(August 21st, 2017, 00:44)David Corperial Wrote: Is this going to be a running gag for this series?
I hope not! Each dead Aquanaut is $40,000 down the drain.
Part 4:
So, this will be our first terror mission, and also the first surface mission. That means Hydro-Jets, Torpedo Launchers, and our Coelacanth's weapon won't function, making it only useful as a portable shield. That's not a bad use, but on the whole it's not worth the three or four soldiers it'd replace. Similarly, all of the HJCs and torpedoes are being left at base, replaced by Gas Cannons and Harpoon Jets; I'd bring some Gauss Pistols but I negelcted to manufacture ammo alongside the pistols.
We only have thirteen able-bodies Aquanauts for this mission, and we'll be bringing them all along. There's a few new recruits here; if they survive this mission, I'll take a look at their stat screens.
This mission has the potential to go very poorly indeed, and losing too many Aquanauts would be a great drain on finances, but ignoring it isn't an option; the score penalty would be too severe.
Most soldiers have one of two loadouts. Those with good firing accuracy like Haphazard take Gas Cannons loaded with explosive shells, our best weapon against aliens above water.
RefSteel is a good example of the second type: lots of grenades, plus a Jet Harpoon for backup. All soldiers will be carrying a chemical flare, smoke grenade or both in addition to their normal gear to help spot the aliens before they see us. Those with good reactions fit in a Thermal Tazer where they can - taking captives is important, even on a dicey mission like this
It's an open question of whether to venture outside on the first turn. Waiting means that many civilians will die, and the more that happens the more aliens will be free to focus on X-COM. Exiting the craft now would expose any Aquanauts to 2-3 reaction shots from any aliens that happen to be facing us, and these diving suits can't stand up to even a single sonic blast. I can easily imagine two or three Aquanauts dying instantly on the first turn. If I'd brought a Coelacanth that could withstand several shots, I might go for it anyway, but this time the crew will sit tight and wait for the aliens to expend their TUs.
Of course, without X-COM around to stop them, the aliens execute five civilians on the first turn.
Here we go. Just throwing a flare and sending out haphazard still attracts two reaction shots from this alien (a Deep One) off to the right, but luckily both miss.
First, AdrienIer primes an explosive pack and passes it to RefSteel, who throws it under the northern Deep One.
Second, El Grillo takes aim and blasts the other Deep One for the kill.
But it's not over yet: RifleAvenger throws a flare to the south and reveals two more aliens close by. After a moment's though, Whosit throws a frag grenade at the green alien, a Gillman, while Molach arms a proximity mine for Quagma Blast to throw at the Deep One. I do actually need to capture a Deep One alive for research purposes, but this early on in the mission, on such open ground, it's not practical to run up to aliens and try to stun them.
On hitting end turn, the Deep One up north dies to the explosive charge, but the Gillman lives through the grenade blast. The eastern Deep One does trigger the mine and die, at least.
While looking for the elusive Gillman, haphazard takes a shot to the side, dying instantly.
Perhaps the alien is by that open door? RefSteel and sunrise throw a pair of frag grenades over just in case...and are rewarded at the end of the turn by a satisfying death cry.
The next turn is a quiet one, with no alien contacts. X-COM throws a few more smoke grenades and flares, and advances a little further.
The alien phase however is a flurry of activity! A Gillman runs in from the northeast, misses a shot at novice, and dodges a reaction shot from Quagma Blast in turn; meanwhile a Deep One is spotted in the south, and a few more civilians perish.
First things first, Quagma Blast blows up the Gillman.
And here's that Deep One, tantalizingly close...but still too far away from our stunners. Instead novice just shoots it.
Not finding anything else, the squad advances further, trying to find some decent cover, like this shed Old Harry ducks into.
On the alien phase, a Gillman shoots a civilian in a building in the south, and this Deep One wanders past the northern troops before firing two volleys - both of which miss.
It's an easy mark for Old Harry. Automatic doors are rather good for setting up ambushes.
RefSteel moves forward only to stumble across another Gillman. He fires a burst from his Jet Harpoon and actually hits twice, but the Gillman is still standing after that so he retreats to let Dp101 throw a grenade.
