Difference between revisions of "Engaging the Enemy (Apocalypse)"

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When entering the battlescape, it is always best to use real time, except when going for a capture. The tactics you employ may vary widely depending on who you face, but are vastly different from those employed in the first two games. This is divided into early, middle, and late game vs. both aliens and other humans.
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'''General Battlescape Tactics Against Hostiles.'''
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* Relevant mainly for Real-Time game mode. Turn Based Tactics are also [[Turn-Based_Combat_(Apocalypse)|available]].<br>
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''As progress is made by slowly fighting, understanding, and defeating the alien menace after each mission, each new alien encountered may need a new method of battle tactics developed from the experiences in the earlier parts of the game; fine tuning those that worked and disregarding ones that got your agents killed.''<br>
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<br>
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Understanding the aliens is not as important as understanding the weapons and devices available to X-Com. [[Damage_Modifiers_(Apocalypse)|'''Know your tools''']].
  
==The Difference==
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=Engage The Enemy=
The main difference is in the availability of armor in the early game. Megapol and even Marsec armor is nearly immune to early-game weaponry, a far cry from the instant death plasma of the first game. Only hyperworms can easily penetrate this armor until the boomeroid is deployed.
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* Visual range of any unit is 24 cells maximum. If any hostile visually detects a target, others out of visual range, but within range of their weapon (carried or grown-in) may also engage. Only one unit needs to see the target, others will immediately know where to aim.
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* Understand the different [[Damage_Modifiers_(Apocalypse)|damage types]] available and which [[Agents_Equipment_(Apocalypse)|weapon]] is best against which [[Alien_Overview_(Apocalypse)|lifeform]].
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* Listen to the aliens! The sounds they make identifies who and where they are on the battlescape. Knowing what to expect allows you to plan tactics, weapon use, positioning, etc.
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* Motion scanner is essential. No surprises = no ambush.
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* A darker section of ground usually indicates a shadow from the structure above. If fighting with many explosions, structural collapse is possible and often fatal to anyone caught underneath.
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* A single X-Com unit moved to a location may not be facing the desired direction. To allow an agent to end up facing a certain way, the  movement action of a single agent should be performed by giving waypoints using Ctrl-LMB so that the final destination is in one cell that is closer to 'the action'. The agent will turn just before this last waypoint and stop in the last one... facing the action! This tactic is best used for an agent that needs to move far and cannot wait for them to arrive just so that you can manually turn them via RMB. Any waypoints directly on blue-exit-tiles will cause the agent to escape the battlescape.
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* Flying agents are better to suited to combat since they have more freedom to move, can fly up to avoid melee units, avoid ground explosions if high enough, infiltrate buildings by unconventional access, can drop explosives onto hostiles instead of trying to throw heavy ones, are able to hide in more areas, can quickly reach the best sniper positions, can do alot more things than an agent limited to the ground. <!-- don't put negatives here like weaker armor, that is in its own page! -->
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* Destroying walkways, platforms, elevated sections etc. can cause injury to any unshielded entity due to falling from great height and can restrict movement or trap any ground-based entity.
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* Grenades with an active, but short, timer may air-burst before impact.
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* The fastest way to denote a grenade is to set timer: 0.25 seconds. Open inventory of your unit and place the grenade on the ground. If using drop, the animation plays very briefly of the grenade falling, then you get the blast. There is short but noticable delay by [[Input_Device_Reference_(Apocalypse)|dropping]] when it matters.
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* Agents equipped with long range weaponry will fire on hostiles which they cannot see themselves but are spotted by other agents. To best use this tactic, a flying agent out in the open or on a roof with a long ranged weapon will fire at any unseen unit if the hostile is within their weapon range.
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* Moving flying agents to new locations when in overhead battlescape view will give a location as normal but it will end at ground level (destination icon will be a circle instead of a cross). eg: an agent airbourne at level nine is moved to a new location in flat terrain (in overhead view), they will finish the move at level one.
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* Stun gas clouds make units run in all directions, will knock out entities easily, briefly negates their offense and should be used often<br> against <s>anything hostile</s> everyone even when stun-capture-recovery is not possible ie: defence forces
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* Any gas effect can be replaced with a new gas effect. eg: stun gas will replace smoke on the battlescape ...and may extinguish a fire.
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* If an agent can see an unconscious unit and you want that agent to stand on the body when in overhead view, Alt-LMB in the body since just clicking LMB will attempt to select that unit. 
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* Standing on any part of an unconscious unit will prevent them from becoming active. Caution with injured Poppers.
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* Any unconscious unit can be killed at via forced fire to finish them before they wake up.<br>
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:Note: when manually shooting with direct fire at a knocked-out entity, if the ammunition impact makes a ricohet sound, the ground was shot! Any fleshy impacts <u>will not make a sound</u> when the body is hit. Impact on a Megaspawn makes an armor-impact sound&Dagger;. Once dead, message bar: "Hostile Unit has died. Your agent's position and posture should be changed to get a better shot if it is difficult to hit a oddly positioned entity. When prone, shooting ''past'' the alive body will cause the ''thing in the way'' to be hit instead. Caution with Poppers and any alien which used a Brainsucker Launcher.
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* Any corpse will allow a projectile to pass through. Unconscious entities can be used as cover.
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* If any entity is mind-controlled by X-Com, any exotic technology they carry is 'known' to X-Com (how to use it, shoot it, etc.) only for the <u>period of mind control</u>. X-Com does not learn anything from using unresearched alien technology is this fashion. Any unknown alien technology will always display "Unresearched Item", including when it is still carried by the mind controlled unit.<br>
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:Note: a mind-controlled entity is classed as [[Psionics_(Apocalypse)#Effect_on_Non_Hostiles|an X-Com unit]]. Some aliens will not attack their 'old friend'.
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* Large alien lifeforms may not be easily visible (see below: Psimorph and Megaspawn). If <u>any</u> alien cannot be seen but their position is <s>guessed</s> determined by their sound, shooting past their expected location (down the corridor, at a far wall, a landscape feature etc.) will often hit this unseen alien. A weapon impact with these unseen aliens will not make a sound&Dagger; and the weapon projectile may appear to stop in mid-air finishing with its particular hit-effect.
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* Translucent windows allow an X-Com agent to peer inside the UFO. If a hostile is spotted, agents may fire on the target but will not penetrate the strong window, wasting ammunition however, a psionic agent can safely (attempt to) manipulate any victim seen within since the window sections are also very resistant to alien weaponry effects.
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* Any alien firing at your agents outside see-through windows will only hit the strong window. They do not understand that it is ineffectual. Any <u>hand-held</u> recharging weapons will deplete their energy reserves then fire much more slowly. This can be used to reduce the potency of an armed Anthopods or Skeletoids before they engaged by other X-Com agents. Any alien using an Entropy Launcher will soon expire their ammuntion if firing at the agent loitering outside an intact window.
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* Hostiles which cannot be seen and are firing their weapon may be generally located by their weapon's projectile trajectory and direction.
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* If the enemy is using a Personal Cloaking Field, or is in thick smoke, their location can be accurately determined by the 'originating point' of their weapon fire. The unit could be obscured with stealth or by smoke but their projectile is completely visible immediately upon firing if any X-Com agent is looking in that general direction.
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* In the later parts of the game when your agents have personal shields and dirsruptor armor, brainsuckers will still be a threat in the same capacity as they were a threat in the very first mission. Nothing you can use protects against this alien (except using Androids). Prevention is the best option with overwhelming firepower! Poppers become much less of a threat when an agent is equipped with (at least) a shield and better armors to the point of poppers being nothing more than a mini mobile smoke screen. The only proven method of equally reducing the threat to zero of brainsuckers, poppers is by flying high off from the terrain.
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* When X-Com is technologically advanced, an agent only with two swords and two teleporters can fight face-to-face against all hostile entities in an <s>un</s>inspiring combat tactic of "appear-stabstab-vanish".<!-- NEED A NEW NAME FOR THIS!! --> eg: use one teleporter to appear behind any alien, quick death from dual sword attack, use second teleporter to immediately disappear to a safe area.
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* Incoming missiles tracking a target can be easily avoided by teleporting away ...next to hostiles since the missile may still track your agent but hit something in the way.
  
