X-Com: Enemy Unknown Ironman Challenge [On Again For 2012]

Chapter 9: April's Fools
Apr 1st to Apr 16th

From the mission log of the UFO-21 recovery mission
"Medic!"

There's a certain irony in aliens attacking a city on April 1st. It's one of those cases where we could say the truth and people wouldn't believe us anyway. But we spun up a cover story as usual, you don't keep being the secret UFO concealing conspiracy if you blabber on about aliens all the time. Like I'm doing now. Anyway, Casablanca, Terror Site-3.
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Like last time, the Floaters had surrounded the Skyranger as it landed. It's unfortunate, but that's how Terror Missions work, the aliens set up a trap and we spring it. Doesn't mean we have to like it, or just walk into a rain of superheated plasma. The team rushed out of the Skyranger, guns blazing while setting up smoke cover to avoid counterattacks.
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The Tank guarded a back alley, where it took out several Floaters, a Reaper and unfortunately, a civilian. It serves as a lesson in using high explosives in populated areas, as in "be careful when you do it".
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The team broke into squads, some covering the road to the south, and other advancing west.
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Thnikkman and PKrockin took out several Floaters together.
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Thnikkaman got the trick shot of the mission. That is, across the street, through a hole in the wall, out through an open door, and killing the Floater on the far side of the building.
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After that pocket of Floaters was taken down, only a pair of Reapers remained, and they were easily picked off from range.
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Casablanca was alien free. And a little on fire. But fires can be handled by the locals. *ahem*
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What I meant to say was that these Terror Missions were perhaps the greatest known threat to X-Com as a whole, as it'd just take a few civilians with a camera getting a good picture of either an alien or us to start rumors. Some rumors can be managed, but too many get the attention of the press, and as you know, a journalist on a hot case is not easily shaken. You most certainly weren't...

But this attack on Casablanca had taught us one extremely valuable lesson about these Terror Attacks. The aliens can't just teleport directly into the city, they use a special transport ship, perhaps not unlike our Skyrangers, to transport their troops into cities. So it stands to reason that if we shoot these down before they reach the city, then the attack could be thwarted altogether. But an Interceptor with standard Earth missiles against a Terror Ship? That'd be crazy to try. And while we DO do crazy rather well here, we wanted to even the odds a bit before trying.

Speaking of evening the odds, we found out how to use the aliens' Heavy Plasma guns. A truly powerful weapon, but with a drawback. It uses Elerium for ammo. So every shot fired is less of a resource we can only get by raiding it from the aliens.
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We spotted another Supply Ship, but again it got away... The plan to siege the alien base wasn't going quite as well as we wanted it to...
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It was then one of the scientists approached me as said that while the Heavy Plasma was a mighty weapon, they believed they could scale it up to fit on an Interceptor. I immediately gave them the go ahead for that. With Plasma Cannons on our Interceptor, we would be able to fight almost any UFO. It didn't take long to get great news from the science division: The Plasma Cannon was working, which explained the hole in the wall at Laboratory 2.
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(Notes: A Plasma Cannon beats every UFO but the Battleship with no damage to the X-Com craft. Basically, you want this.)

The Hyper-Wave decoders around the world started coming online, and we got a hit in Siberia. The race of alien was "Sectoid", a name we didn't know yet. The UFO was shot down and a recovery mission was sent out.
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As it turns out, "Sectoids" are just the little grey aliens. Had us worried for a second. The mission was a fairly standard hunt, although we got to field test the Heavy Plasmas, until the time came to enter the UFO.
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A Sectoid came out and shot Thnikkaman three times. Then he got shot in the back by friendly Heavy Plasma fire.
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But he didn't die. He didn't even drop. He just called over a medic to tend to his wounds.
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(Notes: How to use Medi-kits! You stand next to an injured soldier, or on top of his unconscious body, and select Use Medi-Kit. You get a screen with a silhouette of a man, with the wounded areas in red. As you can see, Thnikkaman has one wound in the torso, so you click on that and click Heal. Thnikkaman now has no wounds. Be aware that this only recovers a tiny bit of Health, use it to stop the bleeding and lessen the wounded recovery time.)

