Author Topic: Sepulchral: The Unorthodox XCOM AAR.  (Read 10714 times)

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Offline Unorthodox

Re: Sepulchral: The Unorthodox XCOM AAR.
« Reply #45 on: February 20, 2013, 02:50:01 PM »
Seriously, you're telling me even THOR don't have abilities?   :'(


So, with the hyperwave we get lots of info on UFO's now.  18 crew size, comprised of what, etc.  So, I know we'll meet...the Sectopod...;aaa



I can't even get out of the damn ship and we're in a firefight.  NO cover, nothing.



Edwards, you no good mental midget of a psychic!



This forces me to run Wolverine up to silence that damn sectoid leader and free Kelly.



This activates a bunch of Muton elites... Nemo fires.



Then Brick fires. 



Ice finishes off 2, leaving Edwards to mentally massacre the final one.



Fortunately, the remaining sectoid leader only uses his pistol.



Cyberdisk.



Cyberdisk.



Edwards!



Ice taking out the far cyberdisk.



Nemo was built to dominate robotic enemies.  16 damage, booya!



Cool, we've got the cyberdisks down, muton elites, sectoid leaders, some low threat drones left, just need to go find that sectopod now.  WTF!  2 more cyberdisks!!!



WOLVERINE!!!!



Ah, [poop], more mutons!.



The Sectopod also shows up in the left corner there, but didn't get a shot of it.  I SERIOUSLY consider pulling the hell out at this point.  The Cyberdisk to the right has position on me enough to make it TOUGH to take out quick, and a sectopod can mop the floor with me in a hurry if I don't take it quick. 

But I REALLY need the elerium. 

So, i prioritize the enemies...

Of course Brick misses. 



Ice damages the sectopod.



Double tap and one lucky as hell shot lets her take it down.



Hiding most of my squad from the cyberdisks, edwards fails to finish a muton.



Nemo totally wrecks that cyberdisk in one shot. 



however, it's explosion kills wolverine.





Damn. 




Offline Unorthodox

Re: Sepulchral: The Unorthodox XCOM AAR.
« Reply #46 on: February 22, 2013, 02:26:00 PM »
Autopsies on the elite Muton and Sectopod really don't give us much at this stage.  (Bonus to plasma research and ability to build things twice as fast for twice the price)

Time to dial up the foundry with some new fighters, and some upgrades all round. 



Launching my remaining satelites, covering most of europe. 



Another psychic.



Key upgrade, arming our SHIVs with plasma weaponry.



Nemo getting upgraded.  Noting that she is quite probably the highest willpower soldier I've ever obtained. 



Ghost armor researched.



I don't even try this time.



Which leads to abductions.  Figure I could use another experienced soldier with wolverine dead. 



With some of my regulars now in for psy testing, a motley crew is assembled.  3 psychics needing experience (Angel and Pox are just starting to come around to actually useful), Ice, Disco, and a SHIV. 



Ice destroys the Muton elite before it even sees what's up. 



SHIV doing it's job and eating enemy fire.



But, we're mostly here to train the brains, so Angel gets to work.



heavy floaters flanking us. 



Pox going all mental on one.



SHIV tanking a berserker. 



McIntyre's failed Mindfray still weakens the Berserker's mind.



Which allows Angel to connect with hers.



Both Pox and Angel achieve the highest psychic rank.  McIntyer has problems...there's a hidden stat on soldiers you cant see in the barracks screen...he is slow as hell, can't keep up with the rest of the squad. 



So, the psychic tree.  The final evolution is either Mind control or telekinetic field.  Since the game has given me 2 lovely mental midgets for my psychics, they have practically no chance at mind control (and there are quirks which mean I rarely use it anyway) so Telekinetic field is the natural choice, as it adds what is essentially full cover to everyone in a HUGE radius.  In fact, it makes it possible to have 100 defense, making it VERY difficult to hit my soldiers. 



Our experienced "soldier".  I have squaddies better.  :(




Offline Unorthodox

Re: Sepulchral: The Unorthodox XCOM AAR.
« Reply #47 on: February 22, 2013, 02:42:47 PM »
*groan*



If I wasn't in training mode I would ignore that. 

