Conventional(Rifle/AC-HE/Small Rocket) in 14 Soldiers Opening: Infantry First Mech-Laser Tank

From UFOpaedia
Jump to navigation Jump to search

Conventional(Rifle/AC-HE/Small Rocket) in 14 Soldiers Opening: Infantry First Mech-Laser Tank

==================================================================================
Conventional Terror - Mission 1 Turn 2 - Battlescape - Feb 4th.PNG

This is an example of the direction you can go to showcase the initial advantages that the 'Conventional' Weapons Arc is capable of producing in the early game as I see it.

Conventional Terror-Mission 1 Turn 2 Feb 4th.PNG

The idea is that you want to initially convert money into Workshops and Living Quarters in the hope that you can then move up into the tech need of 4 Laboratories (2 of which I am deciding to use in a separate location for this play through I am using my Pine Gap XSB Base) and FIRESTORM, LIGHTNING, and AVENGER advanced craft.

Because the units on the ground are so advantaged by unit depth in the early game the SKYRANGER configuration:

14 Soldier

is the most effective and useful for cost efficiency and construction cost in terms of time to research.

Jan 1st - Jan 7th Save File Tree

Here is the save data for the point in time that is depicted in this tutorial: 
File:Jan 1st - Jan 7th Save Tree for Infantry First Mech-Laser Tank Strategy in X-COM UFO Defense.zip

As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.

Infantry First Mech-Laser Tank : Type 1

Thule AFB : Type 1

Building Buy Type 1.PNG

Building Purchases:

General Stores ( Building for 10 days) x 2 Cost Each : $150,000

Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000

Laboratory ( Building for 26 days) x 1 Cost Each : $750,000

Workshop (Building for 32 days) x 1 Cost Each : $800,000

Large Radar Array (Building for 25 days) x 1 Cost Each : $800,000


Sells:
Sell - Type 1.PNG

Material Purchases:

Soldiers ( Transfer in 72 Hours) x 8 Cost Each : $40,000

Scientist ( Transfer in 72 Hours) x 11 Cost Each : $60,000

Maintenance Buy Type 1 - Part 1 of 2.PNG

Stun Rod ( Transfer in 24 Hours) x 26 Cost Each : $1,260

Auto-Cannon ( Transfer in 24 Hours) x 6 Cost Each : $13,500

AC-AP ( Transfer in 24 Hours) x 4 Cost Each : $500

AC-HE ( Transfer in 24 Hours) x 14 Cost Each : $700

AC-I ( Transfer in 24 Hours) x 1 Cost Each : $650

Proximity Grenade ( Transfer in 24 Hours) x 10 Cost Each : $500

Rocket Launcher ( Transfer in 24 Hours) x 12 Cost Each : $4,000

Small Rocket ( Transfer in 24 Hours) x 61 Cost Each : $600

Maintenance Buy Type 1 - Part 2 of 3.PNG

Incendiary Rocket ( Transfer in 24 Hours) x 1 Cost Each : $1,200

High Explosive ( Transfer in 24 Hours) x 11 Cost Each : $1,500

Smoke Grenade ( Transfer in 24 Hours) x 70 Cost Each : $150

Electro-flare ( Transfer in 24 Hours) x 31 Cost Each : $60

Cannon Rounds(x50) ( Transfer in 24 Hours) x 42 Cost Each : $1,240

Maintenance Buy Type 1 - Part 3 of 3.PNG
Loadout of SKYRANGER after Transfers (Jan 5th)

1st Loadout.PNG

SKYRANGER-1- 1st Loadout 1 of 2.PNG


SKYRANGER-1 : 8 Soldiers

Items:

Pistol x 3 | Pistol Clip x 5

Rifle x 8 | Rifle Clip x 20

Heavy Cannon x 2 | HC-AP x 8 | HC-HE x 1

Auto-Cannon x 1 | AC-AP x 6

Rocket Launcher x 1 | Small Rocket x 4

Grenade x 8

Smoke Grenade x 3



INTERCEPTOR-1

Weapon 1: CANNON

Weapon 2: CANNON



INTERCEPTOR-2

Weapon 1: CANNON

Weapon 2: CANNON


Stores:

