Mag Rush Campaign - Commander 1.5

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Mag Rush Campaign - Commander 1.5

Post by Psieye » Sat Oct 21, 2017 11:16 pm

As before, I'll be documenting this new campaign in this thread with uncertainty when I'll have to take a hiatus for RL.

- Not Ironman
- Commander's Choice
- Peek from Concealment
- No Alien Hunters DLC
- XCOMLW_AWCPack.ini - ALWAYSSHOW = true
- Default graze band

House Rules:
- Only 1 8-man GOp squad (HQs don't count). Other GOps need to be done with normal-sized squads.
- Minimum 1d infiltration
- Mag rush: Adv. Mag before being allowed to consider Laser
- All snipers must pick Rapid Targetting at LCpl. No snapshot or DfA!
- All gunners must pick Lockdown and Mayhem
- All technicals must pick Roust at LCpl
- No specialists can pick Sentinel at LCpl until Mag rifles get researched
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Sun Oct 22, 2017 12:39 am

Gatecrasher: Flawless... though there was a 'lucky' gas tank explosion which destroyed a couple corpses (including a Drone).

Loot:
- 1 core
- Combat Awareness PCS (cool)
- 3 alloy
- 3 elerium
- $25

Bodies:
- 1 Officer
- 1 Sectoid
- 1 Drone
- 4 Trooper (lots of high rolls on explosions)

The first 8: HP/Mob/Dodge/Aim/Def
- 3, 16, -8, 70, -2 -> Ranger. Access to Shredder, Deadeye, Holo
- 3, 15, 14, 69, 4 -> Gunner. Access to Resilience, Bladestorm (lol), Sentinel. Also, Hunter's Instincts if I go down the other tree. Definitely a Combatitives guy. Nickname him "Dirk".
- 5, 14, 15, 62, 5 -> Shinobi. Access to Close & Personal, Iron Curtain, Full Kit // Resilience, Field Medic, Formidable.
- 5, 14, 5, 62, 5 -> Spec. Access to Low Profile, Hard Target, Untouchable
- 5, 15, 8, 59, -8 -> Spec. Access to Quick Study, Salvo, DfA // Infighter, Formidable, Shadowstep. Well there's our 1st officer. Salvo is a game-changer.
- 3, 15, -3, 68, 4 -> Gunner. Access to HEAT, Volatile Mix, Bombardier // Fortify, Covert, Sentinel.
- 4, 14, -5, 64, 7 -> Shinobi. Access to Volatile Mix, Center Mass, Combat Fitness // Quick Study, Formidable, Tactical Sense. 2nd officer found.
- 3, 16, 4, 65, -1 -> Ranger. Access to Quick Study, Shredder, Cyclic Fire // Lone Wolf, Phantom, Tradecraft. 3rd officer found. Seriously wtf is this guy?

Power coils are on 4th floor.

- Mar 1 -

Res Comm begins. New India set to full intel with a Sqd advisor.

- Mar 3 -

"Hack Train for Intel Package", 7d 11h, New India, Str 1 - 6-man with 3 rookies.

- Mar 4 -

Lib 1, 6d 8h, New India, Str 1 - 5-man with 2 rookies.

- Mar 5 -

Scan for Black Market.

- Mar 6 -

"Engineer from City", 5d 15h, New India, Str 1 - 6-man with 3 rookies. Will boost.

Switch New India to full recruit.

- Mar 7 -

Res Comm done, start Mod. Wep.

Buy Scientist for $115. Sell core. Now at $81.

Start contact on New Indonesia.

- Mar 9 -

Mod. Wep done, start Basic Research.

- Mar 10 -

At 3AM, switch New India back to full intel as the next mission is <24h to starting. I should be >50% of the way to the recruit bucket being filled.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Sun Oct 22, 2017 1:36 am

- Mar 10 -

Lib 1, New India, Str 1, 5-man vs E.Light (9)

Turn 1, spot Drone.

Turn 2, walk SMG spec into Drone's sight. End up activating pod 1 [Sectoid, Trooper] too. Gunner frag Drone, Ranger kill it. Rookie A who was behind moves (out of sight) into OW position in high cover. Everyone else (including ranger) hunkers in low cover.

Sectoid dazes rookie B for 1 turn. Trooper gives up - OW on spot.

Turn 3, throw evac flare somewhere forward. Spec Aid Prot self and move to high cover - OW misses at 36%. Gunner dash forward, hunker crawl with others.

Sectoid graze gunner for 1. Trooper miss spec while taking really stupid cover.

Turn 4, 3 flank shots on Trooper (2 rookies, ranger) finally kill it. Spec throws smoke for self, ranger and rookie B in low cover. Did you know smoke has a minimum range? Gunner suppress Sectoid.

Orange-rez zombie froom direction of objective. Sectoid miss rookie A in high cover.

Turn 5, ranger shoot zombie for 5 then frag Sectoid for 3. Rookie B frag Sectoid for 3. Rookie A moves up to melee range of Sectoid... and activates pod 2 [Sectoid, Engineer] - moves back to high cover because pod 2 flanks him. Spec Aid Prot rookie B then SMG the zombie at 61% - hit for 3, dead. Gunner move forward and flash Engineer because lots of people cluttered for a flashbang.

Pod 1 Sectoid panics spec from stupid position. Pod 2 OW x2.

Turn 6, RNF go yellow. Gunner suppress Engineer to cancel OW. Rookie A reloads and frags Sectoid for 1. Sigh, rookie B goes to low cover and takes 78% shot on that Sectoid to kill. Ranger reload and OW.

Sectoid panics rookie A. Engineer runs suppression without being hit then misses rookie B.

Turn 7, rookie A frag Engineer for 4. Gunner stabs Engineer dead. Spec dash forward: little time left on objective. Ranger move to high cover and OW against remaining Sectoid.

Sectoid misses 30% shot on ranger.

Turn 8, hack objective at 29% for large alloy - success. Gunner oneshots Sectoid with high roll crit from flank. Rookie B takes the loot bait, activates pod 3 [Trooper x3] - he's in high cover. Ranger advance and hunker. Rookie A hangs back.

Rookie B hit for 1, panic.

Turn 9, RNF go red. Gunner suppress nearest Trooper. Aid Prot ranger and smoke for Rookie B. Everyone else OW camp.

RNF [Sentry, Engineer] lands behind squad. Sentry dies. Ranger hit for 2. Trooper moves uselessly far back and OW. Suppressed Trooper cowers.

Turn 10, squad out. Flawless.

Loot:
- 2 Magazine
- 1 Trigger
- 1 Core
- 20 Alloy

Promotions: HP/Mob/Dge/Aim/Def
- 3, 15, 4, 70, 7 -> Gunner. Access to Guardian, Will to Survive, Untouchable. Also, Kubikiri
- 4, 15, 6, 68, 0 -> Ranger.
- Ranger -> LCpl. Walk Fire, because Shredder
- Gunner -> LCpl
- Spec -> LCpl. Revival Protocol, because -8 Def and Quick Study.

- Mar 11 -

At 2AM, fly back to New India and begin scanning for intel.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Sun Oct 22, 2017 2:48 am

- Mar 11 -

"Hack for Intel Package", New India, Str 1, 6-man vs E.Light (9)

Turn 1, 2 solo Drones spotted.

Turn 2, run SMG spec into Drone 1 - don't want to frag so early. Throw evac flare somewhere forward. Sawn-off shotgun Drone dead. Shinobi spot pod [Officer, Engineer]. SMG rookie activates Drone 2, 71% hack stun succeeds. Rookie B moves up to shoot it... and activates pod 1 [Officer, Sentry]. Rookie C stays out of sight. SMG rookie gets into high cover.

Other pod moves away (no frag = little noise). Officer marks spec and misses at 49%. Sentry miss 27% shot on rookie B then OW.

Turn 3, SMG rookie frag Drone for 1 and shreds. Rookie B kills Drone from roof. Rookie C frag Officer for 4. Ranger frag Officer for 2. Spec move out of sight and Aid Prot rookie C. Shinobi moves back to squad.

Officer shoots rookie B for 1 - panic. Sentry shoot ranger for 2.

Turn 4, rookie C abandons cover to flank shoot Sentry for 3. SMG rookie misses 72% flank shot on Officer. Ranger ignores flanks and kills Officer. Spec throws frag for... nothing - misread the UI. That means shinobi has to Fleche Sentry off - also loots.

Turn 5, hack objective is in train with really annoying doors - have to be reckless. Dash SMG rookie ahead. Activates that pod from before: [Officer, Engineer]. Ranger oneshots Engineer from flank crit. Rookie B smokes ranger and potential future position. SMG spec and rookie C stay out of sight. Aid Prot SMG rookie. Shinobi gets into Officer's vision and hunker in high cover.

Pod 3 [Officer, Trooper] show up on other side near SMG rookie. This means 3 people are flanked. Trooper orange-shoots rookie C for 1 - panic. Pod 2 Officer marks shinobi then OW.

Turn 6, ranger reload and flash cancel the OW. Fleche Pod 2 Officer dead. SMG rookie frags Trooper for 1. Abandon rookie C to be flank shot to death, spec dash forward to flank Officer. Rookie B comes out of hiding to OW while looking at Officer.

Officer runs OW for 2 then marks spec in low cover (what). Trooper decides to shoot SMG rookie for 3 (crit) instead of rookie C - didn't realise it could step out (through a box) to shoot her in the flank. SMG rookie panic.

Turn 7, rookie C flash both Officer and Trooper. Spec dash to see hack objective. Nobody in position to get a good shot.

Officer misses rookie C. SMG rookie killed, nobody panics.

Turn 8, succeed 41% hack for +1 rebel. 4 rifle shots through high cover - nothing hits. Shinobi re-flash pod 3 while waiting for spec to come back.

