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

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

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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.