Cannon Rounds(x50) x 1 | Space Used : 0

Grenade x 5 | Space Used : 1

Smoke Grenade x 2 | Space Used : 1




Research:
Research Type 1 - 1 of 2.PNG

Research Type 1 - 2 of 2.PNG

10 Scientists | Medi-Kit | Unknown




Engineering:

10 Engineers | no work



Jan 1st - Jan 7th

There were no UFO units in the early game prior to Jan 5th except the Extra Small UFO --

I am of the opinion that the XS UFO is best left alone in the very first days of January in X-COM UFO Defense (1994)
The best you can do is shoot it down based on the speed it is traveling at when it presents on the map.

If you shoot it down there will likely be a Battleship attack on your base prior to Jan 10th. Just leave it alone.


Because there was no contact I checked the graph and there was reason to believe there may be UFO activity in North Africa.

The Aircraft in X-COM UFO Defense cost nothing to refuel, so manual scouting can be an edge in the very early game.

Scouting into North Africa - Jan 5th.PNG


1st UFO - Landed
Always try to tail the 1st 3 UFO smalls and they will be more likely to land, which is a better economy statement for you X-COM Company in January.

I was using Cannons in this run. There is some exchange of fire before the landing, which I am unsure of how it effects the alien's scoring but I effect the reasoning that it makes the alien more likely to engage more heavily as an increasing weight-of-combat arc.

The effectiveness of the Conventional class is much about overkill and avoiding overlapping fire in the initial encounter when moving outside of the SKYRANGER:

Rocket play UFO-3 January 7th.PNG

When your units approach the craft, you want to drop the Rocket Launchers on the units that will breach the entry. You can potentially hazard 1 in the back behind the door to fire into the UFO in case of a large number of alien crew in a group (3 or more that will defeat the soldier that opens the door almost 100% of the time)

I choose to use an alternating system of Rocket/Rifle Soldiers in terms of 2 types for item loadout: Both have a rifle - 1: 1 loaded Rocket Launcher and 1 Electro-flare, 2: 1 loaded Rocket launcher and 1 additional Rocket.

This allows you to drop them on the field if you are breaching entry or if you run out of rockets via use.

FInal Approach UFO-3 - Jan 7th.PNG

FInal Approach UFO-3 - Jan 7th top-down.PNG
Additional Buildings January 7th:

Workshop (Building for 32 days) x 1 Cost Each : $800,000
Living Quarters (Building for 16 Days) x 1 Cost Each : $400,000

Building purchase after Selling tech from UFO-3 Jan 7th.PNG

Theory of Overlapping Bases

After the UFO was captured I sold all items and made another Base called Wright-PatAFB in North America.
If you look at the 1st and 2nd Locations of buildings and Bases for Base 1 (Thule AFB) and Base 2 (Wright-PatAFB), you can superimpose either upon the border of another either mirrored/reflected or as is located directly. 

It may advantage you to see it as steps of 2 base units, potentially even larger if you can theory your handle through it.
The idea is that because there is a top Hangar at center portion in Thule AFB there should be a similar Object either top(mirrored) or bottom(continuous). 

You can also do this horizontally, but the difference is that you can not as well enjoy per say the benefit of 4 squares of buildable access due to the small and uneven footprint of the mirrored or extended base vs the initial Base(in this instance Thule AFB) vs another start up 3rd Base in the Early game Jan-March when you are technologically advancing into Laser Cannons.


Wright-Pat AFB Base build on Jan 12th.PNG
Continuous From top of Base 1 Starting at bottom of Base 2 as in a vertical stack.


Jan 12th - Jan 21st Save File Tree

Here is the save data for the point in time that is depicted in this tutorial: 
File:Jan 12th - UFO-5 Turn 4 Jan 21st.zip

As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.