Narag entered the UFO and finished off the last Sectoid. UFO recovered. Thnikkaman would be out for 17 days.
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Another Snakeman UFO was spotted and Interceptor-1 with its brand new Twin Plasma Cannons was sent out to greet it. Unfortunately, the pilot got a bit eager, and sent the UFO crashing into the sea. We would have to wait a bit longer to see what a Snakeman was.
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After that brief encounter, the science team had figured out how the UFO's power sources work, and one of them spoke up about an interesting idea for a miniaturized version of this... A Power Suit. Sound like a bad science fiction movie, but he was adamant that it could be done.
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On the 16th we got another Supply Ship alert, but this time, we were ready for it... Operation Privateer was go.
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Notes: That's a lot of shooting this time around. And Thnikkaman takes the "You REALLY should be dead from that!" award. Four plasma shots, one from a Heavy, and he's still standing with half his health left and only one wound? That's just crazy.

Next up, a Supply Ship. Those take a while to clear, but at least I don't need prisoners this time. Shoot to kill! (And to show off a cute little trick with the Heavy Plasma, I hope.)

Also, what do you guys think of moving Interceptor-2 to Forge as the Snakemen are setting up to terrorize the US? My plan for the Snakeman Terror mission is basically this: "Chryssalids can't swim." Now ain't that just a dirty trick? But I need a Twin Plasma equipped Interceptor in America to have a shot at that.
 
like anybody with any sense ive played this on and off for the last 20 yrs or so

got it off steam last week installed extender

never managed to get to the mind control stuff as my men enjoyed shooting there mates too much once i meet the eatherals

playing on begginner

seen this pic on another website
im worse than a noob cant post pics heres a link half way down the page theres a picture thats rather amusing


http://forums.somethingawful.com/showthread.php?threadid=3376637&userid=0&perpage=40&pagenumber=21

i deserve to be shot at so feel free to use me as a target
 
Thnikkaman got the trick shot of the mission. That is, across the street, through a hole in the wall, out through an open door, and killing the Floater on the far side of the building.

Those were some of the best moments in my life :D

Kinda sad when I think about it.

Sheit..I pray to the gaming gods that they recapture at least some of it's glory in the new game.
 
It was then one of the scientists approached me as said that while the Heavy Plasma was a mighty weapon, they believed they could scale it up to fit on an Interceptor. I immediately gave them the go ahead for that. With Plasma Cannons on our Interceptor, we would be able to fight almost any UFO. It didn't take long to get great news from the science division: The Plasma Cannon was working, which explained the hole in the wall at Laboratory 2.
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(Notes: A Plasma Cannon beats every UFO but the Battleship with no damage to the X-Com craft. Basically, you want this.)

The Plasma Beam is the strongest Craft weapon, but even my Avengers get a bit damaged when I attach Large or Very Large UFOs. Am I missing something?

Also, for those early in the development stage of Elerium-Tech like the Plasma Beam, make sure you have enough of that stuff as they require it for re-loading. At least, that's what I remember from last time I checked which is quite a while back. Can you confirm, McNum? Maybe it's just the fuel for the Avengers that uses up the Elerium, not sure anymore.
 
is this available on on steam for MAC? I haven't downloaded steam on my MAC yet but if this is on there I might, you guys are sure making it sound fun :D
 
The Plasma Beam is the stronges Craft weapon, but even my Avengers get a bit damaged when I attach Large or Very Large UFOs. Am I missing something?

Also, for those early in the development stage of Elerium-Tech like the Plasma Beam, make sure you have enough of that stuff as they require it for re-loading. At least, that's what I remember from last time I checked which is quite a while back. Can you confirm, McNum? Maybe it's just the fuel for the Avengers that uses up the Elerium, not sure anymore.
As far as I know, the Plasma Beam does not use up Elerium when reloading. And yes, you'll take damage when fighting a Battleship. It out-ranges the Plasma Beam. For the other UFOs, just don't go on an Aggressive Attack so you'll keep maximum distance. You'll out-range anything else.
 
If you happen to have an old Windows laptop or something like that, it might run on that. It's not really that demanding in terms of specs :)

Well I have a tower at home that is PC i just am out and about, and going to be for the next 45 days, thought it would be a cool thing if I could run this on my MacBookAir as you said it isn't very demanding give me something fun to do in my downtime. Also get me ready for the new one that looks amazing btw.

The Steam game runs in DOSBox, but if you can download the files, you can just download the Mac version of DOSBox and set it up manually. I wouldn't be surprised if the configuration files from the Windows version could work in the other versions.

