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Started by Malc
Tue, 04 Mar 2003 15:43
Deployment Strategies
Author: Malc
Date: Tue, 04 Mar 2003 15:43
Date: Tue, 04 Mar 2003 15:43
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Hi all, Pretty much ever terror mission that I start has the same problem: as I deploy my troops from the craft at least one of them gets shot by a nearby alien with a full clip of plasma and enough time units to get a fair chance of hitting. My cunning plan of dropping a smoke grenade out first seems not to help too much either :o( One thing that I have learned is to split the deployment across a few phases so my agents are not all bunched up right at the start of the mission: a carefully placed Alien grenade has dampended my spirits too many times as it is, without having to worry about loosing my *entire* squad! So, before I resort to purchasing "cannon fodder" troops, would you guys share your tactics? - Malc
Re: Deployment Strategies
Author: Gizmocat
Date: Tue, 04 Mar 2003 18:04
Date: Tue, 04 Mar 2003 18:04
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On Tue, 4 Mar 2003 15:43:40 -0000, "Malc" <malcN...@gothcorp.co.uk> wrote: >Hi all, > >Pretty much ever terror mission that I start has the same problem: as I >deploy my troops from the craft at least one of them gets shot by a nearby >alien with a full clip of plasma and enough time units to get a fair chance >of hitting. My cunning plan of dropping a smoke grenade out first seems not >to help too much either :o( >One thing that I have learned is to split the deployment across a few phases >so my agents are not all bunched up right at the start of the mission: a >carefully placed Alien grenade has dampended my spirits too many times as it >is, without having to worry about loosing my *entire* squad! > >So, before I resort to purchasing "cannon fodder" troops, would you guys >share your tactics? > > - Malc > The only way I ever found to (sometimes) get around this is to exit the craft, and *immediately* turn to one side or another. This allows the small possibility of the plasma shot hitting the landing gear or ramp. I also only move out 4 to 6 troops per turn (depending on mission and layout) or skip the whole first turn and deploy on turn 2, if not a terror mission. Or use a HWP. The main flaw I have found while waiting during the first turn-yesterday an etherial soldier lobbed a grendade straight into the Skyranger. Two of the three guys left panicked. Can you say dust off? -- TTFN Gizmocat still waiting for a clever signature...
Re: Deployment Strategies
Author: RMF Smith
Date: Tue, 04 Mar 2003 21:46
Date: Tue, 04 Mar 2003 21:46
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In message <b42hj8$1r8un4$1...@ID-137661.news.dfncis.de>, Malc
<malcN...@gothcorp.co.uk> writes
>as I
>deploy my troops from the craft at least one of them gets shot by a nearby
>alien with a full clip of plasma
I send one out first ... have a look around ... of course,
sometimes the first one becomes the start of a huge body pile next to
the landing legs of the SkyRanger :-(
There really is no way around that ... until the ******* runs
out of shots ... :-(
I wonder ... would one catch the alien's fire movement with a
movement detector? I rarely have any ...
"cannon-fodder goes first" :-(
>dropping a smoke grenade out first seems not
>to help
Waste of space ... never use 'em! :-)
My load-out is a grenade and medikit each, two stun weapons,
pistols for those with stun weapons and lasers or heavy plasma for the
rest (assuming I have the tech); armour for the higher ranks and
psi-amps in abundance later.
>split the deployment across a few phases
>so my agents are not all bunched up right at the start of the mission: a
>carefully placed Alien grenade has dampended my spirits too many times
A very good point.
If assaulting a Battleship, get them all spaced out -quickly-
... blaster bombs can make a huge dent in your squad and one in the
SkyRanger and it's "game over". Especially against Sectoids and
Ethereals ... out of sight is safer.
Don't be afraid to go the "wrong way" on the fist turn ... just
to get distance. The live ones can come back later and investigate the
burn marks :-(
I don't see any problem with your tactics ... sometimes the
Aliens are just waiting for you :-(
The longer you take to get to the scene, the more likely the
Alien Ambush is ... I find.
--
Rex M F Smith
Re: Deployment Strategies
Author: RMF Smith
Date: Tue, 04 Mar 2003 21:48
Date: Tue, 04 Mar 2003 21:48
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In message <s8q96vs2gf8nunkkk...@4ax.com>, Gizmocat <furr...@calweb.com> writes >while waiting during the first >turn-yesterday an etherial soldier lobbed a grendade straight into the >Skyranger. Two of the three guys left panicked. While trying to pin down the Ethereal, Squaddie with the blaster-launcher is mind-controlled, spins and launches *into* the SkyRanger ... mission over :-( -- Rex M F Smith
Re: Deployment Strategies
Author: Akvatoid
Date: Tue, 04 Mar 2003 21:59
Date: Tue, 04 Mar 2003 21:59
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One time on TFTD, I on the first round primed everyones grenades well haha.. then when I opened the door an Aquatoid shot 1 of my guys and I dont remember how it went but I lost everyguy on the 1 round and I just saw BuuumBuumBuum because everyguys grenades was blowing up so it was the first time I saw 1 Aquatoid kill 14 X-Com soldiers. Yes Eearth conquered by 8~ Aquatoids.....
