New 8-man GOp campaign - 1.5 Commander

Psieye
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Joined: Thu Apr 06, 2017 12:27 am

Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

AWC planning, let's see what promising soldiers I have for short-term AWC priorities:
- Cpl Shinobi, 15 Mob 70 Aim 4 Def 17 Dodge: DGG -> EV -> Untouchable
- Cpl Spec, 15 Mob 74 Aim 3 Def 5 HP: Steady Hands // Will to Survive -> Ghostwalker -> Implacable
- Cpl Sniper, 15 Mob 82 Aim -3 Def: Deadshot -> Volatile Mix -> Full Kit // Flashbanger -> Fortify -> Hard Target
- Cpl Sniper, 13 Mob 84 Aim -2 Def: Fortify -> Aim -> Formidable // Biggest Booms -> Executioner
- LCpl Technical, 15 Mob 73 Aim -2 Def 5 HP: Aim -> EV
- LCpl Assault, 17 Mob 61 Aim -3 Def 12 Dodge 5 HP: Resilience // Shredder -> Locked On
- LCpl Spec, 14 Mob 71 Aim 2 Def 5 HP: Low Profile -> Hard Target -> Rapid Deployment
- LCpl Technical, 14 Mob 71 Aim 1 Def 6 HP: Infighter -> Aim -> Untouchable // Walk Fire -> Sprinter -> Light 'Em Up
- LCpl Sniper, 15 Mob 83 Aim -10 Def 3 HP: Smoker -> Aim -> Rapid Reaction
- LCpl Assault, 16 Mob 63 Aim 6 Def 5 HP: Center Mass -> Flush -> Combat Fitness // EV -> Phantom -> CuP
- LCpl Gunner, 16 Mob 66 Aim 5 Def 18 Dodge 4 HP: Fortify -> Rapid Deployment -> Tactical Sense
- Sq Spec, 17 Mob 66 Aim -10 Def 7 Dodge 3 HP: Low Profile -> Hard Target -> Untouchable // Steady Hands -> Chain Shot -> Holo Targeting

I think that fast Deadshot and potential rifle Shinobi should get AWC tube time until the Light 'Em Up technical reaches Sgt.
My three 8-man GOp squad Commander campaigns:
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Psieye
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Joined: Thu Apr 06, 2017 12:27 am

Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

Apr 8 - S&G E.Light Str 1
The "modern office" S&G building, 6 crates, 7-man with 4 rookies

Turn 1, Pod 1 [Trooper, Officer, Engineer] moves 1 tile away from seeing the squad. I know because my shinobi is right next to my other soldiers.

Turn 2, activate pod 1 by walking assault in direction such that pod will scamper to cover close to the rookie OW camp. Sorta worked: 3 OW shots on Officer, 1 miss 2 graze. Assault's frag finishes it off. Snapshot kills flanked Trooper.

Engineer runs away.

Turn 3, shinobi spots the runaway, can't snapshot it though. Squad dashes forward.

Turn 4, shinobi spots a Viper of pod 2. Rookies too far to set up an OW camp, squad will wait for them to come to the good cover. Shinobi moves to side so he won't get seen unless pod turns the corner. Sniper crits Viper for 6. Pod 2 also includes that runaway Engineer, a Drone and Lancer.

Since Pod 2 can't see anything, Viper chosen to blind dash for recon - dies to a rookie OW. Drone dashes next to assault. Engineer and Lancer fuck around.

Turn 5, 80% snipe on self-flanked Engineer grazes for 3. Frag and shotgun kills Drone.

Huh, Lancer is not suicidal. Walks and shoots the assault in low cover - graze for 1. Engineer double moves without realising where the sniper is.

Turn 6, reload and snapshot the Engineer dead. Run & Gun crits Lancer for 6. No further contact, rookies dash up.

Turn 7, no contact.

Turn 8, Pod 3 [Officer, Gunner, Trooper] walks in from behind the building. Trooper climbs ladder and OW.

Turn 9, rookie frag high rolls the Trooper dead. Flash the other two, smoke the rookie who did that and hide everyone else.

Officer comes into building by 2 tiles and OWs behind a table. Does not realise he's flanked himself to the door. Pity it's the assault on the correct side of the door to shoot now.

Turn 10, Stungun the Officer. Rookies dash to zerg around it. Gunner had hidden out of sight but was in walking distance for rookie to face-shoot it (crit kill). Shinobi misses an 84% slash on a stunned Officer - at least it didn't matter. Btw, 50% snapshot did hit it.

Turn 11, give the Officer kill EXP to assault.

Turn 12, squad out. Flawless.

Loot:
- $129
- 6 Elerium
- 7 Alloy
- +5 Def PCS
- $10 (+3 Psi PCS)
- Adv. Hair Trigger
- $42 (Data Cache)

Ok, building that GTS right now. Take an Engineer off Excavation to speed it up.

Promoted Rookies:
- 15 Mob 69 Aim -10 Def 5 Dodge 4 HP -> sniper. Access to Volatile Mix, Sprinter, Bring 'Em On, Covering Fire, Will to Survive, Combat Fitness. Usually I pick Lone Wolf but this one deserves Precision Shot
- 14 Mob 70 Aim -4 Def 10 Hack 5 HP -> specialist. Quick Study! Also can get covert, tradecraft, DGG, Walk Fire, holo targeting. Will make a suitable 2nd Trial by Fire Captain.
- 14 Mob 69 Aim -5 Def 4 HP -> technical. Normally this would be a grenadier. Access to Aim, Phantom (!), Tradecraft, Shadowstrike, Deadshot, Bombardier. A phantom technical is very interesting as a flamer. Having said that, Incinerator and maybe Quickburn will be the only flame perks he'll take: must make more Conc. Rockets.
- 16 Mob 62 Aim -5 Def 4 HP 8 Dodge 5 Hack -> specialist. Could have been a grenadier. But it's about time I made a non-OW specialist. Access to close and personal, deadshot, full kit, low profile, formidable, tradecraft. Ok, shotgun medic coming up. Medic because combat protocol users at least need LoS to do their job.
My three 8-man GOp squad Commander campaigns:
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Psieye
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Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

Apr 9 - Begin Laser research (8d). Alien Relay 9d 4h for Intel Package: I'll wait until my officer candidate comes out of the AWC tube in 11h. Needs to get EXP.

Apr 10 - Jailbreak 7d 5h for 1 rookie, 2 rebel in New Arctic. Send 6-man, it'll get up to 97%. Send 5-man to Alien Relay (the first with no sniper: it's a 4th squad). Switch New Arctic to Recruit. Fly to supply PoI.


Jailbreak in East Asia, Str 3, 100% infil, 6-man vs V.Light

Turn 1, spot Pod 1 ahead with Trooper and 2 others, below the roof. Dash forwards.

Pod comes forward. Has 2 Gunners too.

Turn 2, shinobi scouts flank: nothing. OW spec gets ready, snapshot on Gunner to trigger: dead. Gunner 2 dies to spec. Trooper's kill EXP given to ranger (my only ranger). Squad adjusts position.

2 Drones show up, one sees squad.

Turn 3, do not activate the other Drone. Shinobi checks ahead: safe. Point blank shotgun puts Drone to 2. Snapshot miss, technical lands the kill. Ranger and spec walk and OW.

Drone takes 3 from 2 OW shots.

Turn 4, Drone kill EXP given to ranger. Shinobi opens door to see Pod 2 [Gunner x2, Drone]. Peek from Concealment to sneak away while leaving door open. Spec sets up. Gunner 1 dies to sniper. Drone takes 1 from spec's OW.

Drone stuns technical while revealing shinobi. Gunner grazes shinobi for 3.

Turn 5, Fleche the Gunner. Point blank shotgun the Drone.

Turn 6, Hack jail door, succeed at Small Supply Crate.

Turn 8, squad out. No idea where the last 2 enemies were.

Wounded: Cpl shinobi - 13d

Loot:
- +7 Psi PCS
- Auto Loader
- +1 HP PCS
- $35

2 rookies, 2 rebels
My three 8-man GOp squad Commander campaigns:
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Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

Supply Drop #2: there is a faceless in New Arctic.

Apr 12 - PoI scanned: $64. Blackmarket is Very Interested in Data Cache and +1 HP PCS. Deal: $81 + $22 for other junk.

GTS (i.e. Vulture purchase) is 3d away. Next mission is 23h away and then 4d 2h for the next. Will wait to construct Power Relay. Tempted to get Proving Grounds out for $50, hmm... Excavation is 6d away. I'll wait. Officer tube comes first. For now, make headway contacting West Asia.

Apr 13 - Lib 2 detected at 3d 16h for LCpl grenadier. Skipped. Not sure when New Arctic got +1 rebel but put them on Recruit too.

"Hack Train for Intel Package" at 6d 17h for Str 3 V.Light. Ok now that's interesting. This is East Asia where an S&G just hit 100% for 5-man vs V.Light. Go.


4 crate S&G

Turn 1, no contact on advance. Pod 1 [Officer, Engineer] walks in and rolls no green-alert actions.

Turn 2, awkward position and there's a Turret up ahead. Assault frags Engineer's low cover (bin) away. Gunner Area Suppress. OW spec sets up in vision of both. DfA sniper holos the Officer.

Engineer dies to spec. Officer takes 3 but doesn't trigger the Area Suppression - shouldn't have taken overly conservative cover that blocks LoS. Officer misses spec.

Turn 3, Aid Protocol the assault and hack stun the Turret. Shotgun to Officer's face. Gunner lands 3 on Turret through armour. Sniper grazes Turret for 1. Shinobi sees pod 2 [Sentry, Engineer].

Pod 3 [Drone, officer, Trooper x2] walks in.