Dazed pod misses both shots.

Turn 9, Fleche Trooper dead through corner. Rookie B flash Officer.

Dazed Officer OW.

Turn 10, shinobi runs OW. Squad out.

Loot:
- Scope
- Suppressor
- Stock

Promotions: HP/Mob/Dge/Aim/Def
- 5, 13, 10, 69, -4 -> Sniper. Access to Quick Study, Sprinter, Rupture // Fortify, Rapid Deployment, Shadowstep. What's with all these officer candidates?
- 3, 15, 12, 73, -7 -> Ranger. Access to DGG, Kubikiri, Lethal (!)
- Ranger -> LCpl
- Spec -> LCpl
- Shinobi -> LCpl. Blademaster, because mob 14 and decent aim.

PoI is 1d scientist. I should scan that around Mar 16.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Sun Oct 22, 2017 4:07 am

- Mar 12 -

At 3AM (so in time for the next spawn tick), begin next GOp:

"Engineer from City", New India, Str 1, 6-man vs E.Light (9)

Turn 1, shinobi scout roof: clear. Squad moves up.

Turn 2, shinobi spots 3 pods without being seen. Gunner drop down such that pod 1 [Trooper, Officer] scampers into a bad position. Trooper shot from flank with height advantage, dead. 2 more rookies drop down next to Officer and kill it from point blank. Gunner moves forward.

4th pod (another pair) seen. They're all in front of squad now, should not advance.

Turn 3, OW camp at edge of next pod's vision.

Pod 2 [Officer, Trooper] walk into the trap. Officer takes 1.

Turn 4, 2 rookies do 1 damage total to flanked Trooper. Smoke for 4. Suppress the Trooper.

Trooper runs suppression, dead. Officer gets out of flank and marks a rookie. Pod 3 [Sectoid, Trooper] approaching but hasn't found squad yet.

Turn 5, frag Officer for 2. Frag again for 4, dead.

Pod 3 finds squad, Sectoid takes 3 from gunner.

Turn 6, RNF go yellow. Shinobi walks up to Trooper to check next pod. It activates: [Engineer, Trooper]. Move shinobi back to high cover. Dash gunner back up the roof and out of sight. Dash SMG rookie out of sight into elevated office.

3 shots on Shinobi, total 1 damage. Sectoid raise zombie.

Turn 7, gunner shoots 4 HP Sectoid in flank from roof for 8. Double frag the Engineer dead. 90% shot on Trooper flank, dead. 84% Fleche on Trooper, dead. 8 kills total, time to get out.

Turn 10, squad out. Flawless.

Loot:
- 2 Laser Sight
- Adv Suppressor

Engineer VIP.

Promotions: HP/Mob/Dge/Aim/Def
- 4, 15, 0, 66, 1 -> Assault. Access to Steady Hands (lol), Shredder // Lone Wolf, EV, RR. Ok, this guy really wants to hold a rifle later on.
- 4, 16, 16, 60, -9 -> Grenadier. Access to Deadshot, Executioner, Cyclic Fire // Will to Survive, Resilience, Shadowstep.
- 4, 15, 9, 62, 10 -> Technical. Access to Guardian, Low Profile, Phantom // Steady Hands, Executioner, Rupture
- 3, 15, 8, 64, 7 -> Gunner. Access to DGG, Field Medic, Untouchable // Volatile Mix, Blademaster (lol), Hunter's Instincts
- Gunner (Dirk) -> LCpl. Combatitives.
- Shinobi -> LCpl


- Mar 15 -

Jailbreak (3 rebels), 6d 21h, New India, Str 1 - 5-man with 1 rookie.

Lib 2, 4d 10h, New India, Str 1 - 5-man, will boost.

Sell core and suppressor. Buy shinobi for $44 - 4, 15, 7, 67, 0 with access to Hail and Light 'Em Up. Now down to $67.

Scan the PoI.

- Mar 16 -

Scientist from PoI.

S&G, 5d 12h, New India, Str 1 - send 5-man, shouldn't need to boost as it's Str 1 so 90% will be fine.

Switch New India to full recruit before 7AM.

Contact New Indonesia, it's Str 2 and 5 rebel. Scan there.

- Mar 18 -

New India adds 1 to recruit pool.
Last edited by Psieye on Tue Dec 05, 2017 11:31 am, edited 1 time in total.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Sun Oct 22, 2017 4:52 pm

- Mar 20 -

Switch New India back to full intel before 7AM, next mission will start soon as I have to boost it.


"Engineer from City", New India, Str 1, 5-man vs E.Light (9), 20-turn limit


Turn 3, see 2 pods to the left. Assault moves out of sight. Others OW camp.

Pod 1 [Engineer, Trooper] comes in. Engineer dies. Pod 2 [Engineer, Sectoid] walks to noise and activates. Engineer orange-shoots ranger at 22%, miss. Trooper orange-OW.

Turn 4, Squaddie rocket on Sectoid, scatters away from Engineer but Sectoid's cover is blown plus 5 damage. Ranger double-grazes Sectoid dead at 75%. Suppress cancel the OW. Shinobi Fleche the Trooper at 86% - miss. Do not want to risk dashing forward with assault, so move to where shinobi was and flash Engineer.

Trooper runs suppression for 4, dead. Dazed Engineer miss 14% shot on assault in low cover.

Turn 5, shinobi loots then Fleche Engineer dead. Ranger, gunner and technical walk and OW. Assault and VIP move and hunker.

Pod 3 [Officer, Trooper] find squad. Officer takes 6 from 2 shots.

Turn 6, RNF go yellow. Shinobi scouts ahead for assault then Fleche Officer dead to get back into cover. Assault Run & Gun Trooper dead.

Turn 7, ranger walks up to roof, activates pod 4 [Sectoid, Gunner, Trooper]. EV moves to abandons high ground for unflankable high cover. Assault and shinobi dash closer without being seen.

Sectoid avoids 3 OW shots to get on ground level and rez zombie. Gunner OW at edge of vision, looking at my gunner. Trooper jumps down the far side of building and misses assault.

Turn 8, assault moves away from corner then 94% stungun on nearby Sectoid - hit. Ah drat, gunner then oneshots Sectoid from flank, wasted stun. Technical dash unseen towards Trooper. Ranger comes close and flash Gunner. Shinobi smokes for ranger and assault (only guys visible to enemy) because nobody in position to help if an 86% Fleche misses.

Trooper backed off and saw technical - shoots at 8%, miss. Dazed Gunner backs off and OW.

Turn 9, gunner (with no ammo) frags Gunner for 3. Ranger moves to flank both Gunner and Trooper (they moved stupidly). Trooper flamed for 4 with loot. Ranger takes 99% shot on 2 HP Gunner, dead.

Turn 11, squad out. Flawless.

Loot:
- 2 Core

Engineer VIP

Promotions:
- Assault -> LCpl
- Technical -> LCpl

Switch 1 rebel in New India to supply, it's time to test for Faceless.


"Hack for Intel Package", 7d 19h, New Indonesia, Str 2 - 6-man with 2 rookies.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Sun Oct 22, 2017 5:32 pm

- Mar 21 -

Jailbreak, New India, Str 1, 5-man vs E.Light (9)

Evac is inbetween start and jail.


Turn 1, shinobi spots Officer, Sentry and Drone.

Drone was solo. They all move out of sight.

Turn 2, minimal preparation ambush: gunner shoot Sentry at 77% for 4 - dead. CP the Drone.

Officer runs away, taking 2 from OW. A 2nd Drone finds squad and orange-tazes gunner's flank at 47% - miss.

Turn 3, sawnoff shotgun the Drone dead.

Turn 4, shinobi sees 5 HP Officer in new pod with Gunner and Drone. Setup OW camp, Aid Prot the gunner and squadsight CP the Drone to activate pod. Scamper does not put pod in sight of squad.

Gunner takes 4 from 3 OW shots when walking towards the CP snipe. Flanks shinobi but instead shoots the ranger in low cover at 21% - miss. Seriously, no adaptability. Officer misses shinobi at 21%.

Turn 5, ranger lands the 2nd 46% shot to kill 1 HP Gunner. Fleche the Officer at 98% after scouting, dead. Spec dash to window to hack next turn.

Turn 6, shinobi walks up to roof, activates last pod [Sectoid, Trooper]. Rookie frag Trooper for 3 and blows up floor so it falls for another 3 - dead. Spec does not hack, instead moves and frags Sectoid for 5. Shinobi moves out of sight to wind up for Fleche.

Sectoid panics spec while flanking itself to shinobi - as if he needs the help.

Turn 7, Fleche Sectoid dead.

Turn 8, fail the 76% hack for small intel.

Turn 10, fail 51% lamp hack for small alloy. Squad out. Flawless.

Loot:
- Magazine
- Adv Scope
- Datapad
- +4 Psi PCS

3 rebels

Promotions: HP/Mob/Dge/Aim/Def
- 4, 15, 8, 65, 3 -> assault. Could have been ranger, but kinda want more assaults and shouldn't wait for magical 17 Mob ones. Access to Ghostwalker, Deep Cover, Phantom // Grazing Fire, Deadshot. Ok, Trench Gun guy.
- Ranger -> LCpl. Close & Personal, because AWC Kubikiri.
- Gunner -> LCpl
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Sun Oct 22, 2017 6:57 pm

- Mar 22 -

Supply Drop #1 - Faceless detected: New India

Jailbreak (1 rebel, 2 rookie), 6d 14h, New Indonesia, Str 2 - 5-man with 1 rookie

Switch New Indonesia to full recruit.


S&G, New India, Str 1, 5-man vs V.Light, 90% infil

5-crate, evac is near start - crate building is quite close too


Turn 1, shinobi spots pod 1 [Engineer, Trooper]. OW camp. Sniper steadies.