Re: Deployment Strategies
Author: Majick
Date: Tue, 04 Mar 2003 22:54
Date: Tue, 04 Mar 2003 22:54
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"Malc" <malcN...@gothcorp.co.uk> wrote in message news:b42hj8$1r8un4$1@ID-137661.news.dfncis.de... > Hi all, > > Pretty much ever terror mission that I start has the same problem: as I > deploy my troops from the craft at least one of them gets shot by a nearby > alien with a full clip of plasma and enough time units to get a fair chance > of hitting. My cunning plan of dropping a smoke grenade out first seems not > to help too much either :o( > One thing that I have learned is to split the deployment across a few phases > so my agents are not all bunched up right at the start of the mission: a > carefully placed Alien grenade has dampended my spirits too many times as it > is, without having to worry about loosing my *entire* squad! > Yeah, first few turns of terror mission, have my men move out in groups of two or three, with the front row left in the ship kneeling for better shot accuracy. The men move out to the front, left and right of the door, so mind control/grenades won't hurt all of them
Re: Deployment Strategies
Author: Malc
Date: Wed, 05 Mar 2003 17:01
Date: Wed, 05 Mar 2003 17:01
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"RMF Smith" <usenet@[127.0.0.1]> wrote in message news:I64NCzDR7RZ+Ew7C@gehena.demon.co.uk... > In message <b42hj8$1r8un4$1...@ID-137661.news.dfncis.de>, Malc > <malcN...@gothcorp.co.uk> writes > > >as I > >deploy my troops from the craft at least one of them gets shot by a nearby > >alien with a full clip of plasma > I send one out first ... have a look around ... of course, > sometimes the first one becomes the start of a huge body pile next to > the landing legs of the SkyRanger :-( > It's alyways frustrating when that happens, so easy to get cought by the "he *must* be out of ammo now, he's already killed three of my guys" line followed by a determined <click of the mouse><stamp><stamp><stamp><gunshot><scream><crumple> :o( Oh, and never forget that Aliens occasionally have alien-freinds on the *other* side of the Skyranger... been cought by that more than once too *sob* > There really is no way around that ... until the ******* runs > out of shots ... :-( > > I wonder ... would one catch the alien's fire movement with a > movement detector? I rarely have any ... > > > "cannon-fodder goes first" :-( > > >dropping a smoke grenade out first seems not > >to help > Waste of space ... never use 'em! :-) I have come to a similar conclusion, that said, smoke can be useful - when destroying all of the pumps in a petrol station the amount of smoke generated from that tends to be enough to hide all but the closest enemies. Well worth dropping a grenade into the middle, waiting for the explosion and doing a run for it! Especially when needing to make a quick exit from a nasty terror mission! (Snakemen & Crysalids vs. Rookies with Rifles... Oh a brave but foolish day that was!) <snip> > > If assaulting a Battleship, get them all spaced out -quickly- > ... blaster bombs can make a huge dent in your squad and one in the > SkyRanger and it's "game over". Especially against Sectoids and > Ethereals ... out of sight is safer. When the Blaster launcher gets researched I tend to rely on the scorched earth solution of demolishing anything that I think might have an alien nearby until I'm out of ammo. Sending out the mop-up teams afterwards saves an awful lot of potentially painful blind corner issues! <snip> > > > I don't see any problem with your tactics ... sometimes the > Aliens are just waiting for you :-( > > The longer you take to get to the scene, the more likely the > Alien Ambush is ... I find. That I find easy to believe, unfortunately I'm still a long way from researching decent craft so the terror missions that I'm getting are taking an awful long time to reach (<grrr> skyranger <grrr>). Would I be right in guessing that the agents with the higher reaction levels have more of a chance to get out of the craft without being fired on? - Malc
Re: Deployment Strategies
Author: lightfoot
Date: Thu, 01 May 2003 13:40
Date: Thu, 01 May 2003 13:40
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"Malc" <malcN...@gothcorp.co.uk> wrote in news:b42hj8$1r8un4$1...@ID-137661.news.dfncis.de: > Hi all, > > Pretty much ever terror mission that I start has the same problem: as > I deploy my troops from the craft at least one of them gets shot by a > nearby alien with a full clip of plasma and enough time units to get a > fair chance of hitting. My cunning plan of dropping a smoke grenade > out first seems not to help too much either :o( > One thing that I have learned is to split the deployment across a few > phases so my agents are not all bunched up right at the start of the > mission: a carefully placed Alien grenade has dampended my spirits too > many times as it is, without having to worry about loosing my *entire* > squad! > > So, before I resort to purchasing "cannon fodder" troops, would you > guys share your tactics? > > - Malc > > terrors are tough...I used to toss out a gernade out the doors just to the left and right of the ship then let the aliens take the first turn ...I still use the first turn strategy as the aliens often dont save enough time units to shoot so the are sitting ducks ...but dont miss em ;) Incedentally TFTD ships are so much better to "hide" in and wait for aliens to come to you ..in the early stages of the game (Jan-may ) ide wait in my ship for as many as 50 turns opening the doors and potshoting anyone who got the nerve to come to my doorways ..then go out and clear out the remaining 6-7 aliens
Re: Deployment Strategies
Author: Blister
Date: Thu, 01 May 2003 14:36
Date: Thu, 01 May 2003 14:36
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On Thu, 01 May 2003 13:40:06 GMT, lightfoot <bluee...@yahoo.com> wrote: >"Malc" <malcN...@gothcorp.co.uk> wrote in >news:b42hj8$1r8un4$1...@ID-137661.news.dfncis.de: > >> Hi all, >> >> Pretty much ever terror mission that I start has the same problem: as >> I deploy my troops from the craft at least one of them gets shot by a >> nearby alien with a full clip of plasma and enough time units to get a >> fair chance of hitting. My cunning plan of dropping a smoke grenade >> out first seems not to help too much either :o( >> One thing that I have learned is to split the deployment across a few >> phases so my agents are not all bunched up right at the start of the >> mission: a carefully placed Alien grenade has dampended my spirits too >> many times as it is, without having to worry about loosing my *entire* >> squad! >> >> So, before I resort to purchasing "cannon fodder" troops, would you >> guys share your tactics? >> >> - Malc >> >> > >terrors are tough...I used to toss out a gernade out the doors just to the >left and right of the ship then let the aliens take the first turn ...I >still use the first turn strategy as the aliens often dont save enough time >units to shoot so the are sitting ducks ...but dont miss em ;) > > Incedentally TFTD ships are so much better to "hide" in and wait for >aliens to come to you ..in the early stages of the game (Jan-may ) ide wait >in my ship for as many as 50 turns opening the doors and potshoting anyone >who got the nerve to come to my doorways ..then go out and clear out the >remaining 6-7 aliens I usually have a HWP tank and send that out first. If I'm lucky enough not to get the tank blown to pieces, it is usually able to take out 2 to 3 aliens before it runs out of ammo. Then I use it for a scout vehicle.
