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Fenn Vs X-COM

I got your back.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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dito
Shot through the heart?
Who's to blame?

Xcom, baby.
Played: FFH PBEM XXVI (Rhoanna) FFH PBEM XXV (Shekinah) FFH PBEM XXX (Flauros) Pitboss 11 (Kublai Rome)
Playing:Pitboss 18 (Ghengis Portugal) PBEM 60 - AI start (Napoleon Inca)
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Part 10.1 - Strategy Overview
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With March and Kinshasa in the rearview mirror, it's a good time to take stock of how X-COM stands and what future plans are.

Right now we have radar coverage over Europe, Asia, the North Pole and North America, with a few gaps here and there. Offscreen is a base in Australia, where another radar station is going up; after that the priorities are South America and South Africa.

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The bulk of operations are still centered in Crete; all of our interceptions and missions originate from this base for now. A second Laboratory was added recently, with a second Workshop coming up. I've deliberately left this base with its Small Radar station; it'll likely stay that way until it can build a Hyper-Wave Decoder.

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There's not much in Canada yet aside from the Large Radar and a small garrison, but when more money arives I have an Interceptor penciled in; the idea is to outsource most interception duties from HQ so we can fit in a second Skyranger; that will be helpful when UFO incursions become more frequent and we have multiple sites to check out at once.

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The base in China is set to include at least four Workshops, and Engineers to fill them; they'll mass-produce Laser weapons and Personal Armor for X-COM troops around the world, and manufacture for profit the rest of the time. That's all a few months in the future.

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This base, and others like it to come, will remain like this: spotting UFOs for other bases' Interceptors to shoot down. It's an ungalmorous but important role to play.

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Back at Headquarters, here's the current roster. DaveV may be the Commander now, but he's still going on missions like everybody else.

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New recruit rho21 is quite good at that shooting thing, but is otherwise average.

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On the other side of things, the latest RefSteel has atrocious accuracy all around. His TUs and Strength are good enough for throwing grenades at least.

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Our Engineers are making good progress on Personal Armor; there's enough now for everyone to have a set. Dead agents take their armor to the grave, so spares will be needed anyway.

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Our current research. Heavy Lasers will make for good anti-armor, and open up both new craft weapon and a new tank; it takes up the bulk of our scientists. Plasma Rifles (and their clips) also make for a great weapon, albeit not one I intend to use yet, and likewise lead to what is probably the best craft weapon, the Plasma Beam. I'm in no hurry for that kind of firepower, so only a few scientists are on that project.

In the medium-term, I plan to finish up laser-based technology, then start on the Hyper-Wave decoder that the Navigator interrogation unlocked. After that I'll take stock and think about where to go next.

In order to defeat the aliens and win the game, X-COM needs to take the fight to them and their home base. We can find out where it is by capturing and interrogating an alien Leader, then a Commander. At the same time we'll need a ship capable of traveling to wherever the aliens are holed up, which will require an understanding of how the aliens' UFOs function and how to build an equivalent ship.

For now, the focus is on expanding X-COM's reach and income while preventing the aliens from getting away with anything too awful. Scientists are worth $60,000 a month, so in order to support a hundred of them we'll need a very good cashflow. Our Engineers can help with that, and selling captured alien tech is always worth a pretty penny; since X-COM presumably has a monopoly on the stuff, the profit never goes away.

Part 10.2 - UFO Recovery
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Back to business. A small UFO appears on radar over in western Asia, heading for Europe. It slows down over Poland, where a pursuing Interceptor shoots it down before it can escape. With new recruit rho21 in tow, the Skyranger heads out.

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Well, there's the UFO...and there's a Floater too, facing away from us. I had thought they always faced the Skyranger on Superhuman, but clearly that's not the case.

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Uh-oh. Trying to head down the ramp, the tank gets riddled with plasme from the west and southwest; it only takes three hits before it crumples. Let's not step out yet.

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haphazard can still see the original Floater from inside the craft if he crouches, and tries for a burst. One of the shots hits but doesn't kill; instead the enraged Floater fires back three times himself.

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Somehow, haphazard takes two plasma bolts to the chin, completely unscathed! Praise be to Personal Armor! That's a few too many risks already taken; the rest of the squad shuffles forward and drops some smoke grenades to cover their exit.

