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12 total messages Started by Detonate Sat, 19 Sep 1998 00:00
XCOM : TFTD = MIDWAY REACT [INCOMING TRANSMISSION]
#412
Author: Detonate
Date: Sat, 19 Sep 1998 00:00
123 lines
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
Re: XCOM : TFTD = MIDWAY REACT [INCOMING TRANSMISSION]
#413
Author: Simon Trowman
Date: Sat, 19 Sep 1998 00:00
13 lines
804 bytes
Detonate  "your a star"
                                        Keep the tips rolling in friend,
can't wait for the shipping lane tips ( I hate them damn cargo ships ) dont
mind the cruisers though!

PS: Could you please do some tips on alien bases and artifact sites


=============================
>From Simon Trowman

Please replace NOSPAM with clara
XCOM [TFTD] - MIDWAY REACT, ADDITIONAL COMMUNICATION
#414
Author: Detonate
Date: Sun, 20 Sep 1998 00:00
165 lines
10160 bytes
[E&OE!]

Okay, correct me if my tactics need polishing :-)

Standard practice assumes keeping TU's in reserve for opportunity fire...

Terror Missions [Shipping]  Cruiser & Cargo vessels

Cruisers

PART ONE - INSERTION...

First turn finds your Triton or equivalent at the rear of the ship.  This is
the biggest 'hot spot' going, since it offers only one field of view from
the Triton, without incurring enemy fire.  Don't deploy this first turn,
there's too much to consider this turn...

>From the sub, open the door, and check the area, doing a left & right scan
with your nauts at the door.  Get them to kneel to check the upper deck from
their vantage point.

*** IF you have sonic weapons, target the bulkhead to the right of the
windows you can see on this level, opposite the sub.  This opens up a room
behind the foyer which lies beyond the door you can see from the Triton.
However, the small room you have breached has cubicles in, the second
cubicle holds a hostile, so unnecessary use of grenades in this area is a
must [especially if there is a Bio-Drone lurking in there...***
[supplemental - if you pack SWS's the breach needs to be two squares wide,
obviously, if you want to take it through here.  IMO, I would use the SWS to
shield the troop movements over the coming turns, getting it to face towards
the front of the ship, thus locating any hostiles on upper decks]

Staying with the Triton, and the immediate area, there are several issues to
consider.

If you don't have sonic weapons, one of your nauts is gonna have to make a
run for the door eventually.  This means your first casualty.  If you gotta
lose someone, make sure its gonna be someone expendable - its a hard fact to
deal with, but their sacrifice will mean you can organise retaliation
throughout the rest of the mission.  From the door of the Triton, you can
get a naut to step out and turn towards the nose of the sub, facing towards
the front of the ship.  Another naut inside the Triton can prime and throw a
grenade to 'ensign expendable', who can then throw it to an upper deck
before moving beyond the blind spot offered at their current position.

The upper deck opposite the door of the Triton sometimes has a sniper
waiting for your nauts to emerge.  Grenades assist in deterring this
eventuality, so get a naut which is not immediately behind the door of the
Triton, to prime and throw a grenade to the naut in front.  That way, if the
nauts at the front get waxed, they don't drop the grenade and wax half the
squad.

On to the inner decks...

Providing the hostile found in the 'storage room' which you breached during
you first few turns has been neutralised, you have probably found yourself
in a position to move on.  If you pack a SWS, this can provide cover for
your team deployment over the coming turns.
    The 'storage room' probably has been totalled, meaning a lot of debris
and smoke in there.  You want this room to be a waypoint but at the same
time, cannot stay for too long due to your nauts being incapacitated due to
the smoke.  Your first team could be a scout initially - again, someone
expendable, to do the recon work, followed by a couple of nauts who have
good stats in Bravery, Reaction and Firing Accuracy - Br, R & FA
respectively.  If no SWS is available, then you need to run over to this
room using all TU's, obviously.  Keep away from the breach, to avoid sniper
fire, as well as the windows [yes, the damned aliens like to take pot shots
through them!].  You're looking at 1 to 2 turns in this room for your nauts
over the coming turns, else the smoke will knock them out.
    Right, you're into the body of the ship.  Beyond the storage room is a
'foyer' of sorts - a doorway leads into this area from the outer deck, while
inside there is a double set of stairs to the deck above, as well as boxes
which provide cover.  The foyer opens up, allowing a large number of nauts
to be accommodated.  Priorities in this area include:
    Destroying the stairs, thus denying access from the deck above.
    Getting a scout set up behind the boxes to allow a view down the
corridor beyond.  He will keep standing and kneeling during the coming
turns, to see if anything is going on in the corridor ahead.
    Get at least 3 nauts in this area, using the sheltered area to avoid any
enemy fire from the corridor - its quite a big room, so get your nauts near
the windows on the outer side of the ship.

