ArchAngel
Arcane
- Joined
- Mar 16, 2015
- Messages
- 21,533
Missions where I get in over my head and somehow survive are now getting to be standard and I don't like it. It just means I will soon get one where I am unlucky and lose too much of my troops.
I had two such yesterday:
1. Bomb defusal mission in August with my 6 man team. After 2 rounds I didn't move much from my starting position (which is parking lot next to a dinner, a small map) and I was fighting 6 mutons and 4 floaters. then 2 rounds after than another muton and 2 floaters show up from a flanking positions. All the while bomb timer goes down. Then muton hits and panics a guy that I was planning to run to a bomb energy thingy as turn timer ran down to 1 turn, but luckily another guy was in range of another one of those. In the end mission came down to my assault being able to kill a muton while standing in the open and then surviving shots from two floaters. If they killed him there I would have failed that mission. Mission ended with 21 dead aliens (a big group of thin men dropped after I defused the bomb).
2. I had a bunch of missions all one after another within few days, 3 teams of soldiers is not enough sometimes. I somehow lived through that and got some of my troops back from fatigue. Then a Terror mission hit me.
So far I didn't have that much problems with terror missions so I picked my almost standard team of Alloy ShiV (not standard but didn't have other troops ready), Rocket, Medic, Infantry, Scout, Engineer (double tap). Got the chrysalid council mission map for it with starting position being next to the ship.
Scout movement said that closest enemies were to the right so I moved my team just a little away to set up an overwatch trap. Scout was high level Major with Concealment so he was able to see a Cyberdisc with Floaters and Drones.
Round 2 they move in and activate but only Floaters and Drones move in, Cyberdisc stays behind overwatching. I decide to move my Engineer a bit more to the right to get full cover and overwatch on the Cyberdisc but when he moves I uncover 4 Chrysalids... fuck! I move my Infantry dude so I can shoot at Chrysalids but do nothing useful. I flashbang the Chrysalids with Medic and move my Alloy Shiv to tank if they manage to move close enough. Turn ends and I hope Cyberdisc does not join they fight yet. He does not (decides to stay far back and shoot at civilians), Chrysalids all move next to my troops but don't attack but from the left (inside the ship) muton and 2 floaters show up LOL... fuck x2!
Now I am so fucked, I decide to retreat. I move my Alloy Shiv into the retreat zone and bring my Medic, Rocket and Infantry there. Engineer and Scout use other cover to wait one turn so I can retreat with Alloy Shiv as well. Medic smokes as much as he can. I use Alloy Shiv to provide cover for Medic and Rocket vs Muton and 2 Floaters. Then I throw alien grenade with Rocket at 4 Chrysalids to weaken them so at least I can kill them before Cyberdisc shows up and I retreat but he blows them all up with one grenade (he has heat explosives perk). Turn ends, Cyberdisc does not show up and Muton and couple of Floaters don't manage to kill anyone. So now I can retreat but I decide to stay and fight instead. Cyberdisc and Stalker are out there killing civilians instead of my troops. Eventually I win the mission with zero casualty, but I lost a fair amount of civilians.
The mission came down to Cyberdisc not joining the fight on time. I would have retreated 100% if I had to fight the Cyberdisc, Muton and Floaters all the same time while being attacked from two sides and only having low cover and smokes to defend (especially since everyone was bunched up together and could be grenaded).
On the other hand I am finally switching everyone to Gauss weapons, my first MEC (Jaeger) is online and I got two rookie Psi soldiers now (a rocketeer and medic). And I am only 5 missions away from the squad size upgrade (Large one, I already took Small squad upgrade). Some of these missions should become much easier with 8 people in squad, only abductions might stay hard with only 5 man teams on small maps.
Things I learned: Small maps suck ass and are the biggest problem of Xcom 1 and especially a big problem of LW rebalanced as the chain activation makes them even harder. Rockets suck, grenades are better.
I had two such yesterday:
1. Bomb defusal mission in August with my 6 man team. After 2 rounds I didn't move much from my starting position (which is parking lot next to a dinner, a small map) and I was fighting 6 mutons and 4 floaters. then 2 rounds after than another muton and 2 floaters show up from a flanking positions. All the while bomb timer goes down. Then muton hits and panics a guy that I was planning to run to a bomb energy thingy as turn timer ran down to 1 turn, but luckily another guy was in range of another one of those. In the end mission came down to my assault being able to kill a muton while standing in the open and then surviving shots from two floaters. If they killed him there I would have failed that mission. Mission ended with 21 dead aliens (a big group of thin men dropped after I defused the bomb).
2. I had a bunch of missions all one after another within few days, 3 teams of soldiers is not enough sometimes. I somehow lived through that and got some of my troops back from fatigue. Then a Terror mission hit me.
So far I didn't have that much problems with terror missions so I picked my almost standard team of Alloy ShiV (not standard but didn't have other troops ready), Rocket, Medic, Infantry, Scout, Engineer (double tap). Got the chrysalid council mission map for it with starting position being next to the ship.
Scout movement said that closest enemies were to the right so I moved my team just a little away to set up an overwatch trap. Scout was high level Major with Concealment so he was able to see a Cyberdisc with Floaters and Drones.
Round 2 they move in and activate but only Floaters and Drones move in, Cyberdisc stays behind overwatching. I decide to move my Engineer a bit more to the right to get full cover and overwatch on the Cyberdisc but when he moves I uncover 4 Chrysalids... fuck! I move my Infantry dude so I can shoot at Chrysalids but do nothing useful. I flashbang the Chrysalids with Medic and move my Alloy Shiv to tank if they manage to move close enough. Turn ends and I hope Cyberdisc does not join they fight yet. He does not (decides to stay far back and shoot at civilians), Chrysalids all move next to my troops but don't attack but from the left (inside the ship) muton and 2 floaters show up LOL... fuck x2!
Now I am so fucked, I decide to retreat. I move my Alloy Shiv into the retreat zone and bring my Medic, Rocket and Infantry there. Engineer and Scout use other cover to wait one turn so I can retreat with Alloy Shiv as well. Medic smokes as much as he can. I use Alloy Shiv to provide cover for Medic and Rocket vs Muton and 2 Floaters. Then I throw alien grenade with Rocket at 4 Chrysalids to weaken them so at least I can kill them before Cyberdisc shows up and I retreat but he blows them all up with one grenade (he has heat explosives perk). Turn ends, Cyberdisc does not show up and Muton and couple of Floaters don't manage to kill anyone. So now I can retreat but I decide to stay and fight instead. Cyberdisc and Stalker are out there killing civilians instead of my troops. Eventually I win the mission with zero casualty, but I lost a fair amount of civilians.
The mission came down to Cyberdisc not joining the fight on time. I would have retreated 100% if I had to fight the Cyberdisc, Muton and Floaters all the same time while being attacked from two sides and only having low cover and smokes to defend (especially since everyone was bunched up together and could be grenaded).
On the other hand I am finally switching everyone to Gauss weapons, my first MEC (Jaeger) is online and I got two rookie Psi soldiers now (a rocketeer and medic). And I am only 5 missions away from the squad size upgrade (Large one, I already took Small squad upgrade). Some of these missions should become much easier with 8 people in squad, only abductions might stay hard with only 5 man teams on small maps.
Things I learned: Small maps suck ass and are the biggest problem of Xcom 1 and especially a big problem of LW rebalanced as the chain activation makes them even harder. Rockets suck, grenades are better.
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