https://www.ufopaedia.org/api.php?action=feedcontributions&user=Oathbreaker&feedformat=atomUFOpaedia - User contributions [en]2024-03-29T07:16:03ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&diff=56058Second Wave (EU2012)2014-03-18T02:12:06Z<p>Oathbreaker: /* Normal Victory Unlocks */</p>
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<div>[[Image:The_second_wave.png|350px|right]]Second Wave is a game mode enabled with the fourth patch released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. '''Second Wave''' was initially unavailable to most players, but was partially accessible to modders who unlocked it manually through manipulation of the game's code. The developers subsequently prepared the full content for release with the help of modders who had discovered how to activate it and had tested its features, according to Jake Solomon.<br />
Second Wave adds advanced gameplay options to increase the difficulty and randomness of the game, described below. The options are unlocked as the player wins on advanced [[Difficulty (EU2012)|Difficulty Levels]].<br />
<br />
== Second Wave Options ==<br />
'''Damage Roulette''' - [[Weapons (EU2012)|Weapons]] have a much wider range of damage.<br />
* Does not apply to explosives.<br />
* Random damage range varies between 1 and the weapons' base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an [[Assault Rifle (EU2012)|Assault Rifle]] with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage. <br />
'''New Economy''' - The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.<br />
<br />
'''Not Created Equally''' - Rookies will have random starting stats.<br />
* Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.<br />
* Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.<br />
* Range of [[Movement (EU2012)|Movement]]: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.<br />
* All soldiers will have the same Health Points, value is defined by the difficulty level. <br />
'''Hidden Potential''' - As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.<br />
* HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.<br />
* Will: same increase as without Hidden Potential (variable between 2 to 6). With [[OTS_(EU2012)|OTS]]'s Iron Will, all [[Classes (EU2012)|classes]] can gain up to 13 Will per rank.<br />
* Aim score raises depend on the soldier's class:<br />
** [[Sniper (EU2012)|Sniper]]: 3-9<br />
** [[Support (EU2012)|Support]]: 2-6<br />
** [[Assault (EU2012)|Assault]]: 1-5<br />
** [[MEC_Trooper_(EU2012)|MEC Trooper]]: 1-5<br />
** [[Heavy (EU2012)|Heavy]]: 0-2<br />
**[[Movement (EU2012)|Movement]]: Heavy has 10% chance of +1 move per rank gained, all other classes have 20%.<br />
* To manipulate this option to make soldiers with very high stats; save before the last action of a mission, and check the scores in the mission results screen of anyone who does gain a rank, and reload until you get the desired stats. Keeping some sort of logbook to write these down is ideal.<br />
:* These values are taken from Nexusmods [http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012#Soldier.2FNPC_UNIT_Balance_Mods wiki]<br />
<br />
=== Normal Victory Unlocks===<br />
'''Red Fog''' - Any wounds taken in combat will degrade a soldier's stats for that mission.<br />
* -15 Aim with light wound (only extra Health Points from armor removed), -30 with heavy wound (soldier HPs).<br />
* Even 1 point of damage is considered as light wound, even though that HP is from [[Armor (EU2012)|armor]].<br />
* Movement is impaired by wounds too.<br />
* Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.<br />
'''Absolutely Critical''' - A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].<br />
* Shots to flanked or exposed target has +100% crit chance, rather than +50%.<br />
* Hardened target has -100% chance to hit by critical, rather than -60%.<br />
** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)<br />
* UNCONFIRMED - Does not affect aliens' chance to crit.<br />
'''The Greater Good''' - The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].<br />
* You'll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].<br />
'''Marathon''' - The game takes considerably longer to complete.<br />
* This option perhaps brings the most change to overall gameplay, as [[Storyline (EU2012)|storyline]] progression is affected directly by the changes to [[Research (EU2012)|research]] time and [[XCOM Headquarters (EU2012)|facility]] construction.<br />
* Time for Research: x3.<br />
* Time for facilities building: x2 (i.e.: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days).<br />
* Cost of building items and facilities: x2 (including advanced materials such as Alien Alloys or Elerium).<br />
* You may want to try Marathon in Easy or Normal mode, as you'll need the additional funds (and the free [[Satellite (EU2012)|satellite]]) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic). <br />
* Days in [[Infirmary (EU2012)|Infirmary]]: x2.<br />
* Marathon don't work if tutorial is activated.<br />
* Item requirements for researches, [[Foundry (EU2012)|Foundry]] upgrades, cost of [[Soldiers (EU2012)|soldiers]], [[Hangar (EU2012)|interceptor]] costs, [[Officer Training School (EU2012)|OTS]] upgrade costs remains the same. For example, satellites still take 20 days to build.<br />
** This actually makes a strong case for making [[XCOM Headquarters (EU2012)|XCOM HQ]] in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building [[Laboratory (EU2012)|laboratories]] to also reduce time.<br />
* Alien progress is slowed after April. For example, first [[Muton (EU2012)|Mutons]] and Abductor UFOs show up in June, rather than May. [[Floater (EU2012)|Floaters]] and Large Scouts will still appear in the second month. For more details see [[Alien Deployment (EU2012)#Species Deployment|Species Deployment]].<br />
** In effect: [[Storyline (EU2012)|Storyline]] progression is greatly slowed, both on XCOM's end, as well as that of the [[Alien Life Forms (EU2012)|Aliens]]. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.<br />
** With the [[Slingshot DLC (EU2012)|Slingshot DLC]] making a Muton capture in the 2nd month plausible, it's possible to get a massive lead on Plasma weaponry - if you focus Abduction/Council rewards on Scientists.<br />
<br />
=== Classic Victory Unlocks===<br />
'''Results Driven''' - A country will offer less funding as its panic increases.<br />
* Funding is cut by 20% from countries with level 4 panic, 40% when it's level 5.<br />
'''High Stakes''' - The rewards granted for stopping alien abductions are randomized.<br />
* This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the [[Missions (EU2012)|mission]].<br />
'''Diminishing Returns''' - The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.<br />
* This also increases engineer requirements for satellites.:* Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.<br />
* Satellite build time is decreased.<br />
'''More Than Human''' - The [[Psionic (EU2012)|psionic]] gift is extremely rare.<br />
* You'll automatically gain one amongst the first 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low. <br />
<br />
=== Impossible Victory Unlocks ===<br />
'''Total Loss''' - Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.<br />
* Applies to any [[Weapons (EU2012)|weapons]], [[Equipment (EU2012)#Portable Equipment|equipment]] or [[Armor (EU2012)|Armor]] that the soldier was carrying during the mission.<br />
'''War Weariness''' - Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.<br />
* With enough time, funding levels will reach zero, leaving only the [[Gray Market (EU2012)|Gray Market]] and [[Missions (EU2012)|missions]] to raise credits. <br />
'''E-115''' - [[Elerium (EU2012)|Elerium]] stores will degrade over time.<br />
* Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)<br />
'''Alternate Sources''' - The power requirements of all facilities are increased.<br />
* Power cost of all facilities are doubled. [[XCOM Headquarters (EU2012)|Base]] power (30 on classic) is doubled too, but Power Generators make same power.<br />
<br />
==[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Options==<br />
[[File:Second Wave EW (EU2012).png|right|350px|Enemy Within Second Wave options]]<br />
<br />
'''Training Roulette''' - Randomize all [[Classes (EU2012)|class]] abilities sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel.<br />
* Does not affect Psi or MEC abilities.<br />
* For more details see [[Training Roulette (EU2012)|Training Roulette]].<br />
<br />
'''Save Scum''' – Saving a game will reset the RNG seed for the shots.<br />
<br />
'''Aiming Angles''' – The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines.<br />
<br />
=== Normal Victory Unlocks ===<br />
'''Mind Hates Matter''' - Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modification.<br />
<br />
===Classic Victory Unlocks ===<br />
'''Itchy Trigger Tentacle''' - Non-cover aliens with ranged attack ([[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Drone (EU2012)|Drone]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]]) have a 50% chance of firing at your [[Soldiers (EU2012)|soldiers]] on sight.<br />
<br />
==See Also==<br />
* [[Difficulty (EU2012)|Difficulty Levels]]<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Achievements_(EU2012)&diff=56015Achievements (EU2012)2014-03-15T21:55:27Z<p>Oathbreaker: </p>
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<div>{{TOC_hidden}}__NOEDITSECTION__<noinclude><br />
'''Achievements''' are separate goals or personal achievement trophies that you can earn as you play the game. These are obtained automatically through the normal progression of the game or by performing difficult tasks under harsh conditions. <br />
<br />
These achievements provide no direct in-game benefits and can be collected at your leisure. They are mainly provided for players that wish to collect everything that can be collected and to perform everything that can be conceivably performed in the game.<br />
<br />
The achievement lists are slightly different depending on the platform you're playing on - [[#Bubonic|Bubonic]] is only available to PC players, whilst [[#Poison Control|Poison Control]] is only for consolers. The [[#You Win|You Win]] trophy is PS3-only. [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/ Steam offers a list of achievements with the percentages of PC players who have obtained them].<br />
<br />
Unless otherwise specified, all achievements must be obtained whilst playing single player, but under any [[Difficulty (EU2012)|difficulty]]. Use of [[Hero (EU2012)|heroes]] will disable achievements for your campaign (including for later missions that they don't attend). Achievement titles in dark cells are hidden until unlocked.<br />
</noinclude> <br />
<br />
<br />
===Achievement List===<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
|[[Image:You_Win_(EU2012).jpg]]<br />
!<br />
=====You Win=====<br />
|Gain all trophies.<br />
| align="center" | -<br />
| align="center" | Platinum<br />
|Obtained after all other trophies are earned. PS3 only.<br />
|-<br />
|[[Image:Meet_New_People_Then_Kill_Them_(EU2012).jpg]]<br />
!<br />
=====Meet New People.<br>Then Kill Them.=====<br />
|Win a [[Multiplayer_(EU2012)|multiplayer]] match.<br />
| align="center" | 25 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Doesn't have to be ranked.<br />
|-<br />
|[[Image:No_Looking_Back_(EU2012).jpg]]<br />
!<br />
=====No Looking Back=====<br />
| Beat the game in [[Difficulty_(EU2012)#Ironman|Ironman]] on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] Difficulty.<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | Gold<br />
| <br />
|-<br />
|[[Image:Xavier_(EU2012).jpg]]<br />
!<br />
=====Xavier=====<br />
|Mind control an [[Ethereal_(EU2012)|Ethereal]] alien. Single player only.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
| Psi Armor, Mind Shield, and a Psi Inspiration boost make this feasable.<br />
|-<br />
|[[Image:Humanitys_Savior_(EU2012).jpg]] <br />
!<br />
=====Humanity's Savior=====<br />
|Beat the game on any difficulty.<br />
| align="center" | 30 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Earth_First_(EU2012).jpg]] <br />
!<br />
=====Earth First=====<br />
|Beat the game on [[Difficulty_(EU2012)#Classic|Classic]] difficulty.<br />
| align="center" | 60 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:Our_Finest_Hour_(EU2012).jpg]]<br />
!<br />
=====Our Finest Hour=====<br />
|Complete the game on [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.<br />
| align="center" | 90 [[FIle:Gamescore.png]]<br />
| align="center" | Gold<br />
| Note that it doesn't say "on Ironman."<br />
|-<br />
|[[Image:Lone_Wolf_(EU2012).jpg]] <br />
!<br />
=====Lone Wolf=====<br />
|Clear a [[Missions_(EU2012)#UFO_Crash_Site|UFO Crash Site]] with one soldier on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
| You must only use one soldier, and it is not recommended that you have [[Difficulty_(EU2012)#Ironman|Ironman]] mode turned on while going for this achievement. Taking control of additional units via [[Psionic_(EU2012)|Mind Control]] is allowed. Heavy or Assault reccomended. An early Small Scout UFO crash is ideal. Most quickly done on Classic softcore with the Not Created Equally second wave option, just reroll the starting Meld Tutorial mission until you get an Assault squaddie with 80+ Aim after the first mission, you'll soon have a Small Scout. Now add Medkit and Assault Rifle and... Save. Often.<br />
|-<br />
|[[Image:Bada_Boom_(EU2012).jpg]] <br />
!<br />
=====Bada Boom=====<br />
|Kill 50 aliens with explosive weapons.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Welcoming_Committee_(EU2012).jpg]] <br />
!<br />
=====Welcoming Committee=====<br />
|Kill 150 aliens.<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Pale_Horse_(EU2012).jpg]] <br />
!<br />
=====Pale Horse=====<br />
|Kill 500 aliens.<br />
| align="center" | 50 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|This can be done over several playthroughs.<br />
|-<br />
|[[Image:Shooting_Stars_(EU2012).jpg]] <br />
!<br />
=====Shooting Stars=====<br />
|Shoot down 40 UFOs.<br />
| align="center" | 35 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|This can be done over several playthroughs.<br />
|-<br />
|[[Image:Aint_No_Cavalry_Comin_(EU2012).jpg]] <br />
!<br />
=====Ain't No Cavalry Comin'=====<br />
|Have a soldier survive every mission in a full game.<br />
| align="center" | 50 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|One soldier must participate in every mission undertaken in the game, from the tutorial or first mission to the final mission. If they miss one (eg due to being stuck in the infirmary) then the achievement becomes void.<br />
|-<br />
|[[Image:As_A_Scalpel_(EU2012).jpg]] <br />
!<br />
=====As A Scalpel=====<br />
|Earn the "Excellent" rating in every performance category on a [[Missions_(EU2012)#Alien_Terror_Attack|terror mission]].<br />
| align="center" | 25 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|At minimum you must save 14 civilians to get an excellent rating in the third category, and lose no XCOM soldiers to get excellent in the second category.<br />
|-<br />
|[[Image:Edison_(EU2012).jpg]] <br />
!<br />
=====Edison=====<br />
|In a single game, complete every [[Research_(EU2012)#Projects|research project]].<br />
| align="center" | 25 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Angel_of_Death_(EU2012).jpg]] <br />
!<br />
=====Angel of Death=====<br />
|Kill an alien while flying. Single Player only.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| Archangel Armor or HoverSHIV, of course.<br />
|-<br />
|[[Image:All_Employees_Must_Wash_Hands_(EU2012).jpg]] <br />
!<br />
=====All Employees Must Wash Hands=====<br />
|In a single game, complete every [[Research_(EU2012)#Autopsies|autopsy]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Beyond_the_Veil_(EU2012).jpg]] <br />
!<br />
=====Beyond the Veil=====<br />
|Find a soldier with the Gift.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:Prisoner_of_War_(EU2012).jpg]] <br />
!<br />
=====Prisoner of War=====<br />
|[[Arc_Thrower_(EU2012)|Capture]] a live alien.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:The_Gatekeeper_(EU2012).jpg]] <br />
!<br />
=====The Gatekeeper=====<br />
|Stun an [[Outsider_(EU2012)|Outsider]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:X_Marks_the_Spot_(EU2012).jpg]] <br />
!<br />
=====X Marks the Spot=====<br />
|Uncover the [[Storyline_(EU2012)#Assault_the_Alien_Base|alien base's]] location.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:See_All_Know_All_(EU2012).jpg]] <br />
!<br />
=====See All, Know All=====<br />
|Build the [[Hyperwave_Relay_(EU2012)|Hyperwave Relay]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:On_the_Shoulders_of_Giants_(EU2012).jpg]] <br />
!<br />
=====On the Shoulders of Giants=====<br />
|Build the [[Gollop_Chamber_(EU2012)|Gollop Chamber]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:Ride_the_Lightning_(EU2012).jpg]] <br />
!<br />
=====Ride the Lightning=====<br />
|Build a [[Firestorm_(EU2012)|Firestorm]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Eye_in_the_Sky_(EU2012).jpg]] <br />
!<br />
=====Eye in the Sky=====<br />
|Launch a [[Satellite_(EU2012)|Satellite]].<br />
| align="center" | 5 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:All_Together_Now_(EU2012).jpg]] <br />
!<br />
=====All Together Now=====<br />
|Get [[Satellite_(EU2012)|satellite]] coverage over every country in one continent.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Hunter_Killer_(EU2012).jpg]] <br />
!<br />
=====Hunter/Killer=====<br />
|In a single game, shoot down one of each [[UFOs_(EU2012)|alien craft]].<br />
| align="center" | 15 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Modules are helpful in taking down Battleships. Also, you ''can'' send more than 1 Interceptor after a single UFO, but they have to take turns (previous one has to return to base or be destroyed, before sending the next).<br />
|-<br />
|[[Image:Man_No_More_(EU2012).jpg]] <br />
!<br />
=====Man No More=====<br />
|Build a suit of powered [[Armour_(EU2012)|armor]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Bubonic_(EU2012).jpg]] <br />
!<br />
=====Bubonic=====<br />
|Play a [[Multiplayer_(EU2012)|multiplayer]] match against someone with this achievement.<br />
| align="center" | -<br />
| align="center" | -<br />
|Only exists for PC players, replacing [[#Poison Control|Poison Control]].<br />
|-<br />
|[[Image:Bubonic_(EU2012).jpg]] <br />
!<br />
=====Poison Control=====<br />
|Cure poison on five soldiers in a single mission. Single player only.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Only exists for console players, replacing [[#Bubonic|Bubonic]]. You may cure the same soldier five times to earn this achievement. Note that [[Thin Man (EU2012)|Thin Men]] release poison on death, which is much easier to use then relying on them to fire poison spit. <br />
|-<br />
|[[Image:We_Happy_Few_(EU2012).jpg]] <br />
!<br />
=====We Happy Few=====<br />
|Complete a mission without losing a soldier.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:The_Hardest_Road_(EU2012).jpg]] <br />
!<br />
=====The Hardest Road=====<br />
|Advance one soldier to [[Soldiers_(EU2012)#Ranks|Colonel rank]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:Worth_Every_Penny_(EU2012).jpg]] <br />
!<br />
=====Worth Every Penny=====<br />
|Acquire 1000 credits in one month.<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| Most easily done with global satellite coverage.<br />
|-<br />
|[[Image:Oppenheimer_(EU2012).jpg]] <br />
!<br />
=====Oppenheimer=====<br />
|Staff the research labs with 80 scientists.<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:One_Gun_at_a_Time_(EU2012).jpg]] <br />
!<br />
=====One Gun at a Time=====<br />
|Staff the engineering department with 80 engineers.<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Skunkworks_(EU2012).jpg]] <br />
!<br />
=====Skunkworks=====<br />
|In a single game, complete every [[Foundry_(EU2012)|Foundry]] project.<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| "Skunk Works" is the alias of Lockheed Martin's Advanced Development Programs division, responsible for the SR-71 "Blackbird" jet.<br />
|-<br />
|[[Image:You_Have_5_Seconds_to_Comply_(EU2012).jpg]] <br />
!<br />
=====You Have 5 Seconds to Comply=====<br />
|Build a [[SHIV_(EU2012)|S.H.I.V.]]<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| [http://www.youtube.com/watch?v=xMMyVKm9BjM]<br />
|-<br />
|[[Image:Theory_(EU2012).jpg]] <br />
!<br />
=====Theory...=====<br />
|Build a [[Laboratory_(EU2012)|laboratory]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:and_Practice_(EU2012).jpg]] <br />
!<br />
=====...and Practice=====<br />
|Build a [[Workshop_(EU2012)|workshop]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:Wet_Work_(EU2012).jpg]] <br />
!<br />
=====Wet Work=====<br />
|Complete a Very Difficult [[Missions_(EU2012)#Alien_Abductions|abduction mission]] in five turns or less on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Once you're familiar with the size of some of the different [[Maps (EU2012)|maps]] in the game, wait until you recognise that you've been dropped into a small one before attempting this.<br />
|-<br />
|[[Image:A_Continental_Fellow_(EU2012).jpg]] <br />
!<br />
=====A Continental Fellow=====<br />
|Win a game from each of the 5 starting locations.<br />
| align="center" | 50 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|Five separate games must be completed, with your starting base situated in each of the different continents. Surprisingly, Steam statistics reports this as having among the lowest completion rates, even below Finest Hour and No Looking Back completion.<br />
|-<br />
|[[Image:What_Wonders_Await_(EU2012).jpg]] <br />
!<br />
=====What Wonders Await=====<br />
|Complete a [[Research_(EU2012)#Projects|research project]].<br />
| align="center" | 5 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Up_and_Running_(EU2012).jpg]] <br />
!<br />
=====Up and Running=====<br />
|Build a [[Engineering_(EU2012)#Build_Facilities|base facility]].<br />
| align="center" | 5 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Combat_Ready_(EU2012).jpg]] <br />
!<br />
=====Combat Ready=====<br />
|Build an [[Engineering_(EU2012)#Build_Items|item]].<br />
| align="center" | 5 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Drums_in_the_Deep_(EU2012).jpg]] <br />
!<br />
=====Drums in the Deep=====<br />
|Gain access to the lowest level in your base.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| "Drums in the Deep South," a 1939 film, involved a Confederate artillery brigade entrenched in Devil's Mountain, with the Union forces (land)mining into the rock to blow the mountaintop off entirely.<br />
|-<br />
|[[Image:Happy_to_Oblige_(EU2012).jpg]] <br />
!<br />
=====Happy to Oblige=====<br />
|Fulfil a [[Missions_(EU2012)#Council_Missions|Council request]].<br />
| align="center" | 15 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:And_Hells_Coming_With_Me_(EU2012).jpg]] <br />
!<br />
=====And Hell's Coming With Me=====<br />
|Successfully assault an [[Storyline_(EU2012)#Assault_the_crashed_Overseer_UFO|Overseer UFO]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:Off_My_Planet_(EU2012).jpg]] <br />
!<br />
=====Off My Planet=====<br />
|Recover a [[Hyperwave Relay (EU2012)|Hyperwave Beacon]].<br />
| align="center" | 25 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:Tables_Turned_(EU2012).jpg]] <br />
!<br />
=====Tables Turned=====<br />
|Shoot down a [[UFOs_(EU2012)|UFO]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:And_So_It_Begins_(EU2012).jpg]] <br />
!<br />
=====And So It Begins...=====<br />
|Complete the tutorial mission.<br />
| align="center" | 15 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|[[Difficulty_(EU2012)#Tutorial_Mode|Tutorial mode]] must be enabled (not on Impossible Difficulty).<br />
|-<br />
|[[Image:The_Volunteer_(EU2012).jpg]] <br />
!<br />
=====The Volunteer=====<br />
|Make contact with the Ethereal hive mind.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:Flight_of_the_valkyries_(EU2012).jpg]] <br />
!<br />
=====Flight of the Valkyries=====<br />
|Complete a mission with an all female squad. Single player only.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|}<br />
<br />
<br />
===Slingshot===<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
!colspan=6 |The following five achievements require the [[Slingshot_DLC_(EU2012)|Slingshot DLC]].<br />
|-<br />
|[[Image:New_Friend_(EU2012).jpg]] <br />
!<br />
=====New Friend=====<br />
|Complete [[Low_Friends_(EU2012)|Friends in Low Places]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Bait_the_Hook_(EU2012).jpg]] <br />
!<br />
=====Bait the Hook=====<br />
|Complete [[CnfndLight_(EU2012)|Confounding Light]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:The_Bigger_They_Are_(EU2012).jpg]] <br />
!<br />
=====The Bigger They Are=====<br />
|Complete [[Gangplank_(EU2012)|Gangplank]].<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:Rising_Dragon_(EU2012).jpg]] <br />
!<br />
=====Rising Dragon=====<br />
|Take your new ally into the final challenge.<br />
| align="center" | 30 [[FIle:Gamescore.png]]<br />
| align="center" | Gold<br />
|[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]] must attend the final mission of the campaign (as opposed to the final mission of the Slingshot DLC), does not need to be The Volunteer. Make him more suitable for endgame by purchasing OTS's Iron Will before leveling him. Second Wave's "Hidden Potential" might also give him larger stat increases. <br />
|-<br />
|[[Image:All_Aboard_(EU2012).jpg]] <br />
!<br />
=====All Aboard!=====<br />
|Complete [[CnfndLight_(EU2012)|Confounding Light]] with three or more turns left.<br />
| align="center" | 30 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|Not all aliens need to be killed: simply place the 4 transmitters, and get 1 soldier into the train conductor's cabin.<br />
|-<br />
|}<br />
<br />
===Enemy Within DLC===<br />
<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
!colspan=6 |The following 30 achievements require the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].<br />
|-<br />
|[[Image:Anger Management (EU2012).jpg]]<br />
!<br />
====Anger Management====<br />
|Proc Combat Rush on the entire squad (min. 4)<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Have at least 1 soldier (easier with 2) with the Adrenal Neurosympathy genetic mod on a mission. 'Pheromones' have significant range, so no need to risk Grenade Bait formations; just be close enough to have all squad members to be affected.<br />
|-<br />
|[[Image:Rise of the Machines (EU2012).jpg]]<br />
!<br />
====Rise of the Machines====<br />
|Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Mutatis Mutandis (EU2012).jpg]]<br />
!<br />
====Mutatis Mutandis====<br />
|Field a squad where all members have at least two modifications (min. 4) and win the mission<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Mental Minefield (EU2012).jpg]]<br />
!<br />
====Mental Minefield====<br />
|Kill an enemy as it is psionically attacking you in single player<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Neural Feedback's base damage is 7, about double if your soldier wins the Will Save roll. Weaken the Sectoid Commander/Ethereal before it's turn.<br />
|-<br />
|[[Image:Tingling Sensation (EU2012).jpg]]<br />
!<br />
====Tingling Sensation====<br />
|Kill an unseen enemy detected by a specially modified soldier in single player<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| In battle, soldiers with Bioelectric Skin can detect enemies behind doors and walls and such. Use of high explosives (and hoping it's a low-HP alien) is the easiest way to get this.<br />
|-<br />
|[[Image:Steel Martyr (EU2012).jpg]]<br />
!<br />
====Steel Martyr====<br />
|Deploy three tactical subsystems on a single soldier in single player<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Fully upgrade a MEC unit's Power Armor<br />
|-<br />
|[[Image:Enemy Within (EU2012).jpg]]<br />
!<br />
====Enemy Within====<br />
|Get a Soldier to have 5 modifications in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Who Needs Limbs (EU2012).jpg]]<br />
!<br />
====Who Needs Limbs?====<br />
|Augment a soldier in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:A Little Bit Alien (EU2012).jpg]]<br />
!<br />
====A Little Bit Alien====<br />
|Modify a soldier in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Mind the Step (EU2012).jpg]]<br />
!<br />
====Mind the Step====<br />
|Jump two stories in one move in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Muscle Fiber Density Gen Mod<br />
|-<br />
|[[Image:Someone Your Own Size (EU2012).jpg]]<br />
!<br />
====Someone Your Own Size====<br />
|Kill a Muton Berserker in melee combat in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| MEC unit with Kinetic Punch<br />
|-<br />
|[[Image:The Meld Squad (EU2012).jpg]]<br />
!<br />
====The Meld Squad====<br />
|Field a fully enhanced squad and win the mission<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Gen Modded squad, at least one each. Essentialy the prereq to Mutatis Mutandis<br />
|-<br />
|[[Image:By Our Powers Combined (EU2012).jpg]]<br />
!<br />
====By Our Powers Combined====<br />
|Field a squad with 4 augmented soldiers, each with a different base ability and win the mission<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Requires 4 MEC soldiers who were originally one of each class. Can be done with Rise Of The Machines.<br />
|-<br />
|[[Image:Nice Cover (EU2012).jpg]]<br />
!<br />
====Nice Cover====<br />
|Use Collateral Damage to blow up a car in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Requires a MEC soldier<br />
|-<br />
|[[Image:Taking A Load Off (EU2012).jpg]]<br />
!<br />
====Taking A Load Off====<br />
|Stop a squad member from suffocating in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Shieldbuster (EU2012).jpg]]<br />
!<br />
====Shieldbuster====<br />
|Eliminate an enemy's shield and kill it on the same turn in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| <br />
|-<br />
|[[Image:Guardian of Earth (EU2012).jpg]]<br />
!<br />
====Guardian of Earth====<br />
|Designate a highly decorated soldier as the Volunteer<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Medals are acquired through missions. There seems to be a limit on how many medals can be acquired. Riskiest medal is the one that requires a soldier to die or be Critically Wounded. After the cap is reached, it seems no more are given.<br>Best way to obtain this Achievement is to save 1 of each medal until you have your PSI Soldier and then give him the 5 medals before making him the Volunteer.<br />
|-<br />
|[[Image:Pain in the Neck (EU2012).jpg]]<br />
!<br />
====Pain in the Neck====<br />
|Cause an enemy to suicide<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|This is done by successfully stunning an EXALT enemy using an Arc Thrower<br />
|-<br />
|[[Image:An Army Of Four (EU2012).jpg]]<br />
!<br />
====An Army Of Four====<br />
|Beat the game without buying a Squad Size upgrade (Classic+ difficulty)<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Solid Prospect (EU2012).jpg]]<br />
!<br />
====Solid Prospect====<br />
|Complete Deluge<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" |<br />
|Progeny (Slingshot type Council mission)<br />
|-<br />
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]]<br />
!<br />
====Ours are the Furies==== <br />
|Complete Furies<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Progeny (Slingshot type Council mission)<br>A landed Abductor in a snowy level: there is a unique command console in the middle room, just outside the bridge's door. Destroy or deactivate it.<br />
|-<br />
|[[Image:Remington (EU2012).jpg]]<br />
!<br />
====Remington… Max Remington====<br />
|Have your special-duty soldier kill three enemies in the same mission<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Flanking and grenades help, especially if, with Training Roulette, they're a pistol-carrying class with Grenadier (normally only Heavies). Tactical Rigging from the Foundry is also a big help. Having your full-kit soldiers soften targets is key.<br />
|-<br />
|[[Image:Elite Defense (EU2012).jpg]]<br />
!<br />
====Elite Defense====<br />
|Beat a new special mission without losing any assets<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:G’day (EU2012).jpg]]<br />
!<br />
====G’day====<br />
|Kill an elite enemy Sniper with one of your own snipers in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Elite Snipers will be carrying the EXALT version of the Laser Sniper Rifle<br />
|-<br />
|[[Image:Regenerate This (EU2012).jpg]]<br />
!<br />
====Regenerate This====<br />
|Kill an elite enemy Medic with explosive damage in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Elite Medics will be carrying the EXALT Laser Assault Rifle<br />
|-<br />
|[[Image:All Hands on Deck (EU2012).jpg]]<br />
!<br />
====All Hands on Deck====<br />
|Get at least 4 kills with XCOM Base Security personnel<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Base Security are in blue-tint armor. They're essentially Rookies, so beware Panic chains. Their Assault Rifles have a base damage of 4, so they're 1 point less useless than what you're saddled with in the first mission. The easiest way to get this is to get Tactical Rigging so they carry two frag grenades and throw them around liberally at low HP aliens.<br />
|-<br />
|[[Image:Apotheosis Denied (EU2012).jpg]]<br />
!<br />
====Apotheosis Denied====<br />
|Deal with the newest global threat<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| After "Where In The World", clear out the EXALT base<br />
|-<br />
|[[Image:They Shall Not Pass (EU2012).jpg]]<br />
!<br />
====They Shall Not Pass====<br />
|Eliminate all alien waves<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Base Defense<br />
|-<br />
|[[Image:Zom-B-Gone (EU2012).jpg]]<br />
!<br />
====Zom-B-Gone====<br />
|Eradicate the infestation<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Complete [[Site Recon (EU2012)|Site Recon]], aka "Operation: Run Like A Bitch"<br />
|-<br />
|[[Image:Where in The World (EU2012).jpg]]<br />
!<br />
====Where in the World====<br />
|Make certain of the new threat's location<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Either through Intelligence scans or in response to EXALT attacks (at the great risk of lost money, lost research, and Panic gains), sucessfully complete at least 3 covert operations to gain clues to open the chance to accuse a country of harboring the EXALT base. You can do more Covert ops untill all 15 other countries are deduced out (or savescum and go one by one)<br />
|}<br />
===Removed===<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
!colspan=6 |The following five achievements were removed from Steam 8th Jan 2013. Two of them have returned in the Enemy Within DLC with different names ('''Disaster Averted''' as '''Solid Prospect''' and '''Great Minds Think Alike''' as '''Ours Are The Furies''')<br />
|-<br />
|[[Image:No_Sweat_(EU2012).jpg]] <br />
!<br />
=====No Sweat=====<br />
|Complete Deluge without activating more than 2 valves.<br />
| align="center" | ???<br />
| align="center" | ???<br />
| Deluge in EW has a turn limit, due to it being on a damaged Dam: opening valves releases water, thus extending the time before it breaks. While possible to complete without opening any valves at all, it will not unlock the achievement, and thus, has truly been removed<br />
|-<br />
|[[Image:Saved_to_Savior_(EU2012).jpg]] <br />
!<br />
=====Saved to Savior=====<br />
|Have your newest ally volunteer for the most difficult duty.<br />
| align="center" | ???<br />
| align="center" | ???<br />
|The "newest ally" referred to was likely to've been called "Annette". Possibly an early name for Anna Sing? Icon and description suggest somthing like Zhang's Rising Dragon, except for "Annette" to be the Volunteer, specifically.<br />
|-<br />
|[[Image:Disaster_Averted_(EU2012).jpg]] <br />
!<br />
=====Disaster Averted=====<br />
|Complete Deluge.<br />
| align="center" | ???<br />
| align="center" | ???<br />
|<br />
|-<br />
|[[Image:The_Chase_Is_On_(EU2012).jpg]] <br />
!<br />
=====The Chase Is On=====<br />
|Complete Portent.<br />
| align="center" | ???<br />
| align="center" | ???<br />
| Replaced with the achievementless mission of finding/escorting the EXALT survivor of a damaged convoy<br />
|-<br />
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]] <br />
!<br />
=====Great Minds Think Alike=====<br />
|Complete Furies.<br />
| align="center" | ???<br />
| align="center" | ???<br />
|<br />
|}<br />
<br />
{{StyleEU2012}}<br />
[[Category: Enemy Unknown (2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Gene_Mods_(EU2012)&diff=56012Gene Mods (EU2012)2014-03-15T15:42:42Z<p>Oathbreaker: /* Mimetic Skin */</p>
<hr />
<div>[[Image:Custodiam (EU2012).png|right|100px|Translation: "To Change the Custodians"]]<br />
Gene Mods are unlocked after capturing [[Meld (EU2012)|Meld]] and finishing [[Research (EU2012)|research]] on the [[Meld Recombination (EU2012)|Meld Recombination]] project. It is also required to build the [[Genetics Lab (EU2012)|Genetics Lab]] before it is possible to apply any Gene Mods to your [[Soldiers (EU2012)|soldiers]].<br />
<br />
Gene Mods cost both credits (§) and Meld and be can applied to the following categories: Brain, Eyes, Chest, Skin, Legs, with 2 options available for each (and that can be swapped at a cost). <br />
<br clear="all"><br />
'''Gene Modding'''<br />
[[File:Gene Mods Soldier Icon (EU2012).png|right|Gene Mods Soldier Icon]]<br />
* Up to 3 soldiers (from Squaddie upwards) can be modded each time on the Genetics Labs and it takes 3 days for each individual mod, installing 5 on a soldier will take 15 days to complete.<br />
* Modded soldiers will have a specific icon, with their class icon superimposed over it (unless they are Rookies). <br />
* Modded [[Soldiers (EU2012)|soldiers]] have a different appearance than regular soldiers, with less [[Armor (EU2012)|armor]] plating being shown.<br />
<br clear="all"><br />
<noinclude><br />
==Genetics Lab Projects==<br />
===Brain===<br />
====Neural Damping====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|-<br />
| align="center" | '''Neural Damping'''<br> [[File:Neural Damping (EU2012).png|64px|Neural Damping]] || align="center" | [[Berserker Autopsy (EU2012)|Berserker Autopsy]] || align="center" |§35, 20 [[Meld (EU2012)|Meld]] ||[[File:Neural Damping Gene Mod (EU2012).png|32px|Neural Damping]] ''Confers +20 Will when defending against psi attacks, and immunity to panic. If the soldier is Mind Controlled, the control is cancelled, and the soldier is stunned for 1 turn instead.''<br />
|}<br />
<br />
* Good on soldiers with low will who spend a lot of time in the thick of it.<br />
* Also useful for units that may be able to demolish your unit from within, (such as Shotgun [[Assault (EU2012)|Assaults]] or [[Heavy (EU2012)|Heavies]] packing [[Blaster Launcher (EU2012)|Blaster Launchers]]) or for units that are tactically critical (such as whoever's packing the [[Arc Thrower (EU2012)|Arc Thrower]]).<br />
====Neural Feedback====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|-<br />
|align="center" | '''Neural Feedback'''<br> [[File:Neural Feedback (EU2012).png|64px|Neural Feedback]]|| align="center" | [[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]] || align="center" |§35, 10 [[Meld (EU2012)|Meld]] ||[[File:Neural Feedback Gene Mod (EU2012).png|32px|Neural Feedback]] ''Causes damage to psi attackers and puts all of their psi attacks on cooldown. Does not reduce the attacker's chance of success.''<br />
|}<br />
* The feedback response has a base damage of 1, and goes up by 1 per 10 will. May be a better long-term choice as a [[Squads (EU2012)#Squad Leader|Squad Leader]] with high Will & [[Officer Training School (EU2012)|Lead By Example]] will greatly assist in defending against Psi Attacks but still damage [[Ethereal (EU2012)|Ethereals]] and [[Sectoid Commander (EU2012)|Sectoid Commanders]]. It is also a cheaper use of Meld and [[Medals (EU2012)|medals]] can provide immunity to panic.<br />
===Eyes===<br />
====Hyper Reactive Pupils====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|- <br />
| align="center" | '''Hyper Reactive Pupils'''<br>[[File:Hyper Reactive Pupils (EU2012).png|64px|Hyper Reactive Pupils]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§15, 5 Meld ||[[File:Hyper Reactive Pupils Gene Mod (EU2012).png|32px|Hyper Reactive Pupils]] ''Confers +10 Aim to any shot after a miss.''<br />
|-<br />
|}<br />
* The bonus is generic and applies to your next shot, regardless of if you move or even if the shot is taken at the same alien that you missed the first time.<br />
* Best on soldier classes that you regularly put on [[Overwatch (EU2012)|Overwatch]]: if they miss on it, then their next shot benefits from this mod. <br />
* Also very useful for soldiers with abilities such as Bullet Swarm, Rapid Reaction, Double Tap, Sentinel or Rapid Fire.<br />
<br />
====Depth Perception====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|- <br />
| align="center" | '''Depth Perception'''<br>[[File:Depth Perception (EU2012).png|64px|Depth Perception]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§15, 5 [[Meld (EU2012)|Meld]] ||[[File:Depth Perception Gene Mod (EU2012).png|32px|left|Depth Perception]] ''Height Advantage confers an additional +5 Aim and 5+ critical chance''.<br />
|-<br />
|}<br />
* Best used in units that regularly use height advantage for shots, like [[Sniper (EU2012)|Snipers]].<br />
* On a Damn Good Ground Sniper, with [[Archangel Armor (EU2012)|Archangel Armor]], a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], and a few medals...<br />
===Heart===<br />
====Secondary Heart====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|- <br />
| align="center" | '''Secondary Heart'''<br>[[File:Secondary Heart (EU2012).png|64px|Secondary Heart]] || align="center" | [[Cyberdisc Autopsy (EU2012)|Cyberdisc Autopsy]] || align="center" |§75, 15 [[Meld (EU2012)|Meld]] ||[[File:Secondary Heart Gene Mod (EU2012).png|32px|Secondary Heart]] ''Causes soldiers to bleed out instead of dying the first time they go to zero health during a mission. The bleed out timer is extended for 2 turns. Prevents loss of will from critical wounds''.<br />
|}<br />
* Very useful for your [[Psionic (EU2012)|Psi]] Squad or for [[Assault (EU2012)|Assaults]] and other soldiers more prone to Critical Wounds. Does not activate following death via [[Chryssalid (EU2012)|Chryssalids]].<br />
====Adrenal Neurosympathy====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|- <br />
| align="center" | '''Adrenal Neurosympathy''' [[File:Adrenal Neurosympathy (EU2012).png|64px|Adrenal Neurosympathy]] || align="center" | [[Muton Autopsy (EU2012)|Muton Autopsy]] || align="center" |§10, 25 [[Meld (EU2012)|Meld]] ||[[File:Adrenal Neurosympathy Gene Mod (EU2012).png|32px|Adrenal Neurosympathy]] ''Overloads the soldiers adrenal glands: when a kill is confirmed the soldier emits pheromones that grant offensive benefits to all nearby squad mates. Cannot occur more than once on every 5 turns.''<br />
|-<br />
|}<br />
<br />
* Gives +10 Aim, +5 Critical Chance and undetermined extra [[Movement (EU2012)|movement]] points. <br />
* Combat Rush does not always trigger on soldiers in cover relative to the unit releasing the pheromones. (In other words, it works similarly to Needle Grenades).<br />
* You can nearly keep this bonus active during firefights if multiple soldiers have this mod, as it cannot occur more than once every 5 turns ''per soldier''. However, the bonus cannot "stack", so don't expect your squad to have more than one "Combat Rush" active.<br />
* Combat Rush also immediately removes panic from affected soldiers similar to Psi Inspiration.<br />
<br />
===Skin===<br />
====Bioelectric Skin====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|- <br />
| align="center" | '''Bioelectric Skin'''<br>[[File:Bioelectric Skin (EU2012).png|64px|Bioelectric Skin]] || align="center" | [[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] || align="center" |§35, 15 [[Meld (EU2012)|Meld]] ||[[File:Bioelectric Skin Gene Mod (EU2012).png|32px|Bioelectric Skin]] ''The soldier projects an electric skin from his or her skin, revealing but not alerting nearby enemies, and is immune to strangulation.''<br />
|-<br />
|}<br />
* Buy it against the [[Seeker (EU2012)|Seekers]], keep it so you'll know what's behind that door. Is "wall-piercing." In battle, Seekers drop their cloaking, and enemies that are out of Line of Sight show as distinct "electrical sphere" signals nearby.<br />
<br />
====Mimetic Skin====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|- <br />
| align="center" | '''Mimetic Skin'''<br>[[File:Mimetic Skin (EU2012).png|64px|Mimetic Skin]] || align="center" | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] || align="center" |§150, 65 [[Meld (EU2012)|Meld]] ||[[File:Mimetic Skin Gene Mod (EU2012).png|32px|Mimetic Skin]] ''Confers the ability to change skin pattern to match cover. When a soldier moves to high cover, enemies without special abilities will not target soldier. Does not work if any enemies have line of sight to the soldier's starting position. Leaving cover or firing will break this concealment.''<br />
|-<br />
|}<br />
<br />
* In practice: be out of Line of Sight of an enemy, then move to '''full''' [[Cover (EU2012)|cover]]: soldier will essentially switch to Ghost/Stealth mode before moving. Moving while concealed with any enemies within line of sight of that unit will reveal the soldier, regardless of what cover is moved to/from.<br />
*Soldiers with Low Profile can utilize Low Cover to conceal, making this ability all the more useful. Works great for high level Snap Shot [[Sniper (EU2012)|Snipers]]!<br />
* You ''cannot'' use [[Ghost Grenade (EU2012)|Ghost Grenade]] or [[Ghost Armor (EU2012)|Ghost Armor]]'s Stealth mode on a soldier with Mimetic Skin. However, you can, and probably still should equip it with Ghost Armor, at least for the move bonus and the Grapple.<br />
* Unlike Ghost Armor or Grenade, where the stealth effect wears off after a turn, a Mimetic Skin soldier will stay cloaked as long as the soldier doesn't leave cover in sight of an alien. This can be used to place a scout to keep an eye on a group of several aliens and then take your time bringing them down over several turns with Squad Sight Snipers or any other means. The disadvantage is that the scout can't move or engage any of the aliens without exposing themselves, meaning a reduction on your [[Squads (EU2012)|squad]]'s firepower.<br />
*Actions that do not drop stealth mode include:<br />
**Going into Overwatch (but ''firing'' an Overwatch shot will-- and since it'll be whichever alien moved first, his two buddies will be free to fire upon you<br />
**Tossing a Mimic Beacon (does not work on unactive alien squads)<br />
**Reloading the soldier's weapon<br />
**Applying a Medikit<br />
**Psi Inspiration<br />
<br />
*Note that [[Sectopod (EU2012)|Sectopods]] can remove stealth when scanning, and cover that is on fire can disappear, revealing the stealthed unit. There is also a bug (?) where an alien tries to move into or through the stealthed unit's square, which reveals the unit. See Steam screenshot at http://steamcommunity.com/sharedfiles/filedetails/?id=238289278<br />
<br />
===Legs===<br />
====Muscle Fiber Density====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|- <br />
| align="center" | '''Muscle Fiber Density'''<br>[[File:Muscle Fiber Density (EU2012).png|64px|Muscle Fiber Density]] || align="center" | [[Thin Man Autopsy (EU2012)|Thin Man Autopsy]] || align="center" |§60, 25 [[Meld (EU2012)|Meld]] ||[[File:Muscle Fiber Density Gene Mod (EU2012).png|32px|Muscle Fiber Density]] ''Confers superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.'' <br />
|-<br />
|}<br />
* Equally useful as the [[Skeleton Suit (EU2012)|Skeleton]]/[[Ghost Armor (EU2012)|Ghost Armor]]'s grapple, somewhat less than [[Archangel Armor (EU2012)|Archangel]]'s flight (except that there's no fuel cost). For late-game, most useful for anyone in [[Titan Armor (EU2012)|Titan armor]].<br />
* Not as useful as Adaptive Bone Marrow as most firefights are fought on somewhat equal elevations. However, a [[Covert Operative (EU2012)|Covert Operative]] can make best use as they move around maps to hack EXALT Comms, especially if paired with Mimetic Skin.<br />
====Adaptive Bone Marrow====<br />
{| class="wikitable" width="100%" <br />
|- <br />
! width="7%" align="center" | Name<br />
! width="7%" align="center" | Prerequisite <br />
! width="7%" align="center" | Cost<br />
! width="20%" align="center" | Description<br />
|- <br />
| align="center" |'''Adaptive Bone Marrow'''<br>[[File:Adaptive Bone Marrow (EU2012).png|64px|Adaptive Bone Marrow]] || align="center" | [[Meld Recombination (EU2012)|Meld Recombination]] || align="center" |§30, 15 [[Meld (EU2012)|Meld]] ||[[File:Adaptive Bone Marrow Gene Mod (EU2012).png|32px|Adaptive Bone Marrow]] ''Wound recovery time is reduced by 66%. Soldier regenerates 2 HP per turn up to the HP max without armor.''<br />
|-<br />
|}<br />
* Stacks with the [[OTS (EU2012)|OTS]]'s Rapid Recovery causing soldiers to recover even faster from injuries.<br />
* Pairs well with Secondary Heart to preserve your [[Psionic (EU2012)|Psi]] soldiers, and keep them out of the infirmary (or a least get them back out fast enough to not miss a mission).<br />
* Resolves at the end of the XCOM turn. So be careful with badly wounded units if dealing with robots or enemies on Overwatch.<br />
* To get the maximum use of this gene mod, wait until the soldier fully self regenerates before applying any [[Medikit (EU2012)|Medikit]] or [[MEC-2 Sentinel (EU2012)|Restorative Mist]] over him/her.<br />
<br />
==EXALT Gene Mods==<br />
[[EXALT (EU2012)|EXALT]] will also deploy the following Gene Mods on their Elite soldiers, some of them unique. <br />
* [[File:Depth Perception Gene Mod (EU2012).png|32px|Depth Perception]] '''Depth Perception''' - ''Height Advantage confers an additional +5 Aim and 5+ critical chance.'' <br />
** Used by [[EXALT Elite Sniper (EU2012)|Elite Snipers]], same Gene Mod as described above. <br />
* [[File:Iron Skin Gene Mod (EU2012).png|32px|Iron Skin]] '''Iron Skin''' - ''All damage taken is reduced by 25%.''<br />
** Used by [[EXALT Elite Heavy (EU2012)|Elite Heavies]]<br />
* [[File:Adrenaline Surge Gene Mod (EU2012).png|32px|Adrenaline Surge]] '''Adrenaline Surge''' - ''Confers +10 Aim and +10% critical chance.''<br />
**Used by [[EXALT Elite Operative (EU2012)|Elite Operatives]], activates when the Operative is wounded.<br />
* [[File:Regen Pheromones Gene Mod (EU2012).png|32px|Regen Pheromones]] '''Regen Pheromones''' - ''This unit and all nearby allies are healed for 1 health each turn.''<br />
**Used by [[EXALT Elite Medic (EU2012)|Elite Medics]].<br />
**Will affect XCOM troopers if you Mind Control these units.<br />
<br><br />
<br />
<gallery widths=300px heights=200px perrow=6><br />
File:Gene Mods (EU2012).png|Gene Mods<br />
File:Gene Modded Soldier (EU2012).png|Modded Soldier<br />
</gallery><br />
<br clear="all"><br />
<br />
==See Also==<br />
{{XCOM Units (EU2012)}}<br />
<br clear="all"><br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=EXALT_Base_Raid_(EU2012)&diff=56010EXALT Base Raid (EU2012)2014-03-15T15:26:05Z<p>Oathbreaker: </p>
<hr />
<div>{{Ref Open | title = Mission Briefing & Objectives }}<br />
[[Image:Exalt Base Raid (EU2012).png|300px|right|Exalt Base Raid]]<br />
Under your direction, our covert ops section has located the EXALT base. It is hidden in plain sight, atop a skyscraper. Knock it out to deal a decisive blow to EXALT.<br />
*Gain entry to the EXALT facility<br />
*Eliminate all EXALT elements<br />
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}<br />
<br />
'''Notes'''<br />
*The EXALT base is in a large cubic map, in an office/residence atop a Skyscraper. You are dropped off near a Helipad. Inside consists of a foyer, that splits to a library/sitting room and a sparse Situation Room (where [[Annette_Durand_(EU2012)|Annette's]] photo is visible) (rooms and floor plan are symmetrical), and to a large sunken central room (with surrounding high hallways) with EXALT's own bootleg Hologlobe.<br />
**There are paths that reach around on the outside of the bulding, on the perimiter and the roof, but are quite out of the way to access, and no EXALT member are hidden out there.<br />
*Expect several squads of EXALT Elite units inside:<br />
**A Squad lies in wait in the Library, and another in the Situation room; either one may have a third.<br />
**Another squad is in the 'hallway' that opens up into EXALT's Mission Control/Hologlobe room.<br />
**In the pit to the right of the Hologlobe, you may find another squad, who will often attempt to stay hidden by taking cover flush against the wall.<br />
**Finally, what will often be the last squad will be across the room from the Hologlobe; this squad includes an Elite Heavy who seems particularly eager to fire off his rocket.<br />
**There are no airdropped EXALT squads.<br />
*Overhead images of the base can be found at [[EXALT HQ Assault (EU2012)|EXALT HQ Assault]] map page.<br />
<br><br />
<noinclude><br />
<br />
EXALT's base is a lesson in extravagance: paintings and sculptures, luxurious furniture, wines, and large fur rugs (who's size suggests there are tigers and zebras about 10 feet long, shoulder to hip). As satisfying as it is to 'thank' EXALT for all the trouble they've given you by smashing everything, there are many unique artifacts that fetch a fair price on the Grey Market (or you can hold on to as a memento). However, given the actually fairly sparse skeleton crew of EXALT operatives (including the lack of air-dropped backup), and the scattered papers abound; it's evident that EXALT was aware of your approach, and had only just recently abandoned their base. Indeed, in front of the crimson Hologlobe sits a Big Daddy's Chair™ near a heavy seal on the floor (which could hide, for example, an escape shaft), but no sign of the one who sat there: you must have just missed him.<br />
<br />
With their base compromised, and their computer data in your hands, EXALT is as good as dead-- at least in this form. But with their leadership still possibly on the loose: only time will tell if, or when, they will again make themselves known.<br />
<br />
[[Category:Enemy Unknown (2012)]]<br />
[[Category:Missions (EU2012)]]<br />
[[Category:Enemy Within DLC (EU2012)]]<br />
[[Category: EXALT (EU2012)]]<br />
{{EXALT (EU2012)}}<br />
{{Template:Maps Navbar (EU2012)}}<br />
</noinclude></div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=EXALT_Base_Raid_(EU2012)&diff=56009EXALT Base Raid (EU2012)2014-03-15T15:24:24Z<p>Oathbreaker: </p>
<hr />
<div>{{Ref Open | title = Mission Briefing & Objectives }}<br />
[[Image:Exalt Base Raid (EU2012).png|300px|right|Exalt Base Raid]]<br />
Under your direction, our covert ops section has located the EXALT base. It is hidden in plain sight, atop a skyscraper. Knock it out to deal a decisive blow to EXALT.<br />
*Gain entry to the EXALT facility<br />
*Eliminate all EXALT elements<br />
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}<br />
<br />
'''Notes'''<br />
*The EXALT base is in a large cubic map, in an office/residence atop a Skyscraper. You are dropped off near a Helipad. Inside consists of a foyer, that splits to a library/sitting room and a sparse Situation Room (where [[Annette_Durand_(EU2012)|Annete's]] photo is visible) (rooms and floor plan are symmetrical), and to a large sunken central room (with surrounding high hallways) with EXALT's own bootleg Hologlobe.<br />
**There are paths that reach around on the outside of the bulding, on the perimiter and the roof, but are quite out of the way to access, and no EXALT member are hidden out there.<br />
*Expect several squads of EXALT Elite units inside:<br />
**A Squad lies in wait in the Library, and another in the Situation room; either one may have a third.<br />
**Another squad is in the 'hallway' that opens up into EXALT's Mission Control/Hologlobe room.<br />
**In the pit to the right of the Hologlobe, you may find another squad, who will often attempt to stay hidden by taking cover flush against the wall.<br />
**Finally, what will often be the last squad will be across the room from the Hologlobe; this squad includes an Elite Heavy who seems particularly eager to fire off his rocket.<br />
**There are no airdropped EXALT squads.<br />
*Overhead images of the base can be found at [[EXALT HQ Assault (EU2012)|EXALT HQ Assault]] map page.<br />
<br><br />
<noinclude><br />
<br />
EXALT's base is a lesson in extravagance: paintings and sculptures, luxurious furniture, wines, and large fur rugs (who's size suggests there are tigers and zebras about 10 feet long, shoulder to hip). As satisfying as it is to 'thank' EXALT for all the trouble they've given you by smashing everything, there are many unique artifacts that fetch a fair price on the Grey Market (or you can hold on to as a memento). However, given the actually fairly sparse skeleton crew of EXALT operatives (including the lack of air-dropped backup), and the scattered papers abound; it's evident that EXALT was aware of your approach, and had only just recently abandoned their base. Indeed, in front of the crimson Hologlobe sits a Big Daddy's Chair™ near a heavy seal on the floor (which could hide, for example, an escape shaft), but no sign of the one who sat there: you must have just missed him.<br />
<br />
With their base compromised, and their computer data in your hands, EXALT is as good as dead-- at least in this form. But with their leadership still possibly on the loose: only time will tell if, or when, they will again make themselves known.<br />
<br />
[[Category:Enemy Unknown (2012)]]<br />
[[Category:Missions (EU2012)]]<br />
[[Category:Enemy Within DLC (EU2012)]]<br />
[[Category: EXALT (EU2012)]]<br />
{{EXALT (EU2012)}}<br />
{{Template:Maps Navbar (EU2012)}}<br />
</noinclude></div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Progeny_(EU2012)&diff=56008Progeny (EU2012)2014-03-15T15:17:52Z<p>Oathbreaker: </p>
<hr />
<div>[[Image:Annette (EU2012).png|right|300px|Annette on the Security Breach trailer]]<br />
<br />
Operation Progeny is a new campaign on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] (EW) consisting of 3 linked [[The Council (EU2012)|Council]] missions, similar to the previous [[Slingshot DLC (EU2012)|Slingshot]] campaign. Like Slingshot, Progeny is optional and can be toggled on/off when choosing the game options at start. <br />
<br />
Progeny was created to be released as the 2nd planned standalone [[DLC (EU2012)|DLC]] for XCOM: Enemy Unknown but its release was cancelled after a general less than positive response to Slingshot and Firaxis decided instead to include it on EW. Thus, the narrative has suffered some changes from the original version to fit with the additions brought by EW to the XCOM universe, namely the [[EXALT (EU2012)|EXALT]] and the [[XCOM Base Defense (EU2012)|Base Defense]] missions.<br />
<br />
The campaign consists of 3 missions, called [[Portent (EU2012)|Portent]], [[Deluge (EU2012)|Deluge]] and [[Furies (EU2012)|Furies]] and revolves about a new French character, [[Annette Durand (EU2012)|Annette Durand]], which has a special power that makes her a target of interest for XCOM, the [[Alien Life Forms (EU2012)|Aliens]] and EXALT. <br />
<br />
The first mission, Portent takes place in April and the following missions, Deluge and Furies will only happen after the [[Storyline Missions (EU2012)#Assault Alien Base|Alien Base Assault]] and [[XCOM Base Defense (EU2012)|XCOM Base Defense]] missions are completed. According to [[Vahlen (EU2012)|Dr. Vahlen]], Annette is the reason behind the assault the [[XCOM HQ (EU2012)|XCOM HQ]] since the aliens managed to use her [[Psionic (EU2012)|psionic]] powers to mass control XCOM personnel and allow the raid to happen.<br />
<br />
After Deluge is completed, Annette will become an XCOM [[Soldiers (EU2012)|soldier]] at the Barracks, with a random class and the rank of Sergeant. Successfully completing Furies can also give you up to 3 additional soldiers, all at Lieutenant rank and gifted if psionically [[Psi Lab (EU2012)|tested]].<br />
<br />
*Note: Annette and [[Shaojie Zhang (EU2012)|Shaojie Zhang]] are the only two playable characters with unique voiceovers during combat, and may be worth taking for this reason alone.<br />
<br />
As part of EW's expanded storyline, Progeny's missions are not essential, but they add to the overall story of the fight against EXALT and the alien collective, while Slingshot is it's own side plot. However, [[Progeny (EU2012)|Progeny's]] missions are not as profitable. For a better comparison of both campaigns check [[Missions (EU2012)#Progeny vs. Slingshot|Progeny vs. Slingshot]].<br />
<noinclude><br />
{{Template:Maps Navbar (EU2012)}}<br />
<br />
[[Category:Enemy Unknown (2012)]]<br />
[[Category:Missions (EU2012)]]<br />
[[Category:Progeny (EU2012)]]<br />
[[Category:Enemy Within DLC (EU2012)]]<br />
</noinclude></div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Progeny_(EU2012)&diff=56007Progeny (EU2012)2014-03-15T15:17:05Z<p>Oathbreaker: </p>
<hr />
<div>[[Image:Annette (EU2012).png|right|300px|Annette on the Security Breach trailer]]<br />
<br />
Operation Progeny is a new campaign on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] (EW) consisting of 3 linked [[The Council (EU2012)|Council]] missions, similar to the previous [[Slingshot DLC (EU2012)|Slingshot]] campaign. Like Slingshot, Progeny is optional and can be toggled on/off when choosing the game options at start. <br />
<br />
Progeny was created to be released as the 2nd planned standalone [[DLC (EU2012)|DLC]] for XCOM: Enemy Unknown but its release was cancelled after a general less than positive response to Slingshot and Firaxis decided instead to include it on EW. Thus, the narrative has suffered some changes from the original version to fit with the additions brought by EW to the XCOM universe, namely the [[EXALT (EU2012)|EXALT]] and the [[XCOM Base Defense (EU2012)|Base Defense]] missions.<br />
<br />
The campaign consists of 3 missions, called [[Portent (EU2012)|Portent]], [[Deluge (EU2012)|Deluge]] and [[Furies (EU2012)|Furies]] and revolves about a new French character, [[Annette Durand (EU2012)|Annette Durand]], which has a special power that makes her a target of interest for XCOM, the [[Alien Life Forms (EU2012)|Aliens]] and EXALT. <br />
<br />
The first mission, Portent takes place in April and the following missions, Deluge and Furies will only happen after the [[Storyline Missions (EU2012)#Assault Alien Base|Alien Base Assault]] and [[XCOM Base Defense (EU2012)|XCOM Base Defense]] missions are completed. According to [[Vahlen (EU2012)|Dr. Vahlen]], Annette is the reason behind the assault the [[XCOM HQ (EU2012)|XCOM HQ]] since the aliens managed to use her [[Psionic (EU2012)|psionic]] powers to mass control XCOM personnel and allow the raid to happen.<br />
<br />
After Deluge is completed, Annette will become an XCOM [[Soldiers (EU2012)|soldier]] at the Barracks, with a random class and the rank of Sergeant. Successfully completing Furies can also give you up to 3 additional soldiers, all at Lieutenant rank and gifted if psionically [[Psi Lab (EU2012)|tested]].<br />
<br />
*Note: Annette and [[Shaojie Zhang]] are the only two playable characters with unique voiceovers during combat, and may be worth taking for this reason alone.<br />
<br />
As part of EW's expanded storyline, Progeny's missions are not essential, but they add to the overall story of the fight against EXALT and the alien collective, while Slingshot is it's own side plot. However, [[Progeny (EU2012)|Progeny's]] missions are not as profitable. For a better comparison of both campaigns check [[Missions (EU2012)#Progeny vs. Slingshot|Progeny vs. Slingshot]].<br />
<noinclude><br />
{{Template:Maps Navbar (EU2012)}}<br />
<br />
[[Category:Enemy Unknown (2012)]]<br />
[[Category:Missions (EU2012)]]<br />
[[Category:Progeny (EU2012)]]<br />
[[Category:Enemy Within DLC (EU2012)]]<br />
</noinclude></div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Alien_Objectives_(EU2012)&diff=56005Alien Objectives (EU2012)2014-03-15T13:06:58Z<p>Oathbreaker: /* The Aliens Plan */ ur</p>
<hr />
<div>==The Aliens Plan==<br />
[[File:Temple Ship Elder 1 (EU2012).png|right|300px]]<br />
The data brought back from the [[Storyline Missions (EU2012)#Assault Temple Ship|Temple Ship]] mission contains all of what is known about the aliens intentions regarding Earth and humankind. While it is certain that the aliens wanted to test humanity for its combat and [[Psionic (EU2012)|psionic]] potential, none is known about their final purpose behind their experimentation. Below is a transcription of the telepathic messages sent by the [[Uber Ethereal (EU2012)|Uber Ethereal]], as reported back by the [[Volunteer (EU2012)|Volunteer]] to HQ during the last mission. <br />
<br />
'''Psi Candidate Chosen''' <br />
*"At long last... YOU have succeeded... where WE have failed."<br />
<br />
'''Intro Temple Ship 01'''<br />
*"You hear our voice, New One, now listen well..."<br />
<br />
'''Intro Temple Ship 02'''<br />
*"The Gift is more than just power- it is THE power - to reach beyond the boundaries of your physical form. If you are to control it, you must embrace it."<br />
<br />
'''Intro Temple Ship 03'''<br />
*"Long have we watched... and waited. So many promising subjects, so many failed efforts. And now, after untold trials, the new one emerges to face the rigors of our collective... An enduring physical form, paired with an equally adept mental capacity - the rarest of traits, finally within our grasp."<br />
<br />
'''1st Rift Used By Volunteer'''<br />
*"It is as we had hoped... the New One has surpassed all that have come before... and with such great confidence... so skilled with the Gift."<br />
<br />
'''Temple Ship 1st Soldier Killed'''<br />
*"The New One's kin falls, and our fear grows, as we question the worthiness of our selection..."<br />
[[File:Temple Ship Elder 2 (EU2012).png|right|300px]]<br />
'''Soldier Killed 01'''<br />
*"Another of the favored brood falls... as does our confidence - the failures of the past should be no threat... to that which will become... the future."<br />
<br />
'''Soldier Killed 02'''<br />
*"Weakness... we did not expect this ... weakness... another of the new breed fails to pass..."<br />
<br />
'''Soldier Killed 03'''<br />
*"Were we... mistaken... Could be this be another failure in the face of such promise? How can the New One's pack fall to these... lesser beings..."<br />
<br />
'''Soldier Killed 04'''<br />
*"What end is this... so close to success, and yet they fall... they continue to fall..."<br />
<br />
'''Soldier Killed 05'''<br />
*"And so it has come to pass... our highest hope, our closest match, and still they join a long line of failures..."<br />
<br />
'''Sectoids'''<br />
*"The New One faces the earliest effort of the Ethereal Ones, the first... failure. Though possessed of a certain... brilliance... they are marred by their cowardice and frailty... which made them cruel... and ultimately useless."<br />
<br />
'''Cyberdiscs'''<br />
*"Another attempt, this one inspired. Two subjects, each with a glaring weakness - brought together in the hopes of a symbiotic strength. And yet, this newfound power left them devoid of higher thought, lacking in comprehension. Another... useless effort."<br />
<br />
''' Temple Ship 1st Room Cleared'''<br />
*"Long was our search... and now... with success so close at hand... we witness the fruits of our endeavor..."<br />
<br />
[[File:Temple Ship Elder 3 (EU2012).png|right|300px]]<br />
<br />
'''Floaters'''<br />
*"The new one faces a great foe, and an equally great... disappointment. When their organic form failed to evolve... it was given the strength of a machine, creating this... merciless, fearless, killer... A fate worse than death."<br />
<br />
'''Chryssalids'''<br />
*"A curious endeavor... the search for the Gift in the most... unsavory of beings. They were little more than insects when their uplift began... and in their failure, became the most dangerous of predators... incapable of direction, understanding, they were deemed fit only to breed and die."<br />
<br />
'''Temple Ship 2nd Room Cleared'''<br />
*"The new one continues to surge... to prove that this was the worthy path, that we were justified in our efforts. This will bring about our redemption, and usher in our future..."<br />
<br />
'''Thin Man'''<br />
*"A valiant effort... A being of intelligence and exceptional loyalty, easily adapted to serve our needs. Still, despite such great hopes... They were unable to embrace the Gift... Another wasted example."<br />
<br />
'''Mutons'''<br />
*"Now... The New One confronts a greater threat - a rare strength, found in an easily controlled breed. And yet, they are incapable of brilliance, of independence... they will never be more than primitive warriors... serving only to fight, and die, as did those who came before them."<br />
<br />
'''Sectopods'''<br />
*"An artificial warrior... created to supplement the limitations of the many... failures. Crafted with a singular purpose... it ultimately contributes little to our cause. Still, there is hope, as the New One approaches..."<br />
