Difference between revisions of "Base Defense (Apocalypse)"

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How to defensively build and protect your [[Bases_(Apocalypse)|base]] when under attack by hostile ground forces.<br>
 
How to defensively build and protect your [[Bases_(Apocalypse)|base]] when under attack by hostile ground forces.<br>
<u>'''Important:'''</u> Immediately defend a newly purchased X-Com base by flying heavily armed X-Com agent(s) to the building. They will be visiting the building until the Living Quarters is built and must carry all their equipment and bulk ammo until more can be transfereed once the General Stores is also complete.
+
<u>'''Important:'''</u> Immediately defend a newly purchased X-Com base by flying heavily armed X-Com agent(s) to the building. They will be visiting the building until the Living Quarters is built and must carry all their equipment and bulk ammo until more can be transfereed once the General Stores is also built.
 
==Hostile Intent==
 
==Hostile Intent==
 
An [[Bases_(Apocalypse)|X-com base]] targeted for destruction by any ground force will immediately start a battlescape Base Defense mission. Agents and any [[Population_(Apocalypse)#X-COM_Technical_Personnel|technical personel]] will come under attack. If all are neutralised (panicked, stunned, mind-controlled, killed, or escaped), the mission is a failure and the base is destroyed, including the available 'base slot'. <!-- Testing soon to make sure -->
 
An [[Bases_(Apocalypse)|X-com base]] targeted for destruction by any ground force will immediately start a battlescape Base Defense mission. Agents and any [[Population_(Apocalypse)#X-COM_Technical_Personnel|technical personel]] will come under attack. If all are neutralised (panicked, stunned, mind-controlled, killed, or escaped), the mission is a failure and the base is destroyed, including the available 'base slot'. <!-- Testing soon to make sure -->
 
==Layout==
 
==Layout==
Disregarding the Cityscape aspect of [[Base_Locations_(Apocalypse)|location and building type]], the [[Base_Layouts_(Apocalypse)|layout]] of the corridors surrounding the [[Access_Lift_(Apocalypse)|Access Lift]] determines the ease of defending the base, and its most suitable operational objective. Large open areas surrounding a centrally positioned access lift will be more difficult to defend (limited effectiveness and cover of security stations) than a layout with an access lift located in an isolated area.
+
Disregarding the Cityscape aspect of [[Base_Locations_(Apocalypse)|location and building type]], the [[Base_Layouts_(Apocalypse)|layout]] of the corridors surrounding the [[Access_Lift_(Apocalypse)|Access Lift]] determines the ease of defending the base, and its most suitable operational objective. Large open areas surrounding a centrally positioned access lift will be more difficult to defend (limited effectiveness and cover of security stations) than a layout with an access lift located in an isolated area or single corridor.
 
==Security Stations== <!-- testing wher they go when a full base is given to them to explore, what they attack, and how -->
 
==Security Stations== <!-- testing wher they go when a full base is given to them to explore, what they attack, and how -->
Using [[Security_Station_(Apocalypse)|Security Stations]] is vital to limit the invaders chance to 'explore' your base for vunerable personel and damage to [[Facilities_(Apocalypse)|facilities]]. A single base is limited to using three security stations at any one time. More than three, the active station is randomly chosen at mission start. As a battlescape mission progresses, a station may be significantly damaged that the lower section becomes a crater from mulitple [[Vortex_Mine|large explosions]], blocking all [[Marsec_Armor|movement]] for all ground-based entities.
+
Using [[Security_Station_(Apocalypse)|Security Stations]] is vital to limit the invaders chance to 'explore' your base for vunerable personel and damage to [[Facilities_(Apocalypse)|facilities]]. A single base is limited to using three security stations at any one time. More than three, the active station is randomly chosen at mission start. As a battlescape mission progresses, a station may be so significantly damaged that the lower section becomes a crater from mulitple [[Vortex_Mine|large explosions]], blocking all [[Marsec_Armor|movement]] for all ground-based entities.
 
==Access Isolation==
 
==Access Isolation==
Hostile forces will gain entry to the base via facilities which open out to the cityscape: the Access Lift and a [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]]. Security stations placed adjacent in a choke-point fashion or cross-fire orientation will inflict heavy damage on any invadng force.
+
Hostile forces will gain entry to the base via facilities which open out to the cityscape: the Access Lift and [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bays]]. Security stations placed adjacent, in a choke-point fashion or cross-fire orientation, will inflict heavy damage on any invadng force.
 
