Scouting

From UFOpaedia
Jump to navigation Jump to search

Scout/Sniper Tactics

The most valuable tip I ever learned from the xcom.co.uk (now [StrategyCore.co.uk]) forums was this: The soldier who sees the alien, should not be the soldier who shoots the alien.

Reaction fire from the aliens may be fast and deadly, but there are two ways to avoid reaction fire completely.

  • 1) Don't shoot at the alien.
  • 2) Don't be within sight of the alien.

Thus we have the Scout/Sniper teamwork tactic.

The Scout creeps forward - high Reactions, high movement, always careful to keep looking around, always finishing the turn crouched & behind cover to avoid being noticed during the alien turn. When turning corners they wait for the Sniper to catch up and get a good angle on the corner.

The Sniper - or preferably Snipers, plural, with high accuracy skills - stay within the "safe", cleared area, moving only if the Scout has completed their movement with no alien contact, moving to keep the Scout covered.

The idea is that the Scout is the first one to spot any alien - and then DOESN'T MOVE, as any further movement while within range could provoke further reaction fire. (If the alien isn't looking, diving for cover or retreating to safety is allowed.)

The Snipers can then take shots at the alien safely. Being out of range, they're safe from return fire. But they can still fire at the alien if they have line-of-sight. (Think of it as using spotter data, or a telescopic sight.) Or if they don't have line-of-sight, a strong soldier might still be able to toss grenades into the area.

If using this tactic with several scouts - or with multiple alien contacts in the same turn - be sure to STOP advancing your scouts when your snipers run out of TU's. Otherwise you're just dropping bait in the water without a hook.

This tactic is best suited to the middle third of a battle, after LZ deployment and before storming the UFO, when there's a lot of relatively open ground to clear.

Time Management continued: General Order Of Procession During Sweep

Most turns should break down in this strict order:

1) Reactions to any enemy action of previous turn (shooting at exposed enemy, grenading very likely concealed enemy, medikit use on wounded)

2) HWP scouting run. Exposed enemy engaged by support - snipers & heavy weapons - at rear.

3) Scouts proceed cautiously. Scanners may be of use outdoors as well as indoors. Exposed enemy engaged by support at rear.

4) HWP and scouts retreat and fire at remaining exposed enemy if necessary, otherwise take cover and bide time with reaction fire.

5) Support moves to cover scouts for next movement. Note support often does NOT need to keep time for reaction fire, which helps when trying to get that heavy Rocket Launcher into position.

6) Kneel if possible. End turn. Observe enemy activity and evaluate.

Evaluation should give probable numbers and locations of enemy for next set of orders.

This works for me once outside - I'm trying to use scanners more, as suggested. If I don't follow this order, I take more KIA/WIA.

Once we get to the UFO, the orders have to change. The first ones there set up a door ambush while waiting for the rest of the team to finish the sweep. Then we all breach together. But that's another section.

--JellyfishGreen 15:45, 25 Apr 2005 (BST)

More Tips

  • Don't fall into the trap where, when your scout gets shot, you walk another soldier to the same spot to see if you can spot the shooter. The enemy has the TU advantage, the established line of sight, and probably good cover to boot.

I've lost three soldiers rounding the same wheel of the Skyranger before it occurred to me this was unproductive behavior.

  • When all that separates your soldier and the alien is a closed interior door, as in our favorite Large Scout, try this trick with Heavy Plasma: Move a second soldier beside the door, where he's not in the line of fire. Have him shoot the door away. This leaves your first soldier facing the alien, and you can take your auto-shot before the alien can get in reaction fire. from StrategyCore
  • Snipers can get best results with a series of Snap or even Aimed shots, if they are out of visibility range. This also reduces friendly fire risk. At closer range, though, Auto fire is better to keep the alien from getting off a reaction shot. Statistical calc of Snap vs Auto by Hobbes on StrategyCore

--JellyfishGreen 16:47, 19 Apr 2005 (BST)

  • Whenever possible, try to walk around corners at a 45-degree angle. Instead of walking around a corner and then turning, which give any aliens two chances at reaction fire, walk around the corner at a diagonal, which allows your troop to see what's around the corner without taking an extra action to change his facing. --Papa Legba 15:15, 29 Nov 2005 (PST)