<br />
[[File:Temple Ship Elder 4 (EU2012).png|right|300px]]<br />
'''Temple Ship 3rd Room Cleared'''<br />
*"When the others sought to enslave these races, we moved to uplift them, to create perfection where none was found."<br />
<br />
'''Entering Final Chamber'''<br />
*"The New One approaches... the ultimate disappointment... So strong in the Gift they became... their physical form decayed... and yet they failed... to break free of its confines... their uplift... incomplete."<br />
<br />
'''Temple Ethereals'''<br />
*"The hunt draws to a close. It was not a vain undertaking... but a necessity, as our physical form has grown... ineffective. Our search for the perfect specimen was driven by our own crippling limitation, and now, at long last..."<br />
<br />
'''The Temple Ship_01'''<br />
*"Behold the greatest failure... of the Ethereal Ones... We who failed to ascend as they thought we would."<br />
<br />
'''The Temple Ship 02'''<br />
*"We who were cast out. We who were doomed to feed on the Gift of lesser beings... as we sought to uplift them... to prepare them... for what lies ahead."<br />
<br />
[[File:Temple Ship Elder 5 (EU2012).png|right|300px]]<br />
<br />
'''1st Ethereal Killed'''<br />
*"This is not your path! Not your purpose! You need our guidance to hone this power... without us, what are you?"<br />
<br />
'''Ultimate Ethereal Wounded<br />
*"No! This is not the way! So much time, so many failures, and now? Our greatest success... Our only success... We failed to grasp the consequences..."<br />
<br />
'''Ultimate Ethereal Near Death'''<br />
*"The search... the trials... this is how it ends... our question answered... but the New One and his kin... are doomed... without our guiding hand..."<br />
<br><br />
<br />
====Sources (Game Files)====<br />
* StrategyMiscWaveData.INT<br />
* TaticalMiscWaveData.INT<br />
* TentpoleWaveData.INT<br />
<br><br />
{{Aliens (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Sniper_(EU2012)&diff=55964Sniper (EU2012)2014-03-05T19:37:42Z<p>Oathbreaker: /* Abilities */</p>
<hr />
<div>[[File:SNIPERS (EU2012).png|thumb|480px|Sniper Squad]][[File: CLASS SNIPER.png|right|frame|64px|Sniper]]<br />
<br />
A class able to inflict massive long range damage on enemy targets from a position of safety. They are good at inflicting [[Critical Hits (EU2012)|critical hits]], and can augment the chances further with their special '''Headshot''' ability. Special training can allow the sniper to provide long range cover fire, disarm enemies or reconnaissance. The drawback being a Sniper can't move and shoot except with the '''Snap Shot''' talent.<br />
<br />
:'''Primary Weapon:''' [[Sniper Rifle (EU2012)|Sniper Rifle]], [[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]] or [[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]. <br />
:'''Secondary Weapon:''' [[Pistol (EU2012)|Pistol]], [[Laser Pistol (EU2012)|Laser Pistol]] or [[Plasma Pistol (EU2012)|Plasma Pistol]]. <br />
<br />
The Sniper relies heavily on positioning, favourable terrain and the cooperation of squad mates to locate their marks. The Sniper is otherwise a poor close range combatant. Rank promotions will give Snipers the biggest increase in [[Aim (EU2012)|Aim]] when compared to the other [[Classes (EU2012)|classes]] (+40 points total). Their drawback is that upon reaching Colonel rank a Sniper will also receive less 1 Health Point than any of the other classes (+3 total) but the same Will (+14 total) <br />
<br />
==== Abilities ====<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank<br />
! width="60%" align="center" colspan="4"| Ability<br />
<br />
|- align="center" <br />
! rowspan="1" | [[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie'''<br />
| colspan="3" | [[File:SNIPER HEADSHOT.png|32px|center]]'''Headshot''' <br/> ''Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown.''<br />
|- align="center"<br />
! rowspan="1" | [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''<br />
| width="30%" | [[File:SNIPER SNAPSHOT.png|32px|center]]'''Snap Shot''' <br/> ''Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.''<br />
| width="30%" | [[File:SNIPER SQUADSIGHT.png|32px|center]]'''Squad Sight''' <br/> ''Allows firing at targets in any ally's sight radius.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''Allows firing at targets in any ally's sight radius, but these targets cannot be critically hit unless using Headshot.''<br />
|- align="center"<br />
! rowspan="1" | [[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant'''<br />
| width="30%" | [[File:SNIPER GUNSLINGER.png|32px|center]]'''Gunslinger''' <br/> ''Confers 2 bonus damage with pistols.''<br />
| width="30%" | [[File:SNIPER_DGG.png|32px|center]]'''Damn Good Ground''' <br/> ''+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.'' (including while flying)<br />
|- align="center"<br />
! rowspan="1" | [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant''' <br />
| width="30%" | [[File:SNIPER DISABLINGSHOT.png|32px|center]]'''Disabling Shot''' <br/> ''Allows the Sniper to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown.'' (-10 Aim, reduced Damage)<br />
| width="30%" | [[File:SNIPER BATTLESCANNER.png|32px|center]]'''Battle Scanner''' <br/> ''Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.''<br />
|- align="center"<br />
! rowspan="1" | [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain'''<br />
| width="30%" | [[File:SNIPER EXECUTIONER.png|32px|center]]'''Executioner''' <br/> ''+10% Aim against targets with less than 50% Health.''<br />
| width="30%" | [[File:SNIPER OPPORTUNIST.png|32px|center]]'''Opportunist''' <br/> ''Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.''<br />
|- align="center"<br />
! rowspan="1" | [[File:RANK MAJOR.png|32px]]<br/>'''Major'''<br />
| colspan="3" | [[File:SNIPER_LOWPROFILE.png|32px|center]]'''Low Profile''' <br/> ''Makes partial cover count as full.''<br />
|- align="center"<br />
! rowspan="1" | [[File:RANK COLONEL.png|32px]]<br/>'''Colonel'''<br />
| width="30%" | [[File:SNIPER_ITZ.png|32px|center]]'''In The Zone''' <br/>'' Killing a flanked or uncovered target with the sniper rifle does not cost an action.'' (applies only once to Pistols)<br />
| width="30%" | [[File:SNIPER_DOUBLETAP.png|32px|center]]'''Double Tap''' <br/> ''Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown.'' (Can't be used with ''Snap Shot'')<br />
|}<br />
<br />
==== Tips & Trix ====<br />
<br />
* Sniper Rifles suffer an aim penalty when targeting enemies in close quarters, making the pistol more useful than on other classes.<br />
* '''Snap Shot''' or '''Squad Sight''', makes for two completely different play styles of snipers. Plan your build ahead.<br />
* '''Squad Sight''' still requires free line of sight from the sniper to the target.<br />
* '''Damn Good Ground''' is best combined with an [[Armor (EU2012)|armor]] with flight or a grapple hook. <br />
* '''Battle Scanner''' is often more useful on '''Snap Shot''' snipers, due to its limited range.<br/>It can also be thrown through [[UFOs (EU2012)|UFO]] doors.<br />
* '''Gunslinger''' with Foundry [[Foundry_(EU2012)#Improved_Pistol_I| Pistol upgrades]] puts pistols on par with most Rifles.<br />
* '''Disabling Shot''' is useful for captures or to disable high damage targets and mind controlled soldiers.<br />
<br />
<br />
<noinclude><br />
<!-- everything after here won't be included on the classes summary page --><br />
<br />
==Tactical Advice==<br />
The Sniper works exactly as you would expect: long range, high damage, low mobility engagement. Depending on the level and your position, a Sniper will either be an unstoppable murder engine snuffing out at least one enemy every round, or he'll spend most of the time running around useless trying to get a line of sight. Building a sniper revolves around managing their killing power while stationary versus their complete lack of it while on the move. Despite this, there are a number of no-brainer choices in their ability tree, greatly limiting the viable customization.<br />
<br />
===Abilities===<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK CORPORAL.png|30px]] '''Corporal'''<br />
|[[File:SNIPER SNAPSHOT.png|32px]] '''Snap Shot vs. Squad Sight''' [[File:SNIPER SQUADSIGHT.png|32px]]<br />
|}<br />
'''Snap Shot''' is a future investment. It is designed to help the Sniper contribute on maps in which obtaining line of sight is difficult. However, the accuracy penalty drops the Sniper's [[Aim (EU2012)|Aim]] from the best in the game to noticeably worse than both Assaults and Supports and sniper rifles suffer from an additional Aim penalty in close quarters. However this can be compensated later by other Sniper abilities ('''Damn Good Ground''', '''Executioner''') and equipment ([[Archangel Armor (EU2012)|Archangel]]/[[Ghost Armor (EU2012)|Ghost]] armors) to turn the Snap Shot Sniper into a mobile flying/stealth Marksman that will be very effective at midrange fights (around 10 game tiles). '''In The Zone''' will further turn it into a killing machine, by allowing it to move and kill outflanked targets without using any action.<br />
<br />
On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] the Aim penalty after moving has been reduced from -20 to -10, making it more attractive. <br />
<br />
'''Squad Sight''' is the ability that allows your Sniper to actually snipe like the [[X-COM|original game]]. In short, a soldier's ability to target enemies relies on the range of his weapon (100, or 66 game tiles for Sniper Rifles), having line of sight to the target, and being within vision range of the target (27, or 18 game tiles). Squad Sight removes the last requirement, allowing the rest of your squad to spot for your sniper as he relaxes three-quarters of the level away. Squad Sight allows you to make use of high ground more effectively (further amplifying your killing power), cover your [[Squads (EU2012)|squad]] as they advance, and actually hit anything, ever. Snipers that are not in vision range can not be attacked, making this ability an amazing boost to both offense and defense. <br />
<br />
On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], this ability has been changed and only Headshots can cause [[Critical Hits (EU2012)|Critical Hits]]. <br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK SERGEANT.png|30px]] '''Sergeant'''<br />
|[[File:SNIPER GUNSLINGER.png|32px]] '''Gunslinger vs. Damn Good Ground''' [[File:SNIPER_DGG.png|32px]]<br />
|}<br />
<br />
'''Damn Good Ground''' rewards you for parking on high ground and blasting away, which is what you want to be doing anyway. This helps the Sniper as your go-to for getting rid of a high priority target, and partially makes up for the fact that you are generally shooting into cover. You should be shooting from high ground more often than you shoot your pistol, and Damn Good Ground accentuates that. Both Snipers will get a ton of mileage out of Damn Good Ground. Once you research [[Archangel Armor (EU2012)|Archangel Armor]], getting the benefit of DGG becomes very easy, making it a good pick late game.<br />
<br />
'''Gunslinger''' is the ability you want if you need a Sniper that can scoot and shoot. The boost to pistols is mostly effective to help snipers survive [[Floater (EU2012)|Floater]] and [[Thin Man (EU2012)|Thin Men]] overflanking moves. You won't be a force to be reckoned with in close range, but you'll contribute. Gunslinger is a little redundant for Snapshot Snipers, and becomes more so as abilities and promotions make up for the aim penalty. For Squadsight Snipers, Gunslinger will make the sniper more useful in situations demanding lots of movement, or where drawing line of sight is difficult, like larger [[UFOs (EU2012)|UFOs]]. Gunslinger is significantly less useful for psionic snipers, since they can use Mind Fray on most occasions where they would use a pistol. Finally, Gunslinger combined with Double Tap and [[Foundry (EU2012)#Improved Pistol III|Improved Pistol III]] turns your Sniper into a unit that can fire with better Aim and deal more damage with a [[Plasma Pistol (EU2012)|Plasma Pistol]] at all ranges (6 base damage for each shot, or 12 combined damage), than a Support with a [[Plasma Rifle (EU2012)|Plasma Rifle]] (7 base damage). <br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK LIEUTENANT.png|30px]] '''Lieutenant'''<br />
|[[File:SNIPER DISABLINGSHOT.png|32px]] '''Disabling Shot vs. Battle Scanner''' [[File:SNIPER BATTLESCANNER.png|32px]]<br />
|}<br />
<br />
'''Disabling Shot''' is a nice option for when blowing a hole out the back of a target's head isn't an option. This ability is useful if you have a dangerous target you're not confident you can kill this turn ([[Cyberdisc (EU2012)|Cyberdisc]]s and [[Sectopod (EU2012)|Sectopod]]s), if you're going for a capture, or to neutralize a mind controlled friendly. There is a small Aim penalty (-10) attached to this shot, and the attack does reduced damage; if going for a capture, make sure you don't accidentally kill the target.<br><br />
'''Note:''' Disabling shot is the only thing you have that can prevent your mind controlled troops from flattening your non-mind controlled ones, short of killing them first; if killing the mind controller is not an option.<br />
* NOTE: Disabling Shot does '''not''' take effect until the end of your turn. If you use this ability on an alien in Overwatch, it will still fire on you if you move in its line of sight during the same turn. This is a bug.<br />
<br />
'''Battle Scanner''' is the best scouting tool in the game this side of [[Ghost Armor (EU2012)|Ghost Armor]]. Giving it to a Snap Shot sniper turns it into a scout/sniper unit. Scanning does not trigger enemies to take cover, so you can use this to get the jump on a pack of aliens, either landing a rocket in them while they're bunched up, or getting a free sniper shot on one out of cover. Its limited range means that the Sniper will not be in range to use it on open maps where he's miles away from his team, but a Sniper with Squad Sight can use it and it can be very useful in close quarters, especially with melee enemies afoot. Battle Scanners can be thrown through alien doors, making them handy in [[UFOs (EU2012)|UFOs]]. On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] be careful through since this action will open the UFO door. <br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK CAPTAIN.png|30px]] '''Captain'''<br />
|[[File:SNIPER EXECUTIONER.png|32px]] '''Executioner vs. Opportunist''' [[File:SNIPER OPPORTUNIST.png|32px]]<br />
|}<br />
<br />
'''Executioner''' is nice when a wounded enemy absolutely needs to die, but there are two things to consider. First, the bonus itself is fairly minor on a class that already has great Aim but it can very useful for a Snap Shot sniper to deliver the killing blow. Second, snipers are generally able to kill most ordinary targets in one shot, which will keep the trigger condition from being relevant much of the time. When fighting very high hit-point enemies such as [[Sectopod (EU2012)|Sectopods]], 50% of such an enemy's health amounts to quite a significant chunk of health. As the random number generator can be fickle at times, pushing your to-hit rate up to 100% against a major enemy is never a bad thing.<br />
<br />
'''Opportunist''' improves your ability to cover the rest of the squad during [[Overwatch (EU2012)|Overwatch]], helping mostly when aliens decide to patrol into your team blindly. With the range on Sniper Rifles, this ends up being a nice bit of coverage. Enemies triggering Overwatch are frequently in the open, partially reducing the need for this, but it's still an improved chance to save you time during your actual turn. The biggest sell for Opportunist is that your Sniper's Overwatch shots can now score critical hits: with a Plasma Sniper Rifle on hand, pretty much any aliens, even [[Muton Elite (EU2012)|Muton Elites]], that wander into view during Alien Activity are often dead on arrival, or at least severely wounded. If you go for two Snipers with Opportunist, try to place them with different lines of sight, so that they're less likely to waste a shot shooting at the same alien. <br />
<br />
On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], Opportunist is indirectly nerfed on Squad Sight Snipers due to the fact that Squad Sight shots can no longer score critical hits.<br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK COLONEL.png|30px]] '''Colonel'''<br />
|[[File:SNIPER_ITZ.png|32px]] '''In the Zone vs. Double Tap''' [[File:SNIPER_DOUBLETAP.png|32px]]<br />
|}<br />
<br />
'''In The Zone''' offers unmatched offensive potential in the right conditions. Snapshot snipers, if armed with Ghost Armor, can sneak behind a squad of entrenched enemies and picked them off on the next turn. Squad Sight snipers will rarely flank an enemy, so will need to focus on exposed targets. Aliens that can't take cover - [[Chryssalid (EU2012)|Chryssalids]], [[Zombie (EU2012)|Zombies]], [[Drone (EU2012)|Drones]], [[Cyberdisc (EU2012)|Cyberdiscs]], [[Berserker (EU2012)|Muton Berserkers]], [[Sectopod (EU2012)|Sectopods]], and [[Ethereal (EU2012)|Ethereals]] - and flying units (treated as exposed for the purposes of In The Zone) will be your primary targets. In the event that you kill an exposed alien with an Overwatch shot, you'll get another non-move action next turn. Finally, squad mates can assist the sniper by blowing away cover with [[Rocket Launcher (EU2012)|rockets]] or grenades. Note: In The Zone can be triggered with a pistol, but only once per turn.<br />
<br />
'''Double Tap''' is both powerful and broadly applicable. For comparison, this is Rapid Fire (Assault) without an aim penalty, and the ability to re-target. You will never ever regret having it. If you took Snap Shot, keep in mind that the second shot suffers -20 Aim penalty (due to a bug) and you can't Double Tap after moving.<br />
<br />
===Equipment===<br />
'''Weapon:''' You can technically get by for a little while without upgrading your sniper rifles thanks to their good damage, high critical rate, and Headshot. However, a Sniper that can't kill targets in a single shot is not a very good asset to the [[Squads (EU2012)|squad]], so you will want to keep up with tech here. Snipers also benefit from pistols much more than other [[Classes (EU2012)|classes]], give them your best for those turns that they can't sit still or cannot fire their main weapon.<br />
<br />
'''Armor:''' The best defense is a good offense. The second best defense is being too damn far away. Snipers have both of these, so you generally don't need to prioritize armor. [[Skeleton Suit (EU2012)|Skeleton Suit]] will help get you to a good position, and the defense bonus stacks nicely with Low Profile. [[Archangel Armor (EU2012)|Archangel]] is your go-to for the end game. A case for [[Ghost Armor (EU2012)|Ghost Armor]] can be made for Snap Shot Snipers with In The Zone, as it will allow your Sniper to get into position with far less hassle. However, Ghost Armor can be expensive, and there are a couple other classes which should get the Ghost Armor first, so plan accordingly.<br />
<br />
'''Item:''' Snipers generally get the most benefit from equipping a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] as it augments their already high accuracy and critical rate. If you're finding their normal aim progression to be sufficient, you may want to arm items that mitigate the Snipers' close combat weakness such as a [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]] or [[Chitin Plating (EU2012)|Chitin Plating]]. Alternately, arm equipment to provide additional functionality such as an [[Arc Thrower (EU2012)|Arc Thrower]] for capture, grenades for anti-cover, or another [[Medikit (EU2012)|Medikit]] to prevent poison attacks from [[Thin Man (EU2012)|Thin Men]].<br />
<br />
===Gene Mods===<br />
For the Sniper, [[Gene Mods (EU2012)|Gene Mods]] are focused on, like everything else with the Sniper, Squad Sight or Snap Shot.<br />
<br />
'''Brain'''<br />
For the Brain, Snapshot Snipers can go either way, depending on the base Will of the soldier. Lower Will Snipers will want Neural Dampening, while higher can go with Feedback. Squad Sight Snipers are the same, but the Brain is much lower priority since they are less likely to be in the line of fire.<br />
<br />
'''Eyes'''<br />
For Squad Sight Snipers, Depth Perception will make you feel less guilty about taking Gunslinger instead of Damn Good Ground while Hyper Reactive Pupils will see very little benefit. For Snapshot, either will work fine. As with Brain, priority here should go to Snapshot rather than Squad Sight.<br />
<br />
'''Chest'''<br />
You can never go wrong with Secondary Heart for either one. Squad Sight Snipers will get little benefit from Adrenal Neurosympathy since they usually aren't in the middle of the squad, while Snap Shot will enjoy the benefit. Once again, priority should go to Snap Shot first than Squad Sight.<br />
<br />
'''Skin'''<br />
Bioelectric Skin is a must for Squad Sight Snipers. It's not uncommon to leave them far behind the rest of the Squad and the last thing you need is a [[Seeker (EU2012)|Seeker]] popping up and saying "Hi!" to your Squad Sight Sniper when the rest of the Squad is embroiled in a fierce firefight on the other side of the map. Mimetic Skin will help Snapshot Snipers out on those turns they can sit still. Squad Sight Snipers are of higher priority for Skin than Snapshots are.<br />
<br />
'''Legs'''<br />
Muscle Fiber Density will really help either Sniper get into a good position easier, while Adaptive Bone Marrow will help make up for the Sniper's inherent squishyness. Either will work and there really is no priority, though you may want to get Adaptive Bone Marrow on Snapshots faster since they're more likely to be in the thick of things.<br />
<br />
===Summary===<br />
All-around designed for long-range combat, one of the [[Making The Game Harder (EU2012)|making the game harder]] suggestions is simply "Never choose Squad Sight." A Sniper with Squad Sight and Damn Good Ground, flying high with Archangel Armor (an additional Defense bonus on top of DGG, for the rare time an enemy does get in range) and equipped with an upgraded Scope can pretty much ignore whatever [[Cover (EU2012)|cover]] aliens may have, and with Double Tap, one sniper fights like two soldiers, and two full snipers may seem like overkill. With Disabling Shot, the second shot can be used to simultaneously soften and disarm aliens for other solders to kill and level up with. With Opportunist, any alien that moves out of cover is almost a guaranteed kill. Watch your ammo levels, though.<br />
<br />
With a six-member [[Squads (EU2012)|squad]], and the [[UFOs (EU2012)|UFOs]] and many levels having a degree of symmetry, a regular tactic is to send two 3-member squads on each path (a sniper with each, taking back positions), which keeps any aliens on the other path from flanking around: a well-positioned sniper will reach out and help with front-line combat, and should shoot first for any frisky aliens who try to rush through, like [[Chryssalid (EU2012)|Chryssalids]] (who fall easily to a Headshot even from the basic Sniper Rifle), rather than leaving the front-line troops move-less in attacking, or having them fall back to defend, leaving a gap for any more aliens to rush through. With that in mind, both Floater species are perhaps the biggest threat to snipers: their frequently-used Launch ability is utilized to flank your rearmost soldier, which will often be your Sniper. Your mid-range fighters being close enough to provide backup, or another Squad Sight sniper, and having them cover one another, is the best defense against this. <br />
<br />
An excellent late game tactic involves two Squad Sight Snipers (and at least one with Opportunist), and a forward soldier with [[Ghost Armor (EU2012)|Ghost Armor]]: the ghosting soldier "recons" for the Snipers, and finds a 3-member squad of aliens, inactive and out of cover. The Sniper with Opportunist goes into Overwatch. Then the other sniper fires, killing the first alien. Activating the squad makes the aliens go into cover, triggering the overwatching sniper, which will have equal aim, probably also killing another alien. Lastly, the cloaked soldier takes their shot, at 100% critical chance, possibly finishing off the squad.<br />
<br />
A [[Psionic (EU2012)|Psionic]] Sniper is generally hard to train in open terrain situations, as you will not have the tendency to have them up front to attack with Mind Fray, though it is a valuable alternative to the pistol in the event of a Floater jump. "Psi Panic" has similar limitations when outdoors, and Telekinetic Field probably won't have the range to cover your front-line soldiers, who would benefit the most from it. Psi Inspiration can be used as a kind of support, boosting other psi soldiers before sending them forward to Fray/Panic/MC. Lastly, Mind Control is an excellent auxiliary move for any aliens that happen to flank the sniper.<br />
<br />
'''[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] Supplemental:'''<br />
<br />
For the existing classes, most changes went into Snipers, from long-distance Squad Sight only getting [[Critical Hits (EU2012)|critical hits]] if Headshot is used, to Snap Shot having only a -10 penalty, easily negligible by [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], certain [[Medals (EU2012)|Medals]], and Gene Mods effects. Essentially, while you find they may not hit as hard anymore (in the case of a Squad Sight Opportunist no longer mowing down alien squads halfway across the planet), they can be set up to rarely, if ever, miss- especially with certain [[Second Wave (EU2012)|Second Wave]] options active giving +100 Aim scores. With Training Roulette, Squad Sight and Snap Shot are still chosen at the second leveling, and Disabling Shot and Double Tap remain, as well. You may get something useful, like HEAT Ammo, or something absurd (but still useful) like [[Suppression (EU2012)|Suppression]] (with a bolt-action rifle, think about that for a second), or somewhat useless, like Grenadier. <br />
<br />
With that: [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] unlocking a second item leaves an open question for Snipers, of what exactly else to carry. Most players will not have their Snipers near the front line, so grenades aren't more than a holdout weapon for launching [[Floater (EU2012)|Floaters]] (when the [[Plasma Pistol (EU2012)|Plasma Pistol]] and Mindfray are better options than [[Alien Grenade (EU2012)|Alien Grenade]] or [[Flashbang Grenade (EU2012)|Flashbang Grenades]]). If you find them regularly troubled by [[Seeker (EU2012)|Seekers]], the [[Respirator Implant (EU2012)|Respirator Implant]] is the obvious choice, while slapping [[Chitin Plating (EU2012)|Chitin Plating]] on them is good for the +4 HP, but the melee effect probably won't be a regular thing for them, especially for those flying safe in [[Archangel Armor (EU2012)|Archangel Armor]].<br />
<br />
The first inventory slot you will probably still keep Scopes on.<br />
<br />
==See Also==<br />
{{XCOM Units (EU2012)}}<br />
[[Category: Soldiers (EU2012)]]<br />
[[Category: Enemy Unknown (2012)]]<br />
</noinclude></div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Second_Wave_(EU2012)&diff=55963Second Wave (EU2012)2014-03-05T02:00:18Z<p>Oathbreaker: /* Normal Victory Unlocks */</p>
<hr />
<div>[[Image:The_second_wave.png|350px|right]]Second Wave is a game mode enabled with the fourth patch released for [[Enemy_Unknown_(EU2012)|XCOM: Enemy Unknown]]. '''Second Wave''' was initially unavailable to most players, but was partially accessible to modders who unlocked it manually through manipulation of the game's code. The developers subsequently prepared the full content for release with the help of modders who had discovered how to activate it and had tested its features, according to Jake Solomon.<br />
Second Wave adds advanced gameplay options to increase the difficulty and randomness of the game, described below. The options are unlocked as the player wins on advanced [[Difficulty (EU2012)|Difficulty Levels]].<br />
<br />
== Second Wave Options ==<br />
'''Damage Roulette''' - [[Weapons (EU2012)|Weapons]] have a much wider range of damage.<br />
* Does not apply to explosives.<br />
* Random damage range varies between 1 and the weapons' base damage + 50% (rounded down), a critical hit adds the base damage value to the previously calculated random damage. Example: an [[Assault Rifle (EU2012)|Assault Rifle]] with a 3 damage stat can deal up to 1-4 damage or 4-7 critical damage. <br />
'''New Economy''' - The funding offered by individual [[The Council (EU2012)|Council]] members is randomized.<br />
<br />
'''Not Created Equally''' - Rookies will have random starting stats.<br />
* Range of Will: 25~59 (normal 40), values will vary by increments of 2 to the lower 25 limit.<br />
* Range of Aim: 50~80 (normal 65), varies in increments of +5. Note that this is one way to make the Heavy class more useful in the endgame, at the expense of having to hire, screen and fire a lot of soldiers after getting the OTS New Guy perk.<br />
* Range of [[Movement (EU2012)|Movement]]: 11~14 (normally 12), 1/3 chance of getting 11, 1/3 chance for 12, 1/6 chance for 13, 1/6 chance for 14 movement.<br />
* All soldiers will have the same Health Points, value is defined by the difficulty level. <br />
'''Hidden Potential''' - As a [[Soldiers (EU2012)|Soldier]] is promoted, their stats will increase randomly.<br />
* HP: Heavy has 60% chance per level of +1 HP, all other classes have 50%.<br />
* Will: same increase as without Hidden Potential (variable between 2 to 6). With [[OTS_(EU2012)|OTS]]'s Iron Will, all [[Classes (EU2012)|classes]] can gain up to 13 Will per rank.<br />
* Aim score raises depend on the soldier's class:<br />
** [[Sniper (EU2012)|Sniper]]: 3-9<br />
** [[Support (EU2012)|Support]]: 2-6<br />
** [[Assault (EU2012)|Assault]]: 1-5<br />
** [[MEC_Trooper_(EU2012)|MEC Trooper]]: 1-5<br />
** [[Heavy (EU2012)|Heavy]]: 0-2<br />
**[[Movement (EU2012)|Movement]]: Heavy has 10% chance of +1 move per rank gained, all other classes have 20%.<br />
* To manipulate this option to make soldiers with very high stats; save before the last action of a mission, and check the scores in the mission results screen of anyone who does gain a rank, and reload until you get the desired stats. Keeping some sort of logbook to write these down is ideal.<br />
:* These values are taken from Nexusmods [http://wiki.tesnexus.com/index.php/DefaultGameCore.ini_settings_-_XCOM:EU_2012#Soldier.2FNPC_UNIT_Balance_Mods wiki]<br />
<br />
=== Normal Victory Unlocks===<br />
'''Red Fog''' - Any wounds taken in combat will degrade a soldier's stats for that mission.<br />
* -15 Aim with light wound (only extra Health Points from armor removed), -30 with heavy wound (soldier HPs).<br />
* Even 1 point of damage is considered as light wound, even though that HP is from [[Armor (EU2012)|armor]].<br />
* Movement is impaired by wounds too.<br />
* Debuff is not cured with [[Medikit (EU2012)|Medikit]] heal.<br />
'''Absolutely Critical''' - A flanking shot will guarantee a [[Chance to Hit (EU2012)|critical hit]].<br />
* Shots to flanked or exposed target has +100% crit chance, rather than +50%.<br />
* Hardened target has -100% chance to hit by critical, rather than -60%.<br />
** So it negates +100% from exposed penalty, but still 10% higher chance to be critically hit than normal. (where they has 60% - 50% = 10% resistance to crits.)<br />
* UNCONFIRMED - Does not affect aliens.<br />
'''The Greater Good''' - The secret of [[Psionic (EU2012)|psionics]] can only be learned by interrogating a psionic [[Alien Life Forms (EU2012)|alien]].<br />
* You'll need to capture either a [[Sectoid Commander (EU2012)|Sectoid Commander]] or an [[Ethereal (EU2012)|Ethereal]].<br />
'''Marathon''' - The game takes considerably longer to complete.<br />
* This option perhaps brings the most change to overall gameplay, as [[Storyline (EU2012)|storyline]] progression is affected directly by the changes to [[Research (EU2012)|research]] time and [[XCOM Headquarters (EU2012)|facility]] construction.<br />
* Time for Research: x3.<br />
* Time for facilities building: x2 (i.e.: A [[Satellite Uplink (EU2012)|Satellite Uplink]] now takes 28 days).<br />
* Cost of building items and facilities: x2 (including advanced materials such as Alien Alloys or Elerium).<br />
* You may want to try Marathon in Easy or Normal mode, as you'll need the additional funds (and the free [[Satellite (EU2012)|satellite]]) to be able to manage Panic (doing so in Impossible with Marathon is very very hard: you might not be able to compensate fast enough with Abductions raising panic). <br />
* Days in [[Infirmary (EU2012)|Infirmary]]: x2.<br />
* Marathon don't work if tutorial is activated.<br />
* Item requirements for researches, [[Foundry (EU2012)|Foundry]] upgrades, cost of [[Soldiers (EU2012)|soldiers]], [[Hangar (EU2012)|interceptor]] costs, [[Officer Training School (EU2012)|OTS]] upgrade costs remains the same. For example, satellites still take 20 days to build.<br />
** This actually makes a strong case for making [[XCOM Headquarters (EU2012)|XCOM HQ]] in South America, as instant early interrogations to reduce other research times may put you ahead of the game. Or, if lucky with credits, in Europe, and building [[Laboratory (EU2012)|laboratories]] to also reduce time.<br />
* Alien progress is slowed after April. For example, first [[Muton (EU2012)|Mutons]] and Abductor UFOs show up in June, rather than May. [[Floater (EU2012)|Floaters]] and Large Scouts will still appear in the second month. For more details see [[Alien Deployment (EU2012)#Species Deployment|Species Deployment]].<br />
** In effect: [[Storyline (EU2012)|Storyline]] progression is greatly slowed, both on XCOM's end, as well as that of the [[Alien Life Forms (EU2012)|Aliens]]. But, as the experience requirements to level your soldiers remains the same, this means that you may end up with Colonels before you even see a Muton; the higher-level Abilities giving you a combative edge against the stronger aliens that appear later.<br />
** With the [[Slingshot DLC (EU2012)|Slingshot DLC]] making a Muton capture in the 2nd month plausible, it's possible to get a massive lead on Plasma weaponry - if you focus Abduction/Council rewards on Scientists.<br />
<br />
=== Classic Victory Unlocks===<br />
'''Results Driven''' - A country will offer less funding as its panic increases.<br />
* Funding is cut by 20% from countries with level 4 panic, 40% when it's level 5.<br />
'''High Stakes''' - The rewards granted for stopping alien abductions are randomized.<br />
* This means the number of engineers or scientists (2 to 6) and amount of credits (about 100 to 300) you get is randomized. You can see the rewards before launching the [[Missions (EU2012)|mission]].<br />
'''Diminishing Returns''' - The cost of [[Satellite (EU2012)|satellites]] increases with every one that is built.<br />
* This also increases engineer requirements for satellites.:* Cost goes up when you complete satellites, so try to make multiple satellites at once to save money.<br />
* Satellite build time is decreased.<br />
'''More Than Human''' - The [[Psionic (EU2012)|psionic]] gift is extremely rare.<br />
* You'll automatically gain one amongst the first 6 [[Soldiers (EU2012)|soldiers]] tested on the [[Psionic Lab (EU2012)| Psionic Lab]]. However, after the 1st Psionic soldier the odds of getting a 2nd or 3rd will be very low. <br />
<br />
=== Impossible Victory Unlocks ===<br />
'''Total Loss''' - Lose all gear from [[Soldiers (EU2012)|soldiers]] who die in combat.<br />
* Applies to any [[Weapons (EU2012)|weapons]], [[Equipment (EU2012)#Portable Equipment|equipment]] or [[Armor (EU2012)|Armor]] that the soldier was carrying during the mission.<br />
'''War Weariness''' - Overall [[The Council (EU2012)|funding]] levels drop inexorably with every month that passes.<br />
* With enough time, funding levels will reach zero, leaving only the [[Gray Market (EU2012)|Gray Market]] and [[Missions (EU2012)|missions]] to raise credits. <br />
'''E-115''' - [[Elerium (EU2012)|Elerium]] stores will degrade over time.<br />
* Elerium has half-life of 15 days, which means you lose approx. 4.52% of Elerium stock per day. (or 1% per approx. 5 hrs and 13 mins.)<br />
'''Alternate Sources''' - The power requirements of all facilities are increased.<br />
* Power cost of all facilities are doubled. [[XCOM Headquarters (EU2012)|Base]] power (30 on classic) is doubled too, but Power Generators make same power.<br />
<br />
==[[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] Options==<br />
[[File:Second Wave EW (EU2012).png|right|350px|Enemy Within Second Wave options]]<br />
<br />
'''Training Roulette''' - Randomize all [[Classes (EU2012)|class]] abilities sets. You may have [[Heavy (EU2012)|Heavies]] with Lightning Reflexes and Opportunist. Does not affect base class abilities, nor abilities that require specific weapons (ex. Shredder Rocket). Is not confined to ranks, so a Corporal could get Low Profile or Sentinel.<br />
* Does not affect Psi or MEC abilities.<br />
* For more details see [[Training Roulette (EU2012)|Training Roulette]].<br />
<br />
'''Save Scum''' – Saving a game will reset the RNG seed for the shots.<br />
<br />
'''Aiming Angles''' – The closer you come to [[Flanking (EU2012)|flanking]] an enemy the more their cover bonus declines.<br />
<br />
=== Normal Victory Unlocks ===<br />
'''Mind Hates Matter''' - Genetically modified soldiers cannot undergo psi testing; gifted soldiers can never receive genetic modification.<br />
<br />
===Classic Victory Unlocks ===<br />
'''Itchy Trigger Tentacle''' - Non-cover aliens with ranged attack ([[Mechtoid (EU2012)|Mechtoid]], [[Cyberdisc (EU2012)|Cyberdisc]], [[Drone (EU2012)|Drone]], [[Sectopod (EU2012)|Sectopod]], and [[Ethereal (EU2012)|Ethereal]]) have a 50% chance of firing at your [[Soldiers (EU2012)|soldiers]] on sight.<br />
<br />
==See Also==<br />
* [[Difficulty (EU2012)|Difficulty Levels]]<br />
<br />
[[Category: Enemy Unknown (2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Gangplank_(EU2012)&diff=55939Gangplank (EU2012)2014-02-28T22:05:11Z<p>Oathbreaker: /* Warning Order */</p>
<hr />
<div>== Description ==<br />
Gangplank is a Council [[Missions_(EU2012)|mission]]. This mission will be available sometime after the player completes the mission [[Confounding_Light_(EU2012)|Confounding Light]]. Like all Council Missions, the mission is initiated by the player being contacted by [[The_Council_(EU2012)|The Council]]. <br />
<br />
'''Mission Objectives:'''<br />
*Destroy or disable all the ship's power conduits (6 total).<br />
*Eliminate all alien defenders.<br />
<br />
== Start ==<br />
[[File:Gangplank01.png|center|300px]]<br />
== Tactics ==<br />
This mission takes place inside an airborne [[Alien_Life_Forms_(EU2012)|Alien]] [[UFOs_(EU2012)#Battleship|Battleship]] which means the map layout is nearly identical to that of Battleships that can be encountered on [[Missions_(EU2012)#UFO_Crash_Site|UFO Crash Site]] or [[Missions_(EU2012)#UFO_Landing_Site|UFO Landing Site]] missions but with the unique exceptions of the six power conduits placed inside and the Chinese cityscape that can be seen passing below this Battleship. Additionally, the map "ends" shortly before the door to the bridge, so the large room before it is actually the final room of the level, as well as there being a few more of those "elevator beams" around the ship.<br />
<br />
The alien forces encountered in this mission consist primarily of [[Thin_Man_(EU2012)|Thin Men]] who are present on the map at the start of the mission, and who will drop into the map as the squad advances. Additionally [[Sectoid (EU2012)|Sectoids]] and [[Chryssalid_(EU2012)|Chryssalids]] are encountered as the mission progresses; near the end of battleship you will meet a [[Cyberdisc_(EU2012)|Cyberdisc]] and a [[Muton_(EU2012)|Muton]].<br />
<br />
The power conduits can be deactivated, similar to the Power Nodes in bomb disposal missions (there is no time limit, so feel free to take your time), or can simply be blown up (no penalty of lost Elerium or damaged Generators if you do so, but an insignifcant notch less of Alloys for each destroyed conduit). Plus the Cyberdisc; grenades (particulary Alien Grenades from any captured Mutons in the previous Slingshot mission), and a Heavy, especially with HEAT, are recommended. As this mission can appear as early as the second month, Zhang himself would be suitable.<br />
<br />
== Warning Order ==<br />
<br />
* Low Profile is disproportionately useful on this mission, due to the extent of low cover available in high places. Same with Damn Good Ground and associated elevation-bonus abilities/medals.<br />
* You will face a Cyberdisc that doesn't mind patrolling through a door. It will not have any Drones with it.<br />
* If you do not have Laser weapons yet, it may be worth your while to bring Reaper rounds and/or SCOPEs, or Squadsight sniper(s) or very accurate Heavy soldiers.<br />
* Due to the lack of a time limit, you should start each movement up with full magazines and in good supporting positions.<br />
* If you don't wish to save after each successful engagement on Classic/Impossible, you need to have a very high understanding of how line of sight and cover rules work. This is due to the large amount of elevated terrain in the form of small platforms etc.<br />
<br />
== End ==<br />
[[File:Gangplank02.png|center|300px]]<br />
=== Reward ===<br />
[[File:Gangplank03.png|left|300px]]<br />
<br clear="all"><br />
Additionally, completing the mission awards the player with the "The Bigger They Are" [[Achievements_(EU2012)|Achievement]].<br />
<br />
== Notes ==<br />
* This mission will happen not too long after the [[CnfndLight_(EU2012)|Confounding Light]] mission (if both of the earlier Slingshot missions were completed the first time around, this will be in the second month). The biggest danger will be how under-equipped your soldiers will be, particular against that Cyberdisc, however you can put this mission off for as long as you deem necessary as the council will offer it to you every few days, this can allow for wounded soldiers to be returned to active duty, or allow you to collect money to pay for your more powerful weapons.<br />
**You can no longer put this mission off as of the Enemy Within Expansion<br />
* You will receive two Fusion Cores from the battleship: while you could research the Blaster Launcher and Fusion Lance weapons this early, the Research Times required for them make it unfeasable. Considering that the Lance can only be installed on the Firestorm, and high HP enemies that would call for a Heavy with the Launcher won't appear for a few months, and that so much else should have priority for research, it's better to sell one Core, and save the other for when you've got the time for it. If you're playing with Marathon enabled, don't sell any of the Fusion Cores because you'll need two to build each Blaster Launcher. <br />
* Additional spoils include a massive supply of Elerium, Alloys, Computers, and Power Sources. As you will problably have much more than you can actually use at this point, you probably should sell some portion of these, keeping XCOM funded for quite some time (base excavation and facilities, for example, would be a good expenditure this early in the game, as [[XCOM_Base_Location_(EU2012)#Europe|most facilities]] have a constant price throughout the game). Anything you do sell you will probably make up from regular UFO Assaults by the time you have anything to use them for.<br />
<br />
==See Also==<br />
* [[Slingshot_DLC_(EU2012)|Slingshot DLC]]<br />
* [[Gangplank Map (EU2012)|Gangplank (Map)]]<br />
<br />
<br clear="all"><br />
{{Template:Maps Navbar (EU2012)}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Missions (EU2012)]]<br />
[[Category: Slingshot DLC (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=55930Classic Ironman An Army Of Four (EU2012)2014-02-27T17:11:10Z<p>Oathbreaker: /* Satellite Strategy 1st month */</p>
<hr />
<div>==Preparations==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is only available with the Enemy Within DLC. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
Operation Progeny gives extra loot, experience and several guaranteed psi-soldiers.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes re-rolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes soldier skills more unpredictable but the game exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Re-rolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Re-rolling a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== Knowledge ===<br />
<br />
It is imperative that the player is fully cognizant of various bugs and intricate quirks of the game. For example, Improved Pistol 1 and 2 are known not to have an effect as of January 2014, other than possibly Imp Pistol 1 (and 3) for a Covert Operative. Some escort missions, the first two Operation Progeny missions and the [[Confounding Light (EU2012)|Confounding Light]] Slingshot mission can be absolute murder unless you remember where and what triggers when the aliens drop in. A simple thing like forgetting that an alien does not trigger Overwatch fire when it moves 'into' a square, only when it moves 'out of' a square (including dropping in from above, and the Floater's Launch ability) can easily turn a simple situation into a life-and-death struggle.<br />
<br />
Africa is generally seen as the easiest starting continent, as it makes the first months slightly more forgiving.<br />
<br />
== Satellite Strategy 1st month ==<br />
<br />
For further discussion see [[Survival Guide (EU2012)|Survival Guide]].<br />
<br />
*Day 1 - Excavate ($10, 5d, space for Workshop); <br />
*Days 4-7 - Abduction Site (+4 engineers, for Workshop), occasionally there is an early Council mission;<br />
*Days 7 - Workshop ($130, 10d), excavate ($10, 5d, space for Power Generator);<br />
*Day 8 - If the first Abduction Site comes too late to get a Workshop-to-Uplink chain first month, then your options are to reroll or have the rest of the game play a step harder.<br />
*Days 7-13 - Small Scout UFO. If you let the first UFO go, you get a Medium Scout UFO. This likely but not always means you only have money from the first mission to purchase Satellites with the first month, but you'll have a lot more cash and kills at the end of the month. Unfortunately, the average time between Small initial and follow-up Medium is ~4-5 days, so if you're looking for that perfect first month with a Medium UFO in time to buy Satellites by Day 11, you will reroll ''a lot''.<br />
*Day 11 - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1). If there was no Council Mission or you didn't down a UFO by now, your options are to reroll or persevere. Approximate 10% probability.<br />
*Day 12 - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*Day 17 - Satellite Uplink ($100, 14d);<br />
*...<br />
*Day 31 - Launch satellites for maximum cash with an eye to getting the South American continent bonus as soon as possible. Council Report<br />
<br />
*Second Month: Remember, there is one less day in April than March, meaning the Workshop has to be up by Day 6 (unless you have enough Engineers for Uplink), all Satellites be bought by Day 10, Power by Day 11, Satellite Uplink by Day 16 etc. This month is ideal for letting Small UFOs go in peace.<br />
<br />
== Research Order ==<br />
<br />
Genetic modification for Mimetic Skin quickly makes things so much easier it's silly, and can dramatically improve the odds of one experienced and modded squad leader being able to help 80-Aim rookies through their first mission or two in the middle game. Be aware that the Close Combat Specialist with Mimetic Skin is in for a surprise, while the soldier with Low Profile and Mimetic Skin is nearly always invisible. Bioelectric Skin in comparison is only needed on one single soldier. How much you want to abuse Mimetic Skin is up to you.<br />
<br />
Alien Containment and the Arc Thrower dramatically cut down on research times with the South American continent bonus.<br />
<br />
Carapace Armour dramatically improves soldier survivability.<br />
<br />
== Gearing ==<br />
<br />
Laser Rifles are generally cheap and quickly gotten, ideal for your Support and Assault classes.<br />
<br />
One MediKit will generally suffice, but with a four-person squad you will find that a dedicated medic is a must, with either the Deep Pockets or Field Medic abilities.<br />
<br />
S.C.O.P.E.s tend to be extremely useful on all but Assault class soldiers, given that with only four soldiers you simply cannot afford to miss shots.<br />
<br />
Tactical Rigging is a nearly game-breaking change that dramatically simplifies gearing choices and makes your squad much more durable and powerful.<br />
<br />
The Mimic Beacon can often save one of your soldiers from an otherwise certain death. Other items are generally not needed for the extremely careful player, and will delay more satellites early on.<br />
<br />
== Tactics ==<br />
<br />
Retreat from contact and make sure that the aliens take hits from your Overwatch soldiers. Pulling a new pod of aliens before you're done with the current pull can quickly doom your squad, and a few dead soldiers or one aborted mission immediately makes all following missions harder. That said, quickly killing a new pull can often minimize the risk faced.<br />
<br />
Terror Missions generally demand extremely conservative, cold-hearted play. Going for perfect rescues is not recommended, the risk is simply too great. More zombies also give more experience, unfortunately.<br />
<br />
Many missions benefit from abusing the AI's focus on the last/nearest enemy seen. This means that many waves on the Base Defense mission or the second Slingshot mission can be delayed by one single soldier with Mimetic Skin popping in and out of sight.<br />
<br />
== Sectopods ==<br />
<br />
Plan for this, or you will find yourself accidentally taking down the Overseer UFO early on, without sufficient firepower to overcome the new Reinforced Armour ability in one single turn, meaning your four soldiers will take heavy damage over multiple turns. It may be worth delaying this fight until you are absolutely certain you have a way to deal with the Sectopod. The alternative is a long game of hide-and-seek with dubious prospects in a very dangerous unknowable tactical situation.<br />
<br />
== Known Difficult Missions ==<br />
<br />
First Council Mission - the Sectoids on the far side become very simple to take out with a Squadsight sniper. If you lose personnel here, consider rerolling.<br />
<br />
Base Defense - you need to know the order of the waves. Do not summarily dismiss an early Heavy squaddie with Aim score of 52, as they can be useful as a reinforcement here.<br />
<br />
Confounding Light - Sprinter, Squadsight, Mimetic Skin and Lightning Reflexes all make this mission dramatically simpler.<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&diff=55919Officer Training School (EU2012)2014-02-23T23:50:24Z<p>Oathbreaker: /* Notes */</p>
<hr />
<div>{{Ref Open | title = Description }}<br />
[[Image:OTC.jpg|right|200px|The Officer Training School]]<br />
Increase XCOM squad size, earn promotion bonuses, and unlock powerful combat medical techniques for your soldiers.<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
<br />
==Notes==<br />
{{Facilities Data Box (EU2012)<br />
|requires=N/A<br />
|manpower=N/A<br />
|costs=§125<br />
|power=3<br />
|maintenance=§25 per month<br />
|build time=8 days<br />
|provides=see notes<br />
|adjacency=N/A<br />
|}}<br />
<br />
*The Officer Training School (OTS) is a facility in the [[HQ (EU2012)|XCOM base]], where you can buy 'tactics' that improve your [[Squads (EU2012)|squads]]. Some tactics require you to have a soldier reach a particular [[Soldiers (EU2012)#Ranks|rank]] in order to unlock it.<br />
*Your base starts without an OTS on Classic and Impossible [[Difficulty (EU2012)|difficulty]] levels. One of your Soldiers has to reach Sergeant rank to unlock the OTS for building.<br />
*The purchased improvements require the continued existence of the Officer Training School. So all purchased improvements will be disabled if the school was demolished. <br />
*The continent bonus '''Future Combat''' (earned by achieving satellite coverage over all 4 countries in Asia or choosing Asia for your headquarters location) reduces the cost of all OTS projects by 50%.<br />
*'''Lead By Example''' is great if a [[MEC Trooper (EU2012)|MEC Trooper]] with high Will is [[Squads (EU2012)#Squad Leader|squad leader]] as other soldiers will have their Will boosted to the MEC Trooper's Will plus bonus from suit, not just MEC Trooper's base will. Example: 90 Will (base) + 20 Will ([[MEC-3 Paladin (EU2012)|MEC-3 Paladin]] bonus) = 110 Will total will be boosted for other soldiers. Also, if other soldiers have +Will medals, they receive the boost (110) + whatever [[Medals (EU2012)|medals]] provide for total of (120 example).<br />
**After discovering some [[Psionic (EU2012)|Psi soldiers]], having your highest Will Psionic as the squad leader is amazing, especially with [[Mind Shield (EU2012)|Mind Shield]] & [[Psi Armor (EU2012)|Psi Armor]] as these stack and your Psi squad leader could easily lead a squad of 190+ Will soldiers. Hopefully you've been using the [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]] gene mod; as your soldiers will not only have a great chance of resisting Psi attacks with '''Lead By Example''' but '''Neural Feedback''' will easily kill Sectoid Commanders and those Ethereals won't know what hit 'em!<br />
*'''Wet Work''' is also great for MECs, since it partially negates the XP penalty they get for being a MEC (only 50% normal XP for kills.)<br />
<onlyinclude>{| class="wikitable sortable" width="100%" <br />
|+ [[OTS (EU2012)|OTS]] Abilities<br />
|- <br />
! width="20%" align="center" | Ability <br />
! width="5%" align="center" | Rank Required <br />
! width="5%" align="center" | Cost<br />
! width="75%" align="center" | Description <br />
|- style="vertical-align:top;"<br />
|- <br />
| align="center" |[[File:OTS WETWORK.png|32px|left]] '''Wet Work''' || align="center" | Sergeant || align="center" | §125 || align="center" | +25% experience gained from kills<br />
|-<br />
| align="center" |[[File:OTS SQUADSIZEI.png|32px|left]] '''Squad Size I''' || align="center" | Sergeant || align="center" | §50 || align="center" | Squad size increased to 5 soldiers<br />
|-<br />
| align="center" style="background: #F2F2F2" |[[File:OTS RAPIDRECOVERY.png|32px|left]] '''Rapid Recovery''' || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | §150 || align="center" style="background: #F2F2F2" | Soldiers heal twice as fast from wounds taken in combat.<br />
|-<br />
| align="center" |[[File:OTS SQUADSIZEII.png|32px|left]] '''Squad Size II''' || align="center" | Captain || align="center" | §75 || align="center" | Squad size increased to 6 soldiers.<br />
|-<br />
| align="center" style="background: #F2F2F2" |[[File:OTS IRONWILL.png|32px|left]] '''Iron Will''' || align="center" style="background: #F2F2F2" | Major (EU)<br>Sergeant (EW)|| align="center" style="background: #F2F2F2" | §200 || align="center" style="background: #F2F2F2" | Soldiers receive a larger Will bonus each time they are promoted. <br />
(Adds between 2-6 extra Will increases per promotion on top of the default +2-6)<br />
|-<br />
| align="center" style="background: #F2F2F2" |[[File:OTS NEWGUY.png|32px|left]] '''New Guy''' || align="center" style="background: #F2F2F2" | Major || align="center" style="background: #F2F2F2"| §250 || align="center" style="background: #F2F2F2" | New soldiers are automatically promoted to the "Squaddie" rank.<br />
|-<br />
| align="center" |[[File:OTS DONTDIEONME.png|32px|left]] '''Don't Die On Me''' || align="center" | Colonel || align="center" | §275 || align="center" | The higher the rank, the more likely the soldier will be critically wounded instead of killed ''(Enemy Unknown Only)''<br />
|-<br />
| align="center" |[[File:OTS LEAD BY EXAMPLE (EU2012).png|32px|left]] '''Lead by Example''' || align="center" | Lieutenant || align="center" | §50 || align="center" | The Squad leader substitutes his or her Will for that of all nearby lower Will squadmates ''(Enemy Within Only)''<br />
|}</onlyinclude><br />
<br />
==Notes==<br />
*Iron Will improves your Will boost for 2-6 points per promotion. Plus the [[Second Wave (EU2012)|Second Wave]] option '''Hidden Potential''', this means a will boost of up to 13 points: and with '''Not Created Equally''', your [[Psionic (EU2012)|Psi]] solders can easily surpass +100 Will scores.<br />
[[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px|right]]<br />
*On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], the current squad leader will have the '''Lead By Example''' icon on its list of abilities during the pre-mission loadout. During the mission the icon will appear also on any soldiers benefiting from this ability, visible either on the list of abilities on the lower left corner of the main screen or through the F1 view.<br />
*Removing the facility causes all bought upgrades to cease functioning, but will be re-enabled when you re-build the OTS. Only do this as a last resort if you make a serious mistake, such as finding yourself 3.5 hours too late to build a Power Generator to get a Satellite Uplink up in the second month on Ironman. /headdesk<br />
<br />
==Trivia==<br />
The seven banners on the back wall of the facility start out with the [[XCOM (EU2012)|XCOM]] logo, and change to the symbol of each OTS ability as its researched, in the order that they're purchased. In the above picture for example, the player acquired, from first to last, Squad Size I, Wet Work, Squad Size II, Rapid Recovery, New Guy, Don't Die on Me and lastly, Iron Will.<br />
<br />
==See Also==<br />
{{Base Facilities (EU2012)}}<br />
<br />
{{StyleEU2012}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Base Facilities (EU2012)]]<br />
[[Category: Soldiers (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Officer_Training_School_(EU2012)&diff=55918Officer Training School (EU2012)2014-02-23T23:49:59Z<p>Oathbreaker: /* Notes */</p>
<hr />
<div>{{Ref Open | title = Description }}<br />
[[Image:OTC.jpg|right|200px|The Officer Training School]]<br />
Increase XCOM squad size, earn promotion bonuses, and unlock powerful combat medical techniques for your soldiers.<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
<br />
==Notes==<br />
{{Facilities Data Box (EU2012)<br />
|requires=N/A<br />
|manpower=N/A<br />
|costs=§125<br />
|power=3<br />
|maintenance=§25 per month<br />
|build time=8 days<br />
|provides=see notes<br />
|adjacency=N/A<br />
|}}<br />
<br />
*The Officer Training School (OTS) is a facility in the [[HQ (EU2012)|XCOM base]], where you can buy 'tactics' that improve your [[Squads (EU2012)|squads]]. Some tactics require you to have a soldier reach a particular [[Soldiers (EU2012)#Ranks|rank]] in order to unlock it.<br />
*Your base starts without an OTS on Classic and Impossible [[Difficulty (EU2012)|difficulty]] levels. One of your Soldiers has to reach Sergeant rank to unlock the OTS for building.<br />
*The purchased improvements require the continued existence of the Officer Training School. So all purchased improvements will be disabled if the school was demolished. <br />
*The continent bonus '''Future Combat''' (earned by achieving satellite coverage over all 4 countries in Asia or choosing Asia for your headquarters location) reduces the cost of all OTS projects by 50%.<br />
*'''Lead By Example''' is great if a [[MEC Trooper (EU2012)|MEC Trooper]] with high Will is [[Squads (EU2012)#Squad Leader|squad leader]] as other soldiers will have their Will boosted to the MEC Trooper's Will plus bonus from suit, not just MEC Trooper's base will. Example: 90 Will (base) + 20 Will ([[MEC-3 Paladin (EU2012)|MEC-3 Paladin]] bonus) = 110 Will total will be boosted for other soldiers. Also, if other soldiers have +Will medals, they receive the boost (110) + whatever [[Medals (EU2012)|medals]] provide for total of (120 example).<br />
**After discovering some [[Psionic (EU2012)|Psi soldiers]], having your highest Will Psionic as the squad leader is amazing, especially with [[Mind Shield (EU2012)|Mind Shield]] & [[Psi Armor (EU2012)|Psi Armor]] as these stack and your Psi squad leader could easily lead a squad of 190+ Will soldiers. Hopefully you've been using the [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]] gene mod; as your soldiers will not only have a great chance of resisting Psi attacks with '''Lead By Example''' but '''Neural Feedback''' will easily kill Sectoid Commanders and those Ethereals won't know what hit 'em!<br />
*'''Wet Work''' is also great for MECs, since it partially negates the XP penalty they get for being a MEC (only 50% normal XP for kills.)<br />
<onlyinclude>{| class="wikitable sortable" width="100%" <br />
|+ [[OTS (EU2012)|OTS]] Abilities<br />
|- <br />
! width="20%" align="center" | Ability <br />
! width="5%" align="center" | Rank Required <br />
! width="5%" align="center" | Cost<br />
! width="75%" align="center" | Description <br />
|- style="vertical-align:top;"<br />
|- <br />
| align="center" |[[File:OTS WETWORK.png|32px|left]] '''Wet Work''' || align="center" | Sergeant || align="center" | §125 || align="center" | +25% experience gained from kills<br />
|-<br />
| align="center" |[[File:OTS SQUADSIZEI.png|32px|left]] '''Squad Size I''' || align="center" | Sergeant || align="center" | §50 || align="center" | Squad size increased to 5 soldiers<br />
|-<br />
| align="center" style="background: #F2F2F2" |[[File:OTS RAPIDRECOVERY.png|32px|left]] '''Rapid Recovery''' || align="center" style="background: #F2F2F2" | Lieutenant || align="center" style="background: #F2F2F2" | §150 || align="center" style="background: #F2F2F2" | Soldiers heal twice as fast from wounds taken in combat.<br />
|-<br />
| align="center" |[[File:OTS SQUADSIZEII.png|32px|left]] '''Squad Size II''' || align="center" | Captain || align="center" | §75 || align="center" | Squad size increased to 6 soldiers.<br />
|-<br />
| align="center" style="background: #F2F2F2" |[[File:OTS IRONWILL.png|32px|left]] '''Iron Will''' || align="center" style="background: #F2F2F2" | Major (EU)<br>Sergeant (EW)|| align="center" style="background: #F2F2F2" | §200 || align="center" style="background: #F2F2F2" | Soldiers receive a larger Will bonus each time they are promoted. <br />
(Adds between 2-6 extra Will increases per promotion on top of the default +2-6)<br />
|-<br />
| align="center" style="background: #F2F2F2" |[[File:OTS NEWGUY.png|32px|left]] '''New Guy''' || align="center" style="background: #F2F2F2" | Major || align="center" style="background: #F2F2F2"| §250 || align="center" style="background: #F2F2F2" | New soldiers are automatically promoted to the "Squaddie" rank.<br />
|-<br />
| align="center" |[[File:OTS DONTDIEONME.png|32px|left]] '''Don't Die On Me''' || align="center" | Colonel || align="center" | §275 || align="center" | The higher the rank, the more likely the soldier will be critically wounded instead of killed ''(Enemy Unknown Only)''<br />
|-<br />
| align="center" |[[File:OTS LEAD BY EXAMPLE (EU2012).png|32px|left]] '''Lead by Example''' || align="center" | Lieutenant || align="center" | §50 || align="center" | The Squad leader substitutes his or her Will for that of all nearby lower Will squadmates ''(Enemy Within Only)''<br />
|}</onlyinclude><br />
<br />
==Notes==<br />
*Iron Will improves your Will boost for 2-6 points per promotion. Plus the [[Second Wave (EU2012)|Second Wave]] option '''Hidden Potential''', this means a will boost of up to 13 points: and with '''Not Created Equally''', your [[Psionic (EU2012)|Psi]] solders can easily surpass +100 Will scores.<br />
[[File:ABILITY LEAD BY EXAMPLE (EU2012).png|32px|right]]<br />
*On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], the current squad leader will have the '''Lead By Example''' icon on its list of abilities during the pre-mission loadout. During the mission the icon will appear also on any soldiers benefiting from this ability, visible either on the list of abilities on the lower left corner of the main screen or through the F1 view.<br />
*Removing the facility causes all bought upgrades to cease functioning, but will be re-enabled when you re-build the OTS. Only do this as a last resort if you make a serious mistake, such as finding yourself 3.5 hours too late to build a Power Generator to get a Satellite Uplink up in the second month on Ironman.<br />
<br />
==Trivia==<br />
The seven banners on the back wall of the facility start out with the [[XCOM (EU2012)|XCOM]] logo, and change to the symbol of each OTS ability as its researched, in the order that they're purchased. In the above picture for example, the player acquired, from first to last, Squad Size I, Wet Work, Squad Size II, Rapid Recovery, New Guy, Don't Die on Me and lastly, Iron Will.<br />
<br />
==See Also==<br />
{{Base Facilities (EU2012)}}<br />
<br />
{{StyleEU2012}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Base Facilities (EU2012)]]<br />
[[Category: Soldiers (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Boulevard_(EU2012)&diff=55901Boulevard (EU2012)2014-02-22T15:24:19Z<p>Oathbreaker: </p>
<hr />
<div>{{Map Data Box (EU2012)<br />
|missions=[[Alien Abductions (EU2012)|Abductions]], [[Extraction (EU2012)|Extraction]] <small>(EU only)</small><br>[[Covert Data Recovery (EU2012)|Covert Data Recovery]] <small>(EW DLC)</small><br />
|length=56 tiles<br />
|width=42 tiles<br />
|area=2352 tiles<br />
}}<br />
<br />
'''Notes'''<br />
* There are two versions of this [[Maps (EU2012)|map]], one with European elements. The Europe version is used on Abduction [[Missions (EU2012)|missions]]. <br />
* The Council version is used for the Extract Anna Sing mission (alien abductee who escaped).<br />
* [[Anna Sing (EU2012)|Anna Sing]] is located exactly on the opposite side of the extraction zone by the road work signs. <br />
* Going through the middle does not provide good cover. The bus on the right side is decent high cover and keeps your [[Soldiers (EU2012)|troops]] from getting attacked from two sides.<br />
* This can be a tough map during Abduction missions since it can be difficult to advance: although there's some starting full cover, most consist of cars (which will explode upon hit by plasma) or will be destroyed by laser/plasma fire.<br />
* The Extraction mission has been removed from the list of missions on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].<br />
* This map also features an extraordinarily sturdy small trash can that provides high cover.<br />
<br clear="all"><br />
<br />
<br />
<gallery widths=200px heights=150px perrow=5><br />
File:BOULEVARD (EU2012).png|Loading screen<br />
File:BOULEVARD EURO (EU2012).png|''Europe version loading screen''<br />
File:BOULEVARD1 (EU2012).png|''Boulevard overview''<br />
File:BOULEVARD3 (EU2012).png|''Opposite overview''<br />
File:BOULEVARD2 (EU2012).png|''Europe overview''<br />
File:BOULEVARD6 (EU2012).png|''Covert Data Recovery Starting Zones''<br />
</gallery><br />
<br />
{{Template:Maps Navbar (EU2012)}}<br />
{{EU2012 Style}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Maps (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=55821Classic Ironman An Army Of Four (EU2012)2014-02-15T17:01:18Z<p>Oathbreaker: /* Satellite Strategy 1st month */</p>
<hr />
<div>==Preparations==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is only available with the Enemy Within DLC. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
Operation Progeny gives extra loot, experience and several guaranteed psi-soldiers.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes re-rolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes soldier skills more unpredictable but the game exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Re-rolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Re-rolling a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== Knowledge ===<br />
<br />
It is imperative that the player is fully cognizant of various bugs and intricate quirks of the game. For example, Improved Pistol 1 and 2 are known not to have an effect as of January 2014, other than possibly Imp Pistol 1 (and 3) for a Covert Operative. Some escort missions, the first two Operation Progeny missions and the [[Confounding Light (EU2012)|Confounding Light]] Slingshot mission can be absolute murder unless you remember where and what triggers when the aliens drop in. A simple thing like forgetting that an alien does not trigger Overwatch fire when it moves 'into' a square, only when it moves 'out of' a square (including dropping in from above, and the Floater's Launch ability) can easily turn a simple situation into a life-and-death struggle.<br />
<br />
Africa is generally seen as the easiest starting continent, as it makes the first months slightly more forgiving.<br />
<br />
== Satellite Strategy 1st month ==<br />
<br />
For further discussion see [[Survival Guide (EU2012)|Survival Guide]].<br />
<br />
*Day 1 - Excavate ($10, 5d, space for Workshop); <br />
*Days 4-7 - Abduction Site (+4 engineers, for Workshop), occasionally there is an early Council mission;<br />
*Days 7 - Workshop ($130, 10d), excavate ($10, 5d, space for Power Generator);<br />