Ya that just sounds like way too much effort. Yes i'm that lazy :D
 
Ya that just sounds like way too much effort. Yes i'm that lazy :D

There is also a DS homebrew thingy out there, if I recall correctly. You'd need to figure that out though, and you'd need a DS, and you're lazy, so maybe not :P

Should you happen to have a DS though(3DS only?), Ghost Recon was created by the same designer, it shares quite a few features. But I don't like mobile gaming so didn't really play it much.
 
Chapter 10: 'tis but a scratch
Apr 16th to Apr 21st 1999

Classified recording of Global Commander McNum
"Martians?! Really? *sigh* This IS like a bad science fiction movie..."

Raiding supply ships may sound simple on paper, but it's never easy. This one we were lucky that everyone made it back in more or less one piece.
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Now, one thing that make Floaters a little more dangerous that you'd think is their proficiency with grenades. The alien grenades are nasty little things, and a very good reason to spread out when advancing on a UFO. Thankfully, the blase was centered away from the troops and Rhomega was able to carry on after a patch-up with a Medi-Kit.
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Inside the UFO, Bufbaf got to try out his Heavy Plasma at close range. Very close range. Meanwhile, the tank patrolled the outside.
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However, Bufbaf got to try out the wrong end of plasma weapon at close range, too.
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Quick thinking from PKrockin and Deradin saved Bufbaf's life.
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(Advanced technique: "Medi-Kit relay" What do you do when you need to get a Medi-Kit to an injured soldier, but no one near him has one? Well, there's a reason that you can throw everything in the game, so toss a Medi-Kit from one soldier to another, and have him pass it further along and you can get a Medi-Kit across the map in a single turn. Medi-Kits aren't the only things you can relay either. Tossing a Heavy Plasma or a Laser Rifle to someone can have uses, too, but the big one here is an armed grenade. I'll see if I can get a good grenade relay going later.)

On the top floor CappyFish, Deraldin, and PK rockin did a double bluff to take down the command crew. One was killed outside the bridge door, and then they used their Heavy Plasma to blast through the wall to get the Commander's attention... Then CappyFish walked through the door and shot the Floater in the back. UFO secured.
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But between the grenade and Bufbaf getting shot, not to mention the existing injuries, sickbay was getting crowded. Better than a crowded morgue, of course, but we were running dangerously low on available manpower, plus Forge and Twilight would need garrisons soon.

Due to the UFO activity in North America, the Twin Plasma armed Interceptor-1 was transferred to Twilight, along with a small garrison of troops.
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While we were looking over potential new recruits we were interrupted by a scientist with the geekiest smile I have ever seen. They had actually done it. They made a Power Suit. Immediately production was suspended in favor of making 20 of these amazing new armors. Impervious to small arms fire, and highly resistant to everything else, this armor was a milestone for X-Com.
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Almost as soon as Skyranger-1 had touched down, a second Supply Ship arrived, but we were unable to respond in time. We don't like letting UFOs off unchallenged, but we had little choice as it outran Interceptor-2. We wished we had something that could keep up with the alien craft, but a pair of rented Interceptors were all we had.
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New recruits started to arrive at the various bases, we would have to add some experienced troops to those bases as well, but as garrisons go, 6 each place would have to work out for now.
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Classified Information!
Not to be publicized as part of operation Blue Sky!
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Do not distribute outside X-Com.

Notes: I let the game run after this without saving. There'll be a Snakeman Terror Mission next week in North America. Now knowing that, I have three options, I'd like to hear what you think.

1. Let them land. Snakeman Terror Mission. To show what Chryssalids can do in an area full of civilians.
2. Crash them over land. Show off the Chryssalid in a confined space, but without civilians.
3. Splash them into the sea. Now the Chryssalids are the Tentaculats' problem. Or vice versa. (This is the smart thing to do.)

Also, I'm running low on names to use, so if you are interested, I could use some more.
 
That medkit trick is ingenious. It never struck me to use throwing that way.

As for what to do next, I'd love to see the terror mission. However, I'd be fine with erring on the side of caution and doing the crash and fight just to show off Chryssalids.

Yay for more xeno kills! B)
 
I would crash them and attack the crash site. Then you get to showcase the snakeman/chryssalid combo in less threatening conditions.

And sign me up for cannon fodder if you need some fresh meat.
 
Chapter 10: 'tis but a scratch
Quick thinking from PKrockin and Deradin saved Bufbaf's life.

