Difference between revisions of "Starting a Mission (Apocalypse)"

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(Only how to start one not explaning in depth what they all are.)
(blurb about commands)
 
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This page describes the steps in detail to start a tactical mission.
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'''To start a ground (battlescape) mission, an X-Com agent(s) must be at a building or be able to travel to a crashed UFO.'''
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==Commands==
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Know [[Input_Device_Reference_(Apocalypse)|how to do it]] and not just what to do.
  
 
==Preparation==
 
==Preparation==
To start a ground mission, an X-Com agent(s) must be at a building or able to travel to a crashed UFO.
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Equip a squad (usually six to twelve troopers in total, or single agent if you prefer) with armor, weapons and grenades at minimum. Other devices to use would be suited to the task you want to perform:<br>
 
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* Kill the meat, [[Cargo_Module_(Apocalypse)|save the metal]] = non explosive weaponry to limit destroying items dropped by the dead and damage to structures.
Equip a squad (usually 6 to 12 in total, or single agent if you prefer) with armor, weapons and grenades at minimum. Other devices to use would be suited to the task you want to perform.<br>
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*Convince the aliens to [[Bio-Transport_Module_(Apocalypse)|come with you]] = bring stun grenades and stun grapples (other options to stun aliens may be available).
The few requirement for particular goals:<br>
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* Kill em all, [[Tactical_Combat_Missions_(Apocalypse)#Raid|no mercy]] = launchers, ammuntion, high explosives, incendiarys ...and a bad attitude!<br>
Convince the aliens to come with you = bring stun grenades and stun grapples (other options to stun aliens may be available).<br>
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An agent should not be heavily over encumbered, if at all. Suitable items for suitable troops. Rename your agents (click on their name) to identify those with particular loadouts or skills etc. Humans are well rounded in combat, Androids are immune to mind games, Hybrids are your (future) psi-troops.
Kill the meat, save the metal = non explosive weaponry to limit destroying items dropped by the dead and damage to structures.<br>
 
Kill em all, no mercy = launchers and ammuntion, many high explosives, incendiarys... and a bad attitude!<br>
 
Stun raiding for fun and profit = weapons that stun only, don't even need armor.<br>
 
 
 
An agent should not be heavily over encumbered, if at all. Suitable items for suitable troops. Rename your agents (click on their name) to indentify those with particular loadouts or skills etc. Humans are well rounded in combat, Androids are immune to mind games, Hybrids are your (future) psi-troops.
 
 
 
 
==Transport==
 
==Transport==
 
Travel to a building is possible via the people tube network (slowest), using a road vehicle (slow), or using airbourne vehicles (fastest). Travel to an alien crash site is only possible with air craft.<br>
 
Travel to a building is possible via the people tube network (slowest), using a road vehicle (slow), or using airbourne vehicles (fastest). Travel to an alien crash site is only possible with air craft.<br>
 