*Day 8 - If the first Abduction Site comes too late to get a Workshop-to-Uplink chain first month, then your options are to reroll or have the rest of the game play a step harder.<br />
*Days 7-13 - Small Scout UFO. If you let the first UFO go, you get a Medium Scout UFO. This likely but not always means you only have money from the first mission to purchase Satellites with the first month, but you'll have a lot more cash and kills at the end of the month.<br />
*Day 11 - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1). If there was no Council Mission or you didn't down a UFO by now, your options are to reroll or persevere. Approximate 10% probability.<br />
*Day 12 - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*Day 17 - Satellite Uplink ($100, 14d);<br />
*...<br />
*Day 31 - Launch satellites for maximum cash with an eye to getting the South American continent bonus as soon as possible. Council Report<br />
<br />
== Research Order ==<br />
<br />
Genetic modification for Mimetic Skin quickly makes things so much easier it's silly, and can dramatically improve the odds of one experienced and modded squad leader being able to help 80-Aim rookies through their first mission or two in the middle game. Be aware that the Close Combat Specialist with Mimetic Skin is in for a surprise, while the soldier with Low Profile and Mimetic Skin is nearly always invisible. Bioelectric Skin in comparison is only needed on one single soldier. How much you want to abuse Mimetic Skin is up to you.<br />
<br />
Alien Containment and the Arc Thrower dramatically cut down on research times with the South American continent bonus.<br />
<br />
Carapace Armour dramatically improves soldier survivability.<br />
<br />
== Gearing ==<br />
<br />
Laser Rifles are generally cheap and quickly gotten, ideal for your Support and Assault classes.<br />
<br />
One MediKit will generally suffice, but with a four-person squad you will find that a dedicated medic is a must, with either the Deep Pockets or Field Medic abilities.<br />
<br />
S.C.O.P.E.s tend to be extremely useful on all but Assault class soldiers, given that with only four soldiers you simply cannot afford to miss shots.<br />
<br />
Tactical Rigging is a nearly game-breaking change that dramatically simplifies gearing choices and makes your squad much more durable and powerful.<br />
<br />
The Mimic Beacon can often save one of your soldiers from an otherwise certain death. Other items are generally not needed for the extremely careful player, and will delay more satellites early on.<br />
<br />
== Tactics ==<br />
<br />
Retreat from contact and make sure that the aliens take hits from your Overwatch soldiers. Pulling a new pod of aliens before you're done with the current pull can quickly doom your squad, and a few dead soldiers or one aborted mission immediately makes all following missions harder. That said, quickly killing a new pull can often minimize the risk faced.<br />
<br />
Terror Missions generally demand extremely conservative, cold-hearted play. Going for perfect rescues is not recommended, the risk is simply too great. More zombies also give more experience, unfortunately.<br />
<br />
Many missions benefit from abusing the AI's focus on the last/nearest enemy seen. This means that many waves on the Base Defense mission or the second Slingshot mission can be delayed by one single soldier with Mimetic Skin popping in and out of sight.<br />
<br />
== Sectopods ==<br />
<br />
Plan for this, or you will find yourself accidentally taking down the Overseer UFO early on, without sufficient firepower to overcome the new Reinforced Armour ability in one single turn, meaning your four soldiers will take heavy damage over multiple turns. It may be worth delaying this fight until you are absolutely certain you have a way to deal with the Sectopod. The alternative is a long game of hide-and-seek with dubious prospects in a very dangerous unknowable tactical situation.<br />
<br />
== Known Difficult Missions ==<br />
<br />
First Council Mission - the Sectoids on the far side become very simple to take out with a Squadsight sniper. If you lose personnel here, consider rerolling.<br />
<br />
Base Defense - you need to know the order of the waves. Do not summarily dismiss an early Heavy squaddie with Aim score of 52, as they can be useful as a reinforcement here.<br />
<br />
Confounding Light - Sprinter, Squadsight, Mimetic Skin and Lightning Reflexes all make this mission dramatically simpler.<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=55820Classic Ironman An Army Of Four (EU2012)2014-02-15T17:00:33Z<p>Oathbreaker: /* Satellite Rush Strategy 1st month */</p>
<hr />
<div>==Preparations==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is only available with the Enemy Within DLC. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
Operation Progeny gives extra loot, experience and several guaranteed psi-soldiers.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes re-rolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes soldier skills more unpredictable but the game exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Re-rolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Re-rolling a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== Knowledge ===<br />
<br />
It is imperative that the player is fully cognizant of various bugs and intricate quirks of the game. For example, Improved Pistol 1 and 2 are known not to have an effect as of January 2014, other than possibly Imp Pistol 1 (and 3) for a Covert Operative. Some escort missions, the first two Operation Progeny missions and the [[Confounding Light (EU2012)|Confounding Light]] Slingshot mission can be absolute murder unless you remember where and what triggers when the aliens drop in. A simple thing like forgetting that an alien does not trigger Overwatch fire when it moves 'into' a square, only when it moves 'out of' a square (including dropping in from above, and the Floater's Launch ability) can easily turn a simple situation into a life-and-death struggle.<br />
<br />
Africa is generally seen as the easiest starting continent, as it makes the first months slightly more forgiving.<br />
<br />
== Satellite Strategy 1st month ==<br />
<br />
For further discussion see [[Survival Guide (EU2012)|Survival Guide]].<br />
<br />
*Day 1 - Excavate ($10, 5d, space for Workshop); <br />
*Days 4-7 - Abduction Site (+4 engineers, for Workshop), occasionally there is an early Council mission;<br />
*Days 7 - Workshop ($130, 10d), excavate ($10, 5d, space for Power Generator);<br />
*Day 8 - If the first Abduction Site comes too late to get a Workshop-to-Uplink chain first month, then your options are to reroll or have the rest of the game play a step harder.<br />
*Days 7-13 - Small Scout UFO. If you let the first UFO go, you get a Medium Scout UFO. This likely but not always means you only have money from the first mission to purchase Satellites with the first month, but you'll have a lot more cash and kills at the end of the month.<br />
*Day 11 - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1). If there was no Council Mission or you didn't down a UFO by now, your options are to reroll or persevere. Approximate 10% probability.<br />
*Day 12 - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*Day 17 - Satellite Uplink ($100, 14d);<br />
*...<br />
*Day 31 - Launch satellites for maximum cash with an eye to getting the South American continent bonus as soon as possible.<br />
*Council Report<br />
<br />
== Research Order ==<br />
<br />
Genetic modification for Mimetic Skin quickly makes things so much easier it's silly, and can dramatically improve the odds of one experienced and modded squad leader being able to help 80-Aim rookies through their first mission or two in the middle game. Be aware that the Close Combat Specialist with Mimetic Skin is in for a surprise, while the soldier with Low Profile and Mimetic Skin is nearly always invisible. Bioelectric Skin in comparison is only needed on one single soldier. How much you want to abuse Mimetic Skin is up to you.<br />
<br />
Alien Containment and the Arc Thrower dramatically cut down on research times with the South American continent bonus.<br />
<br />
Carapace Armour dramatically improves soldier survivability.<br />
<br />
== Gearing ==<br />
<br />
Laser Rifles are generally cheap and quickly gotten, ideal for your Support and Assault classes.<br />
<br />
One MediKit will generally suffice, but with a four-person squad you will find that a dedicated medic is a must, with either the Deep Pockets or Field Medic abilities.<br />
<br />
S.C.O.P.E.s tend to be extremely useful on all but Assault class soldiers, given that with only four soldiers you simply cannot afford to miss shots.<br />
<br />
Tactical Rigging is a nearly game-breaking change that dramatically simplifies gearing choices and makes your squad much more durable and powerful.<br />
<br />
The Mimic Beacon can often save one of your soldiers from an otherwise certain death. Other items are generally not needed for the extremely careful player, and will delay more satellites early on.<br />
<br />
== Tactics ==<br />
<br />
Retreat from contact and make sure that the aliens take hits from your Overwatch soldiers. Pulling a new pod of aliens before you're done with the current pull can quickly doom your squad, and a few dead soldiers or one aborted mission immediately makes all following missions harder. That said, quickly killing a new pull can often minimize the risk faced.<br />
<br />
Terror Missions generally demand extremely conservative, cold-hearted play. Going for perfect rescues is not recommended, the risk is simply too great. More zombies also give more experience, unfortunately.<br />
<br />
Many missions benefit from abusing the AI's focus on the last/nearest enemy seen. This means that many waves on the Base Defense mission or the second Slingshot mission can be delayed by one single soldier with Mimetic Skin popping in and out of sight.<br />
<br />
== Sectopods ==<br />
<br />
Plan for this, or you will find yourself accidentally taking down the Overseer UFO early on, without sufficient firepower to overcome the new Reinforced Armour ability in one single turn, meaning your four soldiers will take heavy damage over multiple turns. It may be worth delaying this fight until you are absolutely certain you have a way to deal with the Sectopod. The alternative is a long game of hide-and-seek with dubious prospects in a very dangerous unknowable tactical situation.<br />
<br />
== Known Difficult Missions ==<br />
<br />
First Council Mission - the Sectoids on the far side become very simple to take out with a Squadsight sniper. If you lose personnel here, consider rerolling.<br />
<br />
Base Defense - you need to know the order of the waves. Do not summarily dismiss an early Heavy squaddie with Aim score of 52, as they can be useful as a reinforcement here.<br />
<br />
Confounding Light - Sprinter, Squadsight, Mimetic Skin and Lightning Reflexes all make this mission dramatically simpler.<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=55819Classic Ironman An Army Of Four (EU2012)2014-02-15T16:10:18Z<p>Oathbreaker: /* Sectopods */</p>
<hr />
<div>==Preparations==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is only available with the Enemy Within DLC. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
Operation Progeny gives extra loot, experience and several guaranteed psi-soldiers.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes re-rolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes soldier skills more unpredictable but the game exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Re-rolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Re-rolling a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== Knowledge ===<br />
<br />
It is imperative that the player is fully cognizant of various bugs and intricate quirks of the game. For example, Improved Pistol 1 and 2 are known not to have an effect as of January 2014, other than possibly Imp Pistol 1 (and 3) for a Covert Operative. Some escort missions, the first two Operation Progeny missions and the [[Confounding Light (EU2012)|Confounding Light]] Slingshot mission can be absolute murder unless you remember where and what triggers when the aliens drop in. A simple thing like forgetting that an alien does not trigger Overwatch fire when it moves 'into' a square, only when it moves 'out of' a square (including dropping in from above, and the Floater's Launch ability) can easily turn a simple situation into a life-and-death struggle.<br />
<br />
Africa is generally seen as the easiest starting continent, as it makes the first months slightly more forgiving.<br />
<br />
== Satellite Rush Strategy 1st month ==<br />
<br />
For further discussion see [[Survival Guide (EU2012)|Survival Guide]].<br />
<br />
*Day 1 - Excavate ($10, 5d, space for Workshop); <br />
*Days 4-7 - Abduction Site (+4 engineers, for Workshop), occasionally there is an early Council mission;<br />
*Days 7 - Workshop ($130, 10d), excavate ($10, 5d, space for Power Generator);<br />
*Day 8 - If the first Abduction Site comes too late to get a Workshop-to-Uplink chain first month, then your options are to reroll or have the rest of the game play a step harder.<br />
*Days 7-10 - UFO (small scout, 1 interceptor needed). Let the first UFO go, shortly after you get a Medium Scout with more loot and experience.<br />
*Day 11 - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1). If there was no Council Mission or Medium Scout by now, your options are to reroll or persevere. Approximate 10% probability.<br />
*Day 12 - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*Day 17 - Satellite Uplink ($100, 14d);<br />
*...<br />
*Day 31 - Launch satellites for maximum cash with an eye to getting the South American continent bonus as soon as possible.<br />
*Council Report<br />
<br />
== Research Order ==<br />
<br />
Genetic modification for Mimetic Skin quickly makes things so much easier it's silly, and can dramatically improve the odds of one experienced and modded squad leader being able to help 80-Aim rookies through their first mission or two in the middle game. Be aware that the Close Combat Specialist with Mimetic Skin is in for a surprise, while the soldier with Low Profile and Mimetic Skin is nearly always invisible. Bioelectric Skin in comparison is only needed on one single soldier. How much you want to abuse Mimetic Skin is up to you.<br />
<br />
Alien Containment and the Arc Thrower dramatically cut down on research times with the South American continent bonus.<br />
<br />
Carapace Armour dramatically improves soldier survivability.<br />
<br />
== Gearing ==<br />
<br />
Laser Rifles are generally cheap and quickly gotten, ideal for your Support and Assault classes.<br />
<br />
One MediKit will generally suffice, but with a four-person squad you will find that a dedicated medic is a must, with either the Deep Pockets or Field Medic abilities.<br />
<br />
S.C.O.P.E.s tend to be extremely useful on all but Assault class soldiers, given that with only four soldiers you simply cannot afford to miss shots.<br />
<br />
Tactical Rigging is a nearly game-breaking change that dramatically simplifies gearing choices and makes your squad much more durable and powerful.<br />
<br />
The Mimic Beacon can often save one of your soldiers from an otherwise certain death. Other items are generally not needed for the extremely careful player, and will delay more satellites early on.<br />
<br />
== Tactics ==<br />
<br />
Retreat from contact and make sure that the aliens take hits from your Overwatch soldiers. Pulling a new pod of aliens before you're done with the current pull can quickly doom your squad, and a few dead soldiers or one aborted mission immediately makes all following missions harder. That said, quickly killing a new pull can often minimize the risk faced.<br />
<br />
Terror Missions generally demand extremely conservative, cold-hearted play. Going for perfect rescues is not recommended, the risk is simply too great. More zombies also give more experience, unfortunately.<br />
<br />
Many missions benefit from abusing the AI's focus on the last/nearest enemy seen. This means that many waves on the Base Defense mission or the second Slingshot mission can be delayed by one single soldier with Mimetic Skin popping in and out of sight.<br />
<br />
== Sectopods ==<br />
<br />
Plan for this, or you will find yourself accidentally taking down the Overseer UFO early on, without sufficient firepower to overcome the new Reinforced Armour ability in one single turn, meaning your four soldiers will take heavy damage over multiple turns. It may be worth delaying this fight until you are absolutely certain you have a way to deal with the Sectopod. The alternative is a long game of hide-and-seek with dubious prospects in a very dangerous unknowable tactical situation.<br />
<br />
== Known Difficult Missions ==<br />
<br />
First Council Mission - the Sectoids on the far side become very simple to take out with a Squadsight sniper. If you lose personnel here, consider rerolling.<br />
<br />
Base Defense - you need to know the order of the waves. Do not summarily dismiss an early Heavy squaddie with Aim score of 52, as they can be useful as a reinforcement here.<br />
<br />
Confounding Light - Sprinter, Squadsight, Mimetic Skin and Lightning Reflexes all make this mission dramatically simpler.<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=55818Classic Ironman An Army Of Four (EU2012)2014-02-15T16:03:29Z<p>Oathbreaker: /* Satellite Rush Strategy 1st month */</p>
<hr />
<div>==Preparations==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is only available with the Enemy Within DLC. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
Operation Progeny gives extra loot, experience and several guaranteed psi-soldiers.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes re-rolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes soldier skills more unpredictable but the game exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Re-rolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Re-rolling a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== Knowledge ===<br />
<br />
It is imperative that the player is fully cognizant of various bugs and intricate quirks of the game. For example, Improved Pistol 1 and 2 are known not to have an effect as of January 2014, other than possibly Imp Pistol 1 (and 3) for a Covert Operative. Some escort missions, the first two Operation Progeny missions and the [[Confounding Light (EU2012)|Confounding Light]] Slingshot mission can be absolute murder unless you remember where and what triggers when the aliens drop in. A simple thing like forgetting that an alien does not trigger Overwatch fire when it moves 'into' a square, only when it moves 'out of' a square (including dropping in from above, and the Floater's Launch ability) can easily turn a simple situation into a life-and-death struggle.<br />
<br />
Africa is generally seen as the easiest starting continent, as it makes the first months slightly more forgiving.<br />
<br />
== Satellite Rush Strategy 1st month ==<br />
<br />
For further discussion see [[Survival Guide (EU2012)|Survival Guide]].<br />
<br />
*Day 1 - Excavate ($10, 5d, space for Workshop); <br />
*Days 4-7 - Abduction Site (+4 engineers, for Workshop), occasionally there is an early Council mission;<br />
*Days 7 - Workshop ($130, 10d), excavate ($10, 5d, space for Power Generator);<br />
*Day 8 - If the first Abduction Site comes too late to get a Workshop-to-Uplink chain first month, then your options are to reroll or have the rest of the game play a step harder.<br />
*Days 7-10 - UFO (small scout, 1 interceptor needed). Let the first UFO go, shortly after you get a Medium Scout with more loot and experience.<br />
*Day 11 - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1). If there was no Council Mission or Medium Scout by now, your options are to reroll or persevere. Approximate 10% probability.<br />
*Day 12 - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*Day 17 - Satellite Uplink ($100, 14d);<br />
*...<br />
*Day 31 - Launch satellites for maximum cash with an eye to getting the South American continent bonus as soon as possible.<br />
*Council Report<br />
<br />
== Research Order ==<br />
<br />
Genetic modification for Mimetic Skin quickly makes things so much easier it's silly, and can dramatically improve the odds of one experienced and modded squad leader being able to help 80-Aim rookies through their first mission or two in the middle game. Be aware that the Close Combat Specialist with Mimetic Skin is in for a surprise, while the soldier with Low Profile and Mimetic Skin is nearly always invisible. Bioelectric Skin in comparison is only needed on one single soldier. How much you want to abuse Mimetic Skin is up to you.<br />
<br />
Alien Containment and the Arc Thrower dramatically cut down on research times with the South American continent bonus.<br />
<br />
Carapace Armour dramatically improves soldier survivability.<br />
<br />
== Gearing ==<br />
<br />
Laser Rifles are generally cheap and quickly gotten, ideal for your Support and Assault classes.<br />
<br />
One MediKit will generally suffice, but with a four-person squad you will find that a dedicated medic is a must, with either the Deep Pockets or Field Medic abilities.<br />
<br />
S.C.O.P.E.s tend to be extremely useful on all but Assault class soldiers, given that with only four soldiers you simply cannot afford to miss shots.<br />
<br />
Tactical Rigging is a nearly game-breaking change that dramatically simplifies gearing choices and makes your squad much more durable and powerful.<br />
<br />
The Mimic Beacon can often save one of your soldiers from an otherwise certain death. Other items are generally not needed for the extremely careful player, and will delay more satellites early on.<br />
<br />
== Tactics ==<br />
<br />
Retreat from contact and make sure that the aliens take hits from your Overwatch soldiers. Pulling a new pod of aliens before you're done with the current pull can quickly doom your squad, and a few dead soldiers or one aborted mission immediately makes all following missions harder. That said, quickly killing a new pull can often minimize the risk faced.<br />
<br />
Terror Missions generally demand extremely conservative, cold-hearted play. Going for perfect rescues is not recommended, the risk is simply too great. More zombies also give more experience, unfortunately.<br />
<br />
Many missions benefit from abusing the AI's focus on the last/nearest enemy seen. This means that many waves on the Base Defense mission or the second Slingshot mission can be delayed by one single soldier with Mimetic Skin popping in and out of sight.<br />
<br />
== Sectopods ==<br />
<br />
Fear me. <br />
<br />
Plan for this, or you will find yourself accidentally taking down the Overseer UFO early on, without sufficient firepower to overcome the new Reinforced Armour ability in one single turn, meaning your four soldiers will take heavy damage over multiple turns. It may be worth delaying this fight until you are absolutely certain you have a way to deal with the Sectopod. The alternative is a long game of hide-and-seek with dubious prospects in a very dangerous unknowable tactical situation.<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Floater_(EU2012)&diff=55736Floater (EU2012)2014-02-08T19:40:58Z<p>Oathbreaker: /* Notes */</p>
<hr />
<div>{{OriginalVersion (EU2012)}}<br />
[[Image:Floater 2 (EU2012).png|right|300px|Floater]]<br />
A twisted ball of airborne agony, the Floater provides close air support for the Alien forces. Unlike their older cousins from the the original, these Floaters fly with powerful jet powered packs integrated into their bodies.<br />
<br />
They take advantage of their superior mobility and evasiveness to outflank even the strongest defensive positions. They can also use their launch ability to drop down anywhere they wish on the battlefield. They cannot fire after launching though, leaving them defenseless if they drop into the middle of your squad. Be wary of your snipers though, they can be caught unable to fire if a Floater launches down to them.<br />
<br />
Floater groups may be easy to dispatch by themselves but in the middle of a heated firefight they can drop in unexpectedly, catching your soldiers off guard and leaving them flanked. Their flanking maneuvers can sometimes leading to disastrous situations for your operatives.<br />
<br clear="all"><br />
<br />
==Stats==<br />
{{Unit Stat Box (EU2012)<br />
|picture=[[File:Floater 1 (EU2012).png|150px]]<br />
|hp=4/4/4/6<br />
|aim=50/50/60/60<br />
|defense=0<br />
|will=10<br />
|move=12<br />
}}<br />
These standard flying soldiers are the mainstay of the Floater forces. They are usually the fourth or fifth aliens you will encounter (depending on whether you've encountered an [[Outsider (EU2012)|Outsider]]). They have pretty weak armour but they are very fast and agile. Their mobility makes them ideal for flanking. Accuracy is average but they gain bonuses because of their height advantage. As mentioned above keep your snipers safe and watch out for their surprise flank attacks. You may want to keep a stock of their corpses on hand, as they are used for the useful one-use-each [[Defense Matrix (Dodge) (EU2012)|Defense Matrix]] module for your [[Interceptor (EU2012)|Interceptors]].<br />
<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Floater Armaments<br />
|- <br />
! width=""50px" align="center" | Weapon !! Damage !! Critical Chance !! Abilities<br />
|- style="vertical-align:top;"<br />
| align="center" |[[Floater Light Rifle (EU2012)|Floater Plasma Light Rifle]]|| align="center" | 6 || align="center" | 10 || align="center" |Suppression 20%<br />
|-<br />
|}<br />
<br />
'''Abilities:'''<br />
* '''Launch''': The Floater can launch to any point on the map (ends its turn).<br />
* '''Flight''': Has 35 fuel. <br />
* Floaters are always considered to have at least half cover even in the open or when flying, unless in proper cover and flanked. This bonus ''does not'' stack with existing cover bonuses - they only receive the best cover.<br />
<br />
==Notes==<br />
*If killed during a successful mission a [[Floater Corpse (EU2012)|Floater Corpse]] will be recovered. <br />
*If [[Arc Thrower (EU2012)|captured]] during a mission and [[Interrogate Floater (EU2012)|interrogated]] afterwards they will provide a [[Research (EU2012)#Research Credits|reduction]] in the time required to research Basic Armor ([[Carapace Armor (EU2012)|Carapace Armor]] and [[Skeleton Suit (EU2012)|Skeleton Suit]]).<br />
*Does not count as robotic enemy for purposes of HEAT Ammo.<br />
<br />
== Trivia ==<br />
* These Floaters use jet packs to travel around, unlike the gravball units used by the [[Floater]]s of the original.<br />
* Floaters may be back, but the same cannot be said for their signature terror units from the original, the [[Reaper]]s.<br />
* According to this link [http://www.escapistmagazine.com/articles/view/editorials/interviews/10609-XCOM-Enemy-Within-Lead-Designer-Talks-MELD], Floaters were created via the [[Ethereal (EU2012)|Ethereals]] using [[XCOM: Enemy Within DLC (EU2012)#The Meld|Meld]] (present in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] expansion) to fuse organic and inorganic materials together.<br />
<br><br />
{{Aliens (EU2012)}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Aliens (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=StreetHurricane_(EU2012)&diff=55735StreetHurricane (EU2012)2014-02-08T14:52:46Z<p>Oathbreaker: </p>
<hr />
<div>{{Map Data Box (EU2012)<br />
|missions=[[Alien Abductions (EU2012)|Abductions]], [[Alien Terror (EU2012)|Terror]]<br>[[Extraction (EU2012)|Extraction]] <small>(EW DLC)</small><br />
|length=62 tiles<br />
|width=22 tiles<br />
|area=1452 tiles<br />
}}<br />
<br />
'''Notes'''<br />
* This is the [[Maps (EU2012)|map]] shown on the Gameplay Walkthrough video before the game was released but the playing area is enlarged on the video. [http://www.youtube.com/watch?v=0DdmHcJ4RrA]<br />
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] the Street Hurricane Terror map replaces the [[Museum (EU2012)|Museum]] map on the Extraction mission to rescue [[Thomas Hutch (EU2012)|Thomas Hutch]].<br />
* This map is notable for having an extremely sturdy trash can.<br />
<br clear="all"><br />
<gallery widths=200px heights=150px perrow=4><br />
File:STREET_HURRICANE (EU2012).png|''Loading screen''<br />
File:STREET_HURRICANE1 (EU2012).png|''LZ overview''<br />
File:STREET_HURRICANE2 (EU2012).png|''Opposite''<br />
File:STREET_HURRICANE 7 (EU2012).png|''Meld Locations''<br />
File:STREET_HURRICANE TERROR (EU2012).png|''Terror Site loading screen''<br />
File:STREET_HURRICANE TERROR 1 (EU2012).png|''Terror Site overview''<br />
File:STREET_HURRICANE TERROR 3 (EU2012).png|''Terror Site Starting Areas''<br />
File:STREET_HURRICANE TERROR 6 (EU2012).png|''Extraction Starting Areas''<br />
<br />
</gallery><br />
<br />
{{Template:Maps Navbar (EU2012)}}<br />
{{EU2012 Style}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Maps (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=55733Classic Ironman An Army Of Four (EU2012)2014-02-08T14:32:55Z<p>Oathbreaker: /* Satellite Rush Strategy 1st month */</p>
<hr />
<div>==Preparations==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is only available with the Enemy Within DLC. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
Operation Progeny gives extra loot, experience and several guaranteed psi-soldiers.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes re-rolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes soldier skills more unpredictable but the game exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Re-rolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Re-rolling a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== Knowledge ===<br />
<br />
It is imperative that the player is fully cognizant of various bugs and intricate quirks of the game. For example, Improved Pistol 1 and 2 are known not to have an effect as of January 2014, other than possibly Imp Pistol 1 (and 3) for a Covert Operative. Some escort missions, the first two Operation Progeny missions and the [[Confounding Light (EU2012)|Confounding Light]] Slingshot mission can be absolute murder unless you remember where and what triggers when the aliens drop in. A simple thing like forgetting that an alien does not trigger Overwatch fire when it moves 'into' a square, only when it moves 'out of' a square (including dropping in from above, and the Floater's Launch ability) can easily turn a simple situation into a life-and-death struggle.<br />
<br />
Africa is generally seen as the easiest starting continent, as it makes the first months slightly more forgiving.<br />
<br />
== Satellite Rush Strategy 1st month ==<br />
<br />
For further discussion see [[Survival Guide (EU2012)|Survival Guide]].<br />
<br />
*Day 1 - Excavate ($10, 5d, space for Workshop); <br />
*Days 4-7 - Abduction Site (+4 engineers, for Workshop), occasionally there is an early Council mission;<br />
*Days 7 - Workshop ($130, 10d, +5 engineers for Satellite Uplink), excavate ($10, 5d, space for Power Generator);<br />
*Days 7-10 - UFO (small scout, 1 interceptor needed). Let the first UFO go, shortly after you get a Medium Scout. The downside is a slight delay, but more kills, more experience and more loot makes up for the lost time. Do not attempt this trick in later months as you risk a Battleship appearing.<br />
*Day 11 - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1), <br />
*Day 12 - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*Day 17 - Satellite Uplink ($100, 14d);<br />
*...<br />
*Day 31 - Launch satellites for maximum cash with an eye to getting the South American continent bonus as soon as possible.<br />
*Council Report<br />
<br />
== Research Order ==<br />
<br />
Genetic modification for Mimetic Skin quickly makes things so much easier it's silly, and can dramatically improve the odds of one experienced and modded squad leader being able to help 80-Aim rookies through their first mission or two in the middle game. Be aware that the Close Combat Specialist with Mimetic Skin is in for a surprise, while the soldier with Low Profile and Mimetic Skin is nearly always invisible. Bioelectric Skin in comparison is only needed on one single soldier. How much you want to abuse Mimetic Skin is up to you.<br />
<br />
Alien Containment and the Arc Thrower dramatically cut down on research times with the South American continent bonus.<br />
<br />
Carapace Armour dramatically improves soldier survivability.<br />
<br />
== Gearing ==<br />
<br />
Laser Rifles are generally cheap and quickly gotten, ideal for your Support and Assault classes.<br />
<br />
One MediKit will generally suffice, but with a four-person squad you will find that a dedicated medic is a must, with either the Deep Pockets or Field Medic abilities.<br />
<br />
S.C.O.P.E.s tend to be extremely useful on all but Assault class soldiers, given that with only four soldiers you simply cannot afford to miss shots.<br />
<br />
Tactical Rigging is a nearly game-breaking change that dramatically simplifies gearing choices and makes your squad much more durable and powerful.<br />
<br />
The Mimic Beacon can often save one of your soldiers from an otherwise certain death. Other items are generally not needed for the extremely careful player, and will delay more satellites early on.<br />
<br />
== Tactics ==<br />
<br />
Retreat from contact and make sure that the aliens take hits from your Overwatch soldiers. Pulling a new pod of aliens before you're done with the current pull can quickly doom your squad, and a few dead soldiers or one aborted mission immediately makes all following missions harder. That said, quickly killing a new pull can often minimize the risk faced.<br />
<br />
Terror Missions generally demand extremely conservative, cold-hearted play. Going for perfect rescues is not recommended, the risk is simply too great. More zombies also give more experience, unfortunately.<br />
<br />
Many missions benefit from abusing the AI's focus on the last/nearest enemy seen. This means that many waves on the Base Defense mission or the second Slingshot mission can be delayed by one single soldier with Mimetic Skin popping in and out of sight.<br />
<br />
== Sectopods ==<br />
<br />
Fear me. <br />
<br />
Plan for this, or you will find yourself accidentally taking down the Overseer UFO early on, without sufficient firepower to overcome the new Reinforced Armour ability in one single turn, meaning your four soldiers will take heavy damage over multiple turns. It may be worth delaying this fight until you are absolutely certain you have a way to deal with the Sectopod. The alternative is a long game of hide-and-seek with dubious prospects in a very dangerous unknowable tactical situation.<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=EU2012_Table&diff=55724EU2012 Table2014-02-08T04:24:14Z<p>Oathbreaker: </p>
<hr />
<div><table style="padding-left:20px;"><br />
<tr style="vertical-align: top;"><br />
<td colspan = "5"><br />
{| {{stdTable}} title = "XCOM: Enemy Unknown (2012)" width = "100%" <br />
|- {{stdTable Heading}}<br />
| colspan = "5" | '''XCOM: Enemy Unknown (2012) / Enemy Within DLC [[File:Meld Insignia (EU2012).png|20px]]'''<br />
|-<br />
|}<br />
</td><br />
</tr><br />
<tr style="vertical-align: top;"><br />
<td style="width:220px; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}}<br />
| [[File:Vigilo_Confido_black.png|30px]] '''Overview'''<br />
|- <br />
| [[Info (EU2012)|Game Information]]<br />
<br />
: [[XCOM (EU2012)|Commander's Briefing]]<br />
<br />
: [[XCOM_Base_Location_(EU2012)|Base Location]]<br />
<br />
: [[The Council (EU2012)|The Council]]<br />
<br />
: [[Difficulty (EU2012)|Difficulty Levels]]<br />
<br />
:: [[Second Wave (EU2012)|Second Wave]]<br />
<br />
: [[Achievements (EU2012)|Achievements]]<br />
<br />
|- {{stdTable Sub Heading}}<br />
| [[File:Vigilo_Confido_black.png|30px]] '''XCOM'''<br />
|- <br />
| [[XCOM Headquarters (EU2012)|Headquarters]]<br />
|- <br />
|<br />
: [[Mission Control (EU2012)|Mission Control]]<br />
<br />
: [[Research (EU2012)|Research]]<br />
:: [[Genetics Lab (EU2012)|Genetics Lab]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]<br />
<br />
: [[Engineering (EU2012)|Engineering]]<br />
:: [[Foundry_(EU2012)|Foundry]]<br />
::: [[S.H.I.V. (EU2012)|S.H.I.V.]]<br />
:: [[Cybernetics Lab (EU2012)|Cybernetics Lab]] [[File:Meld Insignia (EU2012).png|20px|E1W DLC]]<br />
<br />
:[[Barracks (EU2012)|Barracks]]<br />
:: [[OTS_(EU2012)| Officer Training School]]<br />
:: [[Memorial (EU2012)|Memorial]]<br />
<br />
: [[Hangar (EU2012)|Hangar]]<br />
<br />
: [[Situation Room (EU2012)|Situation Room]]<br />
:: [[Gray Market (EU2012)|Gray Market]]<br />
:: [[Finances (EU2012)|Finances]]<br />
:: [[Covert Operations (EU2012)|Covert Operations]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]] <br />
|-<br />
|}<br />
</td><br />
<br />
<td style="width: 220px; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}}<br />
| [[Image:Lone_Wolf_(EU2012).jpg|30px]] '''Soldiers'''<br />
|- <br />
| [[Soldiers (EU2012)|Soldiers]]<br />
: [[Classes (EU2012)|Classes]]<br />
:: [[Assault (EU2012)|Assault]]<br />
:: [[Heavy (EU2012)|Heavy]]<br />
:: [[Sniper (EU2012)|Sniper]]<br />
:: [[Support (EU2012)|Support]]<br />
:: [[Psionic (EU2012)|Psionic]]<br />
:: [[MEC Trooper (EU2012)|MEC Trooper]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]] <br />
: [[Armor (EU2012)|Armor]]<br />
: [[Equipment (EU2012)#Portable Equipment|Equipment]]<br />
: [[Weapons (EU2012)|Weapons]]<br />
: [[Gene Mods (EU2012)|Gene Mods]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]<br />
: [[Medals (EU2012)|Medals]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]<br />
: [[Hero (EU2012)|Hero]]<br />
: [[Covert Operative (EU2012)|Covert Operative]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]<br />
|-<br />
|- {{stdTable Sub Heading}}<br />
| [[File:Head red 2.png|30px]] '''Aliens'''<br />
|- <br />
| [[Alien Life Forms (EU2012)|Alien Life Forms]]<br />
:[[Overviews of Aliens (EU2012)|Overview of Aliens]]<br />
:[[Alien Stats (EU2012)|Alien Stats]]<br />
:[[Alien Deployment (EU2012)|Alien Deployment]]<br />
|- <br />
| [[UFOs (EU2012)|UFOs]]<br />
|- <br />
|[[Alien Artifacts (EU2012)|Alien Artifacts]]<br />
: [[Meld (EU2012)|Meld]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]]<br />
<br />
|- {{stdTable Sub Heading}} <br />
| [[File:EXALT Insignia (EU2012).png|25px]] '''EXALT''' [[File:Meld Insignia (EU2012).png|20px|EW DLC]]<br />
|- <br />
|<br />
[[EXALT (EU2012)|EXALT]] <br />
: [[EXALT Units (EU2012)|Soldiers]] <br />
: [[EXALT Weapons (EU2012)|Equipment]] <br />
<br />
|}<br />
</td><br />
<br />
<td style="width: 220px; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Skyranger Pilot (EU2012).png|30px]] '''Missions'''<br />
|-<br />
| [[Gameplay Mechanics (EU2012)|Gameplay Mechanics]]<br />
: [[Chance to Hit (EU2012)|Chance to Hit]]<br />
: [[Cover (EU2012)|Cover]]<br />
: [[Critical Wounds (EU2012)|Critical Wounds]]<br />
: [[Damage (EU2012)|Damage]]<br />
<!--: [[Flanking (EU2012)|Flanking]]--><br />
: [[Overwatch (EU2012)|Overwatch]]<br />
: [[Suppression (EU2012)|Suppression]]<br />
<br />
<br />
[[Tactics (EU2012)|Combat Tactics]] <br />
: [[Squads (EU2012)| Squads]]<br />
<br />
<br />
[[Missions (EU2012)|Mission Types]]<br />
: [[Mission Names (EU2012)|Mission Names]]<br />
: [[After Action Report (EU2012)|After Action Report]]<br />
<br />
[[Maps (EU2012)|Maps]]<br />
<br />
: [[Map Tables (EU2012)|Tables]]<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Bradford Small (EU2012).png|30px]] '''Guides & Tips'''<br />
|-<br />
|<br />
[[Strategy (EU2012)|Strategy Guide]]<br />
: [[Building Optimization]]<br />
: [[Economy]]<br />
: [[Panic (EU2012)|Panic]]<br />
: [[Air Combat (EU2012)|Air Combat]]<br />
: [[Storyline Missions (EU2012)|Story Walkthrough]]<br />
<br />
[[Survival Guide (EU2012)|Survival Guide]]<br />
<br />
[[Class Builds (EU2012)|Class Builds]]<br />
<br />
[[Classic vs Impossible (EU2012)|Classic vs Impossible]]<br />
<br />
[[Classic Ironman An Army Of Four (EU2012)|Classic Ironman Army Of Four]]<br />
<br />
[[Abilities (EU2012)|List of all Abilities]]<br />
|}<br />
</td><br />
<br />
<br />
<td style="width:220px; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Shen Small (EU2012).png|30px]] '''General DLC'''<br />
|- <br />
|<br />
[[DLC (EU2012)|General Information]]<br />
<br />
: [[Elite Soldier Pack DLC (EU2012)|Elite Soldier Pack]]<br />
<br />
: [[XCOM: Enemy Within DLC (EU2012)|Enemy Within]] [[File:Meld Insignia (EU2012).png|20px|EW DLC]] <br />
<br />
|- {{stdTable Sub Heading}} <br />
| [[File:New Friend (EU2012).jpg|30px]] '''Slingshot DLC'''<br />
|- <br />
|<br />
[[Slingshot DLC (EU2012)|Operation Slingshot]]<br />
<br />
: [[Friends in Low Places (EU2012)|Friends in Low Places]]<br />
<br />
: [[Confounding Light (EU2012)|Confounding Light]]<br />
<br />
: [[Gangplank (EU2012)|Gangplank]]<br />
<br />
: [[Shaojie Zhang (EU2012)|Shaojie Zhang]]<br />
<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Saved to Savior (EU2012).jpg|30px]] '''Progeny''' [[File:Meld Insignia (EU2012).png|20px|EW DLC]]<br />
|- <br />
|<br />
[[Progeny (EU2012)|Operation Progeny]]<br />
<br />
: [[Portent (EU2012)|Portent]]<br />
<br />
: [[Deluge (EU2012)|Deluge]]<br />
<br />
: [[Furies (EU2012)|Furies]]<br />
<br />
: [[Annette Durand (EU2012)|Annette Durand]]<br />
<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Meet New People Then Kill Them (EU2012).jpg|30px]] '''Multiplayer'''<br />
|-<br />
| <br />
[[Multiplayer (EU2012)|Multiplayer]]<br />
<br />
: [[Maps (EU2012)|Maps]]<br />
<br />
: [[Multiplayer Tactics (EU2012)|Multiplayer Tactics]]<br />
<br />
: [[Multiplayer Builds (EU2012)|Squad Builds]]<br />
<br />
|}<br />
</td><br />
<td style="width:220px; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Happy to Oblige (EU2012).jpg|30px]] '''Miscellaneous'''<br />
|- <br />
|<br />
[[Game Credits (EU2012)|Game Credits]]<br />
<br />
[[Storyline (EU2012)|Storyline]]<br />
<br />
[[News Items (EU2012)|News Ticker]]<br />
<br />
[[Game Universe (EU2012)|Game Universe/Artwork]]<br />
<br />
[[Hero (EU2012)|XCOM Heroes]]<br />
<br />
[[Making The Game Harder (EU2012)|Making The Game Harder]]<br />
<br />
[[Glossary|Glossary of Terms]]<br />
<br />
[[Murphy's Laws (X-COM)#Strategic (Enemy Unknown)|Murphy's Laws (XCOM)]]<br />
<br />
|- {{stdTable Sub Heading}} <br />
| [[File:Combat Ready (EU2012).jpg|30px]] '''Technical Information'''<br />
|- <br />
|<br />
<br />
[[Patches (EU2012)| Patches]]<br />
<br />
[[Bugs (EU2012)| Bugs]]<br />
<br />
[[Mods (EU2012)| Mods & Suggestions]]<br />
<br />
[[Game Editors (EU2012)|Game Editors]]<br />
<br />
[[Game Files (EU2012)|Game Files]]<br />
<br />
[[Unused Features (EU2012)|Unused Features]]<br />
<br />
[[Wiki Tips (EU2012)|Wiki Tips]]<br />
|}<br />
</td><br />
</tr><br />
</table><br />
<noinclude><br />
[[Category:Enemy Unknown (2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=55723Classic Ironman An Army Of Four (EU2012)2014-02-08T04:19:20Z<p>Oathbreaker: /* Gearing */</p>
<hr />
<div>==Preparations==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is not available without EW. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
Operation Progeny gives extra loot, experience and several guaranteed psi-soldiers.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes rerolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes soldier skills more unpredictable but the game exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Rerolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Rerolling a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== Knowledge ===<br />
<br />
It is imperative that the player is fully cognizant of various bugs and intricate quirks of the game. For example, Improved Pistol 1 and 2 are known not to have an effect as of January 2014, other than possibly Imp Pistol 1 (and 3) for a Covert Operative. Some escort missions, the first two Operation Progeny missions and the [[Confounding Light (EU2012)]] Slingshot mission can be absolute murder unless you remember where and what triggers when the aliens drop in. A simple thing like forgetting that an alien does not trigger Overwatch fire when it moves 'into' a square, only when it moves 'out of' a square (including dropping in from above, and the Floater's Launch ability) can easily turn a simple situation into a life-and-death struggle.<br />
<br />
Africa is generally seen as the easiest starting continent, as it makes the first months slightly more forgiving.<br />
<br />
== Satellite Rush Strategy 1st month ==<br />
<br />
For further discussion see [[Survival Guide (EU2012)]].<br />
<br />
*Day 1 - excavate ($10, 5d, space for Workshop); <br />
*Days 4-7 - Abduction Site (+4 engineer, for Workshop);<br />
*Days 7 - Workshop ($130, 10d, +5 engineers for Satellite Uplink), excavate ($10, 5d, space for Power Generator);<br />
*Days 7-10 - UFO (small scout, 1 interceptor needed). Let the first UFO go, you get a Medium Scout with more loot. The downside is a slight delay, but more kills, more experience and more loot makes up for the lost time.<br />
*Day 11 - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1), <br />
*Day 12 - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*Day 17 - Satellite Uplink ($150, 14d);<br />
*...<br />
*Day 31 - Launch satellites for maximum cash with an eye to getting the South American continent bonus as soon as possible.<br />
*Day 32 - Council Report<br />
<br />
2nd Abduction Site and Council Mission will be this month, but it usually goes after day 17.<br />
<br />
== Research Order ==<br />
<br />
Genetic modification for Mimetic Skin quickly makes things so much easier it's silly, and can dramatically improve the odds of one experienced and modded squad leader being able to help 80-Aim rookies through their first mission or two in the middle game. Be aware that the Close Combat Specialist with Mimetic Skin is in for a surprise, while the soldier with Low Profile and Mimetic Skin is nearly always invisible. Bioelectric Skin in comparison is only needed on one single soldier. How much you want to abuse Mimetic Skin is up to you.<br />
<br />
Alien Containment and the Arc Thrower dramatically cut down on research times with the South American continent bonus.<br />
<br />
Carapace Armour dramatically improves soldier survivability.<br />
<br />
== Gearing ==<br />
<br />
Laser Rifles are generally cheap and quickly gotten, ideal for your Support and Assault classes.<br />
<br />
One Medi Kit will generally suffice, but with a four-person squad you will find that a dedicated medic is a must, with either the Deep Pockets or Field Medic abilities.<br />
<br />
SCOPEs tend to be extremely useful on all but Assault class soldiers, given that with only four soldiers you simply cannot afford to miss shots.<br />
<br />
Tactical Rigging is a nearly game-breaking change that dramatically simplifies gearing choices and makes your squad much more durable and powerful.<br />
<br />
The Mimic Beacon can often save one of your soldiers from an otherwise certain death. Other items are generally not needed for the extremely careful player, and will delay more satellites early on.<br />
<br />
== Tactics ==<br />
<br />
Retreat from contact and make sure that the aliens take hits from your Overwatch soldiers. Pulling a new pod of aliens before you're done with the current pull can quickly doom your squad, and a few dead soldiers or one aborted mission immediately makes all following missions harder. That said, quickly killing a new pull can often minimize the risk faced.<br />
<br />
Terror Missions generally demand extremely conservative, cold-hearted play. Going for perfect rescues is not recommended, the risk is simply too great. More zombies also give more experience, unfortunately.<br />
<br />
Many missions benefit from abusing the AI's focus on the last/nearest enemy seen. This means that many waves on the Base Defense mission or the second Slingshot mission can be delayed by one single soldier with Mimetic Skin popping in and out of sight.<br />
<br />
== Sectopods ==<br />
<br />
Fear me. <br />
<br />
Plan for this, or you will find yourself accidentally taking down the Overseer UFO early on, without sufficient firepower to overcome the new Reinforced Armour ability in one single turn, meaning your four soldiers will take heavy damage over multiple turns. It may be worth delaying this fight until you are absolutely certain you have a way to deal with the Sectopod. The alternative is a long game of hide-and-seek with dubious prospects in a very dangerous unknowable tactical situation.<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four&diff=55722Classic Ironman An Army Of Four2014-02-08T04:17:02Z<p>Oathbreaker: Oathbreaker moved page Classic Ironman An Army Of Four to Classic Ironman An Army Of Four (EU2012): (EU2012)</p>
<hr />
<div>#REDIRECT [[Classic Ironman An Army Of Four (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=55721Classic Ironman An Army Of Four (EU2012)2014-02-08T04:17:02Z<p>Oathbreaker: Oathbreaker moved page Classic Ironman An Army Of Four to Classic Ironman An Army Of Four (EU2012): (EU2012)</p>
<hr />
<div>==Preparations==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is not available without EW. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
Operation Progeny gives extra loot, experience and several guaranteed psi-soldiers.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes rerolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes soldier skills more unpredictable but the game exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Rerolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Rerolling a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== Knowledge ===<br />
<br />
It is imperative that the player is fully cognizant of various bugs and intricate quirks of the game. For example, Improved Pistol 1 and 2 are known not to have an effect as of January 2014, other than possibly Imp Pistol 1 (and 3) for a Covert Operative. Some escort missions, the first two Operation Progeny missions and the [[Confounding Light (EU2012)]] Slingshot mission can be absolute murder unless you remember where and what triggers when the aliens drop in. A simple thing like forgetting that an alien does not trigger Overwatch fire when it moves 'into' a square, only when it moves 'out of' a square (including dropping in from above, and the Floater's Launch ability) can easily turn a simple situation into a life-and-death struggle.<br />
<br />
Africa is generally seen as the easiest starting continent, as it makes the first months slightly more forgiving.<br />
<br />
== Satellite Rush Strategy 1st month ==<br />
<br />
For further discussion see [[Survival Guide (EU2012)]].<br />
<br />
*Day 1 - excavate ($10, 5d, space for Workshop); <br />
*Days 4-7 - Abduction Site (+4 engineer, for Workshop);<br />
*Days 7 - Workshop ($130, 10d, +5 engineers for Satellite Uplink), excavate ($10, 5d, space for Power Generator);<br />
*Days 7-10 - UFO (small scout, 1 interceptor needed). Let the first UFO go, you get a Medium Scout with more loot. The downside is a slight delay, but more kills, more experience and more loot makes up for the lost time.<br />
*Day 11 - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1), <br />
*Day 12 - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*Day 17 - Satellite Uplink ($150, 14d);<br />
*...<br />
*Day 31 - Launch satellites for maximum cash with an eye to getting the South American continent bonus as soon as possible.<br />
*Day 32 - Council Report<br />
<br />
2nd Abduction Site and Council Mission will be this month, but it usually goes after day 17.<br />
<br />
== Research Order ==<br />
<br />
Genetic modification for Mimetic Skin quickly makes things so much easier it's silly, and can dramatically improve the odds of one experienced and modded squad leader being able to help 80-Aim rookies through their first mission or two in the middle game. Be aware that the Close Combat Specialist with Mimetic Skin is in for a surprise, while the soldier with Low Profile and Mimetic Skin is nearly always invisible. Bioelectric Skin in comparison is only needed on one single soldier. How much you want to abuse Mimetic Skin is up to you.<br />
<br />
Alien Containment and the Arc Thrower dramatically cut down on research times with the South American continent bonus.<br />
<br />
Carapace Armour dramatically improves soldier survivability.<br />
<br />
== Gearing ==<br />
<br />
Laser Rifles are generally cheap and quickly gotten, ideal for your Support and Assault classes.<br />
<br />
One Medi Kit will generally suffice, but with a four-person squad you will find that a dedicated medic is a must, with either the Deep Pockets or Field Medic abilities.<br />
<br />
SCOPEs tend to be extremely useful on all but Assault class soldiers, given that with only four soldiers you simply cannot afford to miss shots.<br />
<br />
Tactical Rigging is a nearly game-breaking change that dramatically simplifies gearing choices and makes your squad much more durable and powerful.<br />
<br />
The Mimic Beacon can often save one of your soldiers from an otherwise certain death.<br />
<br />
== Tactics ==<br />
<br />
Retreat from contact and make sure that the aliens take hits from your Overwatch soldiers. Pulling a new pod of aliens before you're done with the current pull can quickly doom your squad, and a few dead soldiers or one aborted mission immediately makes all following missions harder. That said, quickly killing a new pull can often minimize the risk faced.<br />
<br />
Terror Missions generally demand extremely conservative, cold-hearted play. Going for perfect rescues is not recommended, the risk is simply too great. More zombies also give more experience, unfortunately.<br />
<br />
Many missions benefit from abusing the AI's focus on the last/nearest enemy seen. This means that many waves on the Base Defense mission or the second Slingshot mission can be delayed by one single soldier with Mimetic Skin popping in and out of sight.<br />
<br />
== Sectopods ==<br />
<br />
Fear me. <br />
<br />
Plan for this, or you will find yourself accidentally taking down the Overseer UFO early on, without sufficient firepower to overcome the new Reinforced Armour ability in one single turn, meaning your four soldiers will take heavy damage over multiple turns. It may be worth delaying this fight until you are absolutely certain you have a way to deal with the Sectopod. The alternative is a long game of hide-and-seek with dubious prospects in a very dangerous unknowable tactical situation.<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=55720Classic Ironman An Army Of Four (EU2012)2014-02-08T04:14:46Z<p>Oathbreaker: </p>
<hr />
<div>==Preparations==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is not available without EW. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
Operation Progeny gives extra loot, experience and several guaranteed psi-soldiers.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes rerolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes soldier skills more unpredictable but the game exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Rerolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Rerolling a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== Knowledge ===<br />
<br />
It is imperative that the player is fully cognizant of various bugs and intricate quirks of the game. For example, Improved Pistol 1 and 2 are known not to have an effect as of January 2014, other than possibly Imp Pistol 1 (and 3) for a Covert Operative. Some escort missions, the first two Operation Progeny missions and the [[Confounding Light (EU2012)]] Slingshot mission can be absolute murder unless you remember where and what triggers when the aliens drop in. A simple thing like forgetting that an alien does not trigger Overwatch fire when it moves 'into' a square, only when it moves 'out of' a square (including dropping in from above, and the Floater's Launch ability) can easily turn a simple situation into a life-and-death struggle.<br />
<br />
Africa is generally seen as the easiest starting continent, as it makes the first months slightly more forgiving.<br />
<br />
== Satellite Rush Strategy 1st month ==<br />
<br />
For further discussion see [[Survival Guide (EU2012)]].<br />
<br />
*Day 1 - excavate ($10, 5d, space for Workshop); <br />
*Days 4-7 - Abduction Site (+4 engineer, for Workshop);<br />
*Days 7 - Workshop ($130, 10d, +5 engineers for Satellite Uplink), excavate ($10, 5d, space for Power Generator);<br />
*Days 7-10 - UFO (small scout, 1 interceptor needed). Let the first UFO go, you get a Medium Scout with more loot. The downside is a slight delay, but more kills, more experience and more loot makes up for the lost time.<br />
*Day 11 - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1), <br />
*Day 12 - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*Day 17 - Satellite Uplink ($150, 14d);<br />
*...<br />
*Day 31 - Launch satellites for maximum cash with an eye to getting the South American continent bonus as soon as possible.<br />
*Day 32 - Council Report<br />
<br />
2nd Abduction Site and Council Mission will be this month, but it usually goes after day 17.<br />
<br />
== Research Order ==<br />
<br />
Genetic modification for Mimetic Skin quickly makes things so much easier it's silly, and can dramatically improve the odds of one experienced and modded squad leader being able to help 80-Aim rookies through their first mission or two in the middle game. Be aware that the Close Combat Specialist with Mimetic Skin is in for a surprise, while the soldier with Low Profile and Mimetic Skin is nearly always invisible. Bioelectric Skin in comparison is only needed on one single soldier. How much you want to abuse Mimetic Skin is up to you.<br />
<br />
Alien Containment and the Arc Thrower dramatically cut down on research times with the South American continent bonus.<br />
<br />
Carapace Armour dramatically improves soldier survivability.<br />
<br />
== Gearing ==<br />
<br />
Laser Rifles are generally cheap and quickly gotten, ideal for your Support and Assault classes.<br />
<br />
One Medi Kit will generally suffice, but with a four-person squad you will find that a dedicated medic is a must, with either the Deep Pockets or Field Medic abilities.<br />
<br />
SCOPEs tend to be extremely useful on all but Assault class soldiers, given that with only four soldiers you simply cannot afford to miss shots.<br />
<br />
Tactical Rigging is a nearly game-breaking change that dramatically simplifies gearing choices and makes your squad much more durable and powerful.<br />
<br />
The Mimic Beacon can often save one of your soldiers from an otherwise certain death.<br />
<br />
== Tactics ==<br />
<br />
Retreat from contact and make sure that the aliens take hits from your Overwatch soldiers. Pulling a new pod of aliens before you're done with the current pull can quickly doom your squad, and a few dead soldiers or one aborted mission immediately makes all following missions harder. That said, quickly killing a new pull can often minimize the risk faced.<br />
<br />
Terror Missions generally demand extremely conservative, cold-hearted play. Going for perfect rescues is not recommended, the risk is simply too great. More zombies also give more experience, unfortunately.<br />
<br />
Many missions benefit from abusing the AI's focus on the last/nearest enemy seen. This means that many waves on the Base Defense mission or the second Slingshot mission can be delayed by one single soldier with Mimetic Skin popping in and out of sight.<br />
<br />
== Sectopods ==<br />
<br />
Fear me. <br />
<br />
Plan for this, or you will find yourself accidentally taking down the Overseer UFO early on, without sufficient firepower to overcome the new Reinforced Armour ability in one single turn, meaning your four soldiers will take heavy damage over multiple turns. It may be worth delaying this fight until you are absolutely certain you have a way to deal with the Sectopod. The alternative is a long game of hide-and-seek with dubious prospects in a very dangerous unknowable tactical situation.<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=55719Classic Ironman An Army Of Four (EU2012)2014-02-08T03:59:13Z<p>Oathbreaker: /* Gearing */</p>
<hr />
<div>==Preparations==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is not available without EW. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
Operation Progeny gives extra loot, experience and several guaranteed psi-soldiers.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes rerolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes soldier skills more unpredictable but the game exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Rerolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Rerolling a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== Knowledge ===<br />
<br />
It is imperative that the player is fully cognizant of various bugs and intricate quirks of the game. For example, Improved Pistol 1 and 2 are known not to have an effect as of January 2014, other than possibly Imp Pistol 1 (and 3) for a Covert Operative. Some escort missions, the first two Operation Progeny missions and the [[Confounding Light (EU2012)]] Slingshot mission can be absolute murder unless you remember where and what triggers when the aliens drop in. A simple thing like forgetting that an alien does not trigger Overwatch fire when it moves 'into' a square, only when it moves 'out of' a square (including dropping in from above, and the Floater's Launch ability) can easily turn a simple situation into a life-and-death struggle.<br />
<br />
Africa is generally seen as the easiest starting continent, as it makes the first months slightly more forgiving.<br />
<br />
== Satellite Rush Strategy 1st month ==<br />
<br />
For further discussion see [[Survival Guide (EU2012)]].<br />
<br />
*Day 1 - excavate ($10, 5d, space for Workshop); <br />
*Days 4-7 - Abduction Site (+4 engineer, for Workshop);<br />
*Days 7 - Workshop ($130, 10d, +5 engineers for Satellite Uplink), excavate ($10, 5d, space for Power Generator);<br />
*Days 7-10 - UFO (small scout, 1 interceptor needed). Let the first UFO go, you get a Medium Scout with more loot. The downside is a slight delay, but more kills, more experience and more loot makes up for the lost time.<br />
*Day 11 - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1), <br />
*Day 12 - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*Day 17 - Satellite Uplink ($150, 14d);<br />
*...<br />
*Day 31 - Launch satellites for maximum cash with an eye to getting the South American continent bonus as soon as possible.<br />
*Day 32 - Council Report<br />
<br />
2nd Abduction Site and Council Mission will be this month, but it usually goes after day 17.<br />
<br />
== Research Order ==<br />
<br />
Genetic modification for Mimetic Skin quickly makes things much easier and can dramatically improve the odds of one experienced and modded squad leader being able to help 80-Aim rookies through their first mission or two in the middle game.<br />
<br />
Alien Containment and the Arc Thrower dramatically cut down on research times with the South American continent bonus.<br />
<br />
Carapace Armour dramatically improves soldier survivability.<br />
<br />
== Gearing ==<br />
<br />
Laser Rifles are generally cheap and quickly gotten, ideal for your Support and Assault classes.<br />
<br />
One Medi Kit will generally suffice, but with a four-person squad you will find that a dedicated medic is a must, with either the Deep Pockets or Field Medic abilities.<br />
<br />
SCOPEs tend to be extremely useful on all but Assault class soldiers, given that with only four soldiers you simply cannot afford to miss shots.<br />
<br />
Tactical Rigging is a nearly game-breaking change that dramatically simplifies gearing choices and makes your squad much more durable and powerful.<br />
<br />
The Mimic Beacon can often save one of your soldiers from an otherwise certain death.<br />
<br />
== Tactics ==<br />
<br />
Retreat from contact and make sure that the aliens take hits from your Overwatch soldiers. Pulling a new pod of aliens before you're done with the current pull can quickly doom your squad, and a few dead soldiers or one aborted mission immediately makes all following missions harder. That said, quickly killing a new pull can often minimize the risk faced.<br />
<br />
Terror Missions generally demand extremely conservative, cold-hearted play. Going for perfect rescues is not recommended, the risk is simply too great. More zombies also give more experience, unfortunately.<br />
<br />
== From Normal To Classic==<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=55718Classic Ironman An Army Of Four (EU2012)2014-02-08T03:54:59Z<p>Oathbreaker: /* Knowledge */</p>
<hr />
<div>==Preparations==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is not available without EW. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
Operation Progeny gives extra loot, experience and several guaranteed psi-soldiers.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes rerolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes soldier skills more unpredictable but the game exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Rerolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Rerolling a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== Knowledge ===<br />
<br />
It is imperative that the player is fully cognizant of various bugs and intricate quirks of the game. For example, Improved Pistol 1 and 2 are known not to have an effect as of January 2014, other than possibly Imp Pistol 1 (and 3) for a Covert Operative. Some escort missions, the first two Operation Progeny missions and the [[Confounding Light (EU2012)]] Slingshot mission can be absolute murder unless you remember where and what triggers when the aliens drop in. A simple thing like forgetting that an alien does not trigger Overwatch fire when it moves 'into' a square, only when it moves 'out of' a square (including dropping in from above, and the Floater's Launch ability) can easily turn a simple situation into a life-and-death struggle.<br />
<br />
Africa is generally seen as the easiest starting continent, as it makes the first months slightly more forgiving.<br />
<br />
== Satellite Rush Strategy 1st month ==<br />
<br />
For further discussion see [[Survival Guide (EU2012)]].<br />
<br />
*Day 1 - excavate ($10, 5d, space for Workshop); <br />
*Days 4-7 - Abduction Site (+4 engineer, for Workshop);<br />
*Days 7 - Workshop ($130, 10d, +5 engineers for Satellite Uplink), excavate ($10, 5d, space for Power Generator);<br />
*Days 7-10 - UFO (small scout, 1 interceptor needed). Let the first UFO go, you get a Medium Scout with more loot. The downside is a slight delay, but more kills, more experience and more loot makes up for the lost time.<br />
*Day 11 - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1), <br />
*Day 12 - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*Day 17 - Satellite Uplink ($150, 14d);<br />
*...<br />
*Day 31 - Launch satellites for maximum cash with an eye to getting the South American continent bonus as soon as possible.<br />
*Day 32 - Council Report<br />
<br />
2nd Abduction Site and Council Mission will be this month, but it usually goes after day 17.<br />
<br />
== Research Order ==<br />
<br />
Genetic modification for Mimetic Skin quickly makes things much easier and can dramatically improve the odds of one experienced and modded squad leader being able to help 80-Aim rookies through their first mission or two in the middle game.<br />
<br />
Alien Containment and the Arc Thrower dramatically cut down on research times with the South American continent bonus.<br />
<br />
Carapace Armour dramatically improves soldier survivability.<br />
<br />
== Gearing ==<br />
<br />
Laser Rifles are generally cheap and quickly gotten, ideal for your Support and Assault classes.<br />
<br />
One Medi Kit will generally suffice, but with a four-person squad you will find that a dedicated medic is a must, with either the Deep Pockets or Field Medic abilities.<br />
<br />
SCOPEs tend to be extremely useful on all but Assault class soldiers, given that with only four soldiers you simply cannot afford to miss shots.<br />
<br />
== Tactics ==<br />
<br />
Retreat from contact and make sure that the aliens take hits from your Overwatch soldiers. Pulling a new pod of aliens before you're done with the current pull can quickly doom your squad, and a few dead soldiers or one aborted mission immediately makes all following missions harder. That said, quickly killing a new pull can often minimize the risk faced.<br />
<br />
Terror Missions generally demand extremely conservative, cold-hearted play. Going for perfect rescues is not recommended, the risk is simply too great. More zombies also give more experience, unfortunately.<br />
<br />
== From Normal To Classic==<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=55717Classic Ironman An Army Of Four (EU2012)2014-02-08T03:54:08Z<p>Oathbreaker: /* Knowledge */</p>
<hr />
<div>==Preparations==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is not available without EW. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
