Difference between revisions of "Strategies for Troops (Apocalypse)"

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'''Battlescape Fighting Strategies and Tactics''' against the Aliens.<br>
  
==Storming UFOs==
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=Battlescape General=
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.
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* The battlescape will be identical for the type of crashed UFO, but the aliens will be placed randomly at the start. eg: it is possible to have eggs spawn outside.
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* The terrain in which the UFO rests is not owned by anyone and its destruction does not influence the 'Damage to City' score.
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* Craft armaments are visible on the hull and may explode from further damage.  
  
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.  
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==UFO Crash Landscape==
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Alien crash-recovery battlescapes typically have a basic layout of:
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* Access somewhere at ground level and always via a door (with only one single [[Alien_Battleship_(Apocalypse)|exception]]).
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* External armaments visible on the perimeter and on the roof.
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* Sections of the outer skin and roof coloured differently to the general colour of the whole UFO to resemble 'windows' (some are translucent).
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* Roof typically has large circular darker skin sections which are more resistant to damage.
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* Grav lift access to higher levels inside the UFO.
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* Armaments visible inside the craft near the perimeter, typically near 'windows'.
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* A UFO that is also eqipped with missile weapons, the weapon's ammunition is stored in exposed areas inside the craft.
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* Craft devices located in small rooms in the upper sections.
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* Multiple [[Alien_Propulsion_System_(Apocalypse)|engines]], [[Alien_Energy_Source_(Apocalypse)|fuel]] stores, and [[Alien_Control_System_(Apocalypse)|control]] systems.
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* A trench in the terrain usually with spot fires and smoke.
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* Transparent windows allow looking inside the UFO. If an enemy is located, X-Com agents may fire on the target and in doing so, waste ammunition. A psionic agent may safely manipulate any spotted target since window sections are very resistant to damage.
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* Devices which are visible inside a UFO [[Alien_Craft_(Apocalypse)#Craft_Battlescapes|does not indicate]] what will be recovered. <br>
  
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.  
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===[[UFO_Complete_Destruction_(Apocalypse)|Destruction]]===
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Everything but the grav-lifts inside a UFO can be destroyed resulting in collapse, small fires, explosions, gas clouds etc. Fuel stores, missiles, engines etc. are especially dangerous due to massive explosions when hit from even the lightest weaponry, often resulting in complete destruction of the immediate area including breeches of the hull ...which can be an alternative entry point into the UFO.<br>
  
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.
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===Skin Breech===
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* Unconventional access is prefered if faced with [[Psimorph_(Apocalypse)|difficult]] or [[Megaspawn_(Apocalypse)|deadly]] lifeforms.
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* External weapons (perimeter or roof) can be destroyed to create a hole.
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* Roof access from a breech in the (exact) center is usually directly above the main grav-lift which may allow bypassing an ambush or allow dropping stun grenades or heavy explosives into the hole.
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* The 'windows' at the perimeter can allow direct access to the floorplan if breeched (instead of cutting through multiple layers of thick hull at randoms area).
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* Detonation of the craft's internal engines/fuel store (caution falling debris) which are close to the external wall may produce large holes and may collapse internal platforms, walkways, etc.
  
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.
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==Starting An Assault==
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''Note: real-time discription''<br>
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There are two main scenarios for battlescape crash recovery: the aliens are already '''outside''', or the aliens are still '''inside'''!<br>
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''Develop tactics that work for you! ...depending on loadout, agent quantity or type etc. This is only a basic '''suggestion'''.''
  
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.
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===Outside===
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The UFO crash site is always in terrain which contains alot of trees. Agents walking and cautious will fire on anything hostile and use [[Take_Cover!|cover]], unless flying. Sweep the battlescape (including the roof when skeletoids are present) to kill off any surprises. Locate the doors...  
  