Re: Deployment Strategies
Author: wsmit... Warren
Date: Thu, 01 May 2003 18:02
Date: Thu, 01 May 2003 18:02
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Blister <hrf2b...@attbi.com> wrote in message news:<t1c2bvkrd7in50dkf...@4ax.com>... > > Incedentally TFTD ships are so much better to "hide" in and wait for > >aliens to come to you ..in the early stages of the game (Jan-may ) ide wait > >in my ship for as many as 50 turns opening the doors and potshoting anyone > >who got the nerve to come to my doorways ..then go out and clear out the > >remaining 6-7 aliens I'm not sure I'd trust this strategy. The problem with it is that the subs don't protect your agents from grenades, even when they explode outside the sub. A few times, I've had a whole bunch of soldiers die to that. At least that generally doesn't happen in UFO since you're up a level. Not that I haven't had an alien toss a grenade up into the Skyranger. :-\ Maybe in my situation it doesn't work because I don't leave *everyone* in the sub. Then again, lots of time I've had a ton of aquanauts die right in the sub due to reaction fire from aliens just outside. Guess it doesn't matter where your agents are, they're going to die one way or another in TFTD. :) I think the smoke grenades are useful in UFO. They won't keep the aliens from killing your guys, but it does sometimes keep aliens from seeing your guys so they don't have a target. More than once, I've come upon an alien at very close range in a smoke screen. One time it was the only thing that saved my butt when I landed right in the middle of a crossfire at a terror site. Only 1 guy survived, but he was the last one standing ... er, more like cowering. > I usually have a HWP tank and send that out first. If I'm lucky > enough not to get the tank blown to pieces, it is usually able to take > out 2 to 3 aliens before it runs out of ammo. Then I use it for a > scout vehicle. I always use a tank but try to avoid taking aliens out with them. I'll use them to spot and then try to fire at the aliens with one of my agents to help improve their skills. Problem is those tanks are expensive to replace. They can generally stand a couple of hits, but if they do go down it can put a strain on your finances. Maybe using rookies is more efficient ... they're cheaper and not considering grenades, can withstand 4 hits for the same amount of space. Only problem here is the equipment limit. Have to try this next time ... the old Russian WW2 human wave strategy. :) Warren
Re: Deployment Strategies
Author: The Blue Max
Date: Thu, 01 May 2003 21:39
Date: Thu, 01 May 2003 21:39
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"Warren" <wsmit...@yahoo.com> wrote > > > Incedentally TFTD ships are so much better to "hide" in and wait for > > >aliens to come to you ..in the early stages of the game (Jan-may ) ide wait > > >in my ship for as many as 50 turns opening the doors and potshoting anyone > > >who got the nerve to come to my doorways ..then go out and clear out the > > >remaining 6-7 aliens > > I'm not sure I'd trust this strategy. The problem with it is that the > subs don't protect your agents from grenades, even when they explode > outside the sub. Isn't this only true when the doors are open - which only happens if you exit the sub (or fire from the doorway) in your own turn? I have usually found that if an alien has a shot at the doors, the simplest thing to do is to make no moves at all. The doors stay shut and there is a good chance the aliens will move away. > > I usually have a HWP tank and send that out first. If I'm lucky > > enough not to get the tank blown to pieces, it is usually able to take > > out 2 to 3 aliens before it runs out of ammo. Then I use it for a > > scout vehicle. > > I always use a tank but try to avoid taking aliens out with them. > I'll use them to spot and then try to fire at the aliens with one of > my agents to help improve their skills. I use them to draw reaction fire, so my guys can then improve their shooting by firing at the alien who engaged the tank.