==Early Game: Aliens==
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All alien lifeforms mentioned in '''Common''' are the usual types used throughout the whole game. The aliens mentioned in '''Uncommon''' only start to appear later and are used mostly in a combat-support role.
At first, your only real worries are multiworms/hyperworms and brainsuckers, though spitters are dangerous in large numbers. Multiworms themselves are not dangerous outside of very short range (their acid spit can take chunks out of an unlucky stun squadder's health though), but it's hard to kill them at range and hyperworms are death in melee. Use autocannons and machine guns, preferably two weapons per trooper, then upgrade to plasma guns as soon as you can. Grenades are only slightly effective, as they are often unable to kill in a single hit or noticeably weaken enemies, though a well-timed [[Megapol AP Grenade]] can kill the Hyperworms as they burst from their deceased parent. Stun gas, however, is pretty useful for captures and beating multiworms. Missile launchers have a large blast radius, making it easy to hit your troops at times and often inflicting a fair amount of collateral damage, so it's best to not rely on them.
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==Fighting: Common [[Alien_Overview_(Apocalypse)|Aliens]]==
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Common alien threats are brainsuckers, poppers, anthropods, spitters, multiworms and hyperworms, alien eggs, and (appearing later) skeletoids.
  
==Early Game: Humans==
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===[[Alien_Life_Forms_(Apocalypse)|Aliens]] With [[Innate_Weapons_(Apocalypse)|Grown-In]] Weapons===
This varies widely, as the different groups are armed differently, but what you really have to worry about are cultists, gang members, Marsec troops, and Megapol, as these are the most dangerous.
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* [[Brainsucker_(Apocalypse)|'''Brainsuckers''']] are the most serious of threats on the battlescape, but are a zero threat if only using Android agents. Brainsuckers must be killed immediately and without much thought into how. A lone or isolated agent can only use three certain actions besides weaponry when faced with a brainsucker: go prone (need space) and don't move until it is too tired to keep jumping, fly upwards (need marsec armor) five levels or higher from the terrain below and side features (not ''at'' level five), standing under (not crouch) or flying directly under any ceiling/roof/structure/doorway (need a building) so that your agent's head "touches" the 'top'. If an X-com unit does not have any other option and is fast (drop heavy items), moving them quickly and randomly may cause the brainsucker to get too tired from constantly missing the agents head. Stand on the alien and don't move until your agent has armed back up... or just don't move! (if your trooper is alone on the battlescape, good luck!)<br>
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* A brainsucker has low health and is easily stunned with a grapple. The trade off being reduced accuracy of a two-handed weapon until all brainsuckers are gone.
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* If a pod is heard to have cracked open but the brainsucker is not sighted, turn your agents (RMB) in all directions until found, which being so dangerous, agents could (should?) ignore other aliens types until the brainsucker is dead. Pods under an agent will not hatch, pick them up before your agent moves.
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* An agent mid-suck cannot be selected (inventory access is blocked for the agent, but this can be circumvented). Using others to shoot at or near the victim with explosives may kill it quickly. If possible via inventory access, a 0.25 second grenade (stun or explosive) on the ground may remove the brainsucker threat and possibly injure or kill the agent if not wearing armor.<br>
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* A brainsucked agent is classed as an alien.
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* If an agent is lost via a 'brainsuck', the 'alien' is now the most severe threat since Megapol or Marsec Armor is resistant to damage from early weapons, and those very same weapons and explosives are now pointed at your troops! A stun grapple hit, stun gas grenade set off, sustained auto-shot fire from stronger weapons (autocannon with armor piercing rounds, or plasma gun etc.), and mind control can be used to neutralise this contaminated agent. A brainsucked agent using their stun grapple against flying X-com troops will cause your stunned agent to fall out of the sky! Beware of ammunition/explosives cooking-off.<br>
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Special Note: It is possible that so many brainsuckers have been created on the battlescape that the game will not allow more to hatch until the entire population (not just brainsuckers) on the map is reduced (killed, not stunned). It will be common to see pods which do not hatch littering the battlefield, however, they still may break open if the game will allow it.<br>
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* [[Popper_(Apocalypse)|'''Poppers''']] are the very close second (or first if inside enclosed areas) serious threat to your troops. A popper is the fastest alien encountered for its only tactic is to find the nearest hostile, get as close as possible at full speed, then ''pop'' (explode)! Choosing between a brainsucker or popper as the immediate threat to be dealt with is a matter of how close the popper is to your troops. '''A popper dying from armor piercing rounds, explosions, or incendiaries will immediately explode'''. A fatal wound may also detonate a popper unexpectantly. The explosion is powerful enough to detonate other poppers nearby, often resulting in a chain-reaction of explosions, heavily wounding others caught in the blasts. If this opportunitistic tactic can be used when a crash recovery is in progress and within a corridor, the aliens may be too injured and demoralised to fight and all may start to panic. This one action of chained explosions may turn the battle quickly against the alien horde.
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* A wounded and unconscious popper is best avoided since it may explode at anytime since it is unknown if the wounds are bleeding (fatal wounds) so it may be wise to blow it up with a weak explosive, but only if it is an obstruction or too close to proceed past safely.
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* Poppers are usually the first out of a UFO when they are present. A proximity mine can be thrown just in front of the door which will stop it being anything more that just a smoking scar on the terrain.
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: Note: A UFO door may block the explosion when opening if the proximity mine is set with a very short delay. A setting of 2sec/4.5m at the closed door works well.
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* A popper leaves a trail of smoke whenever moving. This many conceal others behind it, and with the second and third etc. popper making the smoke thicker, it may be better to move away briefly until it clears so you don't get surprised.
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* A popper on motion scanner is easily picked out since the speed it moves at leaves a strong signature on the scanner minimap.
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* If any are seen running on open ground, it may be possible to lead-the-target with an autocannon explosive round or a thrown grenade.
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* Poppers following each other in a loose line may 'tunnel' through a gas cloud (stun or anti-alien) since: Any 'new' gas cloud will displace the 'old' gas cloud. Their movement causes a local smoke-effect (bubbling butt chemicals?) which will displace the current gas cloud as they pass through it (until stunned or killed) with the second and third etc. in line building the smoke tunnel further until it dissects the 'old' cloud. Their smoke tunnel is easily removed with another type of 'new gas'. 
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* If any aliens are found grouped together with a popper, an explosive thrown into the group, or aim for the popper with weaponry which causes it to detonate when killed will save ammunition, injure or kill many aliens and may cause panic.
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* Poppers within buildings can be an unexpected deadly threat since an agent flying past an open(ing) window will allow the popper to see your trooper and thus detonate. Note: This is similar to a Boomeroid when behind a wall. It won't explode until it can see you (a door/window opens).
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* The threat of the large explosion is entirely avoided by flight. Flying above the ground (same method as with Brainsuckers) completely negates any threat from this creature if the environment allows flying so high.
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* [[Spitter_(Apocalypse)|'''Spitters''']] have inaccurate aim but when it impacts, the enzymes eat armor and flesh only weakly, posing a minimal danger unless a group has targeted a single agent, thus, any groups of these should be broken up with explosives. They usually don't attack first when a battle starts and prefer to wait until others have 'had a go', hence, they may be already panicking by that time. A average agent can rush in for a kill and get some experience!<br>
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* [[Multiworm_(Apocalypse)|'''Multiworms''']] will burst open when killed. birthing four Hyperworms. The multiworm is has high health but a short range enzyme spit. Use the environment to be at an elevated level, if possible, and engage it with hard-hiting weapons such as the laser, plasma gun, or heavy launcher with explosives from a medium distance to avoid the spit and its melee babies. If in close with a multiworm, retreating further away is the best tactic since they are slow moving. Explosives (autocannon) from multiple agents will wear down the creature until it 'bursts', with continued fire (or a stronger AP-grenade explosion) to also kill the babies. An injured multiworm can be bombarded with stun (grapple or gas) until unconscious which will not cause the creature to 'birth'. Standing on (until mission end?) any part of the worm will keep it subdued.<br>
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Special Note: The battlescaspe population will determine if hyperworms will be allowed to appear after the multiworm dies. This is similar to why brainsucker pods don't always break open.<br>
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* [[Hyperworm_(Apocalypse)|'''Hyperworm''']] is a fast 'snake' and quickly needs to get close to eat (melee combat). Its high speed makes a hyperworm the last threat which needs urgent attention. Shooting at the hyperworm with autocannon high explosive rounds is the best tactic since, ''where there is one...''<br> If an agent can fly and is out of the hyperworms melee range, the worm now is just a nothing but a mere annoyance that needs to be silenced. If face-to-face with a hyperworm, use the brainsuck-in-action tactic of dropping a live grenade, or run!<br>
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* [[Multiworm_Egg_(Apocalypse)|'''Multiworm Alien Eggs''']] are easily avoided since they cannot move, have a weak enzyme projectile and pose a minimal threat. Distance is the only problem with eggs since an agent turning a corner may come in close range to its weapon. A motion scanner should be used to limit any surprises.
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* [[Chrysalis_(Apocalypse)|'''Chrysalis''']] is no threat whatsoever. A chrysalis is a coccoon-like alien usually found together with alien eggs, located in less travelled areas of a building or UFO. It has no offensive capabilties, does not move, and does not 'hatch'.<br>
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These two alien lifeforms (egg and coccoon) may block corridors which may prevent other aliens from proceeding into battle. Shoot the others first. The egg and coccoon does not need to be killed for a mission to end successfully (ie: eliminate all aliens) since they are both recovered alive at mission completion. Shooting both dead can earn experience by agents needing improvement.
  