Turn 4, sniper grazes Turret dead. LR cancel Trooper OW. Gunner move to good cover then flash the Officer and closer Trooper. Shinobi dash back to squad. Drone is 3 tiles away from seeing spec, reload and OW. Though I'm expecting to take a stun.

Drone stuns assault. Officer attempts 2% shot at gunner - miss. Dazed Trooper just moves. Other Trooper advances and OW. Threatens flank on assault next turn.

Turn 5, Gunner moves to not be flanked and misses Drone. Mission will now get scrappy. Aid Protocol shinobi and shoot Drone. Oh, that killed it. I was prepared to smoke it along with my assault then frag it next turn. Sniper reloads and smokes assault and where the shinobi will run the OW. Trooper misses OW at 20%. Shinobi grazes Officer for 4. Now shinobi should get shot twice in the flank.

Trooper flanks assault and misses 38% shot. Officer runs into "better" cover and marks shinobi. No-longer-dazed Trooper hits 65% shot for 4 on shinobi.

Turn 6, Gunner opens door and shoots Officer in the back for 6, dead. 100% snipe on the flanking Trooper because it flanked itself. DfA into holo on the other Trooper for 96% Fleche.

Turn 7, regroup and loot.

Pod 4 [Viper, Sentry] walks in. No alert actions. I should have OW on my spec instead of reloading.

Turn 8, assault risks Run & Gun on snek. Pod 2 activated. DfA snipe for 68% on Pod 2's Sentry in high cover that's flanking assault. Kill. DfA into smoke for the spec and gunner's future positions. Spec walks to car and frags snek. That guarantees shotgun kills snek. Gunner suppresses Pod 4's Sentry. 3 HP shinobi moves to high cover and flashes Engineer that will get an easy flank on assault.

Sentry takes 4% shot on shinobi - miss. Dazed Engineer walks around and OW.

Turn 9, 100% snipe the Engineer that flanked itself - graze for 2 but cancels OW. Assault hits 74% stungun on Sentry. Fleche the Engineer.

Turn 10, sniper walks and holos. Gunner walks to crate and hits 74% shot to kill. Assume everything is dead now - dangerous assumption but I need to hurry.

RNF Turn 1, OW fails to kill anything. Need to mop up while DfA sniper comes. Scratch that, kill a Sentry and flash 2 Troopers.

RNF Turn 2, no OW to greet the new arrivals, but no need. LR troll the OW and get out.

Wounded: LCpl Shinobi - 15d

Loot:
- $99
- 5 alloy
- Depth Perception
- Laser Sight x2

DfA sniper is 1st Sgt.


Now, immediately send this squad (replace the shinobi with 2nd spec) to the V.Light hack mission. May not be a great idea, but it's a hack so abort is possible. AP rounds bought for sniper. Also, 2 medkits on front line units since sneks are showing up. There is only 1 frag among the 5, kinda worrying.

Also, get the Power Relay building.

AWC: Walk Fire learnt by technical. Get the sniper here to learn Deadshot.

GTS built. Rookies training:
- 15 Mob 64 Aim -2 Def 4 HP -> Technical
- 15 Mob 64 Aim 4 Def 4 HP 10 Dodge -> Shinobi

Vulture bought for $150. Remaining funds (before selling junk): $24

Set Engineer from GTS to speed up Power Relay. Hmm, black market visit says I don't have enough junk to sell off for... actually I do. I don't NEED these Def PCS as much as I value them. Buy Wet Work ($0 to spare) in time for the next few missions.

Switch New Arctic to Intel. Move to scan there. I'm in no hurry to liberate East Asia. It is Apr 17 and the next mission has just hit 100%.
My three 8-man GOp squad Commander campaigns:
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Psieye
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Joined: Thu Apr 06, 2017 12:27 am

Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

Destroy Alien Relay, New Arctic, Str 1, 100% infil, 5-man, E.Light

Featuring:
- "Wizard" the Cpl Grenadier who will go in officer tube as soon as I upgrade GTS (following funds). Therefore she must not take any wounds this mission and try to get promoted too.

Turn 1, Pod 1 [Sectoid, Drone] walks into view after squad saw nothing. Solo Drone flies in to flank squad. Action!

Turn 2, shotgun grazes solo Drone for 1. Gunner finishes solo Drone. Frag Pod 1's Drone and spec shoots... to graze. It's at 1 HP. "Wizard" SMG taps it for 1. Kill.

Sectoid runs away. In the most stupid direction possible: towards the squad, flanking itself.

Turn 3, gunner and spec kill Sectoid. Regroup, reload, do not advance.

Turn 4, assault walks into pod 2 [Sectoid, Drone]. Grenadiers double frag Sectoid down to 2. Hack stun the Drone. Suppress the Sectoid. Assault hunkers - do not OW when a Sectoid is watching.

Sectoid panics "Wizard".

Turn 5, assault frags Sectoid (and loot). Spec throws evac flare (4 turns) and shoots Drone. Gunner oneshots Drone at 54% hit chance.

Turn 6, regroup and reload. Grenadiers have 1 frag each.

Pod 3 [Gunner, Trooper, Drone] walks in. Gunner down to 1 HP after spec's OW. Orange-alert tazer hits spec. Gunner OW.

Turn 7, Run & Gun to LR cancel the OW. Dazed spec misses 52% flank shot on Trooper. Grenadier frags Drone for 95% shotgun shot to kill it. "Wizard" rapid smokes everyone except assault and frags the 1 HP Gunner (and loot). Suppress the Trooper (but not from flank).

Gunner misses 44% shot when Trooper runs suppression. Trooper misses assault.

Turn 8, shotgun-to-face through high cover: 75% hits.

Turn 9, RNF bucket red. 2 SMG shots on Relay by no-frag grenadiers. Everyone else OW.

RNF [Trooper, Engineer] lands. Trooper dies. Engineer at 3.

Turn 10, spec and grenadier both graze to finish Engineer.

Turn 12, squad out. Flawless.

Loot:
- Elerium Core
- +10 Hack PCS

This core is significant: I was prepared to render my one Sectoid corpse for elerium to research Adv Laser. I'm at 9 Elerium.

PoI is 2d Engineer. It is 17 Apr, I should fly over on 21 Apr.

Supply Train coming to East Asia in 9h. Ok, soon it will be time for Troop Column harvesting.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd
Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

Jailbreak, New Arctic, E.Light, 93% infil, 6-man, 24 turn limit

Turn 1, gather around a ladder. Can't risk seeing something when half the squad can't reach the roof.

Turn 2, no contact. Something heard in front.

Turn 3, squaddie sniper sees nothing on path back to evac. Still no contact.

Turn 4, see 1 Drone.

Drone flies to block squad with detection range.

Turn 5, snipe grazes for 1 on Drone. Shinobi revealed by forward scamper. Squaddie sniper kills Drone. Assault and spec move forward slightly. Technical and shinobi take detour up a roof.

Turn 6, take it slow to regroup.

Turn 7, Pod 1 [Officer, Sentry, Drone] spotted by assault. Officer has flanked itself to half the squad's walking distance. Squaddie sniper holos Officer. 84% hack on Drone succeeds: stunned. Shoot officer in flank with technical for 4, snapshot... grazes for 2. Well shit. Shotgun at 55% misses drone. Move shinobi forwards to high cover (that could have gone so badly if it activated another pod).

Pod 2 [Trooper x2, Officer] walks in. Officer gets in cover and marks technical. Orange-alert graze on Technical.

Turn 8, squaddie rocket hits Officer for 3 and Trooper for 2. Squaddie sniper hits Drone for 3. Snipe Pod 2's rocket-exposed Officer dead. LR cancel Sentry's OW and shotgun the Drone. Fleche Pod 1's Officer. Spec risk-dashes up roof to get closer to jail and out of sight.

Solo Drone flies in. Trooper 1 moves back and OW. Sentry misses technical. Trooper 2 misses snapshot sniper.

Turn 9, Trooper 2 is in flame range: killed. LR cancel OW, pick up loot. Squaddie sniper hits Drone for 2. Fleche grazes Drone for 1. Run & Gun into high cover and frag Drone dead. Snapshot sniper reloads and smokes self and technical. Spec moves unseen to jail.

Trooper 1 is burning from after-rocket fire. Sentry reloads, misses assault and OW.

Turn 10, LR cancel OW. Fleche Sentry. Assault loots. Squaddie sniper reload and holo Trooper 1. Save flame charge for the RNF, just OW with technical. Hack jail, 55% for +1 rebel succeeds. Snapshot sniper dash back.

Trooper burns for 2, technical misses OW at 55%.

Turn 11, RNF go red. Put the burning Trooper out of misery with shotgun.

RNF [Sectoid, Engineer]. Sectoid takes 5 from 2 OW.

Turn 12, holo Sectoid, 3 bad shots fail to kill it, Fleche it dead.

Engineer flashes shinobi.

Turn 13, Run & Gun the Engineer (huh, basic Laser Sight is +15% crit at point blank) - 100% crit with Close & Personal.

Turn 14, RNF go yellow again. Predict RNF 2 will land on turn 17.

Turn 15, VIPs out.

Turn 16, RNF go red. Must hold out for assault to run back. OW camp.

RNF 2 lands out of sight.

Turn 17, squad out. Flawless.

Loot:
- Stock x2 (omgyes)
- Laser sight
- Magazine

3 new rebels in New Arctic. Now, I must remember to fly to PoI in 4 days.
My three 8-man GOp squad Commander campaigns:
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2nd
3rd
Psieye
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Joined: Thu Apr 06, 2017 12:27 am

Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

Intel mini-retal happen. Laser weapons achieved. Now, who to send for extra EXP... 2 sniper, 3 spec, 1 tech, 1 shinobi, "Wizard" the Quick Study grenadier who needs to hit Sgt ASAP. The advisor is a Cpl Technical. Give the prototype laser rifle to an OW spec.