==Tactics for human buildings==
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===Inside===
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...at first opportunity, throw a primed proximity mine near each door. Poppers love proximity mines! One door is commonly in a trench, so position your agents on the ridge on both sides of the door, however if not in a trench, position your agents in a large semi-circle facing the door and wait for the mine to go off. When the commotion starts, throw a stun grenade where the door was and kill any that try to escape the cloud. Keep refreshing the stun gas cloud to diminish any smoke grenade effect. When it the initial rush of aliens slows, kill the stunned via forced fire which are not needed for research (with agents that need experience) or stand on the alien body to 'save it' for live recovery. Careful of wounded Poppers! If no more aliens are willing to <s>get killed</s> exit the craft, use Cautious Attitude (green) and Walk then enter the UFO. A motion scanner is useful. Find the chrysalis or eggs and you should find the rest of them. Usually when there are no coccoons or eggs, all aliens will exit their craft.
  
===X-COM Base===
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==[[Alien_Craft_(Apocalypse)|UFO]] Crash Recovery==
See [[Base Defense (Apocalypse)]] for more info.
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Tactics specific for each UFO, check each page for:
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* [[Alien_Transporter_(Apocalypse)|Transporter]]
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* [[Alien_Fast-Attack_Ship_(Apocalypse)|Fast Attack]]
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* [[Alien_Destroyer_(Apocalypse)|Destroyer]]
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* [[Alien_Assault_Ship_(Apocalypse)|Assault]]
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* [[Alien_Bomber_(Apocalypse)|Bomber]]
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* [[Alien_Escort_Ship_(Apocalypse)|Escort]]
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* [[Alien_Battleship_(Apocalypse)|Battleship]]
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* [[Alien_Mothership_(Apocalypse)|Mothership]]
  
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.
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=Buildings In Mega-Primus=
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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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* Small X-Com cleanup crew = Small battlescape (if not heavily infested).
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* Time is not an issue. Don't rush.
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* Motion scanner is essential. No surprises = no ambush.
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* Civilians are good target practice!<br>
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More information on fighting and features of every style of Mega-Primus' [[Buildings_(Apocalypse)|buildings]].
  
===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.
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[[Capturing_Live_Aliens_(Apocalypse)|Next: Live Alien Capture]]<br>
 
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[[Take_Cover!|Previous: Using Terrain & Cover]]<br>
===Corporate Headquarters===
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[[Tactics_(Apocalypse)|Return to Start]]
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.
 
 
 
===Lifetree Schools===
 
The ultimate in convoluted design! A small squad usually gets a 4-level battlescape, large squads get double height of the segments (the 4-level segments are mixed again, then placed on top of the original 4). Thats why everyone says school sucks!
 
 
 
=Game Modes In-Depth=
 
 
 
==Androids and Hybrids==
 
Two opposites, androids are physically strong, while hybrids are physically weak but are the only race that can effectively use psionics. Ideally, androids will have lots of extra equipment to either demolish everything or to replenish teammates supplies, while hybrids travel as light as possible but with a [[Mind Bender]] even if they haven't received adequate psionic training.
 
 
 
At the start of the game androids will have the best aim of your troops, so should be given the best weapons. With some training and experience your human soldiers will surpass them. Androids' high HP and immunity to brainsuckers and psionics makes them good scouts and shock troops, since turning a corner in to something unpleasant is less likely to result in their death than a human. Also, while by no means expendable, androids are more easily replaced than an experienced human. As such, once you have humans with good accuracy that can take over fire support, equip your androids for short range combat and/or demolition and use them in the front line. Another advantage of androids' immunity to psionics and brainsuckers is that they can safely be given heavy weapons like launchers, since there is no way for the aliens to take control of them.
 
You can sometimes use androids as "bait" for brainsucker launchers, as brainsuckers will not attempt to brainsuck them, but anthropods and skeletoids will still fire brainsucker pods at androids (I think)
 
  
In the late game once you have disruptor armor and advanced, lighter weaponry hybrids really come in to their own. The lighter equipment makes a hybrid's strength disadvantage less of a problem, and the toughness of disruptor armor and shields makes their lack of HP less of an issue as well. Meanwhile, a hybrid's high psionic defence is an asset even if you don't use offensive psionics much, and their proficiency with weapons is comparable to a human.<br>
 
 
==Stun Squad==
 
Early in the game, it can be a beneficial tactic to set apart a few agents as a 'stun squad'. This squad carries stun grapples and stun grenades and is tasked solely with capturing aliens alive. Because they'll be getting up close and personal with brainsuckers, it's a good idea to comprise your stun squad out of androids.
 
