Difference between revisions of "Mixed Conventional : 1 Tank/ Rocket Launcher and 10 Soldiers : Aggressive Tech Advance vs Sectoid"

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(Creating Mixed Conventional : 1 Tank/ Rocket Launcher and 10 Soldiers : Aggressive Tech Advance vs Sectoid)
 
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  [[File:Anti-Type 1MixedConventional 1Tank Rocket Launcher and 10 Soldiers-.PNG]]
 
  [[File:Anti-Type 1MixedConventional 1Tank Rocket Launcher and 10 Soldiers-.PNG]]
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== Thule AFB Type 1 ==
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[[File:Type 1MixedConventional 1 Tank Rocket Launcher and 10 Soldiers.PNG]]
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Building Purchases:
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Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000
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Laboratory ( Building for 26 days) x 1 Cost Each : $750,000
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Large Radar Array ( Building for 25 days) x 1 : $800,000
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Living Quarters ( Building for 16 days) x 2 Cost Each : $400,000
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Material Purchases:
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Soldiers ( Transfer in 72 Hours) x 2 Cost Each : $40,000
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Scientist ( Transfer in 72 Hours) x 20 Cost Each : $60,000
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Tank/Rocket Launcher (Transfer in 96 hours) x 2 Cost : $480,000
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HWP Rockets(Transfer in 48 hours) x 30 Cost : $3,000
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[[File:Transfer Type 1 MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]]
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Stun Rod ( Transfer in 24 Hours) x 6 Cost Each : $1,260
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Electro-flare ( Transfer in 24 Hours) x 26 Cost Each : $60
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Loadout of SKYRANGER after Transfers (Jan 5th)
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[[File:SKYRANGER 1 item Loadout.PNG]]
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[[File:SKYRANGER1Loadout.PNG]]
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SKYRANGER-1 : 1 Tank/Rocket Launcher and 10 Soldiers
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Items:
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Pistol x 5 | Pistol Clip x 5
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Rifle x 8 | Rifle Clip x 11
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Auto-Cannon x 1 | AC-AP x 8
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Heavy Cannon | HC-AP x 8 | HC-HE x 1
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Rocket Launcher x 1 | Small Rocket x 4
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Grenade x 13
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Smoke Grenade x 5
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Stun Rod x 4
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Electro-flare x 6
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INTERCEPTOR-1
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Weapon 1: CANNON
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Weapon 2: CANNON
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INTERCEPTOR-2
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Weapon 1: CANNON
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Weapon 2: CANNON
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Stores:
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[[File:Stores MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]]
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[[File:Base Information Type 1 MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG]]
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Research:
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[[File:Research Medikits.PNG]]
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30 Scientists | Laser Weapons | Unknown
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Engineering:
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10 Engineers | no work
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Revision as of 10:24, 27 June 2022

Initial Theory of Aggressive Tech Advance and Theory of Use

This build order variant is the most high technology leaning flavor of the 3 sub sets that are presented.

These being - 
14 Soldier : 1 Tank/ Rocket Launcher and 10 Soldiers : 2 Tank/ Cannon and 6 Soldiers 


This is a technology race build in that you move into Laser Cannons after Researching the first alien technology that you can find. The build I go here initially involves Researching Plasma Pistol and Clip as well as Mind Probe early. You can then use the 'Free Tanks' Engineering efficiency window to make these your primary profit producing goods for no material costs. 
This build will be more advantaged in the mid game and late game as a Technology-heavy option for the highest soldier preparation including Hovertanks/Flying suits and Blasterbombs. The curve the tech takes involves scouting for alien base early which relies on a good match with the race that you encounter first, with advantages in early high tech as a set-up at first take in January.
This orientation is the ideal set up for an early capture plan to rush into Sectoid Leader and Psionics in the early game before late April, and could be a quicker date-time based opening into advanced tech, than a more macro oriented strategy in terms of building Laboratories, Workshops( Or additional Hangars) as a step-up building plan for mid game.  
The main power of the build revolves around the use of the opening equipment(deemed Mixed Conventional) which is in effect Ac-AP and HC-AP primarily. This allows the need to make only very small purchases other than Tank/Rocket Launcher (x 2) which is a powerful, more highly efficient HWP than Tank/Cannon. On average the Rocket Tank is the best opening in terms of raw power, vs opening Plasma Pistol fleet Sectoid. The advance topic of high technology as the goal is also apparent in this build by use of an opening Large Radar Array, which is a net benefit in Artifact recovery rates and number of detected UFOs in the early game.

Thule AFB anti-Type 1

For the depth of reasoning to be more obvious for this build I made another variant of the build that had an opposite strength in terms of facilities buildings not loadout of supplies, to allow myself room in this meta-game to build in the future. No further explanation on the anti-Type 1 of this Build.

Anti-Type 1MixedConventional 1Tank Rocket Launcher and 10 Soldiers-.PNG

Thule AFB Type 1


Type 1MixedConventional 1 Tank Rocket Launcher and 10 Soldiers.PNG


Building Purchases:

Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000

Laboratory ( Building for 26 days) x 1 Cost Each : $750,000

Large Radar Array ( Building for 25 days) x 1 : $800,000

Living Quarters ( Building for 16 days) x 2 Cost Each : $400,000


Material Purchases:

Soldiers ( Transfer in 72 Hours) x 2 Cost Each : $40,000

Scientist ( Transfer in 72 Hours) x 20 Cost Each : $60,000

Tank/Rocket Launcher (Transfer in 96 hours) x 2 Cost : $480,000

HWP Rockets(Transfer in 48 hours) x 30 Cost : $3,000

Transfer Type 1 MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG

Stun Rod ( Transfer in 24 Hours) x 6 Cost Each : $1,260

Electro-flare ( Transfer in 24 Hours) x 26 Cost Each : $60

Loadout of SKYRANGER after Transfers (Jan 5th)

SKYRANGER 1 item Loadout.PNG
SKYRANGER1Loadout.PNG


SKYRANGER-1 : 1 Tank/Rocket Launcher and 10 Soldiers

Items:

Pistol x 5 | Pistol Clip x 5

Rifle x 8 | Rifle Clip x 11

Auto-Cannon x 1 | AC-AP x 8

Heavy Cannon | HC-AP x 8 | HC-HE x 1

Rocket Launcher x 1 | Small Rocket x 4

Grenade x 13

Smoke Grenade x 5

Stun Rod x 4

Electro-flare x 6



INTERCEPTOR-1

Weapon 1: CANNON

Weapon 2: CANNON



INTERCEPTOR-2

Weapon 1: CANNON

Weapon 2: CANNON


Stores:
Stores MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG 

Base Information Type 1 MixedConventional 1Tank Rocket Launcher and 10 Soldiers build in X-COM UFO Defense.PNG



Research:
Research Medikits.PNG

30 Scientists | Laser Weapons | Unknown




Engineering:

10 Engineers | no work