On the top floor CappyFish, Deraldin, and PK rockin did a double bluff to take down the command crew. One was killed outside the bridge door, and then they used their Heavy Plasma to blast through the wall to get the Commander's attention... Then CappyFish walked through the door and shot the Floater in the back. UFO secured.

Aw yeah, squaddies takin' care of business. :D

I vote for shooting down the terror ship over land. I want to have a chance at surviving that mission.
 
Mashing, currently engrossed playing CoD: Space Warfare IV, finally got the call he'd been waiting ages for over the intercom.

"Report to the commander's office. You've been reassigned, grab your gear. You will not be returning."

Finally, some real action!
 
Just wanted to let you guys know that I'm working on the next update, but this mission is taking a while to finish. But I think a simple teaser image will explain why in a much better way than anything else.

Guess who!
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Hm, went better than expected, except not really. I had an accident, but I did reload. I'll post the accident, too, as I want to show what these things can do. With 'lids, you either smoke 'em or get catastrophic cascading death. I'll show an example of the latter, too, but the story continues off another save.
 
Chapter 11: C is for...
Apr 22nd to May 7th

From the revised X-Com Field Manual:
"Species: Chryssalid - Extremely fast, extremely deadly, melee only, reproduces through murder, do not approach, kill on sight."

For the rest of April, things were, by "We're being invaded by aliens!" standard pretty quiet.

We spotted a UFO with another unknown race on it, but it got away. It's mission "Alien Infiltration" sounded bad, but we really didn't understand what it meant at the time. Unfortunately, it got away.
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(Game Concept: Alien Infiltration - This is how you lose the game. Okay, not immediately, but Alien Infiltration missions have one purpose: To get a funding nation to stop funding X-Com. And you CANNOT prevent this from happening. Sure, shoot some of the UFOs down and you stall it for a week, at most, but sooner or later a fleet of Battleships will show up and it's done. One funding nation turns to the aliens' side. If they all do, you lose.)

The science team was busy, too, as they managed to make a heavier version of the laser rifle, but losing the automatic shot function. And like with the Plasma weapons, they thought they might be able to scale it up one more level to a craft weapon.
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Another Snakeman ship turned up, seemingly looking to land somewhere in the US, but it left Earth somewhere over Africa without ever landing.
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May came and with it, new technology was discovered: UFO Navigation. We now had all the pieces of how the UFOs work. Now all we needed was figuring out how to put one together. But the Power Armor guy had a different idea. He would make the Power Suits fly!
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A pair of UFOs showed up, one Floater, one Sectoid, but both were destroyed in the air in a hail of Plasma fire.
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(Game Concept: Alien Retaliation - When the aliens think you've hit them enough, they hit back. By invading your base. The Alien Retaliation Scout here is a precursor, as the aliens have to find my base, just as I found theirs. By destroying that Scout, I buy time before the aliens attack Vanguard. But make no mistake, they are coming now.)

The Flying Suit prototype was built, and attention was drawn to how to build UFO-like craft. The Flying Suit is an awesome armor, but it is expesive to make, both in cash and Elerium. But the superior protection and aerial mobility makes it the best Earth has to offer in personal protection.
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Another Snakeman Terror Ship showed up, and was shot down, as the so far largest UFO kill by an Interceptor, somewhere northwest of Chicago. The Skyranger was sent to clean up, and find out what a "Snakeman" is.
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We got our answer quick as the Tank spotted a giant snake with a gun standing in the field. "Snakeman"? Seemed fitting. As per standard protocol, new aliens lifeforms must be attacked with maximum force.
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This one, though, took it like a champ. HWP rocket, point blank. Didn't die. Adnor fixed that with a Heavy Plasma blast.
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Turns out the place was crawling with Snakemen. But despite early impressions, they were not that much tougher to kill than Floaters. They just needed to be shot twice onece in a while.
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Then... the tank spotted. This. We call them Chryssalids. "'lids" for short.
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Standard protocol was activated, and the Chryssalid was blasted. Turns out, it wasn't alone.
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At the same time, Narag was leading the UFO breach squad. This model had double doors, possibly due to it needing to be able to offload a lot of aliens fast. Inside, more Snakemen, and Adnor took one down.
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Meanwhile, the Tank was hunting 'lids. We still had no clue what these things could do, but they fell to sustained rocket fire.
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Inside the UFO, a third Chryssalid appeared, but was gunned down by fanboi.
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A Snakeman fled the UFO, right into the waiting barrel of the Tank. After this shot, the Tank drove through the double doors into the UFO itself. A fairly significant defensive flaw, I'd say.
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A fourth Chryssalid was spotted, and fanboi and Adnor tag teamed it. Amusingly, they heard what could only be described as an inhuman panicked shriek as the Chryssalid fell. Somesnake clearly didn't like seeing these critters die so fast.
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(Game Concept: Morale - The long purple bar in the UI is a soldier's morale. At full, they behave rationally and obey your commands. When it empties, they may panic or go berserk. A quick way to drain it is the loss of allies, especially those of high rank. So the Captain dying is a big hit, ut rookies are expendable. Aliens have morale, too, and taking out all the 'lids that fast? The poor navigator couldn't handle it and panicked.)