Cultists wear Megapol armor, and have autocannons, grenades, plasma guns, rocket launchers, and basically everything Megapol sells.
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===[[Alien_Life_Forms_(Apocalypse)|Aliens]] Which Carry Weapons===
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There are only two alien lifeforms in the whole game which can carry any (alien or earth-based) weapons, grenades and devices. The blue Anthropod and the yellow Skeletoid. Tactics against these two types are the same with the only difference is that the skeletoid can fly.
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* [[Anthropod_(Apocalypse)|'''Anthropods''']] and [[Skeletoid_(Apocalypse)|'''Skeletoids''']] are the ''foot'' soldiers of the alien menace. They can use any weapon available on the battlescape since they can pick up anything dropped when needed (some weapons they won't bother with because they don't cause death).
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* Beware of these two aliens in the early parts of the game since they will all carry [[Brainsucker_Launcher|Brainsucker Launchers]] until they [[Tech_Levels_(Apocalypse)|develop]] more advanced weaponry to complement this weapon. The launcher is never obsolete and will be used until the end.
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* When they use the inaccurate brainsucker launcher, they will shoot the pods only in the general direction of your troopers. With this one weapon, they may be briefly the second most dangerous alien ...until all pods have been fired! Anthropod and Skeletoids themselves, are completely harmless without a weapon or grenade. They have no in-grown weapons! Concentrate on the brainsuckers instead when they are about (careful with those poppers, too). Kill the foot soldiers before they can launch more pods.
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* If they are in a corridor, they may be unable to aim high to shoot pods over your agents' heads.
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* Approaching a dead alien which used a brainsucker launcher may cause loose pods in their inventory to break open. The pod loaded inside a dropped weapon or any unconscious aliens will prevent the pod from hatching.
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* If fighting high in the air with an unshielded skeletoid, a quick shot of stun grapple instead of a prolonged fire-fight will cause the alien to plummet to the ground, and usually die.
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* As the game progress these two aliens will acquire better weaponry and will eventually start using exotic devices also. Concentrate fire on one at a time or the one with the 'biggest gun' since most other common aliens will now be minor threats, except brainsuckers (always) and poppers (usually).
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The anthropod, being limited to the ground, can be out-manouvered against flying agents by deformed terrain, broken walkways ...anything that can limit your own agents when ground-based, applies to the anthropod as well. The skeletoid suffers no such penalties. Where your agents can fly, the skeletoids can follow!
  