In the north, RifleAvenger spots one...
...and then another alien in inconvenient locations. The Deep One might be a good candidate for capturing, but that Gillman's got to go. No taking chances here - Whosit II and Quagma blast each throw a grenade near him, which should be enough. RifleAvenger for his part backs off - those oil drums will explode once the grenades go off.
Incredibly, the Gillman survives two grenades plus oil drums going off. Wow! This time Rifle Avenger throws an explosive charge courtesy of Molach - there's no way the Gillman can survive that.
A second Gillman shows up to the east of the shed, but El Grillo has it well in hand. RefSteel sees a third creeping about in the south and throws an explosive pack of his own...but then I realize novice could just shoot it, which he does. Oh well, one corpse is no big loss.
There's another Gillman showing his face down here; Whosit makes a pinpoint proximity mine throw under its feet, but otherwise we can't get a good angle on it. Fortunately, the mine suffices to kill the Gillman when he tries to walk away.
The next turn finds a Deep One wandering outside this office building, apparently unaware of our troops. RifleAvenger misses a burst, but Quagma Blast's cannon round...knocks it out! Maybe we can take this thing alive if it doesn't bleed out too quickly.
Another Gillman, another high explosive. AdrienIer does the honors this time. On to the next turn.
Molach heads up the stairs, and hey, there's the Deep One we saw earlier. Molach retreats to the ground floor; hopefully the Deep One won't find us and RifleAvenger can stun it.
Near the south squad, a discarded sonic rifle can be seen. Looks like there's a panicked Gillman...somewhere around there.
Then during the alien phase, another panicking Gillman runs down the stairs here, taking a harpoon bolt from Whosit along the way. Whosit finishes him off on our phase, but the Deep One upstairs is suddenly nowhere to be found, so Molach ducks behind a filing cabinet in hopes of seeing it next turn. In the south, RefSteel and Dreylin look for their Gillman but can't find him, so it's off to the aliens again.
There's that Deep One!
And in the perfect spot, too - RA stuns him with a single jab of his taser.
Quagma Blast scouts ahead, finding a stray Gillman. Nobody can get an angle to shoot him, but Dp101 has a proximity mine and makes a precise long-distance throw.
Old Harry locates what might be the southern panicked Gillman, but it's hard to tell if he's armed or not in the murk. For now the squad pulls back a little.
During the alien phasse, this Gillman comes closer to the squad, showing himself to indeed be unarmed. Accordingly, RefSteel tosses his Tazer to Dp101, who stuns the Gillman. Turns out it was a Squad Leader, and still had some kind of grenades on hand - good thing it didn't get a chance to use them.
I'm beginning to think that might have been all, but then in the far northwest near the starting position a Deep One tries shooting a civilian. Strange that he'd only show himself now.
After a turn spent moving back west (and one more dead civilian), the team spots the Deep One in this odd position. AdrienIer and sunrise miss their shots, but Dp101 lands a direct hit with his Gas Cannon and puts an end to that little adventure.
But not the end of the mission. Where could the rest of the aliens be? Two turns pass without any sightings, but then:
A Gillman in the far southeast appears. Dreylin takes aim, and slays it with his Gas Cannon. With that, the mission is over:
This was honestly a lucky break of a mission. The aliens whiffed on several fatal shots in the early turns, and we often got the drop on them. Killing so many of them with so few losses on our side caused several Gillmen to panic as well. In my previous attempts at TFTD I've gotten used to six Aquanauts dying before the third turn on terror missions! Still, a Deep One and Gillman captured! Only one X-COM fatality (RIP, haphazard)! One of the civvies even survived!
Lieutenant Dp101 continues to improve, especially in terms of strength. And now for a look at the newest recruits:
Dreylin is very good all around, except for his poor reactions; he'll be best off in the backlines, sniping aliens from afar. Quagma Blast is stronger and has better reactions, which will stand him in good stead once we get our hands on some melee weapons.
Molach didn't directly kill any aliens during the Terror Mission; instead he primed explosives that other agents threw. Perhaps he'll get a greater share of the glory in the future. novice has proven to be a pretty good shot and has good physical ratings, but his abysmal Bravery may prove to be a problem.