Jan 12th - Jan 21st

Med-kit completedLaser Weapons Jan 17th.PNG

On Jan 17th the first profit producing technology is researched: Medi-Kit.
you want to leverage the cost of such and some minor goods to produce a gain of 1 engineer per cycle, while leveraging the cost of the Medi-kit - ~$2,000. It was originally 1 Day 6 hours or more but moves steadily downward to minimal with theory max 250 engineers capable as a throughline-metagame in terms of macro in space efficiency.
When you are done with Medi-Kits you move up to Laser Pistols on Jan 17th.

Laser Pistols Jan 19th.PNG

Onward to Laser Rifles on Jan 19th.

General Stores in Base 2 as an Economy Grouping

General Stores in Base 2 Jan 20th.PNG

Due to the unease of use in the mechanics at play in terms of the alien attacks in X-COM UFO Defense, I find the amount of money and stores that it takes to hold alien corpses all game in-substantive in terms of gameplay. The idea that you can make $594,000 per 4 hours at theory maximum 250 engineers makes it a user luxury if you see it that way. 
I therefore as a user declare this to be the way I want to score my own rates easily in terms of speed and dynamic grouping.
There is also mention on the theory of reality in terms of W. Glenn Davis Interview, recorded interview in 11/19/1990(Nation Archive) in that there could have been movable units of alien corpses in Wright-PatAFB as a intermediate statement (in X-COM UFO Defense : Alien corpses are considered an item that is stored as any other in the general stores) into the holding of a greater principle based around need. I have a theory of a proton shower that in context could have been related to down-cycling of a step-wise gravity pump (and stasis object) as described by Stan Deyo, surrounding the compelling evidentiary story line about his working in Pine Gap or near there on UFO Simulators (See Bill Uhouse on UFO Simulators) but do not have compelling evidence in this theory to fall back upon, but it is greater in competency to see the proton shower ideation from a StarCraft BroodWar typic circumstance level from the aside of 'Plasma Fire'. tbd if I make this interesting side story about StarCraft narrative theorizing a further topic of discussion in bleed-through.


Please do not take this as anything more than a context argument in valid use of the topic consequence of science fiction as a divide and entertainment. These minor points are not valid truth or proof but my addition to the visitation of proof. To compel my play in a further forward competitive and contemplative meta-game of X-COM UFO Defense, not a search for proof nor recognition or confirmation surrounding said mentions prior.
Fall Back interceptor in Thule as an air argument Jan 21st.PNG

I find that there is value in overshooting one of two moving ground based interceptors, and moving the second to intercept. Here I notice another one of the unmarked advantages of Thule AFB as a location statement in X-COM UFO Defense. 
When you engage a UFO in the surrounding areas in the minor islands and parches near Thule AFB, you will find that it is greater than average, potentially overstandard that there will be land to fall on in a landed or crashed UFO. More than you might realize it is defended in X-COM UFO Defense via game logic.
Landing UFO-5 Jan 21st.PNG
I eventually forced the UFO-5 to land but again there was an exchange of fire, Neither craft was discernibly effected and it landed to a SKYRANGER Mission. It helps to deploy your SKYRANGER directly against the UFO in intercept because they will not fire-in-the-lead on your SKYRANGER in this instance.

Conventional Spread Army in UFO-5 Jan 21st.PNG
Saved Files show some interesting Conventional Weapons Soldier tactics and orientations and the reality of the misfiring danger in average use with lowly or untrained Soldiers(Rookie-Squaddie).

Jan 21th - Jan 30th Save File Tree

Here is the save data for the point in time that is depicted in this tutorial: 
File:UFO-5 Turn 5 Jan 21st.zip

As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.

Jan 21st - Jan 30th

This Section is mostly Snapshot devices in BattleScape. This is the same in-game battle as the previous section for the most part in terms of X-COM UFO Defense (1994).

Weird Geometric arguements UFO-5 Turn 5 Jan 21st.PNG
Sell Funds Jan 21st.PNG

The sold funds buy 2 Workshops

Workshop || Cost $800,000 || x 2 Build time in days 32

Laboratory Jan 27th.PNG
Large Radar complete Jan 26th.

Laboratory complete Jan 27th.