Turn 1, uh huh, shinobi spots pod 1 [Engineer, Sentry x2, Gunner, Trooper]. Move whoever I can into an OW camp at edge of vision. Holo the Gunner and a Sentry. Snapshot the Trooper dead. Laser OW misses 1 and kills a Sentry. Huh, the Gunner just scampered to a truly stupid position. Frag the Sentry and Gunner for 3 each. Non-OW spec walks to flank Gunner and kills it. Why are most of the rebels armed with shotguns?

Pod 2 [Viper, Trooper, Sentry, Engineer] walks in from the side... dammit more like behind. Good thing I didn't trigger them while taking position. Snek eats OW for 4. Pod 1's Engineer takes OW for 3, misses the advisor technical. 1 HP Sentry grazes non-OW spec for 2.

Turn 2, non-OW spec Aid Protocols technical (with Walk Fire) then frags Pod 1's Sentry dead (canceling OW). "Wizard" frags Sentry and Engineer for 2 each. Advisor technical burns Pod 1's Engineer dead after rebel scouts flank is clear. Snapshot the snek for... 3 (graze). Fine, Walk Fire that 1 HP snek - 100%. Laser spec shoots gas tank, killing Engineer (it had an easy flashbang choice). RT sniper moves out of sight and smokes other sniper, "Wizard" and technical. Sniper now guaranteed to not get shot because also in high cover.

Pod 2 Trooper takes really stupid cover to shoot at Laser spec - miss. Sentry dies to OW even with graze.

Turn 3, snipe the Trooper in the back. Shinobi sees pod 3 [Lancer, Sectoid, Sentry, Drone] near the relay. Move rebels to OW, dash squad to catch up.

Sectoid eats 3 from OW to activate. Then gets shotgun OW for 5 because rebel was behind the garage door. Drone also dies to shotgun OW. Lancer orange-alert shoots rebel for 3, still has 2 HP left.

Turn 4, frag Lancer, Fleche it dead. Rebel shotgun-to-face kills Sentry. RNF was only at yellow, mission over. Only wound: rebel.

Loot:
- 3 core
- Combat Rush PCS
- +1 HP PCS

"Wizard" did not get a promotion. No matter, selling cores to put her in officer tube. Focus Fire will take 4d.

Adv Laser begins, 8d. AWC finishes Deadshot for sniper. RT sniper begins learning Volatile Mix.
My three 8-man GOp squad Commander campaigns:
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3rd
Psieye
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Joined: Thu Apr 06, 2017 12:27 am

Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

"Hack Train for Intel Package", Str 4, 100% infil, 5-man

Might have to abort this one halfway through. While this is a high-rank team, it may not be enough.

Turn 1, gunner looks at roof as first action: clear. Lamp reward might make this mission worth it: alloys. Pod 1 spotted to the flank with a Mec. Sigh, as soon as concealment breaks we're throwing the flare.

Pod 2 [Sentry, Engineer, Drone] comes in from the other side. Pod 3 [Officer, Sentry] from the front.

Turn 2, ok we're surrounded by in concealment. Give up on the hack objective but I still want something out of this mission. I have exactly 1 frag in this team. We can't fight that Mec safely. Full on retreat to a corner.

Turn 4, move around to ambush pod 2 if it patrols back.

Pod 2 comes back.

Turn 5, Trench Gun on pod 2: Sentry overkilled, Drone at 1 HP, Engineer at 3 HP. OW kills the rest. Evac flare and hack.

Turn 6, OW camp at flare.

Turn 9, hack lamp for alloy, squad out. No wounded.

Loot:
- 10 alloy
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd
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SonnyWiFiHr
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Re: New 8-man GOp campaign - 1.5 Commander

Post by SonnyWiFiHr »

Are we playing same game ?
Your soldiers have better stats than mine. :lol: :lol: :lol:
I had to save scum 120 times to have mediocre. I was actually tried to tweak toolbox - then after tweaking I found green text - reversable.
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Psieye
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Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

- Apr 20 -

Propaganda, 1d 5h = skip. S&G, 8d 13h in Str 1 = 6-man.

Ah, Tactical DE detected: 6d, V.Light, Str 4, recover item to counter Hard Target. 2 sniper, 2 spec, 1 gunner, 1 technical. Will boost.

Strategic DE: Air Patrols slips through my intel in East Asia. Well crap, I was just about to contact West Asia after this. Ah well, it's a 6-man haven, it'll be bearable.

Fly to PoI. Excavation and Power Relay complete. Begin PG, put Engineer on there.

- Apr 21 -

Supply Train coming to East Asia. Oook, still gonna boost to stop that Tactical DE.

S&G 8d 18h in East Asia which will be Str 5. Let me wait 3h for my officer to come out of tube. Ok, I lack shinobi or snipers. It is time to get silly: 3 assault (they all have LR), no-frags grenadier officer, ranger, technical.

Finish PoI scan, get Engineer, put him on Excavation of power coil.

- Apr 22 -

West Asia contacted. Lib 2, 3d 8h for Cpl Grenadier = skip.

- Apr 23 -

Troop Column, 8d 7h. Let's see... 3d 23h for 1 sniper to be free, 1d 18h for 2 snipers to be free. Ah and there's my RT sniper out from the AWC tube. Who's next... the specialist to learn Quick Study.

- Apr 24 -

Lib 1, 5d 2h in New Arctic. I can scrape together another 5-man to boost that for. Ok, sell 3 alloy to build another laser rifle and go.

West Asia detects "Scientist in jail", 8d 8h, Str 1. If I slightly undercut infiltration on the S&G in New Arctic, I should be able to make it for this one.

- Apr 25 -

Counter the Tactical DE, recover item, 101% infil, 6-man vs Light

Turn 1, no contact. Hard decision on which way to send my DfA sniper. Taking risk and going for the good high ground. Will have to scout that direction carefully. I have no shinobi or any SMG user.

Turn 2, yep, I hear a Mec. DfA sniper has the AP rounds. Pod 1 [Officer, Trooper, Engineer] spotted. Inconveniently positioned to the flank. There's a kill zone I have in mind and if that pod doesn't come in there, I can't fight it effectively. I'll commit to it though, don't want them flanking me later. That means my DfA sniper wasted his moves.

Turn 3, OW spec sets up, flash bang to activate pod 1. Officer gets oneshot by high roll laser OW. Trooper gets oneshot. Engineer gets suppressed.

Engineer hunkers.

Turn 4, scout front with snapshot sniper. There we go, pod 2 [Mec, Trooper] activates. Of course the Mec manages to scamper to somewhere the DfA sniper (on ground) can't see. DfA sniper climbs onto shipping container and hunkers. Laser spec Aid Protocols the DfA and then frags Engineer - highroll oneshots it. Fortify the technical and OW behind high cover. Move the CP spec towards Mec then hunker behind high cover. Snapshot sniper hunkers in low cover, should be out of sight of Mec. Gunner loots then moves away - completely unseen.

Mec walks over and suppresses snapshot sniper. Trooper OWs from behind.

Turn 5, gunner suppress Trooper from edge of vision. Throw evac flare, it won't be in range of the objective. DfA low rolls for 4 on Mec. No longer suppressed, snapshot sniper finishes Mec at 83% to hit. Fog of war glitch, see 4 more gathered around the objective. Aggressively move the CP spec forward, need to reach that hack objective. He's beyond reach of the Trooper for a flank though. Technical runs up a tower that's more suited for a sniper.

Pod 3 [Engineer, Sentry] runs in. Grazes technical for 1. Suppressed Trooper takes a 4% shot and misses CP spec.

Turn 6, ok, I can remote-hack the objective from just a little beyond the CP spec's blue move range. 3 turns on timer, this'll work out. DfA lands 72% shot on Sentry behind high cover. Rocket the remaining 2 Advent. Trooper outright dies. Engineer's cover is blown. Snapshot the Engineer dead. Setup position for the 4 up ahead.

Sectoid orange-alert rez zombie.

Turn 7, CP spec moves to hack range then hunkers. Gunner flashbangs Sectoid to guarantee the spec won't be interrupted next turn. DfA snipe a Sentry at 97% then start moving towards evac. Snapshot sniper smokes the CP spec. Aid Protocol the CP spec. Technical hunkers.

Gunner gives up and OW without moving. Trooper takes 11% shot on gunner and misses. Sectoid flanks itself to DfA and OW.

Turn 8, hack objective get the 50% reward for small intel then flashbang the Sectoid and Trooper. Gunner suppresses enemy Gunner. Lamp hack at 41% succeeds on large intel. DfA does not shoot: must run to evac. Everyone else OW camp.

RNF [Engineer, Sentry] arrive, nothing dies to OW due to tower being in the way. Suppressed Gunner hunkers. Sectoid grazes CP spec for 1. Trooper grazes CP spec for 1.

Turn 9, kill the RNF while getting out. Flawless.

Loot:
- Scope
- Magazine
- Auto Loader
- Laser Sight
- 10+25 Intel (in addition to mission reward)

New PoI: "assorted loot" 2d

Time to Troop Column. I can 6-man and still 100% within 6d 7h. I don't have a shinobi so I won't underinfiltrate. Replace technical with RT guy and off they go.
My three 8-man GOp squad Commander campaigns:
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Psieye
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Joined: Thu Apr 06, 2017 12:27 am

Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

Rookies roll off GTS tubes, new ones go in.
- 15 Mob 67 Aim -2 Def 4 HP technical. Access to Low Profile, Aim, Rapid Deployment // Volatile Mix, Bombardier, Full Kit. Smoke tank.
- 15 Mob 66 Aim 4 Def 12 Dodge 9 Hack shinobi. Could have been a spec, but I need more shinobi. Access to Smoker, Aim, CuP // HEAT, Center Mass, Combat Fitness

PoI loot:
- Advanced Stock
- Def PCS
- Magazine

- Apr 27 -

West Asia Lib 1, 2d 16h = skip

New Arctic: +1 to the recruit pool

Adv. Laser finished. Start Officer autopsy.