Gang members are equipped with a wide array of guns, though plasma guns are somewhat rare. Diablo members are equipped with incendiary grenades on occasion.
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==Fighting: Uncommon Aliens==
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* [[Megaspawn_(Apocalypse)|'''Megaspawn''']] is the large tank of the alien forces. Its grown-in weapons being the disruptor beam and a dimension missile launcher makes this slow mass of flesh extremely dangerous. Avoid the missile inflight by using cover with hide-and-seek tactics (you hide when the missile seeks).
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* A megaspawn is too slow to chase troops and is usually stuck inside the UFO. Any of these tanks outside, however, should be attacked with the strongest weapons available en-masse from cover and from different directions all at once. Depending on the weaponry available to X-Com, the multiworm injure-and-stun tactic works, and followed up by standing on the unconscious unit (overhead view, large red circle, stand one agent on any part of the circle).
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* The missile may be avoided by a fast agent running perpendicular to the incoming warhead. The turning rate is too loose to track such fast movement and it usually ends up over shooting and exploding nearby. ...nearby being better than in their face!
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* The megaspawn may use their dimension missile launcher in tight spaces or in close combat, although the beam weapon is prefered. Beware of anything collapsing.
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* [[Micronoid_Aggregate_(Apocalypse)|'''Micronoid''']] and [[Psimorph_(Apocalypse)|'''Psimorph''']] lifeforms use psionic powers as their only method of combat. They both have no offensive weaponry, are slow moving and they avoid the main battle. The only difference between the two, the Psimorph can fly, is larger and has slightly better psionic skills and much more health. These two lifeforms will use panic and stun psi powers on X-Com agents often with the psimorph using mind control against psi-weak X-Com agents, from medium distance to assist other aliens in battle. Battlescape tactics to fight these lifeform is easy and simple ...like shooting a slow moving chrysalis. Stunning the psimorph uses the same tactics as for the megaspawn, with the micronoid immune to stun gas but not to stun grapples. Any time these two aliens are present on the battlescape, an android is the prefered trooper to use.<br>
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These two alien lifeforms (Psimorph and Megaspawn) cannot enter corridors which are one level high. X-Com agents may not [[Known_Bugs_(Apocalypse)#Invisible_Aliens|see them]] unless both the agent and the large alien are out in an open area.
  
Marsec troops have Marsec gear.
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==Fighting: Unique Aliens==
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* [[Queenspawn_(Apocalypse)|'''Queenspawn''']] is the egg factory of all those Multiworm Eggs! This alien is only found once. A live specimen should be a priority for research. This yellow, tentacled, immobile, octopus-like alien has very high health and a very strong enzyme projectile weapon. This important alien is often surrounded by eggs (that need to be scrambled with some Vortex power) and a defending force of Megaspawns, including having reinforcements available from the nearby 'orange pads'. Capture of this lifeform is a difficult operation. Its health must be reduced to less than half without killing it and then must be constantly gassed with stun grenades until it passes out. Getting too close to its tentacles results in a deadly whip hence, stun grapples may not the best option. Distraction of the queenspawn is possible with one agent whilst another stealthy agent can get closer, if lucky, to use the grapple.
  
Megapol troops have Megapol's inventory of lethal weaponry.
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=Fighting: [[Population_(Apocalypse)|Humans]]=
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<!-- not mentioning corporate hoods since that is at "base defence" page. -->
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The human population of Mega-Primus go about their business without any concern of the Alien threat to their city or way of life. Civilians are irrelevant and are not considered.
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* When fighting inside any building, conservative use of explosives is recommended, unless the building is owned by a hostile organisation.
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* Hybrids and Androids are not used anywhere unless hired by X-Com. Any and all inhabitants of Mega-Primus are always classed as human irrelevant of what their portrait picture may show when probed or mind-controlled.
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* Humans only appear in two areas: their own buildings and your [[Bases_(Apocalypse)|base]].
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* Civilians cannot use weapons since they do not have an inventory.
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* All defence forces use weapons which are available on the market until exotic types are acquired [[Tech_Levels_(Apocalypse)|automatically]] as the weeks progress.
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* Defence forces do not use removeable armour since all use in-built armor. Its protection ratinge varies with [[Unit_Stats_(Apocalypse)|Difficulty]].
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* All human units are comparable to human X-Com agents in physical attributes whereas civilians are irrelevant. They do not gain experience in battle and do not increase their attributes over time. eg: the gangster fought at week one is the same when fought at week sixteen except their equipment will be mostly exotic.
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* Defence forces will not use certain weapons eg: power swords. If hostile, they will (rarely) use a stun grapple against your troops but prefer a weapon that kills.
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* If out of ammunition for their weapon, they may take some more from anyone unconscious or may place their current weapon in the backpack and take a different weapon as long as it is loaded. No weapons are discarded when empty. Excess ammunition may be thrown about the battlescape and either be picked up by others or left alone.
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* A hostile may (rarely) pick up mind bender and may attempt psionic attacks on your psi-weak units.
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* Any neutral unit can be forced to move by throwing an <u>un</u>armed grenade next to them. Their 'programmed' response is to flee until they are outside its blast radius. When a dud grenade is thrown, all within the effective area may flee but others outside (the blast radius) may attempt to steal the grenade once they realise it was not a threat. Smoke grenades are ideal for this tactic but other types are likely to be stolen if not recovered soon. Neutrals may throw their own live grenade towards your dud to blow it up and remove the perceived threat. Boomeroids from X-Com agents are targeted for removal as a priority, beware of any explosions. This "fleeing from grenades" tactic can be used to unblock corridors of grouped neutrals or to force anyone kneeling to stand and run (stun grapple sometimes does not work on kneeling units).
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* Defence Forces may become more technologically [[Tech_Levels_(Apocalypse)|advanced]] than X-Com and Aliens!!
  
In all cases your main advantage is that you can employ grenades frequently. Explosive autocannon fire is also of great value, as your enemies tend to clump. Target rocket launchers first, then shoot whoever is shooting at you. Inflict maximum collateral damage, as a bankrupted foe can't counterattack.
 
  
==Mid Game: Aliens==
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[[Strategies_for_Troops_(Apocalypse)|Next: Anti-Alien Strategies For Troops]]<br>
When you pass 1000 points, things take a change for the lethal. The anthropods are now the prime target, behind only charging brainsuckers and poppers in threat. Claiming disruptor guns slightly evens the odds, but your armor advantage is long gone. Skeletoids start to appear, and the nightmare of storming UFOs is not much changed from the other two games; if anything, it is now even more dangerous. When boomeroids appear, things get even worse, though the non-armed aliens are now easy meat for disruptor guns. Eventually the devastator cannon is deployed, proving lethal to even armored androids in as few as two shots at times. Begin phasing out human weaponry as fast as possible and keep your troops far apart when you can.
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[[Take_Cover!|Previous: Using Terrain & Cover]]<br>
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[[Tactics_(Apocalypse)|Return to Start]]
  
==Mid Game: Humans==
 
 
This is much easier, as you are now equipped with the most lethal weaponry. In almost any battle, X-COM troops should shred any resistance, though you must still be wary of rocket launchers and plasma guns.
 