Re: Deployment Strategies
Author: Blister
Date: Thu, 01 May 2003 23:52
Date: Thu, 01 May 2003 23:52
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On 1 May 2003 11:02:28 -0700, wsmit...@yahoo.com (Warren) wrote: >Blister <hrf2b...@attbi.com> wrote in message news:<t1c2bvkrd7in50dkf...@4ax.com>... >> I usually have a HWP tank and send that out first. If I'm lucky >> enough not to get the tank blown to pieces, it is usually able to take >> out 2 to 3 aliens before it runs out of ammo. Then I use it for a >> scout vehicle. > >I always use a tank but try to avoid taking aliens out with them. >I'll use them to spot and then try to fire at the aliens with one of >my agents to help improve their skills. Problem is those tanks are >expensive to replace. They can generally stand a couple of hits, but >if they do go down it can put a strain on your finances. Maybe using >rookies is more efficient ... they're cheaper and not considering >grenades, can withstand 4 hits for the same amount of space. Only >problem here is the equipment limit. Have to try this next time ... >the old Russian WW2 human wave strategy. :) > >Warren That is a good point about improving the agents skill levels. I often don't pay enough attention to that and then find myself in trouble late in the game because of it. As to cost of tanks. I usually have one base set up and devoted to just manufacturing Laser Cannons, so cost is never much of a factor. I always have more money than I need using this strategy.
Re: Deployment Strategies
Author: Raille
Date: Fri, 02 May 2003 01:59
Date: Fri, 02 May 2003 01:59
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lightfoot wrote: > > Incedentally TFTD ships are so much better to "hide" in and wait for > aliens to come to you ..in the early stages of the game (Jan-may ) ide wait > in my ship for as many as 50 turns opening the doors and potshoting anyone > who got the nerve to come to my doorways ..then go out and clear out the > remaining 6-7 aliens I tried that once. Opened the door and got hit with a grenade which exploded on the ships roof. Result. 12 Aquanats with major head aches! Everone took damages and 1-2 points of bleed wounds. After I got the wounds patched up the alien had already started mindcontroling my poor troopers. Was not a good day to be on that mission. I think I ended up with 4 survivors Raille
Re: Deployment Strategies
Author: Xizor
Date: Fri, 02 May 2003 03:20
Date: Fri, 02 May 2003 03:20
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Blister wrote: > On 1 May 2003 11:02:28 -0700, wsmit...@yahoo.com (Warren) wrote: > >> Blister <hrf2b...@attbi.com> wrote in message >> news:<t1c2bvkrd7in50dkf...@4ax.com>... > As to cost of tanks. I usually have one base set up and devoted to > just manufacturing Laser Cannons, so cost is never much of a factor. > I always have more money than I need using this strategy. Woe to any Sectopods to attempt to invade that base! Xizor
Re: Deployment Strategies
Author: lightfoot
Date: Fri, 02 May 2003 06:12
Date: Fri, 02 May 2003 06:12
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Raille <rai...@mich.com> wrote in news:3EB1...@mich.com:
> lightfoot wrote:
>
>>
>> Incedentally TFTD ships are so much better to "hide" in and wait for
>> aliens to come to you ..in the early stages of the game (Jan-may )
>> ide wait in my ship for as many as 50 turns opening the doors and
>> potshoting anyone who got the nerve to come to my doorways ..then go
>> out and clear out the remaining 6-7 aliens
>
> I tried that once. Opened the door and got hit with a grenade which
> exploded on the ships roof.
>
> Result.
> 12 Aquanats with major head aches! Everone took damages and 1-2
> points of bleed wounds. After I got the wounds patched up the alien
> had already started mindcontroling my poor troopers.
>
> Was not a good day to be on that mission. I think I ended up with 4
> survivors
>
> Raille
>
>
Gee raille in all my years and many 1,000's of missions between xcom and
tftd ive yet to ever see an alien throw a gernade on my turn .. yeah ive
been blaster bombed ,shot, and stunned but ive yet to ever see an alien
throw a gernade on an opportunity-fire.
mind control isnt a big issue in early missions although tedious as hell
drop every soldiers weapon before you click end turn sooner or later the
aliens pick 3-4 soldiers they focus on and they cant do jack without a
weapon yeah you lose opportunity-fire but by selecting save time units for
kneel you get maximum movements towards the ships and save 4 time units
enough to drop a gun and gernade(not primed duhhhhh).
still sticking with the stay in the ship as a great strategy for the early
stages of the game your front door men get awesome skills after a few
missions and you tend to keep them back afterwards making them marksmen
from the doorways front 2 kneeling looking left and right 2 directly behind
standing looking foreward and position (6) on the craft looking to his
right gives you 5 guns trained on the doors with as many as 30 shots on 1
turn. these 5 cannot get gernaded but yeah you can lose 1 to opportunity
fire still leaves you with plenty of firepower trianed on the alien who
shot him.
s=standing k=kneeling x=another soldier x x
soldier position = (2s)(4s)(6s) line of vision = | | / x x x
(1k)(3k) \ / x x x x
front doors _ _ front doors
Re: Deployment Strategies
Author: lightfoot
Date: Fri, 02 May 2003 06:23
Date: Fri, 02 May 2003 06:23
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"The Blue Max" <brunos...@Jasta1.com> wrote in news:86831e5cba20ea5f9094eed71790aa56@TeraNews: > > "Warren" <wsmit...@yahoo.com> wrote > >> > > Incedentally TFTD ships are so much better to "hide" in and wait >> > > for >> > >aliens to come to you ..in the early stages of the game (Jan-may ) >> > >ide > wait >> > >in my ship for as many as 50 turns opening the doors and >> > >potshoting > anyone >> > >who got the nerve to come to my doorways ..then go out and clear >> > >out > the >> > >remaining 6-7 aliens >> >> I'm not sure I'd trust this strategy. The problem with it is that >> the subs don't protect your agents from grenades, even when they >> explode outside the sub. > > Isn't this only true when the doors are open - which only happens if > you exit the sub (or fire from the doorway) in your own turn? I have > usually found that if an alien has a shot at the doors, the simplest > thing to do is to make no moves at all. The doors stay shut and there > is a good chance the aliens will move away. > >> > I usually have a HWP tank and send that out first. If I'm lucky >> > enough not to get the tank blown to pieces, it is usually able to >> > take out 2 to 3 aliens before it runs out of ammo. Then I use it >> > for a scout vehicle. >> >> I always use a tank but try to avoid taking aliens out with them. >> I'll use them to spot and then try to fire at the aliens with one of >> my agents to help improve their skills. > > I use them to draw reaction fire, so my guys can then improve their > shooting by firing at the alien who engaged the tank. > > warren you can open the doors to a ship on tftd without entering the ship or in this case exiting it ( right click on square directly outside doors) yes they will often move away if you make no move at all and this is generally recommended on the very first turn but after the aliens have had a turn they tend to use up all the time units(specially ones outside of a craft) they have then they are cannon fodder feel free to potshot them after they have had at least 1 turn ( note some aliens do not make a move they are dangerous they will shoot you) but new visuals often get you free shots as they cannot shoot back ( get a mind probe and test this later on if you dont believe it ...what can it hurt:) and this works awesome for lobstermen who take 2-3 plasma hits when you got no armour to protect from the return fire
Re: Deployment Strategies
Author: lightfoot
Date: Fri, 02 May 2003 07:02
Date: Fri, 02 May 2003 07:02
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wsmit...@yahoo.com (Warren) wrote in
news:81d917d0.03...@posting.google.com:
> Blister <hrf2b...@attbi.com> wrote in message
> news:<t1c2bvkrd7in50dkf...@4ax.com>...
>> > Incedentally TFTD ships are so much better to "hide" in and wait
>> > for
>> >aliens to come to you ..in the early stages of the game (Jan-may )
>> >ide wait in my ship for as many as 50 turns opening the doors and
>> >potshoting anyone who got the nerve to come to my doorways ..then go
>> >out and clear out the remaining 6-7 aliens
>
> I'm not sure I'd trust this strategy. The problem with it is that the
> subs don't protect your agents from grenades, even when they explode
> outside the sub. A few times, I've had a whole bunch of soldiers die
> to that. At least that generally doesn't happen in UFO since you're
> up a level. Not that I haven't had an alien toss a grenade up into
> the Skyranger. :-\ Maybe in my situation it doesn't work because I
> don't leave *everyone* in the sub. Then again, lots of time I've had
> a ton of aquanauts die right in the sub due to reaction fire from
> aliens just outside. Guess it doesn't matter where your agents are,
> they're going to die one way or another in TFTD. :) I think the smoke
> grenades are useful in UFO. They won't keep the aliens from killing
> your guys, but it does sometimes keep aliens from seeing your guys so
> they don't have a target. More than once, I've come upon an alien at
> very close range in a smoke screen. One time it was the only thing
> that saved my butt when I landed right in the middle of a crossfire at
> a terror site. Only 1 guy survived, but he was the last one standing
> ... er, more like cowering.
>
>> I usually have a HWP tank and send that out first. If I'm lucky
>> enough not to get the tank blown to pieces, it is usually able to
>> take out 2 to 3 aliens before it runs out of ammo. Then I use it for
>> a scout vehicle.
>
> I always use a tank but try to avoid taking aliens out with them.
> I'll use them to spot and then try to fire at the aliens with one of
> my agents to help improve their skills. Problem is those tanks are
> expensive to replace. They can generally stand a couple of hits, but
> if they do go down it can put a strain on your finances. Maybe using
> rookies is more efficient ... they're cheaper and not considering
> grenades, can withstand 4 hits for the same amount of space. Only
> problem here is the equipment limit. Have to try this next time ...
> the old Russian WW2 human wave strategy. :)
>
> Warren
yeah warren ive got nailed three times this time ( yeah playing tftd for
like the 8th time) on the outside gernades all three times i had enough men
left to finish (or abort) mission so lossess although hurt at least i kept
my craft and weapons ..still using that strategy i killed hundreds of
aliens and they got me with three gernades in 200 missions outside the
craft before i had my men suited up with armor.
oh ps think it needs to go without saying that this strategy wont work if
your craft is on the outer edge with you facing the edge your crafts back
to the edge is when it works best the aliens arent behind you if your backs
to the wall __________________
|** your craft **| ** your craft positions
| works good |
| |
| |
| |
| |
--------------------
| |
| not gonna work |
| |
| |
| |
|** your craft **|
--------------------
oh and a ps my absolute fave mission in the last few 100 missions came on a
landed vl where the buggers launched a stun bomb right inside and i had 1
man left standing he stayed on the craft collecting up the unconcious men
and standing on them to revive them ( no med kits) and pot shot when he saw
aliens ./. took about 200 turns to get em all up and kill all the aliens
but i walked out without a single loss ...bite me lobster boys
Re: Deployment Strategies
Author: lightfoot
Date: Fri, 02 May 2003 07:21
Date: Fri, 02 May 2003 07:21
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lightfoot <bluee...@yahoo.com> wrote in news:Xns9370869C320E...@66.185.95.104: > "Malc" <malcN...@gothcorp.co.uk> wrote in > news:b42hj8$1r8un4$1...@ID-137661.news.dfncis.de: > >> Hi all, >> >> Pretty much ever terror mission that I start has the same problem: as >> I deploy my troops from the craft at least one of them gets shot by a >> nearby alien with a full clip of plasma and enough time units to get >> a fair chance of hitting. My cunning plan of dropping a smoke grenade >> out first seems not to help too much either :o( >> One thing that I have learned is to split the deployment across a few >> phases so my agents are not all bunched up right at the start of the >> mission: a carefully placed Alien grenade has dampended my spirits >> too many times as it is, without having to worry about loosing my >> *entire* squad! >> >> So, before I resort to purchasing "cannon fodder" troops, would you >> guys share your tactics? >> >> - Malc hey malc? dont know if you are already doing this but you can save precious time units if you walk your first 2 men onto the ramp turn em to the right or left and then step off the ramp this gives you a shot when your off the craft and mebbe enough time units to hide behind the landing gear. ps i think my biggest beef with x-com is the difficulty level in the early stages this games near impossible especially that first terror mission if its sectiods and you got 4 lazer rifles and some heavy charges and later on the all too easy missions
Re: Deployment Strategies
Author: RMF Smith
Date: Fri, 02 May 2003 13:16
Date: Fri, 02 May 2003 13:16
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In message <b8sofi$ddbkc$2...@ID-172278.news.dfncis.de>, Xizor <dannyf_...@hotmail.com> writes >Blister wrote: >> On 1 May 2003 11:02:28 -0700, wsmit...@yahoo.com (Warren) wrote: >> >>> Blister <hrf2b...@attbi.com> wrote in message >>> news:<t1c2bvkrd7in50dkf...@4ax.com>... > >>I have one base >> just manufacturing Laser Cannons > >Woe to any Sectopods to attempt to invade that base! > Well, not really, the Laser Cannon is an aircraft weapon ... LaserTanks on the other hand ;-) -- Rex M F Smith
Re: Deployment Strategies
Author: Raille
Date: Fri, 02 May 2003 19:01
Date: Fri, 02 May 2003 19:01
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lightfoot wrote: > Raille <rai...@mich.com> wrote in news:3EB1...@mich.com: > > >>lightfoot wrote: >> >> >>> Incedentally TFTD ships are so much better to "hide" in and wait for >>>aliens to come to you ..in the early stages of the game (Jan-may ) >>>ide wait in my ship for as many as 50 turns opening the doors and >>>potshoting anyone who got the nerve to come to my doorways ..then go >>>out and clear out the remaining 6-7 aliens >> >>I tried that once. Opened the door and got hit with a grenade which >>exploded on the ships roof. >> >>Result. >>12 Aquanats with major head aches! Everone took damages and 1-2 >>points of bleed wounds. After I got the wounds patched up the alien >>had already started mindcontroling my poor troopers. >> >>Was not a good day to be on that mission. I think I ended up with 4 >>survivors >> >>Raille >> >> > > > Gee raille in all my years and many 1,000's of missions between xcom and > tftd ive yet to ever see an alien throw a gernade on my turn .. yeah ive > been blaster bombed ,shot, and stunned but ive yet to ever see an alien > throw a gernade on an opportunity-fire. > Sorry, I failed to explain fully. Its one of those, popped the doors open, get shot at and see a whole lot of lobsterboys hanging around the exit. Close door and pray. At least I didn't get the bug I've encountered infrequently where the doors get stuck open! Raille
Re: Deployment Strategies
Author: Warren A. Smith Jr.
Date: Fri, 02 May 2003 21:21
Date: Fri, 02 May 2003 21:21
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On Fri, 02 May 2003 07:21:38 GMT, lightfoot <bluee...@yahoo.com> wrote: > ps i think my biggest beef with x-com is the difficulty level in the early >stages this games near impossible especially that first terror mission if >its sectiods and you got 4 lazer rifles and some heavy charges and later on >the all too easy missions Yeah, that early Sectoid terror mission can really hurt. Sometimes worth just showing up and bugging off. Not only the Cyberdiscs, which are dangerous enough, but also the Sectiod Leaders who can mind control your guys. I breathe a big sigh of relief when those missions have Floaters. They can still put a hurtin' on you, but not nearly as bad. Once you get over the initial shock of the Snakeman terror troops (can't remember what they're called at the moment), then Snakeman terror missions are pretty easy as well. Who can ever forget their first night terror mission against those guys, though. :) Still, all those pale in comparison to an the TFTD ship terror missions with Lobstermen (without HtH weapons) or Tasoths (due to mind control issues). Come to think of it, all the TFTD terror missions are a real bear. :) Warren
Re: Deployment Strategies
Author: Warren A. Smith Jr.
