Difference between revisions of "Tactical Combat Missions (Apocalypse)"

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(clarification of population size, stun raid link at the end to force ppl to read all thru "Raid" section, before finding the 'golden egg'.)
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'''[[Battlescape Overview (Apocalypse)|Battlescape]] tactical missions commonly follow certain [[Cityscape_Fighting_(Apocalypse)|Alien actions]] within Mega-Primus.'''
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'''[[Battlescape Overview (Apocalypse)|Battlescape]] tactical missions commonly follow certain Alien [[Cityscape_Fighting_(Apocalypse)|actions]] within Mega-Primus.'''
=In General=
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=Battlescape Mission And Tactics=
 
* Every battlescape will have blue-exit-tiles located at the edge of the map. Directing an agent to stand on (not above) the tile will allow them escape midway through a battle to safety. Note: a bleeding agent will not die if they escaped.
 
* Every battlescape will have blue-exit-tiles located at the edge of the map. Directing an agent to stand on (not above) the tile will allow them escape midway through a battle to safety. Note: a bleeding agent will not die if they escaped.
* If choosing to flee the battle or to possibly limit losing too many agents, it is possible to terminate the mission. Press escape key (ESC) and if the message is: "0 Units Lost", click OK to safely end the mission. If the number is not zero, then whoever is closest to the enemy will be left behind, hence, 'missing in action'. To limit loses, either quickly reposition agents closer to the blue-exit-tiles or proceed with the battle ...or accept your losses.
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* If choosing to flee the battle or to possibly limit losing too many agents with a difficult battle, it is possible to terminate the mission. Press escape key (ESC) and if the message is: "0 Units Lost", click OK to safely quit the mission. If the number is not zero, then whoever is closest to the enemy will be left behind, hence, 'missing in action'. To limit loses, either quickly reposition agents closer to the blue-exit-tiles or proceed with the battle ...or accept your losses.
* The battlescape environment is randomly generated from segments according to the building type. The final size is dependant on the mix and quantity of aliens, civilians, building security (cultists, gang members, police and guards), and X-Com units. The maximum size of any tactical battlescape map is 3x3, made up of different sized segments.
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* If many agents are bleeding and death is likely, immediately abort the mission since this may save more units than waiting on the medikits to complete the process in an active battle.
* The lesser the population, the smaller the map!
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* Recovery of dropped items (need Cargo Module), alien lifeforms (need Bio-Transport Module), unconscious X-Com agents can only commence after '''successful''' completion of the battlescape mission. Retreat or escape will only recover what your troops have on their person.
=Infested Already!=
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* Any unconscious unit will be prevented from becoming active again if any unit is standing on them. Large alien lifeforms only need one agent to stand on any part of the large red circle to keep them subdued.
At the start of X-Com Apocalypse, there is an alien infested building! It is unknown where, and there is no way of knowing until a security force somewhere finds evidence of aliens within their buildings. An "Alien Detected" alert will be issued and is displayed for X-Com's immediate attention, with the building in question circled in red on the overhead cityscape view. The alien menace must be [[Starting_a_Mission_(Apocalypse)|dealt with]] immediately!<br>
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* Any body, alive or dead, cannot be picked up.
=====Notes=====
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* The battlescape environment is randomly generated from segments according to the building type. The final size is dependant on the population of: aliens, civilians, [[Population_(Apocalypse)#The_Population|defence forces]] (cultists, gangsters, police, building security), and X-Com units. The maximum size of any tactical battlescape map is 3x3 and the smallest is 1x1 (often used for [[Warehouse_(Apocalypse)|Warehouse]] battlescapes). Each map may contain a random mix of 1x1, 2x1, 2x2, 3x2, 3x3 sized segments.
* There is no way of knowing which organsiation is in trouble (unless you save/load). Searching random buildings is not worth the effort nor the decrease in reputation of such action, however, searching your own building has no negative effects... and you might detect aliens!
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* The lesser the total population, the smaller the map.
* The 'alien detected' alert will slowly fade away if you ignore it (ultra-fast time, overhead view centered on the building with the red circle) but the hostiles present [[Alien_Infiltration_(Apocalypse)#Infiltration_Graph|may not]].
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* Battlescape damage and [[Marsec_High_Explosive|destruction]] of map features such as stairs, ramps, floors around grav-lifts etc. can trap entities. [[Power_Sword|Digging]] a trench can prevent hostile forces from reaching the blue-exit-tiles (no escape from the battlescape) or to funnel them through a choke point.
==First Assault==
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* Battlescape damage to a building, furniture, trees, fences, etc. will <u>always</u> be blamed on X-Com, regardless of who was responsible.
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* UFO crash recovery battlescapes are not owned by anyone. Damage to the landscape is irrelevant and does not contribute to any score or relations change.
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==Infested Already!==
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At the start of X-Com Apocalypse, there is an alien infested building! It is unknown where, and there is no way of knowing until a defence force somewhere finds evidence of aliens within their buildings. An "Alien Detected" alert will be issued and is displayed for X-Com's immediate attention, with the building in question circled in red on the overhead cityscape view. The alien menace must be [[Starting_a_Mission_(Apocalypse)|dealt with]] immediately!
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* There is no way of knowing which organisation is in trouble (unless you save/load). [[Cityscape_Fighting_(Apocalypse)#Alien_Search|Searching]] random buildings is not worth the effort nor worth the decrease in [[Relations_(Apocalypse)|relations]] of such actions.
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* The building above an X-Com base may be hiding aliens. Search <s>your</s> the building. If aliens are found, combat can be as destuctive as you want! <s>Intentionally</s> internally damaging your own building has no negative effects.
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* The 'alien detected' alert will slowly fade away if you ignore it (ultra-fast time, overhead view centered on the building with the red circle), but the hostiles present [[Alien_Infiltration_(Apocalypse)|may not]].
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===First Assault===
 