Pod 1 walks into squad. Engineer dies. Trooper green-OW.

Turn 2, sniper nails 71% shot on Trooper, dead. Shinobi loots and sees Turret. Rest of squad dash forward.

Turn 3, shinobi spots 2 pods then moves to keep sight of an Engineer on roof. Sniper oneshots Engineer at 58% hit. Pod 2's remnants [Trooper x2, Drone] activate.

Trooper dies to OW. Drone tanks the rest for no damage. Trooper comes out of building and misses ranger.

Turn 4, ranger shoots rifle then sawnoff at Drone for 3 then 1 - dead. Sniper reload and steady. Gunner suppress Trooper.

Trooper 2 comes out of building. Trooper 3 (suppressed) hunkers.

Turn 5, ranger moves 1 tile then shoots Trooper 3 in flank, dead. Sniper oneshots Trooper 2 at 90% flank shot.

Orange-zombie rez is 1 tile away from spotting shinobi.

Turn 6, gunner oneshots Zombie. Sniper reloads and steadies - why yes I'm taking it slowly.

Turn 7, sniper oneshots Turret with crit. Ok...

Pod 3 [Drone, Sectoid, Sentry] sees squad. Sectoid takes 5 from 2 OW shots. Sentry orange-shoots low cover grenadier - miss.

Turn 8, grenadier frags Drone. 4 60% shots miss Drone. Shinobi takes far crate then smokes self and future position.

Drone taze gunner. Sectoid panics gunner. Sentry miss ranger.

Turn 9, Drone tanks 2 more shots for 1 damage total. Frag the Sentry dead with loot. Shinobi gets ready to Fleche.

Drone stuns ranger. Sectoid rez zombie.

Turn 10, Fleche Sectoid at 82%, dead. Drone tanks 2 more shots and is down to 1 HP. Sniper (no ammo, 10 Mob) dash forward.

Drone taze ranger.

Turn 11, Fleche Drone dead.

Turn 12, open crates - give up on one.

Turn 13, RNF drop [Officer, Sentry, Trooper]. Officer takes 6.

Turn 14, Fleche Officer dead. Suppress Trooper. Ranger oneshots Sentry in flank. Frag Trooper dead.

More RNF.

Turn 15, squad out. Flawless.

Loot:
- $111
- +1 HP PCS
- Elite Laser Sight
- +11 Will PCS

Promotions:
- Ranger -> LCpl
- Grenadier -> LCpl
- Sniper -> LCpl
- Gunner -> LCpl
- Shinobi -> LCpl
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Sun Oct 22, 2017 8:18 pm

- Mar 24 -

Basic Research done. Hybrid Materials (4d) start.

- Mar 25 -

"Scientist from Van", 10d 10h, New India, Str 1 - delay this one, I need to get a spec back from another mission.

Start AWC.

Hmm, should have scanned enough in New India, check Black Market. Ooh, V. Interested in Datapad. Sell that, Psi PCS and 2 cores then buy Scientist for $107. Now at $47.

- Mar 26 -

Lib 3, 3d 3h, New India. No go, the reward isn't worth it.

Switch New Indonesia to full intel.

"Engineer and PoI in Jail", 7d 15h, New India, Str 1.


"Hack for PoI", 6-man vs E.Light (9), New Indonesia, Str 2, 95% infil

Turn 1, solo Drone and pod [Officer, Trooper] spotted.

Pod moves away but not quite out of sight. Drone comes close.

Turn 2, Aid Prot SMG rookie then frag Drone down to 1. Drone scampers towards SMG rookie (away from squad). Pod activates and hides in direction of SMG rookie. Gunner walks to tree and oneshots Trooper from flank at 74%. SMG rookie lands 75% to kill 1 HP Drone (yeah she's 55 Aim). Tech advances to low cover and hunker. Shinobi spot another solo Drone far to the side.

Officer runs away. Pod 2 [Officer, Sentry] spotted.

Turn 3, tech walks to high cover, throws flare and OW while looking at coward Officer. Gunner dash forward while out of sight. Rookie dash sort-of close so pod 2 won't see him if they activate. SMG spec dash behind the action.

Officer is not hit by OW and meets up with a 3rd pod.

Turn 4, rocket the 2nd pod, it scatters and hits the 3rd pod too. Trooper died. A Sectoid got activated, total 5 enemies active. Gunner shows up and oneshots 4 HP Officer at 74% in flank. SMG Rookie (13 Mob) grazes Sectoid at 39% - now down to 3. Rookie dash to high cover. Spec smokes the two rookies.

Sectoid panics gunner, is now safe because hunker. A new Officer comes out and misses rookie in smoke. Sentry misses tech then OW. Trooper retreats to high cover then OW.

Turn 5, Aid Prot SMG rookie (no ammo) who runs 2 OW shots (while in smoke) for 2 total. Then she frags Sectoid dead and Trooper down to 1. Roust the 3 HP Sentry for 2, push it back towards Officer. Rookie frags Officer, 1 HP Sentry and gas tank. Everything dies. Fleche the 1 HP Trooper dead.

Solo Drone finds squad.

Turn 6, fail 41% hack for +1 rebel. Frag and shoot Drone dead.

Turn 8, squad out. Flawless.

Loot:
- +1 HP PCS
- Hyper-Reactive Pupils PCS

Promotions: HP/Mob/Dge/Aim/Def
- 4, 15, 12, 62, 0 -> Technical. Access to Sprinter, Walk Fire, Rupture // Deep Cover, Hard Target, Kill Zone
- 5, 13, 16, 55, 6 -> Grenadier. Access to Aim // DGG, Iron Curtain, Hunter's Instincts
- Gunner -> Cpl
- Shinobi -> Cpl

PoI is 2d for supplies.

Send 5-man to save Engineer in jail.

- Mar 27 -

Hybrid Material done. Alien Biotech (47h) start.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Sun Oct 22, 2017 9:26 pm

- Mar 28 -

Switch New India to full recruit at 1AM. I'm going to give up on aiming for Lib 3 on the next respawn. There's Faceless so I have less than 10 real rebels for intel. That means swapping back to intel after these GOps are done will be fine.

Jailbreak, 5-man vs E.Light (9), New Indonesia, Str 2, 97% infil

Evac is close to jail but not on other side.

Turn 1, pod 1 [Officer, Trooper x2] to right.

Pod comes closer.

Turn 2, shinobi spots another pod in front. Gunner miss 69% on Trooper in open. Rookie frag Officer for 2. Shotgun to face Officer. Aid Prot rookie in low cover then move to high cover.

Pod in front moves away. Trooper 1 miss assault at 15%. Trooper 2 OW.

Turn 3, Supress cancel the OW, assault hunker advance and rookie OW in high cover. Spec dashes out of sight.

Trooper 1 runs back and dies to rookie. Trooper 2 hunker.

Turn 4, shinobi scout ahead - nothing. Assault walks over and shotgun to face Trooper 2.

Oh, the evac is on a roof of a really annoying building with no gutter pipe nearby. Right.

Turn 5, RNF go yellow. Rookie loots then yellow moves to find pod 2 [Sentry x2, Engineer]. Shinobi is on roof and doesn't see the prior pod. Assault advances unseen and hunkers. Spec advances unseen and Aid Prot rookie.

Engineer takes 1% shot on rookie - miss. Sentry takes 9% shot on rookie - miss. Sentry takes 4% shot on rookie - miss.

Turn 6, rookie reloads and flash all of pod 2. Assault and spec come out to flank Engineer and one Sentry. The latter dies to 66% shot from Spec. Run & Gun to 90% stun on Engineer succeeds.

Dazed Sentry takes 15% shot on assault, miss.

Turn 7, shotgun-to-face on Sentry, dead. Gunner fails to kill Engineer (graze for 3), rookie finishes the job. Shinobi checks back of building, nothing.

Turn 8, Shinboi further checks: nothing. Spec dash to door so hack will... fuck, pod 3 [Sectoid, Trooper, Drone] was sneaking behind the squad! Spec will be fucked bad. Suppress Sectoid to prevent it taking an easy flank shot. Dash rookie and assault to flank next turn.

Spec avoids Drone tazer. Secotid rez zombie. Trooper hit Spec in flank for 2.

Turn 9, spec moves to high cover and CP Drone. Gunner reload and flash Sectoid and Trooper. Assault move edge of roof and frag Trooper for 3. Rookie reload and graze Trooper for 1, dead.

Dazed Sectoid miss 23% shot on rookie.

Turn 10, RNF go red. Fleche Sectoid dead. 66% small intel hack barely succeeds.

RNF [Engineer, Sentry] lands somewhere unseen.

Turn 11, shinobi dash activates RNF. Shotgun execute Sentry. Frag Engineer for 2 and suppress.

Engineer misses assault.

Turn 12, RNF go yellow again. Assault kills Engineer. 60% lamp hack for small intel succeeds.

Turn 14, RNF is STILL yellow - wtf.

Turn 15, RNF go red.

RNF is 4-man.

Turn 16, squad out. Flawless.

Loot:
- +4 Psi PCS
- Scope
- Adv Stock
- 10 Intel

2 rookies, 1 rebel

Promotions:
- 4, 15, 11, 62, 0 -> Technical. Access to DGG, Rapid Deployment, Hard Target // Shadowstrike, Sprinter, Hunter's Instincts
- Shinobi -> Cpl
- Assault -> LCpl
- Spec -> Cpl

Send 5-man with 1 rookie to rescue Scientist in Van.

Fly to New Indonesia, ready to scan before 7AM.
My three 8-man GOp squad Commander campaigns:
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Psieye
Posts: 829
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Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Mon Oct 23, 2017 9:59 pm

According my logs, PoI was found on Mar 26 so I want to start there around Mar 31.