Living Quarters Jan 30th.PNG
Not clearly pictured, but there is a new Living Quarters on Base 2 on Jan 30th.

Jan 30th - Feb 5th and Terror Mission Save File Tree

Here is the save data for the point in time that is depicted in this tutorial: 
File:Jan 30th-Feb 4th Terror Mission Turn 2.zip

As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.

Jan 30th - Feb 5th and Terror Mission

Theory of use with Use of Sale in Research and Multi-level Usage of Research Project Material feature

Available Research vs Stores 1-of-2 Feb 1st.PNG

Available Research vs Stores 2-of-2 Feb 1st.PNG

January End and Score update.

Funding Change January.PNG

Cannon rounds were sent to Wright-Pat AFB for rearm of a 2 INTERCEPTOR via 3 Hangar response with cannons as an-anti-small craft setup for defense.
Laser Rifle Feb 4th.PNG

Started Laser Rifles Feb 4th.

Opening Monument Covered Hangar-Feb 1st.PNG
Added 1st step covered Hangar on Monument - needs to be surrounded by 1 square of other structure buildings to maintain security, despite connectedness to access-lift making it a 5 square weak point.  Isolated access entry via 1-square-connected access-lift is safer vs attacks but slower in 2 base especially if diffuse management of engineering assets is needed for Faster Alien Alloy Production.
Alien Alloys have a max worker budget per base at 100 Engineers Maximum per Base, so 2 Bases could both do 100, and you could produce at 200 at a time collectively, while 1 Base is capped at 100 even if there are theory maximum 250 engineers present.

Pine Gap-XSB Laboratory-Feb 1st.PNG
Pine Gap is XSB in this instance, this is a Xenoscience Base -- which is flexible except a need for 2 Laboratory and 2 Living Quarters, as well as at least 1 General Stores. Set Down Living Quarters and Stores on Feb 1st. XSB is in this instance also a working intercept/covered light fighter housing in depth of all size minus 1 2-by-2 Hangar-sized comparison.

Start Producing Laser Pistols asap, During Terror Mission 1 Deployment - Feb 4th.PNG
Throughout this timeframe Laser Pistol, Rifle, and Heavy become produced and your conventions shift to a step-stance between
(Conventional -> Laser)
Workshop Complete - Feb 2nd.PNG
Another Workshop complete but lack of Workers means looking for UFO contact to intermittently finance Engineers pre-(Laser Cannon)

Wright-Pat Transfer 1-of-2 Feb 1st.PNG
Intermittently housing alien corpse in Wright-PatAFB continue until a tech pattern expansion and stores under-utilization in XSB used only for research.
Wright-Pat Transfer 2-of-2 Feb 1st.PNG

Feb 5th to March 5th and Laser Cannon Tech Complete Save File Tree

Here is the save data for the point in time that is depicted in this tutorial: 
File:Feb 4th Terror Mission Mission Turn 3-Feb 5th.zip

File:Feb 5th - Feb 26th.zip

File:Feb 26th-Laser Cannon Complete.zip

As in all of these Save trees, you want to go into your install and replace the Save file 1-10 with these, do not keep duplicates.

Feb 5th to March 5th and Laser Cannon Tech Complete

This is a long tactics section that highlights the topic circumstances and techniques-advantages of the Conventional Weapons Class in X-COM UFO Defense (1994) in the Terror Mission vs Floaters and in specific Reapers and Floaters as a joint-army type vs 14 X-COM Soldiers with no armor support.


Due to the disadvantages of 2-by-2 units such as Tanks(X-COM) and Reapers(Floater army) you have a very positive and potentially direct movement for any Soldier in 1-vs-all decision making in the early game as X-COM.
By use of the tech tree that is described you can make use of AC-HE and Small Rockets to clear partial alleyways into the embankment architecture with overly negatively-efficient means. This meaning that you have too much single firepower vs group motion of firepower, but it is spread in a dangerous direction due to the in-accuracy and need of movement of lowly or untrained staff (Rookie-Squaddie).

