Difference between revisions of "UFO Crash Recovery"
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Exercise caution - There may be operatives in the UFO or around the crash site. Mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO remains, artefacts and alien corpses can then be initiated. |
Exercise caution - There may be operatives in the UFO or around the crash site. Mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO remains, artefacts and alien corpses can then be initiated. |
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− | == |
+ | == Clearing a landing site with JFG == |
+ | Here's one I was so proud of I took notes. This was about Dec 2003. Nothing really weird here, but just went really professionally, without losing anybody. |
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− | After staking out a [[Floater]] base and getting a recovery craft set up, I was hijacking a [[Supply Ship]] every week for a month, and be darned if I wasn't starting to follow a pattern. I had a modified Firestorm stalking them, with 6 soldiers and a HWP; after clearing the outside and sniping a few at the exit, I'd breach with a team of 3 at each door; clear the one or two aliens usually at the grav lifts, quickly peek into the engine room in passing (150 units of intact [[Elerium-115]] waiting, sweet); send one guy straight to the top floor to hide by the door, while the other two on his team go halfway up and bust open the shaft with plasma rounds; five guys sweep the middle deck. Usually the floaters are starting to panic by now. Then all six troops re-converge on the lift, head for the upper deck, and advance on the control room. First guy out of the lift turns right; the second turns left, checks the corner, then turns to stand next to the closed door to the south; third advances past second guy to snipe towards control room; fourth (if time) enters closed door to the south. Then it's just a matter of leapfrogging most of the team up the north corridor towards the control room with overwatch while one or two do a quick sweep of the narrow south corridor, perhaps opening a shortcut across the waist of the ship with heavy plasma along the way. |
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+ | May I present: |
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+ | *Sectoid, large scout crash, farm in california, early evening, Superhuman difficulty. |
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+ | *8 soldiers and a rocket tank respond. |
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+ | Loosely numbered turn-by-turn, actually event-by-event. |
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− | Occasionally I'd vary this routine by hitting the floor of the control room from below with HE-HC or stun rounds, but that could be considered cheating. But not as [[Exploits|exploitative]] as the time I shoved a brick of HE up through the floor of the control room. A quick way to end the mission. Also fun is tossing HE or alien grenades into the diagonal walls at the back of the ship, near the lifts, from outside, with a long delay; if timed right, this kills anyone near the lifts inside just before the breaching team gets there. In mountain terrain, this might even destroy the outer wall at the waist of the ship! Easy lift access if I had stuck around! |
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+ | === Events === |
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+ | 0. Successfully deployed in circle around Skyranger with no sightings. <br> |
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− | And all that procedure comes from harsh experience, like the time I forgot to check the corner after coming out of the top level lift and was shot in the back. |
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+ | 1. Tank scouts first. Alien sighting by tank. Squaddies do 2-stage alien grenade relay. Takes out a hidden alien and part of a wall as well as the target (2 kills)<br> |
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+ | 2. Tank sights a second alien, fires rocket, misses. Squaddie takes armed grenade, approaches, then crouches behind tank before throwing. (Out of sight so no reaction fire.) (3rd kill)<br> |
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− | And it got me a sectoid leader for [[Psionics]], too, once I had identified my weakest link and given him a standard pistol and smoke grenades. He was being alternately panicked and controlled somewhere out in the forest right up until the powersuits kicked in the control room door and hit the leader with stun rounds at point blank range. Up until that time every attempted supply ship hijacking or sectoid base raid had been a psi-attacked disaster. |
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+ | 3. Scout (with RE of 60) moves in a different direction, spots one and freezes. Support sniper with rifle takes the shot (FA of 64, 87% chance) and hits. (4th kill)<br> |
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+ | 4. Tank sights a third among the stables and stops. Squaddies manage to land a grenade in the area. (5th kill)<br> |
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− | --[[User:JellyfishGreen|JellyfishGreen]] 14:26, 23 May 2005 (BST) |