After a few more days, the replacement Sub Pens come online, letting us dismantle the southern pens. In the event of an invasion, we'll have fewer fronts to defend on.
A few days more, and the committee sends in a glowing monthly report, leaving X-COM three million richer after expenses. That gives us some room to hire more scientists - we have a lot of research topics to work on, and ten scientists just won't be enough.
We only have thirteen able-bodies Aquanauts for this mission, and we'll be bringing them all along. There's a few new recruits here; if they survive this mission, I'll take a look at their stat screens.
This mission has the potential to go very poorly indeed, and losing too many Aquanauts would be a great drain on finances, but ignoring it isn't an option; the score penalty would be too severe.
Most soldiers have one of two loadouts. Those with good firing accuracy like Haphazard take Gas Cannons loaded with explosive shells, our best weapon against aliens above water.
RefSteel is a good example of the second type: lots of grenades, plus a Jet Harpoon for backup. All soldiers will be carrying a chemical flare, smoke grenade or both in addition to their normal gear to help spot the aliens before they see us. Those with good reactions fit in a Thermal Tazer where they can - taking captives is important, even on a dicey mission like this
It's an open question of whether to venture outside on the first turn. Waiting means that many civilians will die, and the more that happens the more aliens will be free to focus on X-COM. Exiting the craft now would expose any Aquanauts to 2-3 reaction shots from any aliens that happen to be facing us, and these diving suits can't stand up to even a single sonic blast. I can easily imagine two or three Aquanauts dying instantly on the first turn. If I'd brought a Coelacanth that could withstand several shots, I might go for it anyway, but this time the crew will sit tight and wait for the aliens to expend their TUs.
Of course, without X-COM around to stop them, the aliens execute five civilians on the first turn.
Here we go. Just throwing a flare and sending out haphazard still attracts two reaction shots from this alien (a Deep One) off to the right, but luckily both miss.
First, AdrienIer primes an explosive pack and passes it to RefSteel, who throws it under the northern Deep One.
Second, El Grillo takes aim and blasts the other Deep One for the kill.
But it's not over yet: RifleAvenger throws a flare to the south and reveals two more aliens close by. After a moment's though, Whosit throws a frag grenade at the green alien, a Gillman, while Molach arms a proximity mine for Quagma Blast to throw at the Deep One. I do actually need to capture a Deep One alive for research purposes, but this early on in the mission, on such open ground, it's not practical to run up to aliens and try to stun them.
On hitting end turn, the Deep One up north dies to the explosive charge, but the Gillman lives through the grenade blast. The eastern Deep One does trigger the mine and die, at least.
While looking for the elusive Gillman, haphazard takes a shot to the side, dying instantly.
Perhaps the alien is by that open door? RefSteel and sunrise throw a pair of frag grenades over just in case...and are rewarded at the end of the turn by a satisfying death cry.
The next turn is a quiet one, with no alien contacts. X-COM throws a few more smoke grenades and flares, and advances a little further.
The alien phase however is a flurry of activity! A Gillman runs in from the northeast, misses a shot at novice, and dodges a reaction shot from Quagma Blast in turn; meanwhile a Deep One is spotted in the south, and a few more civilians perish.
First things first, Quagma Blast blows up the Gillman.
And here's that Deep One, tantalizingly close...but still too far away from our stunners. Instead novice just shoots it.
Not finding anything else, the squad advances further, trying to find some decent cover, like this shed Old Harry ducks into.
On the alien phase, a Gillman shoots a civilian in a building in the south, and this Deep One wanders past the northern troops before firing two volleys - both of which miss.
It's an easy mark for Old Harry. Automatic doors are rather good for setting up ambushes.
RefSteel moves forward only to stumble across another Gillman. He fires a burst from his Jet Harpoon and actually hits twice, but the Gillman is still standing after that so he retreats to let Dp101 throw a grenade.
In the north, RifleAvenger spots one...
...and then another alien in inconvenient locations. The Deep One might be a good candidate for capturing, but that Gillman's got to go. No taking chances here - Whosit II and Quagma blast each throw a grenade near him, which should be enough. RifleAvenger for his part backs off - those oil drums will explode once the grenades go off.