Operation Progeny gives extra loot, experience and several guaranteed psi-soldiers.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes rerolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes soldier skills more unpredictable but the game exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Rerolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Rerolling a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== Knowledge ===<br />
<br />
It is imperative that the player is fully cognizant of various bugs and intricate quirks of the game. Improved Pistol 1 and 2 are known not to have an effect as of January 2014, other than possibly Imp Pistol 1 (and 3) for a Covert Operative. Some escort missions, the first two Operation Progeny missions and the [[Confounding Light (EU2012)]] Slingshot mission can be absolute murder unless you remember where and what triggers when the aliens drop in. A simple thing like forgetting that an alien does not trigger Overwatch fire when it moves 'into' a square, only when it moves 'out of' a square (including dropping in from above, and the Floater's Launch ability) can easily turn a simple situation into a life-and-death struggle.<br />
<br />
Africa is generally seen as the easiest starting continent, as it makes the first months slightly more forgiving.<br />
<br />
== Satellite Rush Strategy 1st month ==<br />
<br />
For further discussion see [[Survival Guide (EU2012)]].<br />
<br />
*Day 1 - excavate ($10, 5d, space for Workshop); <br />
*Days 4-7 - Abduction Site (+4 engineer, for Workshop);<br />
*Days 7 - Workshop ($130, 10d, +5 engineers for Satellite Uplink), excavate ($10, 5d, space for Power Generator);<br />
*Days 7-10 - UFO (small scout, 1 interceptor needed). Let the first UFO go, you get a Medium Scout with more loot. The downside is a slight delay, but more kills, more experience and more loot makes up for the lost time.<br />
*Day 11 - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1), <br />
*Day 12 - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*Day 17 - Satellite Uplink ($150, 14d);<br />
*...<br />
*Day 31 - Launch satellites for maximum cash with an eye to getting the South American continent bonus as soon as possible.<br />
*Day 32 - Council Report<br />
<br />
2nd Abduction Site and Council Mission will be this month, but it usually goes after day 17.<br />
<br />
== Research Order ==<br />
<br />
Genetic modification for Mimetic Skin quickly makes things much easier and can dramatically improve the odds of one experienced and modded squad leader being able to help 80-Aim rookies through their first mission or two in the middle game.<br />
<br />
Alien Containment and the Arc Thrower dramatically cut down on research times with the South American continent bonus.<br />
<br />
Carapace Armour dramatically improves soldier survivability.<br />
<br />
== Gearing ==<br />
<br />
Laser Rifles are generally cheap and quickly gotten, ideal for your Support and Assault classes.<br />
<br />
One Medi Kit will generally suffice, but with a four-person squad you will find that a dedicated medic is a must, with either the Deep Pockets or Field Medic abilities.<br />
<br />
SCOPEs tend to be extremely useful on all but Assault class soldiers, given that with only four soldiers you simply cannot afford to miss shots.<br />
<br />
== Tactics ==<br />
<br />
Retreat from contact and make sure that the aliens take hits from your Overwatch soldiers. Pulling a new pod of aliens before you're done with the current pull can quickly doom your squad, and a few dead soldiers or one aborted mission immediately makes all following missions harder. That said, quickly killing a new pull can often minimize the risk faced.<br />
<br />
Terror Missions generally demand extremely conservative, cold-hearted play. Going for perfect rescues is not recommended, the risk is simply too great. More zombies also give more experience, unfortunately.<br />
<br />
== From Normal To Classic==<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=55716Classic Ironman An Army Of Four (EU2012)2014-02-08T03:52:58Z<p>Oathbreaker: /* Strategies and Build Orders */</p>
<hr />
<div>==Preparations==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is not available without EW. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
Operation Progeny gives extra loot, experience and several guaranteed psi-soldiers.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes rerolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes soldier skills more unpredictable but the game exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Rerolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Rerolling a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== Knowledge ===<br />
<br />
It is imperative that the player is fully cognizant of various bugs and intricate quirks of the game. Improved Pistol 1 and 2 are known not to have an effect as of January 2014, other than possibly Imp Pistol 1 (and 3) for a Covert Operative. Some escort missions, the first two Operation Progeny missions and the [[Confounding Light (EU2012)]] Slingshot mission can be absolute murder unless you remember where and what triggers when the aliens drop in. A simple thing like forgetting that an alien does not trigger Overwatch fire when it moves 'into' a square, only when it moves 'out of' a square (including dropping in from above, and the Floater's Launch ability) can easily turn a simple situation into a life-and-death struggle.<br />
<br />
== Satellite Rush Strategy 1st month ==<br />
<br />
For further discussion see [[Survival Guide (EU2012)]].<br />
<br />
*Day 1 - excavate ($10, 5d, space for Workshop); <br />
*Days 4-7 - Abduction Site (+4 engineer, for Workshop);<br />
*Days 7 - Workshop ($130, 10d, +5 engineers for Satellite Uplink), excavate ($10, 5d, space for Power Generator);<br />
*Days 7-10 - UFO (small scout, 1 interceptor needed). Let the first UFO go, you get a Medium Scout with more loot. The downside is a slight delay, but more kills, more experience and more loot makes up for the lost time.<br />
*Day 11 - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1), <br />
*Day 12 - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*Day 17 - Satellite Uplink ($150, 14d);<br />
*...<br />
*Day 31 - Launch satellites for maximum cash with an eye to getting the South American continent bonus as soon as possible.<br />
*Day 32 - Council Report<br />
<br />
2nd Abduction Site and Council Mission will be this month, but it usually goes after day 17.<br />
<br />
== Research Order ==<br />
<br />
Genetic modification for Mimetic Skin quickly makes things much easier and can dramatically improve the odds of one experienced and modded squad leader being able to help 80-Aim rookies through their first mission or two in the middle game.<br />
<br />
Alien Containment and the Arc Thrower dramatically cut down on research times with the South American continent bonus.<br />
<br />
Carapace Armour dramatically improves soldier survivability.<br />
<br />
== Gearing ==<br />
<br />
Laser Rifles are generally cheap and quickly gotten, ideal for your Support and Assault classes.<br />
<br />
One Medi Kit will generally suffice, but with a four-person squad you will find that a dedicated medic is a must, with either the Deep Pockets or Field Medic abilities.<br />
<br />
SCOPEs tend to be extremely useful on all but Assault class soldiers, given that with only four soldiers you simply cannot afford to miss shots.<br />
<br />
== Tactics ==<br />
<br />
Retreat from contact and make sure that the aliens take hits from your Overwatch soldiers. Pulling a new pod of aliens before you're done with the current pull can quickly doom your squad, and a few dead soldiers or one aborted mission immediately makes all following missions harder. That said, quickly killing a new pull can often minimize the risk faced.<br />
<br />
Terror Missions generally demand extremely conservative, cold-hearted play. Going for perfect rescues is not recommended, the risk is simply too great. More zombies also give more experience, unfortunately.<br />
<br />
== From Normal To Classic==<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=55715Classic Ironman An Army Of Four (EU2012)2014-02-08T03:29:40Z<p>Oathbreaker: /* Preparatory */</p>
<hr />
<div>==Preparations==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is not available without EW. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
Operation Progeny gives extra loot, experience and several guaranteed psi-soldiers.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes rerolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes soldier skills more unpredictable but the game exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Rerolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Rerolling a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== Knowledge ===<br />
<br />
It is imperative that the player is fully cognizant of various bugs and intricate quirks of the game. Improved Pistol 1 and 2 are known not to have an effect as of January 2014, other than possibly Imp Pistol 1 (and 3) for a Covert Operative. Some escort missions, the first two Operation Progeny missions and the [[Confounding Light (EU2012)]] Slingshot mission can be absolute murder unless you remember where and what triggers when the aliens drop in. A simple thing like forgetting that an alien does not trigger Overwatch fire when it moves 'into' a square, only when it moves 'out of' a square (including dropping in from above, and the Floater's Launch ability) can easily turn a simple situation into a life-and-death struggle.<br />
<br />
==Strategies and Build Orders==<br />
<br />
=== Satellite Rush Strategy ===<br />
<br />
<br />
=====Lucky Man's Build Order=====<br />
<br />
<br />
======March======<br />
<br />
<br />
======April======<br />
<br />
======May======<br />
<br />
<br />
=====Unlucky Man's Build Order=====<br />
<br />
<br />
=== 1st month on Impossible: Build Order ===<br />
Build-order for 1st month (march) on Impossible difficulty - "Fast Satellite Uplink". No research/hire soldiers/production included.<br />
<br />
*1d - excavate ($10, 5d, space for Workshop); <br />
*4-7d - Abduction Site (+4 engineer, for Workshop);<br />
*7d - Workshop ($130, 10d, +5 engineers for Satellite Uplink), excavate ($10, 5d, space for Power Generator) ;<br />
*7d-10d - UFO (small scout, 1 interceptor needed), UFO Crash Site (sell as much as possible); NOTE that if you let this go, you get a Medium Scout with more loot(though this may be almost impossible to get this in this time-frame without a lot save scumming).<br />
*11d - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1), <br />
*12d - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*17d - Satellite Uplink ($150, 14d);<br />
*...<br />
*32d - Council Report<br />
<br />
2nd Abduction Site and Council Mission will be this month, but it usually goes after 17d.<br />
<br />
== From Normal To Classic==<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=55714Classic Ironman An Army Of Four (EU2012)2014-02-08T03:17:22Z<p>Oathbreaker: /* Assumptions */</p>
<hr />
<div>==Preparatory==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is not available without EW. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes rerolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes the game slightly more unpredictable but exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Rerolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Doing this a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
==Strategies and Build Orders==<br />
<br />
=== Satellite Rush Strategy ===<br />
<br />
<br />
=====Lucky Man's Build Order=====<br />
<br />
<br />
======March======<br />
<br />
<br />
======April======<br />
<br />
======May======<br />
<br />
<br />
=====Unlucky Man's Build Order=====<br />
<br />
<br />
=== 1st month on Impossible: Build Order ===<br />
Build-order for 1st month (march) on Impossible difficulty - "Fast Satellite Uplink". No research/hire soldiers/production included.<br />
<br />
*1d - excavate ($10, 5d, space for Workshop); <br />
*4-7d - Abduction Site (+4 engineer, for Workshop);<br />
*7d - Workshop ($130, 10d, +5 engineers for Satellite Uplink), excavate ($10, 5d, space for Power Generator) ;<br />
*7d-10d - UFO (small scout, 1 interceptor needed), UFO Crash Site (sell as much as possible); NOTE that if you let this go, you get a Medium Scout with more loot(though this may be almost impossible to get this in this time-frame without a lot save scumming).<br />
*11d - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1), <br />
*12d - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*17d - Satellite Uplink ($150, 14d);<br />
*...<br />
*32d - Council Report<br />
<br />
2nd Abduction Site and Council Mission will be this month, but it usually goes after 17d.<br />
<br />
== From Normal To Classic==<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=55713Classic Ironman An Army Of Four (EU2012)2014-02-08T03:16:24Z<p>Oathbreaker: /* Enemy Within & Slingshot */</p>
<hr />
<div>==Assumptions==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is not available without EW. The Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes rerolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes the game slightly more unpredictable but exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Rerolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Doing this a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== The RNG, Save Scumming, and You===<br />
<br />
==Strategies and Build Orders==<br />
<br />
=== Satellite Rush Strategy ===<br />
<br />
<br />
=====Lucky Man's Build Order=====<br />
<br />
<br />
======March======<br />
<br />
<br />
======April======<br />
<br />
======May======<br />
<br />
<br />
=====Unlucky Man's Build Order=====<br />
<br />
<br />
=== 1st month on Impossible: Build Order ===<br />
Build-order for 1st month (march) on Impossible difficulty - "Fast Satellite Uplink". No research/hire soldiers/production included.<br />
<br />
*1d - excavate ($10, 5d, space for Workshop); <br />
*4-7d - Abduction Site (+4 engineer, for Workshop);<br />
*7d - Workshop ($130, 10d, +5 engineers for Satellite Uplink), excavate ($10, 5d, space for Power Generator) ;<br />
*7d-10d - UFO (small scout, 1 interceptor needed), UFO Crash Site (sell as much as possible); NOTE that if you let this go, you get a Medium Scout with more loot(though this may be almost impossible to get this in this time-frame without a lot save scumming).<br />
*11d - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1), <br />
*12d - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*17d - Satellite Uplink ($150, 14d);<br />
*...<br />
*32d - Council Report<br />
<br />
2nd Abduction Site and Council Mission will be this month, but it usually goes after 17d.<br />
<br />
== From Normal To Classic==<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Classic_Ironman_An_Army_Of_Four_(EU2012)&diff=55712Classic Ironman An Army Of Four (EU2012)2014-02-08T03:16:06Z<p>Oathbreaker: Created page with "==Assumptions== === Enemy Within & Slingshot === The An Army Of Four achievement is not available without EW. Slingshot DLC gives the following advantages: More experience, ..."</p>
<hr />
<div>==Assumptions==<br />
<br />
=== Enemy Within & Slingshot ===<br />
<br />
The An Army Of Four achievement is not available without EW. Slingshot DLC gives the following advantages: More experience, one key additional plasma rifle, a medium high-Aim Heavy soldier (which can fill a hole and be a backup unit on Base Defense), easy massive cash infusion, and easy Fusion Core loot (otherwise only available when shooting down Battleships late-game). Disadvantages are one or two tricky missions which must be handled carefully and must be prepared for with either impeccable game-play, luck, or very specific soldier abilities that make them much easier.<br />
<br />
=== Tutorial Options & Second Wave ===<br />
<br />
The basic Tutorial gives you some advantages. The disadvantages is that you cannot skip the cut-scenes, it makes rerolling your first soldiers and starting base configuration extremely time-consuming. If you've gotten to the point where you're even considering a Classic or 'An Army Of Four' Ironman attempt, then you likely have little patience for baby step-by-baby step instructions.<br />
<br />
The Meld Tutorial is extremely advantageous, on the border to outright cheating, and should always be taken. It's extremely fast, gives two easy Meld pickups and makes the first mission carry almost zero risk, given that several alien pods (hereafter referred to as 'pulls') are single-alien groups.<br />
<br />
New Economy makes it easy to increase the first month's income.<br />
<br />
Not Created Equally makes it easy to get at least one 80-Aim soldier on the first mission. Focusing on leveling a few 80-Aim soldiers will drastically affect the use and deadliness of Heavy class soldiers, which otherwise suffer from low Offensive stat increases.<br />
<br />
Training Roulette makes the game slightly more unpredictable but exponentially more replayable. Highly recommended for the returning player.<br />
<br />
Aiming Angles takes away some of the cartoonish boardgame-style of the original game in favour of a more realistic simulation of actual tactics. However, it does not much affect the difficulty of the game, though it may make it slightly easier.<br />
<br />
=== Rerolling first mission ===<br />
<br />
Ideally you will have two soldiers with 80 Aim with Not Created Equally, for a significant chance of one of them being a Heavy. Two soldiers with 75 Aim is an easier target, given that you will have options for the second mission.<br />
<br />
Ideally you will have the first or second square to the right of the first-level Access Lift open, in order to get a Workshop up quickly. This significantly affects the ease of getting money and facilities done on or ahead of schedule the first month, and is worth re-rolling for, even if you rolled two 80-Aim soldiers.<br />
<br />
Doing this a few times you will quickly get a routine for which boxes to check when starting the game.<br />
<br />
=== The RNG, Save Scumming, and You===<br />
<br />
==Strategies and Build Orders==<br />
<br />
=== Satellite Rush Strategy ===<br />
<br />
<br />
=====Lucky Man's Build Order=====<br />
<br />
<br />
======March======<br />
<br />
<br />
======April======<br />
<br />
======May======<br />
<br />
<br />
=====Unlucky Man's Build Order=====<br />
<br />
<br />
=== 1st month on Impossible: Build Order ===<br />
Build-order for 1st month (march) on Impossible difficulty - "Fast Satellite Uplink". No research/hire soldiers/production included.<br />
<br />
*1d - excavate ($10, 5d, space for Workshop); <br />
*4-7d - Abduction Site (+4 engineer, for Workshop);<br />
*7d - Workshop ($130, 10d, +5 engineers for Satellite Uplink), excavate ($10, 5d, space for Power Generator) ;<br />
*7d-10d - UFO (small scout, 1 interceptor needed), UFO Crash Site (sell as much as possible); NOTE that if you let this go, you get a Medium Scout with more loot(though this may be almost impossible to get this in this time-frame without a lot save scumming).<br />
*11d - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1), <br />
*12d - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*17d - Satellite Uplink ($150, 14d);<br />
*...<br />
*32d - Council Report<br />
<br />
2nd Abduction Site and Council Mission will be this month, but it usually goes after 17d.<br />
<br />
== From Normal To Classic==<br />
<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Achievements_(EU2012)&diff=55711Achievements (EU2012)2014-02-08T02:31:01Z<p>Oathbreaker: </p>
<hr />
<div>{{TOC_hidden}}__NOEDITSECTION__<noinclude><br />
'''Achievements''' are separate goals or personal achievement trophies that you can earn as you play the game. These are obtained automatically through the normal progression of the game or by performing difficult tasks under harsh conditions. <br />
<br />
These achievements provide no direct in-game benefits and can be collected at your leisure. They are mainly provided for players that wish to collect everything that can be collected and to perform everything that can be conceivably performed in the game.<br />
<br />
The achievement lists are slightly different depending on the platform you're playing on - [[#Bubonic|Bubonic]] is only available to PC players, whilst [[#Poison Control|Poison Control]] is only for consolers. The [[#You Win|You Win]] trophy is PS3-only. [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/ Steam offers a list of achievements with the percentages of PC players who have obtained them].<br />
<br />
Unless otherwise specified, all achievements must be obtained whilst playing single player, but under any [[Difficulty (EU2012)|difficulty]]. Use of [[Hero (EU2012)|heroes]] will disable achievements for your campaign (including for later missions that they don't attend). Achievement titles in dark cells are hidden until unlocked.<br />
</noinclude> <br />
<br />
<br />
===Achievement List===<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
|[[Image:You_Win_(EU2012).jpg]]<br />
!<br />
=====You Win=====<br />
|Gain all trophies.<br />
| align="center" | -<br />
| align="center" | Platinum<br />
|Obtained after all other trophies are earned. PS3 only.<br />
|-<br />
|[[Image:Meet_New_People_Then_Kill_Them_(EU2012).jpg]]<br />
!<br />
=====Meet New People.<br>Then Kill Them.=====<br />
|Win a [[Multiplayer_(EU2012)|multiplayer]] match.<br />
| align="center" | 25 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Doesn't have to be ranked.<br />
|-<br />
|[[Image:No_Looking_Back_(EU2012).jpg]]<br />
!<br />
=====No Looking Back=====<br />
| Beat the game in [[Difficulty_(EU2012)#Ironman|Ironman]] on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] Difficulty.<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | Gold<br />
| <br />
|-<br />
|[[Image:Xavier_(EU2012).jpg]]<br />
!<br />
=====Xavier=====<br />
|Mind control an [[Ethereal_(EU2012)|Ethereal]] alien. Single player only.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
| Psi Armor, Mind Shield, and a Psi Inspiration boost make this feasable.<br />
|-<br />
|[[Image:Humanitys_Savior_(EU2012).jpg]] <br />
!<br />
=====Humanity's Savior=====<br />
|Beat the game on any difficulty.<br />
| align="center" | 30 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Earth_First_(EU2012).jpg]] <br />
!<br />
=====Earth First=====<br />
|Beat the game on [[Difficulty_(EU2012)#Classic|Classic]] difficulty.<br />
| align="center" | 60 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:Our_Finest_Hour_(EU2012).jpg]]<br />
!<br />
=====Our Finest Hour=====<br />
|Complete the game on [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.<br />
| align="center" | 90 [[FIle:Gamescore.png]]<br />
| align="center" | Gold<br />
| Note that it doesn't say "on Ironman."<br />
|-<br />
|[[Image:Lone_Wolf_(EU2012).jpg]] <br />
!<br />
=====Lone Wolf=====<br />
|Clear a [[Missions_(EU2012)#UFO_Crash_Site|UFO Crash Site]] with one soldier on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
| You must only use one soldier, and it is not recommended that you have [[Difficulty_(EU2012)#Ironman|Ironman]] mode turned on while going for this achievement. Taking control of additional units via [[Psionic_(EU2012)|Mind Control]] is allowed. Heavy or Assault reccomended. A Small Scout UFO crash is ideal. Use the Hyperwave to see enemy composition: you'll want to avoid/be prepared for Berserkers or Cyberdiscs, Sectopods. Most quickly done on Classic softcore with the Not Created Equally second wave option, just reroll the starting mission til you get an Assault squaddie with 80+ Aim after the first mission, you'll soon have a Small Scout to crash. Now add Medkit and Assault Rifle and... Save. Often.<br />
|-<br />
|[[Image:Bada_Boom_(EU2012).jpg]] <br />
!<br />
=====Bada Boom=====<br />
|Kill 50 aliens with explosive weapons.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Welcoming_Committee_(EU2012).jpg]] <br />
!<br />
=====Welcoming Committee=====<br />
|Kill 150 aliens.<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Pale_Horse_(EU2012).jpg]] <br />
!<br />
=====Pale Horse=====<br />
|Kill 500 aliens.<br />
| align="center" | 50 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|This can be done over several playthroughs.<br />
|-<br />
|[[Image:Shooting_Stars_(EU2012).jpg]] <br />
!<br />
=====Shooting Stars=====<br />
|Shoot down 40 UFOs.<br />
| align="center" | 35 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|This can be done over several playthroughs.<br />
|-<br />
|[[Image:Aint_No_Cavalry_Comin_(EU2012).jpg]] <br />
!<br />
=====Ain't No Cavalry Comin'=====<br />
|Have a soldier survive every mission in a full game.<br />
| align="center" | 50 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|One soldier must participate in every mission undertaken in the game, from the tutorial or first mission to the final mission. If they miss one (eg due to being stuck in the infirmary) then the achievement becomes void.<br />
|-<br />
|[[Image:As_A_Scalpel_(EU2012).jpg]] <br />
!<br />
=====As A Scalpel=====<br />
|Earn the "Excellent" rating in every performance category on a [[Missions_(EU2012)#Alien_Terror_Attack|terror mission]].<br />
| align="center" | 25 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|At minimum you must save 14 civilians to get an excellent rating in the third category, and lose no XCOM soldiers to get excellent in the second category.<br />
|-<br />
|[[Image:Edison_(EU2012).jpg]] <br />
!<br />
=====Edison=====<br />
|In a single game, complete every [[Research_(EU2012)#Projects|research project]].<br />
| align="center" | 25 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Angel_of_Death_(EU2012).jpg]] <br />
!<br />
=====Angel of Death=====<br />
|Kill an alien while flying. Single Player only.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| Archangel Armor or HoverSHIV, of course.<br />
|-<br />
|[[Image:All_Employees_Must_Wash_Hands_(EU2012).jpg]] <br />
!<br />
=====All Employees Must Wash Hands=====<br />
|In a single game, complete every [[Research_(EU2012)#Autopsies|autopsy]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Beyond_the_Veil_(EU2012).jpg]] <br />
!<br />
=====Beyond the Veil=====<br />
|Find a soldier with the Gift.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:Prisoner_of_War_(EU2012).jpg]] <br />
!<br />
=====Prisoner of War=====<br />
|[[Arc_Thrower_(EU2012)|Capture]] a live alien.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:The_Gatekeeper_(EU2012).jpg]] <br />
!<br />
=====The Gatekeeper=====<br />
|Stun an [[Outsider_(EU2012)|Outsider]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:X_Marks_the_Spot_(EU2012).jpg]] <br />
!<br />
=====X Marks the Spot=====<br />
|Uncover the [[Storyline_(EU2012)#Assault_the_Alien_Base|alien base's]] location.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:See_All_Know_All_(EU2012).jpg]] <br />
!<br />
=====See All, Know All=====<br />
|Build the [[Hyperwave_Relay_(EU2012)|Hyperwave Relay]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:On_the_Shoulders_of_Giants_(EU2012).jpg]] <br />
!<br />
=====On the Shoulders of Giants=====<br />
|Build the [[Gollop_Chamber_(EU2012)|Gollop Chamber]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:Ride_the_Lightning_(EU2012).jpg]] <br />
!<br />
=====Ride the Lightning=====<br />
|Build a [[Firestorm_(EU2012)|Firestorm]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Eye_in_the_Sky_(EU2012).jpg]] <br />
!<br />
=====Eye in the Sky=====<br />
|Launch a [[Satellite_(EU2012)|Satellite]].<br />
| align="center" | 5 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:All_Together_Now_(EU2012).jpg]] <br />
!<br />
=====All Together Now=====<br />
|Get [[Satellite_(EU2012)|satellite]] coverage over every country in one continent.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Hunter_Killer_(EU2012).jpg]] <br />
!<br />
=====Hunter/Killer=====<br />
|In a single game, shoot down one of each [[UFOs_(EU2012)|alien craft]].<br />
| align="center" | 15 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Modules are helpful in taking down Battleships. Also, you ''can'' send more than 1 Interceptor after a single UFO, but they have to take turns (previous one has to return to base or be destroyed, before sending the next).<br />
|-<br />
|[[Image:Man_No_More_(EU2012).jpg]] <br />
!<br />
=====Man No More=====<br />
|Build a suit of powered [[Armour_(EU2012)|armor]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Bubonic_(EU2012).jpg]] <br />
!<br />
=====Bubonic=====<br />
|Play a [[Multiplayer_(EU2012)|multiplayer]] match against someone with this achievement.<br />
| align="center" | -<br />
| align="center" | -<br />
|Only exists for PC players, replacing [[#Poison Control|Poison Control]].<br />
|-<br />
|[[Image:Bubonic_(EU2012).jpg]] <br />
!<br />
=====Poison Control=====<br />
|Cure poison on five soldiers in a single mission. Single player only.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Only exists for console players, replacing [[#Bubonic|Bubonic]]. You may cure the same soldier five times to earn this achievement. Note that [[Thin Man (EU2012)|Thin Men]] release poison on death, which is much easier to use then relying on them to fire poison spit. <br />
|-<br />
|[[Image:We_Happy_Few_(EU2012).jpg]] <br />
!<br />
=====We Happy Few=====<br />
|Complete a mission without losing a soldier.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:The_Hardest_Road_(EU2012).jpg]] <br />
!<br />
=====The Hardest Road=====<br />
|Advance one soldier to [[Soldiers_(EU2012)#Ranks|Colonel rank]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:Worth_Every_Penny_(EU2012).jpg]] <br />
!<br />
=====Worth Every Penny=====<br />
|Acquire 1000 credits in one month.<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| Most easily done with global satellite coverage.<br />
|-<br />
|[[Image:Oppenheimer_(EU2012).jpg]] <br />
!<br />
=====Oppenheimer=====<br />
|Staff the research labs with 80 scientists.<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:One_Gun_at_a_Time_(EU2012).jpg]] <br />
!<br />
=====One Gun at a Time=====<br />
|Staff the engineering department with 80 engineers.<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Skunkworks_(EU2012).jpg]] <br />
!<br />
=====Skunkworks=====<br />
|In a single game, complete every [[Foundry_(EU2012)|Foundry]] project.<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:You_Have_5_Seconds_to_Comply_(EU2012).jpg]] <br />
!<br />
=====You Have 5 Seconds to Comply=====<br />
|Build a [[SHIV_(EU2012)|S.H.I.V.]]<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| [http://www.youtube.com/watch?v=xMMyVKm9BjM]<br />
|-<br />
|[[Image:Theory_(EU2012).jpg]] <br />
!<br />
=====Theory...=====<br />
|Build a [[Laboratory_(EU2012)|laboratory]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:and_Practice_(EU2012).jpg]] <br />
!<br />
=====...and Practice=====<br />
|Build a [[Workshop_(EU2012)|workshop]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:Wet_Work_(EU2012).jpg]] <br />
!<br />
=====Wet Work=====<br />
|Complete a Very Difficult [[Missions_(EU2012)#Alien_Abductions|abduction mission]] in five turns or less on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Once you're familiar with the size of some of the different [[Maps (EU2012)|maps]] in the game, wait until you recognise that you've been dropped into a small one before attempting this.<br />
|-<br />
|[[Image:A_Continental_Fellow_(EU2012).jpg]] <br />
!<br />
=====A Continental Fellow=====<br />
|Win a game from each of the 5 starting locations.<br />
| align="center" | 50 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|Five separate games must be completed, with your starting base situated in each of the different continents. Surprisingly, Steam statistics reports this as having the lowest completion rate, even below Finest Hour and No Looking Back completion.<br />
|-<br />
|[[Image:What_Wonders_Await_(EU2012).jpg]] <br />
!<br />
=====What Wonders Await=====<br />
|Complete a [[Research_(EU2012)#Projects|research project]].<br />
| align="center" | 5 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Up_and_Running_(EU2012).jpg]] <br />
!<br />
=====Up and Running=====<br />
|Build a [[Engineering_(EU2012)#Build_Facilities|base facility]].<br />
| align="center" | 5 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Combat_Ready_(EU2012).jpg]] <br />
!<br />
=====Combat Ready=====<br />
|Build an [[Engineering_(EU2012)#Build_Items|item]].<br />
| align="center" | 5 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Drums_in_the_Deep_(EU2012).jpg]] <br />
!<br />
=====Drums in the Deep=====<br />
|Gain access to the lowest level in your base.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Happy_to_Oblige_(EU2012).jpg]] <br />
!<br />
=====Happy to Oblige=====<br />
|Fulfil a [[Missions_(EU2012)#Council_Missions|Council request]].<br />
| align="center" | 15 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:And_Hells_Coming_With_Me_(EU2012).jpg]] <br />
!<br />
=====And Hell's Coming With Me=====<br />
|Successfully assault an [[Storyline_(EU2012)#Assault_the_crashed_Overseer_UFO|Overseer UFO]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:Off_My_Planet_(EU2012).jpg]] <br />
!<br />
=====Off My Planet=====<br />
|Recover a [[Hyperwave Relay (EU2012)|Hyperwave Beacon]].<br />
| align="center" | 25 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:Tables_Turned_(EU2012).jpg]] <br />
!<br />
=====Tables Turned=====<br />
|Shoot down a [[UFOs_(EU2012)|UFO]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:And_So_It_Begins_(EU2012).jpg]] <br />
!<br />
=====And So It Begins...=====<br />
|Complete the tutorial mission.<br />
| align="center" | 15 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|[[Difficulty_(EU2012)#Tutorial_Mode|Tutorial mode]] must be enabled (not on Impossible Difficulty).<br />
|-<br />
|[[Image:The_Volunteer_(EU2012).jpg]] <br />
!<br />
=====The Volunteer=====<br />
|Make contact with the Ethereal hive mind.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:Flight_of_the_valkyries_(EU2012).jpg]] <br />
!<br />
=====Flight of the Valkyries=====<br />
|Complete a mission with an all female squad. Single player only.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|}<br />
<br />
<br />
===Slingshot===<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
!colspan=6 |The following five achievements require the [[Slingshot_DLC_(EU2012)|Slingshot DLC]].<br />
|-<br />
|[[Image:New_Friend_(EU2012).jpg]] <br />
!<br />
=====New Friend=====<br />
|Complete [[Low_Friends_(EU2012)|Friends in Low Places]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Bait_the_Hook_(EU2012).jpg]] <br />
!<br />
=====Bait the Hook=====<br />
|Complete [[CnfndLight_(EU2012)|Confounding Light]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:The_Bigger_They_Are_(EU2012).jpg]] <br />
!<br />
=====The Bigger They Are=====<br />
|Complete [[Gangplank_(EU2012)|Gangplank]].<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:Rising_Dragon_(EU2012).jpg]] <br />
!<br />
=====Rising Dragon=====<br />
|Take your new ally into the final challenge.<br />
| align="center" | 30 [[FIle:Gamescore.png]]<br />
| align="center" | Gold<br />
|[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]] must attend the final mission of the campaign (as opposed to the final mission of the Slingshot DLC), does not need to be The Volunteer. Make him more suitable for endgame by purchasing OTS's Iron Will before leveling him. Second Wave's "Hidden Potential" might also give him larger stat increases. <br />
|-<br />
|[[Image:All_Aboard_(EU2012).jpg]] <br />
!<br />
=====All Aboard!=====<br />
|Complete [[CnfndLight_(EU2012)|Confounding Light]] with three or more turns left.<br />
| align="center" | 30 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|Not all aliens need to be killed: simply place the 4 transmitters, and get 1 soldier into the train conductor's cabin.<br />
|-<br />
|}<br />
<br />
===Enemy Within DLC===<br />
<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
!colspan=6 |The following 30 achievements require the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].<br />
|-<br />
|[[Image:Anger Management (EU2012).jpg]]<br />
!<br />
====Anger Management====<br />
|Proc Combat Rush on the entire squad (min. 4)<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Have at least 1 soldier (easier with 2) with the Adrenal Neurosympathy genetic mod on a mission. 'Pheromones' have significant range, so no need to risk Grenade Bait formations; just be close enough to have all squad members to be affected.<br />
|-<br />
|[[Image:Rise of the Machines (EU2012).jpg]]<br />
!<br />
====Rise of the Machines====<br />
|Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Mutatis Mutandis (EU2012).jpg]]<br />
!<br />
====Mutatis Mutandis====<br />
|Field a squad where all members have at least two modifications (min. 4) and win the mission<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Mental Minefield (EU2012).jpg]]<br />
!<br />
====Mental Minefield====<br />
|Kill an enemy as it is psionically attacking you in single player<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Neural Feedback's base damage is 7. Weaken it before the Sectoid Commander's/Ethereal's turn.<br />
|-<br />
|[[Image:Tingling Sensation (EU2012).jpg]]<br />
!<br />
====Tingling Sensation====<br />
|Kill an unseen enemy detected by a specially modified soldier in single player<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| In battle, soldiers with Bioelectric Skin can detect enemies behind doors and walls and such. Use of high explosives (and hoping it's a low-HP alien) is the easiest way to get this.<br />
|-<br />
|[[Image:Steel Martyr (EU2012).jpg]]<br />
!<br />
====Steel Martyr====<br />
|Deploy three tactical subsystems on a single soldier in single player<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Fully upgrade a MEC unit's Power Armor<br />
|-<br />
|[[Image:Enemy Within (EU2012).jpg]]<br />
!<br />
====Enemy Within====<br />
|Get a Soldier to have 5 modifications in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Who Needs Limbs (EU2012).jpg]]<br />
!<br />
====Who Needs Limbs?====<br />
|Augment a soldier in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:A Little Bit Alien (EU2012).jpg]]<br />
!<br />
====A Little Bit Alien====<br />
|Modify a soldier in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Mind the Step (EU2012).jpg]]<br />
!<br />
====Mind the Step====<br />
|Jump two stories in one move in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Muscle Fiber Density Gen Mod<br />
|-<br />
|[[Image:Someone Your Own Size (EU2012).jpg]]<br />
!<br />
====Someone Your Own Size====<br />
|Kill a Muton Berserker in melee combat in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| MEC unit with Kinetic Punch<br />
|-<br />
|[[Image:The Meld Squad (EU2012).jpg]]<br />
!<br />
====The Meld Squad====<br />
|Field a fully enhanced squad and win the mission<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Gen Modded squad, at least one each. Essentialy the prereq to Mutatis Mutandis<br />
|-<br />
|[[Image:By Our Powers Combined (EU2012).jpg]]<br />
!<br />
====By Our Powers Combined====<br />
|Field a squad with 4 augmented soldiers, each with a different base ability and win the mission<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Requires 4 MEC soldiers who were originally one of each class. Can be done with Rise Of The Machines.<br />
|-<br />
|[[Image:Nice Cover (EU2012).jpg]]<br />
!<br />
====Nice Cover====<br />
|Use Collateral Damage to blow up a car in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Requires a MEC soldier<br />
|-<br />
|[[Image:Taking A Load Off (EU2012).jpg]]<br />
!<br />
====Taking A Load Off====<br />
|Stop a squad member from suffocating in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Shieldbuster (EU2012).jpg]]<br />
!<br />
====Shieldbuster====<br />
|Eliminate an enemy's shield and kill it on the same turn in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| <br />
|-<br />
|[[Image:Guardian of Earth (EU2012).jpg]]<br />
!<br />
====Guardian of Earth====<br />
|Designate a highly decorated soldier as the Volunteer<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Medals are acquired through missions. There seems to be a limit on how many medals can be acquired. Riskiest medal is the one that requires a soldier to die or be Critically Wounded. After the cap is reached, it seems no more are given.<br>Best way to obtain this Achievement is to save 1 of each medal until you have your PSI Soldier and then give him the 5 medals before making him the Volunteer.<br />
|-<br />
|[[Image:Pain in the Neck (EU2012).jpg]]<br />
!<br />
====Pain in the Neck====<br />
|Cause an enemy to suicide<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|This is done by successfully stunning an EXALT enemy using an Arc Thrower<br />
|-<br />
|[[Image:An Army Of Four (EU2012).jpg]]<br />
!<br />
====An Army Of Four====<br />
|Beat the game without buying a Squad Size upgrade (Classic+ difficulty)<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Solid Prospect (EU2012).jpg]]<br />
!<br />
====Solid Prospect====<br />
|Complete Deluge<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" |<br />
|Progeny (Slingshot type Council mission)<br />
|-<br />
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]]<br />
!<br />
====Ours are the Furies==== <br />
|Complete Furies<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Progeny (Slingshot type Council mission)<br>A landed Abductor in a snowy level: there is a unique command console in the middle room, just outside the bridge's door. Destroy or deactivate it.<br />
|-<br />
|[[Image:Remington (EU2012).jpg]]<br />
!<br />
====Remington… Max Remington====<br />
|Have your special-duty soldier kill three enemies in the same mission<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Flanking and grenades help, especially if, with Training Roulette, they're a pistol-carrying class with Grenadier (normally only Heavies). Tactical Rigging from the Foundry is also a big help. Having your full-kit soldiers soften targets is key.<br />
|-<br />
|[[Image:Elite Defense (EU2012).jpg]]<br />
!<br />
====Elite Defense====<br />
|Beat a new special mission without losing any assets<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:G’day (EU2012).jpg]]<br />
!<br />
====G’day====<br />
|Kill an elite enemy Sniper with one of your own snipers in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Elite Snipers will be carrying the EXALT version of the Laser Sniper Rifle<br />
|-<br />
|[[Image:Regenerate This (EU2012).jpg]]<br />
!<br />
====Regenerate This====<br />
|Kill an elite enemy Medic with explosive damage in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Elite Medics will be carrying the EXALT Laser Assault Rifle<br />
|-<br />
|[[Image:All Hands on Deck (EU2012).jpg]]<br />
!<br />
====All Hands on Deck====<br />
|Get at least 4 kills with XCOM Base Security personnel<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Base Security are in blue-tint armor. They're essentially Rookies, so beware Panic chains. Their Assault Rifles have a base damage of 4, so they're 1 point less useless than what you're saddled with in the first mission. The easiest way to get this is to get Tactical Rigging so they carry two frag grenades and throw them around liberally at low HP aliens.<br />
|-<br />
|[[Image:Apotheosis Denied (EU2012).jpg]]<br />
!<br />
====Apotheosis Denied====<br />
|Deal with the newest global threat<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| After "Where In The World", clear out the EXALT base<br />
|-<br />
|[[Image:They Shall Not Pass (EU2012).jpg]]<br />
!<br />
====They Shall Not Pass====<br />
|Eliminate all alien waves<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Base Defense<br />
|-<br />
|[[Image:Zom-B-Gone (EU2012).jpg]]<br />
!<br />
====Zom-B-Gone====<br />
|Eradicate the infestation<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Complete [[Site Recon (EU2012)|Site Recon]], aka "Operation: Run Like A Bitch"<br />
|-<br />
|[[Image:Where in The World (EU2012).jpg]]<br />
!<br />
====Where in the World====<br />
|Make certain of the new threat's location<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Either through Intelligence scans or in response to EXALT attacks (at the great risk of lost money, lost research, and Panic gains), sucessfully complete at least 3 covert operations to gain clues to open the chance to accuse a country of harboring the EXALT base. You can do more Covert ops untill all 15 other countries are deduced out (or savescum and go one by one)<br />
|}<br />
===Removed===<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
!colspan=6 |The following five achievements were removed from Steam 8th Jan 2013. Two of them have returned in the Enemy Within DLC with different names ('''Disaster Averted''' as '''Solid Prospect''' and '''Great Minds Think Alike''' as '''Ours Are The Furies''')<br />
|-<br />
|[[Image:No_Sweat_(EU2012).jpg]] <br />
!<br />
=====No Sweat=====<br />
|Complete Deluge without activating more than 2 valves.<br />
| align="center" | ???<br />
| align="center" | ???<br />
| Deluge in EW has a turn limit, due to it being on a damaged Dam: opening valves releases water, thus extending the time before it breaks. While possible to complete without opening any valves at all, it will not unlock the achievement, and thus, has truly been removed<br />
|-<br />
|[[Image:Saved_to_Savior_(EU2012).jpg]] <br />
!<br />
=====Saved to Savior=====<br />
|Have your newest ally volunteer for the most difficult duty.<br />
| align="center" | ???<br />
| align="center" | ???<br />
|The "newest ally" referred to was likely to've been called "Annette". Possibly an early name for Anna Sing? Icon and description suggest somthing like Zhang's Rising Dragon, except for "Annette" to be the Volunteer, specifically.<br />
|-<br />
|[[Image:Disaster_Averted_(EU2012).jpg]] <br />
!<br />
=====Disaster Averted=====<br />
|Complete Deluge.<br />
| align="center" | ???<br />
| align="center" | ???<br />
|<br />
|-<br />
|[[Image:The_Chase_Is_On_(EU2012).jpg]] <br />
!<br />
=====The Chase Is On=====<br />
|Complete Portent.<br />
| align="center" | ???<br />
| align="center" | ???<br />
| Replaced with the achievementless mission of finding/escorting the EXALT survivor of a damaged convoy<br />
|-<br />
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]] <br />
!<br />
=====Great Minds Think Alike=====<br />
|Complete Furies.<br />
| align="center" | ???<br />
| align="center" | ???<br />
|<br />
|}<br />
<br />
{{StyleEU2012}}<br />
[[Category: Enemy Unknown (2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Strategy_(EU2012)&diff=55710Strategy (EU2012)2014-02-08T01:57:27Z<p>Oathbreaker: /* Alien Base Assault */</p>
<hr />
<div>==General Factors==<br />
===The Aliens===<br />
[[File:Last Stand (EU2012).png|right|300px]]<br />
The Aliens are the main foe in XCOM: Enemy Unknown, consisting of several [[Alien Life Forms (EU2012)|species]] united under a specific [[Alien Objectives (EU2012)|agenda]] that will conduct hostile missions regarding Earth and humanity. The aliens will deploy their ground forces using Unidentified Flying Objects ([[UFOs (EU2012)|UFOs]]), which can be detected and shot down by [[XCOM (EU2012)|XCOM]]. <br />
<br />
The most important aspects regarding the aliens are:<br />
* Escalation - every month the aliens will introduce [[Overviews of Aliens (EU2012)|better armed]] species and UFOs, increasing their deadliness. <br />
* Retaliation - They will strike back against XCOM by attacking your [[Satellite (EU2012)|satellites]] if their UFOs are shot down and in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] they will [[XCOM Base Defense (EU2012)|assault]] XCOM's HQ if their base on Earth is destroyed by your forces. <br />
* Determination - they will keep conducting their missions and terrorizing Earth until the [[The Council (EU2012)|Council]] that supports XCOM is disbanded and their complete their objectives. <br />
<br />
As you progress through the game you'll encounter new aliens and discover more about their horrific intentions, as you conduct interrogations and autopsies and research their advanced [[Alien Artifacts (EU2012)|technology]]. As XCOM Commander it is your mission to stop their actions and use the knowledge gained through [[Research (EU2012)|research]] stop the alien invasion of Earth. <br />
<br clear="all"><br />
<br />
===XCOM Goals===<br />
In order to win the game, XCOM commanders will have to achieve two goals:<br />
[[File:ShadowSpeeker.png|right|300px]]<br />
'''Prevent 8 or more countries from leaving the Council'''<br />
* The game will continue endlessly as long as you have 9 countries still in [[The Council (EU2012)|Council]]. You can keep playing until [[Background_(TFTD)|2039]] or [[Background (Apocalypse)|2084]] if you wish to do so, as long as you don't complete (or fail) some of the [[Storyline Missions (EU2012)|key missions]] (see below).<br />
* Unlike the original game, you can't lose from repeatedly getting a negative grade on the Council's monthly report or running out of funds. However, if those situations keep happening then most likely you'll lose since [[Panic (EU2012)|panic]] will spiral out of control and make countries leave the Council. <br />
* The higher the [[Difficulty (EU2012)|difficulty]] level, the more harder it will be to control panic.<br />
* Keep in mind that retaining at least 9 countries in the Council doesn't necessary imply covering them all with satellites, although you'll want to expand your satellite network as much as possible due to the benefits it will provide.<br />
<br clear="all"><br />
[[File: Game Objective (EU2012).png|300px|right]]<br />
'''Complete the Game Objectives'''<br />
* To achieve the game objectives you'll have to fulfill a number of subobjectives in sequence. For more details see [[Storyline (EU2012)#Game Objectives|Game Objectives]]. <br />
* Theoretically, you'll only need to complete 5/6 key Storyline [[Storyline Missions (EU2012)|missions]] to win the game: the 1st mission (either the Tutorial or a regular Abduction), capturing the 1st alien and an [[Outsider (EU2012)|Outsider]] alien, Alien Base Assault, XCOM Base Defense (on the Enemy Within DLC), Assault the Overseer UFO and Temple Ship Assault.<br />
* If you fail to finish the 1st mission, Alien Base, Base Defense and Temple Ship you'll be given the opportunity of replaying the mission or losing the game. <br />
* With the exception of the 1st mission, you can delay those missions as much as you want. However, as months pass the [[Aliens (EU2012)|aliens]] will deploy more capable units, which can increase, or not, their difficulty, depending on how far you've progressed on your own weapons/armor [[Research (EU2012)|research]]. <br />
* Besides the progression in the timeline, the difficulty levels will also have an effect on the [[Alien Deployment (EU2012)|number and type]] of the aliens present during [[Missions (EU2012)|missions]] and their individual [[Alien Stats (EU2012)|stats]].<br />
<br clear="all"><br />
<br />
===Difficulty Levels & DLCs===<br />
[[File:Second Wave EW (EU2012).png|right|300px]]<br />
The Difficulty levels can have a major influence on the type of strategy chosen because of the specific changes they introduce. For details on their influence over funding, alien stats, etc., see [[Difficulty (EU2012)|Difficulty]]. For specific information about how difficulty levels change the number of aliens during missions, check [[Alien Deployment (EU2012)|Alien Deployment]].<br />
<br />
The difficulty will be further increased if playing with [[Difficulty (EU2012)#Ironman|Ironman]], [[Second Wave (EU2012)|Second Wave]] or the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] expansion:<br />
* '''Ironman''' - makes it impossible to go back and fix a mistake such as satellites not being ready on time for launch at the end of the month.<br />
* '''Second Wave''' - Strategic Layer Changes:<br />
** '''New Economy''' - randomizes the funding given by each country. The starting credits may be completely different from the regular values. <br />
** '''Marathon''' - everything takes longer to complete (research, manufacturing, etc) and appearances of new alien species will also be pushed forward.<br />
** '''Results Driven''' - funding is reduced by the country's current [[Panic (EU2012)|panic]] level.<br />
** '''High Stakes''' - scientist/engineer rewards from [[Missions (EU2012)#Abductions|Abduction]] missions are randomized, can make impossible some strategies that depend on these rewards. <br />
** '''Diminishing Returns''' - massive cost increases for satellites. <br />
** '''War Weariness''' - funding trickles down to 0 over time.<br />
** '''E-115''' - can lead to [[Elerium (EU2012)|Elerium]] shortages for building projects.<br />
** '''Alternate Sources''' - [[Base Facilities (EU2012)|base facilities]] cost more power, meaning less space and more building costs. <br />
** '''Not Created Equally''', '''Hidden Potential''' and '''Training Roulette''' - randomize soldier's stats, their progression when promoted and their abilities. Can be used to create super soldiers, or severely limit them. <br />
** '''The Greater Good''', '''More Than Human''' and '''Mind Hates Matter''' - restrict use of [[Psionic (EU2012)|Psionics]]. <br />
** '''Total Loss''' - causes KIA [[Soldiers (EU2012)|soldiers]] to lose all their equipment, forcing you to spend resources to replace it.<br />
** '''Save Scum''' - actually helps more since it can be used to ensure that shots hit their targets. Can also be used to randomize results of air combat dogfights and the appearance of several events/missions. <br />
====Enemy Within DLC====<br />
[[Image:XCOM Enemy Within Poster.png|right|300px]]<br />
* A new resource called [[Meld (EU2012)|Meld]] is introduced, allowing to perform cybernetic and genetic modifications for your soldiers.<br />
* [[Research (EU2012)|research]] time is increased on the Classic/Impossible difficulties by 40% and 70%, respectively. <br />
* The plasma weapons building costs are also increased on average by 50% of their previous cost.<br />
* A new foe, [[EXALT (EU2012)|EXALT]] is added, which can be an hassle to XCOM. <br />
* Also adds the [[XCOM Base Defense (EU2012)|Base Defense]] mission. <br />
<br clear="all"><br />
====Slingshot & Progeny====<br />
[[File:Zhang_Cutscene.png|300px|right]]<br />
There are also two optional [[DLC (EU2012)|DLC]] campaigns available as Council [[The Council (EU2012)#Council Missions|missions]]. If the 3 missions of each are completed successfully they give access to advanced resources, making the game easier. Completing some of their missions can be challenging though. <br />
* [[Slingshot DLC (EU2012)|Slingshot]] - provide a high-stat Heavy soldier ([[Shaojie Zhang (EU2012)|Shaojie Zhang]]) and allow early access to [[Fusion Core (EU2012)|Fusion Cores]], whose research is required for building advanced [[Fusion Lance (EU2012)|Fusion Lances]] for Firestorm craft and [[Blaster Launcher (EU2012)|Blaster Launchers]] for Heavy soldiers. <br />
* [[Progeny (EU2012)|Progeny]] - gives 4 guaranteed [[Psionic (EU2012)|Psionic]] soldiers (including [[Annette (EU2012)|Annette]]).<br />
<br />
Both campaigns also provide large amounts of scientists/engineers, as well as credits and other [[Alien Artifacts (EU2012)|Alien Artifacts]].<br />
<br clear="all"><br />
<br />
===Starting Base Location===<br />
<br />
The location of the XCOM [[HQ (EU2012)|HQ]] automatically deploys a [[Satellite (EU2012)|satellite]] over the country and gives the continent's specific bonus to the player and will have a major impact on the early game. Each country covered with a satellite provides additional Scientists or Engineers, besides credits (§), that are received at the end of the month and can be very useful in gathering enough Engineers to be able to build [[Beam Weapons (EU2012)|Laser Weapons]] after they are [[Research (EU2012)|researched]]. <br />
<br />
If you cover an entire continent with satellites, then you also get that continental bonus even if your base is located elsewhere.<br />
Choosing which continent will be the first fully covered by satellites is another key move of the early game. Losing a country on a continent due to it leaving the [[The Council (EU2012)|Council]] automatically means the end of the bonus. <br />
<br />
The starting bonus can never be lost, even if the country where the XCOM HQ is located decides to leave the Council.<br />
<br />
{| class="wikitable" width="70%"<br />
|+ Country Funding by Continent (+50% Easy difficulty)<br />
|- <br />
! Africa !! Asia !! Europe !! North America !! South America<br />
|- style="vertical-align:top;"<br />
|- align="center"<br />
|<br />
Egypt: §70<br><br />
South Africa: §80<br><br />
'''Nigeria: §100'''<br />
<br />
| <br />
'''China: §100'''<br><br />
Japan: §100<br><br />
India: §60<br><br />
Australia: §60<br />
<br />
|<br />
United Kingdom: §100<br><br />
Russia: §150<br><br />
France: §80<br><br />
'''Germany: §100'''<br />
<br />
|<br />
'''United States: §180'''<br><br />
Canada: §100<br><br />
Mexico: §50<br />
<br />
|<br />
Argentina: §70<br><br />
'''Brazil: §80'''<br />
|- style="font-weight: bold;" align="center"<br />
| Ʃ §250 || Ʃ §320 || Ʃ §430 || Ʃ §330 || Ʃ §150<br />
|- style="vertical-align:top; padding:5px;"<br />
| align="center" | '''All In'''<br/> ''Monthly XCOM funding increased by 30%.'' <br />
| align="center" | '''Future Combat'''<br/> ''All projects in [[Foundry (EU2012)|The Foundry]] and the [[OTS (EU2012)|Officer Training School]] cost 50% less.'' <br />
| align="center" | '''Expert Knowledge'''<br/> ''[[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.'' <br />
| align="center" | '''Air & Space'''<br/> ''All [[Craft (EU2012)| aircraft]] and [[Craft Armaments (EU2012)|aircraft weapons]] cost 50% less to purchase, build and maintain.'' <br />
| align="center" | '''We Have Ways'''<br/> ''Autopsies and Interrogations are completed instantly.'' <br />
|}<br />
''The '''bold''' country is where the base will be located if you pick that continent to start the campaign.''<br />
<br />
===HQ's Areas===<br />
[[File:Basescape EU2012.png|300px|right]]<br />
After selecting the game's difficulty and the starting location for your HQ, managing the operations at the XCOM [[HQ (EU2012)|Headquarters]] is the next step for any strategy to achieve victory over the aliens. HQ has six main areas, all accessible by the Base View, each with specific priorities and requirements that affect one another, as listed on the table below. <br />
<br />
{| class="wikitable" width="70%" <br />
|+ Base Operations<br />
|- <br />
! width="20%" align="center" | Area <br />
! width="35%" align="center" | Priority/Mission<br />
! width="45%" align="center" | Tasks required<br />
|- style="vertical-align:top;"<br />
|- <br />
| align="center" | '''[[Situation Room (EU2012)|Situation Room]]''' || align="center" | ''Advance XCOM's progress<br>Prevent countries from leaving XCOM<br>Secure/increase [[Finances (EU2012)|funding]] and resources|| Complete the required [[Storyline (EU2012)#Game Objectives|game objectives]] for victory<br>Manage panic levels<br>Expand [[Satellite (EU2012)|satellite]] network for country/continent bonuses<br>Sell advanced tech on the [[Grey Market (EU2012)|Grey Market]]<br>Perform [[The Council (EU2012)|Council]] [[Missions (EU2012)|missions]] for additional rewards<br>Conduct [[Covert Operations (EU2012)|Covert Operations]] against [[EXALT (EU2012)|EXALT]] (EW DLC)<br />
|- <br />
| align="center" | '''[[Engineering (EU2012)|Engineering]]''' || align="center" |''Develop and [[Engineering (EU2012)|manufacture]] tech upgrades<br>Increase [[XCOM Headquarters (EU2012)#Base Expansion|base]] abilities and efficiency'' || Manufacture advanced [[Weapons (EU2012)|weapons]] and [[Equipment (EU2012)|equipment]]<br>Build the [[Foundry (EU2012)|Foundry]] for advanced weapons projects<br>Build additional/upgraded [[XCOM Headquarters (EU2012)#Base Expansion|facilities]]<br>Satisfy power needs for expansion<br>Maximize facility bonuses<br>Acquire required engineers/credits/materials for construction<br>Develop S.H.I.V.s and MEC Troopers (EW DLC)<br />
|- <br />
| align="center" | '''[[Research (EU2012)|Research]]''' || align="center" |''Investigate the [[Alien Life Forms (EU2012)|Aliens]], their technology and intentions<br>Develop applications of alien technology'' ||Examine recovered [[Alien Artifacts (EU2012)|alien artifacts]] and perform autopsies<br>Conduct [[Alien Containment (EU2012)|interrogations]] on captured aliens<br>Expand scientist pool or built [[Laboratory (EU2012)|labs]]<br>Perform [[Gene Mods (EU2012)|Gene Mods]] on soldiers (EW DLC)<br />
|- <br />
| align="center" | '''[[Soldiers (EU2012)|Soldiers]]''' || align="center" |''Provide mission capable [[Squads (EU2012)|squads]]'' || Hire [[Soldiers (EU2012)|soldiers]] and upgrade their [[Equipment (EU2012)|equipment]]<br>Retain a pool of experienced soldiers<br>Minimize casualties and [[Infirmary (EU2012)|recovery time]]<br>Maximize promotions and combat training<br>Built the [[OTS (EU2012)|Officer Training School]] for additional abilities<br />
|- <br />
| align="center" | '''[[Hangar (EU2012)|Hangar]]''' || align="center" |''Expand [[Interceptor (EU2012)|Interceptor]] deployment<br>Defend satellite network'' || Acquire sufficient [[Interceptor (EU2012)|Interceptors]] for continent coverage<br>Upgrade interceptors fleet with new technologies<br />
|-<br />
| align="center" | '''[[Mission Control (EU2012)|Mission Control]]''' || align="center" |''Detect and stop [[UFOs (EU2012)|UFO]]/alien attacks<br>Recover [[Alien Life Forms (EU2012)|Aliens]] lifeforms and [[Alien Artifacts (EU2012)|technology]]<br>Perform any additional combat missions'' || Defend the [[Satellite (EU2012)|satellite]] network<br>Intercept and shoot down [[UFOs (EU2012)|UFOs]] on missions<br>Assault and capture crashed/landed UFOs<br>Stop [[Alien Life Forms (EU2012)|alien]] and [[EXALT (EU2012)|EXALT]] (EW DLC) missions<br />
|-<br />
|}<br />
Detailed descriptions of how to achieve the tasks described may be found in the following sections.<br />
<br />
==Situation Room==<br />
[[Image:SR (EU2012).png|right|300px]]<br />
The [[Situation Room (EU2012)|Situation Room]] is where you'll manage all aspects directly related with the Council, as launching satellites, managing funds and checking the current panic levels and storyline objectives. The Situation Room will be unlocked after you complete your first Alien Abductions mission. <br />
* For a description of the required steps to win the game see [[Storyline (EU2012)|Storyline]] and [[Storyline Missions (EU2012)|Storyline Missions]].<br />
* For a description of the interactions with the Council, see [[The Council (EU2012)|The Council]] page. <br />
* For more details about the panic system and management, see [[Panic (EU2012)|Managing Panic]].<br />
===Continent Analysis===<br />
Besides choosing where to start, deciding the first continent to be covered with satellites is another major decision determining strategy. Some continents give strategic benefits right from the beginning while others might take more time to get dividends from them. <br />
<br />
{| class="wikitable" width="70%" <br />
|+ Country and Continent Bonuses per Month (Easy/Normal)<br />
|- <br />
! width="50px" align="center" | Satellites !! Africa !! Asia !! Europe !! North America !! South America<br />
|- style="vertical-align:top;"<br />
| align="center" | '''1''' || align="center" | +1 engineer || align="center" | +2 engineers || align="center" | +2 scientists || align="center" | +1 scientist<br/> +1 engineer || align="center" | +1 scientist<br />
|-<br />
| align="center" | '''2''' || align="center" | +1 scientist<br/> +2 engineers || align="center" | +3 engineers || align="center" | +3 scientists || align="center" | +2 scientists<br/> +2 engineers || align="center" | +2 scientists<br/> +2 engineers<br />
|-<br />
| align="center" | '''3''' || align="center" | +2 scientists <br/> +3 engineers || align="center" | +6 engineers|| align="center" | +6 scientists || align="center" | +4 scientists <br/> +4 engineers ||<br />
|-<br />
| align="center" | '''4''' || || align="center" | +8 engineers || align="center" | +8 scientists || ||<br />
|-<br />
|}<br />
<br />
{| class="wikitable" width="70%" <br />
|+ Country and Continent Bonuses per Month (Classic/Impossible)<br />
|- <br />
! width="50px" align="center" | Satellites !! Africa !! Asia !! Europe !! North America !! South America<br />
|- style="vertical-align:top;"<br />
| align="center" | '''1''' || align="center" | +1 engineer || align="center" | +1 engineer || align="center" | +1 scientist || align="center" | +1 scientist || align="center" | +1 scientist<br />
|-<br />
| align="center" | '''2''' || align="center" | +1 scientist<br/> +1 engineer || align="center" | +2 engineers || align="center" | +2 scientists || align="center" | +1 scientist<br/> +1 engineer || align="center" | +1 scientist<br/> +1 engineer<br />
|-<br />
| align="center" | '''3''' || align="center" | +1 scientist <br/> +2 engineers || align="center" | +3 engineers|| align="center" | +3 scientists || align="center" | +2 scientists <br/> +1 engineer ||<br />
|-<br />
| align="center" | '''4''' || || align="center" | +4 engineers || align="center" | +4 scientists || ||<br />
|}<br />
<br />
==== North America ====<br />
[[File:NorthAmericaBase.png|right|300px]]<br />
* Resources: §320, 4 Scientists & 2 Engineers (Classic and Impossible)<br />
* Bonus: '''Air & Space''' - All aircraft and aircraft weapons cost 50% less to purchase, build and maintain.<br />
* One of the more useful bonuses in the middle game, being able to procure [[Firestorm (EU2012)|Firestorms]] for 50% off is incredibly useful, especially if you're down to the wire on materials. The 4 additional monthly scientists are also a nice addition to keep up with the increasing research times. <br />
* As a starting continent it will give you a total of §110 credits saved in March and April (§40 from purchasing 2 to cover the first continent covered + §70 from monthly maintenance, Skyranger included). This makes it somewhat useful as a starting bonus, if you're looking to build the 2nd Uplink in March or April and need to buy more Interceptors to cover it. <br />
* The high initial funding of the United States (which is given since it will be HQ's location) means that North America provides you with the highest initial monthly funding on Classic and Impossible (on Normal and Easy Africa wins due to higher base funding).<br />
<br clear="all"> <br />
==== South America ====<br />
[[File:SouthAmericaBase.png|right|300px]]<br />
* Resources: §170, 2 Scientists & 1 Engineer (Classic and Impossible)<br />
* Bonus: '''We Have Ways''' - Interrogations and Autopsies are completed instantly.<br />
* Can be really useful if it's your starting bonus or you can get it within the first two months, in order to pursue a Alien Base Rush strategy.<br />
* Otherwise, Interrogations and Autopsies don't take that long to begin with and if you collect scientists, they'll only take 1 or 2 days at most. Far more useful however if you're playing with Marathon on from [[Second Wave (EU2012)|Second Wave]], since everything takes a little bit longer. Overall however, not a very pressing bonus to get, and it provides the least additional personnel of all resources. <br />
* On Impossible if you want to get to the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] and complete the game before you encounter some of the more difficult aliens then this can help by unlocking [[Research (EU2012)#Research Credits|Research Credits]] as well as the Alien Base once you get to the point of needing the [[Outsider Shard (EU2012)|Outsider Shard]].<br />
* The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] makes this bonus a more attractive due to autopsies granting access to Gene Mods and several more items. Researching laser weapons and Carapace Armor is also a little slower and they compete with [[Meld (EU2012)|Meld]]-related research, making early game research time more of a premium.<br />
<br clear="all"><br />
<br />
==== Europe ====<br />
[[File:EuropeBase.png|right|300px]]<br />
* Resources: §430, 10 Scientists (Classic and Impossible)<br />
* Bonus: '''Expert Knowledge''' - [[Laboratory (EU2012)|Labs]] and [[Workshop (EU2012)|Workshops]] cost 50% less to build and maintain.<br />
* As a starting bonus, unless you're pounding out Labs in the very early days of the game, or playing with Marathon turned on, Labs aren't that useful. If pursing a Satellite Rush strategy you may need a Workshop to build the 2nd Uplink, allowing a saving of §65 in March. <br />
* Each Lab/Workshop built costs less §65 credits, so if you're looking to build several of those, this is definitely a continent to look for posterior expansion. Furthermore, getting all of the European countries give the highest continent funding (§430) and the 10 monthly scientists it provides (on Classic/Impossible) will take care of all research needs. <br />
* On the Enemy Within DLC, the increased Research times and plasma weapon manufacturing costs in Classic/Impossible difficulties can also make Europe as an attracting option for expansion to deal with the bigger requirements.<br />
<br clear="all"><br />