 
Once you've got a few aliens stunned and down, keep your stun squad near them. Real-time makes this much easier, as you can set them for Aggressive and Auto-Fire and they'll automatically re-stun any aliens that try to stand up. Using a separate stun squad made up of three androids with twin stun grapples and grenades in a fresh game, this editor was able to capture alive an Anthropod, Spitter, Hyperworm, Multiworm, and Brainsucker all within two missions following acquisition of the Bio Transport Module.
 
 
==Heavy Weapons and Real-Time Mode==
 
Heavy weapons, such as the MarSec Heavy Launcher and the Dimension Missile launcher should be used with care in real-time mode. Personally, I recommend avoiding missile launchers entirely if possible, as one brainsucked agent in Disruptor armor with a dimension launcher can cause some serious pain later in the game's stages. Unfortunately, the game's AI doesn't seem to check friendly fire prior to using weapons, and you can easily end up destroying your entire squad if you don't keep heavy weapons reigned in. If you must use weapons like these, this editor recommends keeping all of your "heavy weapons experts" in the same squad, setting that squad to 'No Fire', and manually ordering them to fire when it's tactically sound to do so. An excellent example of this is when you're tasked with disabling parts of alien structures later in the game.
 
 
==Marksmen, Sharpshooters and Snipers==
 
No armed organization can go to war without its snipers, they provide accurate, long-range cover fire to your other squads and, if used correctly, serve as spotters for target acquisition to aid your other squads.
 
The minute you start a game you should be on the look out for recruits with an accuracy skill above the rest of your troops. Try not to use Androids for this task as their accuracy is a fixed value and will never improve, Humans make the best long-term snipers. Make sure these are always participating in combat training to improve accuracy, among other things.
 
Give these guys sniper rifles and keep them in a squad together. (don't forget to arm them with stun grenades and grapples) When possible buy the Marsec Body Armour Units as these have the built in jetpacks which allow your snipers to stay out of harms way and to take the tactical high ground quickly as well as provide dynamic support for your troops on the ground.
 
Always place your snipers on high ground if possible, ideally 3-4 floors above your other troops. This gives them un-obstructed fields of fire and sight, something that your agents lives depend on. Snipers are there to support other squads and are best used in a ratio of 1:2 1 unit of snipers to 2 units of machine gunners. However, bear in mind snipers become less useful towards the later stages of the game but still has uses, especially in ufo recovery, set them to watch the door from the cliffs either side.
 
 
==Early Game Strategy==
 
===The Super Scout Strategy (real-time only)===
 
It can be useful to use a lone [[Agents_(Apocalypse)#Androids|Android]] as a scout to uncover the map and find out where the enemy is.  Use the unit with the highest [[Agents_Stats_(Apocalypse)#Speed|speed]] and [[Agents_Stats_(Apocalypse)#Strength|strength]] if possible so that it can carry a lot of gear and also get away from the enemy as needed.  Android immunity to brainsuckers is particularly useful here should you wind unexpectedly at close quarters.  Sending a lone soldier gives your two particular advantages: he is easier to micromanage and maneuver and you're only risking one soldier.  This also brings a new dimension to the game, as you can fight a large portion of your battles in solo mode if you are careful.
 
 
Armed with a [[Megapol Laser Sniper Gun|sniper rifle]], lawpistols, two [[Megapol Stun Grapple|Stun Grapples]] and a [[Motion_Scanner_(Apocalypse)|motion scanner]], you'll have a mixed bag of weaponry for engaging at any range.  It's particularly fun to harass the enemy with sniper fire and grenades, and retreat if there are too many.  You can also liberally sprinkle the battlefield with stun gas grenades to keep the enemy off-balance or when you want to capture aliens alive.  Also, gas grenades are safer to use around civilians or your own squad members.  This brings up the next fun part--leading the aliens into an ambush.  Support your android with a small squad of three solider equipped with long and short range weaponry so that they'll be ready for any sort of encounter.  In addition to providing extra firepower, your allies can keep an eye on any unconscious aliens should they wake up.
 