Paradox Movement in Partial Advantages of the Conventional arc (Rifle/AC-HE/Small Rocket), vs Laser arc(Alien Grenade/Laser Rifle/Laser Pistol and Tank/Laser Cannon)

To further describe this relationship, I present the following terms about Laser Weapons Class vs Conventional arc (Rifle/AC-HE/Small Rocket) and describe the opposite in such as disadvantages vs Laser Weapons Class continuously.

Laser Cost Advantage: There is a single cost of use for any Laser Weapon as long as the weapon is not destroyed.
Conventional Cost Disadvantages: The Single cost of the Conventional arc described is very high per unit-distance pair in shot per shot usage/cost.



The equipment (Auto-Cannon and AC-AP at cost, and AC-HE at cost as a single soldier -- or abstracted on entire arc as a single forward Soldier at distance to succeed) vs (Laser Rifle 80% - Laser Pistol 80% - Heavy Laser 20% abstracted 1 of 14 unit usage). 


Conventional arc is in my approximation nearby but steadily standardly disadvantaged in terms of height vs Laser Weapons in this attitude(Range vs Point-shooting at hazard to X-COM person soldier). 

The advantages are thus that the single Conventional forward point-shooting soldier requires ongoing cost-in to succeed and is inaccurate but standardly similar in terms of energy usage vs destructible architecture and embankments via Range deconstruction vs Laser Range as a continuum-distance statement vs. and as X-COM opposed.


In the following scene there is depiction of the forward group of 4 soldiers differently equipped encountering 3 alien units in a group, 2 Floaters in cover-in-distance pattern and obscured : and 1 'Reaper'(this is an unusual abstraction unit)Tank/Soldier threatening the group nearby broken house as a cover mechanic.

Cover in houses Terror Mission 1 Feb 4th.PNG

As you see the covering soldier at the hallway edge is in the blast radius of a previous engagement of the 'Reaper' and it was a single use of Small Rocket that killed the alien unit, and cleared a hallway into the house and surrounding area ( in one reaction vs Laser Weapons Class advantages in splitting-"Laser Fire" in Ranges vs Obstacles and alien units).


Another mistake in design vs the type advantages of Laser Weapons, here you see that the unit in Movement Pointer(MP) has a Heavy Cannon. I introduce the idea that if you see an indistinct design you should abstract against all types it could be run with. In this situation that means:
HC-HE - High Explosive available in context range (4 max 3-by-3 stars in effect) which has a unit-distance 0 reaction-relationship in arming from aside and in-effect friendly shell misfires.
 
HC-AP - point of attack high power slug. Use as a Tank/Cannon with extra potential mobility for soldier as a movable arm. It is like a super-rifle in arm standard and damage to environment (as a relationship with speed over time units).
Because of this you need to assume that all loaded HC ammo is HC-HE as a minor disadvantage from cross firing and intermittent obstacles as a mission cover concept with no tactical depth in 'scoring' (in X-COM UFO Defense (1994)). 
Assume the difference of Conventional(Visible 2 Rifles and 1 Heavy Cannon) vs a competent distance of Laser Weapons low-standard for 3 Soldier in term-of weight (2 Laser Rifles, 2 Laser Pistols).

Imagine this alternate composition in place in 3 soldiers in screen vs 'Reaper' unit. The Cups or cans in reticle is not a problem as an obstacle for Laser Pistol or Laser Rifle, Nand the walls are Rifle(type) and Heavy Cannon evident. HE-HC Auto-cannon would cause 1-3 casualties in misfire but careful use of 3 soldiers in Laser Range at low standard would make moving vs 'Reaper' not useless but disadvantaged in most cover engagements.

Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 1-of-2.PNG

The Soldier further away from the 'Reaper' unit has a free shot out of structure without movement. Other 2 force-invalid Soldiers are forced overwatch on fallen back X-COM-negative arcs or cover-over-context.



Top-Down 4X(X-COM Soldiers : Conventional) vs 3O(Floaters and Reaper)
2 Menacing Floaters in obstruction and not safe range, one Reaper 2 by 2 near right-bottom.