==== Africa ====<br />
[[File:AfricaBase.png|right|300px]]<br />
* Resources: §250 (§325 with 30% bonus), 3 Scientists & 3 Engineers (Classic and Impossible)<br />
* Bonus: '''All In''' - Monthly XCOM funding increased by 30%.<br />
* One of the most useful starting bonus. That extra money is going to pay dividends in both the long and short run, and the early and late parts of the game. You need credits for everything, and you can never have too much.<br />
* On the downside it gives few scientists and engineers so you'll need to get those from mission rewards. Keep in mind that extra engineers can be more useful than extra credits since they also allow for savings on advanced materials required for building stuff ([[Elerium (EU2012)|Elerium]], [[Alien Alloys (EU2012)|Alloys]]) later on.<br />
<br clear="all"><br />
<br />
==== Asia ====<br />
[[File:AsiaBase.png|right|300px]]<br />
* Resources: §320, 10 Engineers (Classic and Impossible)<br />
* Bonus: '''Future Combat''' - All projects in The [[Foundry (EU2012)|Foundry]] and the [[Officer Training School (EU2012)|Officer Training School]] cost 50% less.<br />
* Asia's bonus can be useful to start if you're not looking for a Satellite Rush strategy and prefer instead to build up your squad with [[OTS (EU2012)|OTS]] and [[Foundry (EU2012)|Foundry]] upgrades. <br />
* Otherwise, if you're not focusing on those at start, the savings are quite limited on the beginning. But when you start to focus on your Foundry and OTS upgrades, you're going to wish you did have it. Especially the Foundry upgrades, since those compete for materials ([[Alien Alloys (EU2012)|Alien Alloys]], [[Elerium (EU2012)|Elerium]], [[Weapon Fragments (EU2012)|Weapon Fragments]]) alongside Research and Engineering. Completely covering the continent gives you +10 monthly additional engineers, which will also cut down the credit and resources cost of building new items. <br />
* The Enemy Within DLC has made this slightly more attractive in the early game. The Foundry grants adjacency bonus to workshops and the very valuable [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] project makes an early Foundry more attractive than it was in the original game, and this bonus will allow you to capitalize on it more easily while money is still tight.<br />
<br clear="all"><br />
'''Africa Can Be Key''' <br />
<br />
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible (or at least 8 countries covered), the African bonus in credits is probably your most important reward, if you're starting to play the game or don't have a preset strategy. Alternatively you may consider North America as your first and cover Africa afterwards, but this strategy may not be viable since satellite launches are generally dependent on panic level.<br />
<br />
Otherwise, if you're pursuing more advanced strategies, such as Alien Base Rush or Satellite Crawl, the other continents all have their uses.<br />
<br />
=== Satellite Network ===<br />
[[File:Satellite (EU2012).png|300px|right]]<br />
* Plan ahead and cover the entire world with at least 8 [[Satellite (EU2012)|satellites]], regardless of your initial strategy. This is the only undisputed rule in playing this game, otherwise it may be impossible to keep enough countries in the [[The Council (EU2012)|Council]] to prevent losing the game. <br />
* It is more "economical" to panic management to launch satellites at the end of the month, to lower [[Panic (EU2012)|panic]] levels when they're highest, and to avoid an abduction mission invalidating the reduction. Launching satellites at the end of the month also gives you more flexibility to deal with unexpected alien activity at the end of the month. <br />
* Try to completely cover continents. Any countries covered at the start of the month (i.e., they're already covered when the Monthly Report comes in) will be off the list of Abduction Missions but will still get raised panic if another country on that continent gets an unanswered Abduction.<br />
* Order satellites individually, not in bulk. That way you'll be able to cancel satellite orders if you are in a dire/unexpected need of credits and still be able to launch the other satellites at the end of the month. Of all game items (Facilities, Craft, etc.) that require days for manufacture Satellites are the most flexible to cancel, if needed.<br />
* On the middle/late game always a backup [[Satellite (EU2012)|satellite]] ready for launch. You may have to face a [[Battleship (EU2012)|Battleship]] on a destroy satellite mission and be unable to shoot it down, which can lead into losing the satellite and quite possibly the country. Keeping a reserve satellite allows to launch it to replace the destroyed one and don't lose the country. <br />
<br clear="all"><br />
<br />
===Budget & Funding===<br />
[[Image:Finances 2 (EU2012).png|300px|right]]<br />
Credits and recovered alien artifacts are crucial to winning the game. The Situation Room allows to check your current budget (through the Finances tab) and to quickly raise cash by selling artifacts at the [[Grey Market (EU2012)|Grey Market]]. There are other ways of getting more resources such as completing [[Missions (EU2012)#Mission Rewards|missions]]. <br />
* For more details about the recovered alien items and their sell values, see the [[Alien Artifacts (EU2012)|Alien Artifacts]] page.<br />
* For more info about what costs you credits and how to raise more credits, see the appropriate pages, [[Finances (EU2012)|Finances]] and [[Economy (EU2012)|Economy]].<br />
* For details about mission rewards also see [[The Council (EU2012)#Council Mission Rewards|Council Mission Rewards]]<br />
<br clear="all"> <br />
====Grey Market Bonanza====<br />
[[File:Grey Market (EU2012).png|right|300px|The Grey Market screen]]<br />
The [[Grey Market (EU2012)|Grey Market]] is your best friend to quickly raise credits by selling alien artifacts. <br />
* For veteran players of the original [[X-COM|X-Com]] that are new to this game, take heed that corpses and miscellaneous items are no longer useless junk. They are valuable resources used not only for Research projects, but as resources for completing Council member requests, Foundry upgrades and as components for manufacturing certain advanced equipment such as [[Chitin Plating (EU2012)|Chitin Plating]]. <br />
* Generally, keeping about 10 corpses of the common species (Sectoids, Thin Men...Mutons, later) in storage should be sufficient if you need some quick money. Keep more if you know you'll need them for a [[Foundry (EU2012)|Foundry]] project.<br />
* On the other hand, items that have no research value such as damaged UFO components and Alien Entertainment are clearly marked as such. These items can be sold freely.<br />
* Once you are familiar with the game and know how much of each is required for tech that is within reasonable grasp, only then should you consider selling valuable equipment and corpses to fund whatever your strategy requires.<br />
* Usually items like [[UFO Flight Computer (EU2012)|UFO Flight Computers]] and [[UFO Power Source (EU2012)|Power Sources]] will only be required later when you start building Firestorms so those can be sold without consequences. However, you will need them later on, so plan on when you want to start upgrading your aerial fleet and start hoarding resources in advance for it.<br />
<br />
==Engineering==<br />
[[Image:engineeringEU2012.jpg|right|300px]]<br />
The Engineering section allows to access all aspects related to building items and base facilities, as well as S.H.I.V. construction and MEC Trooper augmentation (on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]). <br />
<br />
For more details see the appropriate pages:<br />
*[[Engineering (EU2012)|Engineering]]<br />
*[[Base Facilities (EU2012)|Base Facilities]]<br />
**[[Building Optimization (EU2012)|Building Optimization]]<br />
*[[Foundry (EU2012)|Foundry]] & [[S.H.I.V. (EU2012)|S.H.I.V.]]<br />
*[[Cybernetics Lab (EU2012)|Cybernetics Lab]] & [[MEC Trooper (EU2012)|MEC Trooper]]<br />
<br />
===Manufacturing Tips===<br />
[[File:Engineering (EU2012).png|300px|right]]<br />
* Most advanced items can only be built if you have enough engineers to fulfill their requirements. It's pointless to rush [[Research (EU2012)|Research]] if you can't built the new toys and facilities afterwards. <br />
* The more engineers the less it will cost to produce any items, such as equipment, weapons, armor or craft. The savings are applied both in credits and in [[Alien Alloys (EU2012)|Alien Alloys]] and [[Elerium (EU2012)|Elerium]]. The maximum gains occur with 3 times the number of engineers required, although the reduced cost will never go down below 50% of the original cost. <br />
* [[Workshop (EU2012)|Workshops]] adjacent to one another give you a rebate in resources (§, Alloys and Elerium) used in projects such as Firestorms, Foundry projects and facilities, after they are completed. The rebate is of 7% (10% on Enemy Within DLC) for each adjacency, so 4 workshops in a 2x2 configuration will give you a 28% (40% on the Enemy Within DLC) in building costs. <br />
* However, there's a monthly maintenance cost of §26 for each workshop, so the improved efficiency comes at a price.<br />
* The North America continental bonus will reduce the costs of buying/building aircraft and their weapons by 50% and the Asian bonus does the same for Foundry projects and while buying [[S.H.I.V. (EU2012)|S.H.I.V.s]] so you may want to consider getting those.<br />
<br />
===That's Resources Baby!===<br />
[[File:Base Building (EU2012).png|300px|right]]<br />
[[File:Engineering 2 (EU2012).png|300px|right]]<br />
Winning the strategic game is about getting enough resources to purchase, build and research stuff. <br />
* '''There ain't no such thing as a free lunch'''[http://en.wikipedia.org/wiki/TANSTAAFL] - credits (§) are required to hire soldiers/Interceptors or to build everything. And one of your main sources of § in the early game is the [[Grey Market (EU2012)|Grey Market]], where you'll have to sell other resources (alien tech) to get the money you need, which may lead to shortages later.<br />
* Manufactured items can only be sold through Council [[The Council (EU2012)#Items Requested|requests]] and those only come once or twice during the month, so it can be tough to get rid of obsolete items. More frequently the Council will request your more advanced weapons, which will put in the dilemma of fulfilling the request (and not having them for the next mission) or ignore it and don't get the § or scientists/engineers supplied by the country issuing the request. <br />
* Alien tech cannot be manufactured unlike the original [[X-COM|X-COM]], only captured. Items like Alien Alloys and UFO technology all have to be recovered from the battlefield.<br />
* [[Weapon Fragments (EU2012)|Weapon Fragments]] and Elerium are usually the most scarce resources. <br />
** The first on the middle to early game, since fragments are used also for research.<br />
** Elerium shortages are quite common on the middle to late game, when you want to build the new items researched.<br />
** [[UFO Flight Computer (EU2012)|UFO Flight Computers]] and [[UFO Power Source (EU2012)|UFO Power Sources]] are required for their research and for building Base Facilities like [[Elerium Generator (EU2012)|Elerium Generator]] and [[Satellite Nexus (EU2012)|Satellite Nexus]], as well as building Firestorms and the Foundry's [[Foundry (EU2012)#Stealth Satellites|Stealth Satellites]]. Selling too much of them at the Grey Market (where they have the highest prices) can also lead to shortage problems if you want to build projects that require them. <br />
* Alloys, Elerium and UFO Power Sources/Flight Computers are mainly recovered from UFOs, so if you're having problems [[Air Combat (EU2012)|shooting]] them down that can also lead to shortages.<br />
** Equipping your craft with the [[EMP Cannon (EU2012)|EMP Cannon]] to shoot down UFOs will increase the probability of getting these items intact (instead of damaged and nearly useless) from 50% to 100%. <br />
**You may get few amounts of both Elerium and Alloys from the dead bodies of some aliens like Heavy Floaters, Cyberdiscs, Sectopods and Drones though.<br />
* [[Meld (EU2012)|Meld]], which is a new resource introduced by the Enemy Within DLC, is the scarcest resource since you'll only be able to regularly capture it on Abductions and UFO missions, along with the dead bodies of some aliens. <br />
** Meld is only used on the [[Cybernetics Lab (EU2012)|Cybernetics]] or [[Genetics Lab (EU2012)|Genetics]] labs so its shortages won't be felt as bad as some of the other resources. <br />
** You'll usually only get enough Meld during a game either field 2 [[MEC Trooper (EU2012)|MEC Troopers]] with the most advanced [[MEC-3 Paladin (EU2012)|MEC Suit]] or to give 3 or more [[Gene Mods (EU2012)|Gene Mods]] to all soldiers in your squad.<br />
* Assaulting the Alien Base will give you a ton of all resources from the mission salvage, which can be a real relief.<br />
* [[Fusion Core (EU2012)|Fusion Cores]] can only be recovered from alien [[Battleship (EU2012)|Battleships]] and they allow for [[Fusion Lance (EU2012)|Fusion Lance]] and [[Blaster Launcher (EU2012)|Blaster Launcher]] research. If you're looking to get those on the middle/late game, just ignore an UFO and wait for the Battleship to appear. You'll need to shoot it down (otherwise it might destroy a satellite) and assault it afterwards though.<br />
* Alien bodies are more easy to come by but you'll require a few of them at specific times, such as [[Muton Corpse (EU2012)|Muton Corpse]] for getting the critical Foundry [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project and others. Sell them but always keep an eye on retaining enough corpses for these essential projects.<br />
<br />
==Research==<br />
[[Image:Lab.jpg|right|300px]]<br />
Research is the key to victory since it allows you to keep up with the escalating tech levels of the aliens. The Research section also allows to apply Gene Mods for your soldiers, on the Enemy Within DLC. <br />
*For a description of all research projects and their requirements, as well as tech trees, see [[Research (EU2012)|Research]].<br />
*For details about soldier genetic modifications, see [[Genetics Lab (EU2012)|Genetics Lab]] & [[Gene Mods (EU2012)|Gene Mods]].<br />
<br clear="all"> <br />
===Research Tips===<br />
[[File:Laboratory (EU2012).png|300px|right]]<br />
[[File:Research Credits 2 (EU2012).png|300px|right]]<br />
* Initial research branches out in 3 main areas: Aliens ([[Xeno-Biology (EU2012)|Xeno-Biology]], Weapons ([[Weapon Fragments (EU2012)|Weapon Fragments]]) or Armor ([[Alien Materials (EU2012)|Alien Materials]]). The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] also introduces the [[Meld (EU2012)|Meld]] path, which allows for cybernetic/genetics improvements for your soldiers.<br />
** The Aliens path leads into the [[Arc Thrower (EU2012)|Arc Thrower]] and [[Alien Containment (EU2012)|Alien Containment]], which are both required to start advancing down the [[Storyline (EU2012)|Storyline]].<br />
* During the middle game, two additional paths will be unlocked: UFO technology, which leads into the [[Firestorm (EU2012)|Firestorm]] advanced craft; and Psionics which lead into the final parts of the storyline by unlocking the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] and later the [[Psi Lab (EU2012)|Psi Lab]] and [[Gollop Chamber (EU2012)|Gollop Chamber]]. <br />
* Consider refraining from building [[Laboratory (EU2012)|laboratories]], unless you're playing the EW DLC. They aren't really necessary even on higher difficulty settings since they don't provide additional scientists (you'll need to get them from rewards or by covering countries/continents with [[Satellite (EU2012)|satellites]]. <br />
**You can still complete research quickly by first researching Xeno-Biology and the Arc Thrower, building the Alien Containment and following up by completing all autopsies and interrogations.<br />
**Completely both projects and capturing and interrogating live aliens give [[Research (EU2012)#Research Credits|Research Credits]] which can cut the research time of some projects by 50%. As a bonus you'll also capture intact the alien's weapons, which can be used later by your soldiers after they're researched. <br />
**The South America continental bonus really shines when combined with captures/interrogations, since the research time for interrogations is immediate, allowing you for major research breakthroughs.<br />
* It is possible to skip Laser research completely by capturing intact a [[Light Plasma Rifle (EU2012)|Light Plasma Rifle]] and researching it. Specially if you get the Research Credit of capturing a live Muton, which cuts research on all plasma weapons by 50%. <br />
* It is also possible to skip Light Plasma Rifle research and got for the better [[Plasma Rifle (EU2012)|Plasma Rifle]] if you capture one of those intact. <br />
* Besides the duration of some research, the biggest obstacle to research is the required [[Alien Artifacts (EU2012)|alien artifacts]] that are gathered slowly, specially [[Weapon Fragments (EU2012)|Weapon Fragments]]. Building laboratories only serves to drain these precious resources.<br />
* However, if getting gear for your troops is an urgency for your play style, 1 lab early on may be appreciable, especially if your [[Missions (EU2012)#Mission Rewards|mission rewards]] or satellite coverage don't gain you any scientists whatsoever.<br />
* If playing the EW DLC, labs will be more useful due to the longer research times in Classic and Impossible [[Difficulty (EU2012)|difficulties]]. They also help against [[EXALT (EU2012)|EXALT]]'s research hacks, which will slower your research.<br />
<br />
==Hangar==<br />
[[Image:Interception (EU2012).png|right|300px]]<br />
The Hangar concerns equipping and deploying [[Interceptor (EU2012)|Interceptors]]/[[Firestorm (EU2012)|Firestorms]] to engage and shoot down any [[UFOs (EU2012)|UFOs]] that appear on Earth's skies. For more details see the appropriate pages:<br />
* [[Hangar (EU2012)|Hangar]]<br />
* [[Air Combat (EU2012)|Air Combat]].<br />
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<br />
==Barracks==<br />
[[File:Soldier List (EU2012).png|300px|right]]<br />
The [[Barracks (EU2012)|Barracks]] is where you'll manage all essential aspects related to your [[soldiers (EU2012)|soldiers]], namely hiring, equipping and promoting them, as well as purchasing squad upgrades through the Officer Training School, psionically training soldiers, and in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] assigning them medals. <br />
For more details see:<br />
* [[Soldiers (EU2012)|Soldiers]]<br />
* [[Classes (EU2012)|Classes]] & [[Class Builds (EU2012)|Class Builds]]<br />
* [[Weapons (EU2012)|Weapons]], [[Armor (EU2012)|Armor]] and [[Equipment (EU2012)|Equipment]]<br />
* [[OTS (EU2012)|Officer Training School]]<br />
* [[Psi Lab (EU2012)|Psi Lab]]<br />
* [[Medals (EU2012)|Medals]]<br />
===General Tips===<br />
* Rotate lower ranked soldiers to use as "cannon fodder" while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones. Don't bother hiring new soldiers unless they're needed.<br />
*This all changes after you purchase '''Iron Will''' and '''New Guy''' in the OTS. At this point, you should have enough credits to hire soldiers by the bundle, and sack the low Will ones. Your core team of high ranking officers are now your "cannon fodder" while you level up the new Squaddies. You may also consider Psi screening them before choosing which new recruits to keep and promote.'<br />
* Enlarging the pool of soldiers helps with dealing with possible "Code Black" scenarios, where all soldiers are lost during a mission. Such squad wipes are common to happen and it is possible to recover from them. <br />
* Getting the OTS is a major requirement since many upgrades will bring faster promotions and better stat gains, as well as enlarging the number of soldiers possible during a mission, increasing the possible slots for soldiers in training. <br />
* Getting a Sergeant is required to unlock '''Squad Size I''' (which you should get right away, as well as '''Squad Size II''' to increase your squad) and, on Classic/Impossible [[Difficulty (EU2012)|difficulty]] levels to allow construction of the OTS. A Sergeant also unlocks '''Wet Work''' which gives a 25% boost to experience points gained through killing, making it very useful for training. <br />
**It can be gained either through focusing on promoting a single soldier to that rank, usually a [[Sniper (EU2012)|Sniper]] with Squadsight since they're less likely to suffer injuries and they usually amass a lot of kills. <br />
**Alternatively, a Sergeant may also be gained as a reward from a successful Abduction/Council mission. <br />
* Usually the distribution of classes will not be balanced, although the [[Soldiers (EU2012)#Class Assignment|class assignment]] has been improved on the Enemy Within DLC. But you can also use rewards to make up with any shortfalls or to get immediately replacements for high rank officers lost during missions.<br />
* On the Enemy Within DLC, use medals to make up for any low Will stats of your soldiers. <br />
===Promotion Suggestions===<br />
[[File:AssaultA (EU2012).png|300px|right]]<br />
If you have no idea of what Abilities to choose during the first promotions, these are solid choices for the entire game:<br />
* [[Assault (EU2012)|Assault]] - '''Lightning Reflexes'''. Forces a miss on the first reaction shot fired at the unit. Can be used to trigger (and miss) alien [[Overwatch (EU2012)|Overwatch]] shots. This ability is essentially a life-saver for your soldiers when advancing against aliens on Overwatch, specially Sectopods. <br />
* [[Heavy (EU2012)|Heavy]] - '''HEAT Ammo'''. After you first encounter a Cyberdisc without this ability, you'll know why. It also applies to the Rocket/Blaster Launcher, and grenades, and the [[Volunteer (EU2012)|Volunteer]]'s '''Rift''' ability, besides the Heavy's primary weapon and you are almost sure to face Cyberdiscs/Sectopods on most UFO or Abduction/Terror missions.<br />
* [[Sniper (EU2012)|Sniper]] - '''Squad Sight'''. Snap Shot also has its uses but it requires Squad Sight to perform the classic 'Scout and Snipe' tactic of the original game, where your Sniper can just pick a spot where it covers the battlefield and drop any aliens seen by your squad. <br />
* [[Support (EU2012)|Support]] - '''Field Medic'''. Never go to a battle without a [[Medikit (EU2012)|Medikit]]. And never risk your only Medic getting killed or worse, critically wounded (and watch him/her die from the wound unless you are able to finish the fight first).<br />
* [[MEC Trooper (EU2012)|MEC Trooper]] - the first soldier augmented should be a Heavy due to its starting '''Body Shield''' ability or even an Assault with its '''Shock-Absorbent Armor''' ability. This because a MEC will be a bullet sponge and the more time you can keep it alive the better. Later, Sniper turned MECs are also very powerful but you'll need to convert them at Colonel levels to let their Aim stat to grow as much as possible before conversion. <br />
===Soldier Progression===<br />
'''Early Game'''<br />
* The initial missions can be used to reveal the [[Classes (EU2012)|class]] of the starting soldiers or to increase the experience points (XPs) of the survivors of the first mission to maximize their progression in the ranks, or both. <br />
**The first need is required if you want to start enlarging the pool of trained soldiers. But it disappears after the '''New Guy''' [[OTS (EU2012)|OTS]] perk is purchased, since the class of all existing or newly hired rookies is immediately revealed.<br />
**Choosing instead to favor promotions allows quickly to get critical [[Abilities (EU2012)|abilities]] like Squad Sight for Snipers and to unlock OTS upgrades. <br />
**On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], the promotion XP [[Soldiers (EU2012)#XP Requirements|requirements]] have been increased, which favors the promotions first approach.<br />
<br />
'''Middle/Late Game'''<br />
* Later, the emphasis usually switches to building a pool of soldiers usually around 10-12 soldiers, with around 6 preferred [[Class Builds (EU2012)|class builds]], plus replacements for injuries and KIAs.<br />
* Another important issue is to replace soldiers with low Will stats since the original soldiers will be more likely to suffer [[Critical Wounds (EU2012)|critical wounds]] and not benefit from the '''Iron Will''' OTS upgrade. <br />
**If using the '''Not Created Equally''' Second Wave option, it may also be worthwhile to use it to hire large batches of Squaddies and only train the ones with the best stats. <br />
* A basic setup is to have 2-3 soldiers of each class, depending on personal preferences - your favorite build(s) for that class and his/her replacement, its also possible to have an alternative build for more specialized missions.<br />
* Always bringing at least 1 soldier for training during missions is very helpful, in order to develop further the pool of soldiers. <br />
**Some missions are better for bringing several low ranked soldiers, like Council [[The Council (EU2012)#Council Missions|missions]] after you've deployed [[Titan Armor (EU2012)|Titan Armor]], or even Abductions and/or Small Scout UFO missions. <br />
**Other missions, like Terror Sites, the Alien Base or large [[UFOs (EU2012)|UFOs]] can be more challenging for soldiers in training but also more rewarding since the trainee will have the possibility to earn more experience points through killing larger aliens.<br />
*After the [[Psi Lab (EU2012)|Psi Lab]] is built the emphasis changes to checking the pool for [[Psionic (EU2012)|Psionic]] soldiers and training them.<br />
<br />
==Mission Control==<br />
[[File:Mission Control 2 (EU2012).png|right|300px]]<br />
[[Mission Control (EU2012)|Mission Control]] is where you order the game's time to advance and watch as events unfold and [[Missions (EU2012)|missions]] are generated. As days and months go by you'll be presented with a choice of combat that will affect the overall situation, regardless of being chosen or ignored, or being a victory or a failure. Missions are also the major source of resources such as Weapon Fragments/Elerium/Alloys/Meld to be researched, sold or used at Engineering. <br />
<br />
Regardless of all your preparations, winning missions is the key of achieving victory over the alien forces. The whole tactical aspect will be deal in the separate page [[Tactics (EU2012)|Tactics]] due to its complexity. This section will deal exclusively with the strategic impact of missions throughout the game.<br />
<br />
For more specific details about this topic see:<br />
* [[Missions (EU2012)|Missions]] & [[The Council (EU2012)#Council Missions|Council Missions]]<br />
* [[Storyline (EU2012)|Storyline]] & [[Storyline Missions (EU2012)|Storyline Missions]] <br />
* [[UFOs (EU2012)|UFOs]] & [[Alien Deployment (EU2012)|Alien Deployment]]<br />
* [[EXALT (EU2012)|EXALT]] & [[Covert Operations (EU2012)|Covert Operations]]<br />
<br />
===Timeline Progression===<br />
The game is designed to introduce new enemy units (both [[Alien Life Forms (EU2012)|Aliens]] and [[EXALT (EU2012)|EXALT]]) and [[UFOs (EU2012)|UFOs]] at specific months, regardless of the [[Difficulty (EU2012)|difficulty]] level. The [[Missions (EU2012)#Mission Frequency|frequency]] of missions (Abductions, Terror Sites, UFOs and Council) is also scripted according to the current game month and the [[Storyline (EU2012)|Storyline]] progression. <br />
<br />
[[Second Wave (EU2012)|Second Wave]]'s '''Marathon''' option delays the introduction of new alien species and UFOs but retains the frequency of the missions. <br />
<br />
{| class="wikitable" width="100%" <br />
|+ Timeline<br />
|- <br />
! width="5%" align="center" | Month <sup>1</sup><br />
! width="10%" align="center" | Missions<br />
! width="10%" align="center" | Alien/EXALT Units<br />
! width="10%" align="center" | UFOs<br />
! width="10%" align="center" | Alien/EXALT Units (Marathon)<br />
! width="10%" align="center" | UFOs (Marathon)<br />
|- style="vertical-align:top;"<br />
|- align="center" <br />
| March || 1st Mission/Tutorial<br>2 [[Alien Abductions (EU2012)|Abduction]] Raids<br>2 UFOs <sup>2</sup><br>1st [[The Council (EU2012)#Council Missions|Council]]/[[Friends in Low Places (EU2012)|Friends in Low Places]]<br>2nd Council (EW DLC)|| [[Sectoid (EU2012)|Sectoid]]<br>[[Thin Man (EU2012)|Thin Man]] (1st Council)<br>[[Outsider (EU2012)|Outsider]] (1st UFO) || [[Small Scout (EU2012)|Small Scout]] (Flying) || Sectoid<br>Thin Man (1st Council)<br>Outsider (1st UFO) || Small Scout (Flying)<br />
|- align="center" <br />
| April || 2 Abduction Raids<br>2 UFOs <sup>2</sup><br>1 [[Alien Terror (EU2012)|Terror Site]]<br>[[Portent (EU2012)|Portent]] (EW DLC)<br>Friends in Low Places (EW DLC)<br>[[Confounding Light (EU2012)|Confounding Light]]<br>[[Gangplank (EU2012)|Gangplank]] || [[Floater (EU2012)|Floater]]<br>[[Seeker (EU2012)|Seeker]] <small>(EW DLC)</small><br>[[Chryssalid (EU2012)|Chryssalid]] (Terror Site) || Small Scout (Landed)<br>[[Large Scout (EU2012)|Large Scout]] (Flying) || Floater<br>Seeker <small>(EW DLC)</small><br>Chryssalid (Terror Site) || Small Scout (Landed)<br>Large Scout (Flying)<br />
|- align="center" <br />
| May || 2 Abduction Raids<br>2 UFOs <sup>2</sup><br>Site Recon (EW DLC)<br>Confounding Light (EW DLC)<br>Gangplank (EW DLC)<br>1st Covert Ops (EW DLC)|| [[Muton (EU2012)|Muton]] (with LPRs)<br>[[EXALT Units (EU2012)|EXALT Conventional]] <small>(EW DLC)</small>|| Large Scout (Landed)<br>[[Abductor (EU2012)|Abductor]] (Flying) || || <br />
|- align="center" <br />
| June || 2 Abduction Raids<br>1 UFO<br>1 Terror Site|| Muton (with Plasma Rifles)<br>[[Cyberdisc (EU2012)|Cyberdisc]]/[[Drone (EU2012)|Drone]]<br>[[Mechtoid (EU2012)|Mechtoid]]/Sectoid <small>(EW DLC)</small>|| || Muton (with LPRs)<br>EXALT <small>(EW DLC)</small>|| Large Scout (Landed)<br>Abductor (Flying)<br />
|- align="center" <br />
| July || Check <sup>3</sup> || [[Berserker (EU2012)|Berserker]]<br>Mechtoid/[[Sectoid Commander (EU2012)|Sectoid Commander]] <small>(EW DLC)</small><br>[[EXALT Units (EU2012)|EXALT Elite]] <small>(EW DLC)</small> || Abductor (Landed)|| || <br />
|- align="center" <br />
| August || || [[Heavy Floater (EU2012)|Heavy Floater]] || [[Supply Barge (EU2012)|Supply Barge]] (Flying) || Muton (with Plasma Rifles)<br>Cyberdisc/Drone<br>Mechtoid/Sectoid <small>(EW DLC)</small>|| <br />
|- align="center" <br />
| September || || [[Sectopod (EU2012)|Sectopod]]<br>[[Muton Elite (EU2012)|Muton Elite]] || Supply Barge (Landed) || || <br />
|- align="center" <br />
| October || || || [[Battleship (EU2012)|Battleship]] (Flying) <sup>4</sup>|| Berserker<br>Mechtoid/Sectoid Commander <small>(EW DLC)</small><br>EXALT Elite <small>(EW DLC)</small> || Abductor (Landed)<br />
|- align="center" <br />
| December || || || || Heavy Floater || Supply Barge (Flying) <br />
|- align="center" <br />
| February || || || || Sectopod<br>Muton Elite|| Supply Barge (Landed) <br />
|- align="center" <br />
| April || || || || || Battleship (Flying) <sup>4</sup><br />
|- <br />
| colspan="6" |<sup>1</sup> On Second Wave's '''Marathon''' the formula for the months is the following: iMonth = (iMonth + 1) / 2, with the iMonth value for March 2015 being 0.<br><sup>2</sup> 2nd UFO has a 50% of being generated.<br><sup>3</sup> After June there will always be 2 Abductions (unless all countries are covered with satellites) and 1 UFO each month and 1 Terror Site every 2 months. When the Alien Base is assaulted, the number of Abduction Raids depend on the countries still without satellites and there will be 2 UFOs (2nd one has a 50% of being generated) and 1 Terror Site each month.<br><sup>4</sup> Before September, the [[Battleship (EU2012)|Battleship]] can appear if you've fail to bring down or ignored a previous UFO on a Scouting mission. In September/April the Battleship is added to the pool of available UFOs for Flying missions.<br />
|}<br />
====Mission Frequency====<br />
[[File:Launch Mission 2 (EU2012).png|300px|right]]<br />
* [[Alien Abductions (EU2012)|Abductions]] - 2 possible each month<br />
** After the Alien Base [[Storyline Missions (EU2012)#Alien Base Assault|assault]], Abductions only happen if there's still 3 or more Council countries without satellites.<br />
* [[Alien Terror (EU2012)|Terror]] Missions - every 2 months<br />
** Assaulting the base changes it to a Terror Site each month. <br />
* [[Crashed UFO (EU2012)|Flying UFO]]/[[Landed UFO (EU2012)|Landed UFO]] - 2 possible each month<br />
** If the Alien Base isn't assaulted, the frequency of UFO appearances is reduced to a single alien craft each month in June and afterwards. <br />
* Council [[The Council (EU2012)#Council Missions|missions]] - 1 monthly mission between the 15th and 27th (unless the [[Storyline Missions (EU2012)#Tutorial|Tutorial]] is activated).<br />
**If Slingshot is activated, [[Friends in Low Places (EU2012)|Friends in Low Places]] is the first Council mission, followed by [[Confounding Light (EU2012)|Confounding Light]] and [[Gangplank (EU2012)|Gangplank]]. The 3 missions can be postponed indefinitely by ignoring them since they will keep reappearing until you've taken them. <br />
**On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], between 0 or 1 monthly Council missions possible. <br />
*** The Slingshot campaign or Progeny's [[Portent (EU2012)|Portent]] mission replace the regular missions, if they're activated.<br />
*** If both are activated, Portent takes place before Friends In Low Places.<br />
*** It isn't possible to ignore any of Slingshot or Progeny missions on the Enemy Within DLC. Once ignored the mission will never return and the campaign will be aborted.<br />
** [[Site Recon (EU2012)|Site Recon]] will be the 1st Council mission generated after the 1st Terror Site. Afterwards it joins the pool of possible missions. <br />
* [[Base Defense (EU2012)|Base Defense]] - 2 to 3 weeks after XCOM assaults the Alien Base (EW DLC)<br />
* Progeny campaign [[Deluge (EU2012)|Deluge]] and [[Furies (EU2012)|Furies]] missions - after Base Defense. <br />
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<br />
===Storyline Progression===<br />
====Alien Base Assault====<br />
[[File:Alien Base Discovered (EU2012).png|300px|right]]<br />
The [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base Assault]] is the most decisive [[Storyline (EU2012)|Storyline]] moment affecting the overall strategy, due to its effect on the game:<br />
* If successful, it will give a worldwide panic reduction, a big chunk of loot for sale at the [[Grey Market (EU2012)|Grey Market]] and a boost of your squad's experience, all of which can help the overall situation in the early game.<br />
* However, after the Alien Base all [[UFOs (EU2012)#UFO Missions|UFO missions]] will now have [[Sectoid Commander (EU2012)|Sectoid Commanders]] instead of [[Outsider (EU2012)|Outsiders]] as their commanders, making it harder to assault UFOs and recover alien artifacts. <br />
* The longer you wait, the better equipped XCOM will be for the mission but the base alien garrison will also deploy the latest alien species. <br />
* Researching the artifacts found there will unlock [[Ghost Armor (EU2012)|Ghost Armor]] and [[Psionic (EU2012)|psionics]].<br />
* On the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]], the [[XCOM Base Defense (EU2012)|XCOM Base Defense]] mission will take place 2-3 weeks after the Alien Base assault, where you'll face a massive horde of the most advanced aliens in defending HQ or lose the game. <br />
* After the assault, Terror missions will happen each month, instead of only in the even months.<br />
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<br />
====Overseer UFO====<br />
[[File:Overseer Deep Woods 2 (EU2012).png|right|300px]]<br />
* Building the [[Hyperwave Relay (EU2012)|Hyperwave Relay]] triggers the appearance of the [[Overseer (EU2012)|Overseer]] UFO, over any continent that has satellites deployed. Check [[Air Combat (EU2012)|Air Combat]] for the requirements to shoot down the Overseer. <br />
* The [[Ethereal (EU2012)|Ethereal]] will first appear while assaulting the [[Storyline Missions (EU2012)#Crashed Overseer UFO|crashed]] Overseer UFO, but on the [[XCOM: Enemy Within DLC (EU2012)|EW DLC]] it can appear before, during the [[XCOM Base Defense (EU2012)|XCOM Base Defense]] mission, depending how long it took you to assault the Alien Base.<br />
* The Overseer assault will also see the first appearance of [[Sectopod (EU2012)|Sectopods]], if they haven't appeared on regular missions before.<br />
* After the Overseer mission all [[UFOs (EU2012)#UFO Missions|UFO missions]] will now have Ethereals (with [[Muton Elite (EU2012)|Muton Elites]] as escorts) instead of Sectoid Commanders as their commanders, making it harder to assault UFOs and recover alien artifacts.<br />
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<br />
====Temple Ship Assault====<br />
[[File:TempleShip2 (EU2012).png|300px|right|Temple Ship]]<br />
* Once you've retrieved and researched the [[Psi Link (EU2012)|Ethereal Device]] from the Assault the Overseer mission, built the [[Gollop Chamber (EU2012)|Gollop Chamber]] and equipped a [[Psionic (EU2012)|Psionic]] soldier with [[Psi Armor (EU2012)|Psi Armor]] you'll be given the chance of taking the [[Storyline Missions (EU2012)#Temple Ship Assault|last mission]]. <br />
**Remember that you'll need to build the chamber first then equip the soldier with the armor, otherwise you'll get the message that there's no soldier capable of using the Ethereal Device.<br />
* The soldier that used the Device will be turned into the [[Volunteer (EU2012)|Volunteer]] and will possess a special Psionic ability called '''Rift'''. Any Psionic soldier can be the Volunteer, regardless of its current psi rank - he/she will be promoted to the top psi rank after using the Device and you'll be able to choose between psionic abilities like in a normal promotion. <br />
* After you've used the Device all of your research projects will be frozen and you won't be able to conduct any more missions to retrieve alien artifacts or get promotions for your soldiers. You'll still be able to build items on Engineering though. <br />
* If you'll complete this mission you'll have won the game (but you can repeat it if you lose it). Congratulations :) <br />
* Now try playing the game again at a higher [[Difficulty (EU2012)|difficulty]] level. <br />
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<br />
=== Mission Choices ===<br />
You will be considering several things when deciding on which mission to choose or ignore, specially regarding [[Alien Abductions (EU2012)|Abductions]]. However your considerations should come in these orders:<br />
<br />
====Panic Levels====<br />
[[File:Panic Levels 2 (EU2012).png|right|300px]]<br />
[[File:Brazil Leaves (EU2012).png|right|300px]]<br />
* Your choice differs vastly depending on difficulty level and mission type. For example, on easier difficulty settings, ignoring some missions can lead to increased [[Panic (EU2012)|panic]] for one country. In comparison, this could lead to increased panic in the whole continent on higher difficulty settings or in some specific Council missions. Thus, consider panic level on the whole rather than individual countries. In some cases, continents with more countries should be taken care of first.<br />
* In [[Alien Abductions (EU2012)|Abductions]], if you are offered more than one country from the same continent to chose from, choosing one of the countries on the continent will mean that this country gets panic decrease and other countries from same continent get no change in panic levels. Leaving more than one country on same continent unattended will not multiply continent-wide panic (eg., on Classic ignoring China and Japan will raise panic in those countries by 2 and in other Asian countries by 1. It might be worth ignoring South American abduction missions. An unanswered abduction on that continent raises total panic by 3 points (2+1) while an unanswered one in Europe or Asia gives 5 panic points (2+1+1+1).<br />
* [[Alien Terror (EU2012)|Terror Sites]] will always cause the country to leave XCOM if the mission is ignored or a failure, so keep that in mind. <br />
* Regarding UFOs, you should always [[Air Combat (EU2012)|launch]] an Interceptor if they're detected flying, even if to abort the engagement before any shots are fired. Any ignored UFOs (flying or landed) increase panic over the country by 2 points and will cause a 2nd UFO to appear and try to shoot down the satellite, while escaped UFOs will only increase panic by 1 point and no retaliation UFO will be generated. Crashed UFOs remove panic by 1 point and can be ignored afterwards with no panic increase. <br />
* Council missions [[The Council (EU2012)#Council Mission Rewards|depend]] on the specific mission. Some will raise panic only in the country, others in the whole continent, and a few will not raise any panic at all. The same applies for panic reduction from these missions.<br />
* Successfully assaulting the Alien Base will give a worldwide reduction of panic by either 1 or 2 points, depending in the difficulty level, which gives it a major strategic effect. <br />
* On the Enemy Within DLC, anti-[[EXALT (EU2012)|EXALT]] missions (a.k.a. [[Covert Operations (EU2012)|Covert Operations]]) will always reduce panic by one point, if successful. If ignored, the cell will hide and redeploy itself to perform further anti-XCOM missions, which can raise panic. Assaulting the [[EXALT Base Raid (EU2012)|EXALT Base]] will also give a worldwide panic reduction.<br />
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<br />
====Difficulty====<br />
[[File:TerrorAttack2.png|right|300px]]<br />
* Missions at the beginning of each month are the most dangerous since usually new aliens will be [[Alien Deployment (EU2012)#Species Deployment|introduced]], as described on the previous table. <br />
* [[The Council (EU2012)#Council Missions|Council]] and EXALT missions can be some of the hardest during the early months, specially the Bomb Disposal ones. However, after you start upgrading to Lasers/Carapace and get the Squad Size upgrades, they'll be more easy and ideal to train rookies. <br />
* Terror Sites and Large UFOs will always contain the biggest (and more dangerous) aliens such as Cyberdiscs, Berserkers and Sectopods so keep an eye for those. <br />
* The [[Slingshot DLC (EU2012)|Slingshot]] and [[Progeny (EU2012)|Progeny]] campaigns can be very brutal when first played but after you've [[Map Tables (EU2012)|learned]] the locations of the scripted appearances of aliens their difficulty is reduced. <br />
* Abductions depend a lot on the [[Maps (EU2012)|map]]. Some maps are specially dangerous on Abduction missions, due to their openness, small size and/or general lack of full cover. However, you won't know which map you'll get until the Skyranger lands and it's too late to change anything. <br />
* Abductions will also be rated by their difficulty level, which is dependent on the number of aliens present during the mission. <br />
* [[Storyline Missions (EU2012)|Storyline missions]] are usually the hardest ones of the entire game.<br />
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====Rewards/Salvage====<br />
[[File:Salvage (EU2012).png|right|300px]]<br />
* Depending on the difficulty level and if playing the Enemy Within DLC, all choices can be important when deciding which country to help during [[Alien Abductions (EU2012)|Abductions]]. <br />
** In order to have full satellite coverage, credits and engineers should be your preference. If full coverage isn't important, you will probably prefer engineers until you no longer need more for buildings or tech. <br />
** Soldiers can be critical to unlock the [[OTS (EU2012)|OTS]] or replace KIAs. <br />
** Scientists can be useful to speed up research.<br />
* [[UFOs (EU2012)|UFO]] missions allow you the chance to recover big amounts of alien artifacts, which are required to research and build all of the advanced projects. Intact craft will give more resources, but they'll also have more aliens. <br />
* Council mission [[The Council (EU2012)#Council Mission Rewards|rewards]] depend on the specific mission. Overall, the rewards are always useful but you can't count on getting what you specifically need at the moment. Some Council missions can also be very hazardous, specially in the early game. <br />
* The loot from the [[Storyline Missions (EU2012)#Assault Alien Base|Alien Base]] mission can be critical if you're running low on alien salvage. <br />
* Slingshot and Progeny will provide major rewards if the missions on their campaigns are completed.<br />
<br clear="all"><br />
<br />
==Game Progression==<br />
As the game's timeline advances, certain decisions will be required in order to be able to achieve your goals. This is a summary of the major decisions that need to be taken at certain periods of the game, according to your overall strategy. <br />
===Early Game (March - May)===<br />
During the first months thher are several needs that need to be addressed: <br />
# Keeping [[Panic (EU2012)|panic]] under control.<br />
# Building up your [[Squad (EU2012)|squad]] to win key missions. <br />
# Advancing your [[Research (EU2012)|research]] to avoid being outgunned by the alien's escalating tech levels. <br />
# Securing credits and personnel to build key items and facilities. <br />
<br />
Later, after you've kept panic in control, the focus turns towards progressing through the [[Storyline (EU2012)|Storyline]]. Most strategies deal mainly with the first months, since those are largely considered to be the most decisive of the game.<br />
<br />
This period has several key events initially taking place:<br />
* The starting mission, either the [[Storyline Missions (EU2012)#Tutorial|Tutorial]] or an Abduction mission.<br />
** Maps with better cover and elevations are usually easier than more open maps. <br />
* The 2nd [[Alien Abductions (EU2012)|Abduction]] mission.<br />
** On the Classic and Impossible difficulties, this mission is usually harder than the 1st mission, due to larger number of aliens. <br />
* The [[Small Scout (EU2012)|Small Scout]] on the 1st UFO mission. <br />
** If it is deliberately ignored a [[Large Scout (EU2012)|Large Scout]] will appear afterwards with a Destroy Satellite mission but, if shot down it will bring more [[Alien Artifacts (EU2012)|salvage]] than the Small Scout. <br />
* The 1st Council [[The Council (EU2012)#Council Missions|mission]].<br />
** The entry of [[Thin Man (EU2012)|Thin Men]] with their exceptional mobility, aim and poisonous attack. <br />
** Bomb Disposal missions can be literally impossible to win and dependent on extreme luck.<br />
** If activated, the first missions of the [[Progeny (EU2012)|Progeny]] and [[Slingshot DLC (EU2012)|Slingshot]] campaigns take place instead. <br />
* The 1st [[ (EU2012)| ]]Terror mission (April).<br />
** [[Chryssalid (EU2012)|Chryssalids]] and Zombies will appear for the 1st time. <br />
* The appearance of [[Muton (EU2012)|Mutons]] (with Light Plasma Rifles) and [[EXALT (EU2012)|EXALT]] in May.<br />
* The flyover of the 1st [[Abductor (EU2012)|Abductor]] in May.<br />
<br />
There are at least 4 main strategies to reach the game's objectives while navigating through the early months: Satellite Rush, Alien Base Rush, Panic Control and Satellite Crawl. Check below for details on them. <br />
<br />
===Mid Game (June - August)===<br />
After surviving the initial months and with panic under control, the choices of the mid game are usually to attack the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] (if it hasn't been done before) and shoot down and [[Storyline Missions (EU2012)#Crashed Overseer UFO|assault]] the Overseer UFO and capture the [[Psi Link (EU2012)|Ethereal Device]] during this period. <br />
<br />
The main factor that determines the speed of the mid game are Research times for advanced weapons and armor and/or and having enough credits, Weapon Fragments, Alien Alloys, Elerium or Meld to build whatever is required in Engineering.<br />
The regular highlights of this period are: <br />
* The large appearances of Mutons (with Plasma Rifles) and [[Cyberdisc (EU2012)|Cyberdiscs]] in June.<br />
* The first appearance of [[Berserker (EU2012)|Berserkers]] in July, on all types of missions except Council ones. EXALT Elites will also appear during this period. <br />
* The first appearance of [[Heavy Floater (EU2012)|Heavy Floaters]] in August.<br />
* The Abductor and [[Supply Barge (EU2012)|Supply Barge]] UFOs appearing regularly, with Landed Abductors in June and Supply Barges in the months afterwards.<br />
<br />
The main points to look for are:<br />
* To keep an eye on the Doom Tracker and prevent an accidental loss of a country (and possibly the game) through a failed Terror Site or a [[Battleship (EU2012)|Battleship]] shooting down a satellite. <br />
* To develop plasma weapons and armor (Titan onwards) to deal with the more armored alien units that start appearing.<br />
* To complete the necessary [[Foundry (EU2012)|Foundry]] and [[OTS (EU2012)|OTS]] projects. <br />
* To develop and deploy Plasma Cannons and the [[Firestorm (EU2012)|Firestorm]] to shoot down the larger UFOs.<br />
* To secure enough alien resources (Alloys, Elerium, etc.) to build/research all of the previous.<br />
* Usually, this is a stage where a player may want to build Workshops and Laboratories to help on the way.<br />
<br />
===Late Game (September onwards)===<br />
The main objectives are still those of the previous game stage, with the addition of conducting the final mission ([[Storyline Missions (EU2012)#Temple Ship Assault|Temple Ship Assault]]). The duration of this period will depend on the player's choice on how much further it wants to keep playing before taking the Storyline missions. It is possible to choose not to build the Alien Containment and capture the 1st alien or assault the Alien Base until September or even later. <br />
<br />
The main changes are the introduction of [[Sectopod (EU2012)|Sectopods]], [[Muton Elite (EU2012)|Muton Elites]] and Battleships in September. It is also common for the [[EXALT Base Raid (EU2012)|EXALT Base Raid]] to take place in September due to the number of clues required to detect the country that is harboring their HQ.<br />
<br />
==Specific Strategies==<br />
===Satellite Rush===<br />
Satellite Rush deals with panic by aiming to build a 2nd Satellite Uplink on March, along with 4 satellites, and later to construct at least 1 more Uplink on April, in order to get 8 countries covered by satellites and strongly reduce the possibility of them leaving the Council. Later, the player may choose to get a 4th Uplink to cover 4 more nations with satellites or control panic through other means. <br />
<br />
Since panic control will be achieved through satellite deployment, the criteria to choose between Abduction missions is usually to go for engineers (to reduce satellite construction costs) or credits (to pay for satellites and Interceptors to defend them, Workshops and Uplinks). This strategy can work better with a North America or Africa start. North America reduces interceptor cost and Africa increases further the income received from satellite deployment. <br />
<br />
More details: [[Survival Guide (EU2012)#Satellite Rush Strategy|Satellite Rush Strategy]]<br />
<br />
===Alien Base Rush===<br />
With this strategy the focus is on research to assault the Alien Base on April for the worldwide panic reduction that takes place afterwards. The main milestones to achieve this are:<br />
* The building of the Alien Containment facility and the Arc Thrower to capture the 1st alien and the Outsider<br />
* Getting 10 extra engineers (for a total of 15) in order to be able to build the [[Skeleton Key (EU2012)|Skeleton Key]] to unlock the Alien Base Assault. <br />
* Optional research includes developing Laser weapons and Carapace armor to help during the assault, as well as OTS and Foundry updates. <br />
<br />
The choice between Abduction rewards is to go either for engineers (to reach the minimum to build the Skeleton Key) or scientists (to speed up key research). A South America start is usually the best one since the More Than Ways bonus (immediate interrogations/autopsies) and early construction of the Alien Containment + Arc Thrower allows you to quickly complete key research steps. Other possible continents are Europe, to build Laboratories/Workshops in order to speed research or get the required engineers, or Asia to pay for the OTS/Foundry upgrades to equip the squad for the base assault.<br />
<br />
More details: [http://forums.2k.com/showthread.php?243756-April-Base-Rush-A-Guide original post at 2K forums]<br />
<br />
===Panic Control===<br />
This strategy can either be used from the start or as back up plan in case something went wrong with the 2 previous strategies. During the first 2/3 months the main steps to control panic are:<br />
* To choose the Abduction missions according to the country/continent panic situation and not the rewards.<br />
* Disregard the continental bonuses when launching satellites in order to prevent countries with a level 5 panic from leaving.<br />
<br />
With this strategy, at the beginning of May you'll have 5/6 countries that left the Council and usually it will be required at that point that you build additional Uplinks or to assault the Alien Base to prevent losing the game due to more defections. The risk with this strategy is that to lose a single Abductions or Terror Site can have catastrophic effects, so you need to keep a decent squad prepared for all missions. <br />
<br />
Due to the limited choice on Abduction rewards, the emphasis should be to maximize the use of what is given: scientists speed up research, engineers lower build costs and certain numbers are required to build some items, soldiers can unlock OTS upgrades be replacements for casualties, and credits are most welcome since you won't be receiving much of those through funding. This strategy can be applied from all continents, but Asia is usually the best since it reduces the cost of squad upgrades.<br />
<br />
More details: Flexible Strategy (Impossible/Ironman) - [http://forums.2k.com/showthread.php?245286-Flexible-Strategy-for-Impossible-Ironman original post at 2K Forums]<br />
<br />
===Satellite Crawl===<br />
* Slow Sat Strategy (Impossible/Ironman) - [http://forums.2k.com/showthread.php?185971-The-Slow-Sat-Strat-Maximizing-Your-Chances-in-Impossible-Ironman original post at the 2K forums]<br />
* Satellite Crawl (Impossible/Ironman) - [http://forums.2k.com/showthread.php?406751-Satellite-Crawl-An-Alternative-I-I-Strategy original post at the 2K forums]<br />
<br />
===Other Specialized Strategies===<br />
* Uber Squad (Impossible) - [http://forums.2k.com/showthread.php?259376-Impossible-Uber-Squad-Strategy original post at 2K forums]<br />
* All 16 Countries Up (Impossible/Ironman) - [http://forums.2k.com/showthread.php?167711-Finally-Got-All-16-Countries-Up-on-Impossible-Ironman-5-Months-In-Tips original post at the 2K forums]<br />
<br />
=== Articles===<br />
* Why South America Still Sucks - [[http://forums.2k.com/showthread.php?393816-Why-South-America-Still-Sucks-A-Thesis&highlight=strategy original post at the 2K forums]]<br />
[[Category:Enemy Unknown (2012)]]<br />
[[Category:Guides (EU2012)]]<br />
[[Category:Strategy Guide (EU2012)]]<br />
<br />
==See Also==<br />
* [[Building Optimization]]<br />
* [[Economy]]<br />
* [[Panic (EU2012)|Panic]]<br />
* [[Air Combat (EU2012)|Air Combat]]<br />
* [[Storyline Missions (EU2012)|Storyline Missions]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&diff=55709MEC Trooper (EU2012)2014-02-07T23:55:39Z<p>Oathbreaker: /* Abilities */</p>
<hr />
<div>[[File:MEC Squad (EU2012).png|right|thumb|400px|A MEC Squad]][[File: CLASS MECH.png|rigth|frame|64px|MEC Trooper]][[Image:Bellator (EU2012).png|right|100px|Translation: "Warrior in the Machine"]]<br />
<br />
The MEC Trooper is a new [[Classes (EU2012)|class]] of [[Soldiers (EU2012)|soldier]] that is introduced by the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. A MEC Trooper requires [[Meld (EU2012)|Meld]] and can be created from any of your existing soldiers (from any class, except Psionic) after building the [[Cybernetic Lab (EU2012)|Cybernetic Lab]]. It costs §10 and 10 Meld to transform a soldier into a MEC Trooper. The soldier will lose all of its existing abilities but see its HP increase and will have its own [[Abilities (EU2012)|abilities]] tree, starting with Collateral Damage.<br />
<br />
MECs are walking tanks that are usually used for either Fire Support or Close Combat. Tactically they're a mixture of the [[Heavy (EU2012)|Heavy]] and [[Assault (EU2012)|Assault]] classes, being built for frontline roles. Since MECs can't use [[Cover (EU2012)|Cover]] like regular soldiers they're equipped with specialized [[Armor (EU2012)|armor]] to be deployed, in the form of the Mechanized Exoskeleton Cybersuit ([[MEC suit (EU2012)|MEC Suit]]). MECs can't carry regular [[Equipment (EU2012)|items]] but the MEC Suit offers a choice of two different Tactical Subsystems at each tier level.<br />
<br />
:'''Primary Weapon''': [[Minigun (EU2012)|Minigun]], [[Railgun (EU2012)|Railgun]] and [[Particle Cannon (EU2012)|Particle Cannon]]. <br />
:'''Tactical Subsystems:''' <br />
::[[MEC-1 Warden (EU2012)|MEC-1 Warden]]: Kinetic Strike Module or Flamethrower, §25, 40 Meld <br />
::[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]: Grenade Launcher or Restorative Mist, §32, 60 Meld, 10 Engineers <br />
::[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]: Proximity Mine Launcher or Electro Pulse, §106, 100 Meld, 25 Engineers <br />
<br />
The MEC's Ability choices are mainly divided between Fire Support or Survivability stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. <br />
MEC Troopers gain a total of +10 [[Aim (EU2012)|Aim]] points upon reaching Colonel rank, together with a total of +4 HP and +14 Will through promotions. <br />
<br />
====Abilities====<br />
As part of the conversion process, each soldier turned into MEC will gain a bonus ability based on its former class and will retain its previous rank, replacing its previous abilities with MEC ones:<br />
* [[File:MEC SHOCK ABSORBENT ARMOR.png|32px]] - [[Assault (EU2012)|Assault]]: '''Shock-Absorbent Armor''' - ''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
* [[File:MEC BODY SHIELD.png|32px]] - [[Heavy (EU2012)|Heavy]] - '''Body Shield''' - ''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.''<br />
* [[File:MEC PLATFORM STABILITY.png|32px]] - [[Sniper (EU2012)|Sniper]]: '''Platform Stability''' - ''Any shots taken without moving have +10 Aim and +10% critical chance.''<br />
* [[File:MEC DISTORTION FIELD.png|32px]] - [[Support (EU2012)|Support]]: '''Distortion Field''' - ''Nearby allies in cover receive +10 Defense.''<br />
<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank<br />
! width="60%" align="center" colspan="4"| Ability<br />
|- align="center" <br />
![[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie'''<br />
| colspan="2" | [[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.''<br />
|- align="center"<br />
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''<br />
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Advanced Fire Control'''<br>''Shots from Overwatch no longer suffer any Aim penalty.''<br />
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br>''Confers +15 Defense when in Overwatch. Cancelled when the MEC fires.''<br />
|- align="center"<br />
![[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant'''<br />
| [[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital-Point Targeting'''<br>''Confers 2 bonus damage against targets that have been autopsied.''<br />
| [[File:MEC DAMAGE CONTROL.png|32px|center]]'''Damage Control'''<br>''When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns''.<br />
|- align="center"<br />
! [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant'''<br />
| [[File:MEC JET BOOT MODULE.png|32px|center]]'''Jet Boot Module'''<br>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn. Has an unlisted 1-turn cooldown.''<br />
| [[File:MEC ONE FOR ALL.png|32px|center]]'''One For All'''<br>''When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.''<br />
|- align="center"<br />
! rowspan="1" | [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain'''<br />
| [[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.''<br />
| [[File:MEC EXPANDED STORAGE.png|32px|center]]'''Expanded Storage'''<br>''Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.''<br />
|- align="center" <br />
! rowspan="1" | [[File:RANK MAJOR.png|32px]]<br/>'''Major'''<br />
| colspan="2" | [[File:MEC OVERDRIVE.png|32px|center]]'''Overdrive'''<br>''Firing the MEC's primary weapon as the first action no longer ends the turn.''<br />
|- align="center"<br />
! rowspan="1" | [[File:RANK COLONEL.png|32px]]<br/>'''Colonel'''<br />
| [[File:MEC ABSORTION FIELDS.png|32px|center]]'''Absortion Fields'''<br>''Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.''<br />
| [[File:MEC REACTIVE TARGETING SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br>''MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there's enough ammo do to so.''<br />
|}<br />
<br />
====Tips & Trix====<br />
* MEC Troopers can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they'll lose all [[Abilities (EU2012)|abilities]] they previously had. For example, if player sacrifices a Sergeant-ranked soldier, he/she would get a Sergeant-ranked MEC, along with the ability to choose skills from the first three ranks.<br />
* A MEC Trooper who is converted will retain their stats from before conversion, meaning you may want to put off augmenting your (non-Heavy) soldiers until already high ranked, since the Support, Assault and Sniper classes have better stat progression than the MEC Trooper class.<br />
** Heavies are best augmented at Lieutenant rank to ensure additional stats, especially with Second Wave options enabled.<br />
* The [[Cybernetics Lab (EU2012)|Cybernetics Lab]] can augment 3 soldiers at a time and it costs §10 and 10 [[Meld (EU2012)|Meld]] units. The process takes 3 days and soldiers will lose all [[Gene Mods (EU2012)|Gene Mods]] when augmented. The process is irreversible. Take note that wounded soldiers can also be augmented.<br />
*Any soldiers tested positive with [[Psionic (EU2012)|Psionic]] ability are automatically excluded from MEC conversion, and MEC soldiers can not be tested whether or not they are gifted.<br />
*Any [[Medals (EU2012)|medals]] given will remain after conversion, and MEC soldiers can still be awarded medals (remember that a MEC can't go into cover, so giving it the defensive bonus while in cover is pointless).<br />
* If the damage suffered is in excess of the [[MEC Suit (EU2012)|MEC Suit]]'s HPs then the soldier will have to endure wound recovery time. <br />
* If the MEC Trooper is killed, the MEC Suit has to be repaired with small cost.<br />
* MECs are very expensive to purchase, costing up to 200 [[Meld (EU2012)|Meld]] to create a MEC and equip it with the most advanced [[MEC-3 Paladin (EU2012)|MEC Suit]].<br />
* MEC Suits came with the [[Minigun (EU2012)|Minigun]] as its default Primary Weapon: more advanced primary weapons need to be manufactured in [[Engineering (EU2012)|Engineering]] before being deployed.<br />
* They are immune to fire, strangulation, and poison but can still be psi attacked (and mind controlled) by Psionic units. <br />
* MEC Troopers can be healed with [[Medikit (EU2012)|Medikits]], [[MEC-2 Sentinel (EU2012)|Restorative Mist]], [[Foundry (EU2012)#Improved Arc Thrower|Improved Arc Thrower]] and by captured [[Drone (EU2012)|Drones]]. Repairing with Arc Throwers is arguably more efficient, since if you don't stun any enemies, an Arc Thrower could be used to heal your MECs and save Medikits for your other soldiers. Deep Pockets will increase Arc Thrower usage to three, which could allow for seven healing uses between Field Medic and Medikits.<br />
* MECs can't use [[Cover (EU2012)|Cover]] (so they can't be flanked). To compensate that they have '''Hardened''' ability present on [[S.H.I.V. (EU2012)|S.H.I.V.s]] and alien robotic units that gives increased protection against critical hits.<br />
* MECs can climb over half cover berms and up ledges, but are too heavy to use ladders and drainpipes to scale buildings, they can however use alien grav lifts.<br />
* MECs rely on the [[Foundry (EU2012)|Foundry]] for several essential upgrades through different projects:<br />
** Mobility: [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] - gives +3 [[Movement (EU2012)|movement]] points.<br />
** Armor: [[Foundry (EU2012)#Shaped Armor|Shaped Armor]] - gives 3 additional HPs.<br />
** Flamethrower: [[Foundry (EU2012)#Elerium Jelly|Elerium Jelly]] - increases weapon's damage from 6 to 9.<br />
** Kinetic Strike Module: [[Foundry (EU2012)#MEC Close Combat|MEC Close Combat]] - increases weapon's damage from 12 to 18 and using the Kinetic Strike as first action doesn't automatically end the MEC's turn. <br />
* MEC Troopers get monotone, Robocop-esque voice.<br />
<noinclude><br />
<!-- everything below this won't be included on the classes summary page --><br />
<br />
==Tactical Advice==<br />
===Tactical Subsystems===<br />
{| border = "1" {{stdTable}}<br />
| width=130px |[[File:MEC-1 (EU2012).png|30px]] '''MEC-1 Warden'''<br />
|[[File:MEC FLAMETHROWER.png|32px]] '''Flamethrower''' vs '''Kinetic Strike Module''' [[File:MEC KINETIC STRIKE MODULE.png|32px]]<br />
|}<br />
*These are both short range weapons and useful in similar situations, so the choice is mostly down to personal taste. <br />
* The Flamethrower is more effective against many weak units, while Kinetic Strike is more useful for taking down single tough units. If you don't intend to be close enough to use either most of the time, then take Kinetic Strike for the bonus mobility.<br />
*Both the Kinetic Strike and the Flamethrower do not work against airborne enemies.<br />
<br />
'''Flamethrower'''<br />
*The Flamethrower's biggest perk is that it can strike multiple enemies, and with much more area of effect and greater damage than grenades, though it has a limited number of uses per mission.<br />
*The high damage output of 6 means that Sectoids, Floaters, Thin Men, and Outsiders will be killed with a discharge of the Flamethrower. Later, after developing the [[Foundry (EU2012)#Elerium Jelly|Elerium Jelly]] project, the damage from fire is increased to 9, allowing it to kill Mutons and Chryssalids, and severely damage other alien species or EXALT troops. <br />
*Robotic enemies are immune to flamethrowers. This includes both other MEC Troopers and [[S.H.I.V. (EU2012)|S.H.I.V.s]]. <br />
<br />
'''Kinetic Strike Module'''<br />
*The Kinetic Strike Module (KSM) offers custom kill animations on [[Mechtoid (EU2012)|Mechtoids]], [[Berserker (EU2012)|Berserkers]], and [[Sectopod (EU2012)|Sectopods]], and has unlimited uses.<br />
*Use caution when striking Sectopods: they're not knocked back and their death explosion will do 5 damage to the area nearby.<br />
*Anything else gets sent flying about 5 squares, often causing collateral damage to any structure it hits.<br />
**Vehicles explode instantly to flying bodies. On occasion, you might be able to take advantage of this to do combos.<br />
**Cyberdiscs will be knocked back and ''then'' explode. Be careful not to accidentally punch one at an ally.<br />
*Be careful not to destroy an ally's cover when striking an alien as the last act of your turn.<br />
*Unlike the Berserker and the [[Chryssalid (EU2012)|Chryssalids]], you cannot strike from a diagonal square; you must be in one of the 4 adjacent squares to your target.<br />
*Besides increasing its damage output from 12 to 18, the Foundry's [[Foundry (EU2012)#MEC Close Combat|MEC Close Combat]] project allows the MEC to use the KSM as first action without ending the turn.<br />
*The KSM also gives the MEC Trooper 4 extra movement points, or an additional 3 tiles. <br />
*In free aim mode the KSM can be a way to punch through walls without the need to use valuable explosives.<br />
<br />
{| border = "1" {{stdTable}}<br />
| width=130px |[[File:MEC-2 (EU2012).png|30px]] '''MEC-2 Sentinel'''<br />
|[[File:MEC GRENADE LAUNCHER.png|32px]] '''Grenade Launcher''' vs '''Restorative Mist''' [[File:MEC RESTORATIVE MIST.png|32px]]<br />
|}<br />
* A choice of offense vs defense.<br />
* Both benefit from the MEC Trooper having the '''Extended Storage''' ability, giving each 1 more use, for a total of 3 grenades or 2 Mists. <br />
'''Grenade Launcher'''<br />
*Note that MECs already have a cover destroying area effect attack in Collateral Damage, but Grenade Launcher has a longer range, wider area of effect, and doesn't use your ammo clip.<br />
**The grenades deal 4 damage but this can be upgraded to 5 through the Foundry's [[Foundry (EU2012)#Alien Grenades|Alien Grenades]] project. <br />
**Grenades are fired in a ballistic arc, so can hit enemies behind terrain and on roofs that are out of direct line of sight.<br />
*The Grenade Launcher is a great combination with the Proximity Mine Launcher for a Fire Support MEC that engages enemies from distance. <br />
'''Restorative Mist'''<br />
*Restorative Mist works on the user as well as any surrounding units within a circle.<br />