Crap I let the S&G in New Arctic reach 98%, I should have started it earlier.

E.Light, 4 crates, evac is near start.

Turn 3, pod 1[ Engineer, Rockteer, Trooper]. Frag them all: Engineer and Trooper die. Rocketeer at 1. Because Rocketeer didn't see anyone, decided to take self-flanking cover. Shinobi yellow moves to scout flank: there's a Sectoid over there. Spec kills Rocketeer. Move around outside Sectoid's vision.

Pod 2 [Sectoid x3] walks back into building and sees spec to activate. Pod 3 [Trooper, Sentry, Engineer] also walks in (hate this big rock platform that blocks LoS before the building). Trooper dies to gunner OW. Engineer orange-alert shoots spec for 3. Sectoid mind controls spec. Other Sectoid rez zombie.

Turn 4, Fleche the mind controlling Sectoid. Sniper and gunner take down the Sectoid that didn't realise it was exposed. Assault and grenadier dash forward to position that can't be flanked next turn (thank you laser beam window). Spec retreats out of sight and Aid Protocol on shinobi.

Engineer takes 3% shot on shinobi - miss. Sectoid rez zombie without moving. Sentry take 8% shot and miss.

Turn 5, Run & Gun to LR cancel Sentry's OW and kill it (91% shot because Engineer forces a distant position). Holo the Sectoid, frag it with spec then Fleche it through window - laser bars don't stop sword! Everyone else dash towards loot: there's no other enemy.

Engineer misses assault. Is also standing with back to half the squad.

Turn 6, shotgun-to-face on Engineer. Loot crates and get out.

Wounded: LCpl spec 10d - the non-OW spec I wanted to raise quickly. Ah well.

Loot:
- $67
- 12 alloy
- 5 elerium core
- Data Cache
- +3 Psi PCS
- Laser Sight

Send this squad to get the Scientist from jail. It'll be 93%, should be fine as West Asia is Str 1. Get 1 laser SMG (for Center Mass grenadier) and sniper rifle for this squad. No spec available, can't be helped.

Yes, a Center Mass grenadier. Because 16 Mob and will get Hail of Bullets later.
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Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

SonnyWiFiHr wrote: Your soldiers have better stats than mine.
There is a job for any statted soldier. I can't afford to be picky just because their stats are subpar. Anyone can wear armour, pick up loot and hunker. With Commander's Choice or GTS, anyone can pilot a drone or point a holotargeter. Nobody is a bad soldier in my barracks when I pick classes. If I get a weird-statted soldier from a mission reward or something, then they can still be useful for hunkering where I need a tank.
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Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

- 28 Apr -

"Destroy Relay to prevent data leak", 5d 18h, Str 5, Light

I will treat that as an invitation to form the 8-man GOp squad. Troop Column is 3d 11h away to 100%. 6-man S&G in East Asia will hit 100% in 1d but I can keep going for 2d 1h.

AWC Quick Study finishes, send this LCpl specialist to the officer tube. Pull out the Cpl technical I made an advisor just to keep him for this moment - AWC tube for Sprinter (he's at 14 Mob).

Switch 1 rebel in East Asia to Supply: next supply drop is 5d away.

Boost Lib 1 in New Arctic. 95% infil is good enough. Go.

5-man with no snipers. Why did I bring a shinobi? Especially as this is that map with the caravan in the parking lot and a huge building that's great for sniping.


Turn 1, 2 solo Drones and Pod 1 of 2 spotted on the last move.

Turn 2, OW spec (with laser) sets up such that only by turning the corner of tall car will the Drone be shot. Technical on roof of shopping mall shoots Drone 1. Spec, shaken technical and gunner all need to shoot to finish off that one Drone.

Drone 2 walks in, eats OW spec's 2nd shot for 1 (graze again).

Turn 3, rooftop shot hits for 1. Shaken technical again fails to get a kill so gunner has to finish Drone 2 off as well. OW spec reloads and OW again. Shinobi has spotted next pod so can't move forward.

Sidewinder! They've started appearing. Pod 2 is [Sentry, Sidewinder, Trooper]. Orange-alert shoots gunner for 2. Sidewinder and Sentry both enter OW.

Turn 4, take the risk: FitH rocket from roof to 2 tiles away from the shaken technical. Sidewinder down to 3, Sentry down to 1. Sentry dies with loot. Sidewinder takes 2 and is burning. Fleche Pod 2's Trooper so I don't have to Aid Protocol the technical. Drat, Pod 3 [Rocketeer, Drone] activates. Far away though. Throw evac flare, gonna be 5 turns, exactly the same as the objective timer.

Sidewinder drops loot after burn damage. Pod 1 [Officer, Rocketeer] heard that rocket and come in from... behind now. Rocketeer grazed by OW spec. Officer marks shaken technical. Shinobi stunned by drone - real bad given Pod 3's Rocketeer is watching.

Turn 5, frag from roof guarantees Pod 1'd Rocketeer dies. Shaken technical rockets Officer which blows up car - 5 + 5 damage gibs it. Laser spec and gunner take down Drone.

Rocketeer senselessly stands still and shoots the shinobi at 13% - miss.

Turn 6, gunner moves up and flashbangs Rocketeer. Once shinobi wakes up, it'll die. Spec must dash for objective.

Rocketeer moves 1 tile and OW. Bad move.

Turn 7, reload and suppress Rocketeer to cancel OW. Spec dashes to hack angle (directly adjacent).

Turn 8, succeed at 38% reward of large alloys.

Turn 9, RNF go red. OW camp so spec has a shot at 30% lamp hack for PCS.

Turn 10, succeed. Squad out. Flawless.

Loot:
- Impact Fields PCS
- Magazine
- Adv Scope
- Elite Suppressor
- Adv Magazine
- 20 alloy


PG finished, begin Alloy Plating with no Engineer.

Switch West Asia to Recruit. Sell Data Cache, psi PCS and 3 cores: $127

Huh, East Asia S&G is still at Heavy despite being 93%. Abort, too much Str increase.
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Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

- 30 Apr -

West Asia, Propaganda, 3d 1h = skip. Not when I don't have an 8-man squad.

"Extract Cpl Gunner from City", 2d 2h. Yeah no, that's not gonna happen. I knew it was too late to bother with more Intel. Nice to know when I need to switch back.

- 1 May -

LCpl spec becomes officer. That S&G attempt in East Asia has thrown me off schedule. "Wizard" is still a Cpl. Oh well, make a shinobi officer for now.

Excavation complete. Now all 3 Engineers are working on the power coil. $209 so the 8-man GOp squad will get its gear soon.


V.Light Troop Column, 100%, 6-man (3 snipers, no shinobi)

Start on church roof.

Turn 1, Pod 1 [Sectoid, Engineer, Gunner, Trooper] up ahead.

Pod 1 comes closer. Pod 2 [Sentry, Engineer, Drone] also shows up.

Turn 2, not the time. Wait.

Both pods come closer.

Turn 3, wait.

Pod 3 [Viper x3] comes into view. Pod 2 comes ever closer.

Turn 4, wait.

Pod 3 slithers away. Pod 2 walks away. Pod 1 back tracing. Pod 4 [Viper, Sectoid] spotted. Conclusion: this is not the place to ambush.

Turn 5~7(?), reposition.

Turn 8, pod 4 in sight again. OW spec is the tank. Get the snipers in position - the high ground has long been given up.

Turn 9, holo the Sectoid. OW spec sets up. Sectoid crit for 8, dead. That's the only threat I can't neutralise by pumping Def. Snek dies to 2 OW shots. Drops loot, but it'll be ignored.

Turn 10, there's a guard post to take as high ground. DfA sniper moving out.

Turn 11, DfA repositioning.

Turn 12, DfA in position.

Pod 1 walks in. Sentry dies, Sectoid takes 6 from OW spec. Engineer dies to gunner's OW.

Turn 13, holo the Sectoid and Trooper. 91% snipe on Sectoid through high cover - crit. Snapshot sniper kills Trooper (57% shot) from well beyond snapshot range.

Turn 14, slightly advance. The other 2 pods were seen to patrol ahead of here.

Turn 15, gunner is now tank. OW spec dashes out of possible vision if pod comes from front. DfA moves to new roof.

Turn 16, fuck - bad positioning for Pod 3. They're active now and threatening flanks. Gunner runs out of view. Aid Protocol him just in case and OW with the laser spec. Smoke the snipers just in case.

Pod 2 walks in. Engineer and Drone get oneshot by laser spec. Said spec gets grazed for 2 by snek.

Turn 17, Laser spec moves and OW, seeing 2 sneks. One is exposed to the snipers - RT and double snipe it dead. Aid Protocol the laser spec. Gunner runs out of sight.

Snek A takes 3 from CP spec's OW to reach high cover. Takes 15% shot at him and misses. Snek B takes 2 from laser, reaches gunner and tongues him. Sentry dies to laser through window.

Turn 18, holo Snek A, snipe graze for 4, and again for 3 - dead. Laser spec (no ammo) Snek B. Knife it with then run gunner away.

Dazed Snek hits for 2 on gunner.

Turn 19, Snek now visible to snipers. 53% shot hits. Flawless.