    It's all a bit long winded so far, but needs setting up for the up
coming fire fight.  Your first objective is to secure the first intersection
which runs to the 'blind' side of the ship, and behind the kitchen.
    Again, assuming so far the coast is clear, you have at least 3 - 5 nauts
in the foyer.  Nauts with Br, R & FA move to the mouth of the corridor,
while the scout runs to the first cabin and waits.  It helps if the scout
has PDG's so he can get them in his hands and prime them for the coming
turns.
    Next turn, the scout moves to the intersection and checks for any
hostiles - if clear, you can either get him to throw PDG's - TU's allowing,
or move him back to the first cabin.  The 'gunners' move up to the
intersection, one is cover while the other throws - It's worth pointing out
that the gunner nearest the back wall of the kitchen should be the naut that
throws the PDG, since he has less view of the corridor ahead, from where the
hostiles emerge [in this case, the left hand side].

Running with the idea that the back room, foyer and corridor beyond has not
met with enemy fire, you should have the main bulk of your team waiting in
the sheltered area of the foyer and storage room.  In the intersection is
your first covering team.  They are there for the duration, so make sure
they have adequate supplemental firepower, in the form of PDG's at the far
end of the intersection, ready for any hostiles to wander into this area.
Bio-Drones will be the biggest problem due to their blast radius when they
explode if killed.  Hence the need for high Reaction nauts set up in this
area, as well as the PDG's.

Second team is looking at its first obstacle - barrels at the intersection.
Move the second team beyond the intersecting corridor, as far as TU's will
carry them beyond this point, but keeping enough for opportunity fire [!]

You should still have a scout in the first cabin - he can now move to the
next nearest, located at the mouth of the corridor.  Since some of these
cabins are 'double births', a room by room search needs to be undertaken.
The cabins have a small cubicle which hides the hostile.  Set up the scout
outside and wait until max TU's are available before opening the door to
this closet.  You can then zap the alien with the Thermal Tazers your nauts
are carrying [you are carrying them, aren't you?  If not, then kiss goodbye
to your first naut - Thermal Tazers are a STANDARD piece of kit on terror
missions, without exception!  Scouts carry this at all times, so it should
be at hand, literally]

You now have two teams set up to deal with any hostile fire.  Secondary
teams should take the place of the scout checking the rooms which run the
length of the ship on the 'near' side.  About halfway down the corridor
running the length of the ship, is a double stairwell - another ad hoc
sniper position for hostiles.  Bear this in mind when advancing.  If in
doubt as to the meaning of this, total the first stairwell you come to in
this _long_ corridor [IF you have Sonics, this is easy, otherwise its
grenade time...  unfortunately, this means smoke which incapacitates your
nauts, so make appropriate arrangements to keep them as far away from it as
possible - hanging back with the gunners and using a scout to throw
grenades, for example].

By now, you have probably encountered some hostile activity - both the far
end of the long corridor, as well as the intersection which is guarded and
booby trapped with PDG's.  Hopefully, so far so good and no, or minimal
casualties.  Use the remainder of the squad to replace and supplement your
advance and covering teams as required.  If things start getting out of
control, then consider aborting, as if you cannot get beyond this stage, it
can only get worse - you've got another three decks to clear, as well as the
second stage...

[Additional information - sonic weapons...]  The intersection to the blind
side of the ship runs behind the galley.  The galley itself is _ALWAYS_ a
hot spot.  Using Sonics, you can target the corner of the intersection and
corridor to breach the galley and gain access to this area.  The breach
leads to lift, which is sometimes occupied by a hostile [Triscene or
Bio-Drone, if you're unlucky].  Additional squad members can set up in the
lift area and wait for hostiles to wander into their line of fire, as well
as set PDG's on the floor above.  Bio-Drones will total this area if
encountered, resulting in dead or injured nauts.  Its suck it and see, or
else continue down the corridors for the time being.  Either way, you now
have additional information when considering your own tactics.