**The Mist heals up to 4 damage but this can be upgraded to 6 through the Foundry's [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] project.<br />
*Due to its limited use it is more efficient to apply Restorative Mist to heal several soldiers at once, rather than just the MEC Trooper carrying it. A single use of the Mist on the entire squad can heal up to 24 or more HPs. <br />
<br />
{| border = "1" {{stdTable}}<br />
| width=130px |[[File:MEC-3 (EU2012).png|30px]] '''MEC-3 Paladin'''<br />
|[[File:MEC PROXIMITY MINE.png|32px]] '''Proximity Mine Launcher''' vs '''Electro Pulse''' [[File:MEC ELECTRO PULSE.png|32px]]<br />
|}<br />
'''Proximity Mine Launcher''' <br />
* Proximity Mine Launcher is a more broadly applicable tactical weapon. Can be used on enemies that are out of sight, especially groups of inactive aliens that have been spotted by another soldier made invisible through [[Ghost Armor (EU2012)|Ghost Armor]], [[Ghost Grenade (EU2012)|Ghost Grenade]] or [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]].<br />
** There was a game-crashing bug if an enemy sky dropped on to a Proximity Mine, which has been fixed.<br />
* The mines can be set off by other explosions, such as grenades or rockets allowing for nice damage combos. <br />
* If the MEC Trooper is MCed, the mines will also "switch sides" and only go off on XCOM soldiers and MC'ed aliens.<br />
'''Electro Pulse'''<br />
* Electro Pulse would be most useful for a MEC that likes to get up close and personal. Robots, particularly Sectopods, can do tremendous damage if left up, so the ability to stun them is quite useful in the event you can't kill them on the turn you see them. <br />
** Sectopods that have prepped a Cluster Bomb will not be stopped from unleashing it if they are stunned with Electro Pulse.<br />
<br />
===Bonus Abilities===<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:CLASS ASSAULT.png|30px]] '''Assault'''<br />
|[[File:MEC SHOCK ABSORBENT ARMOR.png|32px]] '''Shock-Absorbent Armor'''<br />
|}<br />
* The Assault's '''Shock-Absorbent Armor''' works well with a close combat oriented MEC, and helps to protect against melee enemies.<br />
<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:CLASS HEAVY.png|30px]] '''Heavy'''<br />
|[[File:MEC BODY SHIELD.png|32px]] '''Body Shield'''<br />
|}<br />
* The Heavy's '''Body Shield''' is the most generically useful defensive ability, giving the MEC good protection from a single unit, but it won't help much if you let your MEC get swarmed. It also won't help much against melee attacks, since they automatically hit.<br />
<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:CLASS SNIPER.png|30px]] '''Sniper'''<br />
|[[File:MEC PLATFORM STABILITY.png|32px]] '''Platform Stability'''<br />
|}<br />
* The Sniper's '''Platform Stability''' is great for a fire support MEC, and becomes especially powerful once the MEC gains '''Overdrive''' and can use its first move action to fire.<br />
<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:CLASS SUPPORT.png|30px]] '''Support'''<br />
|[[File:MEC DISTORTION FIELD.png|32px]] '''Distortion Field'''<br />
|}<br />
* The Support's '''Distortion Field''' is a strong defensive buff for nearby troopers, but doesn't help the MEC itself since it doesn't use cover. <br />
* Does not stack if a soldier is in two or more defensive fields of several MECs.<br />
<br />
=== Abilities ===<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:RANK CORPORAL.png|30px]] '''Corporal'''<br />
|[[File:MEC ADVANCED FIRE CONTROL.png|32px]] '''Advanced Fire Control''' vs '''Automated Threat Assessment''' [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px]]<br />
|}<br />
'''Advanced Fire Control'''<br />
* Advanced Fire Control is the most useful of both abilities, specially on a MEC Trooper with '''Reactive Targeting Sensors'''.<br />
<br />
'''Automated Threat Assessment'''<br />
* Automated Threat Assessment is cancelled when the the MEC fires, which makes it dubiously useful. <br />
<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:RANK SERGEANT.png|30px]] '''Sergeant'''<br />
|[[File:MEC VITAL POINT TARGETING.png|32px]] '''Vital Point Targeting''' vs '''Damage Control''' [[File:MEC DAMAGE CONTROL.png|32px]]<br />
|}<br />
'''Vital Point Targeting'''<br />
* Vital-Point Targeting also confers bonus against [[EXALT (EU2012)|EXALT]] units.<br />
* This ability works either for Fire Support or Close Assault MECs. <br />
<br />
'''Damage Control'''<br />
* Damage Control is also suited for Close Assault MECs that are on the midst of a prolonged engagement. <br />
<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:RANK LIEUTENANT.png|30px]] '''Lieutenant'''<br />
|[[File:MEC JET BOOT MODULE.png|32px]] '''Jet Boot Module''' vs '''One For All''' [[File:MEC ONE FOR ALL.png|32px]]<br />
|}<br />
*One For All and Jet Boots are free actions with unlimited uses, but can't be used after the MEC has spent both of its actions.<br />
<br />
'''Jet Boot Module'''<br />
*MECs can't climb ladders or drainpipes, so if you want your MEC to be able to get on top of buildings Jet Boots is the only way.<br />
*Jet Boots are more suited for Close Assault MECs, who need a lot of mobility to survive. But they can also be used by Fire Support MECs to gain height advantage when firing their primary weapon at targets. <br />
<br />
'''One For All'''<br />
*One For All can be used as "emergency cover". If a soldier is flanked by enemies and can't move (or you don't want to move), you can move your MEC to them and One For All to give them cover.<br />
*Restorative Mist, Grenade Launcher, Proximity Mines and Electro Pulse can be used while a MEC uses One For All and not end the ability.<br />
*If Reactive Targeting Sensors is taken, a MEC using One For All will deactivate One For All when fired upon, leaving any soldiers using the MEC for cover exposed.<br />
<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:RANK CAPTAIN.png|30px]] '''Captain'''<br />
|[[File:MEC REPAIR SERVOS.png|32px]] '''Repair Servos''' vs '''Expanded Storage''' [[File:MEC EXPANDED STORAGE.png|32px]]<br />
|}<br />
<br />
'''Repair Servos'''<br />
* Repair Servos are the most likely choice for a Close Assault MEC since it will allow it to restore some HPs during a prolonged fight without having to pull back for healing. <br />
<br />
'''Expanded Storage'''<br />
* A Fire Support or a MEC with Restorative Mist will likely want Expanded Storage, since with [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] that gives the same amount of healing as Repair Servos just on the MEC itself, though you may find some value in Repair Servos not needing to spend an action.<br />
<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:RANK MAJOR.png|30px]] '''Major'''<br />
|[[File:MEC OVERDRIVE.png|32px]] '''Overdrive'''<br />
|}<br />
'''Overdrive'''<br />
*'''Collateral Damage''' does not count for this ability, and will end the turn if used as the first action.<br />
<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:RANK COLONEL.png|30px]] '''Colonel'''<br />
|[[File:MEC ABSORTION FIELDS.png|32px]] '''Absorption Fields''' vs '''Reactive Targeting Sensors''' [[File:MEC REACTIVE TARGETING SENSORS.png|32px]]<br />
|}<br />
'''Absorption Fields'''<br />
*Given that a Colonel-level MEC Trooper is probably piloting a [[MEC-3 Paladin (EU2012)|Paladin MEC]], they'll have 26 HP (29 with [[Foundry (EU2012)#Shaped Armor|Shaped Armor]]), this means that only attacks that do more than 8-9 damage will be affected by Absorption Fields, which essentially means it'll only trigger against critical hits, which MECs rarely take anyways, or [[Sectopod (EU2012)|Sectopods]], which do 10 Damage, so you're only saving 1 HP.<br />
**However, Paladins are very expensive, costing 200 Meld to build. If you have other MECs at Colonel, and not enough Paladins to go around, Absorption Fields might just be the thing to compensate for that loss of Health.<br />
<br />
'''Reactive Targeting Sensors'''<br />
*Reactive Targeting Sensors will activate even if the MEC is not on [[Overwatch (EU2012)|Overwatch]], which can be useful for Dashing or Meld scouting without having to save an action for Overwatch.<br />
**A MEC with this ability can effectively have two Overwatch shots. If an enemy moves before the MEC is attacked, the MEC will use its Overwatch first and Reactive Targeting Sensors second if the MEC is attacked afterwards.<br />
*Reactive Targeting Sensors will even activate against targets that failed to Mind Control the MEC Trooper; a pseudo-form of [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]].<br />
*Advanced Fire Control makes Reactive Targeting Sensors even more useful as a MEC can fire without aim penalty.<br />
<br />
==See Also==<br />
{{XCOM Units (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
[[Category: Mechs (EU2012)]]<br />
</noinclude></div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Meld_(EU2012)&diff=55708Meld (EU2012)2014-02-07T21:23:30Z<p>Oathbreaker: /* Tactical Advice */</p>
<hr />
<div>[[File:Meld Icon (EU2012).png|right|200px|Meld]]<br />
<br />
The '''Meld''' is an alien substance introduced in the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] whose precise origin and composition are unknown but which allows the [[Alien Life Forms (EU2012)|aliens]] to perform cybernetic and genetic modifications on life forms, including humans. After its recovery from a battlefield and upon completing the necessary Research, the Meld can be used by XCOM to transform [[Soldiers (EU2012)|soldiers]] into [[MEC Trooper (EU2012)|MEC Troopers]] or to perform [[Gene Mods (EU2012)|genetic augmentation]] on different parts of their bodies.<br />
<br />
The Meld will mainly be recovered from the aliens, during Abductions or UFO missions, where there will be canisters spread around randomly on the battlefield. The containers are equipped with self-destruction devices with timers so it will be necessary to reach the canisters before time runs out to capture the substance. Explosions, and misses from any sufficiently powerful weapon may also destroy them.<br />
<br />
Certain aliens ([[Mechtoid (EU2012)|Mechtoid]] and [[Heavy Floater (EU2012)|Heavy Floater]]) will also provide small quantities of Meld with their corpses, upon completion of a mission.<br />
<noinclude><br />
<br />
==Notes==<br />
[[Image:Meld (EU2012).png|right|200px|Meld Canister with 5 turns remaining]]<br />
* Meld is composed of organic nanomachines and needs to be researched ([[Meld Recombination (EU2012)|Meld Recombination]]) to be used.<br />
* Meld cannot be sold at the [[Grey Market (EU2012)|Grey Market]].<br />
* All the [[Alien Abductions (EU2012)|abductions]] and UFO [[Maps (EU2012)|maps]] have been redesigned to include 2 Meld canisters.<br />
* The 2 [[Meld (EU2012)|Meld]] canisters need to be captured during a certain timeframe, otherwise they will self-destruct forcing a player to move swiftly to find and capture them. 1 canister is located on a location easy to reach, another in a hard location. The canisters can be hidden to force a player to look for them.<br />
** Additionally, the Canisters are reported to spawn once per applicable map per playthrough: there will only be a certain number of canisters in a given campaign (unconfirmed - see [http://www.polygon.com/2013/8/22/4643478/xcom-enemy-within-gamescom-2013-garth-deangelis]).<br />
* When Meld canisters self-destruct they will explode and cause [[Damage (EU2012)|damage]] to any player units nearby.<br />
* Meld canisters can be destroyed with explosives.<br />
* When you kill all [[Alien Life Forms (EU2012)|aliens]] on a mission you'll automatically recover any intact Meld containers, including still hidden ones.<br />
* The Meld can be used to create either [[MEC Trooper (EU2012)|MEC Troopers]] (a new [[Classes (EU2012)|class]]) or to genetically increase any class abilities ([[Gene Mods (EU2012)|Gene Mods]]).<br />
[[Image:Meld 2 (EU2012).png|right|200px|Meld Molecule]]<br />
* In consideration of the limited number of Canisters, it's also been revealed that this leads to a choice of quality vs quantity for how you will spend the upgrades.<br />
* The Meld also brings 2 new [[ XCOM_Headquarters_(EU2012)#Base_Expansion|base facilities]]: [[Genetics Lab (EU2012)|Genetics Lab]] and [[Cybernetics Lab (EU2012)|Cybernetics Lab]]. Both cost §50 and require 3 power and 10 days to build. The Cybernetics Labs count as [[Workshop (EU2012)|workshops]] and the Genetics Lab with [[Laboratory (EU2012)|Laboratories]] for adjacency bonus.<br />
** For consideration on building them early or late; whether you want 5 engineers, or low-level MEC troopers, with what limited resources you'll have early on, for example.<br />
** There are reflective Meld 'crystals' in the [[XCOM HQ (EU2012)|Ant Farm]] view. Zooming in on them, angled facets show a brick wall with a window, facets facing the camera seem to be reflecting a sprite of a green-irised eye.<br />
* There is a small tutorial (optional) to show how Meld works. <br />
* Mechtoids and Heavy Floaters, drop 5 Meld per kill.<br />
* You'll get one-time amounts of Meld for researching Meld Recombination and for assaulting the [[Storyline Missions (EU2012)#Assault Alien Base|alien base]] (a total of 50 Meld).<br />
<br />
==Tactical Advice==<br />
The biggest question of most Commanders is, MEC Troopers or Gene Mods? Both are powerful additions to your squad and you can't go wrong with either, however there are ups and downs to both. You can easily do both, but at a limited quantity (at least not without several months farming Abductions and UFOs for Meld).<br />
<br />
Another is "when?" -- or more to the point, if to spend money and Meld on lifing your early soldiers from crap/"okay" to decent/good, thus increasing their chances of surviving the early months, or save it for, say, your late-game Psi Squadron, making them damn near invincible? In this case, MECs may be better to invest in first, as at least you can take the main cost, the MEC Suit itself, and let your late-game MEC Troopers inherit these costly devices, while Gene Mods, some of which carry a hefty pricetag of their own, ought to be used sparingly on any soldier you're not planning on taking into the [[Storyline_Missions_(EU2012)#Temple_Ship_Assault|Temple Ship]].<br />
<br />
===General===<br />
Collecting large quantities of Meld is easy early on when Abduction Missions still occur. Once Abductions no longer happen, the amount of Meld you get falls considerably. While shot down UFOs and certain enemies provide some, it isn't nearly as much as the routine Abductions. With there usually being about 2 or 3 Abductions a month, this eventually becomes a significant amount of Meld no longer acquired.<br />
<br />
Meld bonuses are mutually exclusive. A MEC Trooper cannot have Gene Mods, and a Gene Modded soldier will lose his or her Gene Mods if turned into a MEC, wasting the Meld already invested into the soldier. Plan accordingly.<br />
<br />
===Gene Mods===<br />
Gene Mods are passive powers and bonuses added to a soldier.<br />
====Pros====<br />
* Cheap. Fully outfitting a soldier with 5 gene mods costs between 60 and 110 Meld, depending on which Gene Mods are chosen.<br />
** This is of course provided you don't switch mods.<br />
* Passive. All of the Gene Mod abilities are passive bonuses which apply when certain conditions are met, meaning you don't have to make any changes to your game play.<br />
* Same Soldier, just better. A Gene Modded Sniper is still a Sniper. You don't have to sacrifice your kick butt Sniper to make them better with your Meld.<br />
* Adjustable. If you picked the wrong mod, found out you really don't like that mod or the mod is no longer as necessary on that soldier, you can change it.<br />
** Be careful though as this can be expensive. It's best if you choose your mods and stick with them.<br />
====Cons====<br />
* Items, armors and class abilities can give some of the same perks as Gene Mods can without putting a soldier out of action for 3, 6, 9, 12 or 15 days and using up Meld and Credits.<br />
** Although in many cases, Gene Mods can add to or complement many these perks. For example, Archangel Armor and Muscle Fiber Density. The Gene Mod allows a soldier to get into the high ground just as easily as the Archangel Armor or Grappling Hook armors can, but on flatter maps, the Archangel Armor can still give you the needed height bonus.<br />
* Time. For every mod you put on a soldier, they will be unable to do a mission for 3 days. If you stick all 5 mods on at once, the soldier will be out of action for 15 days.<br />
===MEC Trooper===<br />
By making a soldier into a MEC Trooper, they become an entirely new class.<br />
====Pros====<br />
* Destructive. MEC Troopers have a number of powerful area of effect and cover busting abilities. Some of these aren't limited by item usage like rockets and grenades are.<br />
** Be careful as some of these might hurt your own troops.<br />
* Tough. MEC Suits provide massive health bonuses allowing the MEC Trooper to take an obscene amount of punishment before having to go into the infirmary, let alone be killed. This is on top of a hefty Will bonus making it even harder to kill them.<br />
* Powerful. MEC Trooper guns are quite powerful compared to other guns.<br />
* Three words: Alien Face Punching.<br />
====Cons====<br />
* Expensive. Although it only costs 10 Meld to make a MEC Trooper, it costs 200 Meld to give them a Level 3 Paladin suit (40 for the Warden, 60 for the Sentinel, 100 for the Paladin).<br />
* Fire Magnet. Remember how you felt the first time you saw a Sectopod? The enemy has the same reaction. With a level 3 Paladin suit, the MEC has only 20 defense. To make matters worse, they can't go into cover, making them very tempting targets.<br />
* No Psionics. MECs cannot be Psionics and Psionics cannot be MECs.<br />
* No Inventory. Yes, the suits give options which can somewhat mimic some of the standard items, but they still don't get a proper inventory.<br />
<br />
==See Also==<br />
*[[Meld Recombination (EU2012)|Meld Recombination]]<br />
*[[Gene Mods (EU2012)|Gene Mods]]<br />
*[[MEC Trooper (EU2012)|MEC Trooper]]<br />
*[[Genetic Lab (EU2012)|Genetic Lab]]<br />
*[[Cybernetic Lab (EU2012)|Cybernetic Lab]]<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
[[Category: Alien Artifacts (EU2012)]]<br />
</noinclude></div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=MEC_Trooper_(EU2012)&diff=55707MEC Trooper (EU2012)2014-02-07T19:43:38Z<p>Oathbreaker: /* Abilities */</p>
<hr />
<div>[[File:MEC Squad (EU2012).png|right|thumb|400px|A MEC Squad]][[File: CLASS MECH.png|rigth|frame|64px|MEC Trooper]][[Image:Bellator (EU2012).png|right|100px|Translation: "Warrior in the Machine"]]<br />
<br />
The MEC Trooper is a new [[Classes (EU2012)|class]] of [[Soldiers (EU2012)|soldier]] that is introduced by the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. A MEC Trooper requires [[Meld (EU2012)|Meld]] and can be created from any of your existing soldiers (from any class, except Psionic) after building the [[Cybernetic Lab (EU2012)|Cybernetic Lab]]. It costs §10 and 10 Meld to transform a soldier into a MEC Trooper. The soldier will lose all of its existing abilities but see its HP increase and will have its own [[Abilities (EU2012)|abilities]] tree, starting with Collateral Damage.<br />
<br />
MECs are walking tanks that are usually used for either Fire Support or Close Combat. Tactically they're a mixture of the [[Heavy (EU2012)|Heavy]] and [[Assault (EU2012)|Assault]] classes, being built for frontline roles. Since MECs can't use [[Cover (EU2012)|Cover]] like regular soldiers they're equipped with specialized [[Armor (EU2012)|armor]] to be deployed, in the form of the Mechanized Exoskeleton Cybersuit ([[MEC suit (EU2012)|MEC Suit]]). MECs can't carry regular [[Equipment (EU2012)|items]] but the MEC Suit offers a choice of two different Tactical Subsystems at each tier level.<br />
<br />
:'''Primary Weapon''': [[Minigun (EU2012)|Minigun]], [[Railgun (EU2012)|Railgun]] and [[Particle Cannon (EU2012)|Particle Cannon]]. <br />
:'''Tactical Subsystems:''' <br />
::[[MEC-1 Warden (EU2012)|MEC-1 Warden]]: Kinetic Strike Module or Flamethrower, §25, 40 Meld <br />
::[[MEC-2 Sentinel (EU2012)|MEC-2 Sentinel]]: Grenade Launcher or Restorative Mist, §32, 60 Meld, 10 Engineers <br />
::[[MEC-3 Paladin (EU2012)|MEC-3 Paladin]]: Proximity Mine Launcher or Electro Pulse, §106, 100 Meld, 25 Engineers <br />
<br />
The MEC's Ability choices are mainly divided between Fire Support or Survivability stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. <br />
MEC Troopers gain a total of +10 [[Aim (EU2012)|Aim]] points upon reaching Colonel rank, together with a total of +4 HP and +14 Will through promotions. <br />
<br />
====Abilities====<br />
As part of the conversion process, each soldier turned into MEC will gain a bonus ability based on its former class and will retain its previous rank, replacing its previous abilities with MEC ones:<br />
* [[File:MEC SHOCK ABSORBENT ARMOR.png|32px]] - [[Assault (EU2012)|Assault]]: '''Shock-Absorbent Armor''' - ''Damage received from enemies within 4 tiles is reduced by 33%.''<br />
* [[File:MEC BODY SHIELD.png|32px]] - [[Heavy (EU2012)|Heavy]] - '''Body Shield''' - ''The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.''<br />
* [[File:MEC PLATFORM STABILITY.png|32px]] - [[Sniper (EU2012)|Sniper]]: '''Platform Stability''' - ''Any shots taken without moving have +10 Aim and +10% critical chance.''<br />
* [[File:MEC DISTORTION FIELD.png|32px]] - [[Support (EU2012)|Support]]: '''Distortion Field''' - ''Nearby allies in cover receive +10 Defense.''<br />
<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank<br />
! width="60%" align="center" colspan="4"| Ability<br />
|- align="center" <br />
![[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie'''<br />
| colspan="2" | [[File:MEC COLLATERAL DAMAGE.png|32px|center]]'''Collateral Damage'''<br>''Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.''<br />
|- align="center"<br />
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''<br />
| [[File:MEC ADVANCED FIRE CONTROL.png|32px|center]]'''Advanced Fire Control'''<br>''Shots from Overwatch no longer suffer any Aim penalty.''<br />
| [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px|center]]'''Automated Threat Assessment'''<br>''Confers +15 Defense when in Overwatch. Cancelled when the the MEC fires.''<br />
|- align="center"<br />
![[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant'''<br />
| [[File:MEC VITAL POINT TARGETING.png|32px|center]]'''Vital-Point Targeting'''<br>''Confers 2 bonus damage against targets that have been autopsied.''<br />
| [[File:MEC DAMAGE CONTROL.png|32px|center]]'''Damage Control'''<br>''When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns''.<br />
|- align="center"<br />
! [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant'''<br />
| [[File:MEC JET BOOT MODULE.png|32px|center]]'''Jet Boot Module'''<br>''When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn. Has an unlisted 1-turn cooldown.''<br />
| [[File:MEC ONE FOR ALL.png|32px|center]]'''One For All'''<br>''When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.''<br />
|- align="center"<br />
! rowspan="1" | [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain'''<br />
| [[File:MEC REPAIR SERVOS.png|32px|center]]'''Repair Servos'''<br>''Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.''<br />
| [[File:MEC EXPANDED STORAGE.png|32px|center]]'''Expanded Storage'''<br>''Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.''<br />
|- align="center" <br />
! rowspan="1" | [[File:RANK MAJOR.png|32px]]<br/>'''Major'''<br />
| colspan="2" | [[File:MEC OVERDRIVE.png|32px|center]]'''Overdrive'''<br>''Firing the MEC's primary weapon as the first action no longer ends the turn.''<br />
|- align="center"<br />
! rowspan="1" | [[File:RANK COLONEL.png|32px]]<br/>'''Colonel'''<br />
| [[File:MEC ABSORTION FIELDS.png|32px|center]]'''Absortion Fields'''<br>''Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.''<br />
| [[File:MEC REACTIVE TARGETING SENSORS.png|32px|center]]'''Reactive Targeting Sensors'''<br>''MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there's enough ammo do to so.''<br />
|}<br />
<br />
====Tips & Trix====<br />
* MEC Troopers can be created from any [[Soldiers (EU2012)|soldier]] above rookie rank, but they'll lose all [[Abilities (EU2012)|abilities]] they previously had. For example, if player sacrifices a Sergeant-ranked soldier, he/she would get a Sergeant-ranked MEC, along with the ability to choose skills from the first three ranks.<br />
* A MEC Trooper who is converted will retain their stats from before conversion, meaning you may want to put off augmenting your (non-Heavy) soldiers until already high ranked, since the Support, Assault and Sniper classes have better stat progression than the MEC Trooper class.<br />
** Heavies are best augmented at Lieutenant rank to ensure additional stats, especially with Second Wave options enabled.<br />
* The [[Cybernetics Lab (EU2012)|Cybernetics Lab]] can augment 3 soldiers at a time and it costs §10 and 10 [[Meld (EU2012)|Meld]] units. The process takes 3 days and soldiers will lose all [[Gene Mods (EU2012)|Gene Mods]] when augmented. The process is irreversible. Take note that wounded soldiers can also be augmented.<br />
*Any soldiers tested positive with [[Psionic (EU2012)|Psionic]] ability are automatically excluded from MEC conversion, and MEC soldiers can not be tested whether or not they are gifted.<br />
*Any [[Medals (EU2012)|medals]] given will remain after conversion, and MEC soldiers can still be awarded medals (remember that a MEC can't go into cover, so giving it the defensive bonus while in cover is pointless).<br />
* If the damage suffered is in excess of the [[MEC Suit (EU2012)|MEC Suit]]'s HPs then the soldier will have to endure wound recovery time. <br />
* If the MEC Trooper is killed, the MEC Suit has to be repaired with small cost.<br />
* MECs are very expensive to purchase, costing up to 200 [[Meld (EU2012)|Meld]] to create a MEC and equip it with the most advanced [[MEC-3 Paladin (EU2012)|MEC Suit]].<br />
* MEC Suits came with the [[Minigun (EU2012)|Minigun]] as its default Primary Weapon: more advanced primary weapons need to be manufactured in [[Engineering (EU2012)|Engineering]] before being deployed.<br />
* They are immune to fire, strangulation, and poison but can still be psi attacked (and mind controlled) by Psionic units. <br />
* MEC Troopers can be healed with [[Medikit (EU2012)|Medikits]], [[MEC-2 Sentinel (EU2012)|Restorative Mist]], [[Foundry (EU2012)#Improved Arc Thrower|Improved Arc Thrower]] and by captured [[Drone (EU2012)|Drones]]. Repairing with Arc Throwers is arguably more efficient, since if you don't stun any enemies, an Arc Thrower could be used to heal your MECs and save Medikits for your other soldiers. Deep Pockets will increase Arc Thrower usage to three, which could allow for seven healing uses between Field Medic and Medikits.<br />
* MECs can't use [[Cover (EU2012)|Cover]] (so they can't be flanked). To compensate that they have '''Hardened''' ability present on [[S.H.I.V. (EU2012)|S.H.I.V.s]] and alien robotic units that gives increased protection against critical hits.<br />
* MECs can climb over half cover berms and up ledges, but are too heavy to use ladders and drainpipes to scale buildings, they can however use alien grav lifts.<br />
* MECs rely on the [[Foundry (EU2012)|Foundry]] for several essential upgrades through different projects:<br />
** Mobility: [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] - gives +3 [[Movement (EU2012)|movement]] points.<br />
** Armor: [[Foundry (EU2012)#Shaped Armor|Shaped Armor]] - gives 3 additional HPs.<br />
** Flamethrower: [[Foundry (EU2012)#Elerium Jelly|Elerium Jelly]] - increases weapon's damage from 6 to 9.<br />
** Kinetic Strike Module: [[Foundry (EU2012)#MEC Close Combat|MEC Close Combat]] - increases weapon's damage from 12 to 18 and using the Kinetic Strike as first action doesn't automatically end the MEC's turn. <br />
* MEC Troopers get monotone, Robocop-esque voice.<br />
<noinclude><br />
<!-- everything below this won't be included on the classes summary page --><br />
<br />
==Tactical Advice==<br />
===Tactical Subsystems===<br />
{| border = "1" {{stdTable}}<br />
| width=130px |[[File:MEC-1 (EU2012).png|30px]] '''MEC-1 Warden'''<br />
|[[File:MEC FLAMETHROWER.png|32px]] '''Flamethrower''' vs '''Kinetic Strike Module''' [[File:MEC KINETIC STRIKE MODULE.png|32px]]<br />
|}<br />
*These are both short range weapons and useful in similar situations, so the choice is mostly down to personal taste. <br />
* The Flamethrower is more effective against many weak units, while Kinetic Strike is more useful for taking down single tough units. If you don't intend to be close enough to use either most of the time, then take Kinetic Strike for the bonus mobility.<br />
*Both the Kinetic Strike and the Flamethrower do not work against airborne enemies.<br />
<br />
'''Flamethrower'''<br />
*The Flamethrower's biggest perk is that it can strike multiple enemies, and with much more area of effect and greater damage than grenades, though it has a limited number of uses per mission.<br />
*The high damage output of 6 means that Sectoids, Floaters, Thin Men, and Outsiders will be killed with a discharge of the Flamethrower. Later, after developing the [[Foundry (EU2012)#Elerium Jelly|Elerium Jelly]] project, the damage from fire is increased to 9, allowing it to kill Mutons and Chryssalids, and severely damage other alien species or EXALT troops. <br />
*Robotic enemies are immune to flamethrowers. This includes both other MEC Troopers and [[S.H.I.V. (EU2012)|S.H.I.V.s]]. <br />
<br />
'''Kinetic Strike Module'''<br />
*The Kinetic Strike Module (KSM) offers custom kill animations on [[Mechtoid (EU2012)|Mechtoids]], [[Berserker (EU2012)|Berserkers]], and [[Sectopod (EU2012)|Sectopods]], and has unlimited uses.<br />
*Use caution when striking Sectopods: they're not knocked back and their death explosion will do 5 damage to the area nearby.<br />
*Anything else gets sent flying about 5 squares, often causing collateral damage to any structure it hits.<br />
**Vehicles explode instantly to flying bodies. On occasion, you might be able to take advantage of this to do combos.<br />
**Cyberdiscs will be knocked back and ''then'' explode. Be careful not to accidentally punch one at an ally.<br />
*Be careful not to destroy an ally's cover when striking an alien as the last act of your turn.<br />
*Unlike the Berserker and the [[Chryssalid (EU2012)|Chryssalids]], you cannot strike from a diagonal square; you must be in one of the 4 adjacent squares to your target.<br />
*Besides increasing its damage output from 12 to 18, the Foundry's [[Foundry (EU2012)#MEC Close Combat|MEC Close Combat]] project allows the MEC to use the KSM as first action without ending the turn.<br />
*The KSM also gives the MEC Trooper 4 extra movement points, or an additional 3 tiles. <br />
*In free aim mode the KSM can be a way to punch through walls without the need to use valuable explosives.<br />
<br />
{| border = "1" {{stdTable}}<br />
| width=130px |[[File:MEC-2 (EU2012).png|30px]] '''MEC-2 Sentinel'''<br />
|[[File:MEC GRENADE LAUNCHER.png|32px]] '''Grenade Launcher''' vs '''Restorative Mist''' [[File:MEC RESTORATIVE MIST.png|32px]]<br />
|}<br />
* A choice of offense vs defense.<br />
* Both benefit from the MEC Trooper having the '''Extended Storage''' ability, giving each 1 more use, for a total of 3 grenades or 2 Mists. <br />
'''Grenade Launcher'''<br />
*Note that MECs already have a cover destroying area effect attack in Collateral Damage, but Grenade Launcher has a longer range, wider area of effect, and doesn't use your ammo clip.<br />
**The grenades deal 4 damage but this can be upgraded to 5 through the Foundry's [[Foundry (EU2012)#Alien Grenades|Alien Grenades]] project. <br />
**Grenades are fired in a ballistic arc, so can hit enemies behind terrain and on roofs that are out of direct line of sight.<br />
*The Grenade Launcher is a great combination with the Proximity Mine Launcher for a Fire Support MEC that engages enemies from distance. <br />
'''Restorative Mist'''<br />
*Restorative Mist works on the user as well as any surrounding units within a circle.<br />
**The Mist heals up to 4 damage but this can be upgraded to 6 through the Foundry's [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] project.<br />
*Due to its limited use it is more efficient to apply Restorative Mist to heal several soldiers at once, rather than just the MEC Trooper carrying it. A single use of the Mist on the entire squad can heal up to 24 or more HPs. <br />
<br />
{| border = "1" {{stdTable}}<br />
| width=130px |[[File:MEC-3 (EU2012).png|30px]] '''MEC-3 Paladin'''<br />
|[[File:MEC PROXIMITY MINE.png|32px]] '''Proximity Mine Launcher''' vs '''Electro Pulse''' [[File:MEC ELECTRO PULSE.png|32px]]<br />
|}<br />
'''Proximity Mine Launcher''' <br />
* Proximity Mine Launcher is a more broadly applicable tactical weapon. Can be used on enemies that are out of sight, especially groups of inactive aliens that have been spotted by another soldier made invisible through [[Ghost Armor (EU2012)|Ghost Armor]], [[Ghost Grenade (EU2012)|Ghost Grenade]] or [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]].<br />
** There was a game-crashing bug if an enemy sky dropped on to a Proximity Mine, which has been fixed.<br />
* The mines can be set off by other explosions, such as grenades or rockets allowing for nice damage combos. <br />
* If the MEC Trooper is MCed, the mines will also "switch sides" and only go off on XCOM soldiers and MC'ed aliens.<br />
'''Electro Pulse'''<br />
* Electro Pulse would be most useful for a MEC that likes to get up close and personal. Robots, particularly Sectopods, can do tremendous damage if left up, so the ability to stun them is quite useful in the event you can't kill them on the turn you see them. <br />
** Sectopods that have prepped a Cluster Bomb will not be stopped from unleashing it if they are stunned with Electro Pulse.<br />
<br />
===Bonus Abilities===<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:CLASS ASSAULT.png|30px]] '''Assault'''<br />
|[[File:MEC SHOCK ABSORBENT ARMOR.png|32px]] '''Shock-Absorbent Armor'''<br />
|}<br />
* The Assault's '''Shock-Absorbent Armor''' works well with a close combat oriented MEC, and helps to protect against melee enemies.<br />
<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:CLASS HEAVY.png|30px]] '''Heavy'''<br />
|[[File:MEC BODY SHIELD.png|32px]] '''Body Shield'''<br />
|}<br />
* The Heavy's '''Body Shield''' is the most generically useful defensive ability, giving the MEC good protection from a single unit, but it won't help much if you let your MEC get swarmed. It also won't help much against melee attacks, since they automatically hit.<br />
<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:CLASS SNIPER.png|30px]] '''Sniper'''<br />
|[[File:MEC PLATFORM STABILITY.png|32px]] '''Platform Stability'''<br />
|}<br />
* The Sniper's '''Platform Stability''' is great for a fire support MEC, and becomes especially powerful once the MEC gains '''Overdrive''' and can use its first move action to fire.<br />
<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:CLASS SUPPORT.png|30px]] '''Support'''<br />
|[[File:MEC DISTORTION FIELD.png|32px]] '''Distortion Field'''<br />
|}<br />
* The Support's '''Distortion Field''' is a strong defensive buff for nearby troopers, but doesn't help the MEC itself since it doesn't use cover. <br />
* Does not stack if a soldier is in two or more defensive fields of several MECs.<br />
<br />
=== Abilities ===<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:RANK CORPORAL.png|30px]] '''Corporal'''<br />
|[[File:MEC ADVANCED FIRE CONTROL.png|32px]] '''Advanced Fire Control''' vs '''Automated Threat Assessment''' [[File:MEC AUTOMATED THREAT ASSESSMENT.png|32px]]<br />
|}<br />
'''Advanced Fire Control'''<br />
* Advanced Fire Control is the most useful of both abilities, specially on a MEC Trooper with '''Reactive Targeting Sensors'''.<br />
<br />
'''Automated Threat Assessment'''<br />
* Automated Threat Assessment is cancelled when the the MEC fires, which makes it dubiously useful. <br />
<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:RANK SERGEANT.png|30px]] '''Sergeant'''<br />
|[[File:MEC VITAL POINT TARGETING.png|32px]] '''Vital Point Targeting''' vs '''Damage Control''' [[File:MEC DAMAGE CONTROL.png|32px]]<br />
|}<br />
'''Vital Point Targeting'''<br />
* Vital-Point Targeting also confers bonus against [[EXALT (EU2012)|EXALT]] units.<br />
* This ability works either for Fire Support or Close Assault MECs. <br />
<br />
'''Damage Control'''<br />
* Damage Control is also suited for Close Assault MECs that are on the midst of a prolonged engagement. <br />
<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:RANK LIEUTENANT.png|30px]] '''Lieutenant'''<br />
|[[File:MEC JET BOOT MODULE.png|32px]] '''Jet Boot Module''' vs '''One For All''' [[File:MEC ONE FOR ALL.png|32px]]<br />
|}<br />
*One For All and Jet Boots are free actions with unlimited uses, but can't be used after the MEC has spent both of its actions.<br />
<br />
'''Jet Boot Module'''<br />
*MECs can't climb ladders or drainpipes, so if you want your MEC to be able to get on top of buildings Jet Boots is the only way.<br />
*Jet Boots are more suited for Close Assault MECs, who need a lot of mobility to survive. But they can also be used by Fire Support MECs to gain height advantage when firing their primary weapon at targets. <br />
<br />
'''One For All'''<br />
*One For All can be used as "emergency cover". If a soldier is flanked by enemies and can't move (or you don't want to move), you can move your MEC to them and One For All to give them cover.<br />
*Restorative Mist, Grenade Launcher, Proximity Mines and Electro Pulse can be used while a MEC uses One For All and not end the ability.<br />
*If Reactive Targeting Sensors is taken, a MEC using One For All will deactivate One For All when fired upon, leaving any soldiers using the MEC for cover exposed.<br />
<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:RANK CAPTAIN.png|30px]] '''Captain'''<br />
|[[File:MEC REPAIR SERVOS.png|32px]] '''Repair Servos''' vs '''Expanded Storage''' [[File:MEC EXPANDED STORAGE.png|32px]]<br />
|}<br />
<br />
'''Repair Servos'''<br />
* Repair Servos are the most likely choice for a Close Assault MEC since it will allow it to restore some HPs during a prolonged fight without having to pull back for healing. <br />
<br />
'''Expanded Storage'''<br />
* A Fire Support or a MEC with Restorative Mist will likely want Expanded Storage, since with [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] that gives the same amount of healing as Repair Servos just on the MEC itself, though you may find some value in Repair Servos not needing to spend an action.<br />
<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:RANK MAJOR.png|30px]] '''Major'''<br />
|[[File:MEC OVERDRIVE.png|32px]] '''Overdrive'''<br />
|}<br />
'''Overdrive'''<br />
*'''Collateral Damage''' does not count for this ability, and will end the turn if used as the first action.<br />
<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:RANK COLONEL.png|30px]] '''Colonel'''<br />
|[[File:MEC ABSORTION FIELDS.png|32px]] '''Absorption Fields''' vs '''Reactive Targeting Sensors''' [[File:MEC REACTIVE TARGETING SENSORS.png|32px]]<br />
|}<br />
'''Absorption Fields'''<br />
*Given that a Colonel-level MEC Trooper is probably piloting a [[MEC-3 Paladin (EU2012)|Paladin MEC]], they'll have 26 HP (29 with [[Foundry (EU2012)#Shaped Armor|Shaped Armor]]), this means that only attacks that do more than 8-9 damage will be affected by Absorption Fields, which essentially means it'll only trigger against critical hits, which MECs rarely take anyways, or [[Sectopod (EU2012)|Sectopods]], which do 10 Damage, so you're only saving 1 HP.<br />
**However, Paladins are very expensive, costing 200 Meld to build. If you have other MECs at Colonel, and not enough Paladins to go around, Absorption Fields might just be the thing to compensate for that loss of Health.<br />
<br />
'''Reactive Targeting Sensors'''<br />
*Reactive Targeting Sensors will activate even if the MEC is not on [[Overwatch (EU2012)|Overwatch]], which can be useful for Dashing or Meld scouting without having to save an action for Overwatch.<br />
**A MEC with this ability can effectively have two Overwatch shots. If an enemy moves before the MEC is attacked, the MEC will use its Overwatch first and Reactive Targeting Sensors second if the MEC is attacked afterwards.<br />
*Reactive Targeting Sensors will even activate against targets that failed to Mind Control the MEC Trooper; a pseudo-form of [[Gene Mods (EU2012)#Neural Feedback|Neural Feedback]].<br />
*Advanced Fire Control makes Reactive Targeting Sensors even more useful as a MEC can fire without aim penalty.<br />
<br />
==See Also==<br />
{{XCOM Units (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
[[Category: Mechs (EU2012)]]<br />
</noinclude></div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Assault_(EU2012)&diff=55702Assault (EU2012)2014-02-07T02:28:40Z<p>Oathbreaker: /* Abilities */</p>
<hr />
<div>[[File:ASSAULTS (EU2012).png|right|thumb|400px|A Squad of different Assault soldiers.]][[File: CLASS ASSAULT.png|right|frame|64px|Assault]]<br />
A class with high mobility, defence and close range damage, hence the Assault class excels at close combat in urban or indoor environments. Its main drawbacks are the limited effective range of the Shotgun and the high cool down time of; and high dependence on Run & Gun. Useful for flanking and scouting. <br />
<br />
:'''Primary Weapon''': [[Shotgun (EU2012)|Shotgun]], [[Scatter Laser (EU2012)|Scatter Laser]] and [[Alloy Cannon (EU2012)|Alloy Cannon]].<br/><br />
:'''Alternative Primary Weapon:''' [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] & [[Plasma Rifle (EU2012)|Plasma Rifles]]<br />
:'''Secondary Weapon''': [[Pistol (EU2012)|Pistol]], [[Laser Pistol (EU2012)|Laser Pistol]] or [[Plasma Pistol (EU2012)|Plasma Pistol]].<br />
<br />
The Assaults Ability choices are mainly divided between attack or defence stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. <br />
Stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.<br />
<br />
__TOC__<br />
<br />
==== Abilities ====<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank<br />
! width="60%" align="center" colspan="4"| Ability<br />
|- align="center" <br />
! rowspan="1" | [[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie'''<br />
| colspan="2" | [[File:ASSAULT RUNGUN.png|32px|center]]'''Run & Gun''' <br/> ''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.''<br />
|- align="center"<br />
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''<br />
| width="30%" | [[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense''' <br/> ''Confers +5 Defense per enemy in sight (max +20).''<br />
| width="30%" | [[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression''' <br/> ''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|- align="center"<br />
! [[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant'''<br />
| [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]'''Lightning Reflexes''' <br/> ''Forces the first reaction shot against this unit each turn to miss.''<br />
| [[File:ASSAULT CLOSEPERSONAL.png|32px|center]]'''Close & Personal''' <br/> ''Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''<br />
|- align="center"<br />
! [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant''' <br />
| [[File:ASSAULT FLUSH.png|32px|center]]'''Flush''' <br/> ''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.'' (+30 Aim, 50% Damage)<br />
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire''' <br/> ''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|- align="center"<br />
! [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain'''<br />
| [[File:ASSAULT CLOSECOMBAT.png|32px|center]]'''Close Combat Specialist''' <br/> ''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.''<br />
| [[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On''' <br/> ''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''<br />
|- align="center" <br />
! rowspan="1" | [[File:RANK MAJOR.png|32px]]<br/>'''Major'''<br />
| colspan="3" | [[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning''' <br/> ''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|- align="center"<br />
! [[File:RANK COLONEL.png|32px]]<br/>'''Colonel'''<br />
| [[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience''' <br/> ''Confers immunity to critical hits.''<br />
| [[File:ASSAULT KILLERINSTINCT.png|32px|center]]'''Killer Instinct''' <br/> ''Activating Run & Gun now also grants +50% critical damage for the rest of the turn.''<br />
|}<br />
==== Tips & Trix ====<br />
*'''Run & Gun''' could land you in trouble by activating more alien groups, when trying to set up a flanking position.<br />
*'''Run & Gun''' will only allow Fire, [[Overwatch (EU2012)|Overwatch]] and Rapid Fire after dashing. Use any free actions (like Ghost Mode) before.<br />
* '''Close Quarters Specialist''' will trigger against any hostile unit that closes within four tiles, whether or not the soldier has taken any actions. Useful for setting up multiple shots against [[Berserker (EU2012)|Berserkers]] or defending from [[Chryssalid (EU2012)|Chryssalid]] charges.<br />
*'''Rapid Fire''' is not consumed if the alien is killed with the first shot. If the original hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.<br />
*'''Flush''' will cause an alien to leave one cover position for another (if available). Make sure to set up Overwatch, [[Suppression (EU2012)|Suppression]] or Close Combat Specialist shots beforehand.<br />
* '''Extra Conditioning''' gives +1 health with the starting Body armor, +2 for [[Carapace Armor (EU2012)|Carapace]], [[Skeleton Suit (EU2012)|Skeleton]] , [[Ghost Armor (EU2012)|Ghost]], and [[Psi Armor (EU2012)|Psi Armor]], and +4 with [[Titan Armor (EU2012)|Titan]] or [[Archangel Armor (EU2012)|Archangel Armor]].<br />
** In the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] the bonus for Carapace has been increased to +4 HPs. <br />
*'''Killer Instinct''' (+50% crit dmg), may also be combined with Overwatch and Close Combat Specialist shot. <br />
*The Enemy Within DLC version of '''Close And Personal''' functions similar to a Heavy's Bullet Swarm, given that the Assault is within the 4-square range (when this Ability is available, enemies will have an orange ring around them, akin to [[Arc Thrower (EU2012)|Arc Thrower]] functions). With Rapid Fire, how one would move, and shoot three times: move to within the ring. Fire a normal shot as the free move. Then use Rapid Fire. Only works once per turn (won't get multiple free shots on enemies with overlapping rings).<br />
**You can't activate Run & Gun after free Close And Personal shot, and you don't get Close And Personal shot after activating Run & Gun.<br />
*'''Lightning Reflexes''' works not only against Overwatch or Suppression shots, but it also forces a miss on '''Covering Fire''' shots. <br />
<br />
<noinclude><br />
<!-- everything below this won't be included on the classes summary page --><br />
<br />
==Tactical Advice==<br />
<br />
Assaults are the only class that has a choice between primary weapons ([[Shotgun (EU2012)|Shotgun]] vs. [[Assault Rifle (EU2012)|Assault Rifle]]). Because of this and the broad applicability of their individual skills, they don't necessarily have clear cut build paths. Shotguns offer damage values identical to [[Sniper Rifle (EU2012)|Sniper Rifles]] -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier's ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.<br />
<br />
===Abilities===<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:RANK CORPORAL.png|30px]] '''Corporal'''<br />
|[[File:ASSAULT TACTICALSENSE.png|32px]] '''Tactical Sense''' vs '''Aggression''' [[File:ASSAULT AGGRESSION.png|32px]]<br />
|}<br />
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. <br />
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.<br />
<br />
'''Tactical Sense'''<br />
* Defense bonus is powerful for both riflemen and shotgunners;<br />
* Its value increases exponentially with other defense boosts such as [[Cover (EU2012)|cover]], [[Ghost Armor (EU2012)|Ghost Armor]], and smoke grenades;<br />
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. <br />
<br />
'''Aggression''' <br />
* Similarly offers value for both weapon types;<br />
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover<br />
* Shotguns do ''gain'' more damage from [[Critical Hits (EU2012)|critical hits]] than Assault Rifles, and you probably don't want to charge up to enemies, empty your weapon on them, and ''not'' kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to critical chance. That large swing has the potential to make this somewhat redundant.<br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK SERGEANT.png|30px]] '''Sergeant'''<br />
|[[File:ASSAULT LIGHTNINGREFLEXES.png|32px]] '''Lightning Reflexes''' vs '''Close & Personal''' [[File:ASSAULT CLOSEPERSONAL.png|32px]]<br />
|}<br />
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you're there. <br />
* Lightning Reflexes is generally preferable, but shotgunners should consider Close & Personal as well.<br />
<br />
'''Lightning Reflexes'''<br />
* The Assault's unique '''Lightning Reflexes''' ability allows it to completely evade the first reaction shot fired by the aliens. Further reaction shots are received normally. <br />
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely "clear out" Overwatches is good all the time, and it's particularly great when dealing with escort missions and [[Sectopod (EU2012)|Sectopods]]. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.<br />
* If you have a lot of Ghost Armors on your team, you'll see your usage of this dwindle. Nevertheless, Ghost Armor comes around late enough and sometimes you can't see the enemies entering [[Overwatch (EU2012)|Overwatch]] that you'll still get usage of this.<br />
<br />
'''Close & Personal''' <br />
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to critical chance before taking either weapon stats or flanking into account. <br />
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. <br />
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.<br />
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining moves to attack them.<br />
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], this ability has been changed, giving the Assault a free shot to any enemy units within close range (marked by a circle around the Assault). <br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK LIEUTENANT.png|30px]] '''Lieutenant'''<br />
|[[File:ASSAULT FLUSH.png|32px]] '''Flush''' vs '''Rapid Fire''' [[File:ASSAULT RAPIDFIRE.png|32px]]<br />
|}<br />
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;<br />
* Both choices increase your ammo consumption, so if you're using them frequently, consider the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] Foundry project.<br />
<br />
'''Rapid Fire'''<br />
* '''Rapid Fire''' allows an Assault to attack twice at reduced accuracy, and does not consume itself if the first shot manages to kill the enemy. <br />
* If the original hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.<br />
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you'll spend only one ammo.<br />
<br />
'''Flush'''<br />
* The '''Flush''' ability allows an Assault to force an enemy to take a move action. This can force a unit to move out of cover, but can also cause the unit to simply move to different cover The enemy may trigger Overwatch and Close Quarters Specialist as it is running out of cover. <br />
* It costs 3 ammo, so you can't use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;<br />
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target's cover with explosives may be preferable;<br />
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage. This can make it useful for setting up captures, or giving a hefty [[Aim (EU2012)|Aim]] boost to a shotgunner who is a little too far away.<br />
* Uses for Flush can include set up plays for [[Sniper (EU2012)|Snipers]] who don't quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. <br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK CAPTAIN.png|30px]] '''Captain'''<br />
|[[File:ASSAULT CLOSECOMBAT.png|32px]] '''Close Combat Specialist''' vs '''Bring 'Em On''' [[File:ASSAULT BRINGTHEMON.png|32px]]<br />
|}<br />
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.<br />
<br />
'''Close Combat Specialist'''<br />
* '''Close Quarters Specialist''' will trigger against any hostile unit that closes within four tiles, whether or not the Assault has taken any actions. As a practical matter, this means that an Assault can react before the end of the turn against aliens who have just been 'triggered', or even against [[Berserker (EU2012)|Berserker]] that have entered the 4-tile radius from their reaction to being shot, even if the Assault triggered them to start with.<br />
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.<br />
* This stacks with Overwatch, allowing your Assault to potentially fire twice in a single enemy turn.<br />
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining move to attack them.<br />
<br />
'''Bring 'Em On'''<br />
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close & Personal, this is a chance to make large dividends on that decision;<br />
* Riflemen with upgraded [[S.C.O.P.E. (EU2012)|S.C.O.P.E.s]] will similarly get some extra mileage. Just remember that the bonus is based on enemies that the ''squad'' can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.<br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK COLONEL.png|30px]] '''Colonel'''<br />
|[[File:ASSAULT RESILLIENCE.png|32px]] '''Resilience''' vs '''Killer Instinct''' [[File:ASSAULT KILLERINSTINCT.png|32px]]<br />
|}<br />
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close & Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.<br />
<br />
'''Resilience''' <br />
* Will turn the Assault Colonel into a brick. Immunity to critical hits takes luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. <br />
* Remember that you can briefly duplicate the effect (and more!) with [[Combat Stims (EU2012)|Combat Stims]], however.<br />
<br />
'''Killer Instinct'''<br />
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring 'Em On, your critical hits can exceed 20 damage, regardless of weapon type. <br />
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a [[Sectopod (EU2012)|Sectopod]] or [[Ethereal (EU2012)|Ethereal]] away in one fell blow. (Or two, as the case may be.)<br />
<br />
===Equipment===<br />
'''Weapons:''' Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won't reliably kill even [[Sectoid (EU2012)|Sectoids]] or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.<br />
<br />
'''Armor:''' Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. [[Ghost Armor (EU2012)|Ghost Armor]] is typically your best bet late game, as the [[Cover (EU2012)|defense]] bonus will generally serve you better than the few extra hitpoints of [[Titan Armor (EU2012)|Titan Armor]] (though on Council Missions, which are almost exclusively [[Thin Man (EU2012)|Thin Men]], you may want to stick with giving them Titan Armor). Shotgunners in particular will love Ghost Armor's movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with '''Bring 'Em On''' and '''Killer Instinct'''.<br />
<br />
'''Item:''' Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the [[Arc Thrower (EU2012)|Arc Thrower]] if your Support's hands are full. If you don't need either of those, [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vests]] or [[Chitin Plating (EU2012)|Chitin Plating]] provide a an extra layer of survivability for shotgunners. Later on they can be upgraded to [[Combat Stims (EU2012)|Combat Stims]] to provide massive stat boosts and damage reduction for breaching. Riflemen with Rapid Fire will appreciate a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], especially with its foundry upgrade. Keep an eye on your unit's Will and use [[Mind Shield (EU2012)|Mind Shields]] if necessary.<br />
<br />
===[[Gene Mods (EU2012)|Gene Mods]]===<br />
<br />
'''Brain'''<br />
Neural Dampening is probably a wiser course than Feedback since Assaults are usually in the midst of your squad and you don't want your Shotgunner getting MC'd then flattening your Medic who just got finished healing him/her. This is a fairly high priority.<br />
<br />
'''Eye'''<br />
Hyper Reactive Pupils will help Shotgunners out when they can't get up close (fire and miss, sure, then get a +10 [[Aim (EU2012)|Aim]] bonus your next turn). Riflemen will enjoy the added destruction they can cause with Depth Perception. A decent priority, but not insane.<br />
<br />
'''Chest'''<br />
A Secondary Heart on your Shotgunners will help for those "whoops" moments, while your squad will reap the benefits of Adrenal Neurosympathy on Riflemen. Adrenal Neurosympathy on Shotgunners isn't as useful since they may or may not be with the rest of the squad.<br />
<br />
'''Skin'''<br />
Since Assaults are usually in and amongst the [[Squads (EU2012)|Squad]], Bioelectric Skin isn't as useful or necessary. Mimetic Skin will help Riflemen if they're able to sit still. Shotgunners usually move around, or are in inopportune positions for it to be of any use. Since your early Shotgunners may often be the first target for [[Seeker (EU2012)|Seekers]], they would benefit from Bioelectric, since the strangle attack can easily overcome the meager HP bonus of starting armor, and keep them in the Infirmary for the Rapid Healing you can't buy yet. Riflemen have more priority here than Shotgunners. <br />
<br />
'''Legs'''<br />
Adaptive Bone Marrow will be of huge help to Tank Shotgunners, while Muscle Fiber Density will help Riflemen get into good positions. Get the Adaptive Bone Marrow on your Tank Shotgunner fast.<br />
<br />
===Summary===<br />
Another way to consider your thinking on how to build your Assault soldiers is "Medium Range vs Close-Range". Depending on how you want them to fight, this means choosing either the shotgun weapons for point-blank combat, or giving them rifles to keep your distance from enemy guns. Either way, your Ability choices should match the combat style.<br />
<br />
Assault troopers with rifles will be better served with [[Ghost Armor (EU2012)|Ghost Armor]], plus Crit-chance boosting [[Abilities (EU2012)|abilities]], and perhaps a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]. As you will be keeping them just out of range, Close Combat and Close & Personal are less useful to them, and Bring 'Em On helps them get those last few points of damage they'll need to consistently kill aliens.<br />
<br />
Meanwhile, an Assault with a Shotgun-type weapon won't benefit as much from defense (aim is calculated with additive/subtractive values: +20 defense on a 130 point shot (ie: 130%-20%=110%) is still a guaranteed shot), and should be equipped to inevitably soak up damage with [[Archangel Armor (EU2012)|Archangel]] or [[Titan Armor (EU2012)|Titan Armor]] & [[Chitin Plating (EU2012)|Chitin Plating]] (a grand total Armor HP bonus of 18 for a Major or Colonel: two of these on the front lines, under cover, and you may never have to worry about ''any'' soldiers needing time in the Med Bay). As more aliens will move in range, Close Combat Specialist will activate often, and with an Alloy Canon, any alien that tries to run through a door guarded by an Assault Trooper will almost always die. And while Rapid Fire loses a few points on aim, a shotgun-wielding Assault soldier won't even see that point loss on the aim percentage, when they've got the barrel right in the alien's throat. Plus if Ghosting, and Rapid Fire counting as one move, and the [[Alloy Cannon (EU2012)|Alloy Cannon]], an Assault is capable of doing a "One" Shot Kill against anything, even a [[Sectopod (EU2012)|Sectopod]], or the [[Uber Ethereal (EU2012)|Uber Ethereal]], even on Impossible.<br />
<br />
Lastly, the [[Second Wave (EU2012)|Second Wave]] option "Absolutely Critical" will render all the improve Critical Chance abilities redundant for Shotgunners who you play close-quarters tactics with - save for Hardened enemies, which will only have a +10% difference of receiving [[Critical Hits (EU2012)|Critical Hits]].<br />
<br />
Also: a common squad formation is two Snipers, two Support, and either two Assault or an Assault and a Heavy. Heavies with the HEAT ammo ability are a little better at killing mechanized enemies, and tend to be able to do so at a safe distance, while two Assaults are better for killing things all around, as most players will focus heavies on being anti-Mech warriors.<br />
<br />
[[Psionic (EU2012)|Psionic]] Assault troopers will be easy to train, since their being in the front line means there's always an alien in range to Mindfray (additionally, the reduction to Aim and Move that the alien suffers will help keep your Assault trooper out of danger). As one should always be more proactive with Assault troopers, an assault benefits more from being Psi Inspired rather than Inspiring others, saving his move for attack than defense. It's a toss-up between Telekinetic Field and Mind Control: again, defensive TK may be better if someone else does it for him/her, as is MCing, as anyone in range of a close-range focused Assault will probably be in range of the rest of your squad. Perhaps MC is best for a Psi Assault, as while they may miss a turn doing damage, they'll be closer to the rest of the alien squad, and possibly succeed in MCing an alien that will then be flanking the remaining two aliens. The drawback to this is that MCing the rearmost alien carries the risk of activating any other alien squads that were before, just out of range.<br />
<br />
'''[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] Supplemental:'''<br />
<br />
Ghost Armor is still probably the armor of choice, especially for Shotgunners. Paired with Bioelectric Skin, this makes them excellent forward scouts, and anti-[[Seeker (EU2012)|Seeker]] units (since they'll then usually be the ones to trigger them). [[Medals (EU2012)|Medals]] may be more useful for Riflemen Assaults, but redundant for a Shotgunner. Both benefit from [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]]: the [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] can either give another boost to a Shotgunner's already high critical hit potential, or both aim and critical chance boot to the Rifleman. <br />
<br />
Or, if you play Assaults as tanks: [[Titan Armor (EU2012)|Titan Armor]], [[Chitin Plating (EU2012)|Chitin Plating]], [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]/[[Respirator Implant (EU2012)|Respirator Implant]], and Extra Conditioning means an Health bonus of ''20'', and Second Heart & Adaptive Bone Marrow plus Resilience means you can ''laugh'' at anything and everything thrown at them. Add Neural Feedback, a [[Mind Shield (EU2012)|Mind Shield]] instead of that +2 health item, and certain medal choices, and high stats from Not Equal/Hidden Potential, you have a soldier that can go toe-to-toe with [[Ethereal (EU2012)|Ethereals]] and not even flinch.<br />
<br />
==See Also==<br />
<br />
{{XCOM Units (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]<br />
</noinclude></div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Assault_(EU2012)&diff=55701Assault (EU2012)2014-02-07T02:26:55Z<p>Oathbreaker: /* Tips & Trix */</p>
<hr />
<div>[[File:ASSAULTS (EU2012).png|right|thumb|400px|A Squad of different Assault soldiers.]][[File: CLASS ASSAULT.png|right|frame|64px|Assault]]<br />
A class with high mobility, defence and close range damage, hence the Assault class excels at close combat in urban or indoor environments. Its main drawbacks are the limited effective range of the Shotgun and the high cool down time of; and high dependence on Run & Gun. Useful for flanking and scouting. <br />
<br />
:'''Primary Weapon''': [[Shotgun (EU2012)|Shotgun]], [[Scatter Laser (EU2012)|Scatter Laser]] and [[Alloy Cannon (EU2012)|Alloy Cannon]].<br/><br />
:'''Alternative Primary Weapon:''' [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] & [[Plasma Rifle (EU2012)|Plasma Rifles]]<br />
:'''Secondary Weapon''': [[Pistol (EU2012)|Pistol]], [[Laser Pistol (EU2012)|Laser Pistol]] or [[Plasma Pistol (EU2012)|Plasma Pistol]].<br />
<br />
The Assaults Ability choices are mainly divided between attack or defence stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. <br />
Stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.<br />
<br />
__TOC__<br />
<br />
==== Abilities ====<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank<br />
! width="60%" align="center" colspan="4"| Ability<br />
|- align="center" <br />
! rowspan="1" | [[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie'''<br />
| colspan="2" | [[File:ASSAULT RUNGUN.png|32px|center]]'''Run & Gun''' <br/> ''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.''<br />
|- align="center"<br />
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''<br />
| width="30%" | [[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense''' <br/> ''Confers +5 Defense per enemy in sight (max +20).''<br />
| width="30%" | [[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression''' <br/> ''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|- align="center"<br />
! [[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant'''<br />
| [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]'''Lightning Reflexes''' <br/> ''Forces the first reaction shot against this unit each turn to miss.''<br />
| [[File:ASSAULT CLOSEPERSONAL.png|32px|center]]'''Close & Personal''' <br/> ''Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''<br />
|- align="center"<br />
! [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant''' <br />
| [[File:ASSAULT FLUSH.png|32px|center]]'''Flush''' <br/> ''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.'' (+30 Aim, 50% Damage)<br />
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire''' <br/> ''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|- align="center"<br />
! [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain'''<br />
| [[File:ASSAULT CLOSECOMBAT.png|32px|center]]'''Close Combat Specialist''' <br/> ''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.''<br />
| [[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On''' <br/> ''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''<br />
|- align="center" <br />
! rowspan="1" | [[File:RANK MAJOR.png|32px]]<br/>'''Major'''<br />
| colspan="3" | [[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning''' <br/> ''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|- align="center"<br />
! [[File:RANK COLONEL.png|32px]]<br/>'''Colonel'''<br />
| [[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience''' <br/> ''Confers immunity to critical hits.''<br />
| [[File:ASSAULT KILLERINSTINCT.png|32px|center]]'''Killer Instinct''' <br/> ''Activating Run & Gun now also grants +50% critical damage for the rest of the turn.''<br />
|}<br />
==== Tips & Trix ====<br />
*'''Run & Gun''' could land you in trouble by activating more alien groups, when trying to set up a flanking position.<br />
*'''Run & Gun''' will only allow Fire, [[Overwatch (EU2012)|Overwatch]] and Rapid Fire after dashing. Use any free actions (like Ghost Mode) before.<br />
* '''Close Quarters Specialist''' will trigger against any hostile unit that closes within four tiles, whether or not the soldier has taken any actions. Useful for setting up multiple shots against [[Berserker (EU2012)|Berserkers]] or defending from [[Chryssalid (EU2012)|Chryssalid]] charges.<br />
*'''Rapid Fire''' is not consumed if the alien is killed with the first shot. If the original hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.<br />
*'''Flush''' will cause an alien to leave one cover position for another (if available). Make sure to set up Overwatch, [[Suppression (EU2012)|Suppression]] or Close Combat Specialist shots beforehand.<br />
* '''Extra Conditioning''' gives +1 health with the starting Body armor, +2 for [[Carapace Armor (EU2012)|Carapace]], [[Skeleton Suit (EU2012)|Skeleton]] , [[Ghost Armor (EU2012)|Ghost]], and [[Psi Armor (EU2012)|Psi Armor]], and +4 with [[Titan Armor (EU2012)|Titan]] or [[Archangel Armor (EU2012)|Archangel Armor]].<br />
** In the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] the bonus for Carapace has been increased to +4 HPs. <br />
*'''Killer Instinct''' (+50% crit dmg), may also be combined with Overwatch and Close Combat Specialist shot. <br />
*The Enemy Within DLC version of '''Close And Personal''' functions similar to a Heavy's Bullet Swarm, given that the Assault is within the 4-square range (when this Ability is available, enemies will have an orange ring around them, akin to [[Arc Thrower (EU2012)|Arc Thrower]] functions). With Rapid Fire, how one would move, and shoot three times: move to within the ring. Fire a normal shot as the free move. Then use Rapid Fire. Only works once per turn (won't get multiple free shots on enemies with overlapping rings).<br />
**You can't activate Run & Gun after free Close And Personal shot, and you don't get Close And Personal shot after activating Run & Gun.<br />
*'''Lightning Reflexes''' works not only against Overwatch or Suppression shots, but it also forces a miss on '''Covering Fire''' shots. <br />
<br />
<noinclude><br />
