Welcome back, fellow alien afficiendos! When we last left off, our intrepid band of DL do-gooders was heading towards an alien landing site, intent on eliminating the infestastion of extraterresticles (I made that up myself!).
At the beginning of every mission, this wonderful little window will pop up to explain just what needs to be done. To put it short - kill or stun all aliens, collect the loot. Just like an RPG! Rank X-Com!
Ahem. As you can see, this is a ground assault mission. When a UFO lands without being shot down (as was the case for this UFO), you get a ground assault mission. A craft that landed of its own accord will generally have more cool stuff to loot than a UFO that was shot down (and subsequently damaged). Since this UFO landed by itself, it's fully intact - which means more aliens and more loot. Since this was a small vessel, it should be filled with about 3-10 aliens. We'll see how this recovery mission goes.
Before each missions actually begins, you get a chance to equip all of your soldiers. As you can see, soldiers have a lot of space to put guns, grenades, flares and other assorted toys. Soldiers need equipped to actually do something - fists don't stand much of a chance against plasma rifles. The aforementioned pictures show the set-up I'm using for the 3 designations of soldier I have right now - Scout, Carnage and Sniper. They're all equipped in the same style I'd equip someone with that specific designation.
Zenny's a Carnage soldier - he's equipped with a rocket launcher and a bunch of rockets. Unfortunately, I forgot to take off his grenades, which really, really weighed him down. If you give a soldier equipment heavier than their strength, they lose TU equal to the amount of excess weight. Grenades, while light, add to this - in the case of Zenny, he's carrying 4 rockets and a bunch of grenades. Not good for getting off a lot of shots. This is pretty much the set-up I'll be using for a Carnage type soldier for a while, until I get Blaster Bombs.
Scouts are set up similar to Miasma. A light weapon and some grenades, but overall not heavily equipped. They need speed - Scouts should generally be the first units to touch down and enter a battlefield, which generally means their casualties are high. Should they survive, they should be used for leap-frogging - moving forward to spot for other units (Snipers in particular). Grenades are there for some added firepower, and the ligher weapons, such as laser pistols, allow them to use reaction fire on exposed aliens, which should hopefully keep them alive a bit longer. More equipment will eventually be added to the Scout arsenal - Motion Scanners and Mind Probes being the big ones coming up soon. They're also the first soldiers I generally give Flying Armour too, as it helps them in their mission significantly, and also increases their survivability by huge, huge amounts.
The Snipers are equipped like Ciato is. They basically get the best rifle available (which...isn't anything special now, just a basic projectile weapon). I also usually give them grenades too early on, as there aren't too many options. Snipers generally follow far behind scouts, hiding behind cover, waiting for someone to show up so they can shoot them. Later, they'll be getting laser rifles and heavy plasma. Not too much interesting about them otherwise.
As you can see, Snow's equipped like a Scout. Snow's also a girl, apparently >_> But anyway, one thing extra you'll note is in her/his backpack - it's a Stun Rod. This was an idiotic thing to add at this point, as I can't even bring aliens back to the base without an Alien Containment Facility, which I haven't build yet! Anyway, back to the point, Stun Rods are used to stun aliens so you can bring them back to base. This is required to win the game - you need to capture certain aliens to access certain technologies, as well as enter the final mission. Sadly, it's kind of pointless now, and just weighing the poor girl down >_>
There are several other set-ups for troops I intend to use, but at the moment, there isn't much to do yet with them. Stunners (focusing on knocking out essential aliens), Psicorps (focusing on psionics, i.e., mind control), Demolitions (a side-group of Carnage, designed to break down walls and buildings, usually equipped with grenades, high explosives and heavy plasma if possible), Medic (with medkits to heal wounded soldiers), and Salvage (grabbing equipment off of fallen soldiers so we can use it later) will all make an appearance later.
After equipping soldiers, it's off to the Battlescape. The Battlescape is where the combat part of X-Com takes place. This is the first thing you'll see upon touching down at a battle site. All your soldiers start in the landing craft, which is, in this case, a Sky Ranger. As you can see, there's a lot to go through here to start, so to save a bit of time and sanity and boredom, I'll be going through it all as it comes up. So, first thing's first:
The bottom 1/3 of the screen is devoted to information about the character. We currently have Miasma selected. Right below her name is a set of numbers and bars that correspond to those numbers. The bright green number corresponds to the top bar, and represents TU. The burgundy number to the right corresponds to the second bar down, and represents energy. The red number corresponds to the third bar down and represents health. And finally, the purple number corresponds to the lowest bar, and represents morale. To the left of the soldier's name is insignia representing their rank, which in this case is a rookie. This insignia will also allow you, once clicked on, to access the soldier's status screen for more detailed information. To the left of that are 3 red buttons, of which one is depressed. The currently depressed one is the default for X-Com soldier movement - by pressing it, your soldiers will spend all their TU on movement as far as you indicate for them to move. The other 3 buttons, by pressing them, will force your soldiers to move, but will stop them so that they have enough TU left to fire either a Snap Shot, Aimed Shot or Auto-Shot (from left to right, top to bottom, of the remaining red buttons). More on them later. On the far ends of the screen are boxes that correspond to the soldier's hands - in Miasma's right hand is a laser pistol, and her left hand is currently empty. That's it for now. The other buttons above the character stats I'll go over in time, as they're not hugely important now.