 
As for what other troops to bring, it's up to you.  I like to bring along a dedicated group of four snipers and four machine gunners to cover the flanks and establish a safe perimeter to retreat too if necessary.  They can also act a reserve force if you get into trouble, though most of the time, they just sit at the edge of the map and take potshots at enemy which helps train their [[Agents_Stats_(Apocalypse)#Accuracy|accuracy]].  Let them waste [[Megapol Lawpistol|Lawpistol]] or [[Megapol Auto Cannon|Auto Cannon]] ammo if you find yourself burning too much machine gun ammo, which always seems to be scarce.
 
 
It's also useful to note the lawpistols are surprisingly useful when paired with a sniper rifle for your mixed troops since they are light and compact and offer comparable firepower to the machine gun without the weight.  They can also be [[Dual-wield|dual-wielded]] without accuracy penalties, which is another plus.  Of course later on, they will be replaced by plasma guns, assuming there is enough ammo available.
 
 
Lastly, your scout should have a motion sensor.  It's also handy to give one to the leaders of all your other squads so they enemy will not get the jump on you.  You don't *have* to give the sensor to the leader, but this really helps cut down on the micromanagement, which seems to the be most tiresome part of battles.
 
 
==Late Game Strategy==
 
 
==="Stealing" Personal Shields===
 
 
Late Game, Personal Shields are rather ridiculously useful, since they will absorb almost any form of damage from enemies, and they absorb a LOT of it. Plus, they recharge over time. The only reason not to outfit everyone in your squad with multiple shields is that they take a lot of time to manufacture. So, the simplest way to get lots of them is to get them from the aliens OR on raids against humans. Only humanoid aliens can carry personal shields, and there's a limited amount of aliens compared to being able to raid the COS ad infinitum. So, the best way to get lots of shields is via raiding the COS.
 
 
Now, when you raid the COS for shields, you want them to either drop their shields units or you want to do damage that bypasses the shields. Shooting normal projectiles to wear down the shields will result in the shield units being destroyed instead. Therefore, you want to bring along PSI troops to make the COS drop their items before you kill them. Simple enough, if you've trained up strong Psi troops.
 
 
The other method of obtaining the shields is to use either Stun Grenades or Toxiguns. Stun Grenades will make them drop their items when they fall unconscious, but are a little harder to use. A simpler way to get shields from COS is to play in Turn Based mode and to shoot COS from point blank with your Toxigun on full auto. One strategy is to use Toxin A or basically your weakest Toxins, since human targets have the same damage modifier from all 3 toxins, so Toxin A,B,C will do 12.5, 16.25 and 21.25 damage respectively. Most COS will die in about a dozen shots, so at minimum, you need around 15 TU once you're right next to them for the kill. But, you should only be doing this for COS targets that are carrying shields. Therefore, you should carry a Devastator/Disrupter in one hand and a toxigun in the other. Get to point blank range and fire a Disrupter shot into the target. If you hear a dull thunk and see the blue shield flash, switch to the toxigun and pepper him full of holes. If you hear a scream, kill him with the disrupter. Or you can just scan the enemy with the mind bender. Note also that enemies will seem to be able to use ONE of the following: Personal Shield, Teleporter, Personal Cloaking Field. So, if you see a fuzzy looking unit, just Disrupter him to death, he won't be able  to use his personal shield.<br>
 
 
[[Tactics_(Apocalypse)|Return to Start]]
 
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]

Revision as of 06:36, 18 October 2022

Battlescape Fighting Strategies and Tactics against the Aliens.

Battlescape General

  • The battlescape will be identical for the type of crashed UFO, but the aliens will be placed randomly at the start. eg: it is possible to have eggs spawn outside.
  • The terrain in which the UFO rests is not owned by anyone and its destruction does not influence the 'Damage to City' score.
  • Craft armaments are visible on the hull and may explode from further damage.