But from this point on, it was all just cleanup. The Tank spent its last rocket blasting away the Navigator, and the Leader was sniped by Adnor.
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Mission complete, and due to the increased size of X-Com, promotions to a lot of people.
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Following this mission, the science team cracked the way the aliens build their UFOs. It went way over my head, something about gravity waves, or something like that, but the big point here is... We can do it too. It was time for X-Com to design a UFO of our own.
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But first, the usual visitor arrived, and Skyranger-1 was sent out to raid another Supply Ship.
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It was time to collect our "we allow you to exist" fee. Then get ready to terminate the alien base and capture its Commander.

Notes: Congratulations to fanboi! First non-tank Chryssalid kill!

There were, however, complications... with that Snakeman mission, and I did reload a few times due to them. So for your viewing pleasure, I bring you the final turn of a botched attempt. I call it "Tag! You're dead!"

Observe: This image shows a fairly well planned pincer move. All angles are covered, and the soldiers have enough Time Units left to Reaction Fire at anything coming around a corner.
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One second later and...
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Where did it come from? I don't know, but it's killing two men just like that. They move insanely fast when they have a target. They can move about 22-23 tiles per turn, which is a problem since X-Com units have a visual detection range of 20 tiles. They can come from out of sight in an open field and kill you.

And that's what a Chryssalid can do. One touch, though Power Armor. Dead. And that zombie it leaves behind? Kill it and it becomes another Chryssalid. A Chryssalid getting close is basically an exponential failure scenario. As shown here, they are tough, but manageable when you have the initiative on them, but when you don't you're dead, and so is everyone near you. And the one Chryssalid is now 3-4 of them. And THIS is why you ALWAYS shoot down a Snakeman Terror Ship. Because losing men to Chryssalids, while bad, is nothing compared to a map with 10 civilians running around randomly, and 4 Chryssalids on the loose. You will potentially meet 14 Chryssalids if you don't kill all of them fast! It might sound like a horrible thing to fight, and yeah, it is. But honestly, it wouldn't be X-Com without them. They're a rite-of-passage, and this won't be the last time you'll see them. But whatever you do, try to shoot the Snakeman Terror Ship down, and if you don't have Heavy Plasmas, consider leaving the crash site alone, or splashing the ship into the sea. Chryssalids are bad news. Almost as bad news as E... nah. That would be spoiling the fun.

Also, the game is beginning to get evil now. Alien Infiltrations and Alien Retaliations are beginning to happen, so I'm expecting to lose Brazil within a few months and get attacked by Floaters in Vanguard base. Looks like we'll be dueling bases soon.

Next up, stats. Although these will be per May 7th, as I forgot to take notes when it hit the 1st.
 
The minor soldier in me senses something really bad is going to happen to him in the near future. I think it is time I write a letter of two to my family.

"Dear Lysa," The Corporal in me writes down on a paper. "I've been missing you lately..." no!, I thought. I started on a fresh paper by dowsing light-hearted recollections into my mind. I swap my fray-induced hand with colder one and draw a hollow point at the edge.
"May approached and I notice I've been away for a couple of months now. Yet it feels longer, like years have counted," Now was better. I don't want her to take the hint of my worry.
"The weather over the Black Sea is most unfortunate," My cover story: I was sent to guard the Black Sea with my Expeditionary Unit.
Due the secrecy as a precaution of the organization I inhabit now, I cannot tell her the truth. And this false tale was tailored by my new employer.
I was transferred from Expeditionary Force last January to fight what they say are Extra-Terrestrials invading the earth. I was placed under a global effort organization called the X-Com to retaliate and fight in secret war for an annual paycheck. And all I do is polish now geriatric, obsolete rifles by the coffin.
I would never lie to her, but the cause was a big one to worry about and I've had bad luck of no field experience in this area. The platoons around here all talk about routines, battles and things they've seen on the battlefield and other affairs I would never believe, unless a science team transferred such things on roller-tables across the corridors to science dorm.
"Besides the cold, I feel we will be united soon again." There I stopped. United here or the other place. With the world changing now my hands are trembling and the latter of my though strokes the word united, for I feel we will be apart for awhile before heaven.