    End of situation report.

Additionally, I've been trying to write a story based on this encounter,
which if anyone is interested, I will post to the ng when it seems to
contain relevant information.  It's up to you guys...

Hope this has been of use, as ever

Detonate
Re: XCOM [TFTD] - MIDWAY REACT, ADDITIONAL COMMUNICATION
#415
Author: Simon Trowman
Date: Mon, 21 Sep 1998 00:00
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Snipped

>>Additionally, I've been trying to write a story based on this encounter,
>which if anyone is interested, I will post to the ng when it seems to
>contain relevant information.  It's up to you guys...
>
>
Are you kidding?  I for one am looking forward to read this story.  Its what
the newsgroup is all about.  An X-COM-XCAPADE.   {:�)

PS: Thanks for the tips, but what about the dreaded "BASES".


=============================
>From Simon Trowman

Please replace NOSPAM with clara
Re: XCOM [TFTD] - MIDWAY REACT, ADDITIONAL COMMUNICATION
#416
Author: Detonate
Date: Mon, 21 Sep 1998 00:00
63 lines
4263 bytes
Thanks Simon, I'll continue working on my attempts at a story line, but I
dunno how long it will take.  However, I have been trying my hand at higher
difficulty settings recently and the results were... okay, I got creamed,
waxed, smeared and wasted _BIG TIME_ !!!  Yep, I got my botty smacked
severely.

    Since I reinstalled, I started at beginner level, to familiarise myself
once more.  Problem being, I forgot about the patch, and installed it
halfway through that 'test run', but the game itself went a bit weird.  I
had no end of problems with getting research on critical items and couldn't
get Manta's nor get live aliens for some reason.  However, I thought I was
doing too well on that level, once I had DPL's, TSL's and MC Disruptors it
all became bit of a cakewalk, which was becoming a bit repetitive without
being able to finish the game, due to those research problems.  So, I went
up to Veteran level - I just ain't one of those yet, irrespective of how
'informative' my suggestions appear to be.  The corpses and debris of my
teams, SWS's and ships littered the mission screens and Geoscape
continually... It was truly pitiful to behold.  I've started again on
intermediate and results have been mixed.  I've limited myself to saving the
game only when needed - like going to bed, or work and saving on the
Geoscape after a mission.

    The situation is really tough now, to say the least.  I've changed my
strategic and tactical approach, but its early days and I cannot say I'm
entirely happy with the results - I'm losing an SWS per mission [yeah, I
know, don't tell me!] as well as two operatives minimum.  I'm working on the
fatalities issue, coming to terms with losing those operatives that have
survived and progressed, but some of the mistakes I've been making are
really bad - over the past three missions, I've lost that many operatives
due to them stepping into range of PDG's...  I could weep at times.

    I've also started using new equipment - PD Sensors, something I never
used at all in the past.  It's not too useful on seafloor missions, but
terror missions are another matter.  I'm still sticking with Jet Harpoon
rifles, but took a look at the difference between them and Gauss rifles -
double the damage.  I'm tempted, but it means a big investment with
technicians and resources which I feel could be put to better use elsewhere.
However since my losses are more than I am willing to accept, it looks like
I will concede this issue and go for Gauss.

    So, overall, I've not been doing to well recently, much to my
frustration and my partners amusement - she insists on coming up and telling
me "it's only a game" and walking off, while my squad is down to three men
and two of those are injured, with no Medi kits and about twenty squares
away from the sub... Hmmph!

I'll continue posting my suggestions, but my opt out clause has been its
based on beginner games thankfully.  I can just see some of our regulars
sniggering away at my pitiful tale while I've been posting away with what I
believe have been basic tactics and common sense points :-)  Oh well...

That's it, I'm off to figure out how to get through my latest game!

Detonate


Simon Trowman wrote in message <6u63he$1v0$1...@eros.clara.net>...