 
==Late Game: Humans==
 
 
By this point, humans will usually be complete pushovers. Protected by X-Com disruptor armor and personal shields, even taking direct hits from rocket launchers will do little to slow your agents down, and with devastator cannons and dimension missile launchers, you'll make short work of whatever human enemies try to take you out.
 
 
==Storming UFOs==
 
This can be tough, even early on. Early in the game, you'll start facing your first manned alien craft: transports and fast attack ships. Most of these follow the same basic design, a central gravity lift with the ship's control center on the upper floor. Ship entrances can vary significantly; transports have two exits on opposite sides of the craft for example, whilst others have only a single exit. Agent positioning at the start of the battle can mean the difference between a turkey shoot and a chaotic fight on open terrain.
 
 
A good - though slow - tactic is to position your agents in a rough half-circle or quarter-circle around the exit door(s) at around a dozen squares away as terrain permits and wait for the aliens to come to you, rather than wading into a deathtrap. Snipers can be further; less accurate troops or those using grenades should be closer. ''Do not bunch up'' - grenades ruin your day as much as they ruin the alien's', and the monstrous [[Megaspawn (Apocalypse)|Megaspawn]] has a very powerful missile launcher you do not want to be hit by.
 
 
Cover outside tends to be sparse so make the most of dips or rises in the terrain for height advantage/hard cover, and use trees/bushes as 'soft' cover. Only if the aliens refuse to leave their camping spots should you risk venturing inside - if the aliens haven't left the craft yet, you'll run into a few of them as soon as you enter the ship's hallway. Be careful not to get bunched up entering or a well-placed boomeroid can cause some serious harm to your troops.
 
 
Eventually, you'll want to secure the bottom of the lift, then move upward to the control center. One useful technique, if you can pull off the throw, is to lob a smoke or gas grenade up onto the upper floor from below. Smoke will help you move your agents into position without coming under fire, while gas grenades will ensure that there are no aliens (especially brainsuckers) lying in wait right at the top of the lift.
 
 
Once you enter the control room, be prepared for a real fight. Unless you were met by a large number of alien attackers in the entryway, the bulk of the ship's crew is likely to be up on this level, and most of the time they're entrenched behind barricades or up on elevated catwalks, giving them a tactical advantage. Making use of gas grenades here to flush aliens out of their cover can greatly improve your odds of coming away without casualties.
 
 
It's important not to get complacent. Even late in the game, when you're wearing the best armor and toting devastators and shields, alien incursions in buildings can seem like cake, but UFO crews will almost always be as well-armed as you are and will have the tactical advantage in many cases.
 
 
==Tactics for human buildings==
 
 
===X-COM Base===
 
See [[Base Defense (Apocalypse)]] for more info.
 
 
The layout is of course dependent on how you've designed your base, so make sure you use [[Security Station (Apocalypse)|Security Station]]s! Pull your civilian personnel into a safer part of the installation with a squad to guard them, then start sweeping for any intruders that might have escaped your security net.
 
 
===Temples of Sirius===
 
All indoors, with fairly large open rooms split apart by thin walls with double doors at the corners, and small, tunnel-filled basements or small offices on the lowest level. Unpleasant to fight in but far from the worst terrain. Rows of pews and low walls offer plenty of 'soft' cover from small arms fire, while many pillars and the occasional altar present harder full cover that can absorb one or more Devastator shots.
 
 
Walls are thin and easily breached if you want to make your own doors.
 
 
===Corporate Headquarters===
 
The corporate headquarters are almost the closest thing you'll get to an open-field battle in any of the maps in Mega-Primus. Be glad, because they're also the alien's preferred target. There are three major layouts.
 
 
First and most common is a single solid building with a large lobby, with a gravlift and a horde of aliens in it. Enter the lobby with all your troops at once and gun down the aliens inside. Other aliens will swarm down the gravlift and out the nearby doors, so most aliens will be involved.
 
 
After that, hunt the rest down with squads of troops; they prefer hiding upstairs.
 
 
Second, there's a pathway with small towers lining it. Most aliens will emerge onto the pathway and can be cut down by mass fire. Again, hunt down the survivors in the towers afterwards.
 
 
Last but not least there is a sprawling building with numerous entry points. Sadly, there is no area that the aliens will reliably swarm towards when you open fire.
 
 
===Slum===
 
 
The slum is either an obstructed field, a brutal room to room hunt for aliens in some large buildings, another obstructed field with small buildings, or a building wrapped around a clear area, which you need to get cleared of enemies while dealing with enemies on the balconies. The building missions tend to have some mostly empty levels and some levels filled with enemies. The field missions... you remember the farm and forest terrain from X-com1? kinda like that, with more trees.
 
 
Be on the lookout for supported structures like the water tanks. They are fairly lightly supported and stray fire could easily bring them down on top of your men.
 
 
===Apartments===
 
 
These are all small rooms with open common areas and fairly long hallways, ideal for being ambushed and separated... in other words, these suck. On the other hand they offer decent flanking opportunities to offset their many bottlenecks; if an enemy has you pinned down in a corridor (or vice versa) there is generally a good way to flank them nearby, and smoke grenades can be used to make things a little easier.
 
 
Cover is pretty sparse, but columns here and there offer fairly good protection from small arms and you only ever need to cover a single floor. Agents can also duck into the apartments if you're setting up an ambush, or to recover from their injuries using a Medi-Kit. Eggs and Chrysalis' may often be found tucked in bathrooms.
 
 
===Megapol Stations===
 
 
If you thought Apartments were bad, these are a hundred times worse. Extremely tight corridors with many small rooms and an abundance of doorways. ''Do not'' go into battle in one of these unless you are ''exceptionally'' well-prepared and armed with end-game tier equipment like shields, alien weapons, and manufactured armour, unless it is the early game and aliens are not packing lethal ranged weapons. Motion sensors are useful.
 
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]

Latest revision as of 05:55, 2 December 2023

General Battlescape Tactics Against Hostiles.

  • Relevant mainly for Real-Time game mode. Turn Based Tactics are also available.

As progress is made by slowly fighting, understanding, and defeating the alien menace after each mission, each new alien encountered may need a new method of battle tactics developed from the experiences in the earlier parts of the game; fine tuning those that worked and disregarding ones that got your agents killed.

Understanding the aliens is not as important as understanding the weapons and devices available to X-Com. Know your tools.

