football sized hole in its torso and it drops. Moving the tank down the ramp and spinning the turret reveals no others nearby. Gunter and his AP loaded HC deploy to the right of the ramp and a smoke grenade follows him. (Alien turn - Snakeman turns and takes 2 shots at the tank with no effect and another snake is spotted near the bulidings to the NE) Turn 2https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_002-2.png Stefan and his HC-AP deploy to the left of the ramp and put down the snake that fired upon the tank with 1 shot from his cannon (he fired 2 snaps), The tank heads towards the buildings to try to get a visual on the snake there, gunter is turned to face the buildings and has full TU`s incase he can get a reaction shot off. (Alien turn - Another snake is sighted right next to the buildings 2 of them must be having a meeting or something, but no shots are fired) Turn 3 Tank moves and gets a visual on one of the snakes, Gunter switches to HE rounds in his HC but doesnt fire yet, Virgil deployys beside him with his AC-HE and lets off 2 snaps at the snake. one of them hitting dead on and the other hitting the buliding. Snakeman still lives (hoping the other around that area got splash damage too). Patrick deploys to the left and tries his luck with a snap from hid HC-AP but hits the tank in the rear causing a bit of damage (Aliens turn - Snakes move around a bit but lots of smoke around must be obscuring any visuals they have on my tank/men and no shots are taken) Turn 4https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_003-2.png Tank moves forward again and sights one of the snakes, Gunter has the tu`s for an aimed shot with his HC-HE and destroys both snakemen (couldnt tell if both were dead as the scream sounded normal, dont know if its different for 2 deaths at the same time), tank locates the sub to the SE of the ranger and the rest of the troops deploy down the ramp into the smoke. (nothing noted at all during alien turn, and it was short too) Turn 5 Virgil and Calvin both switch to AP rounds in their AC and move towards the UFO, While olga goes to check the snakemen to make sure they are both dead. (Alien turn - Snakeman pops out from near the ufo and murders virgil and calvin in the same burst...https://i53.photobucket.com/albums/g53/han1604/XCOM/tactical_005-2.png Turn 6Gunter hits it with 2 HE shells from his Cannon but fail to kill it, Stefan steps in with his AP loaded HC and splats it over the wall with 2 snap shots both connecting. (as i was concentrating on this snake i didnt check/move any other people) Turn 7I prepare to assault the craft with the 2 remaining Autocannon troops (Alien turn - Snakeman spotted moving around olga`s position) Im guessing this one got up[ during the turn i was focusing on the snake that killed the 2 troops. Turn 8Olga switches to AP rounds in her autocannon and fires a burst into the snakeman from 1 square away, even still she managed to miss once but the other 2 put it down with a scream, Gerhard enters uf0 but nothing but desolation meets his eyes. https://i53.photobucket.com/albums/g53/han1604/XCOM/geoscape_002.png So not too bad of a score and just the 2 deaths (i think they were both rookies too) Save for next commander - GAME_1.zip Link to comment Share on other sites More sharing options...
Bomb Bloke Posted April 1, 2011 Share Posted April 1, 2011 Not much happening on the Geoscape front. I ordered a few more facilities built (for the replacement of the first base, a store, small radar, and living quarters), and a few other modules finished. The engineers arrived and were put to work making some alloys. I assigned a set of ten rookies to the 'Ranger, and soon enough my UFO appeared near base two. Medium scout, shot down nearly immediately when the Interceptor caught it. It was already daylight in the area so the dropship was in the air before the alien craft fell. Snakemen! I was looking forward to a change, too... I landed near the NW corner of the map. The tank had no LOF, so I drove it forwards and parked it next to the hedge. Moved the soliders to the front of the Skyranger and ended turn. A Snakeman immediately appeared in the field to the north west, and shot poor Victor - he returned fire and killed it, then keeled over at the start of my next turn. The tank moved back to see what the Snakeman by the hedge was doing. It'd decided to break cover, so I was able to drive right up behind it and administer a suppository at point blank range. Most effective. I had the vehicle scout the trees in case there was another alien involved, but it seemed clear. Troopers disembarked. The tank was sent off through the hedge to the east to see what was going on near the UFO parked there. The power supply had obviously detonated, unfortunately. It ran right into this alien, fired but missed, didn't have enough TUs to run. Got exploded the following turn. Come to think of it, I probably could've had my troopers snipe over the top of it (tanks are short!), but I forgot, and they probably would've hit it anyways. No matter, the snipers got it on the next turn. Here's a view of the 4x4 map. Turns were going by in a snap at this stage, so I assumed there was only one alien left (in the UFO), but still sent two guys to check the fields to the SW, and one guy to look in the back window of the barn to the NE. Nothing visible at either location. A small horde of troopers thunders down to the UFO, all gung-ho. Stefan is the lucky guy elected to open the door. Instead of fiery death he suffers only mild smoke inhalation sickness. Or perhaps it's just the pile of corpses that made him queasy. In any case, there's nothing there for him to shoot. I decide the alien is probably hiding in either the NW or NE corners, but have the guys in the SW corner do another check. Most everyone at the UFO is sent up to the field near the 'Ranger post haste, while one guy is sent to re-enforce Jean at the barn. Jean himself loops around the front, from which a Snakeman suddenly leaps out; it eats reaction fire, and that's that. GAME_1.rar Link to comment Share on other sites More sharing options...