>Are you kidding?  I for one am looking forward to read this story.  Its
what
>the newsgroup is all about.  An X-COM-XCAPADE.   {:�)
>
>PS: Thanks for the tips, but what about the dreaded "BASES".
Re: XCOM [TFTD] - MIDWAY REACT, ADDITIONAL COMMUNICATION
#417
Author: Detonate
Date: Tue, 22 Sep 1998 00:00
101 lines
6425 bytes
Terror Missions [Shipping]  Cruiser & Cargo vessels

Cruisers

PART TWO - BELOW DECKS... [LEVEL ONE]

    So there you are, your squad has made it into the cabins area of the
ship, the situation is fraught with anticipation of what lurks around that
next corner.  While you wait for the alien turn to play out, the sounds of
doors opening and civilians screaming echo throughout the ship... How long
before you enter into the fire fight?

    We left the squad securing the first intersection and advancing down the
nearside long corridor.  Two nauts and a generous supply of PDG's - some of
which are already in place at the far end of the intersection, are ready for
any hostiles foolhardy enough to wander into this area.  Another two nauts
take the lead down the long corridor [HIGH reactions a must, as well as
accuracy!]

    Meanwhile, you've begun conducting a room by room search of the cabins
within the immediate area.  You have a scout with your advance two man team,
to get a view of the upcoming layout...  This scout is jumping in and out of
rooms until the second intersection is located - he is not checking for any
aliens, necessarily, unless you want him to - you've got other up and coming
members of the team doing the room to room search which can deal with this
problem.  When he gets to the second intersection, he has the need for a PD
Sensor... The scout now needs to stay in a room near to the 2nd
intersection, out of view of any hostiles.  He will spend the next few turns
operating the PDS, getting his energy back and generally admiring the
furnishings aboard this vessel [I would have said luxury, but after the fun
and games with the hostiles, this baby's going to the scrap heap for
sure:-)]
    It's time to move your two man team slowly up the corridor [take out the
double stairwell!] until about five or six squares away from the second
intersection.  Coupled with information from the scout with the PDS, you
should be able to establish whether there are any hostiles here.  In my
experience, there is either a hostile outside the lifts, or just past the
intersection, or lurking in the blind side long corridor [he's come down
from the blind side entrance of the kitchen...]
    *** A quick note - Bio-Drones leave a trail where ever they go - they
total decking, carpets, everything bar what I assume is metal decking.
Using the overhead map, you can see if this mission packs such a beastie by
looking for these tell tale trails - long straight lines on the otherwise
clear decks.  Maybe you knew that, maybe you didn't - either way, bear it in
mind when things look a little to quiet, but the sounds you hear during the
alien turn suggest something nasty is coming your way... ***

Back in the berths...  2nd intersection.

    This represents the second potential hot spot.  Both the lifts require
securing - your 2 man advance team can copy the first teams efforts, but
bear in mind though the blind side of the ship needs to be taken, so forgo
the use of PDG's for now.  If you must use them, throw them at the end of
the intersection, but not where it joins the corridor proper.  You need to
be able to pass this area later, so any hostiles which do wander down here
can still trigger the PDG, without blocking access to the blind side of the
ship.
    ***    Point of note - I've found hostiles in this area pack TSL's -
caution is advised... ***

    So, assuming you've got this far, you probably feel the adrenaline
pumping and can hear your heart thumping in your ears - good, it's supposed
to be tough.  Am I setting the scene enough yet?

    This area has two storage areas at the extreme front of the ship - one,
if not both, of these are occupied by a hostile [Deep Ones, Calcinites and
the occasional Gillman].
    This section is further divided by two sets of back to back cabins - two
squares of four cabins, I believe.  The first cabin on the far side, nearest
the front of the ship, has another hostile.  He's further back in the cabin,
away from the door, so its down to you how you play it - grenade, autofire
with Gauss, whatever.  Just be prepared for casualties.  Also bear in mind
anything up the blind side corridor can see down - you have some luck
though, as the corridor opens up to three squares wide, IIRC.
    There are three corridors running lengthways here; the 2nd intersection
[where the lifts are located] and the last intersection which marks the
front of the ship, leading to the storage rooms - one has statues in it, the
other what appears to be a wine rack and control panel of sorts.  The
hostile hides behind the wine rack, while in the other storage room
[statues] there is a small room towards the extreme front of the ship - can
you guess what hides here?  ;-)

    Providing you've cleared and secured this area, it's time to take stock
of the situation.  Possible additional things you could have done while
advancing down the corridor was to lob grenades to the upper deck from the
stairwells as you went past them.  I'm doubtful if any hostiles will be in
the area immediately above since they tend to favour the blind side of the
ship.  Also, if you had Sonics, you could punch through the bulkhead to the
freezer area of the kitchen, or into the kitchen itself from the stairwell.
Its hit or miss, since most of the bulkhead cannot be targeted for some
reason - you've got to find the right piece to breach, although it is worth
the risk... well, sometimes it is ;-)

End of situation report....