- Mar 29 -

+1 rebel in New India. It's not 7AM yet. Hmm... Lib 3 will expire today so if I swing to full intel now...

Switch New India to full intel.

Alien Biotech done. Trooper Autopsy begins.

- Apr 1 -

"Engineer from City", 5d 1h, New Indonesia, Str 2 - send 6-man with 1 rookie, will boost.

Start scanning PoI.

- Apr 2 -

Trooper Autopsy done. Officer Autopsy begins.

S&G, 5d 18h, New Indonesia, Str 2 - send 5-man with the one sniper I have this campaign. It'll reach 92% infil.

Switch New Indonesia to full recruit.

AWC complete. Every single soldier is currently occupied! No wounded either.

Hmm, it is 11PM. I don't want either of the New India missions to be done after 7AM. Let's do both now.


"Scientist in Van", New India, Str 1, 5-man vs E.Light(9), 93% infil

Evac is beyond van.


Turn 1, pod with Sectoid seen.

Pod 1 [Sectoid, Engineer, Trooper] moves sideways.

Turn 2, gunner shoot Sectoid at 74% for 7 (crit). Sectoid die from OW. Trooper down to 2. Pod scampered forward. Flame Engineer for 3, it's on fire. Give up shinobi stealth to prevent rookie from being shot at (low cover) - kill Trooper at 89% with SMG.

Turn 3, shinobi check ahead. Give Engineer kill EXP to technical. Regroup.

Pod 2 [Sectoid, Trooper, Drone] comes in. Shinobi misses SMG OW. Orange Mindspin panics shinobi. Drone takes 1 from OW.

Turn 4, Aid Prot shinobi and CP Drone. Rookie and gunner move to low cover and hunker. Tech flash Sectoid and Trooper.

Dazed Sectoid moves to dumb position and takes 8% on tech: miss. Trooper moves next to Sectoid and OW.

Turn 5, rocket gibs Trooper and takes Sectoid down to 2. Could have flanked it even without its cover being blown away. Gunner shoot Sectoid at 78% Sectoid - graze for 4, dead. Regroup.

Pod 3 [Engineer, Sentry] find squad. Engineer orange shoots gunner at 11%, miss.

Turn 6, RNF go yellow. Gunner flanks Sentry and shoots it at 74% - graze for 4, dead. Spec moves forward and Aid Prot gunner. Shinobi move out of sight, ready to Fleche. Rookie climb to low cover and flash Engineer. Tech dash forward, ready to flank.

Engineer takes bait: shoots rookie without moving at 8%, miss.

Turn 7, Fleche at 84% kills Engineer.

Turn 8, 73% hack for small alloy succeeds.

Turn 9, squad out. Flawless.

Loot:
- Elite Scope (?!)
- Magazine
- Stock
- 1 Core
- Trigger
- 10 alloy

Scientist VIP.

Promotions:
- 3, 16, 6, 65, 6 -> Gunner. Access to Deadshot, Sprinter, Lethal (!!) // CF, Rapid Deployment, Hard Target
- Technical -> LCpl
- Gunner -> Cpl
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Mon Oct 23, 2017 11:26 pm

- Apr 2 -

"Engineer in Jail", New India, Str 1, 5-man vs E.Light(9), 100% infil

Evac is sideways to jail. Spec has Revival.

Turn 1, solo Drone in the way.

Drone moves closer.

Turn 2, grenadier moves out of sight. Aid Prot tech then frag Drone. Gunner finish Drone at 84% from height. Tech double moves and activates pod 1 [Drone, Officer, Engineer]. Ranger double shoot Drone at 85%, dead.

Engineer advance to low cover then OW. Officer fall back then shoot tech at 8%.

Turn 3, grenadier (not Sapper) shows up on roof and frags Engineer for 4, removing cover. Spec lands 57% SMG shot from height on Engineer, dead. Tech moves slightly forward to next high cover and activates pod 2 [Officer, Sentry, Trooper]. Tech hunker. Gunner and ranger dash out of sight. Ranger reloads.

Pod 2 Officer comes forward and OW. Pod 1 Officer comes close to flank and takes 8% shot on tech, miss. Trooper move and OW. Sentry move and shoot spec at 47%, miss.

Turn 4, rocket kills Trooper and takes Pod 2 Officer down to 5 while exposing cover. Sentry's tree is now half cover. Grenadier frags Sentry for 2 and Pod 2 Officer for 1. Ranger moves down to low cover and shoots Pod 2 Officer at 85%, dead. Gunner suppress Sentry. Aid Prot ranger and smoke for tech.

Pod 1 Officer marks and shoots ranger for 4. Suppressed Sentry takes 15% shot on spec, miss.

Turn 5, ranger double shoot Sentry at 48%, kill on 2nd shot. Gunner stabs Officer for 5 from 17% crit. Donate Officer EXP to spec.

Turn 6, advance.

Turn 7, tech moves forward, activates solo Drone and frags it. Gunner kills it.

Turn 8, hack for Contact Cost reduction at 52% barely succeeds.

Turn 9, squad out.

Wounded: LCpl ranger - 22d

Loot:
- +5 Def PCS
- Magazine
- +7 Hack PCS

Engineer VIP

Promotions:
- Ranger -> Cpl
- Spec -> Cpl
- Tech -> LCpl
- Grenadier -> LCpl. Sapper - this was that 13 Mob 55 Aim rookie. Probably will go Blue/Sting afterwards, but keep Sapper because she's completely useless with a gun. Air drops will keep her active later.

I should plan my AWC time... First, send "Dirk" the gunner to learn Resilience -> Bladestorm. Lulz will be had when Lancers come out. This wounded Cpl ranger would have learnt Shredder early but he's now out for 22d (effectively, out of my A-team).

Other high priority AWC candidates for the short-term:
- Cpl shinobi, Resilience (has Combatitives)
- Cpl spec, Low Profile
- "Doc" the Cpl spec (Revival), Quick Study (and then officer tube)
- LCpl tech, Deep Cover
- LCpl ranger, DGG
- "Beam" the LCpl assault, Steady Hands -> Shredder then Lone Wolf -> EV -> Rapid Reaction
- LCpl tech, Steady Hands -> Executioner and/or Guardian -> Low Profile
- Cpl gunner, DGG
- LCpl gunner, Guardian
- LCpl ranger, DGG
- "Trenches" the LCpl assault, Ghostwalker -> Deep Cover -> Phantom
- "Shady" the Sqd gunner with 16 Mob, Deadshot -> Sprinter -> Lethal
- LCpl sniper, Quick Study

I'm expecting Vipers and Lancers to show up soon. I should prioritise the 2 Resilience parriers, "Dirk" to Bladestorm then "Doc" to Quick Study whenever she hits Sgt. "Beam" should get pushed hard to Shredder afterwards, assuming he doesn't get wounded.

PoI is 2d for rookies. It is Apr 2 so I should get there around Apr 7.

- Apr 3 -

Lib 3 (relay), 8d 21h, New India, Str 1 - SRSLY? Ok let's do this, let's reveal the tower ASAP.

PoI gave $74. Begin GTS with Engineer. Now at $9.

New India now Str 2. New Indonesia now Str 1.

Send 6-man with "Doc" to 6-man the Lib 3.

Jailbreak (1 rookie 3 rebel), 9d 19h, New India, Str 2 - nobody to send yet.

Sell stuff to afford LCpl grenadier from black market. Have $2 left.

LCpl Grenadier: 5, 13, -1, 77, 4. Access to Smoker, Aim, Phantom // C&P, Executioner, Hunter's Instincts. She'll need a +Mob PCS and then she'll be the ideal smoke grenadier.

Send 5-man to Jailbreak by removing all the advisors.

- Apr 4 -

+1 rebel in New Indonesia.

- Apr 5 -

Start scanning PoI.

Excavate debris for $63.

Switch New Indonesia to full Intel, next mission will start after 7AM Apr 6.

Switch 3 rebels in New India to recruit.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Mon Oct 23, 2017 11:28 pm

- Apr 2 -

"Engineer in Jail", New India, Str 1, 5-man vs E.Light(9), 100% infil

Evac is sideways to jail. Spec has Revival.

Turn 1, solo Drone in the way.

Drone moves closer.

Turn 2, grenadier moves out of sight. Aid Prot tech then frag Drone. Gunner finish Drone at 84% from height. Tech double moves and activates pod 1 [Drone, Officer, Engineer]. Ranger double shoot Drone at 85%, dead.

Engineer advance to low cover then OW. Officer fall back then shoot tech at 8%.

Turn 3, grenadier (not Sapper) shows up on roof and frags Engineer for 4, removing cover. Spec lands 57% SMG shot from height on Engineer, dead. Tech moves slightly forward to next high cover and activates pod 2 [Officer, Sentry, Trooper]. Tech hunker. Gunner and ranger dash out of sight. Ranger reloads.

Pod 2 Officer comes forward and OW. Pod 1 Officer comes close to flank and takes 8% shot on tech, miss. Trooper move and OW. Sentry move and shoot spec at 47%, miss.

Turn 4, rocket kills Trooper and takes Pod 2 Officer down to 5 while exposing cover. Sentry's tree is now half cover. Grenadier frags Sentry for 2 and Pod 2 Officer for 1. Ranger moves down to low cover and shoots Pod 2 Officer at 85%, dead. Gunner suppress Sentry. Aid Prot ranger and smoke for tech.

Pod 1 Officer marks and shoots ranger for 4. Suppressed Sentry takes 15% shot on spec, miss.

Turn 5, ranger double shoot Sentry at 48%, kill on 2nd shot. Gunner stabs Officer for 5 from 17% crit. Donate Officer EXP to spec.