Loot:
- 1 core
- Adv Auto Loader
- 6 Alloy
- 7 Elerium
- $21

Corpses:
- 2 Sectoid
- 4 Snek
- 5 Trooper
- 1 Drone

8-man GOp squad is born. Items built for this declaration:
- 2 Laser Lance
- 3 Laser Rifle
- 1 AP Rounds
- 1 Laser SMG

3 sniper, 2 shinobi, 2 spec, "Wizard". They have 2d 3h to infiltrate as much as they can to prevent a retal.

Supply Drop #3 reveals: 100% of $2 was sabotaged by Faceless. Ok, East Asia has some serious cleanup to do. Almost tempted to let the retal happen so I can root out these Faceless. Oh and Rapid Response + Vigilance is under preparation.
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Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

- May 3 -

"Scientist in Jail", Str 1, E.Light, 91% infil

5-man with no spec or shinobi. Evac is exactly at the starting point. 18 turn limit.

Turn 1, 2 solo Drones spotted. I think I saw 2 enemies just ahead too. Dash the snapshot sniper to where enemies would be tempted to get squadsight flanked.

Drone 2 flies away. Drone 1 flies sideways, still in sight.

Turn 2, move gunner up, no contact. Time to camp this turn. Snipe Drone 1 for 9.

Turn 3, move grenadier up. Ah, Drone 2 was part of pod 1 [Drone, Rocketeer, Gunner]. Ok sure. Snipe the Drone dead. Assault moves to check flank and get near loot - no contact. Hunker. Move everyone else out of sight and OW.

Rocketeer moves to edge of vision. Gunner eats OW graze for 3.

Turn 4, assault loots and activates pod 2 [Viper, Sectoid]. Snipe rocketeer in the flank - miss at 79%. Rocket the Rocketeer for 1 and gib the Gunner (plus loot). I'd hoped the car next to the Rocketeer would blow up now but it won't. Move gunner up to closer high cover and finish Gunner in the flank. Assault climbs up to roof and drops down to 1st floor (above ground floor) of building. Grenadier hunker in high cover and far away from Sectoid.

Zombie rez. Right next to burning car. Snek spit on assault who has a medkit.

Turn 5, zombie dies from car explosion. Gunner misses Snek's flank at 71%. Assault hunkers without moving. Grenadier dashes close to above assault and out of sight. Well ok, the Snek saw him briefly so Snek will know where he is (I assume). Technical runs well out of sight.

Sectoid moves in and panics gunner. Fucking snek tongued through the ceiling to grab hunkered assault.

Turn 6, technical comes in and flashes Sectoid and Snek. Assault moves to high cover against Secotid (point blank) and shotguns Snek - crit for 6. Grenadier jumps down from roof and arrives next to Snek (high cover inbetween). SMGs at 52% to kill - yeah I took a risk when I could have fragged but I wanted the cover against dazed Sectoid. Oh and Snek dropped loot. Sniper OW in case Sectoid tries to flank the assault and grenadier.

Sectoid OW.

Turn 7, shotgun-to-face around high cover at 78% crits for 6. Grenadier moves forward and SMGs at range 2 for 95% hit chance: Sectoid drops loot. This took too long, need to risk dashing into the unknown.

Pod 3 [Officer, Lancer, Engineer] runs in. Orange-alert shots miss gunner and grenadier (both in low cover).

Turn 8, Lancer is taking cover behind a glass billboard. Grenadier moves to high cover and frags it away. Snipe the exposed Lancer. Squaddie technical runs in to flame the Engineer, succeeds in burn. Gunner suppresses Officer inside building. Dash assault closer to high cover.

Engineer burns to death. Officer shoots at 23% and misses technical behind low cover.

Turn 9, technical frags Officer for Run & Gun to guarantee the kill. Get loot.

Turn 10, assault opens jail.

Turn 11, RNF go red.

RNF drops out of sight. Maybe on other side of jail building?

Turn 12, run away.

Turn 14, squad out. Flawless.

Loot:
- +15 Will PCS
- +1 Mob PCS
- Adv Suppressor
- Adv Stock
- Suppressor
- Hyper-Reactive Pupils PCS
- Elerium Core x2

VIP Scientist. PoI is alloy for 2d. Must fly over around May 7.

Rapid Response kicks in. Oh and East Asia is at Str 4 now, the Troop Column succeeded its 50% roll.
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Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

May 3 - 3d 23h Lib 2 in New Arctic: V.Light for Cpl Grenadier. We'll see if the 8-man GOp squad is up for it.


8-man GOp squad vs Moderate-Heavy "Destroy Relay to stop full retal", 19% infil, Str 4

Bronzeman reload happened after measuring when RNF arrives with Rapid Response: 4 turns after breaking stealth. Given these are 5-man RNF, this might not be a winnable mission. I still need to fight some before leaving. For the record, this is what happened:

==============

Turn 1, the first blue move by rifle shinobi sees pod 1 of 4(?) and pod 2 which includes a Mec. Move squad in other direction, towards corner. Ignore the 12-turn timer.

Pod 1 [Sectoid x2, Sidewinder, Trooper, Sentry] comes closer.

Turn 2, SMG shinobi confirms the rooftop of shop is clear. So much LoS blocking that it may not be a good idea to even fight pod 1 but they're close enough to force the issue. Rifle shinobi still stuck out front.

Pod 1 comes closer.

Turn 3, holo the Sidewinder and both Sectoids. Aid Protocol the OW spec who will probably get flanked from scamper. OW camp - DfA sniper doesn't even get to high ground. Oneshot the Snek. Both Sectoids die. Rifle shinobi reveals to oneshot Trooper in the back. "Wizard" throws evac flare (8 turns) then smokes the OW spec.

Sentry moves back and OW.

Turn 4, DfA sniper has Combat Rush from snapshot sniper's kill. Holo the Sentry and shoot it at 80% to kill it through high cover. SMG shinobi spots pod 3 [Mec x2] up ahead.

Pod 3 comes closer. Pod 2 [Sectoid x2, Naja, Lancer, Drone, Mec] walks into view.

Turn 5, snipe Lancer dead. Drone dies to OW. Holo pod 2's Mec and steady weapon. Instant smoke the rifle shinobi and OW spec then Command the DfA sniper to move and shoot the Mec for 8 on the gas station roof.

Pod 4 [Muton, Engineer, Drone x2, Engineer, Lancer] walks in view of the concealed RT. Pod 3 sees squad. One takes an OW shot for 2 while revealing SMG shinobi. Pod 2's Mec dies to OW spec. Naja misses 25% shot on SMG shinobi in low cover. Sectoid 1 rez zombie. Sectoid 2 fails Mindspin on rifle shinobi.

Turn 6, rifle shinobi shoots gas station Sectoid 1 is hiding behind, hitting for 6. CP spec moves and shoots gas station Naja is behind, hitting for 6 - dead. SMG shinobi Fleches Sectoid 2 for 9 - dead. Snapshot the 6 HP Mec dead. "Wizard" throws a smoke to SMG shinobi, who is flanked by 2 HP Sectoid 1. Blasted thing is still in high cover. Laser spec and DfA sniper OW to intercept Pod 3's Mec.

Pod 4 runs in. Drone dies to DfA. SMG grenadier counters zombie for 5. Sectoid panics SMG shinobi. Pod 3's Mec gets a flank shot on DfA, crit. Somehow he still has HP. Muton orange-shoots CP spec for 3. Gunner orange-suppresses him. Lancer orange-shoots for miss at 29%. Engineer orange-shoots snapshot sniper at 28% - miss.

Turn 7, car finally blows up killing Pod 2's Sectoid 1. OW spec reloads and shoots pod 3's Mec for 1. Rifle shinobi hits it for 3. That guarantees DfA sniper gets the kill so he can move back. Run snapshot sniper far back. Smoke the two specs. CP spec Aid Protocol self and CP the Drone.

RNF [Rocketeer, Trooper x2, Sentry, Viper] warps in. Lancer whacks CP spec to bleed out. Restart mission.

================

Ok, time to do it right this time: hug a corner. Truly, any high ground is dangerous temptation when up against these numbers. Now, this caravan is really obnoxiously blocking LoS and I foolishly didn't bring a rocket to flatten it.

Turn 1, wait in front of the caravan.

Pod 1 [Sentry, Sectoid x2, Sidewinder, Trooper] comes into view.

Turn 2, specs OW, rifle shinobi breaks stealth to blow up gas station. Trooper dies, Sentry dies. Holo Sectoid and Sidewinder. Oneshot the Sidewinder at 83%. Graze Sectoid for 4, the one that wasn't standing next to gas station. "Wizard" evac flares and smokes the front.

4 HP Sectoid raise zombie while standing next to burning car. Other Sectoid panics rifle shinobi.

Turn 3, car blows up, Sectoid dead. Snapshot sniper blows up gas station to kill other Sectoid. Do not advance.

Mec pair show up. No sniper has LoS.

Turn 4, still sorta-camping at caravan: will OW creep back in case the explosions attract pods to see squad.

Yeah, Mec pair are investigating the noise.

Turn 5, OW camp at edge of Mec pair's vision.

Mec pair run into it. Pod 2 [Sectoid x2, Naja, Lancer, Drone, Mec] come into view, they too are attracted to the noise.

Turn 6, snipe the damaged Mec dead, double CP with Command to kill the other one.

RNF [Muton, Lancer x2, Gunner, Drone] arrives behind squad, revealing SMG shinobi who had come back. Lancer dies. Muton tanks. Pod 2 draws closer.

Turn 7, snapshot Muton's flank for 4. DfA shoots Drone dead. Instant flash the muton and Fleche it. 2 HP Gunner killed by "Wizard" at point blank.

Pod 2 sees DfA sniper (I think). Scamper reveals RT sniper who was holo trolling from the side. Mec orange-shoots him down to 1.

Turn 8, snapshot sniper nails the Drone. DfA oneshots the Mec. Medbot the RT sniper. He dashes back. Smoke and Aid Protocol for him.