Keep up with the stories guys, some of these are amazing, especially McNum's here make me excited to start the play again.
 
Yessss I did it!!!!

Finally beat the game :D

With only South Africa, Russia and Australia funding the XCOM in the end I launched my space ship to
cydonia
.

I didn't know the final mission was
divided in two parts :P
they nearly slaughtered me because I rushed my soldiers to find the aliens since i didn't have electroflares.

And when
the second part started
I nearly lost all hope.
But with a good tactical coverage of a small portion of the place they started to go down.
All the bad luck turned to good luck with a few alien mistakes.

A rookie that started without weapons because he painicked
in the previous part
picked up a blaster launcher from a killed alien and tried to use it only to sacrifice himself to kill a great bunch of them because he didn't know the blaster range.

All mind controlled soldiers had to be put down. No mind controlled soldiers had the chance to gun down any ally.

Finally a brave rookie approached the final elevator only to find
a big alien brain. The brain started to talk to him. He started explaining him their history. Their reasons to invade earth.

...

The rookie pulled the trigger and fired 3 shots. Two missed, but the final one hit the brain and made it explode. Ending the alien invasion.

The earth is finally safe.

Or is it?

This game is awesome.
 
Congratulations! I usually spend months screening soldiers for mental aptitude through psychological training before sending them to the final mission. You can't risk having a guy with a rocket launcher snap on you.
 
Congrats! I got a little sidetracked and/or busy, so I got a little delayed. I haven't abandoned my game, though. I'll finish it yet. I can't be much more than a month or two away from unlocking
Cydonia
in the game, including the Avenger, but do I dare go there without any Psi training? That seems unwise. Amusing, but unwise.

This is the part where X-Com gets a teeny bit tedious, though. I got plenty of Elerium and I'm just waiting to catch a commander and a Psionic alien so I can get ready to wait some more to unlock the final abilities and mission. Really, the game is pretty much won for me, as far as I can tell at this point. Sure, it's not 100%, but Flying Suits in May? Do I dare consider my first Avenger launching in July? That's not outside possibility. I just really need to catch a Sectoid Leader/Commander or
any Etheral
. The only two things I've never had in the game are Psionics and my own Blaster Bombs. I'm hoping the base assault with take care of the latter. And, of course, both the final mission unlocked and an Avenger to go there at the same time. Never had that either.
 
