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

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==Stun Squad==
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'''Battlescape Fighting Strategies and Tactics''' against the Aliens.<br>
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.
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=Battlescape=
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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.
 +
* 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.  
  
==Heavy Weapons and Real-Time Mode==
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==UFO Crashed Landscape==
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.
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UFO crash-recovery battlescapes have a typical layout of:
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* Access somewhere at ground level, commonly in a excavated dirt trench with spot fires. One UFO has crashed into the side of a hill which has tunnels and pipes within and broken windows elsewhere.
 +
* Beam weapons are visible on the outside circumference (the skin) of the every UFO with some crafts having multiple missile weapons located on the roof within pop-up pods.
 +
* A uniform colour of the outside skin and roof, typically has small sections of skin coloured differently. These parts are windows with some being translucent.
 +
* The UFO roof may be oddly shaped with large circular darker skin 'disks' or areas which cannot be accessed due to height restrictions.
 +
* Doors, some with ramps to ground level, are always the main entry points into all UFO types.
 +
* A single grav-lift within the exact middle of the floorplan which allows access to higher levels inside the UFO.
 +
* Beam weapons are visible inside the craft near the perimeter and if capable, missile weapon ammunition is stored wholly exposed within open areas inside the craft.
 +
* If used, multiple grav-lifts and ramps allow access to all remaining parts of the UFO floorplan where craft devices such as shield modules, teleporters, cloaking devices, etc. may be stored.
 +
* All internal areas will contain multiple [[Alien_Propulsion_System_(Apocalypse)|engines]], [[Alien_Energy_Source_(Apocalypse)|fuel]] stores, and [[Alien_Control_System_(Apocalypse)|control]] systems.<br>
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&otimes; Devices which are found inside a UFO [[Alien_Craft_(Apocalypse)#Craft_Battlescapes|does not indicate]] what will be recovered.
  
==Marksmen, Sharpshooters and Snipers==
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===[[UFO_Complete_Destruction_(Apocalypse)|Destruction]]===
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.
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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>
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==
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===Skin Breech===
===The Super Scout Strategy (real-time only)===
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* Unconventional access is prefered if faced with [[Psimorph_(Apocalypse)|difficult]] or [[Megaspawn_(Apocalypse)|deadly]] lifeforms.
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.
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* External weapons (perimeter or roof) can be destroyed to create a hole.
 +
* Roof access from a breech in the (exact) center, usually directly above the main grav-lift, allows alternative access to the floorplan, bypassing an ambush near entry doors, negating Poppers getting close, limiting Brainsuckers effectiveness by hindering its jumping ability, and allows agents to easily drop high explosives or stun grenades into the hole (the ''disposal chute'' tactic).
 +
* The 'windows' at the circumference 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 located close to the hull wall may produce large holes and cause possible collapse of internal platforms and walkways, etc.
 +
* Translucent windows allow an X-Com agent to peer inside the UFO.
  
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.
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==Starting An Assault==
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''Note: real-time discription''<br>
 +
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'''.''
  
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.
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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...  
  
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.
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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.
  
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.
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====No Movement?====
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It is possible that the route to the outside is blocked by Chrysalises or Multiworm Eggs within the corridors. If a proxity mine is active and no aliens are exiting the craft (time estimation only: 5minutes Real-Time or 20turns Turn-Based), then use a grenade to destroy the active mine so that access to the door is safe or breech the hull or roof.
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[[Capturing_Live_Aliens_(Apocalypse)|Next: Live Alien Capture]]<br>
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[[Engaging_the_Enemy_(Apocalypse)|Previous: Engage The Enemy]]<br>
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[[Tactics_(Apocalypse)|Return to Start]]
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==See Also==
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* [[Alien_Craft_(Apocalypse)|UFOs]]
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* [[Buildings_(Apocalypse)|Mega-Primus Buildings]].
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* [[Alien_Buildings_And_Combat_Tactics|Alien Dimension Chambers]]
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[[Category: Apocalypse]]

Latest revision as of 12:52, 16 November 2023

Battlescape Fighting Strategies and Tactics against the Aliens.

Battlescape

  • 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 Crashed Landscape

UFO crash-recovery battlescapes have a typical layout of:

  • Access somewhere at ground level, commonly in a excavated dirt trench with spot fires. One UFO has crashed into the side of a hill which has tunnels and pipes within and broken windows elsewhere.
  • Beam weapons are visible on the outside circumference (the skin) of the every UFO with some crafts having multiple missile weapons located on the roof within pop-up pods.
  • A uniform colour of the outside skin and roof, typically has small sections of skin coloured differently. These parts are windows with some being translucent.
  • The UFO roof may be oddly shaped with large circular darker skin 'disks' or areas which cannot be accessed due to height restrictions.
  • Doors, some with ramps to ground level, are always the main entry points into all UFO types.
  • A single grav-lift within the exact middle of the floorplan which allows access to higher levels inside the UFO.
  • Beam weapons are visible inside the craft near the perimeter and if capable, missile weapon ammunition is stored wholly exposed within open areas inside the craft.
  • If used, multiple grav-lifts and ramps allow access to all remaining parts of the UFO floorplan where craft devices such as shield modules, teleporters, cloaking devices, etc. may be stored.
  • All internal areas will contain multiple engines, fuel stores, and control systems.

⊗ Devices which are found 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, usually directly above the main grav-lift, allows alternative access to the floorplan, bypassing an ambush near entry doors, negating Poppers getting close, limiting Brainsuckers effectiveness by hindering its jumping ability, and allows agents to easily drop high explosives or stun grenades into the hole (the disposal chute tactic).
  • The 'windows' at the circumference 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 located close to the hull wall may produce large holes and cause possible collapse of internal platforms and walkways, etc.
  • Translucent windows allow an X-Com agent to peer inside the UFO.

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.

No Movement?

It is possible that the route to the outside is blocked by Chrysalises or Multiworm Eggs within the corridors. If a proxity mine is active and no aliens are exiting the craft (time estimation only: 5minutes Real-Time or 20turns Turn-Based), then use a grenade to destroy the active mine so that access to the door is safe or breech the hull or roof.


Next: Live Alien Capture
Previous: Engage The Enemy
Return to Start


See Also