The first mission can be dangerous or benign. Kill all aliens since you do not have a [[Bio-Transport_Module_(Apocalypse)|bio-transport module]] yet.<br>
 
The first mission can be dangerous or benign. Kill all aliens since you do not have a [[Bio-Transport_Module_(Apocalypse)|bio-transport module]] yet.<br>
'''Note:''' the aliens present at the start will always be the same, but they will carry weaponry matching your [[Tech_Levels_(Apocalypse)|score]]. Don't get hurt!
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* The aliens present at the start will always be the same, but they will carry weaponry matching your [[Tech_Levels_(Apocalypse)|score]]. Don't Get Hurt!<br>
====Dangerous====
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'''Dangerous'''<br>
 
Brainsuckers!!<br>
 
Brainsuckers!!<br>
Use all agents. Equip with a [[Suggestions_for_Equipping_Troops_(Apocalypse)|mix of weaponry]] available at the start (or more purchased) and a lot of ammuntion. Armor may be necessary if you use [[Megapol_Auto_Cannon|Autocannons]] with high explosive rounds. Once the [[Strategies_for_Troops_(Apocalypse)|alien cleanup]] begins, direct your fire ([[Input_Device_Reference_(Apocalypse)|RMB]] on the enemy) towards the closest [[Brainsucker_(Apocalypse)|Brainsucker]]. Any trying to attach to your agent's head must be targeted immediately. If a pod lands near your agent's feet, quickly access their inventory and pick up the pod to stop it bursting open. The brainsucker pods can be thrown away (preferably into fire) to hatch them in a controlled manner. Kill the [[Anthropod_(Apocalypse)|Anthropods]] before they launch more pods.<br>
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Use all agents equipped with a [[Suggestions_for_Equipping_Troops_(Apocalypse)|mix of weaponry]] available at the start (or more when purchased) and a lot of ammunition. Armor isn't necessary unless using [[Megapol_Auto_Cannon|Autocannons]] with high explosive rounds. Once the [[Strategies_for_Troops_(Apocalypse)|alien cleanup]] begins, direct your fire ([[Input_Device_Reference_(Apocalypse)|RMB]] on the enemy) towards the closest [[Brainsucker_(Apocalypse)|Brainsucker]]. Any trying to attach to your agent's head must be targeted immediately. If a [[Brainsucker_Launcher|Brainsucker Pod]] lands near your agent's feet, access their inventory and pick up the pod to stop it bursting open before the agent moves.
If an agent has been brainsucked, they are as good as dead. Kill them all!
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* The brainsucker pods can be thrown away (preferably into fire) to hatch them in a controlled manner for more experience. It may be dangerous with unskilled agents. Kill the [[Anthropod_(Apocalypse)|Anthropods]] before they launch more pods or escape.<br>
====Benign====
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If an agent has been brainsucked, they are as good as dead. Kill them all!<br>
An [[Agents_(Apocalypse)#Androids|Android]] is a humanoid robot and does not have a biological brain. One robot with one weapon and ammo is that is needed. Leave all humans and hybrids back at base. At mission start, find the Brainsuckers, find the Anthropods and shoot them all dead from close range - they are no threat whatsoever.
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<br>
=Search And Investigation=
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'''Benign'''<br>
A [[Starting_a_Mission_(Apocalypse)#Starting|search]] for alien [[Alien_Infiltration_(Apocalypse)|infestation]] inside buildings will be necessary to eradicate aliens and to cease their infiltration and subversive actions. If aliens are detected, a battlescape mission will immediately start with the objective to kill the alien menace (without damaging the structure ''too much''). If no alien lifeforms are found, the [[Relations_(Apocalypse)|organisation]] inconvenienced by such a disturbance will file a protest by becoming slightly more hostile.<br>
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An [[Agents_(Apocalypse)#Androids|Android]] is a human shaped robot and not a biological organism. They are immune to brainsuckers (and psionics). One robot with one weapon and some ammo is all that is needed. Leave all humans and hybrids back at base. At mission start, find the Brainsuckers, find the Anthropods and shoot them all dead from close range - they are no threat whatsoever.
When alien lifeforms are detected, building [[Population_(Apocalypse)#Building_Security|security]] will only appear if the company is hostile to X-Com:
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* If the owner of the building is '''allied''' with the Aliens, security will join the alien side to fight against X-Com.
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==Search And Investigation==
* If the owner of the building is '''hostile''' with the Aliens, security will attack both, hence, a firefight between the aliens and security is possible. (don't interupt!).
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A [[Starting_a_Mission_(Apocalypse)#Starting|search]] for alien [[Alien_Infiltration_(Apocalypse)|infestation]] inside buildings will be necessary to eradicate aliens and to cease their infiltration and subversive actions. If aliens [[[[Cityscape_Fighting_(Apocalypse)#Alien_Search|are detected]], a battlescape mission will immediately start with the briefing explaining the objective to capture or kill the alien menace (without damaging the structure ''too much''). If no alien lifeforms are found, the [[Relations_(Apocalypse)|organisation]] inconvenienced by such a disturbance will file a protest by becoming slightly more negative in attitude towards X-Com.<br>
* [[Marsec_High_Explosive|Removing]] stairs, ramps, floors around grav-lifts or even [[Power_Sword|digging]] trenches can trap hostile forces (no escape from the battlescape) or to funnel them through a choke point.<br>
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When alien lifeforms are detected, [[Population_(Apocalypse)#Building_Defence|Defence Forces]] will only appear if the company is hostile to X-Com:
To complete the mission successfully, any hostiles must be neutralized (usually [[most aliens]] as well). Any damage to the building, <u>irrelevant</u> who did it, is blamed on X-Com and may affect relations. Aliens that escape the combat area during the battle will move to nearby buildings via the people tube network. If X-Com abandons the battlescape (blue exit tiles), infiltration may progress further.
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* If the owner of the building is '''allied''' with the Aliens, defence forces will join the alien side to fight against X-Com.
=Raid=
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* If the owner of the building is '''hostile''' with the Aliens, aliens will attack both! A firefight between the aliens and defence forces is possible. (don't interupt!).
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To complete the mission successfully, any hostiles must be neutralized (some aliens can be left alive: any [[Multiworm_Egg_(Apocalypse)|Alien Eggs]] and the [[Chrysalis_(Apocalypse)|Chrysalis]]). Aliens that escape the combat area during the battle will [[Known_Bugs_(Apocalypse)#Misconceptions|move to nearby buildings]] <s>via the people tube network</s> see [[Known_Bugs_(Apocalypse)#Misconceptions|here]]. If X-Com abandons the battlescape (escape), infiltration may progress further.  
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* The Alien Infiltration Graph will show, after a few hours, what organisation is having trouble. Check the graph often if aliens are still present in the city somewhere. Any upward trend of any line is a priority to investigate their buildings starting with the property closest to the recent infestation.
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==Raid==
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A raid will contain [[Population_(Apocalypse)#Building_Defence|Defence Forces]] to defend the structure:
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* Company buildings and the government will contain '''Building Security''' (also known simply as '''Guards''').
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* Gang buildings will contain '''Gangsters'''.
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* Temple buildings will have '''Cultists'''.
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* Any buiiding owned by Megapol will have uniformed '''Police'''.
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====The [[Starting_a_Mission_(Apocalypse)|Basics]]====
 
====The [[Starting_a_Mission_(Apocalypse)|Basics]]====
Select the "Raid building" option when X-Com agents are at a building to start a tactical battlescape mission.<br>
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Select the "Raid building" option when X-Com agents are at a building/launch tube to start a tactical battlescape mission.<br>
 
A raid is equivalent to a Base Defence mission except X-Com is the aggressor and the 'base' is the internals of the cityscape building. The purpose of a raid is explained at the Briefing screen: Destruction, Death, Theft and Hostility!<br>
 
A raid is equivalent to a Base Defence mission except X-Com is the aggressor and the 'base' is the internals of the cityscape building. The purpose of a raid is explained at the Briefing screen: Destruction, Death, Theft and Hostility!<br>
A unique feature of raiding a building is the opportunity to steal randomly generated items which are placed at particular locations relevant to the building's battlescape segments. The type of items available to steal will depend on which organisation X-Com is raiding. Any organisation, allied to hostile, can be raided:
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A unique feature of raiding a building is the opportunity to steal randomly generated (spawned) items which are placed at particular locations relevant to the building's battlescape segments. The type of items available to steal will only depend on which organisation X-Com is raiding.
* If a hostile is raided, a firefight obviously will commence.
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* Any organisation, allied to hostile, can be raided.
* The time elasped (the number of weeks passed in the game) determines the technology used by building security, not score.
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* Aliens will not be present during a raid even if the organisation is 100% infiltrated.
* Friends of the targeted organisation may have a negative opinion of the attackers, and may become hostile.
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* If a hostile organisation is raided by X-Com, a fire-fight will commence.
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* If a non-hostile organisation is raided by X-Com, the defenders will not become hostile if the building internals are collapsing on top of them but will quickly change to hostile if any defence force(s) are killed by X-Com. Willfully killing a neutral unit by targeting them with weapons of any sort may not immediately cause hostility but any further attack or deaths will result in retaliation.
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* Damage to the internals will negatively affect the organisation's funds.  
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* The time elasped (the number of weeks passed in the game) determines the technology used by defence forces, not score.
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* Friends of the targeted organisation may end up having a more negative opinion of the attackers at the conclusion of the raid, and may become hostile.
 
* Take the items before you start the demolition.
 
* Take the items before you start the demolition.
* Damage to the internals will negatively affect the organisation's funds.
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* Structural damage at foundation sections (or anything supporting something above) will cause catastrophic collapse of such structures. Don't get <s>hurt</s> squashed!
* Structural damage at foundation sections (or anything holding something up) will cause catastrophic collapse of such structures. Don't get <s>hurt</s> squashed!
 
 
* Incendiary and explosives and in great quantities, however, a fire only has to start...
 
* Incendiary and explosives and in great quantities, however, a fire only has to start...
* Aliens will not be present during a raid even if the organisation is 100% infiltrated.
 
 
* X-Com cannot raid itself.
 
* X-Com cannot raid itself.
* Score will increase (too) quickly if many raids are preformed.
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* Score will increase (too) quickly if many raids are performed.
To complete the raid succesfully, any hostiles must be neutralized.
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* To complete the raid succesfully, any hostiles must be neutralized.
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====The Tactics====
 
====The Tactics====
Score will increase from completing many raids. The technology available to the alien horde is based on your tactical score and not time elasped (as with Building Security).
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Score will increase from completing many raids. The technology available to the alien horde is based on your "Tactical Combat Score" and not time elasped (as it is with Defence Forces).
* To limit score, escape from the map before all you neutralise everyone.
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* To limit score, escape from the map with everything you can carry before all you neutralise everyone.  
* One X-Com agent can hide better than a squad of troopers shuffling about trying to evade the hostiles. Use an agent with the best speed and stamina.
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* Trap a unit to prevent the mission from concluding prematurely. Any unit in a lower section with only stair access will be trapped if the stairs are destroyed. [[Cut_items_and_features_(Apocalypse)#Agent_Abilities_And_Skills|Climbing]] is not possible. The same is possible if a unit is high up in the building by destroying/cut away stairs/ramp access at least two levels high of access since the enemy may jump down one level but never two. If a hole or crater is made, rubble piles on the edge may allow a unit to find a way out. Once the internals are burnt out or flattened, destroy this last section and kill the trapped hostile. 
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* One X-Com agent can hide better than a squad of troopers shuffling about trying to evade the hostiles. Use an agent with the best strength, speed and stamina. Higher areas are easier to hide in. Access to your elevated position can be destroyed by strong explosives.
 
* One agent can cause a massive amount of damage with a [[Marsec_MiniLauncher|mini-launcher]] and a backpack full of explosive ammo.
 
* One agent can cause a massive amount of damage with a [[Marsec_MiniLauncher|mini-launcher]] and a backpack full of explosive ammo.
* cut foundations with dual [[Power_Sword|power swords]] to demolish the larger structures.
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* Cut foundations with dual [[Power_Sword|power swords]] to demolish the larger structures quickly. Beware of falling buildings!
* hide on the roof and toss grenades towards groups of hostiles detected on [[Motion_Scanner_(Apocalypse)|motion scanner]].
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* Hide on the roof and toss grenades towards groups of hostiles detected on [[Motion_Scanner_(Apocalypse)|motion scanner]].
* set fire to storage boxes (which may [[Warehouse_(Apocalypse)|hold]] something explosive).
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* Set fire to storage boxes (which may [[Warehouse_(Apocalypse)|hold]] something explosive).
* blow up the dropped items of hostiles and maybe get a chain reaction cook-off.
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* Blow up the dropped items of hostiles and maybe get a chain reaction cook-off.
* blow up fragile [[Large_Flyer_Factory_(Apocalypse)|fuel stores]].
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* Blow up fragile [[Large_Flyer_Factory_(Apocalypse)|fuel stores]].
* blow up [[Arms_Factory_(Apocalypse)|missiles]]
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* Blow up [[Arms_Factory_(Apocalypse)|missiles]]
* blow up... everything!
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* Blow up... everything!
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====The Purpose====
 
====The Purpose====
A raid of a hostile organisation is dangerous. The real objective of raiding is theft!<br>
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A raid of an organisation is dangerous. The real objective of raiding anyone is theft of those spawned items!<br>
Raiding should be limited to theft of ammunition, [[Psiclone|Psiclones]], [[Elerium_(Apocalypse)|Elerium]], and items [[Marsec_Armor|wanted]], but not yet available on the [[Trade_(Apocalypse)|market]], ([[Mind_Shield_(Apocalypse)|if ever]]). Theft is easier when raiding an organisation that is not hostile! A non-hostile company tolerates the presence of X-Com agents in the building and will not attack (relations <u>do not</u> change from raiding an organisation). However, if the building security forces are injured by weapons or explosions, they may attack in response, hence, become hostile immediately.
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Raiding should be limited to theft of ammunition, [[Psiclone|Psiclones]], [[Elerium_(Apocalypse)|Elerium]], and items [[Agents_Armor_(Apocalypse)#Marsec_Armor|wanted]], but not yet available on the [[Trade_(Apocalypse)|market]], ([[Mind_Shield_(Apocalypse)|if ever]]).
* X-Com agents increase their [[Agents_Stats_(Apocalypse)|accuracy and reactions]] faster by shooting something rather than [[Training_Area_(Apocalypse)|training]] back at base. The only standard equipment available that shoots and does not injure, is a [[Megapol_Stun_Grapple|Stun Grapple]]. (A stun-grapple-shooting-gallery will increase other stats as well)
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* Theft is easier when raiding an organisation that is not hostile to X-Com, until its time to start destroying everything. A non-hostile company will tolerate the presence of X-Com agents in the building and will not attack first.
* A 'peaceful' raid will not anger the hosts.
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* Non-hostiles may accidently damage their building with explosives, and that building damage is always blamed on X-Com but since your object is to destroy the internals and kill everyone, their attitude at raid conclusion will be hostile regardless.
* Non-hostiles may accidently damage their building with explosives, and that building damage is always blamed on X-Com!
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* Along with item placements, defence forces may carry more of what you [[Tech_Levels_(Apocalypse)#Human Tech Levels|need]].
* Along with item placements, security may carry more of what you [[Tech_Levels_(Apocalypse)#Human Tech Levels|need]].
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* Using [[Psionics_(Apocalypse)#Psionics_Against_Neutrals|mind control]] allows underhanded subversive actions.<br>
* Using [[Psionics_(Apocalypse)#Effect_on_Non_Hostiles|mind control]] allows underhanded subversive actions.<br>
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====The Mechanics====
 
====The Mechanics====
The destruction of the internals of buildings and the decrease in their available funds does not influence:
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Massive loss of funds is the usual outcome when building internals (and X-Com base facilities) are repaired at mission conclusion (escape or success).<br>
* the quantity of building security.
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The destruction of the internals of buildings and the [[Known_Bugs_(Apocalypse)#Misconceptions|decrease in their available funds]] does not influence:
* the quality or quantity of weapons carried by security.
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* The quantity of defence forces.
* the capacity to perform a Base Attack against X-com (if they are hostile).
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* The quality or quantity of weapons carried by such forces.
* the amount of product available on the market.
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* The capacity to perform a Base Attack against X-com.
* the type and quantity of craft available for [[Tactical_Combat_Missions_(Apocalypse)#Building_Bombing|Illegal Flier]] action or for defense of the cityscape structure when under attack.
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* The amount of product available on the market.
* the speed of repair of their damaged cityscape structure.
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* The type and quantity of craft available for [[Tactical_Combat_Missions_(Apocalypse)#Building_Bombing|Illegal Flier]] actions or for defense of the cityscape structure when under attack.
* the amount of [[Relations_(Apocalypse)#Donations.2FReparations.2FBribes.2Fetc|money]] asked to "Repair Relations".
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* The speed of repair of their damaged cityscape structures.
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* ...or anything else.<br>
 
but<br>
 
but<br>
* the money you get from the Government at the end of the week depends on their available funds, so don't destroy the government buildings because you are just destroying your money... still in their pockets.<br>
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* The money you get from the Government at the end of the week depends on their available funds. Do not destructively raid the Government because you are just destroying your money ...still in their pockets.<br>
so, a raid for the purpose of destroying the insides of a building doesn't do much except make (more) hostiles.
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Raiding for the purpose of destroying the insides of a building for financial penalty has no effect besides increase hostilities.
==== The Conclusion====
 
It is pointless to damage the internal structures, kill security or to injure your agents. A raid is only for [[Stun_Raid|theft]]!
 
=Building Bombing=
 
'''Alien''' version: [[Cityscape_Fighting_(Apocalypse)#Alien_Bombing|Alien Bombing]]<br>
 
'''Company''' version: [[Cityscape_Fighting_(Apocalypse)#Illegal_Flyer|Illegal Flyer]]<br>
 
'''X-Com''' version: Cityscape Bombing<br>
 
=====Attack=====
 
A building can be attacked with vehicles to cause collapse and [[Relations_(Apocalypse)|financial loss]] (Note: funding does not matter, see above: '''Raid:The Mechanics'''). X-Com can target (Attack Building button) any building for destruction, including non-building infrastructure such as people tubes, trees and parklands, city walls, roads, and any pillars or supports, with [[Alien_Ship_Combat_(Apocalypse)#Manual_Control|manual]] vehicle control.<br>
 
Any damage of Mega-Primus attributed to X-Com or Aliens will be noted immediately in the [[Events_(Apocalypse)|Performance Log]]  information window as "Damage To City" ...always a negative number!<br>
 
Government funding for the new week is assessed by the total score, and usually, city damage is the largest contributing factor for reduced funding, and may be excessive when the aliens are responsible.
 
=====Damage=====
 
Buildings have different tolerance to damage and can collapse completely with only one hit. Weapon hits appear not to be cumulative, a weapon hit will either damage a tile or not damage it. For instance, no amount of autocannon hits will damage a warehouse. Collapsing building sections do a substantial amount of damage to whatever they strike, often leading to chain reactions. Slums are the weakest structures and may cause a cascade of flattened buildings far from the initial impact.<br>
 
Severe destruction of a structure may disable the building as a viable destination for battlescape missions until (partially) rebuilt, and destruction of the [[Buildings_(Apocalypse)|home cell]] will immediately disable the building.
 
X-Com base locations are best chosen to be under [[Warehouse_(Apocalypse)|Warehouse]] styled structures due to their resistance to damage.<br>
 
 
 
=====Defense=====
 
(Stray?) shots that hit building of a HOSTILE organisation will be followed by an announcement of "Building under Attack By... Xcom", and the organization will respond by launching air combat vehicles to engage any nearby hostile aircraft until their own craft's destruction, the attackers retreat, or if they get very very bored (can occur if you send a hoverbike in to bait them out, and then they spend a couple of minutes firing at it but are unable to hit it). Defenders of the structure will not retreat unless enemy there are no hostiles within their aggro range, or if the combat goes on for too long, and may follow the retreating attacker across the whole cityscape causing further damage by missed shots.
 
The defenders have a maximum aggro range, attacking from beyond this range will either result in the defenders popping out, seeing no valid targets, they will move back into the building, or sometimes the defenders will not emerge at all.
 
There is some sort of cooldown in place to prevent a defending building from launching infinite defending aircraft, but I'm not too clear how it works. Suffice to say, if you (or an organization) attack a building, and destroy all defenders, you can proceed to demolish the rest of the building without further defenders emerging. Usually.
 
 
 
====Consquences====
 
Only weapon impacts from either X-Com or the Aliens influences your Damage To City score, that is, negative score is 'awarded' for each hit and not what happens to the building as a result of that impact.<br>
 
X-Com's score and diplomatic relations will not be affected by:
 
* Illegal flyers and police action.
 
* Organisations hostile to each other fighting in the cityscape.
 
* Impacts into surrounding buildings or infrastructure from defending craft when X-Com attacked.
 
=====Tactics=====
 
To compromise a positive diplomatic standing between Aliens and an alien-friendly organisation:
 
* Attack a UFO so it will retaliate.
 
* Lead the alien craft towards a building owned by the organisation.
 
* Loiter around the structure at a low to medium altitude.
 
* Set your craft attitude to evasive.
 
The alien craft will fire at your vehicle and if it misses, the shot will impact the building. This will cause the relationship to deteriorate until that organisation will eventually become hostile to the aliens. Once the organisation is no longer friendly with the alien menace, future actions by X-Com against the aliens will be viewed as positive. When the company is no longer hostile to X-Com (as shown in the Organisations bar), monetary compensation can be used to further influence diplomatic relations towards the postive. This is the only reliable method to convince Transtellar to resume transport of personel and transferred goods, if they are under Alien control, they are lost.
 
=Base Attack=
 
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.
 
 
 
The only type of mission X-COM does not initiate, a Base Attack will occur if either a UFO drops aliens ''directly'' into an X-COM Base (aliens spreading to a base through the People Tubes must be found through investigation) or if a hostile [[Organizations|organization]] randomly decides to "raid" or "storm" one. [[Megapol]], [[Psyke|the]] [[Diablo|three]] [[Osiron|gangs]], and any [[Alien Infiltration (Apocalypse)|infiltrated]] organisation are three times as likely to perform a Base Attack compared with other organisations. If there are no X-COM units present at the base ''whatsoever'' (even technical personnel), the raid will automatically succeed and destroy the base; otherwise, this will result in a Tactical Combat Mission.
 
 
 
Funds may be stolen due to the presence of invaders. Base facilities damaged are automatically repaired at the end which may further impact funds into a negative amount. X-Com may initiate a raid of any building, hostile or not, at any time. The funds of the X-Com targeted organisation (either you are attacking or being attacked) does not matter. The equipment of the enemy is based on the week. The quantity of enemy present will be always the same. It will be reduced if X-Com uses many agents to attack, or they are many scientists and engineers along with agents and turrets present at a base defense mission.<br>
 
 
 
 
 
In these missions, you control not only Agents, but also any technical personnel at the base. If there are more than 36 X-COM units at the base, who you get is random - it is unfortunately possible to receive no Agents at all even if there are a couple present. X-COM's units will, however, be assisted by any [[Security Station (Apocalypse)|Security Stations]] at the base, although the turrets are unfortunately not manually controllable.
 
 
 
Base Attacks will occur inside an X-COM [[Bases (Apocalypse)|Base]] itself, with terrain varying depending on what modules you have in the base. Intruders will spawn inside the [[Access Lift (Apocalypse)|Access Lift]] and/or any [[Vehicle Repair Bay (Apocalypse)|Vehicle Repair Bays]]; X-COM units can spawn in any completed module except Vehicle Repair Bays (the Access Lift is '''not''' excluded).
 
 
 
To win the mission, kill or subdue all intruders. You will lose the mission, and the base with it, if all your personnel flee the battle or are killed - Security Stations don't count. If you lose your last base this way, you will get a Game Over.
 
 
 
=UFO Crash Site=
 
If [[Alien Craft (Apocalypse)|alien craft]] are shot down in Mega-Primus (by X-COM or, rarely, others), they will usually crash-land. Sending a manned air vehicle to the crash site (with "Go to map point") will initiate an attempt to recover the wreckage. If the craft is a [[Alien Probe (Apocalypse)|Probe]] or [[Alien Scout Ship (Apocalypse)|Scout Ship]], this will occur instantly and automatically (as there are no crew). Attempting to recover any larger craft, however, will result in a Tactical Combat Mission.
 
 
 
Note that '''only air''' vehicles can perform crash site recoveries, as road vehicles cannot leave the road to reach the crash site. Additionally, '''only one''' vehicle can perform the recovery - this is a powerful incentive to keep a [[Valkyrie Interceptor]] or [[Hawk Air Warrior]] available until hybrid aircraft are developed.
 
 
 
These missions will occur on a special map, with the crashed UFO in the middle and all aliens initially on board. The map is always the same for a given type of UFO, and is not randomised. Opposition consists of the UFO's crew.
 
 
 
To win the mission and recover the UFO, kill or subdue all the aliens. Note that you have only one chance to succeed per UFO; if you retreat from battle, the aliens will blow up their craft (and themselves with it) to avoid capture. This will also happen if you ignore a crash site for more than a few in-game minutes.
 
 
 
=Alien Dimension=
 
The Alien Dimension is a dangerous place. [[Dimension_UFO_Combat_(Apocalypse)|Don't Get <s>Hurt</s> Shot Down]].
 
 
 
'''Do not''' move agents from a landed craft to the building.
 
 
 
* A large force is preferable (+24 agents) armed with the best. Aliens killed will drop useful items also.
 
 
 
To start the building assault once landed at a building, select "Investigate Building" or "Raid Building". Both buttons do the same thing.
 
 
 
A typical alien building battlescape occurs on a large map (3x3 battlescape segments), with a single 2x2 segment being the spawn spots for alien forces, and two 1x1 segments for X-Com. The other three 1x1 segments fill out the battlescape.
 
 
 
The "orange pad" terrain feature found in most buildings is an alien device for re-inforcements to spawn in at regular intervals, with the alien type relevant to that particular building's purpose. The orange alien spawn device is robust and can only be destroyed by [[Vortex Mine]]s (or accidently by the Queenspawn). To halt such re-inforcements, all orange pads present at one device must be destroyed to disable it.
 
 
 
To complete your objective, all of the targets outlined in the Briefing must be destroyed. The message bar will display "Building has been disabled". To finish, evacuate the condemned building via the exit tiles or kill off all remaining aliens.
 
  
To unlock the Alien World Incursion missions, one must first visit the Alien Dimension with any hybrid craft. After that, the Quantum Physics topic The Alien Dimension will appear, which in turn unlocks the first of a series of Biochemistry topics named "Alien building". Completing this topic allows the first Alien World Incursion mission to be performed, which will unlock the next "Alien building" topic, and so on. As such, these ten missions must be done in order.
+
====The Conclusion====
 +
It is pointless to damage the internal structures, kill defence forces or to injure your agents. A raid is only for [[Stun_Raid|theft]]!
 +
 +
==Base Defense==
 +
A building's basement that contains an X-Com base that becomes a [[Cityscape_Fighting_(Apocalypse)|target]] for an alien infestation/infiltration attempt or targeted for a raid will immediately proceed to a [[Base_Defense_(Apocalypse)|Base Defense]] mission.
  
*[[Sleeping Chamber]]
+
==UFO Crash Site==
*[[Food Chamber]]
+
An alien craft which has been [[Alien_Ship_Combat_(Apocalypse)|disabled in combat]] will impact the ground. The UFO can then be [[Alien_Craft_(Apocalypse)|recovered]] by X-Com. 
*[[Alien Farm]]
 
*[[Maintenance Factory]]
 
*[[Incubator Chamber]]
 
*[[Control Chamber]]
 
*[[Spawning Chamber]]
 
*[[Organic Factory]]
 
*[[Megapod Chamber]]
 
*[[Dimension Gate Generator]]
 
  
Note that, when one of these missions is completed, the associated structure will collapse on the Alien Dimension Cityscape. '''Do not''' launch your craft until the animation is complete, or it will be "destroyed by collapsing building".
+
==Alien Dimension==
 +
The Alien Dimension is a dangerous place for agents and for X-Com craft:
 +
* Tactics for [[Alien_Buildings_And_Combat_Tactics|fighting inside]] their buildings.
 +
* Tactics for [[Dimension_UFO_Combat_(Apocalypse)|craft combat]] within their world.
  
As the final alien structure and thus the final mission of the game, there are a few differences between the Dimension Gate Generator and the other nine Alien World Incursion missions. See [[Dimension Gate Generator|its page]] for details.<br>
 
  
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[[Controls_(Apocalypse)|Next: Fighting And Control]]<br>
 +
[[Suggestions_for_Equipping_Troops_(Apocalypse)|Previous: Equipment Suggestions]]<br>
 
[[Tactics_(Apocalypse)|Return to Start]]
 
[[Tactics_(Apocalypse)|Return to Start]]
  
==See Also==
 
* [[Jasonred79's Guide to Making Friends with Corporations for FREE]]
 
* [[Cityscape (Apocalypse)|Cityscape]]
 
* [[Battlescape Overview (Apocalypse)|Battlescape]]
 
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]

Latest revision as of 05:18, 2 December 2023

Battlescape tactical missions commonly follow certain Alien actions within Mega-Primus.

Battlescape Mission And Tactics

  • Every battlescape will have blue-exit-tiles located at the edge of the map. Directing an agent to stand on (not above) the tile will allow them escape midway through a battle to safety. Note: a bleeding agent will not die if they escaped.
  • If choosing to flee the battle or to possibly limit losing too many agents with a difficult battle, it is possible to terminate the mission. Press escape key (ESC) and if the message is: "0 Units Lost", click OK to safely quit the mission. If the number is not zero, then whoever is closest to the enemy will be left behind, hence, 'missing in action'. To limit loses, either quickly reposition agents closer to the blue-exit-tiles or proceed with the battle ...or accept your losses.
  • If many agents are bleeding and death is likely, immediately abort the mission since this may save more units than waiting on the medikits to complete the process in an active battle.
  • Recovery of dropped items (need Cargo Module), alien lifeforms (need Bio-Transport Module), unconscious X-Com agents can only commence after successful completion of the battlescape mission. Retreat or escape will only recover what your troops have on their person.
  • Any unconscious unit will be prevented from becoming active again if any unit is standing on them. Large alien lifeforms only need one agent to stand on any part of the large red circle to keep them subdued.
  • Any body, alive or dead, cannot be picked up.
  • The battlescape environment is randomly generated from segments according to the building type. The final size is dependant on the population of: aliens, civilians, defence forces (cultists, gangsters, police, building security), and X-Com units. The maximum size of any tactical battlescape map is 3x3 and the smallest is 1x1 (often used for Warehouse battlescapes). Each map may contain a random mix of 1x1, 2x1, 2x2, 3x2, 3x3 sized segments.
  • The lesser the total population, the smaller the map.
  • Battlescape damage and destruction of map features such as stairs, ramps, floors around grav-lifts etc. can trap entities. Digging a trench can prevent hostile forces from reaching the blue-exit-tiles (no escape from the battlescape) or to funnel them through a choke point.
  • Battlescape damage to a building, furniture, trees, fences, etc. will always be blamed on X-Com, regardless of who was responsible.
  • UFO crash recovery battlescapes are not owned by anyone. Damage to the landscape is irrelevant and does not contribute to any score or relations change.

Infested Already!

At the start of X-Com Apocalypse, there is an alien infested building! It is unknown where, and there is no way of knowing until a defence force somewhere finds evidence of aliens within their buildings. An "Alien Detected" alert will be issued and is displayed for X-Com's immediate attention, with the building in question circled in red on the overhead cityscape view. The alien menace must be dealt with immediately!

  • There is no way of knowing which organisation is in trouble (unless you save/load). Searching random buildings is not worth the effort nor worth the decrease in relations of such actions.
  • The building above an X-Com base may be hiding aliens. Search your the building. If aliens are found, combat can be as destuctive as you want! Intentionally internally damaging your own building has no negative effects.
  • The 'alien detected' alert will slowly fade away if you ignore it (ultra-fast time, overhead view centered on the building with the red circle), but the hostiles present may not.

First Assault

The first mission can be dangerous or benign. Kill all aliens since you do not have a bio-transport module yet.

  • The aliens present at the start will always be the same, but they will carry weaponry matching your score. Don't Get Hurt!

Dangerous
Brainsuckers!!
Use all agents equipped with a mix of weaponry available at the start (or more when purchased) and a lot of ammunition. Armor isn't necessary unless using Autocannons with high explosive rounds. Once the alien cleanup begins, direct your fire (RMB on the enemy) towards the closest Brainsucker. Any trying to attach to your agent's head must be targeted immediately. If a Brainsucker Pod lands near your agent's feet, access their inventory and pick up the pod to stop it bursting open before the agent moves.

  • The brainsucker pods can be thrown away (preferably into fire) to hatch them in a controlled manner for more experience. It may be dangerous with unskilled agents. Kill the Anthropods before they launch more pods or escape.

If an agent has been brainsucked, they are as good as dead. Kill them all!

Benign
An Android is a human shaped robot and not a biological organism. They are immune to brainsuckers (and psionics). One robot with one weapon and some ammo is all that is needed. Leave all humans and hybrids back at base. At mission start, find the Brainsuckers, find the Anthropods and shoot them all dead from close range - they are no threat whatsoever.

Search And Investigation

A search for alien infestation inside buildings will be necessary to eradicate aliens and to cease their infiltration and subversive actions. If aliens [[are detected, a battlescape mission will immediately start with the briefing explaining the objective to capture or kill the alien menace (without damaging the structure too much). If no alien lifeforms are found, the organisation inconvenienced by such a disturbance will file a protest by becoming slightly more negative in attitude towards X-Com.
When alien lifeforms are detected, Defence Forces will only appear if the company is hostile to X-Com:

  • If the owner of the building is allied with the Aliens, defence forces will join the alien side to fight against X-Com.
  • If the owner of the building is hostile with the Aliens, aliens will attack both! A firefight between the aliens and defence forces is possible. (don't interupt!).

To complete the mission successfully, any hostiles must be neutralized (some aliens can be left alive: any Alien Eggs and the Chrysalis). Aliens that escape the combat area during the battle will move to nearby buildings via the people tube network see here. If X-Com abandons the battlescape (escape), infiltration may progress further.

  • The Alien Infiltration Graph will show, after a few hours, what organisation is having trouble. Check the graph often if aliens are still present in the city somewhere. Any upward trend of any line is a priority to investigate their buildings starting with the property closest to the recent infestation.

Raid

A raid will contain Defence Forces to defend the structure:

  • Company buildings and the government will contain Building Security (also known simply as Guards).
  • Gang buildings will contain Gangsters.
  • Temple buildings will have Cultists.
  • Any buiiding owned by Megapol will have uniformed Police.

The Basics

Select the "Raid building" option when X-Com agents are at a building/launch tube to start a tactical battlescape mission.
A raid is equivalent to a Base Defence mission except X-Com is the aggressor and the 'base' is the internals of the cityscape building. The purpose of a raid is explained at the Briefing screen: Destruction, Death, Theft and Hostility!
A unique feature of raiding a building is the opportunity to steal randomly generated (spawned) items which are placed at particular locations relevant to the building's battlescape segments. The type of items available to steal will only depend on which organisation X-Com is raiding.

  • Any organisation, allied to hostile, can be raided.
  • Aliens will not be present during a raid even if the organisation is 100% infiltrated.
  • If a hostile organisation is raided by X-Com, a fire-fight will commence.
  • If a non-hostile organisation is raided by X-Com, the defenders will not become hostile if the building internals are collapsing on top of them but will quickly change to hostile if any defence force(s) are killed by X-Com. Willfully killing a neutral unit by targeting them with weapons of any sort may not immediately cause hostility but any further attack or deaths will result in retaliation.
  • Damage to the internals will negatively affect the organisation's funds.
  • The time elasped (the number of weeks passed in the game) determines the technology used by defence forces, not score.
  • Friends of the targeted organisation may end up having a more negative opinion of the attackers at the conclusion of the raid, and may become hostile.
  • Take the items before you start the demolition.
  • Structural damage at foundation sections (or anything supporting something above) will cause catastrophic collapse of such structures. Don't get hurt squashed!
  • Incendiary and explosives and in great quantities, however, a fire only has to start...
  • X-Com cannot raid itself.
  • Score will increase (too) quickly if many raids are performed.
  • To complete the raid succesfully, any hostiles must be neutralized.

The Tactics

Score will increase from completing many raids. The technology available to the alien horde is based on your "Tactical Combat Score" and not time elasped (as it is with Defence Forces).

  • To limit score, escape from the map with everything you can carry before all you neutralise everyone.
  • Trap a unit to prevent the mission from concluding prematurely. Any unit in a lower section with only stair access will be trapped if the stairs are destroyed. Climbing is not possible. The same is possible if a unit is high up in the building by destroying/cut away stairs/ramp access at least two levels high of access since the enemy may jump down one level but never two. If a hole or crater is made, rubble piles on the edge may allow a unit to find a way out. Once the internals are burnt out or flattened, destroy this last section and kill the trapped hostile.
  • One X-Com agent can hide better than a squad of troopers shuffling about trying to evade the hostiles. Use an agent with the best strength, speed and stamina. Higher areas are easier to hide in. Access to your elevated position can be destroyed by strong explosives.
  • One agent can cause a massive amount of damage with a mini-launcher and a backpack full of explosive ammo.
  • Cut foundations with dual power swords to demolish the larger structures quickly. Beware of falling buildings!
  • Hide on the roof and toss grenades towards groups of hostiles detected on motion scanner.
  • Set fire to storage boxes (which may hold something explosive).
  • Blow up the dropped items of hostiles and maybe get a chain reaction cook-off.
  • Blow up fragile fuel stores.
  • Blow up missiles
  • Blow up... everything!

The Purpose

A raid of an organisation is dangerous. The real objective of raiding anyone is theft of those spawned items!
Raiding should be limited to theft of ammunition, Psiclones, Elerium, and items wanted, but not yet available on the market, (if ever).

  • Theft is easier when raiding an organisation that is not hostile to X-Com, until its time to start destroying everything. A non-hostile company will tolerate the presence of X-Com agents in the building and will not attack first.
  • Non-hostiles may accidently damage their building with explosives, and that building damage is always blamed on X-Com but since your object is to destroy the internals and kill everyone, their attitude at raid conclusion will be hostile regardless.
  • Along with item placements, defence forces may carry more of what you need.
  • Using mind control allows underhanded subversive actions.

The Mechanics

Massive loss of funds is the usual outcome when building internals (and X-Com base facilities) are repaired at mission conclusion (escape or success).
The destruction of the internals of buildings and the decrease in their available funds does not influence:

  • The quantity of defence forces.
  • The quality or quantity of weapons carried by such forces.
  • The capacity to perform a Base Attack against X-com.
  • The amount of product available on the market.
  • The type and quantity of craft available for Illegal Flier actions or for defense of the cityscape structure when under attack.
  • The speed of repair of their damaged cityscape structures.
  • ...or anything else.

but

  • The money you get from the Government at the end of the week depends on their available funds. Do not destructively raid the Government because you are just destroying your money ...still in their pockets.
Raiding for the purpose of destroying the insides of a building for financial penalty has no effect besides increase hostilities.

The Conclusion

It is pointless to damage the internal structures, kill defence forces or to injure your agents. A raid is only for theft!

Base Defense

A building's basement that contains an X-Com base that becomes a target for an alien infestation/infiltration attempt or targeted for a raid will immediately proceed to a Base Defense mission.

UFO Crash Site

An alien craft which has been disabled in combat will impact the ground. The UFO can then be recovered by X-Com.

Alien Dimension

The Alien Dimension is a dangerous place for agents and for X-Com craft:


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