silencer_pl Posted April 2, 2011 Share Posted April 2, 2011 Base changes: Fort canon: Ordered Living quarters, workshop. Sold extra stuff, bought tank and avalanche missiles.Base 3: Ordered living quarters, hangar, small radar. Bought Interceptor, 2xa.luncher, 50 a.missiles.Former HQ: No changes. Geoscope action: Some small ufo over USA outruned Interceptor.Ufos gallore over eastern Europe: First small one, then 2x large and 2x very large - looks like base building. Since last missions were Snakemen I guess it will be snakeman base. Lunched Interceptor for small one. Equiped Skyranger with 14 troops (forgot to add 4 additional weapons though). Tank arrived when skyranger was half way to destination. At some point the small one has landed so Skyranger changed course at it. Interceptor 2 ordered to return to base. Soon after large one landed near small one almost when Skyranger was near, also very large one has landed north of australia. I changed the path for Skyranger for large one. It will be night mission - luckly some flares were added. Tactical action Jungle night mission. Skyranger touched dpwn right in front of the Supply UFO. Ordered to smoke screen the exit.We exit then the skyranger and Boris spots alien. He fires but Murphy law kicks in and the alien lives (luckly Boris too). On the other side Stefan spots another snakeman, he fires, hits, alien retaliates, hits but all live (no wound to Steafan). Next Klaus and Gunter exits the ranger and helps Boris and Stefan with their problem. Following turn Gunter spots snakeman in front of the UFO and kills it with HE barrage and also another snakeman that was highlighted by other squad member. Boris switched to Fire ammunition and put on fire some trees. He found 2 aliens next to each other, heavy firefight - one soldier went down but we killed both of them. Following to the norht-west Gerhard spots alien and swiftly kills it. On the east side - Stefan leads some men to enter the eastern side of the UFO. They enter and at alien turn some snakeman appears in the corridor and fires, luckly no one dies, so Stefan U. - the rookie. Kills it with auto fire. Also while in alien turn some one shot at someone. Strange that I was there a minute ago and no alien was there.With help from Boris and Klaus the alien is no more. While Stefans team advances through east wing David and Gunter goes through the west wing of the UFO. Suddenly when David exits the corner a small luncher is fired hitting wall, luckly avoiding to stun both of them, so David turns and kills the Alien falls back while Gunter closes to the corner protecting David and rightfully so, because he qucikly reaction fires and kills another snakeman near the lift. Stefan team reached their corner but fearing that there will be alien in the corridror Gunter advances and spots snakeman pointing right in the Stefan team direction. Quick autoshot and the problem is gone. Looks like there are still aliens outside of the UFO, since one of the Boris teammates is shot down. Because there is not enough light, Boris can't do a thing right now. Stefans team assaults the second floor of the UFO. David and Gunter try to enter the first floor. Gunter stops one tile to the north of the Lift, while David to the south - they spot nothing so David goes up and it shot in the back - what the hell? Now Gunter can see the alien and quickly kills it. On the second floor Gerhard spots alien, he tries to HE him with auto fire but was unable to, luckly Stefan blows a hole through it. Back to David who is reinforced by his mate, they scout the lift again spoting nothing so David goes up and he too is killed by another alien. Luckly he was avanged quickly - again some strange lift LoS. Boris team discoveres two more alien on the ground, some hevy fire fight but Klaus manages two kill both of them. Snakeman leader goes berserk and navigator panics. Flanking Gerhard Z. spots the navigator and kills it. Following turn alien leader exits the command center, so again Gerhard Z. fires full auto at him, but the leader manages to survive and kills Gerhard, so Gerhard K. fires at his back and again it survives killing G.K. so another soldier peeks out and kills it finishing the mission. GAME_1.rar Link to comment Share on other sites More sharing options...