RT sniper gets mind controlled. Lancer sees snapshot sniper's flank, lands hit. Naja finishes him to bleedout.

Turn 9, RNF go red. Aid Protocol the SMG shinobi and Fleche with him on the Lancer. CP spec picks up bleeding sniper and goes into high cover + smoke. Rifle shinobi flashes mind controlled RT sniper. "Wizard" smokes the SMG shinobi.

RNF warps in behidn us, again. DfA sniper resists Mindspin. RT sniper made to walk into open and is crit by Sectoid that controlled him - bleeding out.

Turn 10, kill 2 while getting out. 18/37 killed. Operation Hellish Palace is a fail.


Wounded:
- Snapshot sniper, 12d (double Field Surgeon pushed him to 75% HP)
- RT sniper, 22d (only 1 Field Surgeon kicked in, 50% HP)

"Wizard" hit Sgt. Shinobi in officer tube kicked out, time to rush for Trial by Fire.

Full retal arrives, 16h to respond to it. Oh and "Destory Relay for Intel Package" in New Arctic (Str 2), 6d 16h. I'll have to think on how to adapt my campaign to Rapid Response. Initial thought: set West Asia to 100% recruit and East Asia to 100% supply. Or maybe just East Asia switches over.
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Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

Black Market is very interested in Elerium Cores. Right, that's good news for Rapid Deployment month. Sell 4 of 5 for $112. I want to build a Res. Comm. facility but I haven't researched the Res. Radio. Nor do I want that to be next as I need to turn all this alloy into Predator armour.

Replace the 2 wounded snipers with 2 17 Mob assaults. Switch out rifle shinobi for officer spec. Send the 8-man squad to the retal. Everyone has laser tech. Including the advisor, a sniper.


"Find and rally while RNF drop every turn" - 4 turns.

===================

Turn 1, Oscar Mike. CP spec dashes and finds the first Faceless. Run & Gun into a nearby rebel: safe. DfA sniper moves and holos. Send more scouts but don't activate any rebels.

Oh, I forgot Faceless can reveal on their own if nearby. But they don't instant attack! EV spec is safe.

RNF is [Lancer, Sentry, Engineer]

Turn 2, snapshot Sentry in flank: dead. Shoot Engineer in back: dead. Gun to face on Lancer: dead. DfA sniper has 100% hit on Faceless near EV. Shinobi steps on the mine: a 3rd Faceless. EV spec dashes to cover both remaining Faceless.

Drat, RNF is [Sidewinder, Viper x2] and they spawned near EV spec. Shinobi is not hit by Faceless in front of him. Snek B takes 5 from spec.

Turn 3, DfA gets on roof and holo Sidewinder. Sniped in the back by other sniper. Shinobi oneshot snek by Fleche while getting away from full HP Faceless. EV spec dash to cover both snek in rear and half HP Faceless. Dash towards more rebels. Aid Protocol the shinobi.

RNF [Rocketeer, Gunner, Sentry] show up near spec officer. Sentry immediately dies to him. Rocketeer does not get hit. Faceless does not get hit and hits shinobi for 2. Snek dies.

Turn 4, CP spec oneshots Rocketeer in flank. 8 HP Faceless tanks 3 attacks to die, but the DfA gets to move away from flanking Gunner. One of those attacks was shinobi slash - now he shoots the other Faceless for 5. Assault stuns Faceless. Instant flash the Gunner and dash to flank it next turn. Spec officer also gets ready to flank while reloading. Rebels ready to evac out while hunkering in low cover - Gunner cannot shoot them. Oh, didn't realise I could snapshoot the Faceless - dead. Waste of an assault's turn.

RNF [Sectoid, Viper x2] land next to grenadier.

Turn 5, officer spec kills Gunner from flank. Oh really? A 4th Faceless? No wonder my intel was going to shit in East Asia. Just stun it with the assault that found it. Holo and snipe the Sectoid - miss at 70%. 5 rebels get out.

RNF [Rocketeer x2, Lancer] land next to Sectoid. Ok, we're losing control. 2 Sneks are close to us and are the biggest concern. As is that Rocketeer. Zombie raised.

Turn 6, Fleche a Snek down to 1. Run & Gun the other dead. Flash the Sectoid and 1 Rocketeer. Snapshot the other Rocketeer at 81% for kill. Grenadier laser SMGs the Snek dead.

RNF [Sectoid, Mec x2] arrives to flank. Lancer fails to stun CP spec while hitting for 2. Stunned Faceless wakes up and dashes to assault. Dazed Sectoid misses CP spec.

Turn 7, too many won't make it if we start evac'ing now. Double snipe the Faceless dead. Fleche Sectoid dead. Officer spec gun-to-face to kill Rocketeer. CP spec kills Lancer while moving to high cover. Assault A closes door. Assault B dashes up to roof's high cover. Smoke assault B and EV spec.

RNF [Drone, Lancer, Sentry] show up on high ground to side. EV spec misses both shots. 2 specs get suppressed by 2 Mecs - they happen to be furthest away from getting to evac.

Turn 8, 6th Rebel out. Grenadier guaranteed kill on Sentry at 90% - completely out of cover now. Shinobi shoots Drone for 3. Run & Gun to remove Lancer. Other assault frags Mec for 1. Officer spec gives up on moving: Aid Protocol on the assault (closest to being flanked by Mecs) and oneshot the zombie at 82%. Hack stun the Drone.

RNF [Officer, Gunner, Engineer, Rocketeer] show up behind squad. Damn, grenadier KIA. EV spec dazed by Mindspin.

Turn 9, Fleche Rocketeer. Finish Drone with officer spec. Officer, Gunner shot in back. Ignore the Engineer. Mec killed by dazed spec. Utterly reckless shotgun on Mec - down to 3. Smoke that brave assault and get out with DfA sniper.

RNF [Naja, Sectoid x2, Engineer] show up around officer spec. Engineer crits 4 HP CP spec to bleed out. Officer spec is still nowhere near evac. Restart mission.

==================

Blech, the last time I did one of these retals was when I had OP gear and soldiers. Must adapt to having to work for my kills.

Turn 1, ah excellent, the positions of the Faceless are different this time. Good, can't just cheat through the rescue. 1st Faceless found, Fleche and CP spec's shot kill it.

RNF [Trooper, Scout, Sentry] right where the EV spec is - Sentry and Trooper die. Fuck, Scouts are around.

Turn 2, EV spec gun-to-face on Scout for 5. DfA kills and steadies. Rebel 3 tagged safely. 2nd Faceless found by shinobi. Fleche and laser SMG kills it. Rebel 4 tagged.

RNF [Viper, Sectoid x2] show up next to EV spec. Snek takes 6, Sectoid A takes 3 from officer spec.

Turn 3, Snapshot kills Sectoid A. EV spec kills Viper. Rebel 5, 6 and 7 tagged. DfA gets out of flank and smokes both snipers. Sectoid is free to do something. Start moving the assaults back to base. Shinobi still chasing after 1 last rebel in far corner.

RNF [Trooper, Rocketeer, Scout] show up next to EV spec. Trooper does not get hit. Sectoid gets hit for 3 by officer spec while dashing.

Turn 4, DfA kills Trooper. Shinobi stepped on landmine again: 3rd Faceless in far corner. Grenadier instant flash and smoke to support. Shotgun-to-face on Scout. Gun-to-face on Rocketeer - EV spec out of ammo.

RNF [Muton, Drone, Trooper] near EV spec and assault. Sectoid rez zombie after moving. Faceless hits shinobi for 2.

Turn 5, DfA misses 75% shot on Sectoid. 7 rebels out. Assault frags Muton then snapshot it dead. Command that assault to get out of sight. EV spec reload and shoot Droned for 2. Other assault misses 57% shot to finish Drone.

RNF [Officer, Trooper, Lancer] show up near EV spec. Zombie graze assault for 3. Drone shoots assault for 2. Trooper OW.

Turn 6, Medbot the assault. Even dazed, a 62 aim assault can 100% a Trooper. LR cancel OW then shotgun-to-face on Lancer. Snapshot the Sectoid in flank. EV kills Drone. Flash the Officer and Trooper.

RNF [Sectoid, Trooper, Scout] same position again. Sectoid take 2, Trooper, take 2.

Turn 7, everyone except snapshot sniper can get out. Do it, leave a smoke for him to run any OW. Sniper hides out of sight.

Enemy isn't smart enough to OW where everyone must go to.

Turn 8, last soldier out. 17/26 kills.

Wounded: Cpl assault, 15d after double Field Surgeon pushed to 60% HP.

East Asia down to 7 rebels, 0 faceless. Hmm... time to split between recruit and intel/supply. I need to look up the cooldown for Troop Columns.

Wait, Res Comm only needed the 1st tech, not Radio? Crap, get that building immediately. Take 2 Engineers off Excavation to staff the power relay and speed up Res Comm. In fact, take everyone off excavation: we're not going to be building a lab anytime soon now. Go speed up the PG instead.

Reminder to self: go scan that PoI for alloy around May 7.
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Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

Let's see... Troop Column has 18d-24.5d cooldown and is a GOp. Duration is 9d-12d. East Asia's Troop Column was around 18 Apr. Around May 6 is the earliest a Troop Column can start from. Looking at my table I'll settle for 5 on intel to find Troop Columns.

Now, it takes 30 man-days of Recruit to get someone. Supposing I put 7 on Recruit and 1 advisor, that's 30/8 = <4d to get someone new. Wait, East Asia has a radio tower. Factoring in a decent advisor (say, a Cpl) then that's more like 30/~10 ~= 3d. Right, I'll swing East Asia to Recruit for 6 days and then, around May 9, switch 5 rebels to intel.