Coming next - It's party time! [or, dealing with the galley]

Happy hunting!

Detonate
Re: XCOM [TFTD] - MIDWAY REACT, ADDITIONAL COMMUNICATION
#418
Author: Detonate
Date: Tue, 22 Sep 1998 00:00
184 lines
11381 bytes
Terror Missions [Shipping]  Cruiser & Cargo vessels

Cruisers

PART TWO - BELOW DECKS... [LEVEL ONE]

It's... PARTY TIME !!!

Time is short for me at present, so these suggestions will become shorter,
broken into chunks, dealing with various locations at a time - Sorry, no
overall strategy for a whole level yet, its as it comes for now!

    In our previous episode, the squad had managed to secure the near side
of the level, the length of the ship.  In theory at least.  One covering
team is placed at the 1st intersection [i1], while a scout and advance team
has moved along the corridor to intersection 2 [i2].  Additional operatives
have moved from room to room, checking the closets for hostiles and any
grunts yet to prove themselves has been liberating any equipment found,
administering the medi kits where needed and generally acting like
hyperactive kids.

*** NOTE    It's worth mentioning you should, if you have sufficient nauts,
grab all equipment from the bodies of aliens, and if possible, the aliens
themselves.  Why, when supposedly when the mission is complete, you get all
equipment and bodies listed?  Well, I'm still uncertain if the patch does
actually carry over the corpses and equipment to the second stage of the
mission, so I try to grab as much as possible.  Correct me if I'm wrong,
btw. ***

    So, Scott Hand, Melanie Smillie and Drew Goss, or equivalent, are at i2,
catching their breath, reloading and taking a quick rest, while at the same
time have the lifts and blind side end of i2 covered.  Additional members
have, or are checking the forward storage rooms and the two clusters of
cabins found here.  This should take about 10 -12 turns to search and secure
this area, provided no casualties are incurred during the S&S of this
location.

*** REQUEST!    OK, can someone please tell me the nautical terms for the
front, back, left and right sides of the ship - I'm finding it a bit
difficult trying to describe the ship so far.  It would really help, thanks
***

    The blind side cabins are a repeat exercise of the near side of the
ship, so don't get sloppy.  The additional problem here is the entrance to
the galley is found practically opposite the stairwell you destroyed on the
near side.  From what I can gather, there must be between 4 and 6 aliens
around this area, based on encounters at i1 and the death toll there, as
well as encounters at i2.  I can't confirm this however.
    This represents hostiles encounter in the corridor itself, not including
hostiles in the galley, who sometimes figure the party has gone outside of
the kitchen...  Usually, about 3 hostiles around the galley entrance.  The
entrance itself is recessed from the corridor, with a stairwell leading up
to the next level.  A favourite tactic they employ is to hide in the recess,
jump into the corridor, take pot shots at your squad and then dive for cover
again.  If there are three hostiles this can mean quite a few fatalities in
your squad - they like playing with sonic pulsers as well, btw...

    It depends how you want to go here, either up, or to try to take the
whole level first.  If you want to take the level, you need to be sure the
lifts are covered at all times.  So, lets assume you want to take the level,
and deal with the next level later.  Not a bad choice really, since there
are four lifts on this level, so providing you have not totalled any of them
yet, you have multiple choice.

