After retuning from their lastest "victory," Sandover couldn't help but think about the fallen comrades who were gone forever. He couldn't really call them friends--heck, they'd just met!--but their deaths still weighed heavily on the base. Sandover was not looking forward to taking on his secondary role as X-Com counselor. When the Director had appointed him, he had balked at the suggestion. But the Director pointed out that Sandover was the most qualified, after all he took an Intro to Psych course as a freshman in college.
It wasn't a question if X-Com soldiers suffered from PTSD, only a question of how they handled it. The only silver lining to the whole situation was knowing that those who handled it poorly were also the most likely to panic and get themselves killed on a mission. David Corperial was going to need some serious help to process his part in the death of RefSteel. It didn't matter if it was an order or not, it was going to be a long session.
"The troops need a win and they need it bad," Sandover told Leuitenant Pling.
A week went by with nothing until a sudden alarm went off. Two medium USOs had been detected in the immediate vicinity of RealmsBeneath. While the scientists had been making progress on Sonic tenchonology, submarine sonic weapons were still weeks away. The only hope was to shoot one of these subs down with both Barracudas and hope the other landed nearby for a Triton assault. Fortunately, that's exactly what happened:
The second sub landed just east of RealmsBeneath. Given that we just fought an aquatoid mission of the same ship type, I was expecting more of the same, though with the faint hope of Gillmen. Going into the mission at night, I had two goals: throw lots of flares and stay out of the aliens line of sight as much as possible.
Turn 1
Immeidately, things go in our favor as our pilot has put us down on the far edge of the map. Troops can exit the Triton in relative safety without fear of immediate reaction fire or grenade. All the initial troops out the door grab flares and toss them in different directions over the Triton and then proceed to kneel at the corner of the sub.
We also are benefiting from this being an underwater volcano setting because some of the lava/gas actually gives off light like a chemical flare.
IBT
Nothing happens.
Turn 2
Our troops continue to advance but only slowly around the corners of the Triton. Time is on our side and there is no put in charging out into open sea.
IBT
Nothing
Turn 3
Troops have no choice but to head into the open areas on the opposite side of the Triton. "End Turn" is clicked with fear and anticipation...
IBT
... but again, nothing happens.
Turn 4
I spot an alien with Thermal Shock launcher:
I take One aimed shot and down it goes. Man, I love the feel of these newly researched Blasta Rifles!
IBT
Nothing again.
Turn 5
From a distance I see NobleHelium advancing through another section of open seabed. Suddenly, a sound ripples through the water and I fear the worst. NobleHelium and Iainuki are down! No, wait, they aren't down--they've juse been knocked unconcious by alien reaction fire.
IBT
We get a look at the alien who knocked NobleHelium and Iainuki out.
Turn 6
It's decided that Ichabod will move forward because he has good eye sigh. He spots the alien scum quickly:
Unfortunately, Ichabod may have great eye sight but something is still wrong with his firing mechanics: he misses three times. David Corperial misses with his own Aimed shot. This is not acceptable. If we let this alien live, we're all be vulnerable to their insidious mind control. Fortunately, Lt. Pling takes it down with Aimed pistol shot--he may be weak in the mind but he can shoot!
IBT
No other alien movement is visible!
Turn 7
We continue to move forward carefully, throwing and re-throwing flares.
IBT
An alien with a that same large weapon we recovered on the last mission is seen lurking beside the USO.
Turn 8
Ichabod is sent forward again and spots the alien with the big gun:
Ichabod fires off two shots pistol with his pistol. The second takes it down. "Bad mechanics, my arse!"
IBT
No alien activity detected.
Turn 9
We're starting to get good at moving forward, finding cover, kneeling and saving energy to react to any alien movement, but it's slow going.
IBT
Alien mind control, but instead of an attack against us, some weird feedback allows us to see an alien moving inside the USO on second floor. It doesn't make sense but it's the only way we would be able to see inside the sub--it's not like the corners of the sub somehow allow us to see in!
Turn 10
More and more of the sea floor is being cleared of alien presence. I'm starting to worry--where the heck are they? Is this some kind of trap?
IBT
The aliens continue to lie low.
Turn 11
Ichabod spots two alien scum!
Given their close proximity, a grenade will serve much better to take them both out. DaveV is called upon due to having the best angle of the available troops. Unfortunately, his throws fairly badly--landing on the exposed rocky slop. A quick debate takes place whether or not the grenade will still be sufficient to take out the boogeys, but it is quickly decided that it's better to be safe than sorry. JKaen is ordered to take take an shot despite low odds (42%) but manages to score a hit with his first shot! T-Hawk, however, misses the "unarmed" one. Sandover takes it out with 60% odds--that's payback for all the hours of counselling he had to do the past two weeks!
IBT
Grenade goes off destroying the corpses. Would it have killed them? Don't know but glad we didn't have to find out.
Turn 12
Pling peeks inside ship, no one is home:
Ichabod spots another alien who was apparently just outside the blast range... if only DaveV's throw had been on target...
Seifer MD aimes and shoots but misses despite 71% odds of a hit. DaveV steps in, "I shoulda killed it with my grenade, but I'll get it now." He hits it at 68% odds.
IBT
NOthing happens
Turn 13
Preparing to charge the USO while also clearing the final corners of the exterior.
IBT
Dang it! WE thought we had that area cleared. ANOTHER alien in the top corner comes out of the darkness and knocks JKaen and DaveV unconcious. This is not acceptable! If he had anything besides a thermal shock launcher, we'd be bringing those boys home in body bags, not waking them up in a few hours with nasty headaches!
Turn 14
SeiferMD is brazenly sent forward to find the aquatoid in the darkness. Not only has the alien used up its time units, but the worst it can do is put Seifer to sleep:
Unfortunately, SeiferMD misses at 48%. T-Hawk also misses twice. Brian Shanahan,equipped with Gas Canon Explosives runs over, excited to finally use some destructive power. A gush of sea current strikes right as he's firing and he almost kills himself by hitting the wall of the USO instead of the alien--fortunately he takes no damage. Sandover throws a grenade instead. It's not as close as he'd like but it should do...
IBT
Grenade kills alien! However, MC attempt starts on Brian Shanahan--no effect.
Turn 15
Pling is finally ready and leads the troops into the USO:
IBT
Nothing happens.
Turn 16
Troops advance to the next room and take defensive positions at the bottom of the stairs.
IBT
An unarmed alien is seen at the top of the stairs.
Turn 17
David Corperial throws a grenade at the top of the stairs! EAT THAT BUGGERS!
IBT
Grenade goes off. At least one alien dies and some damage is done to USO.
Turn 18
We continue to move up and closer.
IBT
Nothing happens. If they have a trap planned, they better spring it soon...
Turn 19
Sandover runs up the stairs and into the engine room. With his last breath of energy he spots an alien:
Crap! What to do? What to do? Wait, that's a thermal shok launcher, if it shoots Sandover, it'll knock itself out too! That's it--keep charging! Get as close as possible!
IBT
At least the alien was smart enough to know that if it didn't shoot, it'd die next turn. Sandover and the Aquatoid both go unconcious.
Turn 20
Haphazard (listed as version 2 but i blelieve he's actually version 3--must have been working off an out of date list) peers through a door and spots two aliens:
I take a shot at the one with a Sonic Canon from my position at the top of stairs. Pling shots the other through the door. I love it when the backup comes through!
IBT
Aquatoid Technician panics.
Turn 21
Pling peers through the other door and spots an alien:
Pling firest twice but misses. Pling makes way for David C, only to see him miss as well. Meiz firest from the other side of the room, but misses. Ichabod fails to thread the needle (i.e. door) and hits Pling in the head! Fortunately, Pling's armor and the relatively weak sonic pistol only cause minor injury. This marks the first alien that is allowed to survive after being spotted. You know what this means? Yeah... Mind control!
IBT
Lots of MC action. T-Hawk goes beserk but fortunately kills no one. Seifer MD panics and runs.
Turn 22
David C reopens the door and kills that aquatoid that has moved up to the immediate other side of the door.
IBT
More MC but no effect besides panicing Seifer again.
Turn 23
Pling spots alien on the third floor:
Pling misses. I miss twice. Meiz and David C both miss. Ichabod finally makes his way up the stair and hits that bugger! With that the alien scum are cleared out:
----------------------
Concluding thoughts, got really lucky that all the reaction fire that I faced was from Thermal Shock Launchers. Not only did that save us lives, but it also made it a lot easier to charge in without fear. Sandover was actually safer staying close to the thermal shock launcher aquatoid. If he had moved out he would have been exposed alone to any aliens that came out of a different door. (In wide open spaces, it's better to charge thermal troops as well as they are programmed NOT to throw grenades that will kill themselves.)
I always intentionally targetted aquatoids equipped with sonic weapons. I got some good luck on some shots but I also made sure to never put a aquanaut in a position where at least two if not three others could back him up. That's pretty basic strategy on an ironman game. I didn't expect to have zero losses but that was a nice surprise.
Mind control was effectively negated this game because I managed to keep good lines of sight and kill all aliens (save that one) on the first turn I spotted them. That will only become more important as we battle bigger ships and bases. Regarding MC suceptibility, there isn't much to add since not many troops got mind controlled. Brian S seemed to handle it all pretty well.
The other downed medium USO is still on the ground. I recommend that we fight it for the loot and practice/stat improvement. Fortunately, we can wait until day light to make the effort. We're doing for a terror mission in the next 7-10 days by my guesses.
I upped the number of pastic aqua armors being produced. We researched Blasta Rife and clip and started on Canon. I know some suggested getting the Thermal Shock Launcher in order to capture a Deep One alive, but I honestly don't think that is necessary. They aren't the smartest enemies and while they
can use reaction fire to my knowledge, I've never had a problem capturing them. Easiest strategy involveds putting a solider in their line of sight while sneaking another soldier behind them with a thermal tazer. Then charge in and knock it out! it should only take one hit. The only dangerous situation is if the Deep One controls a bottle neck--in which case-- find a different one!