Well, I guess I go into some of that right away. The 3rd button from the left on the top row is the overview map screen, that displays where everything so far discovered is located on the current battlescape. The "X" on the map indicates the current soldier selected (Miasma, in this case), while the yellow dots indicate my other soldiers. Obviously, the Sky Ranger is the large plane-like object all of the soldiers are currently inside of. If you look at the northern edge of the revealed map, you should see a grayish object jutting out. That's a UFO - in this case, a small one. Each UFO size class has a unique set-up for the interior and exterior of the UFO. This is a small UFO, specifically classified as a Large Scout. We can't see all of it yet, but once we start exploring the Battlescape, we'll be able to see more.
Back to our wonderful scout Miasma. First, I'd like to apologize for some of these pictures, as I didn't do a great job of catching action shots on them, so I'll be filling in what happened in several cases. Anyway, if you'll notice, Miasma now has something in her left hand - this is a Smoke Grenade.
Once primed and thrown, a smoke grenade explodes, leaving a cloud of smoke, obscuring anything beneathe it. Smoke grenades are a great tool to use when initially exiting any transport, especially, such as in this case, when the transport lands really close to the UFO. Smoke grenades are great for concealing your initial advance out of the UFO, allowing your soldiers to exit without getting slaughtered by any aliens outside.
This picture also serves to illustrate how grenades are primed in X-Com. Setting the timer to 0 will have it explode as soon as your turn ends. Setting the timer at 1 will cause it to explode at the end of the alien next alien turn. Setting the timer to 2 will cause it to explode at the end of your next turn, and so on and so forth. I'm setting this grenade to explode at the end of my turn, to ensure I have some smoke to move through and deploy.
Right after I prime and throw the grenade at the foot of the landing gear, it explodes, and I move Miasma out into the field of smoke. When you move a soldier outside the transport and stop, portions of the fog of war become visible. Smoke obscures this a bit (by a space or two), but it's well worth the cover. She sees nothing, so I start bringing the rest of the troop out and setting them up. Usually, a landing site is either completely empty, or you're under fire as soon as you land. It's odd nothing's happened yet, considering how close we are to the alien ship.
This picture is 3 turns in. Everyone's deployed, and a small party was sent out to the west (Miasma, Zenny, Super), while the main group heads to the east. If you'll notice in the lower right corner, above Miasma's laser pistol, is a flashing red number 1. Whenever your character spots an alien (i.e., it's in their visual range), a flashing number will appear in the lower right corner. If there are more than one aliens in their visual range, multiple numbers will flash. In this case...
There's the little bugger! A gray alien with a pistol. This is a Sectoid. Actually, let's get everyone a better picture:
That's a Sectoid. Anyway, yeah, little grey men. The Sectoids are the frailest of the alien species, with stats about on par with rookie soldiers (barring their high reactions). Generally, they are the weakest of the alien species, and the least threatening, making them the first species you'll usually encounter. This is, of course, on small UFO missions. When attacking a Battleship or a Base, Sectoids are probably the 2nd most dangerous of the alien species, and that is for one reason - psionics. Sectoids are one of 2 races (the other being Ethereals) that can use psionics, and they can wreck you pretty badly with it. They also bring along a pretty strong terror unit to their Terror Missions, but more on that later!
Anyway, we're here to kill the little bastards, so let's get rid of him! Let's let Miasma take the first shot.
Clicking on Miasma's laser pistol brings up this lovely set of options. This will vary based on weapon, but for most guns, you'll have the following options:
Aimed Shot - Highest accuracy, but also the highest TU cost
Snap Shot - Average accuracy, lowest TU cost
Auto Shot - Lowest accuracy, average TU cost, fires 3 shots at once
90% of the time, the best bet is Auto-Shot, if applicable. 3 shots at lower accuracy is generally much better than 1 aimed shot, plus you can usually squeeze 2 volleys in on a normal soldier's turn. This is especially notable early on, when soldier accuracies are not that great, so the difference between 19%*3 and 33%*1 is very much not significant.
So, I have Miasma fire off an auto-shot. The results are as follows:
Badass. Miasma gets the first kill over the game. Good start.
Also, yes - this is a stereotypical alien landing on a farm to rape and pillage cattle. You can destroy haystacks, and blow up farmhouses if you feel like it. Pretty much everything is destructible. We'll play with that more later.
