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XCOM 2 SG - It Continues?

Base Management, etc.

The game immediately summons us to Research, where we meet Tygan:


And dial up Modular Weapons.

Then it's off to Engineering to say Hi to Shen:


Built a Flashbang and a Medkit and then started the Guerrilla Tactics School, 'cos we're going to want to train up those Rookies: 


And that basically clears us out of Supplies.  scared

Claimed the Sniper & played with the colour scheme; feel free to override:


Then it's off to Command to meet Bradford:


Scan for some Intel before the first Rumor pops up offering an Engineer:


Infact we've already finished Modular Weapons:


Does anyone else still mentally read these in Vahlen's voice!?  crazyeye Hybrid Materials next.

Before we finish the Engineer rumour, the Op pops up:


OK, another Engineer on offer, nice!

And here's the team ready to roll out:


I took the expanded Mag as discussed, but I forgot to ditch the Ranger's Shotgun for a Rifle. shakehead

Old report:
Placeholder (image hosting site is down)

Claimed Sniper
Researched Modular Weapons
Built Flashbang, Medkit
Rumour - Engineer (2/5t)
Ops

EDIT: started Tactics school
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Did you decide on a colour scheme to use?
Surprise! Turns out I'm a girl!
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Operation: Blessed Grave (Destroy Relay)

We start out next to this lovely Camper van:


I set myself up on top and the rest of the squad moves down the road towards the Objective:


Pod waiting in the building.

Jowy Hacks the Tower (56% chance, downside would have alerted nearby pods):


Success, but we were nicely set up so a fail would have just drawn them into our web.

A second pod patrols in from the right:


Set up the overwatch trap and trigger it with a Sniper shot to the Sectoid:


Jowy & Grenadier finish the Sectoid and the Trooper, but unfortunately this also triggers the pod in the building. Officer Marks & shoots the Gren for 3 damage, then the Trooper misses its shot. <phew>

I seem to have missed a couple of screenshots here, but Gren blows up the Officer's cover for a Sniper round, while the Trooper gets Sworded:


We pick up an extra Expanded Mag:


And then Jowy & I team up to take out the Relay at long range:


I jump down from the van to use the Medkit on Gren, then we spend ~10turns slowly circling the map until we find the last pod hidden behind the Objective building:


Grenade & shot take out the Trooper, but it's no rest for the wicked as the Sectoid raises him again:


Nick the Sectoid with another Grenade and then he can be Sworded to finish the Mission:


Excellent:


10days off isn't too bad considering:


I left the promos pending for discussion - it seemed like the thing to do.

Our loot:


& Creepy Backlit Guy (CBG?) gives us an Engineer:


Engineer is also unassigned; there's only a couple of days left on the School, but probably worth speeding up. And there's still the Rumour out there for a second Engineer.

Old Report:

Walk down road
Dreylin (Sniper) on Camper Van
2x 2pod, eliminated
Grenadier injured (10days recovery)
Device neutralised
...
...
10t later, find last pod
Grenade, sworded.

Loot: Extra Magazine
Reward: Engineer
Promos pending: Jowy(Spec) & Ranger

Creepy backlit guy gives us all the responsibility.

Over to the next recruit.


Attached Files
.zip   save9.zip (Size: 175.92 KB / Downloads: 3)
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(November 5th, 2016, 00:23)Dp101 Wrote: Did you decide on a colour scheme to use?

I proposed one, yes.

Red & Orange: 71/82/79 for armour/armour/weapons - though probably should(?) config own weapons?
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I usually use different colors to differentiate between the different classes.

Ranger: Red
Sniper: Blue
Grenadier: Yellow
Specialist: Green

But that's just me.

Looks like a good turn. The ranger should promote to phantom, that ability is a lifesaver on missions where we don't start in concealment, and is useful on normal missions as well. Jowy can go either way, both Medical and Combat protocol are very good. I'd probably go with Medical, although I'm happy with either.

Let's research communications ASAP and contact the blacksite region.
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(November 4th, 2016, 21:47)WarriorKnight Wrote:
(November 4th, 2016, 21:34)Dreylin Wrote: I should be able to pick this up in 15-30mins after my PBEM turns if no-one else has grabbed.

WK: SS1? Also who would you typically put the 'Mag onto; Sniper or Gren?

Squad Size 1.

Definitely Sniper for the Mag. Grenadiers can reload and shoot in the same turn, Snipers cannot.

Good prep for Kill Zone too.

Snipers sometimes have to move to catch up with the team, on these turns they can't shoot or overwatch (except with a pistol) so it's a good time to reload.

(November 5th, 2016, 04:42)WarriorKnight Wrote: I usually use different colors to differentiate between the different classes.

Ranger: Red
Sniper: Blue
Grenadier: Yellow
Specialist: Green

But that's just me.

Looks like a good turn. The ranger should promote to phantom, that ability is a lifesaver on missions where we don't start in concealment, and is useful on normal missions as well. Jowy can go either way, both Medical and Combat protocol are very good. I'd probably go with Medical, although I'm happy with either.

Let's research communications ASAP and contact the blacksite region.

That would be useful if we had a large squad like in EU Long War. I prefer the united colors when we only have 6 max.

Agreed on Phantom, just have to remember that we have it. I'd highly prefer Combat Protocol over Medical. Guaranteed hit and guaranteed damage is maybe the greatest thing ever.
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Report updated with pictures.

Things for the next player to remember:
1) Promotions
2) Give Ranger a Rifle
3) Assign Engineer
4) Assign second Expanded Mag?
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The pictures help a lot  thumbsup Good job with the mission.

Imo the orange needs to go  lol  Could keep the red, have the other color be something more normal and it'll look good.
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I suppose we could give them all Brown trousers instead.... neenerneener
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(November 5th, 2016, 10:36)Dreylin Wrote: 2) Give Ranger a Rifle

Why? If we had magnetic rifles then sure. But since we don't, a weapon that does 4-6 damage is surely better than 3-5 yes?

Everything else looks good.
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