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Article #412XCOM : TFTD = MIDWAY REACT [INCOMING TRANSMISSION]
From: Detonate
Date: Sat, 19 Sep 1998 00:00
Date: Sat, 19 Sep 1998 00:00
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6786 bytes
Further communication from MIDWAY REACT [XCOM EXPERIMENTAL UNDERWATER
FACILITY]
This supplemental information is intended for new recruits - veterans may
contest my comments, but feel free to add your own. Anything to aid the war
against the aliens. The following is somewhat superficial and maybe
elaborated upon later, if required.
Terror Missions
General tactics when interception of a terror mission:
Establish the type of attack - artefact site, port attack, island or
shipping lane attack. Each has specific requirements which will aid in
completion.
Points worth considering:
Your nauts are able to operate the weapons mentioned effectively
Your nauts have decent bravery, reaction and various stats to complete the
mission, using Darwinism - sack the weak, keep the strong when enlisting.
Based on early encounters - during the first couple of months, when research
and technology is still in its infancy
Land attacks, not shipping or artefact missions, require consideration for
the terrain and structures which will be encountered. In fact, bar the
artefact site missions, the tactics described will aid, to some degree, all
terror missions.
All structures encountered will be terran, and thus familiar - you're
fighting on home turf, as it were. This gives you the edge, even though you
may not know it. Port & islands have generic structures which have random
[to a degree] placement. It helps to identify potential 'hot spots' which
incur enemy fire during a mission:
* Multi-storey buildings [Island missions] These have a single, three
storey building [aka hotel] which _will_ contain aliens on all floors. Hot
spots in this building include:
The bar [maybe the aliens like a drink!] - if you can get a shot through
one of the windows, aim for the pumps on the bar as they are explosive. The
area effect comes in useful, even though you may suffer some civilian
casualties. In the bar are stairs leading up to the next floor - The
landing area of both the floor above, as well as the upper floor are
favourite alien hang outs - an excellent sniping position. The roof is
another favourite place where the aliens like to hang out and pick off your
troops. Heavy weapons are a must during terror sites, until Sonics are
available, as well as grenades by the boat full.
Using a Gas Cannon, use either HE or Phosphor rounds to get the upper
floors ignited - the smoke and maybe blast will catch or incapacitate a few
hostiles. Special attention should be paid to the roof area, even if you
cannot see beyond the rail - lob a few grenades over and see if it catches
anything - if you hear a scream, check the overhead map.
Check your map during your turn and note the flashing markers denoting
bodies or equipment, as well as dead civilians. When the aliens complete
their turn and goes back to yours, check the map again to see if any more
markers have appeared - it allows you to move in on the area of activity.
Underground sauna's - especially the large one located beneath the 'Easter
Island' heads towards the front of the map. This has to be one of the
biggest headaches going, especially if the alien is dug in up the far end,
away from the corridor, since they can pick off your troops as they emerge.
Again, grenades help, but if you have troops stacked up in the corridor and
the lead man gets waxed with a primed grenade in his hand, be sure you have
enough TU's to get the hell out!
Apartments - an occasional haunt for the odd alien, especially the upper
floor.
The really difficult part of these maps is getting to the coastal area,
which has the hilly section to contend with before getting to the
waterfront. This area usually has aliens dug in waiting for you to make an
appearance. You could try a grenade fest before advancing, but bear in mind
the aliens can see you before you can see them.
Primary target is the hotel - once you have that cleared, you have a base of
operations to re-equip and give aid to your troops. One of the fundamental
aspects of any mission is to secure a structure which offers protection from
any surprise attacks. Keep away from windows at the end of your nauts
turn - this invites sniper fire, naturally. In the hotel, if you have
managed to secure it, try to get a naut or two on the roof - these two will
act as your snipers for the coastal assault which will follow. They can
throw grenades [if they have the ability to throw a fair distance] or
provide additional fire power from a different vantage point, which may
swing the balance of the mission.
Port Missions
Again multi storey buildings _will_ have at least one alien lurking on
different levels. The Gas Cannon will be the weapon which saves your troops
very time. When locating these buildings, your Gas Cannon nauts should aim
for the boxes which can be seen on upper levels - get a fire going, or
hopefully blow the wall out, revealing anything lurking inside. Phosphor is
particularly effective in this instance. Just make sure your heavy weapons
operators has a support nearby, incase of retaliation.
Compounds - buildings with wire mesh yard areas - some of these buildings
have steps onto the roof, another favourite spot for aliens to hang out.
Towers - an alien favourite. Both the roof and the room at the top are
favoured sniper position and hiding place respectively.
Overall tactics
Unnecessary use of HE and Phosphor rounds [make sure you pack lots of these
rounds and weapons if your troops can carry them!] and wax any building
which is above ground level!
Move your troops half their capacity you would normally and use scouts to
their utmost. If you have an SWS, use it for recon work, but only as far as
your troops have a line of fire, if possible.
Primary objectives - LIVE aliens, Deep Ones especially. This creature gives
you access to some significant breakthroughs in research - Ion Armour being
one of them [in part, at least]. Pack Thermal Tazers for all your nauts.
Shipping lane missions to follow in further communications
Hope this has been useful
Detonate
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From: "Detonate" <deto...@detonate.demon.co.uk> Subject: XCOM : TFTD = MIDWAY REACT [INCOMING TRANSMISSION] Date: 1998/09/19 Message-ID: <906190857.8053.0.nnrp-06.c2deb095@news.demon.co.uk> X-Deja-AN: 392668106 X-NNTP-Posting-Host: detonate.demon.co.uk:194.222.176.149 X-Trace: news.demon.co.uk 906190857 nnrp-06:8053 NO-IDENT detonate.demon.co.uk:194.222.176.149 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 Newsgroups: alt.games.x-com X-Complaints-To: ab...@demon.net MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit