Difference between revisions of "Tactics (Apocalypse)"

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TACTICS (no particular order)
 
TACTICS (no particular order)
  
== STUN GRAPPLE RAIDS ==
+
= STUN GRAPPLE RAIDS =
*easy to understand instructions follow:
 
  
 
==== What is it? ====
 
==== What is it? ====
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==== How? ====
 
==== How? ====
*Remove '''all''' armour (yes, that's correct) and equipment from (approximately) 12 of your agents and then equip them with only a stun grapple each. Equip a Valkyrie Inceptor craft with a passenger module (so the craft can hold 12 agents) and one cargo module (you can use two if you want). Assign your 12 agents to the craft as you would normally do.
+
*Remove '''all''' armour (yes, that's correct) and equipment from (approximately) 12 of your agents and then equip them with only a stun grapple each. Equip a Valkyrie Inceptor craft with a passenger module (so the craft can hold 12 agents) and one cargo module (you don't need two). If the corporation is under alien control, you'll find that aliens sometimes are present on the raid. You will need a biotransport module if you want alien corpses recovered. Assign your 12 agents to the craft as you would normally do.
 
*IMPORTANT: Look at your corporation list and find out which corporations are hostile to Xcom. DO NOT raid these corporation(s).
 
*IMPORTANT: Look at your corporation list and find out which corporations are hostile to Xcom. DO NOT raid these corporation(s).
 
*Find a corporation that is neutral or better (gang based slums are the best to raid due to advanced weaponry used by them AND many psiclones) and then go and order your Valkyrie craft (with 12 troops on board) to land at this building you have choosen. Don't attack the building with you craft, just land there! Once it lands, click on the building and you'll find four buttons on the top right of the screen. Your Valkyrie craft and personel loadout displayed as well. Click on your craft to automatically select 12 agents, then click on the RAID button (second button down, i think).
 
*Find a corporation that is neutral or better (gang based slums are the best to raid due to advanced weaponry used by them AND many psiclones) and then go and order your Valkyrie craft (with 12 troops on board) to land at this building you have choosen. Don't attack the building with you craft, just land there! Once it lands, click on the building and you'll find four buttons on the top right of the screen. Your Valkyrie craft and personel loadout displayed as well. Click on your craft to automatically select 12 agents, then click on the RAID button (second button down, i think).
 +
*Why 12 agents? Usually, the tactical battles are generated from tilesets particular to the type of building. The battlescape ''usually'' will be larger if you use more than 12 agents. The Slum maps don't use tilesets, but one whole map by itself. Sometimes you'll find that the map has generated two slums, instead of the usual singular one. The Railway Station slum building is typical of this.
  
 
==== Starting the Tactical Raid ====
 
==== Starting the Tactical Raid ====
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*IMPORTANT: You are not to bunch up your agents, you must spread them around the map to stand next to the exit points.
 
*IMPORTANT: You are not to bunch up your agents, you must spread them around the map to stand next to the exit points.
 
*save your game.
 
*save your game.
*Slum buidlings will have usually only three main exit points. You MUST cover these points if you want you raid to be worthwhile.
+
*Slum buidlings will have usually only three main exit points. You MUST cover these points if you want you raid to be worthwhile. However, there will be five exit points if its a double size map.
 
*Set all you agent's attitude to agressive. Set them all to RUN mode. You do not want your agents to be cautious.
 
*Set all you agent's attitude to agressive. Set them all to RUN mode. You do not want your agents to be cautious.
*Run two agents to the west corner, run two agents to the east corner and run three agents down to the south corner. Be careful that they don't exit the tactical map. Stand a soldier next to the exit points and make them face into the middle of the tactical map.
+
*Run two agents to the west corner, run two agents to the east corner and run three agents down to the south corner. Be careful that they don't exit the tactical map. Stand a soldier next to the exit points and make them face into the middle of the tactical map. (obviously if double size map appears, then place two agents at each middle exit point).
 +
*Place you agents against the very edge of the map. It will help to space them apart just enough so that they cannot shoot each other, yet the range of the grapples slightly overlaps. (stun range = 6, so place the guys approx 9 cells apart)
  
 
==== Fighting with Stun Grapples ====
 
==== Fighting with Stun Grapples ====
*When an 'enemy' human approaches the exit point they will be knocked unconscious. Don't move your agent from the postion, but use a different agent to go and pick up all the equipment that this enemy soldier just dropped.
+
*When an 'enemy' approaches the exit point they will be knocked unconscious. Don't move your agent from the postion, but use a different agent to go and pick up all the equipment that this enemy soldier just dropped.
 
*IMPORTANT: DO NOT place a weapon which can be fired into the hands of the your agent. DO NOT fire any weapons except the stun grapple. Place any projectile weapons into the backpack.
 
*IMPORTANT: DO NOT place a weapon which can be fired into the hands of the your agent. DO NOT fire any weapons except the stun grapple. Place any projectile weapons into the backpack.
 
*As you can now understand, your stunning the enemy to steal their stuff. Use your agents which are not in postion and guarding the exits to run around the map and stun enemy agents with wild abandon. Remember to pick up the stuff they dropped.
 
*As you can now understand, your stunning the enemy to steal their stuff. Use your agents which are not in postion and guarding the exits to run around the map and stun enemy agents with wild abandon. Remember to pick up the stuff they dropped.
Line 27: Line 28:
  
 
==== Loaded Down With Loot - What Now? ====
 
==== Loaded Down With Loot - What Now? ====
*once you feel that you have stolen everything possible, make your troops exit the tactical mission. It might take a while for a heavy laden agent to walk back to the exit. Just be patient.
+
*If the tactical battle does not end because all hostiles have been neutralised, you'll need to exit the battle manually. Just make your troops exit the tactical mission. It might take a while for a heavy laden agent to walk back to the exit. Just be patient.
 +
*Pres the escape gives you an option to exit as well. This isn't the prefered method because if your agents aren't near the exits anyways, the game will count as some troops as MIA.
  
 
==== Advanced Tactics ====
 
==== Advanced Tactics ====
*if you raid a slum often, you'll eventually start to understand the layouts on offer. There are items laying on the ground which you can pick up. Common items are psi-clones (more common than Cult of Sirius raiding), Marsec armour (chest pieces as well), Elerium, and unloaded weapons.
+
*if you raid a slum often, you'll eventually start to understand the layouts on offer (SEE BELOW). There are items laying on the ground which you can pick up. Common items are psi-clones (more common than Cult of Sirius raiding), Marsec armour (chest pieces as well), Elerium, and unloaded weapons.
* layouts are identical for positions of item to pick up, but the items will be different each time. Get to know them when dealing with slums. Pick them up before the enemy does.
+
*layouts are identical for positions of item to pick up, but the items will be different each time. Get to know them when dealing with slums. Pick them up before the enemy does.
 
*sometimes cutting away the staircase on the outside of buildings severely limits the escape routes of enemy agents. Just be sure not to kill anyone from causing them to fall.
 
*sometimes cutting away the staircase on the outside of buildings severely limits the escape routes of enemy agents. Just be sure not to kill anyone from causing them to fall.
  
==== Mega Tactical Landscapes ====
+
==== Quirks ====
*sometimes you'll come across a double sized tactical map (The Railroad Station). This happens quite often if you use more that 14 soldiers (armed with stun grapples, of course). Just do the same thing as you would normally do. Guard the exits!
+
*you'll probably see enemy agents playing a game of "Pass the Parcel" ... with a live prox-mine!
 +
*random rocket firings can sometimes happen when the gang members get itchy trigger fingers.
 +
*hostiles do like to throw AC-AP clips as well.
 +
 
 +
=Slum Building Item Spawn Spots=
 +
There are seven slum buildings generated in the game. This next section lists where the item spawns are located using a very simple (but tedious) method of direction. The isometric map has a corner at each compass point. The most obvious way to describe the map would be as the top most corner being North, the leftmost corner being West, etc. Also, each sqaure of the map is called a cell. A cell is a square which makes up the map. (description need better wording --[[User:EsTeR|EsTeR]] 17:03, 22 April 2007 (PDT) )
 +
 
 +
== Locations ==
 +
NOTE: directions are given as absolute north of the map, being '''Cell 1,1'''.
 +
*eg: 23SW, 18SE is how many cells you must count in that compass direction from the most northern cell.
 +
 
 +
====Grasslands====
 +
A map which has only trees, grass, and some building rubble. The most obvious feature is the grass the is covering part of the road in the southwestern part of the map. (weird: there is a door that still works!).
 +
 
 +
*Level 01 - 20SW,16SE - on ground next to I beam.
 +
 
 +
====The Bridge====
 +
A map which has a large bridge crossing over a road. Lots of building rubble in northern part of the map.
  
==== Quirks ====
+
*Level 01 - 25SW,10SE - on ground near blue arcade machine.
* none really! but you'll probably see enemy agents playing a game of "Pass the Parcel" ... with a live prox-mine!
+
 
* random rocket firings can sometimes happen when the gang members get itchy trigger fingers.
+
====Drug Plantation====
 +
A map t
 +
 
 +
 
 +
'''I'll be back soon to finish --[[User:EsTeR|EsTeR]] 17:03, 22 April 2007 (PDT) '''

Revision as of 00:03, 23 April 2007

TACTICS (no particular order)

STUN GRAPPLE RAIDS

What is it?

A stun grapple raid is where your agents are armed ONLY with stun grapples (purchased from Megapol) for the intent of looting (raiding) an organisation of all available personal armaments WITHOUT KILLING ANYONE.

How?

  • Remove all armour (yes, that's correct) and equipment from (approximately) 12 of your agents and then equip them with only a stun grapple each. Equip a Valkyrie Inceptor craft with a passenger module (so the craft can hold 12 agents) and one cargo module (you don't need two). If the corporation is under alien control, you'll find that aliens sometimes are present on the raid. You will need a biotransport module if you want alien corpses recovered. Assign your 12 agents to the craft as you would normally do.
  • IMPORTANT: Look at your corporation list and find out which corporations are hostile to Xcom. DO NOT raid these corporation(s).
  • Find a corporation that is neutral or better (gang based slums are the best to raid due to advanced weaponry used by them AND many psiclones) and then go and order your Valkyrie craft (with 12 troops on board) to land at this building you have choosen. Don't attack the building with you craft, just land there! Once it lands, click on the building and you'll find four buttons on the top right of the screen. Your Valkyrie craft and personel loadout displayed as well. Click on your craft to automatically select 12 agents, then click on the RAID button (second button down, i think).
  • Why 12 agents? Usually, the tactical battles are generated from tilesets particular to the type of building. The battlescape usually will be larger if you use more than 12 agents. The Slum maps don't use tilesets, but one whole map by itself. Sometimes you'll find that the map has generated two slums, instead of the usual singular one. The Railway Station slum building is typical of this.

Starting the Tactical Raid

  • REAL TIME works best.
  • IMPORTANT: You are not to bunch up your agents, you must spread them around the map to stand next to the exit points.
  • save your game.
  • Slum buidlings will have usually only three main exit points. You MUST cover these points if you want you raid to be worthwhile. However, there will be five exit points if its a double size map.
  • Set all you agent's attitude to agressive. Set them all to RUN mode. You do not want your agents to be cautious.
  • Run two agents to the west corner, run two agents to the east corner and run three agents down to the south corner. Be careful that they don't exit the tactical map. Stand a soldier next to the exit points and make them face into the middle of the tactical map. (obviously if double size map appears, then place two agents at each middle exit point).
  • Place you agents against the very edge of the map. It will help to space them apart just enough so that they cannot shoot each other, yet the range of the grapples slightly overlaps. (stun range = 6, so place the guys approx 9 cells apart)

Fighting with Stun Grapples

  • When an 'enemy' approaches the exit point they will be knocked unconscious. Don't move your agent from the postion, but use a different agent to go and pick up all the equipment that this enemy soldier just dropped.
  • IMPORTANT: DO NOT place a weapon which can be fired into the hands of the your agent. DO NOT fire any weapons except the stun grapple. Place any projectile weapons into the backpack.
  • As you can now understand, your stunning the enemy to steal their stuff. Use your agents which are not in postion and guarding the exits to run around the map and stun enemy agents with wild abandon. Remember to pick up the stuff they dropped.
  • If your agent is full of loot, just swap the guarding agents with the fully laden agent and continue your stunning. (walk the heavy troop back to the exit - but don't exit - THEN swap agents. Don't leave a gap for enemy agents to escape)

Loaded Down With Loot - What Now?

  • If the tactical battle does not end because all hostiles have been neutralised, you'll need to exit the battle manually. Just make your troops exit the tactical mission. It might take a while for a heavy laden agent to walk back to the exit. Just be patient.
  • Pres the escape gives you an option to exit as well. This isn't the prefered method because if your agents aren't near the exits anyways, the game will count as some troops as MIA.

Advanced Tactics

  • if you raid a slum often, you'll eventually start to understand the layouts on offer (SEE BELOW). There are items laying on the ground which you can pick up. Common items are psi-clones (more common than Cult of Sirius raiding), Marsec armour (chest pieces as well), Elerium, and unloaded weapons.
  • layouts are identical for positions of item to pick up, but the items will be different each time. Get to know them when dealing with slums. Pick them up before the enemy does.
  • sometimes cutting away the staircase on the outside of buildings severely limits the escape routes of enemy agents. Just be sure not to kill anyone from causing them to fall.

Quirks

  • you'll probably see enemy agents playing a game of "Pass the Parcel" ... with a live prox-mine!
  • random rocket firings can sometimes happen when the gang members get itchy trigger fingers.
  • hostiles do like to throw AC-AP clips as well.

Slum Building Item Spawn Spots

There are seven slum buildings generated in the game. This next section lists where the item spawns are located using a very simple (but tedious) method of direction. The isometric map has a corner at each compass point. The most obvious way to describe the map would be as the top most corner being North, the leftmost corner being West, etc. Also, each sqaure of the map is called a cell. A cell is a square which makes up the map. (description need better wording --EsTeR 17:03, 22 April 2007 (PDT) )

Locations

NOTE: directions are given as absolute north of the map, being Cell 1,1.

  • eg: 23SW, 18SE is how many cells you must count in that compass direction from the most northern cell.

Grasslands

A map which has only trees, grass, and some building rubble. The most obvious feature is the grass the is covering part of the road in the southwestern part of the map. (weird: there is a door that still works!).

  • Level 01 - 20SW,16SE - on ground next to I beam.

The Bridge

A map which has a large bridge crossing over a road. Lots of building rubble in northern part of the map.

  • Level 01 - 25SW,10SE - on ground near blue arcade machine.

Drug Plantation

A map t


I'll be back soon to finish --EsTeR 17:03, 22 April 2007 (PDT)