UFO Crash Landscape

Alien crash-recovery battlescapes typically have a basic layout of:

  • Access somewhere at ground level and always via a door (with only one single exception).
  • External armaments visible on the perimeter and on the roof.
  • Sections of the outer skin and roof coloured differently to the general colour of the whole UFO to resemble 'windows' (some are translucent).
  • Roof typically has large circular darker skin sections which are more resistant to damage.
  • Grav lift access to higher levels inside the UFO.
  • Armaments visible inside the craft near the perimeter, typically near 'windows'.
  • A UFO that is also eqipped with missile weapons, the weapon's ammunition is stored in exposed areas inside the craft.
  • Craft devices located in small rooms in the upper sections.
  • Multiple engines, fuel stores, and control systems.
  • A trench in the terrain usually with spot fires and smoke.
  • Transparent windows allow looking inside the UFO. If an enemy is located, X-Com agents may fire on the target and in doing so, waste ammunition. A psionic agent may safely manipulate any spotted target since window sections are very resistant to damage.
  • Devices which are visible inside a UFO does not indicate what will be recovered.

Destruction

Everything but the grav-lifts inside a UFO can be destroyed resulting in collapse, small fires, explosions, gas clouds etc. Fuel stores, missiles, engines etc. are especially dangerous due to massive explosions when hit from even the lightest weaponry, often resulting in complete destruction of the immediate area including breeches of the hull ...which can be an alternative entry point into the UFO.

Skin Breech

  • Unconventional access is prefered if faced with difficult or deadly lifeforms.
  • External weapons (perimeter or roof) can be destroyed to create a hole.
  • Roof access from a breech in the (exact) center is usually directly above the main grav-lift which may allow bypassing an ambush or allow dropping stun grenades or heavy explosives into the hole.
  • The 'windows' at the perimeter can allow direct access to the floorplan if breeched (instead of cutting through multiple layers of thick hull at randoms area).
  • Detonation of the craft's internal engines/fuel store (caution falling debris) which are close to the external wall may produce large holes and may collapse internal platforms, walkways, etc.

Starting An Assault

Note: real-time discription
There are two main scenarios for battlescape crash recovery: the aliens are already outside, or the aliens are still inside!
Develop tactics that work for you! ...depending on loadout, agent quantity or type etc. This is only a basic suggestion.

Outside

The UFO crash site is always in terrain which contains alot of trees. Agents walking and cautious will fire on anything hostile and use cover, unless flying. Sweep the battlescape (including the roof when skeletoids are present) to kill off any surprises. Locate the doors...

Inside

...at first opportunity, throw a primed proximity mine near each door. Poppers love proximity mines! One door is commonly in a trench, so position your agents on the ridge on both sides of the door, however if not in a trench, position your agents in a large semi-circle facing the door and wait for the mine to go off. When the commotion starts, throw a stun grenade where the door was and kill any that try to escape the cloud. Keep refreshing the stun gas cloud to diminish any smoke grenade effect. When it the initial rush of aliens slows, kill the stunned via forced fire which are not needed for research (with agents that need experience) or stand on the alien body to 'save it' for live recovery. Careful of wounded Poppers! If no more aliens are willing to get killed exit the craft, use Cautious Attitude (green) and Walk then enter the UFO. A motion scanner is useful. Find the chrysalis or eggs and you should find the rest of them. Usually when there are no coccoons or eggs, all aliens will exit their craft.

UFO Crash Recovery

Tactics specific for each UFO, check each page for:

Buildings In Mega-Primus

  • When fighting inside any building, conservative use of explosives is recommended, unless the building is owned by a hostile organisation.
  • Small X-Com cleanup crew = Small battlescape (if not heavily infested).
  • Time is not an issue. Don't rush.
  • Motion scanner is essential. No surprises = no ambush.
  • Civilians are good target practice!

More information on fighting and features of every style of Mega-Primus' buildings.


Next: Live Alien Capture
Previous: Using Terrain & Cover
Return to Start