<!-- everything below this won't be included on the classes summary page --><br />
<br />
==Tactical Advice==<br />
<br />
Assaults are the only class that has a choice between primary weapons ([[Shotgun (EU2012)|Shotgun]] vs. [[Assault Rifle (EU2012)|Assault Rifle]]). Because of this and the broad applicability of their individual skills, they don't necessarily have clear cut build paths. Shotguns offer damage values identical to [[Sniper Rifle (EU2012)|Sniper Rifles]] -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier's ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.<br />
<br />
===Abilities===<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:RANK CORPORAL.png|30px]] '''Corporal'''<br />
|[[File:ASSAULT TACTICALSENSE.png|32px]] '''Tactical Sense''' vs '''Aggression''' [[File:ASSAULT AGGRESSION.png|32px]]<br />
|}<br />
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. <br />
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.<br />
<br />
'''Tactical Sense'''<br />
* Defense bonus is powerful for both riflemen and shotgunners;<br />
* Its value increases exponentially with other defense boosts such as [[Cover (EU2012)|cover]], [[Ghost Armor (EU2012)|Ghost Armor]], and smoke grenades;<br />
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. <br />
<br />
'''Aggression''' <br />
* Similarly offers value for both weapon types;<br />
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover<br />
* Shotguns do ''gain'' more damage from [[Critical Hits (EU2012)|critical hits]] than Assault Rifles, and you probably don't want to charge up to enemies, empty your weapon on them, and ''not'' kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to critical chance. That large swing has the potential to make this somewhat redundant.<br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK SERGEANT.png|30px]] '''Sergeant'''<br />
|[[File:ASSAULT LIGHTNINGREFLEXES.png|32px]] '''Lightning Reflexes''' vs '''Close & Personal''' [[File:ASSAULT CLOSEPERSONAL.png|32px]]<br />
|}<br />
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you're there. <br />
* Lightning Reflexes is generally preferable, but shotgunners should consider Close & Personal as well.<br />
<br />
'''Lightning Reflexes'''<br />
* The Assault's unique '''Lightning Reflexes''' ability allows it to completely evade the first reaction shot fired by the aliens. Further reaction shots are received normally. <br />
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely "clear out" Overwatches is good all the time, and it's particularly great when dealing with escort missions and [[Sectopod (EU2012)|Sectopods]]. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.<br />
* If you have a lot of Ghost Armors on your team, you'll see your usage of this dwindle. Nevertheless, Ghost Armor comes around late enough and sometimes you can't see the enemies entering [[Overwatch (EU2012)|Overwatch]] that you'll still get usage of this.<br />
<br />
'''Close & Personal''' <br />
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to critical chance before taking either weapon stats or flanking into account. <br />
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. <br />
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.<br />
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining moves to attack them.<br />
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], this ability has been changed, giving the Assault a free shot to any enemy units within close range (marked by a circle around the Assault). <br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK LIEUTENANT.png|30px]] '''Lieutenant'''<br />
|[[File:ASSAULT FLUSH.png|32px]] '''Flush''' vs '''Rapid Fire''' [[File:ASSAULT RAPIDFIRE.png|32px]]<br />
|}<br />
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;<br />
* Both choices increase your ammo consumption, so if you're using them frequently, consider the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] Foundry project.<br />
<br />
'''Rapid Fire'''<br />
* '''Rapid Fire''' allows an Assault to attack twice at reduced accuracy, and does not consume itself if the first shot manages to kill the enemy. <br />
* If the hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.<br />
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you'll spend only one ammo.<br />
<br />
'''Flush'''<br />
* The '''Flush''' ability allows an Assault to force an enemy to take a move action. This can force a unit to move out of cover, but can also cause the unit to simply move to different cover The enemy may trigger Overwatch and Close Quarters Specialist as it is running out of cover. <br />
* It costs 3 ammo, so you can't use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;<br />
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target's cover with explosives may be preferable;<br />
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage. This can make it useful for setting up captures, or giving a hefty [[Aim (EU2012)|Aim]] boost to a shotgunner who is a little too far away.<br />
* Uses for Flush can include set up plays for [[Sniper (EU2012)|Snipers]] who don't quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. <br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK CAPTAIN.png|30px]] '''Captain'''<br />
|[[File:ASSAULT CLOSECOMBAT.png|32px]] '''Close Combat Specialist''' vs '''Bring 'Em On''' [[File:ASSAULT BRINGTHEMON.png|32px]]<br />
|}<br />
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.<br />
<br />
'''Close Combat Specialist'''<br />
* '''Close Quarters Specialist''' will trigger against any hostile unit that closes within four tiles, whether or not the Assault has taken any actions. As a practical matter, this means that an Assault can react before the end of the turn against aliens who have just been 'triggered', or even against [[Berserker (EU2012)|Berserker]] that have entered the 4-tile radius from their reaction to being shot, even if the Assault triggered them to start with.<br />
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.<br />
* This stacks with Overwatch, allowing your Assault to potentially fire twice in a single enemy turn.<br />
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining move to attack them.<br />
<br />
'''Bring 'Em On'''<br />
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close & Personal, this is a chance to make large dividends on that decision;<br />
* Riflemen with upgraded [[S.C.O.P.E. (EU2012)|S.C.O.P.E.s]] will similarly get some extra mileage. Just remember that the bonus is based on enemies that the ''squad'' can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.<br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK COLONEL.png|30px]] '''Colonel'''<br />
|[[File:ASSAULT RESILLIENCE.png|32px]] '''Resilience''' vs '''Killer Instinct''' [[File:ASSAULT KILLERINSTINCT.png|32px]]<br />
|}<br />
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close & Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.<br />
<br />
'''Resilience''' <br />
* Will turn the Assault Colonel into a brick. Immunity to critical hits takes luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. <br />
* Remember that you can briefly duplicate the effect (and more!) with [[Combat Stims (EU2012)|Combat Stims]], however.<br />
<br />
'''Killer Instinct'''<br />
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring 'Em On, your critical hits can exceed 20 damage, regardless of weapon type. <br />
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a [[Sectopod (EU2012)|Sectopod]] or [[Ethereal (EU2012)|Ethereal]] away in one fell blow. (Or two, as the case may be.)<br />
<br />
===Equipment===<br />
'''Weapons:''' Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won't reliably kill even [[Sectoid (EU2012)|Sectoids]] or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.<br />
<br />
'''Armor:''' Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. [[Ghost Armor (EU2012)|Ghost Armor]] is typically your best bet late game, as the [[Cover (EU2012)|defense]] bonus will generally serve you better than the few extra hitpoints of [[Titan Armor (EU2012)|Titan Armor]] (though on Council Missions, which are almost exclusively [[Thin Man (EU2012)|Thin Men]], you may want to stick with giving them Titan Armor). Shotgunners in particular will love Ghost Armor's movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with '''Bring 'Em On''' and '''Killer Instinct'''.<br />
<br />
'''Item:''' Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the [[Arc Thrower (EU2012)|Arc Thrower]] if your Support's hands are full. If you don't need either of those, [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vests]] or [[Chitin Plating (EU2012)|Chitin Plating]] provide a an extra layer of survivability for shotgunners. Later on they can be upgraded to [[Combat Stims (EU2012)|Combat Stims]] to provide massive stat boosts and damage reduction for breaching. Riflemen with Rapid Fire will appreciate a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], especially with its foundry upgrade. Keep an eye on your unit's Will and use [[Mind Shield (EU2012)|Mind Shields]] if necessary.<br />
<br />
===[[Gene Mods (EU2012)|Gene Mods]]===<br />
<br />
'''Brain'''<br />
Neural Dampening is probably a wiser course than Feedback since Assaults are usually in the midst of your squad and you don't want your Shotgunner getting MC'd then flattening your Medic who just got finished healing him/her. This is a fairly high priority.<br />
<br />
'''Eye'''<br />
Hyper Reactive Pupils will help Shotgunners out when they can't get up close (fire and miss, sure, then get a +10 [[Aim (EU2012)|Aim]] bonus your next turn). Riflemen will enjoy the added destruction they can cause with Depth Perception. A decent priority, but not insane.<br />
<br />
'''Chest'''<br />
A Secondary Heart on your Shotgunners will help for those "whoops" moments, while your squad will reap the benefits of Adrenal Neurosympathy on Riflemen. Adrenal Neurosympathy on Shotgunners isn't as useful since they may or may not be with the rest of the squad.<br />
<br />
'''Skin'''<br />
Since Assaults are usually in and amongst the [[Squads (EU2012)|Squad]], Bioelectric Skin isn't as useful or necessary. Mimetic Skin will help Riflemen if they're able to sit still. Shotgunners usually move around, or are in inopportune positions for it to be of any use. Since your early Shotgunners may often be the first target for [[Seeker (EU2012)|Seekers]], they would benefit from Bioelectric, since the strangle attack can easily overcome the meager HP bonus of starting armor, and keep them in the Infirmary for the Rapid Healing you can't buy yet. Riflemen have more priority here than Shotgunners. <br />
<br />
'''Legs'''<br />
Adaptive Bone Marrow will be of huge help to Tank Shotgunners, while Muscle Fiber Density will help Riflemen get into good positions. Get the Adaptive Bone Marrow on your Tank Shotgunner fast.<br />
<br />
===Summary===<br />
Another way to consider your thinking on how to build your Assault soldiers is "Medium Range vs Close-Range". Depending on how you want them to fight, this means choosing either the shotgun weapons for point-blank combat, or giving them rifles to keep your distance from enemy guns. Either way, your Ability choices should match the combat style.<br />
<br />
Assault troopers with rifles will be better served with [[Ghost Armor (EU2012)|Ghost Armor]], plus Crit-chance boosting [[Abilities (EU2012)|abilities]], and perhaps a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]. As you will be keeping them just out of range, Close Combat and Close & Personal are less useful to them, and Bring 'Em On helps them get those last few points of damage they'll need to consistently kill aliens.<br />
<br />
Meanwhile, an Assault with a Shotgun-type weapon won't benefit as much from defense (aim is calculated with additive/subtractive values: +20 defense on a 130 point shot (ie: 130%-20%=110%) is still a guaranteed shot), and should be equipped to inevitably soak up damage with [[Archangel Armor (EU2012)|Archangel]] or [[Titan Armor (EU2012)|Titan Armor]] & [[Chitin Plating (EU2012)|Chitin Plating]] (a grand total Armor HP bonus of 18 for a Major or Colonel: two of these on the front lines, under cover, and you may never have to worry about ''any'' soldiers needing time in the Med Bay). As more aliens will move in range, Close Combat Specialist will activate often, and with an Alloy Canon, any alien that tries to run through a door guarded by an Assault Trooper will almost always die. And while Rapid Fire loses a few points on aim, a shotgun-wielding Assault soldier won't even see that point loss on the aim percentage, when they've got the barrel right in the alien's throat. Plus if Ghosting, and Rapid Fire counting as one move, and the [[Alloy Cannon (EU2012)|Alloy Cannon]], an Assault is capable of doing a "One" Shot Kill against anything, even a [[Sectopod (EU2012)|Sectopod]], or the [[Uber Ethereal (EU2012)|Uber Ethereal]], even on Impossible.<br />
<br />
Lastly, the [[Second Wave (EU2012)|Second Wave]] option "Absolutely Critical" will render all the improve Critical Chance abilities redundant for Shotgunners who you play close-quarters tactics with - save for Hardened enemies, which will only have a +10% difference of receiving [[Critical Hits (EU2012)|Critical Hits]].<br />
<br />
Also: a common squad formation is two Snipers, two Support, and either two Assault or an Assault and a Heavy. Heavies with the HEAT ammo ability are a little better at killing mechanized enemies, and tend to be able to do so at a safe distance, while two Assaults are better for killing things all around, as most players will focus heavies on being anti-Mech warriors.<br />
<br />
[[Psionic (EU2012)|Psionic]] Assault troopers will be easy to train, since their being in the front line means there's always an alien in range to Mindfray (additionally, the reduction to Aim and Move that the alien suffers will help keep your Assault trooper out of danger). As one should always be more proactive with Assault troopers, an assault benefits more from being Psi Inspired rather than Inspiring others, saving his move for attack than defense. It's a toss-up between Telekinetic Field and Mind Control: again, defensive TK may be better if someone else does it for him/her, as is MCing, as anyone in range of a close-range focused Assault will probably be in range of the rest of your squad. Perhaps MC is best for a Psi Assault, as while they may miss a turn doing damage, they'll be closer to the rest of the alien squad, and possibly succeed in MCing an alien that will then be flanking the remaining two aliens. The drawback to this is that MCing the rearmost alien carries the risk of activating any other alien squads that were before, just out of range.<br />
<br />
'''[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] Supplemental:'''<br />
<br />
Ghost Armor is still probably the armor of choice, especially for Shotgunners. Paired with Bioelectric Skin, this makes them excellent forward scouts, and anti-[[Seeker (EU2012)|Seeker]] units (since they'll then usually be the ones to trigger them). [[Medals (EU2012)|Medals]] may be more useful for Riflemen Assaults, but redundant for a Shotgunner. Both benefit from [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]]: the [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] can either give another boost to a Shotgunner's already high critical hit potential, or both aim and critical chance boot to the Rifleman. <br />
<br />
Or, if you play Assaults as tanks: [[Titan Armor (EU2012)|Titan Armor]], [[Chitin Plating (EU2012)|Chitin Plating]], [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]/[[Respirator Implant (EU2012)|Respirator Implant]], and Extra Conditioning means an Health bonus of ''20'', and Second Heart & Adaptive Bone Marrow plus Resilience means you can ''laugh'' at anything and everything thrown at them. Add Neural Feedback, a [[Mind Shield (EU2012)|Mind Shield]] instead of that +2 health item, and certain medal choices, and high stats from Not Equal/Hidden Potential, you have a soldier that can go toe-to-toe with [[Ethereal (EU2012)|Ethereals]] and not even flinch.<br />
<br />
==See Also==<br />
<br />
{{XCOM Units (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]<br />
</noinclude></div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Assault_(EU2012)&diff=55700Assault (EU2012)2014-02-07T02:23:34Z<p>Oathbreaker: /* Tips & Trix */</p>
<hr />
<div>[[File:ASSAULTS (EU2012).png|right|thumb|400px|A Squad of different Assault soldiers.]][[File: CLASS ASSAULT.png|right|frame|64px|Assault]]<br />
A class with high mobility, defence and close range damage, hence the Assault class excels at close combat in urban or indoor environments. Its main drawbacks are the limited effective range of the Shotgun and the high cool down time of; and high dependence on Run & Gun. Useful for flanking and scouting. <br />
<br />
:'''Primary Weapon''': [[Shotgun (EU2012)|Shotgun]], [[Scatter Laser (EU2012)|Scatter Laser]] and [[Alloy Cannon (EU2012)|Alloy Cannon]].<br/><br />
:'''Alternative Primary Weapon:''' [[Assault Rifle (EU2012)|Assault Rifles]], [[Laser Rifle (EU2012)|Laser Rifles]], [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] & [[Plasma Rifle (EU2012)|Plasma Rifles]]<br />
:'''Secondary Weapon''': [[Pistol (EU2012)|Pistol]], [[Laser Pistol (EU2012)|Laser Pistol]] or [[Plasma Pistol (EU2012)|Plasma Pistol]].<br />
<br />
The Assaults Ability choices are mainly divided between attack or defence stats/abilites on each tier, giving the player the choice of either going full defence, high damage or a trade of between both. <br />
Stats gained through rank promotions will give the Assault a total of +24 Aim points upon reaching Colonel rank, together with a total of +4 HP and +14 Will.<br />
<br />
__TOC__<br />
<br />
==== Abilities ====<br />
{| class="wikitable" width="70%"<br />
|-<br />
! width="10%" align="center" | Rank<br />
! width="60%" align="center" colspan="4"| Ability<br />
|- align="center" <br />
! rowspan="1" | [[File:RANK SQUADDIE.png|32px]]<br/>'''Squaddie'''<br />
| colspan="2" | [[File:ASSAULT RUNGUN.png|32px|center]]'''Run & Gun''' <br/> ''Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.''<br />
|- align="center"<br />
! [[File:RANK CORPORAL.png|32px]]<br/>'''Corporal'''<br />
| width="30%" | [[File:ASSAULT TACTICALSENSE.png|32px|center]]'''Tactical Sense''' <br/> ''Confers +5 Defense per enemy in sight (max +20).''<br />
| width="30%" | [[File:ASSAULT AGGRESSION.png|32px|center]]'''Aggression''' <br/> ''Confers +10% critical chance per enemy in sight (max +30%).''<br />
|- align="center"<br />
! [[File:RANK SERGEANT.png|32px]]<br/>'''Sergeant'''<br />
| [[File:ASSAULT LIGHTNINGREFLEXES.png|32px|center]]'''Lightning Reflexes''' <br/> ''Forces the first reaction shot against this unit each turn to miss.''<br />
| [[File:ASSAULT CLOSEPERSONAL.png|32px|center]]'''Close & Personal''' <br/> ''Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.''<br>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]: ''The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.''<br />
|- align="center"<br />
! [[File:RANK LIEUTENANT.png|32px]]<br/>'''Lieutenant''' <br />
| [[File:ASSAULT FLUSH.png|32px|center]]'''Flush''' <br/> ''Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.'' (+30 Aim, 50% Damage)<br />
| [[File:ASSAULT RAPIDFIRE.png|32px|center]]'''Rapid Fire''' <br/> ''Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.''<br />
|- align="center"<br />
! [[File:RANK CAPTAIN.png|32px]]<br/>'''Captain'''<br />
| [[File:ASSAULT CLOSECOMBAT.png|32px|center]]'''Close Combat Specialist''' <br/> ''Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.''<br />
| [[File:ASSAULT BRINGTHEMON.png|32px|center]]'''Bring 'Em On''' <br/> ''Adds 1 damage on critical hits for each enemy the squad can see (up to 5).''<br />
|- align="center" <br />
! rowspan="1" | [[File:RANK MAJOR.png|32px]]<br/>'''Major'''<br />
| colspan="3" | [[File:ASSAULT EXTRACONDITIONING.png|32px|center]]'''Extra Conditioning''' <br/> ''Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.''<br />
|- align="center"<br />
! [[File:RANK COLONEL.png|32px]]<br/>'''Colonel'''<br />
| [[File:ASSAULT RESILLIENCE.png|32px|center]]'''Resilience''' <br/> ''Confers immunity to critical hits.''<br />
| [[File:ASSAULT KILLERINSTINCT.png|32px|center]]'''Killer Instinct''' <br/> ''Activating Run & Gun now also grants +50% critical damage for the rest of the turn.''<br />
|}<br />
==== Tips & Trix ====<br />
*'''Run & Gun''' could land you in trouble by activating more alien groups, when trying to set up a flanking position.<br />
*'''Run & Gun''' will only allow Fire, [[Overwatch (EU2012)|Overwatch]] and Rapid Fire after dashing. Use any free actions (like Ghost Mode) before.<br />
* '''Close Quarters Specialist''' will trigger against any hostile unit that closes within four tiles, whether or not the soldier has taken any actions. Useful for setting up multiple shots against [[Berserker (EU2012)|Berserkers]] or defending from [[Chryssalid (EU2012)|Chryssalid]] charges.<br />
*'''Rapid Fire''' is not consumed if the alien is killed with the first shot. If the hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.<br />
*'''Flush''' will cause an alien to leave one cover position for another (if available). Make sure to set up Overwatch, [[Suppression (EU2012)|Suppression]] or Close Combat Specialist shots beforehand.<br />
* '''Extra Conditioning''' gives +1 health with the starting Body armor, +2 for [[Carapace Armor (EU2012)|Carapace]], [[Skeleton Suit (EU2012)|Skeleton]] , [[Ghost Armor (EU2012)|Ghost]], and [[Psi Armor (EU2012)|Psi Armor]], and +4 with [[Titan Armor (EU2012)|Titan]] or [[Archangel Armor (EU2012)|Archangel Armor]].<br />
** In the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] the bonus for Carapace has been increased to +4 HPs. <br />
*'''Killer Instinct''' (+50% crit dmg), may also be combined with Overwatch and Close Combat Specialist shot. <br />
*The Enemy Within DLC version of '''Close And Personal''' functions similar to a Heavy's Bullet Swarm, given that the Assault is within the 4-square range (when this Ability is available, enemies will have an orange ring around them, akin to [[Arc Thrower (EU2012)|Arc Thrower]] functions). With Rapid Fire, how one would move, and shoot three times: move to within the ring. Fire a normal shot as the free move. Then use Rapid Fire. Only works once per turn (won't get multiple free shots on enemies with overlapping rings).<br />
**You can't activate Run & Gun after free Close And Personal shot, and you don't get Close And Personal shot after activating Run & Gun.<br />
*'''Lightning Reflexes''' works not only against Overwatch or Suppression shots, but it also forces a miss on '''Covering Fire''' shots. <br />
<br />
<noinclude><br />
<!-- everything below this won't be included on the classes summary page --><br />
<br />
==Tactical Advice==<br />
<br />
Assaults are the only class that has a choice between primary weapons ([[Shotgun (EU2012)|Shotgun]] vs. [[Assault Rifle (EU2012)|Assault Rifle]]). Because of this and the broad applicability of their individual skills, they don't necessarily have clear cut build paths. Shotguns offer damage values identical to [[Sniper Rifle (EU2012)|Sniper Rifles]] -- albeit with slightly lower chance for critical hits - and with the right abilities can enhance this to make the Assault one of the most damaging units in the game. Assault rifles trade damage for the safety of distance (and typically better cover, as a result), and defensive skills can further improve the soldier's ability to protect himself and his squad. All Assaults, however, provide the toughness and mobility to form a backbone for your squad, and bringing two (or even more) will become typical as you expand your squad size.<br />
<br />
===Abilities===<br />
{| border = "1" {{stdTable}}<br />
| width=110px |[[File:RANK CORPORAL.png|30px]] '''Corporal'''<br />
|[[File:ASSAULT TACTICALSENSE.png|32px]] '''Tactical Sense''' vs '''Aggression''' [[File:ASSAULT AGGRESSION.png|32px]]<br />
|}<br />
* Here starts the divergent options of offense vs. defense. Which one you choose should be dependent on how you are planning to equip and play the Assault, choosing to accentuate strengths or shore up weaknesses. <br />
* Generally though, shotgunners will prefer Tactical Sense and riflemen will want Aggression.<br />
<br />
'''Tactical Sense'''<br />
* Defense bonus is powerful for both riflemen and shotgunners;<br />
* Its value increases exponentially with other defense boosts such as [[Cover (EU2012)|cover]], [[Ghost Armor (EU2012)|Ghost Armor]], and smoke grenades;<br />
* Shotguns do a ton of damage by themselves, so Tactical Sense can be a great pickup to help you survive the stupid situations that result from charging in using Run and Gun with a short range weapon. <br />
<br />
'''Aggression''' <br />
* Similarly offers value for both weapon types;<br />
* Assault rifles have low base damage and thus benefit from an easy way to increase that output without jeopardizing their cover<br />
* Shotguns do ''gain'' more damage from [[Critical Hits (EU2012)|critical hits]] than Assault Rifles, and you probably don't want to charge up to enemies, empty your weapon on them, and ''not'' kill them. Bear in mind, however, that flanking is easier to achieve and up close and provides a 50% bonus to critical chance. That large swing has the potential to make this somewhat redundant.<br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK SERGEANT.png|30px]] '''Sergeant'''<br />
|[[File:ASSAULT LIGHTNINGREFLEXES.png|32px]] '''Lightning Reflexes''' vs '''Close & Personal''' [[File:ASSAULT CLOSEPERSONAL.png|32px]]<br />
|}<br />
* These skills both address your ability to close in on enemies, either in getting there safely or finishing them once you're there. <br />
* Lightning Reflexes is generally preferable, but shotgunners should consider Close & Personal as well.<br />
<br />
'''Lightning Reflexes'''<br />
* The Assault's unique '''Lightning Reflexes''' ability allows it to completely evade the first reaction shot fired by the aliens. Further reaction shots are received normally. <br />
* One of the best abilities, you will want at least one unit with it on your team. The ability to safely "clear out" Overwatches is good all the time, and it's particularly great when dealing with escort missions and [[Sectopod (EU2012)|Sectopods]]. While you can always count on XCOM to teach you that probability is a fickle mistress, Lightning Reflexes will always be there to tuck you in at night and feel safe.<br />
* If you have a lot of Ghost Armors on your team, you'll see your usage of this dwindle. Nevertheless, Ghost Armor comes around late enough and sometimes you can't see the enemies entering [[Overwatch (EU2012)|Overwatch]] that you'll still get usage of this.<br />
<br />
'''Close & Personal''' <br />
* Continues the trend of making Assaults crit-monsters, and combined with Aggression will give you a 40%-60% bonus to critical chance before taking either weapon stats or flanking into account. <br />
* If you can get in close, your target is going to need to be cleaned off the walls with a spatula. However, as riflemen generally will keep their distance, this will be of dubious value for them. <br />
* Similar to Aggression, shotguns have high damage, good crit chance, and love flanks by default - Close And Personal may prove to be overkill.<br />
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining moves to attack them.<br />
* On the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]], this ability has been changed, giving the Assault a free shot to any enemy units within close range (marked by a circle around the Assault). <br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK LIEUTENANT.png|30px]] '''Lieutenant'''<br />
|[[File:ASSAULT FLUSH.png|32px]] '''Flush''' vs '''Rapid Fire''' [[File:ASSAULT RAPIDFIRE.png|32px]]<br />
|}<br />
* Usually, Rapid Fire will be the clear choice but Flush can also have its uses;<br />
* Both choices increase your ammo consumption, so if you're using them frequently, consider the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] Foundry project.<br />
<br />
'''Rapid Fire'''<br />
* '''Rapid Fire''' allows an Assault to attack twice at reduced accuracy, and does not consume itself if the first shot manages to kill the enemy. <br />
* If the hit chance is in 34%~96% range, rapid fire offers more chance to land at least one hit.<br />
* This is one of the most broadly useful skills in the game, and is never a bad pickup. Also note that if you kill target with first shot, you'll spend only one ammo.<br />
<br />
'''Flush'''<br />
* The '''Flush''' ability allows an Assault to force an enemy to take a move action. This can force a unit to move out of cover, but can also cause the unit to simply move to different cover The enemy may trigger Overwatch and Close Quarters Specialist as it is running out of cover. <br />
* It costs 3 ammo, so you can't use it every turn and will reload more often than Rapid Fire - assuming you have enough ammo left to use it in the first place;<br />
* While it drives the target out of its current cover, the enemy could go to different cover or break sight range completely. Destroying the target's cover with explosives may be preferable;<br />
* The shot has significantly improved accuracy, but at reduced damage. Has +30 aim and does half damage. This can make it useful for setting up captures, or giving a hefty [[Aim (EU2012)|Aim]] boost to a shotgunner who is a little too far away.<br />
* Uses for Flush can include set up plays for [[Sniper (EU2012)|Snipers]] who don't quite have line of sight, Heavies who are going to be launching rockets and hope to catch one more enemy in the blast zone, or other Assaults itching for a Close Combat Specialist crossfire. In most cases, however, you will struggle to take advantage of the movement Flush triggers. <br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK CAPTAIN.png|30px]] '''Captain'''<br />
|[[File:ASSAULT CLOSECOMBAT.png|32px]] '''Close Combat Specialist''' vs '''Bring 'Em On''' [[File:ASSAULT BRINGTHEMON.png|32px]]<br />
|}<br />
* Continuing the earlier theme, the Assault tree has a lot of great options. This is a choice for both weapon types.<br />
<br />
'''Close Combat Specialist'''<br />
* '''Close Quarters Specialist''' will trigger against any hostile unit that closes within four tiles, whether or not the Assault has taken any actions. As a practical matter, this means that an Assault can react before the end of the turn against aliens who have just been 'triggered', or even against [[Berserker (EU2012)|Berserker]] that have entered the 4-tile radius from their reaction to being shot, even if the Assault triggered them to start with.<br />
* A Godsend against charging melee, the poor fool that wanders through a door you are next to, or any close range engagement. Shotgunners will see this trigger more frequently, and thus have a little more use for it than riflemen.<br />
* This stacks with Overwatch, allowing your Assault to potentially fire twice in a single enemy turn.<br />
* If you leave a soldier cloaked with Ghost Armor for the alien turn, if this triggers it will decloak them, allowing aliens with remaining move to attack them.<br />
<br />
'''Bring 'Em On'''<br />
* In contrast, has no range requirement but offers tremendous synergy with the other crit abilities available to an Assault - If you took Aggression and/or Close & Personal, this is a chance to make large dividends on that decision;<br />
* Riflemen with upgraded [[S.C.O.P.E. (EU2012)|S.C.O.P.E.s]] will similarly get some extra mileage. Just remember that the bonus is based on enemies that the ''squad'' can see, so you may want to have this unit attack before your other soldiers in order to maximize its value.<br />
<br />
{| border = "1" {{stdTable}}<br />
|-<br />
| width=110px |[[File:RANK COLONEL.png|30px]] '''Colonel'''<br />
|[[File:ASSAULT RESILLIENCE.png|32px]] '''Resilience''' vs '''Killer Instinct''' [[File:ASSAULT KILLERINSTINCT.png|32px]]<br />
|}<br />
* Again, both choices are great options. This is similar to the choice of Lightning Reflexes vs. Close & Personal in weighing defensive certainty versus major killing power boosts, and should be considered for both weapon types.<br />
<br />
'''Resilience''' <br />
* Will turn the Assault Colonel into a brick. Immunity to critical hits takes luck out of the equation and put shotgunners at less risk of being taken out in one fell swoop as they charge in for kill shots. <br />
* Remember that you can briefly duplicate the effect (and more!) with [[Combat Stims (EU2012)|Combat Stims]], however.<br />
<br />
'''Killer Instinct'''<br />
* The blood-soaked cherry atop the murder sundae that is the critical hit-focused Assault. In concert with Bring 'Em On, your critical hits can exceed 20 damage, regardless of weapon type. <br />
* Even without it, you can make some very aggressive plays with Killer Instinct. Run at full dash to a good position, open up with Rapid Fire and blow a [[Sectopod (EU2012)|Sectopod]] or [[Ethereal (EU2012)|Ethereal]] away in one fell blow. (Or two, as the case may be.)<br />
<br />
===Equipment===<br />
'''Weapons:''' Upgrading your weapons is a fairly significant concern for Assaults, as a base Assault Rifle won't reliably kill even [[Sectoid (EU2012)|Sectoids]] or Thin Men. Luckily, riflemen get some freebies from capturing enemies. No such luck for shotgunners, who unfortunately are also 1 step further down the tech tree. If [[Light Plasma Rifle (EU2012)|Light Plasma Rifles]] are the most advanced assault rifles you have, give them to Assaults (rather than Supports) in order to offset some of the penalty from Rapid Fire. Shotgunners will also appreciate a decent pistol if you have any to spare, though this is typically a lower priority than giving one to your Sniper.<br />
<br />
'''Armor:''' Assaults will be a major part of your front line regardless of their weapon and should get first choice of the most advanced armor you have. [[Ghost Armor (EU2012)|Ghost Armor]] is typically your best bet late game, as the [[Cover (EU2012)|defense]] bonus will generally serve you better than the few extra hitpoints of [[Titan Armor (EU2012)|Titan Armor]] (though on Council Missions, which are almost exclusively [[Thin Man (EU2012)|Thin Men]], you may want to stick with giving them Titan Armor). Shotgunners in particular will love Ghost Armor's movement speed bonus and invisibility as they charge into the fray. The +100% crit chance you get from firing while invisible also has great synergy with '''Bring 'Em On''' and '''Killer Instinct'''.<br />
<br />
'''Item:''' Any item is a viable choice on an Assault, excepting the Medikit. Their position at the front line makes them good grenadiers and good secondary users of the [[Arc Thrower (EU2012)|Arc Thrower]] if your Support's hands are full. If you don't need either of those, [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vests]] or [[Chitin Plating (EU2012)|Chitin Plating]] provide a an extra layer of survivability for shotgunners. Later on they can be upgraded to [[Combat Stims (EU2012)|Combat Stims]] to provide massive stat boosts and damage reduction for breaching. Riflemen with Rapid Fire will appreciate a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]], especially with its foundry upgrade. Keep an eye on your unit's Will and use [[Mind Shield (EU2012)|Mind Shields]] if necessary.<br />
<br />
===[[Gene Mods (EU2012)|Gene Mods]]===<br />
<br />
'''Brain'''<br />
Neural Dampening is probably a wiser course than Feedback since Assaults are usually in the midst of your squad and you don't want your Shotgunner getting MC'd then flattening your Medic who just got finished healing him/her. This is a fairly high priority.<br />
<br />
'''Eye'''<br />
Hyper Reactive Pupils will help Shotgunners out when they can't get up close (fire and miss, sure, then get a +10 [[Aim (EU2012)|Aim]] bonus your next turn). Riflemen will enjoy the added destruction they can cause with Depth Perception. A decent priority, but not insane.<br />
<br />
'''Chest'''<br />
A Secondary Heart on your Shotgunners will help for those "whoops" moments, while your squad will reap the benefits of Adrenal Neurosympathy on Riflemen. Adrenal Neurosympathy on Shotgunners isn't as useful since they may or may not be with the rest of the squad.<br />
<br />
'''Skin'''<br />
Since Assaults are usually in and amongst the [[Squads (EU2012)|Squad]], Bioelectric Skin isn't as useful or necessary. Mimetic Skin will help Riflemen if they're able to sit still. Shotgunners usually move around, or are in inopportune positions for it to be of any use. Since your early Shotgunners may often be the first target for [[Seeker (EU2012)|Seekers]], they would benefit from Bioelectric, since the strangle attack can easily overcome the meager HP bonus of starting armor, and keep them in the Infirmary for the Rapid Healing you can't buy yet. Riflemen have more priority here than Shotgunners. <br />
<br />
'''Legs'''<br />
Adaptive Bone Marrow will be of huge help to Tank Shotgunners, while Muscle Fiber Density will help Riflemen get into good positions. Get the Adaptive Bone Marrow on your Tank Shotgunner fast.<br />
<br />
===Summary===<br />
Another way to consider your thinking on how to build your Assault soldiers is "Medium Range vs Close-Range". Depending on how you want them to fight, this means choosing either the shotgun weapons for point-blank combat, or giving them rifles to keep your distance from enemy guns. Either way, your Ability choices should match the combat style.<br />
<br />
Assault troopers with rifles will be better served with [[Ghost Armor (EU2012)|Ghost Armor]], plus Crit-chance boosting [[Abilities (EU2012)|abilities]], and perhaps a [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]. As you will be keeping them just out of range, Close Combat and Close & Personal are less useful to them, and Bring 'Em On helps them get those last few points of damage they'll need to consistently kill aliens.<br />
<br />
Meanwhile, an Assault with a Shotgun-type weapon won't benefit as much from defense (aim is calculated with additive/subtractive values: +20 defense on a 130 point shot (ie: 130%-20%=110%) is still a guaranteed shot), and should be equipped to inevitably soak up damage with [[Archangel Armor (EU2012)|Archangel]] or [[Titan Armor (EU2012)|Titan Armor]] & [[Chitin Plating (EU2012)|Chitin Plating]] (a grand total Armor HP bonus of 18 for a Major or Colonel: two of these on the front lines, under cover, and you may never have to worry about ''any'' soldiers needing time in the Med Bay). As more aliens will move in range, Close Combat Specialist will activate often, and with an Alloy Canon, any alien that tries to run through a door guarded by an Assault Trooper will almost always die. And while Rapid Fire loses a few points on aim, a shotgun-wielding Assault soldier won't even see that point loss on the aim percentage, when they've got the barrel right in the alien's throat. Plus if Ghosting, and Rapid Fire counting as one move, and the [[Alloy Cannon (EU2012)|Alloy Cannon]], an Assault is capable of doing a "One" Shot Kill against anything, even a [[Sectopod (EU2012)|Sectopod]], or the [[Uber Ethereal (EU2012)|Uber Ethereal]], even on Impossible.<br />
<br />
Lastly, the [[Second Wave (EU2012)|Second Wave]] option "Absolutely Critical" will render all the improve Critical Chance abilities redundant for Shotgunners who you play close-quarters tactics with - save for Hardened enemies, which will only have a +10% difference of receiving [[Critical Hits (EU2012)|Critical Hits]].<br />
<br />
Also: a common squad formation is two Snipers, two Support, and either two Assault or an Assault and a Heavy. Heavies with the HEAT ammo ability are a little better at killing mechanized enemies, and tend to be able to do so at a safe distance, while two Assaults are better for killing things all around, as most players will focus heavies on being anti-Mech warriors.<br />
<br />
[[Psionic (EU2012)|Psionic]] Assault troopers will be easy to train, since their being in the front line means there's always an alien in range to Mindfray (additionally, the reduction to Aim and Move that the alien suffers will help keep your Assault trooper out of danger). As one should always be more proactive with Assault troopers, an assault benefits more from being Psi Inspired rather than Inspiring others, saving his move for attack than defense. It's a toss-up between Telekinetic Field and Mind Control: again, defensive TK may be better if someone else does it for him/her, as is MCing, as anyone in range of a close-range focused Assault will probably be in range of the rest of your squad. Perhaps MC is best for a Psi Assault, as while they may miss a turn doing damage, they'll be closer to the rest of the alien squad, and possibly succeed in MCing an alien that will then be flanking the remaining two aliens. The drawback to this is that MCing the rearmost alien carries the risk of activating any other alien squads that were before, just out of range.<br />
<br />
'''[[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] Supplemental:'''<br />
<br />
Ghost Armor is still probably the armor of choice, especially for Shotgunners. Paired with Bioelectric Skin, this makes them excellent forward scouts, and anti-[[Seeker (EU2012)|Seeker]] units (since they'll then usually be the ones to trigger them). [[Medals (EU2012)|Medals]] may be more useful for Riflemen Assaults, but redundant for a Shotgunner. Both benefit from [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]]: the [[S.C.O.P.E. (EU2012)|S.C.O.P.E.]] can either give another boost to a Shotgunner's already high critical hit potential, or both aim and critical chance boot to the Rifleman. <br />
<br />
Or, if you play Assaults as tanks: [[Titan Armor (EU2012)|Titan Armor]], [[Chitin Plating (EU2012)|Chitin Plating]], [[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]/[[Respirator Implant (EU2012)|Respirator Implant]], and Extra Conditioning means an Health bonus of ''20'', and Second Heart & Adaptive Bone Marrow plus Resilience means you can ''laugh'' at anything and everything thrown at them. Add Neural Feedback, a [[Mind Shield (EU2012)|Mind Shield]] instead of that +2 health item, and certain medal choices, and high stats from Not Equal/Hidden Potential, you have a soldier that can go toe-to-toe with [[Ethereal (EU2012)|Ethereals]] and not even flinch.<br />
<br />
==See Also==<br />
<br />
{{XCOM Units (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Soldiers (EU2012)]]<br />
</noinclude></div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Covert_Operations_(EU2012)&diff=55569Covert Operations (EU2012)2014-02-01T18:36:50Z<p>Oathbreaker: /* EXALT Base Location */</p>
<hr />
<div>{{Ref Open | title = Description }}<br />
[[Image:Security Breach Trailer 1 (EU2012).png|right|300px|Security Breach Trailer]]<br />
#EXALT operates with cells. Initiate covert ops missions to neutralize individual cells. Eliminating those cells will recover intel you will need to locate the EXALT base. <br />
#EXALT cells are not always visible. Purchase an intel scan to reveal them. Hidden cells can hurt XCOM or the countries they are operating in.<br />
{{Ref Close | source = [[XCOM: Enemy Within DLC (EU2012)|XCOM: Enemy Within DLC]]}}<br />
<br><br />
<br />
* The first revealed EXALT cell will be available for about two to three days.<br />
<br />
To stop a revealed EXALT cell, XCOM may perform a Covert Operation on the country where the cell is based. There are two types of Covert Missions, [[Covert Extraction (EU2012)|Covert Extraction]] and [[Covert Data Recovery (EU2012)|Covert Data Recovery]], with about 10 [[Maps (EU2012)|maps]] for each type (20 total). There's no [[Meld (EU2012)|Meld]] present in Covert Missions maps. There is also no way to know which type of tactical mission you will have at the end.<br />
<br />
The mission consists of two parts, first the insertion of one of XCOM's soldiers as a [[Covert Operative (EU2012)|Covert Operative]] (through the [[Situation Room (EU2012)|Situation Room]]) and 7 days later its extraction through a tactical [[Missions (EU2012)|mission]]. If the tactical mission is ignored after the XCOM [[Soldiers (EU2012)|soldier]] is inserted, the Covert Operative will be lost. If the Covert Mission is a failure the EXALT cell will disappear and go into hiding into another country.<br />
<br />
Besides elimination of the EXALT cell, success in the mission will provide a clue about the location of the EXALT base, and -1 Panic to that country. <br />
<br />
====EXALT Base Location====<br />
[[File:EXALT Base Choice (EU2012).png|300px|right|Nigeria and South Africa can be accused without any penalty to XCOM]]<br />
Every successful mission where you recover EXALT intel will give a clue about the EXALT Base. In the Covert Operations menu, you can see the clues, as well as markings on the countries that have been ruled out (and don't worry: it's automatic, so you don't need to hit Wikipedia for population statistics or Civ 5's civilizations) Once you get 3 clues you may make an accusation (raid) against a country. If the accusation is correct then you'll be able to [[EXALT Base Raid (EU2012)|assault]] their base and end their menace for good.<br />
<br />
*If you're wrong the country will leave the [[The Council (EU2012)|Council]]. You can get additional clues to narrow it to a single country. <br />
*If you accuse a country which already left the Council, the penalty for guessing wrong is a continent-wide panic increase.<br />
**If the all of the continent's countries already left the Council there's no penalty added for a wrong accusation. This can be used to narrow down the EXALT Base choices. <br />
<br />
Note though, that while 3 clues acquired will allow you to assault the base, with three clues gained, you will have eliminated only half the countries, leaving eight to choose from. It will take approximately 7 or 8 clues total to eliminate all the countries except one.<br />
<br />
*WARNING: After activating the Gollop Chamber you will no longer have the option to assault the EXALT base.<br />
<br />
'''EXALT Base Clues'''<br />
*The EXALT base is not in the United States.<br />
*The EXALT base is not in Canada.<br />
*The EXALT base is not in Mexico.<br />
*The EXALT base is not in the United Kingdom.<br />
*The EXALT base is not in Russia.<br />
*The EXALT base is not in France.<br />
*The EXALT base is not in Germany.<br />
*The EXALT base is not in China.<br />
*The EXALT base is not in Japan.<br />
*The EXALT base is not in India.<br />
*The EXALT base is not in Australia.<br />
*The EXALT base is not in Argentina.<br />
*The EXALT base is not in Brazil.<br />
*The EXALT base is not in Egypt.<br />
*The EXALT base is not in South Africa.<br />
*The EXALT base is not in Nigeria.<br />
*The EXALT base is not in an English speaking country. (is not USA, UK, Canada and Australia)<br />
*The EXALT base is not in an island country. (not Australia, Japan or UK)<br />
*The EXALT base is east of the Atlantic Ocean. (is not USA, Canada, Mexico, Brazil and Argentina)<br />
*The EXALT base is not in North America.<br />
*The EXALT base is not in Asia. <br />
*The EXALT base is not in Europe.<br />
*The EXALT base is not in South America.<br />
*The EXALT base is not in Africa.<br />
*The EXALT base is not in a country with any territory in the Arctic Circle. (is not USA, Canada or Russia)<br />
*The EXALT base is not in one of the world's 5 most populous countries. (is not China, India, USA or Brazil - the missing one is Indonesia, in case you're asking)<br />
*The EXALT base is not in one of the two Cold War superpowers. (is not USA or Russia)<br />
*The EXALT base is in a country you can play in Civilization 5. (is not Canada, Argentina, South Africa, Nigeria or Australia)<br />
<br><br />
<noinclude><br />
{{EXALT (EU2012)}}<br />
{{Template:Maps Navbar (EU2012)}}<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: EXALT (EU2012)]]<br />
[[Category: Missions (EU2012)]]<br />
[[Category: Enemy Within DLC (EU2012)]]<br />
</noinclude></div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Volunteer_(EU2012)&diff=55370Volunteer (EU2012)2014-01-26T02:45:41Z<p>Oathbreaker: </p>
<hr />
<div>[[File:Volunteer1 (EU2012).png|thumb|Volunteer about to enter the Gollop Chamber|right]]<br />
The Volunteer is the XCOM [[Soldiers (EU2012)|soldier]] chosen to interact with the [[Psi Link (EU2012)|Psi Link]] after it is researched and the [[Gollop Chamber (EU2012)|Gollop Chamber]] is built. The Volunteer can be chosen from any [[Psionic (EU2012)|Psionic]] soldiers currently available on the [[Barracks (EU2012)|Barracks]] but you'll need to equip it with a set of [[Psi Armor (EU2012)|Psi Armor]], after the Gollop Chamber is built.<br />
<br clear="all"><br />
[[File:Volunteer2 (EU2012).png|thumb|Volunteer on the Temple Ship's bridge|right]]<br />
After the Volunteer uses the Psi Link, the final mission will become available but the player won't be able to complete any more [[Research (EU2012)|Research]], although it will still be able to [[Engineering (EU2012)|build]] items to undertake the [[Storyline Missions (EU2012)#Assault Temple Ship |Temple Ship assault]]. The Volunteer will immediately progress to maximum Psionic rank, so the player will be able to finish leveling up the Volunteer's Psionic abilities on the mission loadout screen if not already a Psi Operative.<br />
<br />
During the mission the Volunteer must be kept alive during the entire mission until its end, where they will sacrifice themselves to stop the alien invasion and save mankind. <br />
<br clear="all"><br />
{{XCOM Units (EU2012)}}<br />
<br />
[[Category:Enemy Unknown (2012)]]<br />
[[Category:UFOs (EU2012)]]<br />
[[Category:Soldiers (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Storyline_Missions_(EU2012)&diff=55369Storyline Missions (EU2012)2014-01-26T02:42:04Z<p>Oathbreaker: /* Notes */</p>
<hr />
<div>'''Warning: Major Spoilers Ahead!'''<br />
<br />
In order to progress and eventually win the game, the player must win a number of specific [[Missions (EU2012)|missions]] in the game's [[Storyline (EU2012)|Storyline]].<br />
<br />
==Tutorial==<br />
{{Ref Open | title = Mission Brief & Objectives}} <br />
[[File:ACT1_INTROLEVEL (EU2012).png|200px|right|Tutorial mission]]<br />
Unknown bogeys reclassified as intelligent, possibly extraterrestrial life. Unexplained events at impact site. German FSLK200 LRRP reported MIA.<br />
*Assess situation at impact site<br />
*Locate German recon team<br />
*Investigate extraterrestrial objects<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
<br />
===Notes===<br />
* The Tutorial appears as an option at the start when you choose the game's [[Difficulty (EU2012)|difficulty]]. The Tutorial isn't available as an option at the Impossible difficulty level. <br />
* The Tutorial is designed as a presentation of the game's story and controls. <br />
* Enabling the Tutorial will always bring the same initial scripted mission, with 3 of your [[Soldiers (EU2012)|soldiers]] being KIA at the end. <br />
<br />
==Alien Base Assault==<br />
{{Ref Open | title = Mission Brief & Objectives}} <br />
[[File:Alien Base Mission (EU2012).png|200px|right|Alien Base Mission screen]]<br />
We have gained access to the Alien Base by means of the Skeleton Key. Use extreme caution; analysis indicates the presence of a large combined enemy contingent. This mission cannot be aborted.<br />
*Penetrate the base's defenses<br />
*Neutralize all invader forces<br />
*Identify and capture the base commander, if possible<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
<br />
===Notes===<br />
[[File:Alien Base Discovered (EU2012).png|300px|right|Alien Base Discovered]]<br />
*The Alien Base Assault is unlocked once you've captured an [[Outsider (EU2012)|Outsider]] and [[Outsider Shard (EU2012)|researched]] it. You will also need to build the [[Skeleton Key (EU2012)|Skeleton Key]] before assaulting it.<br />
**Especially on Impossible [[Difficulty (EU2012)|Difficulty]], it may be wise to unlock this [[Missions (EU2012)|mission]] as soon as possible (including building the key, so you don't find yourself short on resources for it), and save it for when you need it: completion gives a 2-point ''worldwide'' Panic Reduction, which could save several countries from withdrawing due to panic, if you find yourself in a difficult situation.<br />
**If playing with [[Second Wave (EU2012)|Second Wave]]'s option of Diminishing Returns you may want to hit the Alien Base as quickly as possible since the increasing cost of [[Satellite (EU2012)|satellites]] makes panic management almost impossible.<br />
** On the [[XCOM:_Enemy_Within_DLC_(EU2012)|Enemy Within DLC]] you'll only get a worldwide panic reduction of 1 on the Classic/Impossible difficulty levels. <br />
*The Alien Base can be expected to contain all of the [[Aliens (EU2012)|aliens]] you've encountered so far, and at the end a single [[Sectoid Commander (EU2012)|Sectoid Commander]] guarding a [[Hyperwave Beacon (EU2012)|Hyperwave Beacon]]. On higher difficulties you may also face yet unseen aliens such as [[Drone (EU2012)|Drones]]. <br />
**Does not include [[Slingshot DLC (EU2012)|Slingshot DLC]]'s early appearances of [[Muton (EU2012)|Mutons]] and [[Cyberdisc (EU2012)|Cyberdiscs]], unless it is or past the normal month for their appearance (ie: 3rd month for 1st Mutons).<br />
*The Alien Base is considerably longer than most missions you'll have done so far, so pack for the long haul.<br />
*Warning: losing this mission will result in losing the game.<br />
*Check the [[AlienBase01 (EU2012)|Alien Base 01]] and [[AlienBase02 (EU2012)|Alien Base 02]] pages for overhead shots of both Alien Base [[Maps (EU2012)|maps]].<br />
*With the Enemy Within DLC, success also nets you 50 [[Meld (EU2012)|Meld]] (automatic: no Canisters to find).<br />
<br />
===Trivia===<br />
* If you check the coordinates in the cutscene (N39º 31' 16.68", W76º 38' 46.82"), the alien base is located at 10 Loveton Circle, Sparks Maryland, US. Which also happens to be the address of Firaxis Games.<br />
<br />
==Crashed Overseer UFO==<br />
{{Ref Open | title = Mission Brief & Objectives}} <br />
[[File:Overseer_Deep_Woods_2 (EU2012).png|200px|right|Overseer Crash Site]]<br />
XCOM Interceptors have splashed a UFO. Intel indicates some surviving crew. Exercise caution when engaging the enemy; the craft may contain usable salvage.<br />
*Locate the crashed UFO<br />
*Sweep the area for surviving crew and neutralize them<br />
*Avoid additional damage to the craft if possible; some components may be recoverable<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
<br />
===Notes===<br />
*Once you've built a [[Hyperwave Relay (EU2012)|Hyperwave Relay]] base facility you will gain the ability to detect the [[Overseer (EU2012)|Overseer UFO]]. This can only be shot down with a [[Interceptor (EU2012)|Interceptor]]/[[Firestorm (EU2012)|Firestorm]] with a powerful weapon and equipment aids. <br />
*The Overseer UFO is then a standard medium-sized [[Crashed UFO (EU2012)|UFO crash site]], with the exception that its commander is an [[Ethereal (EU2012)|Ethereal]] with [[Muton (EU2012)|Muton Elite ]]guards protecting a [[Psi Link (EU2012)|Psi Link]] device.<br />
**As this may be the first appearance of Elites (and Sectopods), and as well as the first sighting of an Ethereal, capturing and interrogating both aliens is encouraged, as the [[Research (EU2012)#Research Credits|Research]] these two provide will greatly reduce the time needed for any research projects you have remaining.<br />
*[[Sectopod (EU2012)|Sectopod(s]]) will show up regardless of current progress.<br />
*If you can't shoot down the Overseer UFO or choose not to assault it after it crashes it will reappear later on.<br />
* There are 4 possible [[Maps (EU2012)|maps]] for the mission: <br />
**[[Overseer_Deepwoods (EU2012)|Overseer Deep Woods]]<br />
**[[Overseer_ForestTrench (EU2012)|Overseer Forest Trench]]<br />
**[[Overseer_StoneWall (EU2012)|Overseer Stonewall]] <br />
**[[Overseer_TheBarrens (EU2012)|Overseer The Barrens]]<br />
<br />
===Tactics===<br />
* The Overseer UFO will not appear until after you've built the Hyperwave Relay, and even then, there's a window between a few hours, but usually a few weeks, before it appears. Furthermore, it could appear over any country you have [[satellite (EU2012)|satellite]] coverage on. With this knowledge, it might be advisable to wait and build the Relay until you have at least 1 Firestorm over each continent. Interceptors can be used, but you'll need [[Plasma Cannon (EU2012)|Plasma Cannons]] on all of them, and modules.<br />
<br />
==Temple Ship Assault==<br />
{{Ref Open | title = Mission Brief & Objectives}} <br />
[[File:TempleShip2 (EU2012).png|200px|right|Temple Ship]]<br />
We finally have the strength to face the Ethereals on their own ship. The future of humanity is at stake. Expect extreme resistance.<br />
*Force entry to the Temple Ship's bridge<br />
*The Volunteer must survive<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
<br />
===Notes===<br />
*The final mission of the game. Your mission is to get to the bridge of the Temple Ship, kill the [[Uber Ethereal (EU2012)|Uber Ethereal]] there and keep the Volunteer alive.<br />
*Your [[Volunteer (EU2012)|Volunteer]] soldier is granted a new [[Psionic (EU2012)|psionic]] ability (The Rift) and must survive - if he/she dies you'll lose the game. (But you can restart the [[Missions (EU2012)|mission]] even on Ironman).<br />
*You can expect to see at least one of every type of [[Alien Life Forms (EU2012)|alien]] in this mission, with the exception of the [[Outsider (EU2012)|Outsiders]], [[Mechtoid (EU2012)|Mechtoids]] and [[Seeker (EU2012)|Seekers]]. Highlights are a room with two [[Sectopod (EU2012)|Sectopods]], and the final room featuring an Uber Ethereal with two [[Ethereal (EU2012)|Ethereal]] guards and several [[Muton Elite (EU2012)|Muton Elites]].<br />
*Killing the Uber Ethereal wins the game immediately, with no need to kill any remaining aliens.<br />
*Warning: losing this mission will result in losing the game.<br />
*For a transcription of the Uber Ethereal's words during the mission see [[Alien Objectives (EU2012)|Alien Objectives]].<br />
<br />
Check the [[TempleShip (EU2012)|Temple Ship]] page for overhead shots of the entire map.<br />
<br />
===Tactics===<br />
'''Room 0 - Landing Bay'''<br />
*No enemies. The path splits into three doorways, center, right, and left, a symmetrical configuration that follows all the way through the ship. Further directions assume chosen camera angles keeps forward "upwards". <br />
*Alien squads will be listed individually (ie: per activation, each squad will be separated by commas; different squads can be activated independently). <br />
*As you move through the ship, the Uber Ethereal will comment on each alien race and your progress.<br />
<br />
'''Room 1 - Sectoid & Cyberdiscs'''<br />
*A wide foyer with several half-cover berms, and archways opposite of the side doors. <br />
*Once through the first set of doors, you will encounter a Sectoid Commander and two Sectoids, and another two Sectoids on the path under the right archway. After 1 round, 2 Cyberdiscs and 3 Drones will appear on top of the archways (1 Disc each, the one on the left has the 2 drones). <br />
*Snipers with Double Tap can make short work of the Discs, and other solders can mop up the drones if they survive the Disks' explosion.<br />
<br />
'''Room 2 - Floaters & Chryssalids'''<br />
*A large square room, with a high walkway/bridge crossing down the middle, two high balconies on the sides, and low pathways between. There is a Floater on the left pathway, a Heavy Floater (high balcony) & Floater (pathway) on the right, and two Floaters at the end of the bridge.<br />
*After 1 round, 3 Chryssalids will spawn, two on the right pathway, and one on the left, closer to the entrances (fortunately, they will not move right away). The Volunteer can use rift to make short work of the two on the right.<br />
<br />
'''Room 3 - Thin Men'''<br />
*Actually 3 hallway/bridges: following the previous room, the middle bridge is shorter & high up, and the left and right bridges are at low elevations, and have an extra door in the middle. <br />
*The middle path contains two Thin Men, who will immediately run when spotted, so two soldiers ghosting (one on overwatch, the other firing) would be useful to take both out before they get into cover. <br />
*A third Thin Man will be on one of the lower bridges, past the middle door (it will be on whichever side that past the middle door is seen first). Take care not to run through poison gas.<br />
<br />
'''Room 4 - Mutons and Sectopods'''<br />
*A very large, long Colosseum, and perhaps the hardest room of the Temple Ship.<br />
*Coming from the previous room's bridges: the middle entrance opens into a balcony, and the left and right entrances open into small open areas with stairs that lead back to a middle elevation. Visible from the top of each stairs are two separate squads of two regular Mutons each. If both are activated, it will activate a lone Berserker in the middle (in front of the balcony). You may want to keep some Mutons mind controlled for the next part (preferably the Berserker if you can).<br />
*The side paths will lead again to downgoing stairs, which lead to two long pathways, which frame an even lower, wide open amphitheater containing two Sectopods, placed close together near the middle. Past the first high balcony, a middle-elevation balcony is in the middle, near the entrance. <br />
*Snipers with Archangel should be able to fly high at the back of the room with Archangel and shoot freely at the Sectopods without being seen themselves. <br />
*This is a good time to use Rift, since you should be able to get both Sectopods and it does full damage to them, and will kill them by itself over the two turn duration (if your Volunteer happens to be a HEAT Heavy it will simply one-shot them).<br />
*Alternatively, if you managed to keep a Muton, placing it between both Sectopods will heavily damage all three when they fire their Chest Cannons.<br />
*When both Sectopods are destroyed, two Muton Elites will spawn way down at the far end of the room, where stairs bring all 3 paths back into 1. With high-ground and cover, they may either wait to ambush you, or move forward, firing or tossing grenades at the first soldier they see.<br />
<br />
'''Room 5 - Ethereal Cathedral'''<br />
*After a thin corridor, the final room is a large cubic room with a low middle path with two high-cover obstacles, and two high side paths with sets of half-cover balconies (like two E shapes, both with the tines pointing inwards, the middle tines being longer). <br />
*The Uber Ethereal waits at the far end of the room, on a high, thin balcony in the middle. Behind him is a second Ethereal Device serving as the Cathedral's altar. The aliens activate once in sight of him (a few spaces before crossing the middle tines of the "E"s: being no farther forward than the "latitude" of the middle stairs leading down is close enough to make any final Heals/Inspirations): two Ethereals on the last tines of the "E"s & two Elite Muton guards below and either side of the Uber Ethereal's balcony. Just before his guards spawn, the Uber Ethereal will speak again: of their existence, and why they have attacked Earth, alluding to some unrevealed "others" and some nameless cataclysm or trial.<br />
<br />
'''Winning the Final Fight'''<br />
*There are many ways to win, and even more ways to die in this room, especially after all the other battles you've fought leading to this. <br />
* Killing the Uber Ethereal wins the game immediately, so a good strategy is to ignore the lesser enemies and pump everything you have in to the Uber Ethereal to win the fight as quickly as possible.<br />
*Mind Controlling the Muton Elites on the turn you enter the room will take them out of the fight and also cause the Ethereals to spend a turn killing them, which they would otherwise spend mind controlling your people. Which they will otherwise do. <br />
* A good basic strategy is to form up your squad near the entrance, enter the room and mind control both Muton Elites (which makes cover a non-issue, since the Ethereals' attacks ignore it) and spend any remaining actions damaging the Uber Ethereal. The Ethereals will then almost certainly kill both Mutons and then mind control one of your soldiers. You then have a full turn of actions from 5 soldiers to do enough damage to the Uber Ethereal to kill him and win.<br />
* The fight doesn't trigger until you actually spot the Uber Ethereal. As long as you haven't spotted him yet, you can take as much time as you want in setting your troops up.<br />
*If you can't reliably end the battle in two turns, you need to be able to fend off those Mind Controls otherwise you're going to be in some serious trouble. The ideal solution is to have enough Mind Shields to outfit your entire team with them. But since this may be gimping your team in other ways, and may not be possible to have downed six Ethereals before this point, some creativity may be required. Psi Inspiration and Combat Drugs Smoke Grenades can help.<br />
** With Enemy Within, the Neural Damping gene mod can be used for immunity to mind control. As an alternative, getting Mind Shields (combined with Neural Feedback) for all the soldiers isn't impossible if you wait long enough to farm enough Ethereal corpses, since Tactical Rigging allows for 2 items to be carried. <br />
* A Squadsight Sniper can sit safely behind the 3 tile long cover just outside the door (have him/her set up in the middle of the block) and pop away at the Uber Ethereal with impunity. Simply send in someone with Ghost Armor to spot.<br />
* If you manage to MC both of the other ''Ethereals'', that's pretty much a guaranteed win. You'll need the Volunteer and a second Psi soldier with at least a Mind Shield to have a chance, but then you can waste the UberEthereal in the next round with a 3-deep barrage of Rifts!<br />
<br />
==See Also==<br />
* [[Storyline (EU2012)]]<br />
<br clear="all"><br />
{{Template:Maps Navbar (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]<br />
[[Category:Missions (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Arc_Thrower_(EU2012)&diff=55315Arc Thrower (EU2012)2014-01-24T01:43:50Z<p>Oathbreaker: /* Notes */</p>
<hr />
<div>{{Ref Open | title = Arc Thrower }}[[Image:Arc Thrower Research (EU2012).png|right|100px|Arc Thrower Research]]<br />
We've completed our research into the Arc Thrower prototype and we believe this device is ready for final production in Engineering. The mechanism functions on the basic premise of neurological disruption, emitting a focused electromagnetic pulse capable of confusing and incapacitating targets within a limited range. As this is our first venture into the field of non-lethal weapons based on the alien physiology, it's safe to assume there may be unexpected results in the field. It's very likely that some aliens will resist the disabling effects of the weapon, in which case it might be more effective to weaken the enemy first. The Arc Thrower is also constrained by our current power supply technology, which limits its effectiveness to two shots per deployment. Any captives retrieved from the field will have to be housed in an [[Alien Containment (EU2012)|Alien Containment]] facility; I strongly advise we build that facility before attempting to capture live specimens.<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012) [[Research (EU2012)|Research]] Archives}} <br />
{{Ref Open | title = Description}}[[Image:Arc Thrower (EU2012).png|right|100px|Arc Thrower]]<br />
The Arc Thrower is a non-lethal sidearm designed to stun hostile targets. The mechanism seems to be most effective against weakened enemies.<br />
*A nonlethal weapon that can stun enemies<br />
*The chance of a successful stun is much greater if the target has low health<br />
*Does not affect robotic enemies<br />
*Advanced versions have a better chance to stun, can heal friendly SHIVs, and take control of certain enemies<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012) }} <br />
<br />
==Notes==<br />
{{Item Data Box (EU2012)<br />
|requires=[[Xeno-Biology (EU2012)| Xeno-Biology]]<br />
|costs=§35<br>Engineers:5<br />
|abilities/stats=Stun<br />
}}<br />
*"''I trust you have '''tested''' this thing...''" - [[Shaojie Zhang (EU2012)|Shaojie Zhang]]<br />
* Attempts to stun the target alien (2x / mission).<br />
* '''[[Foundry (EU2012)|Foundry]] Upgrades''':<br />
** '''Improved Arc Thrower''': Increased stun chance at 6 HP or below (up from 3).<br />
** '''Repair SHIVs''': Allows Arc Thrower to repair friendly [[S.H.I.V. (EU2012)|S.H.I.V.s]]. <br />
** '''Drone Hack''': Take control of an enemy [[Drone (EU2012)|Drone]] for combat (similar to mind control).<br />
* The Arc Thrower has a better chance of working if the target has 3 or fewer health remaining. (49% chance on 4hp target, 70/80/90% on 3/2/1hp) <br />
* Foundry upgrade increases that threshold to 6. (49% on 7hp, 70/80/90 on 6/5/4hp and 95% chance on 3hp or lower)<br />
* Given the close range, a [[Support (EU2012)|Support]] class soldier with '''Sprinter''' is a fairly good candidate for packing the Arc Thrower. <br />
* Alternatively, an [[Assault (EU2012)|Assault]] class soldier with '''Lightning Reflexes''' is another good candidate for the Arc Thrower as they can avoid the first [[Overwatch (EU2012)|overwatch]] shot of the target.<br />