Date: Fri, 02 May 2003 21:23
Date: Fri, 02 May 2003 21:23
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On Fri, 02 May 2003 06:23:27 GMT, lightfoot <bluee...@yahoo.com> wrote: >warren you can open the doors to a ship on tftd without entering the ship >or in this case exiting it ( right click on square directly outside doors) >yes they will often move away if you make no move at all and this is >generally recommended on the very first turn but after the aliens have had >a turn they tend to use up all the time units(specially ones outside of a >craft) they have then they are cannon fodder feel free to potshot them >after they have had at least 1 turn ( note some aliens do not make a move >they are dangerous they will shoot you) but new visuals often get you free >shots as they cannot shoot back ( get a mind probe and test this later on >if you dont believe it ...what can it hurt:) and this works awesome for >lobstermen who take 2-3 plasma hits when you got no armour to protect from >the return fire I'll give this a shot the next time I fire it up. In fact, would've last night except couldn't find my CD. In general, I haven't tried to get older games to run on my new XP system, but I'm planning on giving it a try over the weekend. Warren
Re: Deployment Strategies
Author: lightfoot
Date: Sat, 03 May 2003 07:36
Date: Sat, 03 May 2003 07:36
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>> > > Sorry, I failed to explain fully. Its one of those, popped the doors > open, get shot at and see a whole lot of lobsterboys hanging around > the exit. Close door and pray. > > At least I didn't get the bug I've encountered infrequently where the > doors get stuck open! > > Raille > > > now that makes sence yeah ive had the door prob on occasion too , note** if you are going to make a **mission** save then whatever position the doors are in on your save thats how they will appear after you reboot it up ....in otherwords if your gonna save before you do a mission then make sure the doors you want closed are indeed closed before you save or they wont be there on a reboot
Re: Deployment Strategies
Author: The Blue Max
Date: Sat, 03 May 2003 12:20
Date: Sat, 03 May 2003 12:20
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"Warren A. Smith Jr." <wsm...@mindspring.com> wrote > Still, all those pale in comparison to an the TFTD > ship terror missions with Lobstermen (without HtH weapons) I must have played TFTD through 8 or 9 times and every time bar the first I couldn't finish it owing to the tech tree bug. Every time bar one also I've had *no* HtH weapons for the same reason, and didn't even realise they existed. One game I had an alien colony right next to my second base in about week 4, and I had to assault it with jet harpoons as my main weapon. I encountered my first lobsterman on that raid and hit it 9 times with harpoons before he went down - stunned, not killed. When it took 5 shots to take down a tentaculate it became obvious I was going to run out of ammo - my 10 guys had 2 x 10-round clips each so even if every remaining round fired was a hit, I wouldn't be able to deal with more than 2 or 3 more lobsters. So I retreated headlong, taking the stunned lobster with me. Later I went to a port raid site, this time armed with Gauss rifles, thinking I was niow tooled up enough to do them some serious harm. I found myself deploying from the bottom right. North was a house / hotel complex and west there was a ridge with Easter Island-type statuary. I spotted a lobsterman in cover behind one of those, so I had 5 or 6 guys take him down and advance to secure that flank. They ran straight into 3 more lobstermen and a couple of those mini-flying saucer things which blow up and kill you if you hit them from too close. Meanwhile more lobstermen started enfilade fire on me from the roof of the hotel. At one stage I had so many enemies in sight I was doing Napoleonic-style volley fire in ranks, trying to blow up the flying saucers so they'd take a lobsterman down with them. No such luck. I had 4 of 10 killed, 5 wounded, 1 survivor. I thought DPLs were my salvation and went into the next base assault very cocky. I fired 2 DPL rouns into a corner where I'd seen 3 lonsters lurking, then sent one guy in there to count the bodies. Of course he found all 3 still standing. The best lobster killer I ever had was Astra Kurkenko, whose shooting got so good she could fire 2 snapshots with a sonic cannon in one turn with 109% accuracy. As long as she didn't have to turn to fire she could be relied on to kill a lobsterman every move. I went in and renamed her "Thermidor" Kurkenko in tribute to her lobster-toasting skills...
Re: Deployment Strategies
Author: lightfoot
Date: Sat, 03 May 2003 18:39
Date: Sat, 03 May 2003 18:39
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"The Blue Max" <brunos...@Jasta1.com> wrote in news:3ed6650db355408b612631fefb4339c0@TeraNews: > > I must have played TFTD through 8 or 9 times and every time bar the > first I couldn't finish it owing to the tech tree bug. Every time bar > one also I've had *no* HtH weapons for the same reason, and didn't > even realise they existed. > HtH research the following...calcinite corpse to get vibro blade,once ya got the blade reasearched.....gillman corpse to get thermal lance to get heavy thermal lance tech bug = dont research a tsoth commander ..like ever attributes for heavy thermal lance time units needed 10, kills a lobster- boy in one hit..makes a nice cracking sound too heh heh.