==Stand-Off Tactics==
 
==Stand-Off Tactics==
Hostiles moving throughout the base take the most direct path to wherever they are going. Placing armed mines in these areas pre-emptively can clean up any stragglers who made it past the security stations. Mines placed in doorways will detonate when flying units come down to get through. To avoid mines with your own agents, micro-manage their movement to 'take the other door' or 'move up the far side of the corridor', etc.
+
Hostiles moving throughout the base take the most direct path to wherever they are going. Placing armed mines in these areas pre-emptively should clean up any stragglers who made it past the security stations. Mines placed in doorways will detonate when flying units come down to get through. To avoid mines with your own agents, micro-manage their movement to 'take the other door' or 'move up the far side of the corridor', etc.
Destroying ramps and stairs inside the repair bays completely stops ground units one-way, but your ''ground'' troops must [[Input_Device_Reference_(Apocalypse)|jump]] of the ledge to preceed the other way.
+
Destroying ramps and stairs inside the repair bays completely stops ground units one-way, but your ''ground'' troops must now [[Input_Device_Reference_(Apocalypse)|jump]] off the ledge to preceed the other way.
If the layout allows or your base is sparse, three unused corridors in a line is a death zone for hostiles since manual fire (select agent, hold shift) past the unseen units towards a far wall will hit anything in the way. Boomeroids can be thrown forwards into a corner to make them jump immediately towards oncoming entities ...otherwise don't since your retreat and regroup will be painful. Don't Get Hurt!<br>
+
If the layout allows or your base is sparse, three unused corridors in a line is a death zone for hostiles since manual fire (select agent, hold shift) past the unseen units towards a far wall will hit anything in the way.<br>
 +
When hostiles are approaching, [[Boomeroid|Boomeroids]] should be thrown forwards into a corner to make them jump immediately towards oncoming entities ...otherwise don't since your retreat and regroup will be painful. Don't Get Hurt!<br>
 
Salt proximity mines with a [[Marsec_High_Explosive|high explosive]]... enjoy the show!<br>
 
Salt proximity mines with a [[Marsec_High_Explosive|high explosive]]... enjoy the show!<br>
A [[Power_Sword|Power Sword]] can make shortcuts, but it can tactically backfire. Use flying troops.<br>
+
A [[Power_Sword|Power Sword]] can make narrow shortcuts through the concrete wall. Cut away high up to stop ground forces using the new corridor. The only threat will be [[Skeletoid_(Apocalypse)|Skeletoids]] since they can fly also, a [[Psimorph_(Apocalypse)|Psimorph]] won't fit.<br>
 +
Craters in a corridor is a a very desperate tactic.<br>
 
Money or trying to save those dropped exotic items is not the priority... it is Base defense!.
 
Money or trying to save those dropped exotic items is not the priority... it is Base defense!.
  

Revision as of 06:31, 16 April 2022

How to defensively build and protect your base when under attack by hostile ground forces.
Important: Immediately defend a newly purchased X-Com base by flying heavily armed X-Com agent(s) to the building. They will be visiting the building until the Living Quarters is built and must carry all their equipment and bulk ammo until more can be transfereed once the General Stores is also built.

Hostile Intent

An X-com base targeted for destruction by any ground force will immediately start a battlescape Base Defense mission. Agents and any technical personel will come under attack. If all are neutralised (panicked, stunned, mind-controlled, killed, or escaped), the mission is a failure and the base is destroyed, including the available 'base slot'.

Layout

Disregarding the Cityscape aspect of location and building type, the layout of the corridors surrounding the Access Lift determines the ease of defending the base, and its most suitable operational objective. Large open areas surrounding a centrally positioned access lift will be more difficult to defend (limited effectiveness and cover of security stations) than a layout with an access lift located in an isolated area or single corridor.

Security Stations

Using Security Stations is vital to limit the invaders chance to 'explore' your base for vunerable personel and damage to facilities. A single base is limited to using three security stations at any one time. More than three, the active station is randomly chosen at mission start. As a battlescape mission progresses, a station may be so significantly damaged that the lower section becomes a crater from mulitple large explosions, blocking all movement for all ground-based entities.

Access Isolation

Hostile forces will gain entry to the base via facilities which open out to the cityscape: the Access Lift and Vehicle Repair Bays. Security stations placed adjacent, in a choke-point fashion or cross-fire orientation, will inflict heavy damage on any invadng force.

Stand-Off Tactics

Hostiles moving throughout the base take the most direct path to wherever they are going. Placing armed mines in these areas pre-emptively should clean up any stragglers who made it past the security stations. Mines placed in doorways will detonate when flying units come down to get through. To avoid mines with your own agents, micro-manage their movement to 'take the other door' or 'move up the far side of the corridor', etc. Destroying ramps and stairs inside the repair bays completely stops ground units one-way, but your ground troops must now jump off the ledge to preceed the other way. If the layout allows or your base is sparse, three unused corridors in a line is a death zone for hostiles since manual fire (select agent, hold shift) past the unseen units towards a far wall will hit anything in the way.
When hostiles are approaching, Boomeroids should be thrown forwards into a corner to make them jump immediately towards oncoming entities ...otherwise don't since your retreat and regroup will be painful. Don't Get Hurt!
Salt proximity mines with a high explosive... enjoy the show!
A Power Sword can make narrow shortcuts through the concrete wall. Cut away high up to stop ground forces using the new corridor. The only threat will be Skeletoids since they can fly also, a Psimorph won't fit.
Craters in a corridor is a a very desperate tactic.
Money or trying to save those dropped exotic items is not the priority... it is Base defense!.

One consideration for managing attackss is the distribution of personnel at the base. In combat, you have six squads of six agent slots that is shared by your agents and the technical staff. Six of the individual slots are reserved slots (for mind controlled units and presumably the security stations), leaving room for only 30 personnel to appear in the battle. In an overcrowded situation where you have a lot of agents and technical staff, you will have no choice in which agents or how many of them appear in the battle once the attack commences.

Tactical Advantage When Outnumbered

If low on numbers or simply outnumbered play defensively, the aliens tend to seek you out so set up a defensive position, preferably just behind a bottleneck or a door and spread your men out if possible. The minute that door opens open fire! Don't be afraid to throw a boomeroid or stun grenade through for good measure.

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See Also