To place agents into vehicles, or to remove... READ the ''fine'' manual!<br>
 
To place agents into vehicles, or to remove... READ the ''fine'' manual!<br>
Agents moved to a building via the tube network, or by road vehicle, go to the Base Terminal (it looks like a carport and is the 'heart' of the building). The Base Terminal is vunerable to damage if the building collaspes.<br>
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Additional [[Passenger_Module_(Apocalypse)|Passenger Modules]] allows for more agents to be transported, however, only one [[Cargo_Module_(Apocalypse)|Cargo Module]] is needed since the module seems to have infinite capacity.
Agents arriving at a building via airbourne craft land at the launch tube and stay there until take off. Launch Tubes which are at ground level are safe from collaspe and can only be destroyed by weaponry.<br>
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Agents moved to a building via the tube network, or by road, go to the [[Buildings_(Apocalypse)|home cell]].
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Agents arriving at a building via airbourne craft land at the launch tubes and stay there until take off. Launch Tubes which are at ground level are themselves safe from collapse and can only be destroyed by weaponry, however, building collapse next to the tube may damage craft.<br>
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'''Note:''' it is not necessary to move agents off the landed vehicle into the home cell.<br>  
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If an "Alien Detected" alert has appeared, selecting a vehicle with agents on-board and then clicking the Alien icon will send off immediately to that location.
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==Starting==
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When you have your troops at a building (irrelevant whichever transport method was chosen), click LMB on the building to display the squad present, select the agents for the mission, then choose one of the two mission buttons: [[Tactical_Combat_Missions_(Apocalypse)#Searching_your_own_buildings|Search]] or [[Tactical_Combat_Missions_(Apocalypse)#Raid|Raid]].
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Alien craft which have been shot down can only be reached with air vehicles and only when they have impacted the ground ("UFO crash lands" message and the UFO is smoking). When your transport craft "Attack Hosilte Unit" targets the crash site and 'lands on the UFO's roof', the UFO crash recovery mission will immediately commence.
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Alien craft which have been shot down can only be reached with air vehicles and only when they have impacted the ground ("UFO crash lands" message and the UFO is smoking). When your transport craft targets the crash site and 'lands on the UFO's roof', the UFO recovery mission will commence.<br>
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[[Suggestions_for_Equipping_Troops_(Apocalypse)|Next: Equipment Suggestions]]<br>
If you need to defend a newly purchased X-Com base and are waiting for the Living Quarters to finish, move an agent to that building. If the building is targeted for a Raid (or Alien drop), the agent(s) present will defend the struture as if it were an X-com Base Defense mission.
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[[Tactics_(Apocalypse)|Return to Start]]
====Note====
 
Do '''not''' move agents off the vehicle when landed at alien buildings in the Alien Dimension. They will be stranded or killed at successful conclusion of the battle in that building.
 
  
==Types of Missions==
 
...for in-depth explanation of [[Tactical_Combat_Missions_(Apocalypse)|tactical mission types]] or general [[Cityscape_Fighting_(Apocalypse)|cityscape mission types]].
 
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]

Latest revision as of 19:18, 8 October 2023

To start a ground (battlescape) mission, an X-Com agent(s) must be at a building or be able to travel to a crashed UFO.

Commands

Know how to do it and not just what to do.

Preparation

Equip a squad (usually six to twelve troopers in total, or single agent if you prefer) with armor, weapons and grenades at minimum. Other devices to use would be suited to the task you want to perform:

  • Kill the meat, save the metal = non explosive weaponry to limit destroying items dropped by the dead and damage to structures.
  • Convince the aliens to come with you = bring stun grenades and stun grapples (other options to stun aliens may be available).
  • Kill em all, no mercy = launchers, ammuntion, high explosives, incendiarys ...and a bad attitude!

An agent should not be heavily over encumbered, if at all. Suitable items for suitable troops. Rename your agents (click on their name) to identify those with particular loadouts or skills etc. Humans are well rounded in combat, Androids are immune to mind games, Hybrids are your (future) psi-troops.

Transport

Travel to a building is possible via the people tube network (slowest), using a road vehicle (slow), or using airbourne vehicles (fastest). Travel to an alien crash site is only possible with air craft.
To place agents into vehicles, or to remove... READ the fine manual!
Additional Passenger Modules allows for more agents to be transported, however, only one Cargo Module is needed since the module seems to have infinite capacity. Agents moved to a building via the tube network, or by road, go to the home cell. Agents arriving at a building via airbourne craft land at the launch tubes and stay there until take off. Launch Tubes which are at ground level are themselves safe from collapse and can only be destroyed by weaponry, however, building collapse next to the tube may damage craft.
Note: it is not necessary to move agents off the landed vehicle into the home cell.
If an "Alien Detected" alert has appeared, selecting a vehicle with agents on-board and then clicking the Alien icon will send off immediately to that location.

Starting

When you have your troops at a building (irrelevant whichever transport method was chosen), click LMB on the building to display the squad present, select the agents for the mission, then choose one of the two mission buttons: Search or Raid. Alien craft which have been shot down can only be reached with air vehicles and only when they have impacted the ground ("UFO crash lands" message and the UFO is smoking). When your transport craft "Attack Hosilte Unit" targets the crash site and 'lands on the UFO's roof', the UFO crash recovery mission will immediately commence.


Next: Equipment Suggestions
Return to Start