Incredibly, the Gillman survives two grenades plus oil drums going off. Wow! This time Rifle Avenger throws an explosive charge courtesy of Molach - there's no way the Gillman can survive that.
A second Gillman shows up to the east of the shed, but El Grillo has it well in hand. RefSteel sees a third creeping about in the south and throws an explosive pack of his own...but then I realize novice could just shoot it, which he does. Oh well, one corpse is no big loss.
There's another Gillman showing his face down here; Whosit makes a pinpoint proximity mine throw under its feet, but otherwise we can't get a good angle on it. Fortunately, the mine suffices to kill the Gillman when he tries to walk away.
The next turn finds a Deep One wandering outside this office building, apparently unaware of our troops. RifleAvenger misses a burst, but Quagma Blast's cannon round...knocks it out! Maybe we can take this thing alive if it doesn't bleed out too quickly.
Another Gillman, another high explosive. AdrienIer does the honors this time. On to the next turn.
Molach heads up the stairs, and hey, there's the Deep One we saw earlier. Molach retreats to the ground floor; hopefully the Deep One won't find us and RifleAvenger can stun it.
Near the south squad, a discarded sonic rifle can be seen. Looks like there's a panicked Gillman...somewhere around there.
Then during the alien phase, another panicking Gillman runs down the stairs here, taking a harpoon bolt from Whosit along the way. Whosit finishes him off on our phase, but the Deep One upstairs is suddenly nowhere to be found, so Molach ducks behind a filing cabinet in hopes of seeing it next turn. In the south, RefSteel and Dreylin look for their Gillman but can't find him, so it's off to the aliens again.
There's that Deep One!
And in the perfect spot, too - RA stuns him with a single jab of his taser.
Quagma Blast scouts ahead, finding a stray Gillman. Nobody can get an angle to shoot him, but Dp101 has a proximity mine and makes a precise long-distance throw.
Old Harry locates what might be the southern panicked Gillman, but it's hard to tell if he's armed or not in the murk. For now the squad pulls back a little.
During the alien phasse, this Gillman comes closer to the squad, showing himself to indeed be unarmed. Accordingly, RefSteel tosses his Tazer to Dp101, who stuns the Gillman. Turns out it was a Squad Leader, and still had some kind of grenades on hand - good thing it didn't get a chance to use them.
I'm beginning to think that might have been all, but then in the far northwest near the starting position a Deep One tries shooting a civilian. Strange that he'd only show himself now.
After a turn spent moving back west (and one more dead civilian), the team spots the Deep One in this odd position. AdrienIer and sunrise miss their shots, but Dp101 lands a direct hit with his Gas Cannon and puts an end to that little adventure.
But not the end of the mission. Where could the rest of the aliens be? Two turns pass without any sightings, but then:
A Gillman in the far southeast appears. Dreylin takes aim, and slays it with his Gas Cannon. With that, the mission is over:
This was honestly a lucky break of a mission. The aliens whiffed on several fatal shots in the early turns, and we often got the drop on them. Killing so many of them with so few losses on our side caused several Gillmen to panic as well. In my previous attempts at TFTD I've gotten used to six Aquanauts dying before the third turn on terror missions! Still, a Deep One and Gillman captured! Only one X-COM fatality (RIP, haphazard)! One of the civvies even survived!
Lieutenant Dp101 continues to improve, especially in terms of strength. And now for a look at the newest recruits:
Dreylin is very good all around, except for his poor reactions; he'll be best off in the backlines, sniping aliens from afar. Quagma Blast is stronger and has better reactions, which will stand him in good stead once we get our hands on some melee weapons.
Molach didn't directly kill any aliens during the Terror Mission; instead he primed explosives that other agents threw. Perhaps he'll get a greater share of the glory in the future. novice has proven to be a pretty good shot and has good physical ratings, but his abysmal Bravery may prove to be a problem.
After a few more days, the replacement Sub Pens come online, letting us dismantle the southern pens. In the event of an invasion, we'll have fewer fronts to defend on.
A few days more, and the committee sends in a glowing monthly report, leaving X-COM three million richer after expenses. That gives us some room to hire more scientists - we have a lot of research topics to work on, and ten scientists just won't be enough.