Engage The Enemy

  • Visual range of any unit is 24 cells maximum. If any hostile visually detects a target, others out of visual range, but within range of their weapon (carried or grown-in) may also engage. Only one unit needs to see the target, others will immediately know where to aim.
  • Understand the different damage types available and which weapon is best against which lifeform.
  • Listen to the aliens! The sounds they make identifies who and where they are on the battlescape. Knowing what to expect allows you to plan tactics, weapon use, positioning, etc.
  • Motion scanner is essential. No surprises = no ambush.
  • A darker section of ground usually indicates a shadow from the structure above. If fighting with many explosions, structural collapse is possible and often fatal to anyone caught underneath.
  • A single X-Com unit moved to a location may not be facing the desired direction. To allow an agent to end up facing a certain way, the movement action of a single agent should be performed by giving waypoints using Ctrl-LMB so that the final destination is in one cell that is closer to 'the action'. The agent will turn just before this last waypoint and stop in the last one... facing the action! This tactic is best used for an agent that needs to move far and cannot wait for them to arrive just so that you can manually turn them via RMB. Any waypoints directly on blue-exit-tiles will cause the agent to escape the battlescape.
  • Flying agents are better to suited to combat since they have more freedom to move, can fly up to avoid melee units, avoid ground explosions if high enough, infiltrate buildings by unconventional access, can drop explosives onto hostiles instead of trying to throw heavy ones, are able to hide in more areas, can quickly reach the best sniper positions, can do alot more things than an agent limited to the ground.
  • Destroying walkways, platforms, elevated sections etc. can cause injury to any unshielded entity due to falling from great height and can restrict movement or trap any ground-based entity.
  • Grenades with an active, but short, timer may air-burst before impact.
  • The fastest way to denote a grenade is to set timer: 0.25 seconds. Open inventory of your unit and place the grenade on the ground. If using drop, the animation plays very briefly of the grenade falling, then you get the blast. There is short but noticable delay by dropping when it matters.
  • Agents equipped with long range weaponry will fire on hostiles which they cannot see themselves but are spotted by other agents. To best use this tactic, a flying agent out in the open or on a roof with a long ranged weapon will fire at any unseen unit if the hostile is within their weapon range.
  • Moving flying agents to new locations when in overhead battlescape view will give a location as normal but it will end at ground level (destination icon will be a circle instead of a cross). eg: an agent airbourne at level nine is moved to a new location in flat terrain (in overhead view), they will finish the move at level one.
  • Stun gas clouds make units run in all directions, will knock out entities easily, briefly negates their offense and should be used often
    against anything hostile everyone even when stun-capture-recovery is not possible ie: defence forces
  • Any gas effect can be replaced with a new gas effect. eg: stun gas will replace smoke on the battlescape ...and may extinguish a fire.
  • If an agent can see an unconscious unit and you want that agent to stand on the body when in overhead view, Alt-LMB in the body since just clicking LMB will attempt to select that unit.
  • Standing on any part of an unconscious unit will prevent them from becoming active. Caution with injured Poppers.
  • Any unconscious unit can be killed at via forced fire to finish them before they wake up.
Note: when manually shooting with direct fire at a knocked-out entity, if the ammunition impact makes a ricohet sound, the ground was shot! Any fleshy impacts will not make a sound when the body is hit. Impact on a Megaspawn makes an armor-impact sound‡. Once dead, message bar: "Hostile Unit has died. Your agent's position and posture should be changed to get a better shot if it is difficult to hit a oddly positioned entity. When prone, shooting past the alive body will cause the thing in the way to be hit instead. Caution with Poppers and any alien which used a Brainsucker Launcher.
  • Any corpse will allow a projectile to pass through. Unconscious entities can be used as cover.
  • If any entity is mind-controlled by X-Com, any exotic technology they carry is 'known' to X-Com (how to use it, shoot it, etc.) only for the period of mind control. X-Com does not learn anything from using unresearched alien technology is this fashion. Any unknown alien technology will always display "Unresearched Item", including when it is still carried by the mind controlled unit.
Note: a mind-controlled entity is classed as an X-Com unit. Some aliens will not attack their 'old friend'.
  • Large alien lifeforms may not be easily visible (see below: Psimorph and Megaspawn). If any alien cannot be seen but their position is guessed determined by their sound, shooting past their expected location (down the corridor, at a far wall, a landscape feature etc.) will often hit this unseen alien. A weapon impact with these unseen aliens will not make a sound‡ and the weapon projectile may appear to stop in mid-air finishing with its particular hit-effect.
  • Translucent windows allow an X-Com agent to peer inside the UFO. If a hostile is spotted, agents may fire on the target but will not penetrate the strong window, wasting ammunition however, a psionic agent can safely (attempt to) manipulate any victim seen within since the window sections are also very resistant to alien weaponry effects.
  • Any alien firing at your agents outside see-through windows will only hit the strong window. They do not understand that it is ineffectual. Any hand-held recharging weapons will deplete their energy reserves then fire much more slowly. This can be used to reduce the potency of an armed Anthopods or Skeletoids before they engaged by other X-Com agents. Any alien using an Entropy Launcher will soon expire their ammuntion if firing at the agent loitering outside an intact window.
  • Hostiles which cannot be seen and are firing their weapon may be generally located by their weapon's projectile trajectory and direction.
  • If the enemy is using a Personal Cloaking Field, or is in thick smoke, their location can be accurately determined by the 'originating point' of their weapon fire. The unit could be obscured with stealth or by smoke but their projectile is completely visible immediately upon firing if any X-Com agent is looking in that general direction.
  • In the later parts of the game when your agents have personal shields and dirsruptor armor, brainsuckers will still be a threat in the same capacity as they were a threat in the very first mission. Nothing you can use protects against this alien (except using Androids). Prevention is the best option with overwhelming firepower! Poppers become much less of a threat when an agent is equipped with (at least) a shield and better armors to the point of poppers being nothing more than a mini mobile smoke screen. The only proven method of equally reducing the threat to zero of brainsuckers, poppers is by flying high off from the terrain.
  • When X-Com is technologically advanced, an agent only with two swords and two teleporters can fight face-to-face against all hostile entities in an uninspiring combat tactic of "appear-stabstab-vanish". eg: use one teleporter to appear behind any alien, quick death from dual sword attack, use second teleporter to immediately disappear to a safe area.
  • Incoming missiles tracking a target can be easily avoided by teleporting away ...next to hostiles since the missile may still track your agent but hit something in the way.

All alien lifeforms mentioned in Common are the usual types used throughout the whole game. The aliens mentioned in Uncommon only start to appear later and are used mostly in a combat-support role.

Fighting: Common Aliens

Common alien threats are brainsuckers, poppers, anthropods, spitters, multiworms and hyperworms, alien eggs, and (appearing later) skeletoids.

