Difference between revisions of "XCOM Base Defense (EU2012)"
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*After that more units will drop in to the MEC bay. | *After that more units will drop in to the MEC bay. | ||
**Try to move some troops out early on to the elevated platforms overseeing the MEC Bay, you'll get excellent shots from the high ground. | **Try to move some troops out early on to the elevated platforms overseeing the MEC Bay, you'll get excellent shots from the high ground. | ||
− | **If you're still fighting the flyers when the new wave drops in then you may be better off pressing in to the Rear Guard Station and fighting the new enemies from across the Command Center. | + | **If you're still fighting the flyers when the new wave drops in then you may be better off pressing in to the Rear Guard Station to buy time and then fighting the new enemies from across the Command Center. |
*The final wave of aliens will come through the Forward Access Tunnel. Bradford will urge you to go to them, but it's likely a better idea to keep your troops covering the MEC Bay, since it's very defendable. The aliens will eventually come to you. | *The final wave of aliens will come through the Forward Access Tunnel. Bradford will urge you to go to them, but it's likely a better idea to keep your troops covering the MEC Bay, since it's very defendable. The aliens will eventually come to you. | ||
Revision as of 17:33, 3 December 2013
Mission Objectives |
The invaders have infiltrated XCOM in unknown numbers. Limited reinforcements, including XCOM Base Security personnel, are available. Failure will mean the end of XCOM.
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Source: XCOM: Enemy Within DLC
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Notes
- This mission is always called: Operation Ashes and Temples.
- The Aliens can now attack the XCOM HQ once during a game, resulting on a Base Defense mission against the aliens.
- Base Defense takes place only after you've assaulted the Alien Base.
- While you're scanning for activity the Hologlobe on Mission Control will start to flicker and there will be a cinematic showing sections of the XCOM HQ exploding or being attacked by mind controlled XCOM personnel. Afterwards Bradford will inform you that alien intruders have been detected and you'll need to defend HQ's Delta Section.
- You'll start with a random group of soldiers consisting combat veterans and base security personnel (a.k.a. Blueshirts). The section of the base has been cut off and you'll have to defend it from the aliens until reinforcements can arrive. The aliens will attack in waves.
- If you lose the mission you'll lose the game.
- You can restart the mission if you lose.
- Your combat soldiers will be equipped with what they have at the moment in the Barracks after their last mission and the base security will have Assault Rifles and Frag Grenades. You'll get 3 waves of reinforcements each time Bradford informs you that they've managed to reopen the security door.
- Each time you receive reinforcements you'll get 1 of your combat soldiers, plus 0-2 Blueshirts.
- The Blueshirts will have -1 HP and -10 Will than a rookie/squaddie.
- If you get Tactical Rigging, the base security personnel will have 2 grenades instead of one.
- Although Base Security personnel may earn promotions during the mission, you won't get to keep them as soldiers.
- Delta Section has a rectangular design, consisting of 4 linked sections: Rear Guard Station, Command Center, MEC Bay and Forward Access Tunnel.
- At the end of the mission Bradford will comment that "we still need to find how this was possible", although you'll need to play the Progeny campaign to learn about it.
Tactics
- Expect to be fighting 30+ aliens during the whole mission. You'll face a mix of all types of aliens.
- Naturally, composition will reflect current campaign progress.
- There are no penalties for demolishing XCOM HQ, so feel free to use explosives.
- Blueshirts have terrible aim and damage with their conventional weapons, but their grenades are very helpful for softening up enemies and removing their cover so your soldiers can get good hits.
- Try to get a killing blow with a Blueshirt for the All Hands on Deck achievement.
- Blueshirts don't last beyond the end of the mission, so feel free to use them as disposable scouts. You can absorb overwatch fire with them, and try to get psionic enemies to blow their Mind Controls on them, at which point you can kill them. Try not to let Chryssalids zombify them though. If one of your soldiers is in trouble, you can move a Blueshirt out of cover to try to present a more tempting target.
- Falling dirt means that Aliens are about to drop in from the vents, so take a moment to look ahead and see if there's any falling dirt, as it'll give you a turn before they drop, as Bradford may not warn you until their turn.
- The first wave will drop directly in to the Command Center where your troops start, with some dropping in the Rear Guard Station and a few in the MEC Bay.
- Try to get your soldiers on Overwatch on the elevated platforms in the Command Center for the bonus accuracy from high ground.
- This is probably the most dangerous part of the mission. If you fail to take out the most dangerous aliens on the turn they drop in then they're almost guaranteed to get flanking shots or melee attacks in such an enclosed space.
- A large group of flying units will arrive at the Rear Guard Station. Most will fly in but some may get "lost" and you'll have to go out and get them.
- After that more units will drop in to the MEC bay.
- Try to move some troops out early on to the elevated platforms overseeing the MEC Bay, you'll get excellent shots from the high ground.
- If you're still fighting the flyers when the new wave drops in then you may be better off pressing in to the Rear Guard Station to buy time and then fighting the new enemies from across the Command Center.
- The final wave of aliens will come through the Forward Access Tunnel. Bradford will urge you to go to them, but it's likely a better idea to keep your troops covering the MEC Bay, since it's very defendable. The aliens will eventually come to you.