As for New Arctic's Lib 2 at <4d... my table says a 7-man will need 9d to hit 100%. The mission sheet says Lib 2 has +3 Str modifier and Rapid Deployment is up. I don't see that working out. That bad 8-man mission felt like a Str 7 in a Str 4 region, I'm assuming Rapid Deployment is effectively+3 Str for RNF timers.

I'm going to get behind on liberating unless I want to be reckless. I will wait my time unless a >4d Lib 2 spawns. Air Patrols started in Apr 20, Lib 2 in New Arctic will respawn around May 7, which is also when I want to start scanning at alloy PoI. Yeah, I might miss the next Lib 2 as well. May 10 should be when Res. Comm. finishes so I should begin contacting a new region soon after the PoI is done: preferably one connected to both New Arctic and East Asia as hopefully those hot spots should have drained Str away. I'm assuming all PoI last 7d.

So, my schedule:
> May 3 = East Asia to full recruit, deploy a 5-man to the GOp in New Arctic, scan in West Asia for 4d
> May 7 = fly to PoI
> May 9 = East Asia to 5 intel, rest on recruit
> May 10 = contact new region
My three 8-man GOp squad Commander campaigns:
1st
2nd
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Psieye
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Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

- May 3 -

Put rifle shinobi (Sgt) as East Asia advisor and set all to recruit. 5-man to destroy relay in New Arctic.

- May 5 -

AWC tube finished Sprinter for the Cpl technical that will get Light 'Em Up.

"Scientist from city" 8d 10h, V. Light in East Asia. Ok, this is a hard troll. I'm going to bite. Downsize the 8-man to a 6-man squad and go.

Officer autopsy complete. Visit Black Market. I'm gonna have to sell my last core, I don't have an Officer corpse to make incendiaries and I'm not counting on getting a rendezvous anytime soon. PG will do Hazmat Vest next. Which means I need to make $70 now so I can also research Predator Armour.

Sell core (V. Interested), suppressor and snek corpse (1 of 4) to meet requirements.

S&G V.Light 6d 15h in New Arctic. Do it, even though I don't have a sniper to troll it. Ok, new plan: West Asia to swing entirely to recruiting. I don't have manpower to support another mission. Well I do but it's a motley crew and my entire barracks is built around snipers which I'm lacking. This is a half ballistic 5-man off against V.Light when Scouts, Mutons and Sidewinders are showing up. I don't foresee a nice ending.

Oh forgot to AWC - send a spec in to learn Low Profile in 4d.

New Arctic to full recruit (because both GOps detected). West Asia to full recruit because can't engage anymore missions for the time being. This means every region is currently on recruit. I wonder if I'll get the recruit mini-retal...

Hmm, Res. Comm. is 7d away. Sell 2 more snek bodies to account for the laser rifle I built for the S&G. Go scan the PoI.

- May 6 -

+1 rebel in East Asia.

- May 7 -

PoI gave 17 alloy. S&G in West Asia: 8d 8h E.Light. That's a call to boost a squad somewhere. Alien Relay is at 53% infil. Ok after boost it'll take 17h to 100%.

2 shinobi come out of GTS tubes. No rookies to throw in there (no supplies to spare for more).

- May 8 -

Alloy plating researched. "Wizard" comes out of officer tube. Put her back in for Trial by Fire in 4d.


"Destroy Relay for Intel Package", E. Light, 101% infil, 12-turn limit

Turn 1, sneak around edge of map. That's right, 5-man stealth as close as possible. Evac is 4 turns so a fight is expected but I want the RNF timer to start as late as possible.

Turn 2, pod 1 [Gunner, Drone] spotted. Ok, might have to fight sooner than I wanted. Can't camp long for this pod to walk away. Purposefully not take the high ground with snapshot sniper, don't want to be defensive minded.

Pod moves to directly obstruct. Oh well, fight will begin next turn.

Turn 3, sniper oneshots Gunner. Fucking Drone had to take the long way around and flank my shinobi. Gunner trashes Drone. Throw evac flare. OW camp to not leave sniper behind.

Turn 4, fog bug shows where enemy are: huddled next to Relay. That's fine, we're close to it and can shoot through a window once they're dead. Flare was thrown close by.

Solo Drone from behind, 2 OW shots miss it.

Turn 5, gunner kills Drone. This might be a bad idea, but walk towards relay with shinobi. Nothing, so walk closer with assault. Pod 2 [Naja, Sectoid x2] spotted. Assault walks sideways out of sight. Everyone else OW camp as best as possible.

Pod 3 [Engineer, Drone] walks into view. Laser SMG shot misses. Technical misses OW. Naja can squadsight see Gunner so shoots for 3 (all ablative). Shinobi mind controlled.

Turn 6, RNF go yellow. Clutch rocket removes mind controlling Sectoid's cover while hitting for 1. Engineer also hit for 1. 100% crit chance on Sectoid - blasted for 13. Assault Run & Gun the Naja. Fleche the Sectoid, exposing flank to Engineer and Drone. Area Suppress them.

Solo Drone shows up from far up front. Engineer dies while running suppression. Drone dies while running suppression.

Turn 7, snipe the Drone. Everyone else shoots relay - destroyed.

Turn 8, RNF go red. Squad out. Flawless.

Loot:
- 3 elerium core
- Adv. Stock

So, Rapid Deployment did indeed make this mission feel like a Str 2+3. I can't do a Lib 2 (which bumps Str by +3) with this DE. PoI is 2d for intel.

Replace Cpl shinobi for Sqd shinobi so I have an advisor. Add a spec (fresh out of medbay) to make it 6-man. Send this squad to S&G in West Asia. A 6-man here ties my hands a lot but given Rapid Deployment I don't want to be doing a lot of missions anyway.
My three 8-man GOp squad Commander campaigns:
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3rd
Psieye
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Joined: Thu Apr 06, 2017 12:27 am

Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

- May 9 -

East Asia adds to the rookie pool. Oh well, switch back to full intel. It's Str 5 now. May have to boost to get the scientist out.

West Asia +1 rebel. New Arctic +1 rebel. Switch New Arctic to intel, another mission will have spawned by now. Oh and it's Str 1 now: East Asia sucking in all the legions.

- May 10 -

PoI is 39 intel. AWC tube finishes Low Profile. Boost the scientist mission in East Asia. They can overinfiltrate for 3d 9h. Meaning AWC should find someone else for now: Smoker on a Sqd shinobi.

- May 12 -

It's 2 AM and S&G in New Arctic hit 100%. Do it before it's 7 AM so the next mission spawns fast.

E.Light, 101% infil, 5 crates, evac is halfway between crates and start. Gene Clinic has the crates.

Turn 1, rifle shinobi scouts ahead. Means not moving too far forward as rifle scout is slow.

Pod 1 [Viper, Sectoid x2] walks in. Snek dies to 2 ballistic OW. Both Sectoids green-OW.

Turn 2, Run & Gun to LR cancel both OW and shotgun to face on Sectoid for 6 (did not bring a laser shotgun). Fleche the other Sectoid and loot. Technical misses 74% shot on Sectoid flank. CP it dead: loot dropped.

Turn 3, scout slightly ahead. Regroup.

Turn 4, scout forward, no contact.

Hear enemy inside building.

Turn 5, dash scouting: nothing. Must be camping inside.

Pod 2 [Viper, Sectoid x2] opens door in front of shinobi. Snek and Sectoid in building OW.

Turn 6, ranger laser shoot snek in back for 7 (crit) without triggering OW. LR ignore Sectoid's OW and stun it (89%). Spec rifle-to-face on Snek for 2 - dead. Frag other Sectoid with technical, then Fleche it. Loot.

Turn 7, spec walks to roof. Activates Pod 3 [Scout, Lancer] far down on the ground. Stunned Sectoid takes 3 shots to kill - damn you technical, ranger has to expose himself to shoot (shouldn't be seen by anything). Spec hunkers. Shinobi moves out of sight.

Shinobi slams into spec for 1. Scout climbs up to roof and misses 33% shot.

Turn 8, Fleche the Scout for 5. Sawn-shotgun-to-face on Lancer for 16. Gun-to-face on Scout with spec (wtf 80% hit chance, damn defense). Dead. Loot and out. Flawless. The technical and spec never reloaded. They each shot exactly 3 times.

Loot:
- $121
- 7 alloy
- Adv. Suppressor
- 2 elerium core
- +5 Hack PCS
- Adv. Auto-Loader
- Elite Stock
- Depth Perception PCS
- Adv. Scope

CP spec "Rascal" (17 Mob, -10 Def) hits Sgt. Learn Trojan and give him +10 Hack PCS. Spend $60 to free up the Engineer on the power relay.

Oh, I should set 1 rebel to supply in West Asia. It's 6:30 AM, time to do it now.

Trial by Fire done. Res. Comm. facility done.
My three 8-man GOp squad Commander campaigns:
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3rd
Psieye
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Joined: Thu Apr 06, 2017 12:27 am

Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

- May 12 -

Send Cpl shinobi into officer tube. I can upgrade another tube right away, but I'll wait for the Scientist mission to get the spec officer out.

Contact West US.

- May 13 -

Hazmat research complete. There are no PG projects possible: they all need Officer corpses or weapon attachments.


"Scientist from City", 6-man vs E. Light, Str 5, 158% infil, 22-turn limit (yeah right)

Time to see how suicidal it is to do a Str 5 with Rapid Deployment.

Turn 1, fog bug lets me see where all 3 pods are. Not near the starting point. DASH DASH DASH.

Mec heard.

Turn 2, MOVE MOVE MOVE.

Pod 1 [Sidewinder, Sectoid x2] walks in. EV spec grazes Sectoid for 3. Sidewinder and wounded Sectoid OW.