Aliens With Grown-In Weapons

  • Brainsuckers are the most serious of threats on the battlescape, but are a zero threat if only using Android agents. Brainsuckers must be killed immediately and without much thought into how. A lone or isolated agent can only use three certain actions besides weaponry when faced with a brainsucker: go prone (need space) and don't move until it is too tired to keep jumping, fly upwards (need marsec armor) five levels or higher from the terrain below and side features (not at level five), standing under (not crouch) or flying directly under any ceiling/roof/structure/doorway (need a building) so that your agent's head "touches" the 'top'. If an X-com unit does not have any other option and is fast (drop heavy items), moving them quickly and randomly may cause the brainsucker to get too tired from constantly missing the agents head. Stand on the alien and don't move until your agent has armed back up... or just don't move! (if your trooper is alone on the battlescape, good luck!)
  • A brainsucker has low health and is easily stunned with a grapple. The trade off being reduced accuracy of a two-handed weapon until all brainsuckers are gone.
  • If a pod is heard to have cracked open but the brainsucker is not sighted, turn your agents (RMB) in all directions until found, which being so dangerous, agents could (should?) ignore other aliens types until the brainsucker is dead. Pods under an agent will not hatch, pick them up before your agent moves.
  • An agent mid-suck cannot be selected (inventory access is blocked for the agent, but this can be circumvented). Using others to shoot at or near the victim with explosives may kill it quickly. If possible via inventory access, a 0.25 second grenade (stun or explosive) on the ground may remove the brainsucker threat and possibly injure or kill the agent if not wearing armor.
  • A brainsucked agent is classed as an alien.
  • If an agent is lost via a 'brainsuck', the 'alien' is now the most severe threat since Megapol or Marsec Armor is resistant to damage from early weapons, and those very same weapons and explosives are now pointed at your troops! A stun grapple hit, stun gas grenade set off, sustained auto-shot fire from stronger weapons (autocannon with armor piercing rounds, or plasma gun etc.), and mind control can be used to neutralise this contaminated agent. A brainsucked agent using their stun grapple against flying X-com troops will cause your stunned agent to fall out of the sky! Beware of ammunition/explosives cooking-off.

Special Note: It is possible that so many brainsuckers have been created on the battlescape that the game will not allow more to hatch until the entire population (not just brainsuckers) on the map is reduced (killed, not stunned). It will be common to see pods which do not hatch littering the battlefield, however, they still may break open if the game will allow it.

  • Poppers are the very close second (or first if inside enclosed areas) serious threat to your troops. A popper is the fastest alien encountered for its only tactic is to find the nearest hostile, get as close as possible at full speed, then pop (explode)! Choosing between a brainsucker or popper as the immediate threat to be dealt with is a matter of how close the popper is to your troops. A popper dying from armor piercing rounds, explosions, or incendiaries will immediately explode. A fatal wound may also detonate a popper unexpectantly. The explosion is powerful enough to detonate other poppers nearby, often resulting in a chain-reaction of explosions, heavily wounding others caught in the blasts. If this opportunitistic tactic can be used when a crash recovery is in progress and within a corridor, the aliens may be too injured and demoralised to fight and all may start to panic. This one action of chained explosions may turn the battle quickly against the alien horde.
  • A wounded and unconscious popper is best avoided since it may explode at anytime since it is unknown if the wounds are bleeding (fatal wounds) so it may be wise to blow it up with a weak explosive, but only if it is an obstruction or too close to proceed past safely.
  • Poppers are usually the first out of a UFO when they are present. A proximity mine can be thrown just in front of the door which will stop it being anything more that just a smoking scar on the terrain.
Note: A UFO door may block the explosion when opening if the proximity mine is set with a very short delay. A setting of 2sec/4.5m at the closed door works well.
  • A popper leaves a trail of smoke whenever moving. This many conceal others behind it, and with the second and third etc. popper making the smoke thicker, it may be better to move away briefly until it clears so you don't get surprised.
  • A popper on motion scanner is easily picked out since the speed it moves at leaves a strong signature on the scanner minimap.
  • If any are seen running on open ground, it may be possible to lead-the-target with an autocannon explosive round or a thrown grenade.
  • Poppers following each other in a loose line may 'tunnel' through a gas cloud (stun or anti-alien) since: Any 'new' gas cloud will displace the 'old' gas cloud. Their movement causes a local smoke-effect (bubbling butt chemicals?) which will displace the current gas cloud as they pass through it (until stunned or killed) with the second and third etc. in line building the smoke tunnel further until it dissects the 'old' cloud. Their smoke tunnel is easily removed with another type of 'new gas'.
  • If any aliens are found grouped together with a popper, an explosive thrown into the group, or aim for the popper with weaponry which causes it to detonate when killed will save ammunition, injure or kill many aliens and may cause panic.
  • Poppers within buildings can be an unexpected deadly threat since an agent flying past an open(ing) window will allow the popper to see your trooper and thus detonate. Note: This is similar to a Boomeroid when behind a wall. It won't explode until it can see you (a door/window opens).
  • The threat of the large explosion is entirely avoided by flight. Flying above the ground (same method as with Brainsuckers) completely negates any threat from this creature if the environment allows flying so high.
  • Spitters have inaccurate aim but when it impacts, the enzymes eat armor and flesh only weakly, posing a minimal danger unless a group has targeted a single agent, thus, any groups of these should be broken up with explosives. They usually don't attack first when a battle starts and prefer to wait until others have 'had a go', hence, they may be already panicking by that time. A average agent can rush in for a kill and get some experience!
  • Multiworms will burst open when killed. birthing four Hyperworms. The multiworm is has high health but a short range enzyme spit. Use the environment to be at an elevated level, if possible, and engage it with hard-hiting weapons such as the laser, plasma gun, or heavy launcher with explosives from a medium distance to avoid the spit and its melee babies. If in close with a multiworm, retreating further away is the best tactic since they are slow moving. Explosives (autocannon) from multiple agents will wear down the creature until it 'bursts', with continued fire (or a stronger AP-grenade explosion) to also kill the babies. An injured multiworm can be bombarded with stun (grapple or gas) until unconscious which will not cause the creature to 'birth'. Standing on (until mission end?) any part of the worm will keep it subdued.

Special Note: The battlescaspe population will determine if hyperworms will be allowed to appear after the multiworm dies. This is similar to why brainsucker pods don't always break open.

  • Hyperworm is a fast 'snake' and quickly needs to get close to eat (melee combat). Its high speed makes a hyperworm the last threat which needs urgent attention. Shooting at the hyperworm with autocannon high explosive rounds is the best tactic since, where there is one...
    If an agent can fly and is out of the hyperworms melee range, the worm now is just a nothing but a mere annoyance that needs to be silenced. If face-to-face with a hyperworm, use the brainsuck-in-action tactic of dropping a live grenade, or run!
  • Multiworm Alien Eggs are easily avoided since they cannot move, have a weak enzyme projectile and pose a minimal threat. Distance is the only problem with eggs since an agent turning a corner may come in close range to its weapon. A motion scanner should be used to limit any surprises.
  • Chrysalis is no threat whatsoever. A chrysalis is a coccoon-like alien usually found together with alien eggs, located in less travelled areas of a building or UFO. It has no offensive capabilties, does not move, and does not 'hatch'.

These two alien lifeforms (egg and coccoon) may block corridors which may prevent other aliens from proceeding into battle. Shoot the others first. The egg and coccoon does not need to be killed for a mission to end successfully (ie: eliminate all aliens) since they are both recovered alive at mission completion. Shooting both dead can earn experience by agents needing improvement.