X-Com Monthly Report - April 1999 (As of May 7th 1999)
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Funding:
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Bases:
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Research:
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Production:
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Active Soldiers:
  1. Colonel Rentahamster - 17 missions, 5 kills
  2. Captain Narag - 17 missions, 4 kills
  3. Captain Thnikkaman - 14 missions, 18 kills
  4. Sergeant Adnor - 7 missions, 6 kills
  5. Sergeant Brashnir - 7 missions, 4 kills
  6. Sergeant CappyFish - 16 missions, 6 kills
  7. Sergeant perfect free - 5 missions, 4 kills
  8. Sergeant PKrockin - 8 missions, 11 kills
  9. Sergeant Rhomega - 10 missions, 8 kills
  10. Squaddie Boogalogist - 8 missions, 1 kill
  11. Squaddie Deraldin - 10 missions, 5 kills
  12. Squaddie fanboi - 2 missions, 1 kill
  13. Squaddie Keikaku - 5 missions, 1 kill
  14. Squaddie Myke Greywolf - 11 missions, 4 kills
  15. Rookie archnemesis
  16. Rookie Belgorim
  17. Rookie DennisK4
  18. Rookie fresquito
  19. Rookie gutabo
  20. Rookie Haunted
  21. Rookie Jintor
  22. Rookie Mashing
  23. Rookie Mattdaddy
  24. Rookie Orgun
  25. Rookie Phoenixazure
  26. Rookie Raphier O'Niel
  27. Rookie Ruttyboy
  28. Rookie SovanJedi
  29. Rookie Tunesmith
Soldiers Wounded:
  1. Squaddie Bufbaf - 5 missions, 2 kills, 22 days to recovery
Soldiers KIA:
  1. Rookie TheJollyCorner
  2. Rookie Sinatar
  3. Rookie frontieruk
  4. Squaddie LuffyZoro
  5. Rookie ThoseDeafMutes
  6. Squaddie NinajHeartless
Goals for April:
  • Get global Hyper Wave Network running -ONGOING
  • Raid alien Supply Ships for loot -ONGOING
  • Research Plasma Cannon -COMPLETE
  • Research Power Armor -COMPLETE
  • Research Laser Cannon -COMPLETE
  • Get Manufacturing capabilities up in Forge -COMPLETE
  • Establish garrisons in Forge and Twilight -ONGOING
  • Prepare for Alien Base assault in May -ONGOING
  • Optional: Don't get eaten by Chryssalids -COMPLETE
Goals for May:
  • Get global Hyper Wave Network running
  • Raid alien Supply Ships for loot
  • Research New Fighter Craft
  • Research New Fighter/Transport
  • Research Ultimate Craft
  • Attempt to gain Psionic ability
  • Attempt to capture a Blaster Launcher
  • Assault ALIEN BASE-1 and capture a Floater Commander
  • Research
    Cydonia or Bust
  • Establish profitable manufacturing at Forge
Reloads:
  • Times reloaded: 9
  • Total reloads: 28
Notes: Sorry for the delay, got sidetracked a bit. Anyway, this is April. Overall an average month, but good to see the Chryssalids in action. Scary little buggers, those. I've seen Mutons in UFOs and looks like the Sectoids are setting up for a Terror Mission in Siberia. Sectoid Terror is... a good thing, somewhat. A Sectoid Leader or Commander would be a great thing to capture. Anyway, if all goes to plan, which it won't since it's X-Com, I should be researching both endgame techs in the end of May. I doubt I'll have both
Cydonia or Bust
and an Avenger that soon, but it's going the right way for now.

And yes, ALIEN BASE-1 is going down. Got Power Suits and a set of Small Launchers ready to go, just need a quiet moment to do it in. Will probably not bring the tank for that. I've been planning to sell that thing soon, anyway. I want a brand new Hovertank/Plasma, which I'll unlock with the New Fighter Craft tech.

Just to make up a bit for the delay, I made all the soldier names clickable if you want to see the stats at this point. Some of the soldiers are getting quite beefy.

As usual, feel free to suggest new things to do, but I think I got a fairly solid plan. Please tell me if you disagree with that analysis, though. I am a bit strapped for cash as it is in the game, but there are ways to handle that...

By the way, I've never actually attacked an Alien Base in an X-Com game before, though, so any tips?
 
By the way, I've never actually attacked an Alien Base in an X-Com game before, though, so any tips?
Bring smoke grenades, they may be very useful (as always) in the first turns and when you'll need to approach the big "elevator" to the command room.. I won't spoil you why.
 
A bit cheesy but camping out on the starting elevators works pretty well. You can drop troops down to take shots and then go back up to safety at the end of the turn. IIRC there are usually blaster bomb users in the control room where the commander is so watch out for them.

edit: oops, guess I spoiled the surprise ;)
 
Bring smoke grenades, they may be very useful (as always) in the first turns and when you'll need to approach the big "elevator" to the command room.. I won't spoil you why.
I think I know why, it also means I probably only have one turn from breaching the Command Room to capturing the Commander... Aliens with one of those have no sense of self-preservation...
 
