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

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  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.
 
  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 ==
 +
[[File: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:
 +
[[File: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
 +
 +
[[File: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
 +
 +
[[File: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
 +
 +
[[File:Maintenance Buy Type 1 - Part 3 of 3.PNG]]
 +
 +
Loadout of SKYRANGER after Transfers (Jan 5th)
 +
 +
[[File:1st Loadout.PNG]]
 +
 +
[[File: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:
 +
 +
[[File:Research Type 1 - 1 of 2.PNG]]
 +
 +
[[File: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.
 +
 +
[[File: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:
 +
 +
[[File: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.
 +
 +
[[File:FInal_Approach_UFO-3_-_Jan_7th.PNG]]
 +
 +
[[File: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
 +
 +
[[FIle: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.
 +
 +
----------------------------------------------------------------------------------------------
 +
----------------------------------------------------------------------------------------------
 +
 +
[[File: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.
 +
----------------------------------------------------------------------------------------------
 +
----------------------------------------------------------------------------------------------

Revision as of 01:32, 27 June 2022

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.