Overhead Reset Reaper.PNG


The lead in attack is a rifle soldier that is powerful and effective vs (Floater Soldier).

Reset Reaper Defense vs 2 Floaters rear argument 4 vs 3 part 2-of-2.PNG


Unit gets countered by depth of fire and lack of tactics in the advance position, vs inadequate armor in a type vs 'Plasma War'.

Second side Reset Reaper Part 1 of 2.PNG


As X-COM Soldiers move outward of the 1-square infantry-movable open hallway, they can be initially prepared in terms of retreat after 3-4 loaded-(Rifle) shots, be them Snap Shot or Auto Shot vector grouping.

Use of 1 square X-COM walkable doorways pre Laser Rifles part 1-of-2.PNG


As the confront is a fallback-possible position to pull the moving defender into a crossing range of failing fire as a standard of retreat vs. angles in the open windows via position this (in X-COM UFO Defense (1994)).

Use of 1 square X-COM walkable doorways pre Laser Rifles part 2-of-2.PNG 


Initially destructive as as a piecemeal advantaged-benefit to covered defended positions or groups of Conventional Soldiers(X-COM), you can see it is more direct and has less overall use than you will see in Laser Ranges as an outlay of Obstacle Destruction in a per-series count of destruction as a number or abstraction of base-value integers.

Last Save of Terror Mission 1.PNG


``With lack of reasoning, point-shooting is a very negative behavior for your group and can discourage a simple-take quasi-crystal with non-regard as prepared failure vs magic.``
But you can see the Civilans will survive and mass in numbers because you have so much ground area between them and (Civilian) assumed 'waypoints' based on calculation and correctness of game logic in values. (Civilian Faction in Red)
Cover in Terror Mission 1 Feb 4th.PNG


Win and Score:

Terror Mission 1.PNG


Bought 19 Scientists: Feb 5th

Transfer Feb 5th.PNG

Cannon Light Fighter Feb 6th : 2 INTERCEPTOR by 3 Hangars

Day 1 fastest Light Fighter - Feb 6th : Cannon
The good thing about Cannons is that it will scale about directly in an appropriate manner to the UFO Scout-superclass(Small Scout, Medium Scout, Very Small) in terms of damage to the craft vs Usable Cannon(x50) rounds per craft.

(type)Cannons are not appropriate vs Medium UFO Class and above,

in terms of 1-off 1-and-all air battles, in 'point battle' as a simulation abstract-exclusive term:
of point battle warfare as a war-frame budget or type of war-frame warfare.

1st Light fighter Feb 6th.PNG


Placed Workshop : Feb 6th

Workshop || Cost $800,000 || Build time in days 32

6 Workshops placed - Feb 8th.PNG


Placed Living Quarters(2) : Feb 21st

Living Quarters x 2 || Cost $400,000 || Build time in days 16

Heavy Laser and 2 Living Quarters Feb 21st.PNG


Heavy Laser Complete -> Laser Cannon : Feb 17th

Heavy Laser Complete Feb 17.PNG


Inventory of Thule AFB in Post-Research Reasoning

It is interesting to consider that you do not need to use your scrapped or stolen Artifact post mission at Exit.

With this idea of tamping down your inventory into holding uncertainty you reach-in-depth or provide depth-of-person-reasoning in depth.
You can hold your idea of profitability vs. (the idea of start-up cost as a constant in terms of ) : use as tactics : in X-COM UFO Defense
You can then unitize the shear-logic upon the sidedness of your holding armies as - 14 Soldier : Conventional -> Laser 
I will use Alloy and armor at cost if need be so I Will never (unless minor Engineer cost is evident to repair profit cycle in mid month) sell Alien Alloys or (Elerium 115) but I hold Plasma Rifle as an example of use and sale in perpendicular Weapons as Class : statements.

Inventory in Thule After Terror Mission 1 - Feb 5th.PNG 
You start to hold more Laser Weapons as time goes on and less useable clips as the limiting factor leads sale of weapons over clips, and replacement with more dense Laser Class Weapons that only require 1 piece of equipment with no use of weight drop-off among n groups of 1 or greater Conventional -> Laser equipped X-COM Soldiers at abstraction vs indiscriminate and reducing range in depth : to reach to Lasers as a Standard or Range Politics as direction in/and vs. X-COM UFO Defense (1994).