Alien turn 1 passes without further incident; haphazard steps down to the west side of the ramp to find the Floaters that shot up the tank.

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Turns out they were waiting for him. haphazard's luck deserts him, as a single plasma bolt fries him to a crisp. Farewell haphazard2.

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But hey - the Floater can't react to rho21's approach now. A burst of laser fire avenges his fallen comrade.

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Still more Floaters to deal with. Molach spots this one by the ruined UFO, but Quagma Blast's rocket flies right over its head and clear out of the map. Molach ends up finishing the job with his Laser Pistol.

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Now for the northwest Floater. Dp101 notices him hiding in the orchard, and fires an explosive shell at his feet.

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The Floater declines to die from this, which just means that rho21 gets to throw his pre-primed grenade at him. So long.

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Turn 3: A Floater emerges from the UFO and fails to shoot anybody, but Molach can't see him. Did it retreat back inside, or around a corner somewhere?

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DaveV runs up and checks his motion scanner. There's something five tiles to the north and seven to the east, which means...

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...Right here. Satisfied, he orders the troops to draw Stun Rods and approach the UFO.

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And then the mission ends. Pardon?

On further inspection, it seems that the Floater Molach shot was bleeding out; after running inside the UFO he fell unconscious and was easily carried away by X-COM's agents. That's another $1.2 million in the bank all told.

With two kills by rho on his first mission, he leapfrogs straight to Sergeant rank. They won't all be that easy.

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Back at base, haphazard3 emerges from the cloning vats. He's not great (that Reaction is particularly dreadful), but he'll do.
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(November 23rd, 2016, 11:03)Fenn Wrote: On the other side of things, the latest RefSteel has atrocious accuracy all around. His TUs and Strength are good enough for throwing grenades at least
...as long as you're not too picky about where they land! (Which, I mean, this is X-Com!)

Can't wait to get out there and blow up some aliens! (And/or "unavoidable collateral casualties.")
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(November 23rd, 2016, 13:15)RefSteel Wrote: ...as long as you're not too picky about where they land!  (Which, I mean, this is X-Com!)

Can't wait to get out there and blow up some aliens!  (And/or "unavoidable collateral casualties.")

Hmmm, might want to avoid putting this guy on the same team as Molach & anyone else who's shot him in the back recently.... lol
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It's like they say: "If at first you don't succeed, throw more grenades."
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Well, at least I hit something before being riddled with alien plasma fire. That's something, at least.

Thanks for the overview. It is good to see a bit of the big picture.
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Part 11.1 - UFO Madness
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Between ordering a new tank and hiring these Scientists, the money from the last operation is quickly spent.

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After a few days, radar reports a large UFO touched down in Madrid, Spain. It's not the size of the behemoth that flew over Europe back in March, but it's still going to be bigger than any other UFO previously boarded, and the replacement tank still hasn't come in.

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This time, the whole RB-Team plus two weirdos are taking the field.

Just in case the ship takes off, both Interceptors are scrambled along with the Skyranger.

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But while the crafts are in flight, a Very Large UFO shows up - landed right next to Budapest!

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The Skyranger is redirected towards the greater threat. Madrid's going to have to manage on their own for now.

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En route to Budapest, a Large UFO is detected in Berlin!  What's going on with these European capitals?  crazyeye

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Then two more UFOs - one Very Large and one Small - land at Moscow. Seeing the possibility for a daylight operation, the Skyranger is redirected once more.

To recap - at this moment, there are six UFOs landed at four European capitals. ipecac

At dawn, the Skyranger lands in the outskirts of Moscow and finds:
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More reapers? You'd think they were the only aliens around...

In the confusion of the UFO sightings (ie my excitement), the new agents have naught but their coveralls to protect them.

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Still, no reason to turn back now. Montezuma handily lasers the Reaper out of this mortal coil. Queen Victoria puts down a smoke grenade, and the squad passes turn 1 to the aliens as usual.

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Lots of UFO doors opening, but nothing besides. Montezuma clambers out and sees nothing.

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Turn 3:He's followed by most of the squad. The coast looks clear, but there's some smoke cover around just in case.