Active Soldiers:
  1. Colonel Rentahamster - 17 missions, 5 kills
  2. Captain Narag - 17 missions, 4 kills
  3. Captain Thnikkaman - 14 missions, 18 kills
  4. Sergeant Adnor - 7 missions, 6 kills
  5. Sergeant Brashnir - 7 missions, 4 kills
  6. Sergeant CappyFish - 16 missions, 6 kills
  7. Sergeant perfect free - 5 missions, 4 kills
  8. Sergeant PKrockin - 8 missions, 11 kills
  9. Sergeant Rhomega - 10 missions, 8 kills
  10. Squaddie Boogalogist - 8 missions, 1 kill
  11. Squaddie Dereldin - 10 missions, 5 kills
  12. Squaddie fanboi - 2 missions, 1 kill
  13. Squaddie Keikaku - 5 missions, 1 kill
  14. Squaddie Myke Greywolf - 11 missions, 4 kills
  15. Rookie archnemesis
  16. Rookie Belgorim
  17. Rookie DennisK4
  18. Rookie fresquito
  19. Rookie gutabo
  20. Rookie Haunted
  21. Rookie Jintor
  22. Rookie Mashing
  23. Rookie Mattdaddy
  24. Rookie Orgun
  25. Rookie Phoenixazure
  26. Rookie Raphier O'Niel
  27. Rookie Ruttyboy
  28. Rookie SovanJedi
  29. Rookie Tunesmith

Come on, field me!
 
Chapter 12: Housecall
May 7th to May 10th 1999

The Supply Ship recovery went smoothly. The aliens had fortified themselves inside the UFO, so the approach was easy.
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Inside, it was a fight for each corridor, each corner, but ultimately, X-Com was victorious.
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It was after this mission that Rentahamster was promoted to Commander. The second in command, just below myself. The men seemed to trust him, and I was happy to let him focus on the troops while I oversaw the global strategy.
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Two more UFOs showed up and were harshly introduced to the ground in a burst of plasma fire, but no immediate recovery mission was launched as Skyranger-1 was already en-route somewhere else.
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Because, while the Supply Ship raids had been profitable, the Russians were getting quite insistent that we took care of the alien base. We had actually been planning to do this for a while, but we wanted that last Supply Ship before staging our assault.

At just past 6:30 Zulu on May 10th, Skyranger-1 landed at the alien base. It was time to pay the aliens a visit...
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Busting into the aliens' base meant two things, firstly we'd be surrounded from the start, and secondly, no human had ever laid eyes on an alien base before, so we were practically going in blind. We knew from alien interrogations that there would be a command center somewhere, though, and we might find a high-ranking alien in there. Therefore, capture protocols were in effect, any and all aliens in the command center had to be brought out alive. For that purpose, the Tank stayed at home and four soldiers, some rookies, some veterans were on Small Launcher duty. When the time came to breach the command center, they would go first and stun everything in there.
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(Note: Avoiding unwanted reaction fire. You can't fire an unloaded weapon. So I unloaded the Small Launchers and had the four soldiers carry the ammo in their other hand. That way, I don't waste any of my 8 shots. Think about what this can also be used for...)

As expected, there were enemies everywhere. No one gave an inch, and slowly we advanced towards the heart of the base.
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CappyFish took down an alien that had an unknown weapon. He called it in, as it looked dangerous.
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(Note: That, dear readers, is the Blaster Launcher. The Mighty Blaster Launcher. The BFG itself. It is a guided missile launcher and it has a gigantic blast radius where everything inside it pretty much dies instantly. It's the only thing powerful enough to breach the outer UFO walls. I reloaded this mission after one of these were fired at my agents, and it took out the entire room. Not just all the agents, the room itself. And yes, you can use it when you've researched it. It makes some enemies so much easier to deal with.)

When the time came to storm the command center, the Small Launcher team swarmed in and everything went as planned, all aliens in the command center were stunned.
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Perfect free called in that one of the aliens had different markings than any of our known alien ranks.
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(Note: Checking rank. When an alien is stunned, you can attempt to pick it up and it'll show its rank. Terror units, like the Chryssalid are all the same rank, by the way: "Terrorist". You really shouldn't be carrying around stunned 'lids anyway.)

From there, it was cleanup, and the Commander himself found a wandering Floater and took it down. Then the demolition charges were set and Skyranger-1 took off with a haul of captured enemies, unknown superweapons, and a glorious explosion behind it.
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Alien Base-1 was no more.
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Notes: Alien Base Down! Floater Commander captured! Blaster Launcher captured! Now this mission was an absolute success! Only minor downside is that Keikaku got injured, but this is a great step towards winning the game. All I want now is Psionics and an Avenger to fly to the final mission. The aliens have been getting nosy with the Alien Retaliation scouts lately, though... Might see another base assault coming up soon, except with X-Com as the home team.

Also, in case you're wondering why I have so low casualties, and reload a bit too often, it's because I'm nearly out of names, so I can't really replace the dead, unless I just start adding numbers to the reused ones... Maybe I should just do that, come to think of it.
 
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