Meanwhile, NEB, our sexually confused scout on the eastern side, has found another alien. The red number isn't flashing because I moved NEB back a bit to cover, and as such, NEB can't actually SEE the alien (and hence, can't directly fire at him), but he's still on screen.
Even though he can't see the alien to DIRECTLY fire at him, an auto-fire in the general direction with bad accuracy still connects! The Strongest Woman in the World is giving Miasma a run for her money! Also, it seems like the Scouts are proving themselves pretty worth it right now. Currently, both NEB and Miasma have been using the brand new laser pistols, sporting better accuracy and damage than the original Terran weaponry, which is why they've proven to be the best killers so far.
Unfortunately, all good things must come to an end. After ending the last turn, this little bugger snuck out from behind the UFO and opened fire. The cursor is currently over our dear, departed comrade, Ciato. Granted, I'm a bit to blame for that - she was the most exposed soldier out there, and wasn't crouching, so she was prime pickings for that Sectoid bastard.
As you can see, when you stand over a dead or wounded comrade or alien, you can access your personal equipment screen and see them and all their equipment lying on the ground. Since I'm a cheap bastard, I've had Super loot Ciato's grenades. I don't care about the rifle, as I'll be replacing it with the superior laser rifle soon. Sorry Ciato! You're the first casualty of the game ;_:
However, all is not lost! Ye shall be avenged, Ciato! The almighty Zenthor, wielder of the legendary rocket launcher, shall avenge thee!
...or not.
But Dhyer picks up where Zenny fell limp! The sniper scores a kill on the alien, scoring one for the non-scouts. Also, actually doing what a sniper is meant to do - snipe things. After this, I do some maneuvering, and decide to end the turn.
Unfortunately, that turn ended in a similar vein to the one where Ciato died. Dhyer was hit by a stray blast from another Sectoid (whom you'll see soon). This screen is the status screen for each soldier, what you'll get to by clicking on the rank icon on the main Battlescape. If you'll look below Dhyer's health, you'll see a 3 next to a term titled Fatal Wounds. When a character is hit, there's a possibility they might be inflicted with fatal wounds, which basically means they will take damage to their health equal to the number of fatal wounds each turn until they die. So, now we need to finish this map before Dhyer dies from his wounds.
You'll also notice on Dhyer's health a gray section of the bar. This indicates smoke inhalation. If you remember, our entire party was basically standing in a field of smoke. If a character's health bar is filled up far enough with gray, they fall unconscious due to smoke poisoning, which is, for all intents and purposes, a form of stunning that works really, really slowly.
Also, you'll note that the very bottom of the screen has bars relating to armour. This isn't too important at the moment, as our characters have no armour, but we can make personnel armour for them. The armour indices illustrate how much damage from a weapon can be absorbed before damaging a soldier's health.
Right about now, Alex is sitting there in his chair, reading this, and thinking to himself, "told him to research med-kits first".
And there's the bastard! Super, you're up!
Well, actually, he was already up, but is getting ready to fire another set of auto-shots, due to missing.
Simply put, he missed again, but our awesome Scout Miasma proves that girl power is here to stay, scoring another kill for the day. That's 4 dead aliens, 1 dead soldier, and 1 mortally wounded soldier. Not too bad so far.
There's a bit of missed action here, but the basis of what happened is that Miasma moved forward to do some scouting (and to loot alien corpses), and discovered two aliens (the corpses are visible, though hard to see through the smoke), whom she fired upon and killed with one volley of auto-fire. The girl is on a killing spree.
Speaking of alien corpse looting, this alien corpse is ripe for the picking! Miasma is currently holding an alien plasma rifle in her hand, but since we technically haven't researched it yet, we can't actually use it. Hence, it's called an alien artifact. Later, once we've researched the alien weapons a bit more, we can start looting them on the battlefield for free weapon reloads.
Ok, two turns later, we end up in this position, approaching the UFO door, where Dhyer spots an alien right in front of him...
...and proceeds to blow his fricking brains out.
And now it's time to enter the UFO proper. Entering UFOs is one of the most dangerous parts of any mission, especially before you get Heavy Plasma and Blaster Bombs to make your own doors in the sides of the ship. This is a horrible set-up that I got into because I was trying to get lots of pictures and wasn't thinking. This is awful UFO entry procedure, and I'll be sure to illustrate a better one later. You see, alien UFOs can have several doors, or just one, depending on the size. This is the only door in the UFO, and is hence exceedingly likely to be guarded well. Anyone entering the door is liable to get shot and killed, and it's not unlikely aliens will just pop out, shoot, and pop back in to their safe ship. Hence, usually the first person to enter a UFO will be a casualty, and it's best to send someone already wounded in that case. So, Dhyer first!