    There are various ways of getting to the kitchen, most of them though
involve the unnecessary use of grenades [and sonic weapons, if you have
them] and other area effect weapons.  When dealing with hostiles located at
the galley entrance, try an operative with a Gas Cannon loaded with Phosphor
rounds, to supplement the grenades you use to soften the area up.  Anything
not neutralised immediately by the grenades will be BBQ'ed during the coming
turns, hopefully.  [Of course, if you got Lobstermen, Tasoths and Bio-Drones
running around, everything I've said so far is gonna suck, since if you are
encountering them, you need sonics, TSL's & Pulse grenades as standard kit,
plus high MC Skill troopers.  Otherwise its time to scrape your men off the
walls and get the hell out!]  The naut with the GC will need to step to the
far edge of the corridor, since he has to target the stairwell, or if you're
lucky, his accuracy will take the shot into the recess and start to flamb�
anything there - a much better tactic.  Be sure he has enough TU's to run
out, fire and get back to cover though, or he will be a statistic...
    I'm also a little uncertain whether you will actually be able to fire at
the stairwell from i2, as I'm writing this from memory, without any deck
plans or aids to refer to.  I've got a nasty feeling you can't actually fire
that far up the corridor.  If this is the case, obviously forget the
Phosphor idea.

    Right then, we are finally heading into the blind side of the ship.
You've had a couple of troopers throw grenades up the corridor - timers set
for turn 0 and 1 respectively, to catch anything which wanders out to join
the fun from the galley.  Hopefully, you have cleared the corridor of
hostiles and have an advance team covering the passage incase of additional
hostiles emerging from the galley.  A repeat of the near side S&S is carried
out in the cabins and another covering team has the lifts at i2 monitored.
All fine and dandy, IF you have no losses so far, which brings me to ;

Squad composition

    Lets take a quick break to look at this for a second.  So far, you have
2 men at i1, i2 and the advance team.  You have at least one scout running
forward to get a view ahead and using the PD Sensor - that's seven nauts in
total.  If you packed 10 nauts, those last three will probably be 2 gunners,
doing the room to room search and maybe a grunt who's giving 1st aid etc.
If you start taking casualties, you have no one to replace dead or injured
nauts, which is not very useful, to say the least.  So alternatives are
required for the 10 men squad.

i1 - get the 2 nauts here to booby trap the whole intersection, and then
form a rear guard as the squad advances down the corridor.  Hostiles trying
to follow will meet with little surprises all down the intersection, if you
placed the PDG's in a left, right pattern about three squares a part down
the length of the passageway.
    Another suggestion is to try to get a scout into one of the 'phone
booths' found halfway along i1.  Hopefully if not spotted, he can use a PD
Sensor to check for movement in the kitchen from his vantage point, although
its range will not extend the whole length of the galley, it does offer
additional intelligence.  [The same applies to your advance scout, who can
cover the area from the other end, at i2.  Don't forget though, if you've
booby trapped any area, you limit your choices and movement.  Make adequate
preparations and contingencies...]

i2 - similar to i1, but booby trap the lifts and one square out into the
intersection.  Don't forget to allow yourself to withdraw from this area
without trapping yourself.... ;-)  Don't forget what I said above about
scouts with PD Sensors as well !!!

If you can, pack an SWS, since it's expensive, but expendable.  Rather that
get totalled than one of your key nauts, eh?

12 men squads are preferable, although if you can, pack as many in as
possible, since you probably need as many Medi kits and ammo clips as
possible, as well as at least a couple of PD Sensors.  You will have troops
without weapons - make sure they act as mules and medics during the turns
and try to create secure areas where they can pump up the other nauts with
required drugs and items.  Inside a cabin, behind the door is a good place,
since it shields them from any fire fights, bar sonic pulser attacks.

Getting the Galley

    So, we're finally outside the party.  Through the entrance is the first
room, complete with barrels which go boom.  You could prime and throw a
grenade here, after you withdraw your troops to a safe distance, or bite the
bullet and head in, hoping to take any which wanders into your field of
fire.

    The galley itself is full of various items which are explosive, so
another grenade fest is a possible solution to soften up the opposition.
It's not sure fire, however, since the room is divided centrally by a small
bulkhead and recessed room which runs along i1.  Hostiles hide behind the
central bulkhead and pop out to take pot shots, btw.

    The two lifts are located at either edge of i1 and the long corridors.

    The freezer entrance is located opposite the lift at i1 and nearside
corridor.  In the freezer are twists and turns where hostiles like to hide -
in the cubby hole which runs along the nearside corridor, for one.  Oh, and
most things explode in here as well.  I've seen explosions take out the
bulkhead to the corridor here, as well as the backs of the lifts, so caution
is advised.

