Difference between revisions of "Bomb Disposal (EU2012)"
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{{Ref Close | source = XCOM: Enemy Unknown (2012)}} | {{Ref Close | source = XCOM: Enemy Unknown (2012)}} | ||
− | == | + | {{Ref Open | title = Mission Objectives }} |
− | + | * Find the bomb before it reaches full power. | |
+ | * Deactivate power nodes to delay explosion. | ||
+ | * Approach and defuse the bomb. | ||
+ | * Kill any remaining aliens. | ||
+ | * All soldiers report to the EVAC zone. | ||
+ | {{Ref Close | source = XCOM: Enemy Unknown (2012)}} | ||
+ | Bomb Disposal missions require quick actions to prevent the detonation of the bomb. When you arrive, you will have a limited number of turns before the bomb detonates and there is no way to reach it in time. Fortunately, there are power nodes throughout the map that, when deactivated, will grant additional turns. Each disabled power node counts for one extra turn. | ||
+ | |||
+ | ==Cemetery Bomb Disposal== | ||
+ | {{Ref Open | title = Council Briefing }} | ||
+ | [[File:CemeteryGrand1 (EU2012).png|200px|right|]] | ||
+ | Reports indicate sightings of alien activity within a large cemetery located near a major ''country'' city. Details are still coming in, but if the aliens are using this area as a staging point, we need to stop them in their tracks. | ||
+ | {{Ref Close | source = XCOM: Enemy Unknown (2012)}} | ||
+ | * [[CemeteryGrand (EU2012)|Cemetery Grand]] map | ||
+ | |||
+ | ==Train Station Bomb Disposal== | ||
+ | {{Ref Open | title = Council Briefing }} | ||
+ | [[File:Train Station 1 (EU2012).png|200px|right|]] | ||
+ | The aliens are moving to sabotage a major transportation network near a ''country'' railway station using a device of unknown destructive capabilities. If they succeed, it's only going to spread panic among the nearby civilian population, and we can't let that happen. | ||
+ | {{Ref Close | source = XCOM: Enemy Unknown (2012)}} | ||
+ | * [[TrainStation (EU2012)|Train Station]] map | ||
+ | |||
+ | ==Slaughterhouse Bomb Disposal== | ||
+ | {{Ref Open | title = Council Briefing }} | ||
+ | [[File:SlaughterhouseA 1 (EU2012).png|200px|right|]] | ||
+ | We've received a number of eyewitness reports claiming aliens are moving through a neighborhood in a major ''country'' city. Although we've yet to establish a motive behind this activity, we must treat all reported incursions as a serious threat. Central will provide further details once your troops reach the affected area. | ||
+ | {{Ref Close | source = XCOM: Enemy Unknown (2012)}} | ||
+ | * [[SlaughterhouseA (EU2012)|Slaughterhouse A]] | ||
+ | |||
+ | ==Trainyard Bomb Disposal== | ||
+ | {{Ref Open | title = Council Briefing }} | ||
+ | [[File:Trainyard1 (EU2012).png|200px|right|]] | ||
+ | We've uncovered an alien plot to disrupt the transportation networks within a major ''country'' municipality. If successful, this would lead to major interruptions in the distribution of goods and services to the general public. Intel is still coming in; expect further details once our squad reaches the site. | ||
+ | {{Ref Close | source = XCOM: Enemy Unknown (2012)}} | ||
+ | * [[Trainyard (EU2012)|Trainyard]] map | ||
+ | |||
+ | ==Bridge Bomb Disposal== | ||
+ | {{Ref Open | title = Council Briefing }} | ||
+ | [[File:HighwayBridge 1 (EU2012).png|200px|right|]] | ||
+ | We've had a report of suspicious activity taking place near a major bridge connecting some of ''country'' largest interchanges. Needless to say, any alien activity in this area is going to draw civilian attention immediately. We need to deploy a squad to investigate; I'll transmit any additional intel once they hit the ground. | ||
+ | {{Ref Close | source = XCOM: Enemy Unknown (2012)}} | ||
+ | * [[HighwayBridge (EU2012)|Highway Bridge]] map | ||
+ | |||
+ | ==Tactics== | ||
+ | *Disabling several nodes in one turn, provided they are close enough together and you aren't spreading your forces thin, is more beneficial than disabling one per turn. | ||
*Once you reach the bomb there is no ''need'' to continue disabling power nodes-- though you ''should'' hold of on actually deactivating it if you have turns remaining: once it is deactivated, [[Thin Man (EU2012)|Thin Men]] will drop from the sky on the next alien turn. | *Once you reach the bomb there is no ''need'' to continue disabling power nodes-- though you ''should'' hold of on actually deactivating it if you have turns remaining: once it is deactivated, [[Thin Man (EU2012)|Thin Men]] will drop from the sky on the next alien turn. | ||
** If you have a [[Soldiers (EU2012)|soldier]] in range to deactivate the bomb, you should spend any spare turns (turn off any remaining nodes if you need the time) to kill any remaining aliens, and then get your soldiers into dispersed positions, to cover a significant area (especially if you have some Squad Sight [[Sniper (EU2012)|snipers]] in your [[Squads (EU2012)|squad]]). | ** If you have a [[Soldiers (EU2012)|soldier]] in range to deactivate the bomb, you should spend any spare turns (turn off any remaining nodes if you need the time) to kill any remaining aliens, and then get your soldiers into dispersed positions, to cover a significant area (especially if you have some Squad Sight [[Sniper (EU2012)|snipers]] in your [[Squads (EU2012)|squad]]). | ||
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**Note that they must be on an adjacent square to a node/bomb, and not diagonally to it. | **Note that they must be on an adjacent square to a node/bomb, and not diagonally to it. | ||
*If you fail to deactivate the bomb on time you'll be given 3 turns to return your squad to the [[Skyranger (EU2012)|Skyranger]] extraction point. To save your soldiers you need to hit the abort button at the end of the round where the timer marks 1, otherwise the extraction will not take place and not only you'll lose the soldiers who didn't made it to the extraction point but also the ones present there. | *If you fail to deactivate the bomb on time you'll be given 3 turns to return your squad to the [[Skyranger (EU2012)|Skyranger]] extraction point. To save your soldiers you need to hit the abort button at the end of the round where the timer marks 1, otherwise the extraction will not take place and not only you'll lose the soldiers who didn't made it to the extraction point but also the ones present there. | ||
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[[Category:Enemy Unknown (2012)]] | [[Category:Enemy Unknown (2012)]] | ||
[[Category:Missions (EU2012)]] | [[Category:Missions (EU2012)]] |
Revision as of 18:10, 12 October 2013
Mission Objectives |
|
Source: XCOM: Enemy Unknown (2012)
|
Mission Objectives |
|
Source: XCOM: Enemy Unknown (2012)
|
Bomb Disposal missions require quick actions to prevent the detonation of the bomb. When you arrive, you will have a limited number of turns before the bomb detonates and there is no way to reach it in time. Fortunately, there are power nodes throughout the map that, when deactivated, will grant additional turns. Each disabled power node counts for one extra turn.
Cemetery Bomb Disposal
Council Briefing |
Reports indicate sightings of alien activity within a large cemetery located near a major country city. Details are still coming in, but if the aliens are using this area as a staging point, we need to stop them in their tracks. |
Source: XCOM: Enemy Unknown (2012)
|
- Cemetery Grand map
Train Station Bomb Disposal
Council Briefing |
The aliens are moving to sabotage a major transportation network near a country railway station using a device of unknown destructive capabilities. If they succeed, it's only going to spread panic among the nearby civilian population, and we can't let that happen. |
Source: XCOM: Enemy Unknown (2012)
|
- Train Station map
Slaughterhouse Bomb Disposal
Council Briefing |
We've received a number of eyewitness reports claiming aliens are moving through a neighborhood in a major country city. Although we've yet to establish a motive behind this activity, we must treat all reported incursions as a serious threat. Central will provide further details once your troops reach the affected area. |
Source: XCOM: Enemy Unknown (2012)
|
Trainyard Bomb Disposal
Council Briefing |
We've uncovered an alien plot to disrupt the transportation networks within a major country municipality. If successful, this would lead to major interruptions in the distribution of goods and services to the general public. Intel is still coming in; expect further details once our squad reaches the site. |
Source: XCOM: Enemy Unknown (2012)
|
- Trainyard map
Bridge Bomb Disposal
Council Briefing |
We've had a report of suspicious activity taking place near a major bridge connecting some of country largest interchanges. Needless to say, any alien activity in this area is going to draw civilian attention immediately. We need to deploy a squad to investigate; I'll transmit any additional intel once they hit the ground. |
Source: XCOM: Enemy Unknown (2012)
|
- Highway Bridge map
Tactics
- Disabling several nodes in one turn, provided they are close enough together and you aren't spreading your forces thin, is more beneficial than disabling one per turn.
- Once you reach the bomb there is no need to continue disabling power nodes-- though you should hold of on actually deactivating it if you have turns remaining: once it is deactivated, Thin Men will drop from the sky on the next alien turn.
- If you have a soldier in range to deactivate the bomb, you should spend any spare turns (turn off any remaining nodes if you need the time) to kill any remaining aliens, and then get your soldiers into dispersed positions, to cover a significant area (especially if you have some Squad Sight snipers in your squad).
- Then you should deactivate the bomb, and put all soldiers on Overwatch: as the Thin Men drop down, they will activate the overwatching XCOM troopers, usually killing more than half of the aliens that drop down (though if most of your troopers shoot at the same Thin Man, this may be less: hence why you want to spread your soldiers out for this maneuver).
- If you have a soldier in range to deactivate the bomb, you should spend any spare turns (turn off any remaining nodes if you need the time) to kill any remaining aliens, and then get your soldiers into dispersed positions, to cover a significant area (especially if you have some Squad Sight snipers in your squad).
- Disable the bomb and kill the remaining enemies to complete the mission. Disabling nodes and the bomb itself counts as a free-action, similar to opening doors, so perform this action before taking a shot or otherwise ending that soldier's turn (otherwise, you can manually click on a spent soldier to deactivate a node/bomb they are next to).
- Note that they must be on an adjacent square to a node/bomb, and not diagonally to it.
- If you fail to deactivate the bomb on time you'll be given 3 turns to return your squad to the Skyranger extraction point. To save your soldiers you need to hit the abort button at the end of the round where the timer marks 1, otherwise the extraction will not take place and not only you'll lose the soldiers who didn't made it to the extraction point but also the ones present there.