New month, new callsignments.
Please welcome back...
Pelvis Knot VI
Whisky IV
Deiti III
K. Slips IV
Ulminati IV
Drog VIII
Helly III
Lightbane VIII
Command plans massive expansions to the AntartiCOM Fortress of Solitude. We have 70 or so engineers and 50 scientists working here and 26 rooks guarding them. All our alien prisoners and most of the tech we need to research is stored here.
What could go wrong?
...
It appears the aliens have their own little ace in the hole somewhere.
These are the only guys that have more than 2 missions under their belt. Wonder how the recruiters have to pitch that. "So, Mr. Drog the VIII....where are 1-7?"
This is a problem. My squads have the best weapons and decent armor, but their stats need serious improvement. Carrying a green squad into a major base assault where they WILL sustain casualties, even amongst the Colonels and even Commander, might be a disaster later on. So we are gonna start landing at small crashes again to grind out some soldier experience.
Minor casaulties on this UFO recovery. Can you guess who is one of them?
Ulminati IV, of course! Those Mutons really pack 'em in, don't they?
Drog VIII was killed stepping off the ramp. Way to take the lead!
Because casualties are so high, I have mostly abandoned my earlier practice of not renaming anyone until the new month, so welcome back...
Drog IX
Ulminati V
This battleship lands in Florida...the Skyranger is dispatched, but when the squad arrives it is nighttime. Abort!
I'm pretty sure I haven't played a single night mission in this LP...sight radius advantage is a huge force multiplier for the aliens.
The team lands and recovers another Muton UFO crash....
...without incident! I think this is only the second or third mission where nobody dies so far.
These small wrecks really aren't worth it, but my green squad of Codex clones is getting some valuable experience.
Patrolling the area where the battleship landed reveals an alien base in...Disney World? We might have to pay them a visit...but only in the off season.
Interceptors knock down a Terror Ship over Europe and the squad lands to mop up.
Azira's not dead, don't worry! The Floater had stun bombs!
Up to this turn we have wiped the floor with them. Zero casualties.
But these damn murder holes are a gift that just keeps on giving, Reapers and floaters pour out of the second deck and swarm the entry teams.
Ace Flasheart III. You have the distinction to be the first X-COM soldier ever eaten by a Reaper.
Deitti III. You lost a shootout with the floater that ambushed your squad from the murder hole.
Pelvis Knot VI. That was one badass floater.
Ulminati kills it and ends the mission.
I think that's enough 'training' for now. We only have a few rookie Codexiers....and somebody has to dismount the Skyranger first.
Also, welcome back:
Ace Flasheart IV.
Deitti IV.
Pelvis Knot VII.
Finally, something that can withstand more than a single hit from a battleship...this one might be good for 4! They are so fast though. The only downside to the new craft is that they require Elerium....but you don't have to lease them.
Let's see what this one knows.
That was quick.
Why, Canada, why? Everyone I know from up there takes PRIDE in not following the USA's lead?
Ruh-roh. EVERYTHING IS HERE. The R&D, the UFO parts, the spare weapons, the hydroponics labs...it's all on the line now. Losing this base will set me back probably 10 million creds and God only knows how many UFO recoveries as well as the time to set a new R&D utopia up. Assuming the escalating alien attacks don't sink me.
I'm kind of excited about this fight...I have 26 well-armed rooks. As long as its not mind-control Ethereals I'm prolly good. No Codexiers here so I plan to just do a montage of Fun(tm).
I'm down to 3 soldiers at the end....at least as many Mutons. I start planning the next month of LP trying to progress this far again. The alien turn begins....
W.
T.
F.
Not really sure how to feel about this one...I'm pretty sure I was about to lose. This is the second base assault that's crapped out on me. Oh well. This is why I've started and not finished so many X-COM games since Windows XP; the emulators are always screwing it up. Until today I would have told you that Steam's was the best-configured DOSBox I've used. Not so sure about it now.
Well, I've got an LP to finish and I'm sure as hell not starting over.
Since I have to do this again, I should be able to prepare some new toys in the 4-8 days I have to get ready for them, right?
And, of course, they do attack again. I guess the AI has decided that this base must fall. I am extremely interested if anybody out there has any solid info on how the X-COM strategic alien AI is programmed. ...???
I'm playing Ironman. I get it. But the game bugging out and throwing me back in time so often surely deserves at least this concession. I am going to start saving my game every few turns/days and just not reload unless it crashes.
FINALLY. This took more than a reload or two. Epic slaughter.
The Not-Codex. Who are they, I wonder? BSN? Something Awful? Reddit?
More soldiers are ordered up just in case, another Hovertank is cranked out, and X-COM goes about its business.
All right, now lets get on with this...I can probably be in Cydonia by the evening--
Quickly followed by another:
...do it for all the kiddies that will never know X-COM, Jimbo. Do it for Drog.
..another goddamn reload...
...just for good measure, in addition to the Hovertanks I go ahead and start another safehouse, this one in New Zealand (the only place more out of the way than Antarctica.)
Right on schedule.
We need a montage:
Good news! I haven't kicked a puppy or punched a window as a result of this update yet! That's two Muton base assaults in less than a week.
Anywhere is better than AntarctiCOM.
I haven't decided whether I'm going to even use these yet.
...and that's it for now. Not even out of September.