I just had the most amazing, large and intense firefight ever. Everyone survived, and I have no idea how.
Background: Previously, I screwed up the strategic component and ended up coming across the
, Armogedon thingy and a Sectopod in one mission while some soldiers still used normal guns. Managed to get through that mission with severe difficulty.
I was about to lose with a squad wipe until my ranger with Reaper
sword stunned the goddamn Sectopod.
I decided I should get the EMP nade to compensate, and the next mission went well.
Now, with all my upgrades and one upgraded EMP nade, I got cocky.
..............
.............
The Blacksite mission.
I land, and see two pods next to each other.
Units:
1xCodex
1xArmo
1xMuton
1xArchon
Turn 1:
Confident in my abilities, I set a trap for them and use my best abilities/nades/weapons, knowing that the EMP device will take care of a Sectopod when I'm ready.
Nope. A Sectopod, despite being far away on a roof activates in that turn, and crits my Specialist. My ranger was too far away to immediately EMP it, and I had to wait a turn to get it in position.
Pod 3:
1xSectopod
1xElite Stun Lancer
And that's something strange happens. The LOS screws up completely,
and 3 (!) more pods are activated, at varying distances. They arrive one turn after another in waves.
Oh, and
there's another Sectopod. I only have one EMP nade. I have activated 5 pods in one turn, including two Sectopods.
Pod 4:
1x Sectopod
1xElite Trooper
1xElite Stun lancer
Pod 5:
1xShield Bearer
1xElite Trooper
1xElite Officer
Pod 6?
1xShield Bearer
1xTrooper
Reinforcements:
1xL2 Mech
1x Stun Lancer
1x Soldier
Well, fuck. I've got my A team here filled with Majors and Colonels. I can't afford to lose them.
Turn 2:
So I EMP the first secto, stunning it, buying myself some time. I use my grenadier with the salvo perk to fire two incendiary nades, and in combination with the proximity mine I used before hand, it literally set the entire battlefield ahead of my on fire. This was so effective that the enemy troopers had to run around it to get a firing angle, buying me one turn. Every piece of cover was destroyed ahead me, forcing enemies through a building, channeling them and preventing an attack from two angles.
Sectopod 2 crits another soldier. Both are still alive, but with only 2 HP.
Turn 3:
Combined fire, free actions due to weapon attachments and lightning hands mean that Sectopod 1 is destroyed.
Aid protocol saves my ranger, and I use my grenadier as bait to save the injured soldiers. I keep my grenadier out in the open so the advancing waves target him, so I can focus on the remaining Sectopod. They get two hits out of three, but my grenadier tanks it. The Sectopod walks inbetween my troops and prepares its missile launcher, while the other enemy soldiers push up close to my injured soliders up front.
Turn 4:
Combined fire destroys Sectopod 2, using all the abilities, including a failed hack, combat protocol, and lightning hands. I use my ranger + bladestorm + reaper to kill the troopers, including the stun lancer who attacks my untouchable ranger. A flashbang sooths the enemy soldiers, and they miss my injured ranger.
Turn 5 and 6:
I mop up Pod 6 and the reinforcements that landed right next to my landing zone.
So in 6 turns after breaking concealment, less than 5 tiles from where I started, I managed to activate every enemy pod on the map including reinforcements, killed them all for only 3 wounded. This included 2 Sectopods, and 1 type of every other enemy except the Viper and Gatekeeper. The map was cleared for my ranger to run in and finish the job without enemy contact.