Turn 6, advance.

Turn 7, tech moves forward, activates solo Drone and frags it. Gunner kills it.

Turn 8, hack for Contact Cost reduction at 52% barely succeeds.

Turn 9, squad out.

Wounded: LCpl ranger - 22d

Loot:
- +5 Def PCS
- Magazine
- +7 Hack PCS

Engineer VIP

Promotions:
- Ranger -> Cpl
- Spec -> Cpl
- Tech -> LCpl
- Grenadier -> LCpl. Sapper - this was that 13 Mob 55 Aim rookie. Probably will go Blue/Sting afterwards, but keep Sapper because she's completely useless with a gun. Air drops will keep her active later.

I should plan my AWC time... First, send "Dirk" the gunner to learn Resilience -> Bladestorm. Lulz will be had when Lancers come out. This wounded Cpl ranger would have learnt Shredder early but he's now out for 22d (effectively, out of my A-team).

Other high priority AWC candidates for the short-term:
- Cpl shinobi, Resilience (has Combatitives)
- Cpl spec, Low Profile
- "Doc" the Cpl spec (Revival), Quick Study (and then officer tube)
- LCpl tech, Deep Cover
- LCpl ranger, DGG
- "Beam" the LCpl assault, Steady Hands -> Shredder then Lone Wolf -> EV -> Rapid Reaction
- LCpl tech, Steady Hands -> Executioner and/or Guardian -> Low Profile
- Cpl gunner, DGG
- LCpl gunner, Guardian
- LCpl ranger, DGG
- "Trenches" the LCpl assault, Ghostwalker -> Deep Cover -> Phantom
- "Shady" the Sqd gunner with 16 Mob, Deadshot -> Sprinter -> Lethal
- LCpl sniper, Quick Study

I'm expecting Vipers and Lancers to show up soon. I should prioritise the 2 Resilience parriers, "Dirk" to Bladestorm then "Doc" to Quick Study whenever she hits Sgt. "Beam" should get pushed hard to Shredder afterwards, assuming he doesn't get wounded.

PoI is 2d for rookies. It is Apr 2 so I should get there around Apr 7.

- Apr 3 -

Lib 3 (relay), 8d 21h, New India, Str 1 - SRSLY? Ok let's do this, let's reveal the tower ASAP.

PoI gave $74. Begin GTS with Engineer. Now at $9.

New India now Str 2. New Indonesia now Str 1.

Send 6-man with "Doc" to 6-man the Lib 3.

Jailbreak (1 rookie 3 rebel), 9d 19h, New India, Str 2 - nobody to send yet.

Sell stuff to afford LCpl grenadier from black market. Have $2 left.

LCpl Grenadier: 5, 13, -1, 77, 4. Access to Smoker, Aim, Phantom // C&P, Executioner, Hunter's Instincts. She'll need a +Mob PCS and then she'll be the ideal smoke grenadier.

Send 5-man to Jailbreak by removing all the advisors.

- Apr 4 -

+1 rebel in New Indonesia.

- Apr 5 -

Start scanning PoI.

Excavate debris for $63.

Switch New Indonesia to full Intel, next mission will start after 7AM Apr 6.

Switch 3 rebels in New India to recruit.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Tue Oct 24, 2017 7:27 pm

- Apr 5 -

"Engineer from City", New Indonesia, Str 1, 6-man vs E.Light (9), 100% infil, 20-turn limit

Turn 1, shinobi sees nothing. Advance cautiously.

Turn 2, shinobi spots pod of 3 ahead. Advance cautiously, no reason to rush.

Turn 3, shinobi can't see that pod anymore. Dash forwards to high cover all over.

Pod 1 [Gunner, Engineer, Trooper] finds squad. Engineer green-OW. Pod 2 [Drone, Viper] is 1 tile away from seeing the rest of the squad.

Turn 4, assault LR cancels OW. Gunner, assault, SMG rookie, VIP all dash up to roof, out of sight. Grenadier and ranger move to high cover. Grenadier hunker, ranger OW.

Pod 1 dash forward.

Turn 5, SMG ranger drops down and frags Sentry for 3 and blows up its low cover (chair). Ranger move to low cover and Walk Fire at 100% on 1 HP Sentry, dead. Shinobi scouts ahead - no sign of Snek. Assault drops down, shotgun at range 2 to Engineer at 100%, dead. Suppress Gunner. Grenadier frag Gunner for 2 (-4 Aim Red Fog).

Gunner runs suppression at 60%, dead.

Turn 6, RNF go yellow. Shinobi spots large pod with Lancer. Gunner OW at edge of roof. Ranger, grenadier and SMG rookie dash back to roof. Assault dash to corner out of sight.

Pod 3 [Lancer x2, Trooper] activates. Trooper take 3 from OW. Pod 2 activates. Snek orange shoots grenadier (through ceiling glass) for 2.

Turn 7, Area Suppress 4 targets centered on Trooper: everything except Drone affected. Frag the Trooper dead with loot. Lancers take 3 and 4. SMG rookie shows up on roof edge and frag 3 HP Lancer dead with loot. Ranger shows up on roof edge and flash Lancer and Snek. Run & Gun Snek for 7 (crit). VIP dash towards evac. Shinobi high rolls with SMG on 4 HP Lancer's flank, dead.

Drone moves slightly then tazes assault for 1. Snek has to run suppression (flanked), dies.

Turn 8, Drone dies to ranger at point blank. That's everything dead.

Turn 11, squad out. Flawless.

Loot:
- +2 HP PCS
- Suppressor

Engineer VIP: help excavate floor 3, we might be able to reach floor 4 power coil in time for a May Lab (supplies permitting).

Promotion: 5, 16, -3, 60, 5 -> Technical. Access to Resilience, Hard Target, Rapid Reaction // Volatile Mix, Aggression, DfA. Late bloomer, this. Gunner was certainly an option but I kinda need a lot of Roust to support the Cpl gunners coming out.

- Apr 6 -

PoI is 3 rookies:
- 4, 15, 0, 69, 0 (to be Ranger)
- 5, 14, -8, 67, 2 (to be Shinobi)
- 3, 16, 6, 71, -8 (to be Grenadier)

- Apr 7 -

AWC Resilience for "Dirk" done. Cpl shinobi with Resilience is in mission for another 23h, as is "Doc". Very well, put "Dirk" back in for Bladestorm.

Really wish I had intel to begin contact - Avenger has nothing useful to scan.

S&G, 7d 12h, New India, Str 2 - the same squad as above (6-man) with a different SMG rookie (future shinobi).

Switch all of New India to Recruit, just before 7AM.

- Apr 8 -

Officer Autopsy done. Mag Weapon begin (14d).
My three 8-man GOp squad Commander campaigns:
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Psieye
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Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Tue Oct 24, 2017 8:36 pm

- Apr 8 -

S&G, New Indonesia, Str 1, 5-man vs V.Light (12), 93% infil

6-crates, wilderness building, evac is to the side of crates


Turn 1, shinobi sees nothing.

Turn 2, shinobi sees Turret. Sniper steadies (wish he had AP).

Turn 3, shinobi spots 2 pods. Instant holo the Turret and shoot at 100% for 5 -2. Gunner finishes it at 83%. Ranger OW to left, ready for pod below cliff. Assault risks a dash that way: nothing.

Pod to left disappears from sight. 4-man pod dead ahead seen by shinobi.

Turn 4, sniper miss 67% shot on Sentry. Hang back and OW camp.

Ranger shoots a Snek in another pod for 5. Pod 1 [Viper, Engineer] active. Pod 2 [Drone, Sentry, Engineer, Trooper] now active. 2 OW.

Turn 5, LR cancel 1 OW. Assault activates pod 3 [Trooper x2] and flash Engineer (cancel OW) and Viper. Ranger sawnoff-to-face on Trooper, dead. Gunner hits 83% shot on Sentry's flank, dead. Sniper comes closer and smoke assault and ranger. Fleche an Engineer while getting into high cover.

Orange zombie rez. Drone stuns shinobi. Trooper shoots shinobi in flank for 3 (crit).

Turn 6, sniper hits zombie for 5. Ranger shoots zombie dead then frags Engineer for 3. Gunner shoot Trooper (that flanked Shinobi) in flank at 73%, dead. Run & Gun, activate pod [Lancer, Sectoid] and kill Snek.

Drone taze assault in flank for 1. Assault mind controlled by Sectoid. Lancer slams stunned shinobi for 3. Trooper OW. Engineer sets himself on fire.

Turn 7, Gunner shoot Lancer in flank from height at 83% for 5. Ranger waypoint trolls the OW into shooting while in high cover and smoke (8%, miss) then walks back to shoot Trooper in flank - crit, dead.

Engineer will die burning next turn. Shinobi bleeding out from Drone. 1 HP Lancer misses assault's flank at 47%. Mind controlled assault misses long-range shotgun on ranger.

Turn 8, ranger reload and flash Sectoid. Gunner shoot Lancer in flank at 83%, dead. Sniper moves forward and holo Sectoid for 57% stun - success.

Drone flies close.

Turn 9, evac is too far away to carry bleeding body to safety. You will be missed, shinobi. Shotgun-to-face Sectoid down to 2. Gunner frags Drone for 1 and shreds 1. Ranger needs 2 shots to kill Drone at 98%. Instant holo and 51% clutch snipe on Sectoid for 2, dead.

Turn 10, risk an assault dash into building to get to crate. The hope is that all this noise will have drawn everything out by now.

Turn 13, squad out with dead squadmate and 4 crates as RNF lands.

Could have gone really bad. This assault is valuable. Wrong fight location - should have moved towards evac more so sniper had decent shots. As was, most of his targets were blocked by the cliff. Actually, the critical moment was when I decided to move forward after activating the Snek and Sentry pods. There was no reason the squad had to fight there. Even if it meant giving up on most of the crates. A Drone is really scary when there are 5 other enemies active.