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+ | 5. Aliens' turn, tank is shot at and responds with rocket fire. (6th kill)<br> |
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+ | 6. Scout found one, support sniper hits but does not get a kill. A tossed HE pack misses, and no-one is in range to add a grenade. End of turn. Alien does not kill scout; sniper is successful on next turn. (7th kill)<br> |
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− | ''Note: This was on Normal difficulty. At Superhuman difficulty, there's a few more aliens around, and it becomes wiser to stand in the lift (since aliens don't shoot down well) than to hide by the door. --[[User:JellyfishGreen|JellyfishGreen]] 01:35, 26 Sep 2005 (PDT)'' |
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+ | 7. Tank flushes an alien but is blocking support fire. It moves to clear the line of fire and is slightly damaged by reaction fire by doing so. Support fire takes out the alien. (8th kill)<br> |
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+ | 8. Team finishes sweep and gathers at UFO door for a breach. At the start of the breach turn, the tank fires a rocket into the diagonal walls forming the inside corner of the cross. This kills one alien (9th kill)<br> |
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+ | 9. Craft is filled with smoke. Two additional corpses are seen. The second squaddie in has enough TU's to push forward into the hollowed out centre; he sees an alien at the bridge of the ship and freezes. Third, fourth, and fifth breachers take up kneeling positions inside the door and start shooting at the alien through the smoke cloud; the third shot drops it. (10th kill)<br> |
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+ | === Score sheet === |
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+ | Alien kills registered - 9<br> |
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+ | Corpses - 9<br> |
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+ | Captured aliens - 1 (soldier rank)<br> |
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+ | Artifacts - 41<br> |
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+ | Alloys - 31<br> |
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+ | Nav consoles - 2<br> |
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+ | (Engines destroyed in crash)<br> |
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+ | Soldiers KIA/MIA - none!<br> |
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+ | Final score 275. <br> |
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==See Also== |
==See Also== |
Revision as of 16:25, 14 October 2005
Briefing
Exercise caution - There may be operatives in the UFO or around the crash site. Mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO remains, artefacts and alien corpses can then be initiated.
Clearing a landing site with JFG
Here's one I was so proud of I took notes. This was about Dec 2003. Nothing really weird here, but just went really professionally, without losing anybody. May I present:
- Sectoid, large scout crash, farm in california, early evening, Superhuman difficulty.
- 8 soldiers and a rocket tank respond.
Loosely numbered turn-by-turn, actually event-by-event.
Events
0. Successfully deployed in circle around Skyranger with no sightings.
1. Tank scouts first. Alien sighting by tank. Squaddies do 2-stage alien grenade relay. Takes out a hidden alien and part of a wall as well as the target (2 kills)
2. Tank sights a second alien, fires rocket, misses. Squaddie takes armed grenade, approaches, then crouches behind tank before throwing. (Out of sight so no reaction fire.) (3rd kill)
3. Scout (with RE of 60) moves in a different direction, spots one and freezes. Support sniper with rifle takes the shot (FA of 64, 87% chance) and hits. (4th kill)
4. Tank sights a third among the stables and stops. Squaddies manage to land a grenade in the area. (5th kill)
5. Aliens' turn, tank is shot at and responds with rocket fire. (6th kill)
6. Scout found one, support sniper hits but does not get a kill. A tossed HE pack misses, and no-one is in range to add a grenade. End of turn. Alien does not kill scout; sniper is successful on next turn. (7th kill)
7. Tank flushes an alien but is blocking support fire. It moves to clear the line of fire and is slightly damaged by reaction fire by doing so. Support fire takes out the alien. (8th kill)
8. Team finishes sweep and gathers at UFO door for a breach. At the start of the breach turn, the tank fires a rocket into the diagonal walls forming the inside corner of the cross. This kills one alien (9th kill)
9. Craft is filled with smoke. Two additional corpses are seen. The second squaddie in has enough TU's to push forward into the hollowed out centre; he sees an alien at the bridge of the ship and freezes. Third, fourth, and fifth breachers take up kneeling positions inside the door and start shooting at the alien through the smoke cloud; the third shot drops it. (10th kill)
Score sheet
Alien kills registered - 9
Corpses - 9
Captured aliens - 1 (soldier rank)
Artifacts - 41
Alloys - 31
Nav consoles - 2
(Engines destroyed in crash)
Soldiers KIA/MIA - none!
Final score 275.