Laser Transition from conventional.PNG


As you run out of HC-AP and HC-HE you should sell Heavy Cannons as the Laser Tanks are becoming evident on the next spectrum of step-usefulness pattern advance and engagement.
in addition you should hold the Rifles until you have no clips but do not have them in the SKYRANGER to allow for more Laser Rifles and Heavy Lasers in Inventory to overlap and reduce the usage of the concept of Small Rockets and AC-HE and AC-I over AC-AP.

I am starting to realize that mass Smoke grenade as an outward concept of protruding warfare tactics in alien base assaults and Terror Missions and Medium Class UFOs and above, can be very powerful in ultimate reasoning of effectiveness over tag-fire as a continuum concept of academic logic expansion of various groups over a filling-random anti-player opponent(as X-COM with Smoke Grenades). It costs one turn to prime for '0' and reset it at your shoulder item slot. This will cover the point of attack with positional concealment, even if there are survivors -- at no cost to X-COM Health points as a metric of success.

Removing riles and Heavy Cannons for Laser Pistols Feb 9th.PNG


Engage UFO-6 and both craft INTERCEPTOR, UFO fight for minimal damage : Cannon 
UFO-6 Lands:

UFO-6 - Feb 7th.PNG


Landed Mission UFO-6
UFO-6 Landed-Feb 7th.PNG


Final Steps to Laser Cannon Technology and Approximate Scoring

I made a minor user error in losing a Terror Mission and all the points associated but survived in a month (Superhuman is the only one I use and you need better than -500 to 'Survive' the month in (boolean null standard territory of 0 or -1 when -3 will lose) you vs./via the game via (alien)minor changes on the game map globally, despite intermediate player-losses.

Feb Month Summary-lost Terror mission.PNG

Placed Living Quarters(2) : March 1st

Living Quarters x 2 || Cost $400,000 || Build time in days 16

Thule AFB Base March 1st.PNG
Update your Laser System as you produce engineering goods for profit over the period in time prior to Laser Cannon Research being complete in your play-through, despite date in game.
I added Heavy Rockets, and Heavy Laser in approximately the same timeframe of advancement. When you are moving away from Conventional Class weapoins and into Tank/Laser Cannons, this also means moving away from AC-HE by using Rocket Launchers around it at last stand of logic before transition to 'pure' Laser Weapons Class. 

This, : in effect : continuously increasing weapon standard : requires a mixing of conventions to move equitably and not ever using AC-I but holding it, relates to overstaff as a training but not a budgeting-standard not a game(read game logic) mechanic. if there were night missions. I still do not have Motion Scanner, which is an early game advantage and mid-game -tech stable as your team transitions into lower counts of X-COM Soldiers in tune of Tank/Laser Cannon via

1 Tank/Laser Cannon , 10 Soldiers : Laser Weapons and Personal Armor 

OR

2 Tank/Laser Cannon , 6 Soldiers : Laser Weapons and Personal Armor

Ultimately there is less of a choice in AVENGER(2 Tanks, 3 Tanks or 4 Tanks) in the mid-game and beyond as your range is in question to your liability in the game vs the use of it as a profit organism that required tech and 
(Elerium 115 Secret plot device): Free Tanks/Workshop products as mentioned far above in tips -- see Light Fighters etc.

Update your Laser System March 1st.PNG
Further advance in my Bases as 2 set Units moving up to the Top over time from Bottom as transposed/connected with Base 1 'Thule AFB' placing 4 Hangar for covering Light Fighters primarily in mid-game as a Single Air Command structure vs range and radar depth March 5th - > beyond

Wright-PatAFB Base March 1st.PNG
LC Completed on March 2nd
Laser Cannon at March 2nd.PNG

LC Deployed March 5th:
Tech is next standard Question - When to advance

Laser Cannon Tech Complete and open field - March 4th.PNG