* To ensure you don't lose soldiers because of a failed stun attempt, try stunning the alien using at least two people in one turn or have another soldier with a clear line of sight that can take out the target if the attempt fails. <br />
* Note that the Arc Thrower does not affect [[Chryssalid (EU2012)|Chryssalids]], [[Zombie (EU2012)|Zombies]], [[Cyberdisc (EU2012)|Cyberdiscs]], [[Sectopod (EU2012)|Sectopods]], [[Seeker (EU2012)|Seekers]] or [[Mechtoid (EU2012)|Mechtoids]], so you do not have to capture them to gain all the research topics. Also, [[EXALT Units (EU2012)|EXALT soldiers]] would rather [[Achievements (EU2012)#Enemy Within DLC|commit suicide]] than be captured alive!<br />
* Also note that the Arc Thrower's aim isn't affected by wounds - sometimes it can be a very useful close range weapon to ensure a soldier's survival. <br />
* If you have a [[Sniper (EU2012)|Sniper]] with the '''Disabling Shot''' skill, you can make the stun much safer on the approach, and should the stun attempt fail the enemy will be unable to return fire on their next turn.<br />
* Use of [[Suppression (EU2012)|Suppression]] fire is a good way to keep a wounded enemy immobile and without shooting, while your Arc Thrower soldier approaches.<br />
* The weapons of aliens taken down with the Arc Thrower will not shatter into fragments. Instead, the weapon is recovered in working condition and will appear in the [[HQ (EU2012)|XCOM base]] inventory (although it still needs to be researched the before soldiers can use it).<br />
* Stun, Repair Shiv, and Drone Hack have separate commands from each other, but the Arc Thrower only holds two charges total: So it's two total of any combination of Stun, Repair, '''or''' Hack.<br />
* Repair Shiv and Drone Hack have more range than the stun function.<br />
* For any applicable targets (alien, drone (hacked or not), or S.H.I.V.) where any Arc Thrower action is available, a range of use is shown as a blue ring with lightning bolt symbols, centered on the target. There is some leeway in differences in altitude, but the distance range for if a soldier might not make it entirely in the circle, is if the dot at the end of a soldier's movement line (in the center of the square you'll be moving your soldier to) is within the circle. Be sure to change the camera angle, as the line is directly on the floor, while the circle hovers a few feet off the ground: perspective may not make it clear if a soldier will be in range in 1 move.<br />
* The Arc Thrower's chance of success is not a normal hit roll, so is not affected by altitude, Holo-Targeting or anything else that normally affects aim.<br />
* Stunning a mind-merging Sectoid does not kill or stun the mind-merged unit, the latter only loses its buff. This was tested on Ironman.<br />
<br />
==See Also==<br />
{{Equipment (EU2012)}}<br />
{{Research (EU2012)}}<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Equipment (EU2012)]]<br />
[[Category: Research (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Extraction_(EU2012)&diff=55281Extraction (EU2012)2014-01-19T12:47:47Z<p>Oathbreaker: </p>
<hr />
<div>{{Ref Open | title = Mission Objectives }} <br />
* Locate ''V.I.P.''<br />
* Approach ''V.I.P.'' <br />
* Escort ''V.I.P.'' back to the extraction point<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
<br />
In an Extraction mission, your squad will have to locate the target and escort him/her to the extraction point. You must protect the target at all cost, else the mission will be considered lost and you must return your squad to the extraction point. Some missions may have Non-Playing Characters (NPCs) that will give you directions to the target once you approach them. Once the target is rescued, you will need to eliminate any remaining hostiles or any additional aliens that may appear.<br/><br />
<br />
NOTE: Success or failure of an Extraction mission appears to have no effect on the story or progress of the game other than panic levels.<br />
<br />
==Musem Rescue ([[Thomas Hutch (EU2012)|Thomas Hutch]]) ==<br />
{{Ref Open | title = Intro & Briefing }} <br />
[[File:MUSEUM1 (EU2012).png|200px|right|]]<br />
A friend of this Council has come under attack by aliens in ''country''. It would reflect poorly on our efforts if we were to allow our ally to be captured by hostile forces. We'll need you to ensure his safe return to XCOM HQ; we should have further details by the time your troops reach the extraction site.<br />
<br />
A high value target requires an escort for evacuation to XCOM HQ. However, hostile units in the area are on high alert, and will attempt to counter our extraction team.<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
* [[Museum (EU2012)|Museum]] map<br />
<br />
==Highway Rescue ([[Peter Van Doorn (EU2012)|Peter Van Doorn]]) ==<br />
{{Ref Open | title = Intro & Briefing }} <br />
[[File:HighwayFallen1 (EU2012).png|200px|right|]]<br />
Reports indicate a UN official and his associates were caught in the middle of an alien attack in ''country''. If this official is killed or abducted by the aliens, it would undoubtedly spread panic and reduce the effectiveness of XCOM. We need a squad of your soldiers to escort the target safely to the extraction point.<br />
<br />
Intel indicates a high value civilian asset somewhere at site; exact location unknown. The enemy is present in unknown numbers.<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
* [[HighwayFallen (EU2012)|Highway Fallen]] map<br />
<br />
==Boulevard Rescue ([[Anna Sing (EU2012)|Anna Sing]])==<br />
{{Ref Open | title = Intro & Briefing }} <br />
[[File:BOULEVARD1 (EU2012).png|200px|right|]]<br />
We've intercepted a signal indicating that an abductee was able to escape alien captivity, and there is a limited window of opportunity to attempt an extraction. By the time your troops are on the ground, Central should have our complete intelligence report available.<br />
<br />
A high value target requires an escort for evacuation to XCOM HQ. However, hostile units in the area are on high alert, and will attempt to counter our extraction team.<br />
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}<br />
* [[Boulevard (EU2012)|Boulevard]] map<br />
<br />
==Tactics==<br />
* After you've approached the V.I.P by moving one of your units next to him/her, there will be a number of [[Thin Man (EU2012)|Thin Men]] falling from the sky and trying to stop the rescue. The location of those drops depends on the map position of the V.I.P.<br />
<br clear="all"><br />
{{Template:Maps Navbar (EU2012)}}<br />
[[Category:Enemy Unknown (2012)]]<br />
[[Category:Missions (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Survival_Guide_(EU2012)&diff=55185Survival Guide (EU2012)2014-01-12T04:04:50Z<p>Oathbreaker: /* 1st month on Impossible: Build Order */</p>
<hr />
<div>==Miscellaneous Tips==<br />
<br />
=== Promoting Soldiers ===<br />
Rotate lower ranked soldiers to use as "cannon fodder" while leveling up your higher ranks. Once your higher rank has reached the highest, leave him in base and continue to level up more promising ones. Don't bother hiring new soldiers unless they're needed.<br />
<br />
This all changes after you research Iron Will and New Guy in Foundry research. At this point, you should have enough credits to hire soldiers by the bundle, and throw out the low Will ones. Your core team of high ranking officers are now your "cannon fodder" while you level up the new squaddies. You may also consider Psi screening them before choosing which new recruits to keep and promote.<br />
<br />
=== Suggestion for Promotions ===<br />
If you have no idea of what Abilities to choose during the first promotions, these are solid choices for the entire game:<br />
* Assault - '''Lightning Reflexes'''. Forces a miss on the first reaction shot fired at the unit. Can be used to trigger (and miss) alien Overwatch shots. This ability is essentially a life-saver for your soldiers when advancing against aliens on Overwatch, specially Sectopods. <br />
* Heavy - '''HEAT Ammo'''. After you first encounter a Cyberdisk without this ability, you'll know why. It also applies to the Rocket/Blaster Launcher, and grenades, and The Volunteer's Rift, besides the Heavy's primary weapon and you are almost sure to face Cyberdisks/Sectopods on most UFO or Abduction/Terror missions.<br />
* Sniper - '''Squad Sight'''. Snap Shot also has its uses but it requires Squad Sight to perform the classic 'Scout and Snipe' tactic of the original game, where your Sniper can just pick a spot where it covers the battlefield and drop any aliens seen by your squad. <br />
* Support - '''Field Medic'''. Never go to a battle without a Medikit. And never risk your only Medic getting killed or worse, critically wounded (and watch him/her die from the wound unless you are able to finish the fight first).<br />
<br />
=== Simplified and Granulized Encounter System ===<br />
Aliens now come in groups of 1 to 3. Some of these groups may patrol around the map by teleporting to random points around the map, but are tactically dormant (i.e. they will not open fire or take cover) until you "wake them up". Note that once awoken, aliens can act fully even when outside your visual range, including Overwatch (and in the case of Sectopods, the Cluster Bomb attack).<br />
<br />
Similar to massive-multiplayer online game instances, "waking-up" multiple groups of enemies is just plain stupid. The best strategy is to wake-up and deal with one group at a time. When scouting for enemies, don't move too far ahead, especially with a 2-move dash. When a group is activated, it may be prudent to then back up and get into defensive positions to greet the enemy. <br />
<br />
For behind the door situations, gather your soldiers in front of the door, around the corner or in a spot across the room facing the door. Next open the door to wake up the aliens inside. If no aliens are seen, have a soldier (preferably your assault with Run&Gun) move in. After the aliens run for cover, charge in and open fire at optimum ranges. If there are multiple entrances into the same room, split your team so that you can potentially get a flank bonus on some of the enemies. Depending on the situation, you also have the option of waking up an enemy behind a door, and then back out of sight to encourage the alien to run out and into a flurry of reaction fire. <br />
<br />
For most outdoor situations and in large rooms, set up your snipers in the right place before waking up the aliens with one soldier. Use only one action point to wake them up, kill most/all the aliens with your snipers, and use one action point to pull back to completely avoid retaliation fire. <br />
<br />
Enemy groups that randomly teleport nearby, or amongst your team, will not immediately open fire when they strike a pose and race for cover. They will actively attack once your turn ends. If this occurs when you are not engaging the enemy, you can often use this opportunity to get in close and take them down at close range. If you are in the middle of engaging another group or more, these re-enforcements could tip the odds in the enemy's favour. You will need to adjust your tactics accordingly. Prioritize targets, take defensive measures, make a tactical retreat to safety, use area-effect weapons, etc.<br />
<br />
=== To be (an Angel) or not to be ===<br />
That is the question. The answer may lie in your playing style but it may also lie in a game bug. Ghost Armour is the obvious choice for all classes (maybe Psi Armour for Psi), but for snipers you may want to equip with Angel Armor. Because of a bug in the game, Angel Armour grants you Height bonus and Damn Good Ground bonus even though the Angel Armor strictly says it shouldn't. With these bonuses plus a scope, your chance to hit jumps to near certainty even for aliens with full cover.<br />
<br />
=== Satellites are Key ===<br />
* Plan ahead and cover the entire world with at least 8 satellites ASAP. This is the only undisputed rule in playing this game. It is more "economical" to panic management to launch satellites at the end of the month, to lower panic levels when they're highest, and to avoid an abduction mission invalidating the reduction. Launching satellites at the end of the month also gives you more flexibility to deal with unexpected alien activity at the end of the month. Additionally, any countries covered at the start of the month (ie, they're already covered when the Monthy Report comes in) will be off the list of Abduction Missions (but will get (less so) raised panic if another country on that continent gets an unanswered Abduction).<br />
* Order satellites individually, not in bulk. That way you'll be able to cancel satellite orders if you are in a dire/unexpected need of credits and still be able to launch the other satellites at the end of the month. Of all game items (Facilities, Craft, etc.) that require days for manufacture Satellites are the most flexible to cancel, if needed.<br />
<br />
=== Mission Choices ===<br />
You will be considering several things when deciding on which mission to choose. However your considerations should come in these orders:<br />
# Panic level<br />
#* Your choice differs vastly depending on difficulty level. For example, on easier difficulty settings, ignoring some missions can lead to increased panic for one country. In comparison, this could lead to increased panic in the whole continent on higher difficulty settings. Thus, consider panic level on the whole rather than individual countries. In some cases, continents with more countries should be taken care of first.<br />
# Rewards<br />
#* Before you have full satellite coverage, credits and engineers should be your preference. After full coverage, you will probably prefer engineers until you no longer need more for buildings or tech. Scientists and soldiers aren't that important, comparatively speaking.<br />
<br />
=== Scientists, Laboratories and Research ===<br />
Consider refraining from building laboratories, as they aren't really necessary even on higher difficulty settings. You can still complete research quickly by first researching arc throwers, and following up by completing all autopsies and interrogations.<br />
The biggest obstacle to research is not the duration, but the required alien artifacts that are gathered slowly. Building laboratories only serves to drain these precious resources.<br />
However, if getting gear for your troops is an urgency for your playstyle, 1 lab early on may be appreceable, especially if your Council/Abduction/Sattelite actions don't gain you any Scientists whatsoever.<br />
<br />
=== Africa may be Key ===<br />
As strange as this sounds, because of game mechanics and because you need full satellite coverage as fast as possible, the African bonus in credits is probably your most important reward. Consider this as your first base location.<br />
<br />
Alternatively you may consider North America as your first and cover Africa afterwards, but this strategy may not be viable since satellite launches are generally dependent on panic level.<br />
<br />
=== Don't sell like 1994 X-Com ===<br />
<br />
For veteran players of the original X-Com that are new to this game, take heed that corpses and miscellaneous items are no longer useless junk. They are valuable resources used not only for research projects, but as resources for completing council member requests, foundry upgrades and as components for manufacturing certain advanced equipment such as [[Chitin Plating (EU2012)|Chitin Plating]]. <br />
<br />
Generally, keeping about 10 corpses of the common species (Sectoids, Thin Men...Mutons, later) in storage should be sufficient if you need some quick money. Keep more if you know you'll need them for a Foundry project.<br />
<br />
On the other hand, items that have no research value such as damaged UFO components and alien entertainment are clearly marked as such. These items can be sold freely.<br />
<br />
Once you are familiar with the game and know how much of each is required for tech that is within reasonable grasp, only then should you consider selling valuable equipment and corpses to fund Satellite rushes.<br />
<br />
=== The RNG, Save Scumming, and You===<br />
Without delving deep into computer programming and algorithims: the '''R'''andom '''N'''umber '''G'''enerator is the digital 'die' who's rolls decide the fate of the internal mechanics, odds, and outcomes of XCOM. Different actions and events are manipulated at different times by the RNG, and learning when and how means you can manipulate the game through what is known as "Save Scumming." In Scumming, what is done is that, through save-state management, you can remember what did occur in one attempt at a round of engagement in the battlefield, or certain events in the Base, and take advantage of RNG results. <br />
<br />
As it sounds, Save Scumming is usually used as a '''cheat'''. If cheating is not for you or if you have Enemy Within's Second Wave option of the same name toggled (although it affects shots on the battlefield only), you may still find this information to be informative. At least on the PC version vou can also cheat with this method in Ironman during tactical missions, since the game will only save the current mission at certain points during your turn: closing the game and reloading from the save will bring the last save and you'll be able to take again any shots. <br />
<br />
To take advantage of Save Scumming you need to understand what is affected by ''when'' the RNG produces it's numbers. Basically, there are two 'sets' of the RNG: the RNG as itself, and "Seeded" outcomes. In the normal RNG actions, the die is rolled when the event occurs. In seeded outcomes, a series of die rolls are made ahead of time. Sometimes, the actions are decided as well, while in others just the ''number'' that comes up, but you can take actions (or the order of actions) to take advantage via save scumming. Either way: note that, just like good old fashioned die, the RNG is only ''statistically'' random, but that [http://en.wikipedia.org/wiki/Gambler's_fallacy dice have no memory].<br />
<br />
First, your Base, and everything that happens in it: Base layout (what's solid rock vs natural caves, and 1 to 3 steam vent locations) is decided when a campaign is started. Perhaps more importantly, your monthly 'schedule' is rolled for at the start of each month, when you get your Council Report (obvious exception: in the case of March, the first month, it's rolled alongside base layout), and are thus seeded. The schedule will plot out when the various missions and detected UFOs occur (and on what countries).<br />
*For Abductions, the countries are chosen, as said, at the start of the month (seeded), but the rewards each country gives (§, a soldier, scientists, or engineers) will be generated when the event 'popup' occurs (random). In the case of the "High Stakes" Second Wave option, the amounts are also random. With save scumming, while you cannot change what country is attacked (unless the savestate in question is before the end of the previous month), but you can change what reward (and how much/many) until a country you've prioritized to respond to gives the reward you want.<br />
*Terror Missions: starting in April, these missions tend to favor continents that have high panic, are also seeded.<br />
*UFOs are seeded, including the type, over what country, and landed or in flight. However, a UFO that escapes has a chance to summon a Battleship, which has it's own chance to shoot down a satellite. Of course, if a satellite is shot down, or a country withdraws due to a failed mission before the UFO is scheduled, this will change. For scumming purposes, what you can do is move and equip interceptors ahead of time (if you have ''enough'' time between a save state and a UFO appearance). The one exception is the Overseer UFO--- not the first appearance, which is seeded almost as normal (against when the Hyperwave Uplink's construction is completed), but subsequent appearances seem to 'react' to Interceptor placement (including if you move any around).<br />
**Once in [[Air_Combat_(EU2012)|Interception and Air Combat]] itself, it is wholly random: a UFO's flight path may change on a whim, moving it closer or send it fleeing from an Interceptor. Once engaged, when either ship begins firing, if either's shot hits or not: it is entirely at the mercy of the RNG. So, saving before it appears, and (if you need to send more than one Raven or Firestorm after a UFO) between launches may help (if the first ship did particularly well), if you find your aerial offensive capabilities lacking.<br />
*Enemy Within's EXALT Events: Due to their frequency, this may be confused for 'random'. In actuality, it focuses more on when was your last anti-EXALT action (such as Intelligence Scans, and/or sending out an Operative and following up on the accompanying mission), and will be seeded to ''that'', but the effect will be random: Propaganda raises panic, Hacking drains all 'points' from research, or Sabotage taking your money. Note that Hacking will not occur if you have no ongoing ''active'' research, and no Sabotage if you're broke. Savescumming helps in that you can take note of which day an EXALT event takes place, reload, and time a Scan shortly before, extending the time between them, thus only needing perhaps 2-3 scans a month to keep EXALT off your back. If you want to take a "cheapskate" savescum route instead of spending money on Scans, either a) buy satellites/SHIVs/etc (anything that takes time to build), leaving a pittance of § for EXALT to Sabotage (and then cancel those items to get your money back afterwards), or b) start a new research project shortly before, and scum to let them Hack the few hours worth of research.<br />
*Council ''Events'': the odd one of the group, in that (on average) two events are scheduled per month. By 'events', this includes either Council Missions (Bomb Disposal, Extractions, etc), Requests for items/artifacts, or nothing at all. Of these three options, for the one that's taken for the first Council Event, it will be one of the other two for the second. The exceptions are the Slingshot and Progeny mission sets, which have their own scheduling rules.<br />
<br />
Note that the mission ''types'' are shown in the Situation Room. Once you set out and go to the mission site and get to the battlefield: for each type of mission, there is a pool of [[Map_Tables_(EU2012)|maps]] available. These are randomly chosen from said pool after you hit the "Begin Assault" button on the previous screen. Additionally, many UFO assault maps (both crashed and landed) have another 'roll' for where the Skyranger will land (and your troops will begin). For example, you may start the assault on a Barge or Abductor near the front of the ship instead of the back. There are a number of exceptions, such as certain Council Missions, and Storyline missions, that you can know from the debriefing what map it will be (eg: escorting Sgt. Carlock will always be on the pier map, tutorial maps are always the same). Alien composition numbers will also be decided at this point (though, at least in the case of UFOs, [[Alien_Deployment_(EU2012)#Species_Deployment|what species will appear]], and total numbers, is determined by the RNG back in the Situation Room, as evidenced by the Hyperwave Uplink-- though how many of each listed species may change).<br />
<br />
Battle: this may be your focus on any save-state/RNG manipulations, and where you can turn nearly any situation into a victory; this is where where the number Seeds become most apparent. In essence, for at least a whole turn (both yours and the aliens), the RNG has already completed a number of dice rolls, and stores it in memory. In this case, the 'die' is 100-sided (while zero is an integer, a 100% shot is always guaranteed, and 0% always misses), and thus comes in the "Chance to hit" probabilities (with an additional roll for critical hits, when available). For whatever the unseen roll is, what your soldier needs to have is a higher aim score (aim stat and any modifiers, like S.C.O.P.E.s raise or being poisoned or suppressed drops). Psionics and stunning behave similarly, and seem to use the same 'list' of numbers. AoE attacks, as you aim them manually, obviously ignore the RNG completely (save for the 10% chance of Heavy rockets going off course).<br />
<br />
For example, the RNG seed may give something like 85, 50, 2, 99 (which you cannot see). You have 4 soldiers, with aim of 60, 90, 80, 80. Assuming all other aim modifiers even out, if the soldiers fire in that order, soldier A and D will miss their shots, but B and C will hit their targets. Reloading, you make B fire first, and he'll land the shot, A can take either the second or third shot, and also hit, and soldiers C and D can take the third shot equally and hit, but the fourth shot will always miss, unless something gives the fourth soldier to fire either a 99% or 100% hit chance. Or, to put it more simply: when savescumming, use the soldiers with high aim if that order in the shots was missed before, and with luck, when the soldier with the lower aim takes a shot in a different part of the order, the Seed number will allow them to land a hit. This is the basis of taking advantage of the seeded numbers when taking shots. In the alien's turn this in effect the same-- and you can deny them landing any (at least any important/critical) hits with a number of actions, such as suppression, killing the offending alien, or using one of the various defensive techniques (hunker down, smoke grenade, etc).<br />
<br />
When savescumming in the midst of battle, you may find that sometimes alien squads (particularly unactivated ones) will 'teleport' from any locations where you know they were. Be cautious of this. As for any active aliens, their movement uses the AI package, and thus isn't under the rule of the RNG--- but still having predictable behaviour: if you take the same actions, so will they. So in a way, enemy movement is 'seeded', or at least manipulable.<br />
<br />
Lastly, when returning to base:<br />
*Artfacts/resources for most missions depend on your actions (how you neutralize enemies). UFOs will have a roll for destroyed materials when shot down, plus any damage you do during the mission (less alloys if UFO walls are destroyed, less Elerium if generators explode, and generators and computers themselves), will equal what XCOM will recover, so these are more dependant on your actions.<br />
*Leveling soldiers: particularly if [[Second_Wave_(EU2012)#Second_Wave_Options|Hidden Potential]] is on (and can be supplemented by '''Not Created Equal''', and the [[OTS_(EU2012)|OTS]]'s "New Guy" and "Iron Will" perks), your soldiers have a range of points each new rank can add to their stats. With Hidden Potential and Iron Will, your soldiers can get up to 13 points to their Will score each time they level. The increase to their Aim score is dependant on their class: 3 to 9 for Snipers, 2 to 6 for Supports, 1 to 5 for Assaults and EW's MEC Troopers, and 0 to 2 for Heavies. With Save Scumming, what you can do is save a state before the last action of a mission (usually shooting something in the face), and see the leveling scores in the Mission Results. To make it easier, you may want to make a logbook of sorts (eg: a .txt file, or handwritten notes), perhaps organized by class, so you can keep track of a soldier's Aim/Will scores as they level, reading from Base screens (since in-battle, the "Offense" score is their aim score ''plus'' any modifiers).<br />
**While you could go all out and scum for Health and Movement bonuses as well: that is far too much hassle, in light of how, say, the odds of getting the max Aim/Will bonus for a Sniper is 1 in 64. For health bonuses: it's not quite as important, as long as any damage they do receive doesn't get through their armor. And Movement bonuses are the largest hassle to keep track of, as it is unlisted (save for the rare few Mods that modify the Barracks screen).<br />
<br />
==Strategies and Build Orders==<br />
<br />
=== Satellite Rush Strategy ===<br />
Build order and strategy for a satellite rush, tested on Classic. Aim of this build order is to launch 4 satellites in the first month (up to total of 5), 3 satellites in the second month (up to total of 8), and 4 satellites in the third month (up to total of 12). By the third month, you will have all continents covered except Europe or Asia, which will give you enough money to never more care about it, and still allow abductions to happen.<br />
<br />
In order to succeed, it is crucial to not only consider the current month, but also the next one. Preparations for the month's facility construction must sometimes happen in the previous month. If you simply try to build 3/4 satellites and an uplink in the first month, you will most likely not be able to complete your next Satellite Uplink in the second month.<br />
<br />
This strategy is not 100% reliable, which means, sometimes (rarely, but surely) you will not have enough loot to sell to build Satellites, Satellite Uplink or following facilities in the first month. Game CAN screw you up. Also, sometimes abduction mission will pop too late to build your first workshop in time. However, reloading in month 1 is not a big loss, and most of the times, you will be fine, and question will be, how many Alloys or Fragments you have to sell.<br />
<br />
By going this route, you will only have Alien Containment up by 09 May (third month), and Officer Training School by 24 of April (second month), and will not have Foundry until later in the third month, or even later. You wont be building any Labs at all until month four.You will also not be getting any Medikits/Scopes/Vests or extra recruits (usually taken for bigger HP) in the first month and be limited on those in the second month. Also, you will have to sell most of the loot you get from missions. When selling corpses and UFO parts is not enough, you will have to sell Elerium, Alloys and Fragments. Sell Elerium first as it will be only required later in the game. When choosing to sell between Alloys and Fragments, pick you poison. Fragments are only required for research, but Alloys will be the limiting factor in getting out Carapace Armor and Laser weaponry. However, you will be bottle-necked by fragments for the rest of the game, so selling them early will hurt you later. General advice is to see how many fragments you need to finish crucial research topics (Beams/Precision Lasers and Carapace Armor, for example) and sell the rest, and only then start selling alloys, but your mileage may vary.<br />
<br />
The absolute bottleneck of this strategy will happen in the first month, and that's why going with North America seems the best choice - you get most starting funds ($ 300). Another serious bottleneck is the second month, where you need to raise at least 1 extra engineer by day 6 (in order to have at least 15 required to build a second workshop). That is your two main concerns.<br />
<br />
In the build order base tiles will be referenced using (1,4) notation, where 1 is row and 4 is column (1,4 here refers to the first Access Lift, while 1,3 would refer your first Satellite Uplink). To better understand the timings keep in mind that March and May have 31 days, April has 30. Building Power Generator, Access Lift and Digging takes 5 days, Workshop takes 10 days and Satellite Uplink takes 14 days. Satellite production takes 20 days.<br />
<br />
=====Lucky Man's Build Order=====<br />
If you don't hesitate to reload a few times on your first mission, this build order is much easier than alternatives, but requires either 1,5 or 1,6 (first or second to the right of the access lift) to be already excavated at the game start (which you will only know of after you complete your first tactical mission). Build order then goes like this:<br />
<br />
NOTE: With Slingshot and Enemy Within DLC, it is possible to dramatically accelerate the below. In addition, ignoring the first small UFO that appears, brings out a Medium Scout. This can still be shot down with just one interceptor (very very unlucky, two), giving much more loot to sell. The build order generally stays the same, with more soldiers hired or a Laboratory/Alien Containment/Officer Training School thrown in, in the first month. End NOTE.<br />
<br />
======March======<br />
* 02.03 Dig 1,5/6 (one that is not excavated)<br />
* 07.03 Workshop 1,6 <br />
* 11.03 *** Satellite x4 (order them 1 by 1, not in bulk)<br />
* 17.03 Satellite Uplink 1,2<br />
* 27.03 Power Generator 1,5<br />
* 31.03 *** Launch Satellites (in the evening)<br />
<br />
======April======<br />
* 01.04 *** Order Interceptors (2 is enough)<br />
* 01.04 Access Lift 2,4<br />
* 01.04 Dig 1,7<br />
* 06.04 Dig 2,5<br />
* 06.04 Workshop 1,7<br />
* 10.04 *** Satellite x3<br />
* 11.04 Power Generator 2,5<br />
* 11.04 Dig 2,3<br />
* 16.04 Satellite Uplink 2,3<br />
* 16.04 Officer Training School 1,1<br />
* 22.04 Dig 2,6<br />
* 22.04 Dig 2,2<br />
* 27.04 Power Generator 2,6<br />
* 27.04 Dig 2,1<br />
* 31.04 *** Launch Satellites <br />
======May======<br />
* 01.05 *** Order Interceptors<br />
* 02.05 Access Lift 3,4<br />
* 02.05 Dig 2,7<br />
* 02.05 Alien Containment 2,1<br />
* 07.05 Dig 3,5<br />
* 07.05 Workshop 2,7<br />
* 11.05 *** Satellite x4<br />
* 12.05 Power Generator 3,5<br />
* 17.05 Satellite Uplink 2,2<br />
<br />
Total money you will need in the first month is:<br />
<br />
* 130 for Workshop<br />
* 308 for Satellites<br />
* 150 for Uplink<br />
* 60 for Power Generator<br />
<br />
Thus, you will have to raise $ 138 by day 11, and another $ 150 by day 17, and then another $ 60 by day 27. Crucial here will be getting the sum of money for the Uplink. This game is RNG based and sometimes it will surely screw you up by leaving you 1 or 2 $ off the sum. Then, you will have to restart, or cancel one of the satellites. However, most of the time, you'll be fine. If you're playing on Impossible, this is actually less of a problem, because more enemies means more loot to sell. Getting money for Power Generator is not a problem. Getting money for Satellites depends on having UFO show up before day 11. If it doesn't, you will only have enough money for 3. If it does, you will have enough money for 4. Generally, 4v3 is not THAT big deal, but still, you may want to fast-forward the time right after you finish your first tactical mission and see whether you will get your UFO in time, in order to save yourself time spent on doing the abduction mission, in case you absolutely want 4 satellites in the first month.<br />
<br />
The fact that you want to get engineers on your first abduction goes without saying, since its obvious. But before the 06 day of the second month, you'll have to get an extra engineer on top of that. You can get it either by covering a continent that provides engineers for covering its countries, by getting them randomly as a reward from council mission, or from second abduction mission in the first month, or, if you get lucky with timings, for first abduction mission in the second month (however, this cannot be relied on, since it can as well happen after 06th - if you want to save-scum, save before council report, that's when time at which missions happen in the next month is determined).<br />
<br />
Also, you should from the start consider which continent you will be covering first, and leave that continent unattended in the first two abductions. You only got three reasonable choices, that's Africa, Asia or Europe. Europe is the best money-wise (considering their bonus, which will save you additional $ 78 on workshops in the 2nd month), but will not give you engineers you need. Africa is better than Asia, since you get to cap another country (preferably Russia or some $ 100 one). However, its really your choice (and sometimes depends on how rewards for 1 and 2 abduction missions roll out). <br />
<br />
When picking rewards for second abduction in the first month, if you're going to be covering Europe, consider getting engineers. If you don't get'em here, you're viable to screw-up by RNG who wont give you them as council mission reward and will place first abduction in the next month on day 7. Else - get money. You'll need all money you can get in the second month.<br />
<br />
In the second month, it becomes a little easier. Still calculate amount of money you will need on crucial facilities before spending on non-important ones, or on squad upgrades like scopes and medikits. You want to get a second continent covered here, and that is Africa if you didn't get it already, or the continent you placed your spare satellite on if you did get it. By day 7 of month 3, you will need a total of 6 extra engineers from external sources, in addition to 4 you got from your first abduction mission. Since you cannot get less than 3 from an event, and get 4 from abduction mission, and you will be getting engineers from countries you cover, usually you'll be fine. However, still pay attention to this, since you'll need 25 total engineers to start building third workshop in month 3.<br />
<br />
In the third month you are way less stressed, you can now afford juicy stuff like OTS upgrades and some nice gear. Watch out for large ship that comes early this month - you absolutely have to have one laser canon and one phoenix canon interceptor on each continent for that one (if you don't want to save-load). <br />
<br />
Recommended research path to take is Fragments - Materials - Carapace Armors - Beam Weapons - Precision Lasers - Experimental Warfare - Heavy Lasers - stuff to capture a live alien<br />
<br />
=====Unlucky Man's Build Order=====<br />
What if you didn't get lucky with already excavated tiles and don't want to restart? In this case, instead of having Workshops on 1,6-7 and 2,7 you'll have to place them on 1,5 and 2,5-6, and Power Generators vice-versa. Problem is that Workshop takes 10 days to build, unlike 5 days to build a generator. Therefore, you will have to start excavating space for your second workshop on 01.04, and to do that you have to build your Access Lift on 27.03 and your Power Generator on 22.03. That means you'll have to get money for your Power Generator earlier, and you'll have to find additional $ 50 in the first month. Usually that will not be a problem (if you already got thus far, meaning you passed the Uplink bottleneck) but you will have to sell nearly everything, all your alloys and fragments, severely crippling your research and ability to field Carapace armor and Lasers by the time first terror mission happens in the second month. <br />
<br />
If you don't want to suffer through that, you can build your second Workshop on 1,1 - this will take away your adjacency bonuses, but they aren't that great anyway (7% rebait that you only start to get in the end of the second month, and that's like several $ per completed facility, by the time it ramps up its already irrelevant). Therefore, you build first Workshop on 1,5 and generators on 1,6-7 and second workshop on 1,1 and your Officer Training School goes on 2,5. At this point, you'd better substitute your third or fourth generator with a Thermal one, so that you can place your third workshop on 2,6-7, but if you get even more unlucky, and have no available Steams, you will have to build third and fourth generators on 2,6-7 thus making you build your third workshop one level deeper, on 3,5 (which, again, will require you to build access lift one month earlier) or on 1,2 (will delay Alien Containment).<br />
<br />
=== 1st month on Impossible: Build Order ===<br />
Build-order for 1st month (march) on Impossible difficulty - "Fast Satellite Uplink". No research/hire soldiers/production included.<br />
<br />
*1d - excavate ($10, 5d, space for Workshop); <br />
*4-7d - Abduction Site (+4 engineer, for Workshop);<br />
*7d - Workshop ($130, 10d, +5 engineers for Satellite Uplink), excavate ($10, 5d, space for Power Generator) ;<br />
*7d-10d - UFO (small scout, 1 interceptor needed), UFO Crash Site (sell as much as possible); NOTE that if you let this go, you get a Medium Scout with more loot.<br />
*11d - 3x-4x satellites ($77 each with 9 engineers; 20d) not in pack (1 by 1), <br />
*12d - Power Generator ($60, 5d, power for Satellite Uplink);<br />
*17d - Satellite Uplink ($150, 14d);<br />
*...<br />
*32d - Council Report<br />
<br />
2nd Abduction Site and Council Mission will be this month, but it usually goes after 17d.<br />
<br />
== From Normal To Classic==<br />
Making the transition from one difficulty level to the other can prove to be tough. The main differences to watch out for on Classic are: <br />
# The +10 Aim bonus to the Aliens - suddenly Sectoids can be a lot more lethal.<br />
# Soldiers have -1 HP than on Classic - crucially this means Light Plasma Rifles can one-shot soldiers with basic armor.<br />
# Thin Men/Outsiders now have 4/5 health - Assault Rifles are not much useful against them anymore.<br />
# No OTS at the beginning - stuck to 4 soldier squads for a while until you get a Sergeant promoted and the OTS built. (With the Slingshot DLC, you can get Zhang fairly early in the first month to satisfy this condition)<br />
# Panic now spreads throughout countries - all the world seems to be turning redder and redder. <br />
# No extra satellite at the beginning - and less funding/base power/etc making resources scarce due to all of the requirements (OTS, satellite, research, engineering, etc.)<br />
<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Guides (EU2012)]]</div>Oathbreakerhttps://www.ufopaedia.org/index.php?title=Achievements_(EU2012)&diff=55184Achievements (EU2012)2014-01-11T21:37:55Z<p>Oathbreaker: </p>
<hr />
<div>{{TOC_hidden}}__NOEDITSECTION__<noinclude><br />
'''Achievements''' are separate goals or personal achievement trophies that you can earn as you play the game. These are obtained automatically through the normal progression of the game or by performing difficult tasks under harsh conditions. <br />
<br />
These achievements provide no direct in-game benefits and can be collected at your leisure. They are mainly provided for players that wish to collect everything that can be collected and to perform everything that can be conceivably performed in the game.<br />
<br />
The achievement lists are slightly different depending on the platform you're playing on - [[#Bubonic|Bubonic]] is only available to PC players, whilst [[#Poison Control|Poison Control]] is only for consolers. The [[#You Win|You Win]] trophy is PS3-only. [http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/ Steam offers a list of achievements with the percentages of PC players who have obtained them].<br />
<br />
Unless otherwise specified, all achievements must be obtained whilst playing single player, but under any [[Difficulty (EU2012)|difficulty]]. Use of [[Hero (EU2012)|heroes]] will disable achievements for your campaign (including for later missions that they don't attend). Achievement titles in dark cells are hidden until unlocked.<br />
</noinclude> <br />
<br />
<br />
===Achievement List===<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
|[[Image:You_Win_(EU2012).jpg]]<br />
!<br />
=====You Win=====<br />
|Gain all trophies.<br />
| align="center" | -<br />
| align="center" | Platinum<br />
|Obtained after all other trophies are earned. PS3 only.<br />
|-<br />
|[[Image:Meet_New_People_Then_Kill_Them_(EU2012).jpg]]<br />
!<br />
=====Meet New People.<br>Then Kill Them.=====<br />
|Win a [[Multiplayer_(EU2012)|multiplayer]] match.<br />
| align="center" | 25 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Doesn't have to be ranked.<br />
|-<br />
|[[Image:No_Looking_Back_(EU2012).jpg]]<br />
!<br />
=====No Looking Back=====<br />
| Beat the game in [[Difficulty_(EU2012)#Ironman|Ironman]] on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] Difficulty.<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | Gold<br />
| <br />
|-<br />
|[[Image:Xavier_(EU2012).jpg]]<br />
!<br />
=====Xavier=====<br />
|Mind control an [[Ethereal_(EU2012)|Ethereal]] alien. Single player only.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
| Psi Armor, Mind Shield, and a Psi Inspiration boost make this feasable.<br />
|-<br />
|[[Image:Humanitys_Savior_(EU2012).jpg]] <br />
!<br />
=====Humanity's Savior=====<br />
|Beat the game on any difficulty.<br />
| align="center" | 30 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Earth_First_(EU2012).jpg]] <br />
!<br />
=====Earth First=====<br />
|Beat the game on [[Difficulty_(EU2012)#Classic|Classic]] difficulty.<br />
| align="center" | 60 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:Our_Finest_Hour_(EU2012).jpg]]<br />
!<br />
=====Our Finest Hour=====<br />
|Complete the game on [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.<br />
| align="center" | 90 [[FIle:Gamescore.png]]<br />
| align="center" | Gold<br />
| Note that it doesn't say "on Ironman."<br />
|-<br />
|[[Image:Lone_Wolf_(EU2012).jpg]] <br />
!<br />
=====Lone Wolf=====<br />
|Clear a [[Missions_(EU2012)#UFO_Crash_Site|UFO Crash Site]] with one soldier on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]] difficulty.<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
| You must only use one soldier, and it is not recommended that you have [[Difficulty_(EU2012)#Ironman|Ironman]] mode turned on while going for this achievement. Taking control of additional units via [[Psionic_(EU2012)|Mind Control]] is allowed. Heavy or Assault reccomended. A Small Scout UFO crash is ideal. Use the Hyperwave to see enemy composition: you'll want to avoid/be prepared for Berserkers or Cyberdiscs, Sectopods. Most quickly done on Classic softcore with the Not Created Equally second wave option, just reroll the starting mission til get an Assault squaddie with 80+ Aim after the first mission, you'll soon have a Small Scout to crash. Now add Medkit and Assault Rifle and... Save. Often.<br />
|-<br />
|[[Image:Bada_Boom_(EU2012).jpg]] <br />
!<br />
=====Bada Boom=====<br />
|Kill 50 aliens with explosive weapons.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Welcoming_Committee_(EU2012).jpg]] <br />
!<br />
=====Welcoming Committee=====<br />
|Kill 150 aliens.<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Pale_Horse_(EU2012).jpg]] <br />
!<br />
=====Pale Horse=====<br />
|Kill 500 aliens.<br />
| align="center" | 50 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|This can be done over several playthroughs.<br />
|-<br />
|[[Image:Shooting_Stars_(EU2012).jpg]] <br />
!<br />
=====Shooting Stars=====<br />
|Shoot down 40 UFOs.<br />
| align="center" | 35 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|This can be done over several playthroughs.<br />
|-<br />
|[[Image:Aint_No_Cavalry_Comin_(EU2012).jpg]] <br />
!<br />
=====Ain't No Cavalry Comin'=====<br />
|Have a soldier survive every mission in a full game.<br />
| align="center" | 50 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|One soldier must participate in every mission undertaken in the game, from the tutorial or first mission to the final mission. If they miss one (eg due to being stuck in the infirmary) then the achievement becomes void.<br />
|-<br />
|[[Image:As_A_Scalpel_(EU2012).jpg]] <br />
!<br />
=====As A Scalpel=====<br />
|Earn the "Excellent" rating in every performance category on a [[Missions_(EU2012)#Alien_Terror_Attack|terror mission]].<br />
| align="center" | 25 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|At minimum you must save 14 civilians to get an excellent rating in the third category, and lose no XCOM soldiers to get excellent in the second category.<br />
|-<br />
|[[Image:Edison_(EU2012).jpg]] <br />
!<br />
=====Edison=====<br />
|In a single game, complete every [[Research_(EU2012)#Projects|research project]].<br />
| align="center" | 25 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Angel_of_Death_(EU2012).jpg]] <br />
!<br />
=====Angel of Death=====<br />
|Kill an alien while flying. Single Player only.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| Archangel Armor or HoverSHIV, of course.<br />
|-<br />
|[[Image:All_Employees_Must_Wash_Hands_(EU2012).jpg]] <br />
!<br />
=====All Employees Must Wash Hands=====<br />
|In a single game, complete every [[Research_(EU2012)#Autopsies|autopsy]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Beyond_the_Veil_(EU2012).jpg]] <br />
!<br />
=====Beyond the Veil=====<br />
|Find a soldier with the Gift.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:Prisoner_of_War_(EU2012).jpg]] <br />
!<br />
=====Prisoner of War=====<br />
|[[Arc_Thrower_(EU2012)|Capture]] a live alien.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:The_Gatekeeper_(EU2012).jpg]] <br />
!<br />
=====The Gatekeeper=====<br />
|Stun an [[Outsider_(EU2012)|Outsider]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:X_Marks_the_Spot_(EU2012).jpg]] <br />
!<br />
=====X Marks the Spot=====<br />
|Uncover the [[Storyline_(EU2012)#Assault_the_Alien_Base|alien base's]] location.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:See_All_Know_All_(EU2012).jpg]] <br />
!<br />
=====See All, Know All=====<br />
|Build the [[Hyperwave_Relay_(EU2012)|Hyperwave Relay]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:On_the_Shoulders_of_Giants_(EU2012).jpg]] <br />
!<br />
=====On the Shoulders of Giants=====<br />
|Build the [[Gollop_Chamber_(EU2012)|Gollop Chamber]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:Ride_the_Lightning_(EU2012).jpg]] <br />
!<br />
=====Ride the Lightning=====<br />
|Build a [[Firestorm_(EU2012)|Firestorm]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Eye_in_the_Sky_(EU2012).jpg]] <br />
!<br />
=====Eye in the Sky=====<br />
|Launch a [[Satellite_(EU2012)|Satellite]].<br />
| align="center" | 5 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:All_Together_Now_(EU2012).jpg]] <br />
!<br />
=====All Together Now=====<br />
|Get [[Satellite_(EU2012)|satellite]] coverage over every country in one continent.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Hunter_Killer_(EU2012).jpg]] <br />
!<br />
=====Hunter/Killer=====<br />
|In a single game, shoot down one of each [[UFOs_(EU2012)|alien craft]].<br />
| align="center" | 15 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Modules are helpful in taking down Battleships. Also, you ''can'' send more than 1 Interceptor after a single UFO, but they have to take turns (previous one has to return to base or be destroyed, before sending the next).<br />
|-<br />
|[[Image:Man_No_More_(EU2012).jpg]] <br />
!<br />
=====Man No More=====<br />
|Build a suit of powered [[Armour_(EU2012)|armor]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Bubonic_(EU2012).jpg]] <br />
!<br />
=====Bubonic=====<br />
|Play a [[Multiplayer_(EU2012)|multiplayer]] match against someone with this achievement.<br />
| align="center" | -<br />
| align="center" | -<br />
|Only exists for PC players, replacing [[#Poison Control|Poison Control]].<br />
|-<br />
|[[Image:Bubonic_(EU2012).jpg]] <br />
!<br />
=====Poison Control=====<br />
|Cure poison on five soldiers in a single mission. Single player only.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Only exists for console players, replacing [[#Bubonic|Bubonic]]. You may cure the same soldier five times to earn this achievement. Note that [[Thin Man (EU2012)|Thin Men]] release poison on death, which is much easier to use then relying on them to fire poison spit. <br />
|-<br />
|[[Image:We_Happy_Few_(EU2012).jpg]] <br />
!<br />
=====We Happy Few=====<br />
|Complete a mission without losing a soldier.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:The_Hardest_Road_(EU2012).jpg]] <br />
!<br />
=====The Hardest Road=====<br />
|Advance one soldier to [[Soldiers_(EU2012)#Ranks|Colonel rank]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:Worth_Every_Penny_(EU2012).jpg]] <br />
!<br />
=====Worth Every Penny=====<br />
|Acquire 1000 credits in one month.<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| Most easily done with global satellite coverage.<br />
|-<br />
|[[Image:Oppenheimer_(EU2012).jpg]] <br />
!<br />
=====Oppenheimer=====<br />
|Staff the research labs with 80 scientists.<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:One_Gun_at_a_Time_(EU2012).jpg]] <br />
!<br />
=====One Gun at a Time=====<br />
|Staff the engineering department with 80 engineers.<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Skunkworks_(EU2012).jpg]] <br />
!<br />
=====Skunkworks=====<br />
|In a single game, complete every [[Foundry_(EU2012)|Foundry]] project.<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:You_Have_5_Seconds_to_Comply_(EU2012).jpg]] <br />
!<br />
=====You Have 5 Seconds to Comply=====<br />
|Build a [[SHIV_(EU2012)|S.H.I.V.]]<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
| [http://www.youtube.com/watch?v=xMMyVKm9BjM]<br />
|-<br />
|[[Image:Theory_(EU2012).jpg]] <br />
!<br />
=====Theory...=====<br />
|Build a [[Laboratory_(EU2012)|laboratory]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:and_Practice_(EU2012).jpg]] <br />
!<br />
=====...and Practice=====<br />
|Build a [[Workshop_(EU2012)|workshop]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:Wet_Work_(EU2012).jpg]] <br />
!<br />
=====Wet Work=====<br />
|Complete a Very Difficult [[Missions_(EU2012)#Alien_Abductions|abduction mission]] in five turns or less on [[Difficulty_(EU2012)#Classic|Classic]] or [[Difficulty_(EU2012)#Impossible|Impossible]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Once you're familiar with the size of some of the different [[Maps (EU2012)|maps]] in the game, wait until you recognise that you've been dropped into a small one before attempting this.<br />
|-<br />
|[[Image:A_Continental_Fellow_(EU2012).jpg]] <br />
!<br />
=====A Continental Fellow=====<br />
|Win a game from each of the 5 starting locations.<br />
| align="center" | 50 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|Five separate games must be completed, with your starting base situated in each of the different continents. Surprisingly, Steam statistics reports this as having the lowest completion rate, even below Finest Hour and No Looking Back completion.<br />
|-<br />
|[[Image:What_Wonders_Await_(EU2012).jpg]] <br />
!<br />
=====What Wonders Await=====<br />
|Complete a [[Research_(EU2012)#Projects|research project]].<br />
| align="center" | 5 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Up_and_Running_(EU2012).jpg]] <br />
!<br />
=====Up and Running=====<br />
|Build a [[Engineering_(EU2012)#Build_Facilities|base facility]].<br />
| align="center" | 5 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Combat_Ready_(EU2012).jpg]] <br />
!<br />
=====Combat Ready=====<br />
|Build an [[Engineering_(EU2012)#Build_Items|item]].<br />
| align="center" | 5 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Drums_in_the_Deep_(EU2012).jpg]] <br />
!<br />
=====Drums in the Deep=====<br />
|Gain access to the lowest level in your base.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Happy_to_Oblige_(EU2012).jpg]] <br />
!<br />
=====Happy to Oblige=====<br />
|Fulfil a [[Missions_(EU2012)#Council_Missions|Council request]].<br />
| align="center" | 15 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:And_Hells_Coming_With_Me_(EU2012).jpg]] <br />
!<br />
=====And Hell's Coming With Me=====<br />
|Successfully assault an [[Storyline_(EU2012)#Assault_the_crashed_Overseer_UFO|Overseer UFO]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:Off_My_Planet_(EU2012).jpg]] <br />
!<br />
=====Off My Planet=====<br />
|Recover a [[Hyperwave Relay (EU2012)|Hyperwave Beacon]].<br />
| align="center" | 25 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:Tables_Turned_(EU2012).jpg]] <br />
!<br />
=====Tables Turned=====<br />
|Shoot down a [[UFOs_(EU2012)|UFO]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:And_So_It_Begins_(EU2012).jpg]] <br />
!<br />
=====And So It Begins...=====<br />
|Complete the tutorial mission.<br />
| align="center" | 15 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|[[Difficulty_(EU2012)#Tutorial_Mode|Tutorial mode]] must be enabled (not on Impossible Difficulty).<br />
|-<br />
|[[Image:The_Volunteer_(EU2012).jpg]] <br />
!<br />
=====The Volunteer=====<br />
|Make contact with the Ethereal hive mind.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|Obtained through story progression.<br />
|-<br />
|[[Image:Flight_of_the_valkyries_(EU2012).jpg]] <br />
!<br />
=====Flight of the Valkyries=====<br />
|Complete a mission with an all female squad. Single player only.<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|}<br />
<br />
<br />
===Slingshot===<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
!colspan=6 |The following five achievements require the [[Slingshot_DLC_(EU2012)|Slingshot DLC]].<br />
|-<br />
|[[Image:New_Friend_(EU2012).jpg]] <br />
!<br />
=====New Friend=====<br />
|Complete [[Low_Friends_(EU2012)|Friends in Low Places]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:Bait_the_Hook_(EU2012).jpg]] <br />
!<br />
=====Bait the Hook=====<br />
|Complete [[CnfndLight_(EU2012)|Confounding Light]].<br />
| align="center" | 10 [[FIle:Gamescore.png]]<br />
| align="center" | Bronze<br />
|<br />
|-<br />
|[[Image:The_Bigger_They_Are_(EU2012).jpg]] <br />
!<br />
=====The Bigger They Are=====<br />
|Complete [[Gangplank_(EU2012)|Gangplank]].<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|<br />
|-<br />
|[[Image:Rising_Dragon_(EU2012).jpg]] <br />
!<br />
=====Rising Dragon=====<br />
|Take your new ally into the final challenge.<br />
| align="center" | 30 [[FIle:Gamescore.png]]<br />
| align="center" | Gold<br />
|[[Shaojie_Zhang_(EU2012)|Shaojie Zhang]] must attend the final mission of the campaign (as opposed to the final mission of the Slingshot DLC), does not need to be The Volunteer. Make him more suitable for endgame by purchasing OTS's Iron Will before leveling him. Second Wave's "Hidden Potential" might also give him larger stat increases. <br />
|-<br />
|[[Image:All_Aboard_(EU2012).jpg]] <br />
!<br />
=====All Aboard!=====<br />
|Complete [[CnfndLight_(EU2012)|Confounding Light]] with three or more turns left.<br />
| align="center" | 30 [[FIle:Gamescore.png]]<br />
| align="center" | Silver<br />
|Not all aliens need to be killed: simply place the 4 transmitters, and get 1 soldier into the train conductor's cabin.<br />
|-<br />
|}<br />
<br />
===Enemy Within DLC===<br />
<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
!colspan=6 |The following 30 achievements require the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]].<br />
|-<br />
|[[Image:Anger Management (EU2012).jpg]]<br />
!<br />
====Anger Management====<br />
|Proc Combat Rush on the entire squad (min. 4)<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Have at least 1 soldier (easier with 2) with the Adrenal Neurosympathy genetic mod on a mission. 'Pheromones' have significant range, so no need to risk Grenade Bait formations; just be close enough to have all squad members to be affected.<br />
|-<br />
|[[Image:Rise of the Machines (EU2012).jpg]]<br />
!<br />
====Rise of the Machines====<br />
|Field a squad consisting entirely of augmented soldiers and SHIVs (min. 4) and win the mission<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Mutatis Mutandis (EU2012).jpg]]<br />
!<br />
====Mutatis Mutandis====<br />
|Field a squad where all members have at least two modifications (min. 4) and win the mission<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Mental Minefield (EU2012).jpg]]<br />
!<br />
====Mental Minefield====<br />
|Kill an enemy as it is psionically attacking you in single player<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Neural Feedback's base damage is 7. Weaken it before the Sectoid Commander's/Ethereal's turn.<br />
|-<br />
|[[Image:Tingling Sensation (EU2012).jpg]]<br />
!<br />
====Tingling Sensation====<br />
|Kill an unseen enemy detected by a specially modified soldier in single player<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| In battle, soldiers with Bioelectric Skin can detect enemies behind doors and walls and such. Use of high explosives (and hoping it's a low-HP alien) is the easiest way to get this.<br />
|-<br />
|[[Image:Steel Martyr (EU2012).jpg]]<br />
!<br />
====Steel Martyr====<br />
|Deploy three tactical subsystems on a single soldier in single player<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Fully upgrade a MEC unit's Power Armor<br />
|-<br />
|[[Image:Enemy Within (EU2012).jpg]]<br />
!<br />
====Enemy Within====<br />
|Get a Soldier to have 5 modifications in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Who Needs Limbs (EU2012).jpg]]<br />
!<br />
====Who Needs Limbs?====<br />
|Augment a soldier in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:A Little Bit Alien (EU2012).jpg]]<br />
!<br />
====A Little Bit Alien====<br />
|Modify a soldier in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Mind the Step (EU2012).jpg]]<br />
!<br />
====Mind the Step====<br />
|Jump two stories in one move in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Muscle Fiber Density Gen Mod<br />
|-<br />
|[[Image:Someone Your Own Size (EU2012).jpg]]<br />
!<br />
====Someone Your Own Size====<br />
|Kill a Muton Berserker in melee combat in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| MEC unit with Kinetic Punch<br />
|-<br />
|[[Image:The Meld Squad (EU2012).jpg]]<br />
!<br />
====The Meld Squad====<br />
|Field a fully enhanced squad and win the mission<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Gen Modded squad, at least one each. Essentialy the prereq to Mutatis Mutandis<br />
|-<br />
|[[Image:By Our Powers Combined (EU2012).jpg]]<br />
!<br />
====By Our Powers Combined====<br />
|Field a squad with 4 augmented soldiers, each with a different base ability and win the mission<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Requires 4 MEC soldiers who were originally one of each class. Can be done with Rise Of The Machines.<br />
|-<br />
|[[Image:Nice Cover (EU2012).jpg]]<br />
!<br />
====Nice Cover====<br />
|Use Collateral Damage to blow up a car in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Requires a MEC soldier<br />
|-<br />
|[[Image:Taking A Load Off (EU2012).jpg]]<br />
!<br />
====Taking A Load Off====<br />
|Stop a squad member from suffocating in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Shieldbuster (EU2012).jpg]]<br />
!<br />
====Shieldbuster====<br />
|Eliminate an enemy's shield and kill it on the same turn in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| <br />
|-<br />
|[[Image:Guardian of Earth (EU2012).jpg]]<br />
!<br />
====Guardian of Earth====<br />
|Designate a highly decorated soldier as the Volunteer<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Medals are acquired through missions. There seems to be a limit on how many medals can be acquired. Riskiest medal is the one that requires a soldier to die or be Critically Wounded. After the cap is reached, it seems no more are given.<br>Best way to obtain this Achievement is to save 1 of each medal until you have your PSI Soldier and then give him the 5 medals before making him the Volunteer.<br />
|-<br />
|[[Image:Pain in the Neck (EU2012).jpg]]<br />
!<br />
====Pain in the Neck====<br />
|Cause an enemy to suicide<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|This is done by successfully stunning an EXALT enemy using an Arc Thrower<br />
|-<br />
|[[Image:An Army Of Four (EU2012).jpg]]<br />
!<br />
====An Army Of Four====<br />
|Beat the game without buying a Squad Size upgrade (Classic+ difficulty)<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:Solid Prospect (EU2012).jpg]]<br />
!<br />
====Solid Prospect====<br />
|Complete Deluge<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" |<br />
|Progeny (Slingshot type Council mission)<br />
|-<br />
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]]<br />
!<br />
====Ours are the Furies==== <br />
|Complete Furies<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Progeny (Slingshot type Council mission)<br>A landed Abductor in a snowy level: there is a unique command console in the middle room, just outside the bridge's door. Destroy or deactivate it.<br />
|-<br />
|[[Image:Remington (EU2012).jpg]]<br />
!<br />
====Remington… Max Remington====<br />
|Have your special-duty soldier kill three enemies in the same mission<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Flanking and grenades help, especially if, with Training Roulette, they're a pistol-carrying class with Grenadier (normally only Heavies). Tactical Rigging from the Foundry is also a big help. Having your full-kit soldiers soften targets is key.<br />
|-<br />
|[[Image:Elite Defense (EU2012).jpg]]<br />
!<br />
====Elite Defense====<br />
|Beat a new special mission without losing any assets<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
|<br />
|-<br />
|[[Image:G’day (EU2012).jpg]]<br />
!<br />
====G’day====<br />
|Kill an elite enemy Sniper with one of your own snipers in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Elite Snipers will be carrying the EXALT version of the Laser Sniper Rifle<br />
|-<br />
|[[Image:Regenerate This (EU2012).jpg]]<br />
!<br />
====Regenerate This====<br />
|Kill an elite enemy Medic with explosive damage in single player<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Elite Medics will be carrying the EXALT Laser Assault Rifle<br />
|-<br />
|[[Image:All Hands on Deck (EU2012).jpg]]<br />
!<br />
====All Hands on Deck====<br />
|Get at least 4 kills with XCOM Base Security personnel<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Base Security are in blue-tint armor. They're essentially Rookies, so beware Panic chains. Their Assault Rifles have a base damage of 4, so they're 1 point less useless than what you're saddled with in the first mission. The easiest way to get this is to get Tactical Rigging so they carry two frag grenades and throw them around liberally at low HP aliens.<br />
|-<br />
|[[Image:Apotheosis Denied (EU2012).jpg]]<br />
!<br />
====Apotheosis Denied====<br />
|Deal with the newest global threat<br />
| align="center" | 100 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| After "Where In The World", clear out the EXALT base<br />
|-<br />
|[[Image:They Shall Not Pass (EU2012).jpg]]<br />
!<br />
====They Shall Not Pass====<br />
|Eliminate all alien waves<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Base Defense<br />
|-<br />
|[[Image:Zom-B-Gone (EU2012).jpg]]<br />
!<br />
====Zom-B-Gone====<br />
|Eradicate the infestation<br />
| align="center" | 20 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Complete [[Site Recon (EU2012)|Site Recon]], aka "Operation: Run Like A Bitch"<br />
|-<br />
|[[Image:Where in The World (EU2012).jpg]]<br />
!<br />
====Where in the World====<br />
|Make certain of the new threat's location<br />
| align="center" | 40 [[FIle:Gamescore.png]]<br />
| align="center" | <br />
| Either through Intelligence scans or in response to EXALT attacks (at the great risk of lost money, lost research, and Panic gains), sucessfully complete at least 3 covert operations to gain clues to open the chance to accuse a country of harboring the EXALT base. You can do more Covert ops untill all 15 other countries are deduced out (or savescum and go one by one)<br />
|}<br />
===Removed===<br />
{| class="wikitable sortable" width="100%" style="text-align: center<br />
|- <br />
! width="50px" | Image <br />
! width="15%" | Name <br />
! width="auto" | Description<br />
! width="10%" | Xbox Gamerscore<br />
! width="10%" | PS3 Trophy<br />
! width="auto" | Notes<br />
|-<br />
!colspan=6 |The following five achievements were removed from Steam 8th Jan 2013. Two of them have returned in the Enemy Within DLC with different names ('''Disaster Averted''' as '''Solid Prospect''' and '''Great Minds Think Alike''' as '''Ours Are The Furies''')<br />
|-<br />
|[[Image:No_Sweat_(EU2012).jpg]] <br />
!<br />
=====No Sweat=====<br />
|Complete Deluge without activating more than 2 valves.<br />
| align="center" | ???<br />
| align="center" | ???<br />
| Deluge in EW has a turn limit, due to it being on a damaged Dam: opening valves releases water, thus extending the time before it breaks. While possible to complete without opening any valves at all, it will not unlock the achievement, and thus, has truly been removed<br />
|-<br />
|[[Image:Saved_to_Savior_(EU2012).jpg]] <br />
!<br />
=====Saved to Savior=====<br />
|Have your newest ally volunteer for the most difficult duty.<br />
| align="center" | ???<br />
| align="center" | ???<br />
|The "newest ally" referred to was likely to've been called "Annette". Possibly an early name for Anna Sing? Icon and description suggest somthing like Zhang's Rising Dragon, except for "Annette" to be the Volunteer, specifically.<br />
|-<br />
|[[Image:Disaster_Averted_(EU2012).jpg]] <br />
!<br />
=====Disaster Averted=====<br />
|Complete Deluge.<br />
| align="center" | ???<br />
| align="center" | ???<br />
|<br />
|-<br />
|[[Image:The_Chase_Is_On_(EU2012).jpg]] <br />
!<br />
=====The Chase Is On=====<br />
|Complete Portent.<br />
| align="center" | ???<br />
| align="center" | ???<br />
| Replaced with the achievementless mission of finding/escorting the EXALT survivor of a damaged convoy<br />
|-<br />
|[[Image:Great_Minds_Think_Alike_(EU2012).jpg]] <br />
!<br />
=====Great Minds Think Alike=====<br />
|Complete Furies.<br />
| align="center" | ???<br />
| align="center" | ???<br />
|<br />
|}<br />
<br />
{{StyleEU2012}}<br />
[[Category: Enemy Unknown (2012)]]</div>Oathbreaker