Turn 3, RNF go yellow. YEAHHHHHHH. Assault LR cancels 2 OW and activates pod 2 [Sectoid, Drone, Trooper x2] and pod 3 [Gunner, Mec]. Shotgun-to-face the Sidewinder. Move, Fortify and rocket kills only a Drone. Aid Protocol the Assault then Hack stun the Mec at 71%. Spec officer Aid Protocol the shinobi who Fleche a Sectoid dead. DfA moves up and smokes. Command (while not in cover) the Assault to Run & Gun a Sectoid at 70% - miss. There was no good cover to get in melee range when there's 4 things that could shoot afterwards. Scientist runs out of sight.

Gunner move and OW. Trooper miss assault. Trooper miss technical. Sectoid A (5 HP) fail mindspin on Shinobi. Sectoid B OW.

Turn 4, AP high roll to oneshot Mec with DfA sniper. LR cancel the 2 OW and crit Sectoid B for 8. Dead. Spec officer kills Sectoid A by flank shot. Is now flanked by a Trooper. Fleche the Gunner. Scientist runs out of sight. Technical sets Trooper on fire for 3 - burning Trooper can't shoot the flanked officer. EV spec dash to roof flanking the non-burning Trooper.

EV spec misses 82% shot on Trooper who then lands 4 on assault.

Turn 5, RNF still yellow. Fleche Trooper dead, loot. Everyone dash towards evac. Scientist out.

Turn 6, RNF is red. Fail lamp hack at 35% for supplies. Half the squad gets out.

RNF has Mec - T1 so it doesn't OW.

Turn 7, kill Mec in 2 shots while leaving. What ridiculous luck. If that Mec hack failed, if that Drone didn't die, if that Mindspin succeeded, if that Mec didn't get oneshot, etc etc.

Wounded: Cpl assault, 14d (87% HP)

Loot:
- +6 Dodge PCS
- +7 Dodge PCS
- Stock
- elerium core
- Magazine

Scientist VIP


Oh and all 3 Engineers are back on Excavating the power coil now. $35 to get 2nd officer tube, put the spec officer in there to beeline for Trial by Fire. I'm now maxed out on power and contacts.

Get PoI: Res. Contacts (lolol). It is May 13.

Hmm +1 rebel in West Asia before 3PM. Looks like recruiting is done in 6h increments.

- May 14 -

Combat Armour done. Sectoid autopsy go: I need mind shields and I have spare Sectoid corpses.

Put the SSgt DfA sniper as advisor to New Arctic. I know there's a Faceless there somewhere and he's too slow to bring to most missions with Rapid Deployment.

West Asia go full recruit, it has $2 collected for Faceless detection.

Sqd Shinobi's Smoker training complete. Send Sgt Technical "Open Fire" into AWC for 10d to learn Light 'Em Up and give him Hyper-Reactive Pupils.

Air Patrols is over. West Asia is now Str 2.

Reminder to self: go scan that PoI around May 18.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd
quarter
Posts: 20
Joined: Tue Apr 11, 2017 5:51 pm

Re: New 8-man GOp campaign - 1.5 Commander

Post by quarter »

Psieye wrote: AWC AlwaysShow says he'll have Quickdraw and Lightning Hands as well as Aim. .
How do you get the AWC Perks to show without having the facility built?
Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

quarter wrote:
Psieye wrote: AWC AlwaysShow says he'll have Quickdraw and Lightning Hands as well as Aim. .
How do you get the AWC Perks to show without having the facility built?
Config/XComLW_AWCPack.ini

Under [LW_AWCPack_Integrated.UIArmory_AWCExpandedPromotion_LW] there's a boolean flag for ALWAYSSHOW. Set to true. I assume you know where the LW2 (mod ID is 844674609) .ini files are.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd
Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

Planning. The S&G in West Asia is <2d away from starting. Contacting West US is <3d from finishing. There's a 2d PoI for +1 contacts.

Decision: choose not to scan West Asia after the S&G finishes. 7 rebels on intel should get something done. West US has 4 rebels. If all of them go recruit with an advisor, that's 30/5 = 6d to find someone. I'll make that advisor a Cpl and let them recruit for 11d. That means giving up on a potential S&G and whatever GOps show up there. Also means vigilance will go down in West US from whatever it starts with. Rapid Deployment means I don't want to do lots of missions so this time should be used to bolster havens. After contacting West US I need to fly straight to the PoI.

Since I can't liberate until June, I don't know which direction to expand. Therefore I'll expand to New India to complete the Asia continent. Once Radio gets researched and somewhere gets liberated, I'll have whatever the continent bonus is. I lack the intel to make a move immediately - I kinda want some to boost in case there's a good Lib 2 somewhere.

I need to decide what to do with my reduced income (because less missions). Once Sectoid autopsy is done, I should tech to EXO suits, meaning I need to keep a core around. Assuming I need to spam EXOs to make up for lost time, I can't get a lab going anytime soon. I still want to excavate this power coil for the elerium. Even if I see amazing psi in the recruit pool, I won't tech to Psi Lab before Adv. Mag.

Why yes, I'm still trying to go for an 8-man GOp squad. This time with a serious tank with Hazmat, Mindshield, Predator.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd
Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: New 8-man GOp campaign - 1.5 Commander

Post by Psieye »

- May 15 -

Jailbreak West Asia, 6h. 3AM. Good to know it's time to switch to intel at 1AM next day, thanks.

Intel mini-retal, 23h, East Asia.

"Hack to prevent Strategic DE", 2d 19h, Light. East Asia. Not happening with Rapid Response. Hidden event, I'll eat it.

Lib 2, East Asia, 13h, Light. Not happening.

West US contacted.

Jailbreak, New Arctic, E.Light for 5 rookies (lol). After I deal with the retal. I'm gonna forget with all the mayhem, set West Asia to full intel now (9PM).

Get the SSgt DfA advisor out of New Arctic. Assemble 6 soldiers to get Trial by Fire'd in this retal. Give Predator and Hazmat to an assault. All-laser except for the shinobi and "Wizard" the Captain grenadier.


Turn 1, what a long way to the relay. Shinobi makes no contact. Suspicious. Rebels trigger nothing while getting into cover and smoking. DfA in as good a position as he'll get from this starting rooftop.

Pod 1 [Lancer, Drone, Scout, Sentry]. Both Lancers die to OW spec. Drone does not get hit. Sentry hit for 4. Pod 2 [Scout, Trooper x2, Gunner] appear from behind... they must have been a few tiles beyond the shinobi's vision as I checked that direction. Technical takes 2 orange-shots for 3+2.

Turn 2, Run & Gun into Trench Gun on Pod 2. Gunner and Trooper dead. Rocket Pod 1 to expose Scout and Sentry. DfA the other Trooper of Pod 2 which was flanking the assault. Focus Fire on Drone and Command the assault to stun at 72% on Scout. Flame pod 1 Scout for 3. Pod 1 Scout and Sentry die to ranger. OW spec reloads and grazes Drone for 2. DfA moves to get LoS on pod 2 Scout. Rebels and advisor (grenadier) OW. Shinobi scouts ahead for no contact.

Drone runs away, revealing next pod's position: where pod 1 came from (sideways to the relay). Snek shoots out of fog on relay for 5, now we know where they are.

Turn 3, finish pod 2 Scout with shotgun-to-face and 63% DfA shot. Loot to activate pod 3 [Gunner x2, Drone from before]. Shinobi glimpses pod 4 [Viper, Sectoid x2, Gunner]. Instant smoke for OW spec and ranger then loot pod 2's drop. Technical who looted comes back to high cover and gets Aid Protocol. Other technical uses medkit on self then OW.

Pod 3, Gunner A moves to edge of vision and OW. Gunner B takes 1% shot on forward technical. Pod 4 snek takes another shot at Relay.

Turn 4, RNF go red. Shinobi spots a completely exposed Sectoid to snipe at 75% crit (elite stock) for 11. Pod 4 now takes cover against the sniper's position. Damn I wish I'd positioned my rebels better to take complete advantage of this. SMG rebel frags pod 4 snek for 4. Advisor grenadier instant smokes self and blows up the glass cover the Gunner hid behind. 68 Aim rifle rebel kills it. Shotgun rebel frag snek for 4, dead. It seems the other pod 4 Sectoid wasn't aware where the sniper was. Command to DfA again for 7.

Meantime, ranger oneshots OW'ing Gunner at 53% then OW. Forward technical, the only visible target for other Gunner, retreats back to smoked roof and OW. Move shinobi back in case Fleche needed. Everyone else OW.

RNF [Gunner, Lancer, Sentry x2] land near pod 3's Gunner (the direction I'm in cover against). Gunner dies. Both Sentry die. Lancer takes 2+2 from 3 OW shots. Pod 3 gunner OW. 1 HP Sectoid rez zombie.

Turn 5, DfA the Lancer for 3 - dead. LR cancel OW. Ranger graze Gunner for 2 at 58% then kills at 68%. Advisor grenadier jumps down next to Sectoid and kills it.

Wounded: LCpl technical, 9d (80% HP after Field Surgeon).

Number of Promotions: 7 (SSgt DfA included)

Loot:
- 2 elerium core
- Emergency Life Support PCS
- +4 Def PCS
- Laser Sight
- Adv. Stock

Hmm, if I spare $120 and perma-station an Engineer in the power relay, I could get a 2nd AWC tube. Really should wait until some EXOs and the Lab go up.

Slap some suppresors on and send a mostly-laser 5-man to the Jailbreak in New Arctic.

Sell 7 cores (V. Interested) and other stuff. I'm at $266 now and it is 9d to Supply Drop #4.

S&G, Light, 8d 16h in East Asia. The one GOp I can do safely under Rapid Response.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd
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