Loot:
- $66
- 14 Alloy
- 1 Core
- 1 Data Cache
- Hair Trigger

KIA: Cpl Shinobi (with access to Resilience)

Promotions:
- Gunner -> Cpl
- Sniper -> Cpl
- Ranger -> Cpl
- "Trenches" the Assault -> Cpl


New Indonesia now Str 2.

- Apr 9 -

"Hack for PoI", 11d 5h, New Indonesia, Str 2. Wait for a spec... huh really? I only made 2 spec? Dammit that's a strategic fail on my part. Fine, 6-man with 2 rookies. Instead of a grenadier, this -8 Def rookie will become a spec.

Lib 1, 14h, New Indonesia - skip

- Apr 10 -

Jailbreak, 7d 11h, New Indonesia, Str 2.

It's almost 7AM. Switch New India to 10 intel, 2 recruit. The next GOp in New India is at 99%, must get that started before the hour turns.
My three 8-man GOp squad Commander campaigns:
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2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Wed Oct 25, 2017 6:39 pm

- Apr 10 -

Jailbreak, New India, Str 2, 5-man vs E.Light (9), 99% infil, 18-turn limit

Evac is in different direction to jail from start. 2 technicals.


Turn 1, nothing while advancing.

Pod 1 [Drone, Engineer, Gunner] show up.

Turn 2, no OW - gunner just shoots Engineer at 76% for 9, dead. Tech W climbs up for a flank shot from height on Gunner at 77% - crit for 6, dead. CP the Drone. OW camp.

Turn 3, slowly advance while regrouping.

Turn 4, tech W dash to full cover ahead. 2 pods activated: [Drone, Viper, Trooper x2, Officer, Sentry]. Grenadier instant smokes, moves to high cover in smoke then OW. Tech M move to low cover in smoke then shoots Snek in flank at 71%, crit for 5. Suppress the snek, it's the only thing that can see gunner on roof. Aid Prot gunner then CP the Drone.

Snek runs OW and suppression without taking hits then spits on Tech W and grenadier. Officer marks tech W then OW - ok I did not know they could be that stupid. Gunner is 2 tiles away from getting a flank shot from height and it did not move. Trooper A drops down and takes 13% shot on tech M, miss. Sentry take 23% shot on marked tech W, miss. Trooper B moves forward and takes 13% shot on tech M, miss.

Turn 5, RNF go yellow. Gunner takes 86% flank shot on Officer for 6. Grenadier frags Snek and Trooper B - both die without setting the car on fire: the same car tech W is taking cover behind. Tech W roust-snipes 1 HP Officer, destroying loot. Tech M walks sideways (outside Sentry's OW) and hunker behind low cover. Spec dash forward into high cover (edge of Sentry's vision).

Trooper A moves and shoots spec at 14%, miss. Sentry moves next to Trooper and takes 1% shot on grenadier, miss.

Turn 6, both grenadier and tech W recover from poison but are still standing in a puddle. Tech W rockets the 2 Advent: Sentry (with loot) blows up. Trooper down to 1. Gunner move to no cover and take 76% shot on Trooper, dead. Spec dash to hack position.

Turn 7, 80% hack for small alloy succeeds.

Turn 10, RNF go red.

RNF is [Viper, Sentry]. Snek take 7 from gunner OW.

Turn 11, frag Snek to buy time for Spec to catch up.

Turn 12, squad out. Flawless.

Loot:
- Auto Loader
- Hair Trigger
- 10 Alloy

1 Rookie, 3 Rebels (New India now at 15).

Promotions:
- tech -> Cpl
- tech -> Cpl

New Rookie: 4, 16, 5, 64, -9 -> to be Spec. Want more grenadiers but direly short on specs.

Switch New Indonesia to 6 recruit, 1 supply before 7AM.

Replace tech W with this rookie then send to Jailbreak in New Indonesia (5-man). Tech M held back for AWC (Steady Hands).

GTS complete. Buy Wet Work. Place Engineer on Excavation.
My three 8-man GOp squad Commander campaigns:
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2nd
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Psieye
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Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Wed Oct 25, 2017 8:02 pm

- Apr 11 -

Lib 3 relay, New India, Str 2, 6-man vs V.Light (12), 100% infil, 12-turn limit


Turn 1, 4-man pod seen ahead. Shinobi check flank, nothing.

Pod moves away. Solo Drone comes in.

Turn 2, shinobi spots a 3-man pod further to side then steps back. Give in to the rocket temptation. Trooper blown up. Pod 1 remnants are [1 HP Gunner, 3 HP Gunner, 1 HP Trooper]. Drone activates. 3 HP Gunner dies to OW. Aid Prot tech in high cover then 100% stun hack the Drone. Evac flare somewhere forward. Grenadier (no plating) dash forward to high cover next to gunner.

1 HP Trooper peeks around truck's corner and OW. Gunner disappears from sight.

Turn 3, spec frags Drone without moving from high cover. Frag the 1 HP Trooper and all tiles behind the truck: only the Trooper was hit. Ranger double shoots Drone dead. Shinobi scouts flank, sees Drone of that 3-man pod. Gunner move to low cover and OW. Tech moves to high cover and loots, spots 1 HP Gunner and hunkers.

3-man pod moves closer but does not see Tech. 1 HP Gunner move to truck and OW.

Turn 4, Roust-snipe the 1 HP Gunner (and its loot). Grenadier dash to high cover, everyone else in low cover and OW camp.

2 pods activate: [Gunner, Drone, Trooper, Trooper, Lancer, Gunner]. Gunner take 3 from OW. Orange-taze on flanked tech hits for 1.

Turn 5, ranger reloads and frags Drone for 1 and shreds 1. Gunner shoots Drone at 68%, graze for 2. Dazed tech move to high cover and shoot Drone at 58%, dead. Grenadier retreat to outside Lancer's dash range and hunker (in low cover and smoke). Aid Prot tech and smoke for spec, gunner and ranger. Might be a mistake, if spec takes damage because I protected the tech... Nah, can't afford it. Fleche 2 HP Gunner dead to give a better target for the remainder.

Lancer takes bait: charges tech (and miraculously gets in cover). Misses even, at 53%. Gunner and Trooper hang back and OW.

Turn 6, gunner move to edge of Gunner and Trooper's vision then Area Suppress cancel both OW. Tech moves forward, getting out of the way for Sapper frag exposing Lancer for ranger - dead in one 94% shot. Tech (in high cover) flash Gunner and Trooper. Shinobi flank SMG shot on Gunner at 74%, crit for 4. Red fog brings Gunner's mob down to 0. Spec charge recklessly forward - there's no way either enemy can move to see her.

Gunner hunker. Trooper runs supression, does not get hit, then OW in low cover.

Turn 7, Sap the Trooper's cover and bring it down to 1. Gunner kills it with last bullet, at 80%. Reckless shinobi advance to scout: pod [Sectoid, Trooper] activated. Fleche the Sectoid with just a yellow move - good thing the Fleche distance is counted from starting position. Aid Prot shinobi, he'll take a flank shot next turn. Throw a new evac flare.

Trooper has self-preservation skill - gets into high cover then OW.

Turn 8, shinobi reloads and flash Trooper. EV dash to flank it. Everyone dash to high cover - barring negative innate Def, nobody can be hit by that Trooper.

Trooper dies from EV OW.

Turn 9, RNF go red. Hack lamp at 33$ for large alloy, success (fail would be Map Alert). OW camp.

RNF is 2 Troopers. They land out of sight.

Turn 10, kill relay.

RNF pod finds squad. 1 OW shot misses them.

Turn 11, squad out. Flawless.

Loot:
- +6 Dge PCS
- Auto Loader
- Adv Laser Sight
- 20 Alloy

Promotions:
- Gunner -> LCpl
- Shinobi -> Cpl
- Ranger -> Cpl. Might have to put this one in the AWC next for 10d to get Shredder.
- Tech -> Cpl


Send 5-man to Network tower: "Doc" the revival spec, 2 tech, shinobi, "Trenches" the assault. Give the 10 Def tech a +5 Def PCS (has access to Low Profile too).

Visit Black Market before the supply drop. Sell 18 of 58 alloy at V.Interested price as well as a stock. Now at $60.

Begin contact on East Europe.

Supply Drop #2: Faceless detected in New Indonesia.

- Apr 13 -

AWC finishes Bladestorm on "Dirk" the Cpl Gunner. Put "Thumper" the Cpl Ranger in for Boosted Cores -> Shredder. That will be done right after Mag Weapons gets done and soon after, the wounded ranger with immediate Shredder access will go into AWC.

Recruit a couple rookies then throw them in the GTS:
- 5, 14, -1, 67, -9 -> Spec
- 5, 14, 8, 62, 10 -> Shinobi

Rendezvous detected in New Indonesia!
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: Mag Rush Campaign - Commander 1.5

Post by Psieye » Thu Oct 26, 2017 9:53 am

Long-term planning: when to liberate New India. It's at Str 2 and the date is mid-April. Mecs are due soon - rockets will have to do for now to shred. A good timing would be to infiltrate HQ as soon as Mag rifles come online. That should start the HQ mission with the chance of a Mec corpse. However, it's highly unlikely that New India's Str will be all that high by then. I would also have to rush the construction of Mag rifles so my PG would be delayed. I at least want to do a Troop Column in New India before liberating it - it's a waste of vigilance and Str destruction otherwise. Preferably also clear the Faceless there somehow. I've also been boosting to hit scientist/engineer missions so I'm a bit late on expanding to the 3rd region.