And thus Dhyer charges into the fray. Inside, he spots 2 aliens, one to his north, one to his west. Right here's a dangerous time, as both aliens likely will be able to make reaction shots on him if he moves.
A quick explanation on reaction fire: reaction fire is fire from a defender (the side not currently moving) in response to an action the other side is making. The higher the reaction of the defender (the side not moving) compared to the attacker (the side moving), the more likely they are to open fire on the attacker, even though it's not their turn. The more TU you have when ending your turn, the more likely you are to use reaction fire, fire more reaction shots (on the defender side), or prevent enemy reaction shots (attacker side). That's a pretty basic explanation of it.
In layman's terms, Dhyer is currently within range of 2 aliens, so he can either attack or move. Either could provoke an attack of opportunity and reaction fire from either Sectoid.
I move Dhyer into the little tiny corner of the ship to the left of the door. The north alien does fire, but misses, while the west Sectoid doesn't fire. Lucky break there. Even luckier, I pull NEB into the fray, and have him aim at the north Sectoid, killing him. The girls on this team are really holding their own.
You'll also see in NEB's left hand is a grenade, a proximity grenade. After the kill, I have him toss it to the north door (it's a bit hard to make out, but it's above the Sectoid corpse). This will come in use a turn later.
And pulling Snow up to the front, he scores a kill on the western alien. The girls are really tearing it up here - Dhyer's the only guy with any kills to his name, and he's nearly dead!
Two things happened between the turns here:
1) An alien came out of the north door, hit the proximity grenade, and went boom. Score another kill for the magnificent woman, NEB.
2) Dhyer fell unconscious. If you've looked carefully at his health as it deteriorates, you'll have noticed the grey bar taking up a larger portion of his health bar. At this point, it's finally overcome his health, so he goes unconscious.
Overall, Dhyer has a total of 2 turns left to live. Finishing the game in fight in that time isn't impossible, so let's try!
I take the time to set my soldiers up to converge on the main control room of the UFO. NEB is watching the north door, while Miasma, Clear Tranquil and Snow head through the west door. If you can see, everyone is currently crouching at the moment. Crouching is the best position to be in, as it increases your firing accuracy and decreases the firing accuracy of any enemies trying to directly hit you. This also makes reaction fire a lot easier to set up.
Unfortunately, the alien remaining in the UFO comes out the north door and tosses a grenade at NEB...
...which proceeds to explode at the start of the turn, killing both him and Dhyer. That bastard! 3 dead soldiers and 9 dead aliens. This UFO had the max number of possible aliens in it, which is pretty crazy this early.
Ok, we're down a lot of troops, so it's time to start pulling Zenny and Super back to the battlefield. Meanwhile, I set team Girl Squad's remaining members up to guard the door leading into the main control room.
DO NOT PLACE YOUR SOLDIERS LIKE THIS. EVER.
I misclicked, and ended up with Snow facing backwards, and the rest of my soldiers kind of caught where they were, due to door blocking. A grenade would end them right then and there. Hell, concentrated plasma would too.
Thankfully, the alien decided not to do anything, which lead to this screenshot.
"Hi Mr. Sectoid, my name is Clear Tranquil. Do you like Peppita?"
"Foolish Earth toys are worthless! Now bend over and get probed!"
"DIE SCUM YOU LIKE PEPPITA OR DIE KTHNXBYE!!!"
And that's the end! After a mission is complete, a screen pops up to give you your score, as well as tell you how much loot you got. Alien Artifacts are items such as the plasma rifle, stun bombs, etc., items that aren't originally Terran. Basically, all this UFO amounts to is a lot of stuff to research - researching alien artifacts, as well as UFO components and Elerium-115 (a special element that powers all their equipment, that can only be obtained from UFOs or alien bases), opens up new technologies and ways to outfit your soldiers.
Soldiers also can receive promotions after battle. Apparently, X-Com commanding officers are major Peppita fans, and decided to bless Clear Tranquil with the honour of Sergeant after one battle, and gloss over Miasma's awesome record of kills so far. Oh well. Promotions are good for morale (high-ranking officers keep morale high when the rank-and-file soldiers start falling), and also bestow other positive benefits on soldiers, including stat improvements.
No, I have no idea what really decides whether someone gets promoted or not.
So there you have it, our first UFO assault completed! Pretty decent - 3 casualties is more than I was expecting, but Ciato was the only one I really probably could have prevented easily, with better positioning. Oh well, just means we recruit more soldiers later!
If you want to be a soldier, I'll try to add you. Also, if you've died (NEB, Dhyer, Ciato), I'll do my best to resurrect you later, with a number next to your name (such as Ciato2), to indicated how many times you've died. Will Ciato die more than Meeple? Will Sei live up to his desire to end up accidentally killing all of his own squadmates?
Find out next time, on X-Com: DL Defense!