Warlord's Foolproof Plan

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Here's my foolproof plan for starting off.

Sell all pistols, HC-AP ammo, the Autocannon and all ammo, the rocket launcher and ammo, and all craft cannons and ammo. (Keeping only rifles, grenades, and the Heavy Cannon.)

Sack all soldiers with bravery below 40 (30 might work if they have really awesome stats other than bravery).

Buy a second Avalanche launcher and enough missiles to keep both interceptors armed. I like to keep 15 missiles in reserve.

Also buy HE and IN ammo for the heavy cannons, extra grenades, prox grenades, and smoke grenades. Flares and HE packs are also a good idea.

Recruit enough soldiers to get your squad up to 10 regulars. Then recruit 15 scientists and 5 engineers. That should max out your living quarters.

If you have the cash left, buy a rocket launcher tank and about 16 rockets.

I like to build two additional hangars on either side of the top one. I also build one living quarters at each side of the base, and a general stores and an alien containment between the two bottom hangars. Once the living quarters are built, I sell the one next to the lift, and once the hangars are built, I sell the two bottom ones. This has the net effect of making my base extremely defensible, as all aliens have to come through the lift module to get anywhere.

Your primary goal in the first month is to complete Laser Rifle research, and acquire Alien Alloys. Researching the alloys and Personal Armor is desirable, but not always possible.

As for the first terror site, I usually land, my soldiers shoot anything they can see from the back of the skyranger, and then I abort. You lose some points, but you can make them up in the second month. There's no point in getting your soldiers slaughtered at the beginning of the game.

The trick to making money early on is sales of laser pistols. Yes, rifles sell for a bit more, but the pistols produce a lot faster. Farther along in the game, the aliens will build a base close to yours. It's almost guaranteed. At that point, you can start raiding Supply Ships on the ground. You can make millions off of these every time.

In the second month, you should concentrate on getting your scientist staff up to 50. I also build a large radar in the second month. That usually sucks up most of your cash. If you can afford it, recruit more engineers. You should also have your entire squad in personal armor before the end of the month. You are likely to see another terror site this month.

After this, you can start expanding your garrison. Laser pistol production should be in full swing by now. By the end of the third month, you should have a total of 100 personnel at your base. 15 soldiers, 35 engineers, and 50 scientists. I like to focus on finishing out the Laser Weapons tree by the end of this month. The Laser Tank is a nice addition to your arsenal and is ideal for terror missions. Alternatively, you can concentrate on plasma weapons, but getting the plasma cannon this early is a bit premature, as Elerium 115 will still be in short supply.

In the fourth, fifth, and sixth month, you should concentrate on getting flying armor, and building enough of an elerium supply to build ten sets of armor. 160 units of elerium is enough, if I remember correctly. This is another reason that I don't worry about plasma cannons early on. You should also begin research on new craft as well. I also usually build a second base during these months. Always build new bases close enough to be supported by other bases. My favorite locations are, near Moscow for base 1, deep in Siberia for base 2, north-central Africa for base 3, Australia for base 4, Central US for base 5, Central Brazil for base 6, and usually a radar base in Hawaii for 7, and a manufacturing and research base in the antarctic for base 8.

I usually keep to one main combat base, although I have been known to station a Quick Reaction Force in the US base for terror missions. All the other bases are interception bases, and I maintain 6 interceptor craft at each one. Once my 8 bases are built, no UFO can escape me. I keep 4 Firestorms and 2 Interceptors at each base. For the US base I keep 4 Firestorms, 1 Lightning, and 1 Interceptor. At the main combat base, I keep 1 Avenger, 1 Lightning, and 1 Skyranger. On each of these is a specialized combat squad. The Avenger is the heavy duty veteran crew. It consists of 14 men, 3 hovertank plasmas, and one Hovertank Fusion. The Lightning is a QRF with 12 men with precision weapons and stun equipment. They are used for terror missions. The Skyranger is for rookie training. They get to go on all the small shootdowns. I keep a 10 man squad and 1 hovertank plasma there. Once a soldier has a few missions under his belt, I transfer him to a garrison squad. That way on a base defense, I have combat veterans available for defense.

Sometime between months 3 and 6, I try to get a Sectoid commander so that I can research psi labs. Usually, you won't see ethereals that early, so they're not an option. I like to have Psi Labs before I start heavy recruitment. Once I'm in full swing, I keep no less than a 10 soldier garrison at all bases, plus I have the 14 man combat team, the 2 12 man QRF's, and the 10 man training squad.I keep a minimum of 5 psi labs at my combat base, and do all recruitment and training there. After my manufacturing base is built, I sell all workshops and labs. I keep the two living quarters, the stores, and the alien containment. I don't bother with base defenses at the combat base due to the sheer numbers of soldiers there.

This should get you well on your way to winning the game. Keep in mind that these strategies hinge on you being able to conduct tactical missions with minimal losses. If you can't do that, you should practice the tactical missions until you're good at them.

[Warlord, Sept 25, 2002, in strategycore forums, pasted by --JellyfishGreen 09:27, 4 May 2005 (BST)]