**NOTEive used this on biodrones as well but only the once and i got it alive it didnt burst but i havent enough experience combating biodrones to know if this was a fluke or perhaps a way to avoid that nasty explosion as for colonies max i dont nescessarly take them out right away they provide a healthy income with landed supply ships and app 600 points to take a supplyship not to mention the irreplaceable 150 zbrite for completing the mission. far as ships go i find these supplyships to be extremely player friendly in ease to take out with the ship setup even lobster boys can be eliminated if you get the ground troops taken care of and secure the doors. basically once the doors are secure you take two men carefully making sure they both go up the left side of the walkway to the elevators and secure them (no-one can come up or down now(right side will get ya shot by a guy downstairs) now youve got the elevators secure take a man up the left side elevator with a primed gernade if theres a lobster boy on the right pod place your gernade at your feet via the equip-soldier screen and go back down do this repeatedly till ya kill him or them. if no-ones on the pod check the room directly in front of those elavators and do it to him (gotta throw to him but hes facing away)..once ya get that done go down the right side of the uppership( keep 2 on the elavators to cover your back but you can bring em up a level.you'll find 2-3 lobstermen in the main room and they generally will not shoot if you throw gernades at them cause they have equipped hth weapons and one has a stun launcher..ps leave your gernades on the ground outside the doors to that room case the one with the stun launcher gets ya lol. once upper is cleared if theres stilla couple on the lower level who didnt try to come up but had to stop on the second floor and ya killed them with doormen ya gotta go in ok np..going downs a ikiller but i place a gernade on the 7th tile on the left side of the outside of the ship ..this will breach the hull of the ship just enough to get you into a room with a door that you can go get a look at the bottom floor without having to use an elevator and determine what way is best to kIll the remaing 2-3 lobsterboys oh if ones on the lower right hand deck you can shoot him from upstairs (inside second square from the doorway and up against the wall) and kneeling after your shot he has no line of fire and has never returned fire on me so 3-4 aimed shot will get him "free"*note bring the two from level three down to cover the elevators while he takes out this alien in case one comes up | * |GERNADE THIS SQUARE OUTSIDE SHIP 6 5 | 4 | 3 / 2| 1| __/-- max i have 7 existing ALIEN bases on my current game 3 are sectiod daytime mission(Super easy with blaster bombs even mind controls a joke soon as you see the ship the leaders are on the 3rd level back room one bomb to breach the hull one to kill the leaders and poof there goes the mc ** also works for tsoths as they are in the same place but one bomb inside doesnt guarantee you three kills up there) three are lobstermen 1 day 2 night that will be gone soon as i get hth combat weapons and a tsoth thats gotta go they just piss me off lol my points run anywhere from 8,000-10,000 a month so they dont get too pissy about a base floating around. generally speaking you get 2 supply ships a month on a base if your close enough to detect them
Re: Deployment Strategies
Author: Anssi Saari
Date: Sat, 03 May 2003 21:59
Date: Sat, 03 May 2003 21:59
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Warren A. Smith Jr. <wsm...@mindspring.com> writes: > Yeah, that early Sectoid terror mission can really hurt. Oh come on, that's not a hard mission. Hard mission is base defense on day two. Can't bug out, have to win. And with the equipment you start with. I've only had that happen once and I was so surprised I forgot to save the game. I also lost... Too bad really, it's quite a challenge.
Re: Deployment Strategies
Author: Blister
Date: Sun, 04 May 2003 04:50
Date: Sun, 04 May 2003 04:50
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On Fri, 2 May 2003 14:16:33 +0100, RMF Smith <root@[127.0.0.1]> wrote: >In message <b8sofi$ddbkc$2...@ID-172278.news.dfncis.de>, Xizor ><dannyf_...@hotmail.com> writes >>Blister wrote: >>> On 1 May 2003 11:02:28 -0700, wsmit...@yahoo.com (Warren) wrote: >>> >>>> Blister <hrf2b...@attbi.com> wrote in message >>>> news:<t1c2bvkrd7in50dkf...@4ax.com>... >> >>>I have one base >>> just manufacturing Laser Cannons >> >>Woe to any Sectopods to attempt to invade that base! >> >Well, not really, the Laser Cannon is an aircraft weapon ... LaserTanks >on the other hand ;-) Besides, I sell them so fast they are of little defensive value anyways. :-)
Re: Deployment Strategies
Author: lightfoot
Date: Sun, 04 May 2003 11:14
Date: Sun, 04 May 2003 11:14
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Anssi Saari <a...@sci.fi> wrote in news:vg3of...@sprite.modeemi.cs.tut.fi: > Warren A. Smith Jr. <wsm...@mindspring.com> writes: > >> Yeah, that early Sectoid terror mission can really hurt. > > Oh come on, that's not a hard mission. Hard mission is base defense on > day two. Can't bug out, have to win. And with the equipment you start > with. I've only had that happen once and I was so surprised I forgot to > save the game. I also lost... Too bad really, it's quite a challenge. never as early as day 2 but i have had one in the first month before n yeah was a killer not to mention the terror within hours after and not near the men to go think i had 1 and 1 wounded (tftd)....hmm day 2 my equiptment? 8 heavy cannons 24 ap rounds 24 reg gernades and 1 tazer(based on my initial equiptment purchase every time i play).. could be a hell of a lotta fun (prob near impossible in x-com but doable in tftd cause of the diff between a cyberdisc and a calcinite as backups for the sectoids/aquatoids)
Re: Deployment Strategies
Author: Xizor
Date: Sun, 04 May 2003 15:37
Date: Sun, 04 May 2003 15:37
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Blister wrote: > On Fri, 2 May 2003 14:16:33 +0100, RMF Smith <root@[127.0.0.1]> wrote: > >> In message <b8sofi$ddbkc$2...@ID-172278.news.dfncis.de>, Xizor >> <dannyf_...@hotmail.com> writes >>> Blister wrote: >>>> On 1 May 2003 11:02:28 -0700, wsmit...@yahoo.com (Warren) wrote: >>>> >>>>> Blister <hrf2b...@attbi.com> wrote in message >>>>> news:<t1c2bvkrd7in50dkf...@4ax.com>... >>> >>>> I have one base >>>> just manufacturing Laser Cannons >>> >>> Woe to any Sectopods to attempt to invade that base! >>> >> Well, not really, the Laser Cannon is an aircraft weapon ... >> LaserTanks on the other hand ;-) > > Besides, I sell them so fast they are of little defensive value > anyways. :-) Whoops....my bad...tanks, laser, seem to say laser tanks to me... Xizor
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