This UFO has five struts of a sort connecting it with the ground - four in each cardinal direction have no entrances, but one in the center has some doors on it. That's our ultimate destination.

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Victoria peeks around the edge of the strut and finds nothing; Molach turns to the side and finds a Reaper brazenly presenting its rear to him.

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Ungentlemanly conduct will not be tolerated.

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This corner of the map is clear - everybody out of the Skyranger! You too haphazard, I promise there's no Floaters waiting to shoot you.

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During the alien turn:
-Something shoots at Molach from the north and misses
-A whole lot of UFO doors open
-So does a farm door
Clearly, there's more to be done outside the UFO.

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Turn 4: Molach is once again frustrated in his attempt to scout north by this guy who thinks he's clever by staying above the smoke cloud.

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Faced with a target facing him, Molach's aim is way off; DaveV sends him back to earth.

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Near the UFO entrance, Her Majesty comes upon a wandering Floater. She only has enough TUs for a snap shot.

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One is all she needs, though.

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Lewwyn finds himself in a sticky situation with a Reaper by the northern strut. He's plum out of TUs to run away with; Molach takes some shots - hits once, twice - but the Reaper's still standing. Nobody with TUs can get a firing angle.

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RefSteel makes a pinpoint grenade throw over the UFO and just past the Reaper. Will that, two laser shots and a sniper bullet be enough? Lewwyn had better hope so.

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It isn't. Well, perhaps this war animal will be merciful?

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Before Lewwyn can learn of his fate, a Floater steps out of the UFO, walks up to the western strut, then turns around and tries unsuccessfully to shoot at Dp101.

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Suddenly a missile flies out of the ship and strikes Victoria in the face. Impressively, Dp101 manages to hang on to life despite being caught in the blast.

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Quagma Blast (cry) and Victoria lack the same fortitude/fortune.

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And, indeed, Lewwyn loses his life to the Reaper.

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Turn 5: Molach takes vengeance, too late.

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Dp101 lies stricken in the out in the open, close to the UFO doors. He could bleed out at any time, but first the squad needs to secure the area. Montezuma tries to shoot this Floater but fails.

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Adrien doesn't have much more luck.

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Can rho21 show them how it's done?

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He can. One aimed shot puts an end to that Floater.

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One problem remains: Montezuma has a Medikit but burned through all his TUs shooting at that Floater. One of these dead guys had a Medikit too, but we don't know which. Bobchillingworth quickly goes through Victoria's pockets but can't find anything.

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Everyone else who can takes cover. It's too risky to run after Dp101, he'll have to hold on a little longer.

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Thankfully, the next turn passes without any casualties.

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Dp101 is still alive, even! Perhaps his encounter with a proximity grenade in the very first mission helped him here. Bobchillingworth throws his Medikit over to Montezuma, who prepares to operate.

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Two treatments and two doses of stimulants later, and Dp is as good as new!

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While the others are sweeping the outside - still need to check out those barns - Dreylin checks the door and sees no less than three aliens already. Oh dear. Him and the others are just going to step aside and hope the aliens choose to stay inside.

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Turn 7: Nothing yet. Dreylin and a few others will stay by the doors and try to kill any aliens they can.

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Meanwhile, rho, Molach, haphazard and Montezuma will deal with whatever aliens sare still outside. When they're done they'll converge on the UFO, and the assault can begin in earnest.

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Dreylin opens the doors again, and spots two aliens this time. A pair of shotgun blasts dispatches with this Floater on the first level.

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In the northeast, haphazard and Molach continue the search for Floaters. The nearest barn is deserted...

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But Molach notices something far off to the southwest. He carefully takes aim, squeezes the trigger and kills the Floater in one shot. If only RefSteel were around to appreciate such fine shooting.

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He's busy with blowing up this Reaper in the UFO, though.

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Bob and Dreylin open the doors again. Dreylin spots and guns down another Floater, but declines to move up - there could be more lying in wait.

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Like this one who guns down AdrienIer II when he takes a look. Still breathing at least, if he can hold in his guts for a turn Molach can help him out.
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Part 11.2 - Storming the Battleship
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He manages, and Molach stanches the wound.

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Meanwhile, I nearly leap out of my chair when a Floater takes a shot at Montezuma through a window. He misses - an innocent fence absorbs the blast instead.

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Fortunately, the Floater's constitution is as weak as his aim, and one burst of laser fire does him in.

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Bobchillingworth spies another Floater above, but can't quite find an angle. RefSteek tries to approach from the south door but is also knocked unconscious by plasma. Lucky for him Molach is nearby and patches his wounds the next turn.

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Turn 10: Montezuma, haphazard and rho21 are almost finished checking out the barns. DaveV calls for a headcount: "El Grillo, about how many aliens are inside the UFO?"

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Turn 14: The living squad members meet at the entry lift. Time for Montezuma to discover what's up there.

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He finds something hidden on the second floor and two aliens on the first - all facing away from him. He fires a burst at the Floater, but all three shots go wide. He has enough TUs to retreat, and does so. Good work not dying!

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That shadow on the second floor is worrisome; rho21 primes a high explosive and Dreylin tries for a throw to the second floor. Unfortunately, what I didn't notice was that the explosive charge didn't make it up there - you can see it on the northmost purple floor panel.

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The smart move would be to wait for the explosive to go off, but why pass up a chance for Molach to shoot up a Floater?

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That's why. Farewell Molach, master of shooting friend and foe in the back.

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Turn 15: The High explosive goes off, but no alien death rattle goes with it. All it accomplishes is atomizing Molach's corpse. At least Dreylin can shotgun down this Floater.

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Bobchillingworth follows and blasts the Reaper as well. The entryway might finally be clear enough for everyone to enter...

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Hi RefSteel! Good to have you back with us.

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Turn 15: Montezuma checks out the entrance, and finds that second-floor prowler. Two auto-bursts kill him where the explosive charge failed.

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rho heads up, sees a Floater to the south, and shoots him down. Time for the rest to join him.

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Everyone but Montezuma, DaveV and rho rush up the lift and into miscellaneous hallways.

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Turn 17: RefSteel checks the eastern 'leg' of the craft. Nobody.

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First floor looks empty in general, in fact. Time to end the turn.

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Turn 18: Somebody shoots at RefSteel somehow. At least two Floaters wander into the elevator room from the east and south, see Montezuma watching them, and turn tail to run. They can't have gone far...

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Yep, that's pretty close.

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While rho21 easily deals with his Floater, Monty's has gotten away. Nothing for it but to head back downstairs and try again next turn.

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Meanwhile, it turns out that there was a Floater hiding behind this power source, who nevertheless missed RefSteel at point blank range.

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This new RefSteel is lucky twice over now.

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El Grillo and his Stun Rod find this guy cowering in a back hallway.

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Bob makes his way to the second floor via this side elevator.

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Wouldn't you know it, there's another Floater hiding behind this generator! Of course Dreylin has no trouble downing it with his shotgun.

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Except...he does have a problem. Too bad, Dreylin, there's no way you're getting out of this one.

Turn 19:
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Or is there? Amazingly, the Floater panics from its wounds just when it could've shot Dreylin to bits!

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Dreylin thanks him for his mercy with some buckshot to the face.

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Monty saw a Floater come by this way during the alien turn, so rho chases after him. Can't quite get an angle from here, but if he just steps forward -

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He'll die. That's a shame. Can Monty do better?

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Not bad!

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Turn 20: A Floater makes the unwise decision to stand above the squad.

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DaveV misses with six shots; but RefSteel has more success getting up in his face and firing.

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Bob makes his way to some room at the north end of the ship, still with no alien in sight. Holding his breath, he prepares to charge into the room...

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Turn 21: Still nobody. Where could the rest be hiding?

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In the middle of the hallway, apparently. El Grillo's stun rod doesn't have any effect, so Montezuma racks up another kill.

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And that's game! Capturing such a large UFO is a great boost to our fortunes, that's the highest score yet by far.

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The losses of Quagma Blast and Lewwyn are a real blow, but X-COM can always find more rocketeers.

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Europe is still inundated with UFOs in capital cities, but maybe they'll go away soon?

(I may raid the rest of the UFOs that stick around with a squad of generics - Floaters and Reapers are getting long in the tooth, I think).
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Yay, it's my scary eyebrows, I bet!
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