Aliens Which Carry Weapons

There are only two alien lifeforms in the whole game which can carry any (alien or earth-based) weapons, grenades and devices. The blue Anthropod and the yellow Skeletoid. Tactics against these two types are the same with the only difference is that the skeletoid can fly.

  • Anthropods and Skeletoids are the foot soldiers of the alien menace. They can use any weapon available on the battlescape since they can pick up anything dropped when needed (some weapons they won't bother with because they don't cause death).
  • Beware of these two aliens in the early parts of the game since they will all carry Brainsucker Launchers until they develop more advanced weaponry to complement this weapon. The launcher is never obsolete and will be used until the end.
  • When they use the inaccurate brainsucker launcher, they will shoot the pods only in the general direction of your troopers. With this one weapon, they may be briefly the second most dangerous alien ...until all pods have been fired! Anthropod and Skeletoids themselves, are completely harmless without a weapon or grenade. They have no in-grown weapons! Concentrate on the brainsuckers instead when they are about (careful with those poppers, too). Kill the foot soldiers before they can launch more pods.
  • If they are in a corridor, they may be unable to aim high to shoot pods over your agents' heads.
  • Approaching a dead alien which used a brainsucker launcher may cause loose pods in their inventory to break open. The pod loaded inside a dropped weapon or any unconscious aliens will prevent the pod from hatching.
  • If fighting high in the air with an unshielded skeletoid, a quick shot of stun grapple instead of a prolonged fire-fight will cause the alien to plummet to the ground, and usually die.
  • As the game progress these two aliens will acquire better weaponry and will eventually start using exotic devices also. Concentrate fire on one at a time or the one with the 'biggest gun' since most other common aliens will now be minor threats, except brainsuckers (always) and poppers (usually).

The anthropod, being limited to the ground, can be out-manouvered against flying agents by deformed terrain, broken walkways ...anything that can limit your own agents when ground-based, applies to the anthropod as well. The skeletoid suffers no such penalties. Where your agents can fly, the skeletoids can follow!

Fighting: Uncommon Aliens

  • Megaspawn is the large tank of the alien forces. Its grown-in weapons being the disruptor beam and a dimension missile launcher makes this slow mass of flesh extremely dangerous. Avoid the missile inflight by using cover with hide-and-seek tactics (you hide when the missile seeks).
  • A megaspawn is too slow to chase troops and is usually stuck inside the UFO. Any of these tanks outside, however, should be attacked with the strongest weapons available en-masse from cover and from different directions all at once. Depending on the weaponry available to X-Com, the multiworm injure-and-stun tactic works, and followed up by standing on the unconscious unit (overhead view, large red circle, stand one agent on any part of the circle).
  • The missile may be avoided by a fast agent running perpendicular to the incoming warhead. The turning rate is too loose to track such fast movement and it usually ends up over shooting and exploding nearby. ...nearby being better than in their face!
  • The megaspawn may use their dimension missile launcher in tight spaces or in close combat, although the beam weapon is prefered. Beware of anything collapsing.
  • Micronoid and Psimorph lifeforms use psionic powers as their only method of combat. They both have no offensive weaponry, are slow moving and they avoid the main battle. The only difference between the two, the Psimorph can fly, is larger and has slightly better psionic skills and much more health. These two lifeforms will use panic and stun psi powers on X-Com agents often with the psimorph using mind control against psi-weak X-Com agents, from medium distance to assist other aliens in battle. Battlescape tactics to fight these lifeform is easy and simple ...like shooting a slow moving chrysalis. Stunning the psimorph uses the same tactics as for the megaspawn, with the micronoid immune to stun gas but not to stun grapples. Any time these two aliens are present on the battlescape, an android is the prefered trooper to use.

These two alien lifeforms (Psimorph and Megaspawn) cannot enter corridors which are one level high. X-Com agents may not see them unless both the agent and the large alien are out in an open area.

Fighting: Unique Aliens

  • Queenspawn is the egg factory of all those Multiworm Eggs! This alien is only found once. A live specimen should be a priority for research. This yellow, tentacled, immobile, octopus-like alien has very high health and a very strong enzyme projectile weapon. This important alien is often surrounded by eggs (that need to be scrambled with some Vortex power) and a defending force of Megaspawns, including having reinforcements available from the nearby 'orange pads'. Capture of this lifeform is a difficult operation. Its health must be reduced to less than half without killing it and then must be constantly gassed with stun grenades until it passes out. Getting too close to its tentacles results in a deadly whip hence, stun grapples may not the best option. Distraction of the queenspawn is possible with one agent whilst another stealthy agent can get closer, if lucky, to use the grapple.

Fighting: Humans

The human population of Mega-Primus go about their business without any concern of the Alien threat to their city or way of life. Civilians are irrelevant and are not considered.

  • When fighting inside any building, conservative use of explosives is recommended, unless the building is owned by a hostile organisation.
  • Hybrids and Androids are not used anywhere unless hired by X-Com. Any and all inhabitants of Mega-Primus are always classed as human irrelevant of what their portrait picture may show when probed or mind-controlled.
  • Humans only appear in two areas: their own buildings and your base.
  • Civilians cannot use weapons since they do not have an inventory.
  • All defence forces use weapons which are available on the market until exotic types are acquired automatically as the weeks progress.
  • Defence forces do not use removeable armour since all use in-built armor. Its protection ratinge varies with Difficulty.
  • All human units are comparable to human X-Com agents in physical attributes whereas civilians are irrelevant. They do not gain experience in battle and do not increase their attributes over time. eg: the gangster fought at week one is the same when fought at week sixteen except their equipment will be mostly exotic.
  • Defence forces will not use certain weapons eg: power swords. If hostile, they will (rarely) use a stun grapple against your troops but prefer a weapon that kills.
  • If out of ammunition for their weapon, they may take some more from anyone unconscious or may place their current weapon in the backpack and take a different weapon as long as it is loaded. No weapons are discarded when empty. Excess ammunition may be thrown about the battlescape and either be picked up by others or left alone.
  • A hostile may (rarely) pick up mind bender and may attempt psionic attacks on your psi-weak units.
  • Any neutral unit can be forced to move by throwing an unarmed grenade next to them. Their 'programmed' response is to flee until they are outside its blast radius. When a dud grenade is thrown, all within the effective area may flee but others outside (the blast radius) may attempt to steal the grenade once they realise it was not a threat. Smoke grenades are ideal for this tactic but other types are likely to be stolen if not recovered soon. Neutrals may throw their own live grenade towards your dud to blow it up and remove the perceived threat. Boomeroids from X-Com agents are targeted for removal as a priority, beware of any explosions. This "fleeing from grenades" tactic can be used to unblock corridors of grouped neutrals or to force anyone kneeling to stand and run (stun grapple sometimes does not work on kneeling units).
  • Defence Forces may become more technologically advanced than X-Com and Aliens!!


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