Network tower should be done fast sure, but I'm going to delay liberation until oh... Mutons and Rocketeers show up in early May. Assuming "Doc" comes out unharmed from the Network Tower she'll need 4d (Quick Study) + 4~5d*3 to become a Trial by Fire officer. Yes I do intend to do HQ with a majority of Cpl. I need more specs to cover this period. Might have to conscript a lot of rookies into specialists.

I expect New India's vigilance to be at GOp-throttling levels by now. Statistically I expect 2~3 of the 15 rebels there to be Faceless. Must consider who would be ideal for Faceless slaying... Area Suppression gunner I guess, until Mag rifles come online and a ranger is stationed there.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Thu Oct 26, 2017 8:14 pm

- Apr 13 -

Rendezvous, New Indonesia

Turn 3, pod 1 [Engineer, Trooper x2] seen.

Turn 4, all of pod 1 dies to ambush.

Turn 5, 2 Faceless revealed by gunner advisor's yellow move. Pod 2 [Trooper, Officer] activate. Smoke the gunner. Dash a rebel carefully out of sight (with waypoints to ensure this) to flank Officer next turn.

Faceless A takes 7 from 2 OW shots. Gunner marked by Officer and gets shot twice for 1 total.

Turn 6, SMG high roll kills Faceless A. Frag Faceless B for 5. Rifle shot on Faceless B miss. 2nd Rifle shot high rolls, dead. Reveal the flanking rebel and flash both Officer and Trooper. Move gunner to flank Trooper and Area Suppress both of pod 2.

Officer not hit by running suppression. Trooper not hit by running suppression. Neither of the return shots hit.

Turn 7, flank shot on Trooper, dead. Hunker advance on the Officer.

Officer moves to easily-flankable position then OW.

Turn 8, frag cancel the OW for 4. Flank shot Officer for 1. Flash it - mob 2.

Officer misses 9% shot.

Turn 9, gunner gets the Officer kill. Flawless.

Loot:
- Hair Trigger

Bodies:
- 4 Trooper
- 2 Faceless
- 1 Officer
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Thu Oct 26, 2017 9:48 pm

- Apr 13 -

Black Market still V.Interested in alloy. Sell Data Cache and 6 Dodge PCS to bring funds to $75. There's a Combat Awareness PCS I want to buy for gunners but not now.

Begin constructing Proving Ground - I can cancel it if need be, but 2 Faceless corpses changes the priorities.

- Apr 14 -

"Scientist from City", 8d 2h, New India, Str 2, V.Light. There's a S&G about to come online soon, looks like that squad found its next mission.

Switch New Indonesia to full intel to be ready for when the next mission spawns.

S&G, New India, 6-man vs V.Light (12), 100% infil

6-crate, evac is near crates


Turn 1, advance with no contact. I don't like this, deja vu to the previous V.Light S&G with a cliff looking over the building. I'm going to travel sideways a bit.

Turn 2, see 4-man pod in building, stay away.

Turn 3, semi-hide at edge of cliff.

Turn 4, spot a Turret on roof. Hmm... no sniper, will have to just tank and shoot with high def gunner - it's down to 1.

Turret shoots gunner at 3%, miss.

Turn 5, gunner kill Turret at 75%. Assault checks flank: nothing in front room of building.

Turn 6, really, we've had 1 encounter in 6 turns on V.Light. This is worrying. SMG rookie steps forward: 7 things activate [Drone, Officer, Trooper x3, Sectoid, Gunner]. Ok that's more like it. Shinobi climb to spot the roof. Rookie runs back. OW camp.

Drone flies in and tanks all the OW shots for 1. Officer spotted in flankable position.

Turn 7, assault moves to door, spots 3 targets. Grenadier frags Sectoid for 2, Gunner for 3, Officer for 2. Rookie frag Drone for 1, shred 1. Gunner stabs twice to kill it. Shotgun crit on Officer at range 3, dead. Ranger comes to door, closes it then OW. Shinobi move up and smoke assault and ranger, giving up stealth.

Gunner flanks by climbing ladder and dies to ranger OW. Immediately rez'd by Sectoid that's come out too. Trooper dashes up ladder. That's right, nobody used the door.

Turn 8, Fleche Sectoid while getting into high cover. Run & Gun the Trooper that showed up. Ranger moves to Point-Blank on Trooper behind door... oh there were two. Drat, I could have frag'd them both with grenadier. Oh well, I have 2 who can frag... no need, grenadier oneshot the Trooper further away. Ranger point-blank Trooper dead.

Turn 9, SMG rookie spots pod 3 [Sectoid, Gunner, Trooper] behind building. Ok... Assault moves to behind door, ready to do flank duty. Shinobi comes back to flash Sectoid. Grenadier shoots Sectoid flank for 7. Gunner frags it dead with loot.

Retarded Gunner moves to nearly same position where Sectoid got flanked and OW. Trooper shoot -9 Def Grenadier at 28%, miss.

Turn 10, surprise assault from door, LR cancel the OW. Gunner miss flank shot from height at 85% on Trooper. Ranger has to backtrack from a crate-dash to finish the job, 70% flank shot hits, Trooper dead. Shotgun to face on Gunner, dead.

Turn 13, RNF go red.

RNF [Gunner x2, Sentry] drop. Gunner dies. Sentry down to 2.

Turn 14, squad out. Flawless.

Loot:
- 16 alloy
- $62
- 6 elerium
- Auto Loader
- Stock
- Adv Suppressor

Promotions:
- 5, 14, -8, 67, 2 -> Shinobi. Access to EV, Fortify, Rapid Deployment // Sprinter, Iron Curtain, Combat Fitness. Could well become a rifle shinobi.
- "Dakka" the Ranger -> Cpl. Access to Quick Study.
- "Beam" the Assault -> Cpl. Wants to use a rifle.
- Grenadier -> Cpl. Heavy Ordnance so my first (possibly only) incendiary guy.
- Gunner -> Cpl

Remove the ex-Rookie from this squad and swap out the grenadier for a Sapper. Send this 5-man squad to the Scientist mission (V.Light). Elite Scope on "Dakka" the ranger, Combat Awareness PCS on the gunner.

New India now Str 3.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Thu Oct 26, 2017 10:38 pm

- Apr 16 -

Jailbreak, New Indonesia, Str 2, 5-man vs E.Light, 95% infil

Evac near jail. 18-turn limit.


Turn 1, start on roof, spot pod 1 [Gunner, Trooper x2] on another roof. Highest elevations. Frag them all for 3. Gunner and Trooper die. Rookie smokes squad.

1 HP Trooper runs away.

Turn 2, dash towards jail after SMG grenadier scouted ahead.

Trooper runs in different direction, thanks for telling us where the next pod is.

Turn 3, grenadier moves forward, sees the 1 HP Trooper. Tech takes 49% shot, graze for 1, dead.

Turn 4, regroup.

Pod 2 [Officer, Trooper, Engineer] seen ahead (sideways to jail). Trooper take 2. 2 OW and grenadier is flanked.

Turn 5, instant smoke for gunner and grenadier's future position. Aid Prot gunner then CP the 2 HP Trooper dead, removing OW. Area Suppress Engineer and Officer. Grenadier high rolls SMG on Officer flank for 5. Rookie and tech stay where they are (to the side of this fight) and OW - in case pod 3 (wherever it is) comes in from side.

Engineer hunker. Officer has to run (because flanked) and takes 3 from 77% supression shot.

Turn 6, rookie walk up to roof, sees pod 3 [Sectoid, Gunner, Sentry]. Sentry scampers such that tech can gun-to-face while in high cover. Rookie retreats back to high cover. Gunner comes back from flank - does NOT OW because Sectoid might mind control him. Just reloads instead. Lamp hack at 54% for Deception (mind control 2 turns) succeeds - would have been Map Alert on fail. Sectoid mind controlled (lol).

Mind controlled Sectoid dies from 2 shots.

Turn 7, tech shoots Gunner's flank - crit, oneshot. Pure greed play: Aid Prot grenadier, suppress and CP the Engineer, dash grenadier to loot with no cover. Dash rookie nearby too.

Engineer takes 14% shot, miss.

Turn 8, rookie gets kill with gun-to-face (after 2 others failed at less guaranteed shots). Hack jail through window, 47% for Enemy Protocol fails.

Turn 9, VIPs out.

Turn 10, RNF go red, squad out. Flawless.

Loot:
- Magazine
- Auto Loader
- Hair Trigger

1 rebel, 2 rookies:
- 3, 17, -1, 62, -8 (to be spec, not gonna make -8 Def an assault)
- 3, 16, 5, 69, -9 (could become first OW spec)

Promotions:
- 4, 16, 5, 64, -9 -> Spec. Access to DGG, Ghostwalker, Hard Target // Precision Shot, Bombardier, Run & Gun. The mythical dash & hack - perfect for stealth play if I devote AWC to her
- "Wizard" the grenadier -> Cpl. Access to Smoker.
- Gunner -> Sgt
- Spec -> Sgt

Cancel the PG and start a power relay. Reminder to self: must start the other New Indonesia GOp before 7AM.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Fri Oct 27, 2017 1:31 am

- Apr 16 -

Other New Indonesia GOp before 7AM did not reach E.Light before 7AM. Ah well.

"Hack to stop Strategic DE", 8d 17h, New India, Str 3. Let's wait a bit.

Hmm, even at 100% this Hack mission in New Indonesia is not turning E.Light. Fine, I can wait another 3d 14h on that... much as I don't want to as my only sniper is out there.

Send 6-man (1 rookie) to the Strategic DE mission.

101%, that GOp finally turns E.Light. Fine.


"Hack for PoI", New Indonesia, Str 2, 6-man vs E.Light (9), 102% infil

Turn 1, solo Drone spotted.

