Conventional arms X-COM Soldiers

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2 Tank/Cannon and 6 Conventional(Rifle/HE)

2 Tank/Cannon and 6 Conventional(Rifle/HE) Initial Judgement of Loadout Variants

Rifleman HE Conventional(HE/Rifle)
Most basic and usable technique soldier for the (HE-Rifle) Conventional build 2 Tank/Cannon 6 Soldiers.

2- grenades for overall power at distance(obstructed by barriers at height)
1- HE underused and overpowered in dangerous use to X-COM(short throw distance, making movement necessary)
2- Rifle Clips: You Can use 1 if lack of use.
1- Electro-flare: night
1- Smoke Grenade for concealment
1- Proximity Grenade for utility(not important in Small UFO unless there are coverage options if you cut cut off (Tanks, Power Armor, Blaster Bomb and re-routing in Flying Armor or Hovertanks))

Grenadier Type 1 Jan 13th.PNG
Grenadier 1 HE Conventional(HE/Rifle)
Useful as a utility argument that can halt advance or trap small foes(Floater,Snakemen,Sectoid) into movement pattern turn defeat on their own logic, which could be seen as more destructive to the opponent alien 'AI' game logic.

3- grenades for overall power at distance(obstructed by barriers at height)
2- HE underused and overpowered in dangerous use to X-COM(short throw distance, making movement necessary)
1- Rifle Clips: You Can use 1 if lack of use.
1- Proximity Grenade for utility(not important in Small UFO unless there are coverage options if you cut cut off (Tanks, Power Armor, Blaster Bomb and re-routing in Flying Armor or Hovertanks))

Grenadier Type 2 Jan 13th and Lead Man pseudo-Squad Leader.PNG
Grenadier 2 HE Conventional(HE/Rifle)
Useful as a heavier and more densely efficient (Rifle/Pistol) version of the argument that can halt advance or trap small foes(Floater,Snakemen,Sectoid) into movement pattern turn defeat on their own logic, which could be seen as more destructive to the opponent alien 'AI' game logic.

2- grenades for overall power at distance(obstructed by barriers at height)
1- HE underused and overpowered in dangerous use to X-COM(short throw distance, making movement necessary)
1- Rifle Clips: You Can use 1 if lack of use.
1- Electro-flare: night
1- Smoke Grenade for concealment
1- Proximity Grenade for utility(not important in Small UFO unless there are coverage options if you cut cut off (Tanks, Power Armor, Blaster Bomb and re-routing in Flying Armor or Hovertanks))
Light Rifle Utility Jan 13th.PNG
Light Rifle Utility - Rocket Launcher - Conventional(HE/Rifle)
Useful as a last resort - Utility can be used throughout battle, in this variant the need for a Rocket Launcher in a 6 man Squad is secondary to movement but useful as a cover option as you advance up to Laser Tanks in specific of this build order.

1- grenades for overall power at distance(obstructed by barriers at height)
1- Small Rocket
1- Rifle Clips: You Can use 1 if lack of use.
1- Electro-flare: night
1- Smoke Grenade for concealment

Rocket User Jan 13th.PNG

Typic HE Conventional Soldier Jan 13th.PNG
Light Rifle Utility - HE - Conventional(HE/Rifle)
This was not used correctly and might be an inefficient or incorrect Class argument, it resulted in misuse and loss of the unit in question in Terror Mission 1 - Utility can be used throughout battle, in this variant the need for a Rocket Launcher in a 6 man Squad is secondary to movement but useful as a cover option as you advance up to Laser Tanks in specific of this build order.

1- grenades for overall power at distance(obstructed by barriers at height)
1- Small Rocket
1- Rifle Clips: You Can use 1 if lack of use.
1- Electro-flare: night
1- Smoke Grenade for concealment