Thermal Tazers, grenades and PD Sensors are probably going to be the order
of the day here.  PDS to check for movement and zero in on potential
targets.  Grenades to set of the fireworks and soften the hostiles and
Tazers to finish off in the freezer.  It's never this cut and dried though,
and due to the layout of the galley and various rooms thereabouts, you will
probably take some casualties, some fatal.

    The rest of this level should be a mopping up exercise.  If the nauts at
i1 did encounter hostiles, the PDG's would have triggered, before they got
into the corridor/intersection junction.  If so, the rest of the blind side
corridor should be clear to advance to the rear of this side, where you will
find another double stairwell and room at the rear of the ship - possibly
showers or something?  There is also a single cabin on the far end of i1,
this sometimes has a hostile hiding there.  It's all too easy to consider
the level clear and then use the last TU's of a trooper to step into this
room and find something nasty with no way of getting out - DONT GET
SLOPPY!!!

Well, to me it seems like an anticlimax to be honest, but thats one way I've
progressed throughout this deck.  It's by no means sure fire, and the
locations are meant to be indicators of where to find potential hostiles,
though the hot spots are fairly constant.

Hope this has been of use so far, stay tuned for further developments later.

Detonate
Re: XCOM [TFTD] - MIDWAY REACT, ADDITIONAL COMMUNICATION
#419
Author: Roger.Chapman
Date: Tue, 22 Sep 1998 00:00
12 lines
981 bytes
>*** REQUEST!    OK, can someone please tell me the nautical terms for the
>front, back, left and right sides of the ship - I'm finding it a bit
>difficult trying to describe the ship so far.  It would really help, thanks
>***


Left = port
Right = starboard
Front = prow
Back = stern

Anthropod
Re: XCOM [TFTD] - MIDWAY REACT, ADDITIONAL COMMUNICATION
#420
Author: Detonate
Date: Tue, 22 Sep 1998 00:00
21 lines
1384 bytes
Thanks Roger, what about fore and aft - forward and back of the ship
respectively?


Roger.Chapman wrote in message <6u8g3g$dlo$1...@plutonium.btinternet.com>...
>>*** REQUEST!    OK, can someone please tell me the nautical terms for the
>>front, back, left and right sides of the ship - I'm finding it a bit
>>difficult trying to describe the ship so far.  It would really help,
thanks
>>***
>
>
>Left = port
>Right = starboard
>Front = prow
>Back = stern
>
>Anthropod
>
>
>
Re: XCOM [TFTD] - MIDWAY REACT, ADDITIONAL COMMUNICATION
#421
Author: Roger.Chapman
Date: Wed, 23 Sep 1998 00:00
8 lines
934 bytes
Detonate wrote in message
<906502116.4141.0...@news.demon.co.uk>...
>Thanks Roger, what about fore and aft - forward and back of the ship
>respectively?
>

Yes.
Re: XCOM [TFTD] - MIDWAY REACT, ADDITIONAL COMMUNICATION
#422
Author: Kelger Vlondett
Date: Thu, 24 Sep 1998 00:00
25 lines
1662 bytes
In article <906502116.4141.0...@news.demon.co.uk>,
Detonate <deto...@detonate.demon.co.uk> writes
>Thanks Roger, what about fore and aft - forward and back of the ship
>respectively?
>
>
>Roger.Chapman wrote in message <6u8g3g$dlo$1...@plutonium.btinternet.com>...
>>>*** REQUEST!    OK, can someone please tell me the nautical terms for the
>>>front, back, left and right sides of the ship - I'm finding it a bit
>>>difficult trying to describe the ship so far.  It would really help,
>thanks
>>>***
>>
>>
>>Left = port
>>Right = starboard
>>Front = prow
>>Back = stern
>>
>>Anthropod

Methinks the correct terms are Bow for the Fore end of the vessel and
Stern for the - more distant - aft.

Kelger Vlondett...
Re: XCOM [TFTD] - MIDWAY REACT, ADDITIONAL COMMUNICATION
#423
Author: Janet Brindley
Date: Tue, 29 Sep 1998 00:00
8 lines
827 bytes
Left = port
Right = starboard
OKAY


Front = prow
Back = stern
?I THOUGHT IT WAS SHARP END AND BLUNT END?
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