Drone fly sideways.

Turn 2, holo Drone. Gunner shoots at 85% for 2. A rookie gets the kill eventually as I want the ranger to OW.

Pod 1 [Officer, Lancer] shows up. Officer takes 5. Solo Drone #2 shows up and orange-taze the flanked tech, miss.

Turn 3, rocket the Lancer: gibbed. Rookie frags Drone for 2 and shred 1. Ranger advance to high cover, throw evac flare, shoot Drone at 100%. Officer is flanked by sniper but gunner kills at 75% flank shot so no need to break stealth.

Orange zombie rez.

Turn 4, dash the tech into low cover to activate pod [Sectoid, Sentry, Drone]. Holo the Drone. Ranger advance to low cover and flash Sectoid. Sniper break stealth to smoke ranger and tech. Gunner oneshots Drone. Dash rookies to sides.

Dazed Sectoid miss Rookie. Sentry graze gunner for 1.

Turn 5, holo Sentry, Ranger double shoots at 51% then 61% to kill. Reload and Suppress the Sectoid. Tech loots then moves to flank Sectoid. Rookie frag Sectoid. Other Rookie dash close. Steady the sniper.

Sectoid runs suppression, avoids the 80% shot, panics the tech.

Turn 6, Dash a rookie towards objective - there is no spec here. Ranger hides and reloads. Sniper dash sideways to get back in view. Gunner frags throw a window for 4.

1 HP Sectoid doesn't quite realise it's surrounded - OW.

Turn 7, rookie climbs to roof and shoots at 96% on Sectoid, graze for 2, dead. Rookie hacks objective. Now to get out.

Last pod [Officer, Engineer] show up. Engineer dies.

Turn 8, RNF go red. OW camp while waiting for hack rookie.

RNF is 3-man and drops out of sight. Officer hits rookie for 5. Yep, being out of sight is better than high cover, but better a rookie take that than someone trained.

Turn 9, squad out.

Wounded: rookie, 29d (2/5 HP) - she was wearing a nanoweave vest

Loot:
- 2x Hyper Reactive Pupils
- Adv Scope

Promotions:
- 3, 16, 6, 71, -8 -> Spec (29d in bed)
- 4, 15, 0, 69, 0 -> Spec
- Technical -> LCpl

PoI is 2d for Resistance Contacts. It's Apr 16, I should scan that around Apr 20.

- Apr 17 -

Rendezvous in New India!
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Fri Oct 27, 2017 2:05 am

- Apr 17 -

Rendezvous, New India

4 SMG rebels and a shotgun rebel?!


After about 10 turns, see pod 1 [Sentry, Trooper x2]. 2 more turns and it patrols into ambush range from roof. I'll count turns from here.

Turn 1, 88% shot on Sentry by gunner, dead. Trooper dies. Trooper lives, flash it.

Trooper OW.

Turn 2, reload and Suppress cancel the OW. Shotgun to face, dead. Do not advance.

2 Faceless revealed. Pod 2 [Trooper x2] show up. One takes 1 from SMG OW.

Turn 3, 2 frags bring a Faceless down to 4. Shotgun it dead. 2 SMG shots and gunner kill the other Faceless. 59 Aim, 7 Def SMG rebel loots and moves forward to threaten flanks.

Trooper takes flank shot on rebel, miss at 59%. Other Trooper OW.

Turn 4, frag cancel the OW, blow it up and its corpse. Flanked rebel moves back and smoke for gunner. Another smoke for an SMG rebel about to flank. Suppress 3 HP Trooper.

Trooper runs suppression, dies from 64% shot. Flawless.

Loot:
- +1 Mob PCS (ahhh yeahhh)
- Magazine
- Adv Laser Sight
- Datapad

Bodies:
- 4 Trooper
- 2 Faceless

I really need a PG soon. Sell that datapad and 3 alloy to start a new PG, the previous one was cancelled and replaced with a power relay. Sell another 14 alloy (down to 41), Auto Loader and a suppressor to be ready for 2 Mag rifles once that research is done in 3 days.

Network Tower has hit 100% and is on Light.

Intel mini-retal in New India! I need a shinobi, time to do that Network Tower now. Boost to minimise wound chances.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Fri Oct 27, 2017 2:47 am

- Apr 18 -

Network Tower, New India, Str 3, 5-man vs V.Light (12), 152% infil

Turn 1, pod of 3 to right. Another 3-man pod near that.

Turn 2, 3-man pod further in front to the right. Start peeling off a tech and "Trenches" the assault to clean up after hack.

Turn 3, Turret to left, will have to hack that. Triple Sectoids guarding the terminal.

Turn 4, 100% stun hack on Turret. Shinobi opens door and gets ready to Fleche. Others get ready to ambush.

Turn 5, oh most annoying, a Sectoid has mvoed to the exact location to spot the spec if he goes in. Next turn the Turret will come back online. Plan B, get the shinobi ready to hack next turn.

"Trenches" and a tech are spotted. Officer dies. Every pod except the control room trio are active.

Turn 6, shinobi hack terminal. Technical rocket hits 2 Drones, one dead. Shotgun execute Gunner. Frag damaged Drone dead. Frag Turret to shred.

Turn 7, gun-to-face on Sentry, dead. Run & Gun a Sectoid down to 1. Fleche a Sectoid dead. Shoot Turret dead. Shoot Sectoid in flank for 5.

Turn 8, flash 1 HP Sectoid and Trooper to nerf mobility. Shoot 3 HP Sectoid for 1. Fleche Sectoid dead.

Engineer shoot "Trenches" in flank for 3. Dazed Trooper so disorientated it moves itself out of cover and into a flank.

Turn 9, flanked Trooper dies. Rocket on Engineer strands it on ledge, no path back. Take no chances, instead of a 78% shot just frag the 1 HP Sectoid (with its loot) to keep "Trenches" free of wounds. Aid Prot "Trenches". Dash shinobi up roof.

Turn 10, shinobi shows up and SMG shoots Engineer in flank from height at 70%, dead. Flawless (Field Surgeon).

Loot:
- 1 Core

Promotions:
- "Doc" the spec (officer candidate) -> Sgt

Blacksite is in East US.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

Psieye
Posts: 829
Joined: Thu Apr 06, 2017 12:27 am

Re: Mag Rush Campaign - Commander 1.5

Post by Psieye » Fri Oct 27, 2017 3:42 am

- Apr 18 -

Assemble 8-man for Intel mini-retal:
- Cpl Sniper
- 2 Sqd. Specs
- Cpl Shinobi
- Cpl Grenadier (2 smoke, 2 frag)
- 2 Cpl Gunners
- Cpl Ranger

Advisor is a Sgt Gunner. Yes, I intend to use a lot of bullets.


Intel mini-retal, New India, Str 3, 8-man + rebels and advisor vs V.Light (12)

Deja vu, I think I've seen this exact intel mini-retal setup twice before now.


Turn 1, shinobi scouts ahead. Just as predicted, there's a pod [Drone, Sentry, Trooper, Engineer] between squad and rebels. Since I don't have snapshot snipers, send the ranger to activate them. Drone heads to rebels, the Advent guys come to squad. Drone is double fragged by rebels, dead. Holo Sentry while stealth watching the flank. Ranger lands 71% shot through low cover on Sentry, dead. Shinobi notes where the flanking pod is - far enough away to not be a bother.

Individually suppress the Trooper and Engineer. Smoke for the 2 gunners and the ranger. Dash "Wizard" the support grenadier forward then Aid Prot her.

Suppressed targets hunker. The flanking pod [Trooper, Sentry, Engineer, Gunner] dashes very close to squad.

Turn 2, spec frags a gas station - surprisingly small explosion, only the Trooper got hit (died). Instant-holo and oneshot the Sentry. Gunner scampered into melee range of shinobi. Both Gunner and Engineer are cut down to 1 HP. Frag that Engineer dead, with loot. Grenadier frags pod 1's Engineer to expose it from cover - high rolls it dead. 1 HP Gunner killed by 46% shot from ranger. Suppress the pod 1 Trooper again.

Pod 3 [Drone, Viper, Gunner, Engineer] comes towards rebels in house. Snek and Drone die. Suppressed Trooper hunkers.

Turn 3, pod 3 Gunner had scampered into a flank for sniper. 69% shot hits, dead. Fleche the pod 1 Trooper dead.

Pod 3 Engineer shows up, clueless where to go. It sidles along the side of the house.

Turn 4, gunner climbs up to shop roof and gets flank shot at 90% on Engineer, dead. Flawless - RNF did not have time to show up.

Loot:
- Datapad
- Core
- Hair Trigger

Promotions:
- Shinobi -> Sgt
- Spec -> LCpl. Has Access to Fortify, Suppression, Implacable // Sprinter, Flush, Bombardier. Ok yeah, that's my first OW spec.
- Spec -> LCpl

Hmm... should I be excavating at full speed... no I should speed up that power relay construction as I'll need its extra power once "Doc" comes out of AWC tube with Quick Study.

In 6d Mag Rifles will be buildable - power relay and excavation will be done before that.

Propaganda, 2d 14h, New Indonesia. Skipped.

"Thumper" the ranger comes out of AWC with pre-requisite to Shredder. Put "Doc" in for Quick Study.

- Apr 19 -

S&G, 6d 13h, New Indonesia, Str 2, V.Light

Given my recent experience with sending a 13 Mob RT sniper to a V.Light S&G, I'm instead going to send in a CP Spec (LCpl) to do any squadsight pulls. Not sending an assault as it gets awkward if all the pods are in the building. Send a 5-man to the S&G.

Lib 1, New Indonesia, 15h - skip

Start scanning PoI.

- Apr 21 -

PoI gives +1 Res Contacts. This saves me $150 for a month or so.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd

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