The Veteran Posted April 8, 2011 Share Posted April 8, 2011 Well this is a boring turn lol It seems our radar systems all suck as after the Ranger get's home and Silencer's UFOs disperse we get nothing! The large UFO and one small one land in North Japan for a while but we can't challenge them yet. Soon the large one lands again though, next to our base in Russia. The Ranger is sent but miraculouly we lose the contact while it is landed right beside our base! A patrol doesn't relocate it so we go home. The avalanches and Interceptor arrive in Fireworks and it is armed immediately while the small radar and general stores finish in Orchard as well as the laboratory in Fort Cannon. I stick another Living quarters in Orchard but leave the rest for someone with a plan. Finally a small UFO is detected over N.America and Fort Cannon scrambles Interceptor 3 but once again we lose the contact! Seriously I've never had such a hard time keeping tabs on UFOs... It's soon relocated near our base in Russia and the Ranger is sent out immediately to try and catch it while it's landed. Meanwhile a large UFO is spotted near Japan again and it soon lands. Now awash with contacts I'm not sure what to do with myself! Interceptor 3 is out of fuel and returns to base while the Ranger changes course to tackle the large UFO. Interceptor 4 moves to cover the small UFO to catch it on take-off and then I kicked the charger and the laptop switched off I manage to get back to just before the small UFO so not much is lost. This time it's a large that is detected though and it's over Europe moving very slowly. Anticipating a landing I send the Ranger out but the contact is lost over northern Europe (even though the radar is finished now...) We fail to relocate the ship and soon after we see another large craft leaving the alien base and heading for orbit. It seems we've reached a point in the game where interceptors with avalanches simply aren't going to be enough anymore... Finally we have a little luck and almost 7 days after starting my segment we have a mission to fly! It's a large scout that we managed to shoot down in North America and we're going to make an example of these suckers. The boys are hungry for blood!!! It's at this point I realise I haven't hired any scientists since the lab was completed so I quickly order 50 of them before launching my mission. We wait for dawn to creep onto the US mainland before landing at the crash-site. I've sent my avatar in with an assorted team of troops and the new tank. We enter the field with 3 heavy cannons and 7 autos, all loaded with HE so it's vital we clear the LZ and spread out fast! The tank takes the first look down the ramp and sees we're near the southwest corner of a farm with very little immediate cover available to us. The ramp is hit with 2 smoke grenades and the UFO door opens in the alien turn. In the next turn, the tank turns it's attention east and sits just inside the smoke shroud while 2 fireteams move south before spreading out further. Gunter and Stefan will move NE and Boris and Klaus will move directly east, securing the flanks. Next turn, Boris and Klaus quickly spot the southern edge of the warzone so begin to move east prematurely. Gunter and Stefan do the same, stopping to clear some small toolsheds. The tank moves out of the smoke and spots a snakeman in the next field over. It takes an aimed shot but misses, leaving the snakeman free to slice almost 70HP off it the next turn in a single shot! Next turn I decide the tank deserves some revenge and 2 lucky snapshots both hit the snakeman and kill it outright! The same turn, Gunter steps up to a small window in the toolshed and glimpses another snakeman on it's far side by the UFO. Packing HE rounds, he's reluctant to fire so backs off and lets Boris take a distant shot from the west. It's good and close but serves only to singe the crops. Klaus however hits it smack in the face and the death cry is undeniable as it explodes into tiny pieces! Frustratingly as the troopers begin running out of TUs, Gunter spots another enemy through the same window slightly to the north of his fallen brother. He falls back for now, knowing the team is safe from the new foe. Stefan meanwhile moves up to be in a good position for an artillery strike next turn and taking cover behind a hedge we end the turn. We hear the door again but no aliens are spotted and there's no weapon fire. I decide to retire the poorly looking tank as we really don't need any more negative scores than necessary right now! It falls back to the smoke and covers the ramp. Meanwhile Gunter returns to his window and once again spots the snakeman, right behind his fallen comrade this turn. Once again Boris shoots a near miss and it's left for Klaus to finish it off but finish it off he does! The other corpse is sadly destroyed in the process but at least everyone is still alive to celebrate! I prepare myself to leave the Ranger with Jean Gautier now as a lot of the map is still unchecked. Stefan pokes his head around the hedge and clears the field directly beyond it but then returns to cover. Gunter remains in the window and watches for movement in the enemy turn. Jean and I now leave the Ranger and we recheck our scouts with no new lifeforms spotted. I've been misclicking almost every turn this game and now I inadvertently send Gunter away from his window while trying to select the southern artillery corps. He's sent back and cannon toting Klaus and Boris make their way to the edge of a wheat field up ahead. As Jean and I search the Northeast corner of the map we hear a few doors sliding open in the UFO but ignore it for now. A few turns pass and Jean is somehow killed with a single shot with no origin while in cover behind a full-sized hedge... I change my pants. I reassess the top of the map but then suddenly realise where the killer must be. There's an orchard just SE of where we were standing and an alien there would've had a perfect LoS to Jean. Time to call for Incendiary ammo methinks... Another Jean back in the Ranger tosses a clip to Stefan (still by his hedge) and he manages to reload and squeeze off a round that same turn. The orchard begins to burn... Next turn I realise the maze of stone walls this farm seems to have are completely cutting me off from the orchard and HE fire fails to remedy the situation. Stefan fires two more times but does little of use. We end the turn with me feeling rather vulnerable! In the alien turn, a snakeman is spotted in the open and two small explosions are seen but I don't know what they were or where they came from. I'm guessing the guy was packing a small launcher and can't aim for toffee... I hit the stone wall with 3 more HE rounds but it's impenetrable and once again I end the turn stranded. I decide to turn around and leave next turn. We'll have to flank the orchard from the ovely exposed south edge instead... In the alien turn we spot the invisible enemy and it turns out he's wielding a plasma of some kind. The explosions I saw were from Gunter who was still spying from his little window. Sadly one of his reaction shots from this turn have made said window rather too large to spy from but he's miraculously unharmed and still has a visual on the alien. Somehow the still standing door is blocking Gunter's LoS so he sidesteps it and annihilates the Snakeman with a well aimed autoshot. Sadly it kills on the first shot and decimates his body with the second. That brings our total to 4 kills and only 1 corpse so far... Now, my money is on that last Snakeman having escaped from the orchard inferno but we still aren't hearing any UFO activity so maybe there's still a presence outside. I move back to the UFO with Stefan while Klaus and Boris continue pushing to the south. As they get into position we have a clear view of the orchard and also a door opening inside the ship. That's a good sign so Stefan and I press the charge. As turn 21 ends we have a nice cordon of the craft in place and in the very next alien move a snakeman emerges only to be cut down with 2 HE rounds! Thankfully, Stefan decided not to fire off his incendiary cannon... Taking the initiative and a large chunk of responsibility I enter the craft personally and imediately regret it as I'm facing down a snakeman who's looking right at me! It's very much kill or be killed so I lay an autoshot on him and he dies with the second shot (vaporises on the third) I leave the ship to end the turn just in case and what do you know there's another one in there as we hear the doors again! As I select my avatar to enter the craft again I realise I must've caught myself in one of the blasts as I've acquired a fatal wound and lost a lot of blood. Death or glory I say! This must be the last one so let's got it over with and get me to medbay!!! Oh crap... Did someone say death or glory?! Death for them! Woohoo! And glory for me It's a shame we lost Jean but I had some real adrenaline going at the end there knowing that it was my life on the line and not just another rank and file rookie! Pretty good result all told I think, here's the file for the next commander. Be advised, whoever is up next MUST build some facilities so if you aren't sure about the desired layouts of these bases then we need to discuss it first. I say this because you have about 2/3 more facilities being completed before the next UFO (in my load at least) so just bear that in mind GAME_1.zip Link to comment Share on other sites More sharing options...
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