Angel showing off her purple bubble of you can't hit us. (Telekinetic field)



Pox is down there surrounded, flanked, in half cover, pinned down, and shot at half a dozen times...Purple shield laughs it all off.





Allow me to respond.



Thin men are perfect Midfray targets.







Thank you.  I NEED that UFO.




Offline Unorthodox

Re: Sepulchral: The Unorthodox XCOM AAR.
« Reply #48 on: February 22, 2013, 02:59:35 PM »
Floaters. 



Meh.




Oh, crap. 



I don't have Nemo...Disco's not trained up yet, and he's too far away for most my guys to get good shots on. 

The purple bubble deflects the sectopod carpet bombing of doom to well behind our group. 



But...sectopods get 2 turns...and their main gun is AOE.



Note that Ice only has a 2/3 shot of hitting a sectopod.  It is becoming evident she will soon be more liability than asset. 



Fortunately, she hits both shots.  (and yes, it's still standing)



The rest of the team does manage to finish it off. 

After healing up, we run in to finish off the rest of the UFO. 



This team is becoming rather experienced now. 



Archangel armor.  (Flying suit analog from old game)



Nemo has the best willpower I've seen....and she's not a psychic.  :lol:  Godfather is though. 



Oh yeah....3 fresh Firestorms...let's see that cloaked ship pop it's head NOW!





Battleship appears in Russia.  The only continent I don't have a firstorm on. 



I would normally ignore, but for your viewing pleasure, the battleship one shots my fighter.  Even with a firestorm it can get dicey.  Too bad, too, as there's a few things I could REALLY use off a battleship. 



researching the best shotgun. 



Oh yeah.








Offline Unorthodox

Re: Sepulchral: The Unorthodox XCOM AAR.
« Reply #49 on: February 22, 2013, 03:41:43 PM »
Only had elerium for one archangel, so gave it to Godfather. 



Muton Elite, swiftly gunned down as he exits the UFO.



Battle scanner can be tossed through UFO doors to peak inside.  Know nothing is in this one, so move on.



Sectopod!  In tight quarters. 



Thankfully Nemo is around who starts things off solid, but it takes the rest of the team to take it down. 



However, as the Sectopod explodes, it tears down a wall revealing Muton Elites. 



May as well make that hole in the wall bigger.



However, Ice fails to connect, and that leaves Pox to pay the price.



Spending a few turns healing and out of nowhere, a Sectopod lays waste to the UFO's walls.  Note the gaping hole suddenly. 



I can't get position so just throw up the purple bubble and pray.  Fortunately the bubble works.



Nemo starts off things by shredding it's armor. 



DAMN you Ice.  Missing TWICE! 



Another Sectopod ability, shoot anything that moves...Good thing Socks is nimble.  Armed with a shotgun, a double shot up close is sure to even this out...



She however, manages to miss TWICE as well...



Oh, we're dead. 



Godfather demonstrates what a real sniper looks like.



Out of med kits, we limp towards the control room.



Ethereal.   



Socks takes out a bodyguard, hoping for a capture of the Ethereal. 



He has other ideas. 



Nemo says hi. 



Ooooo.  Freaky ball. 





Oh, yeah, that's a problem.



I am shamed.  Gravely wounded is just potentially going to lower their will even more.  Ice....your mission days are best left behind you at this point...backup only.   





Of course.   



Terror mission, manage to make a single ghost armor off the elerium from the ship.  Give it to a rookie assault, time to train some real replacement for Wolverine. 



+Stealth ability (limit 4 uses)
+Grappling Hook
+20 defense
+2 movement
+6 armor (hp)
Not as strong as the titan armor, but IMO the best in the game. 



Sectopod decides to step out, and Nemo THRASHES it. 



Rookie fails to drop the cryssalid. (laser shotgun's fault, I was out of plasma rifles)



Heading into the warehouse, Pox takes one. 



Battle scanner shows floaters in the next room.



They disappear, and one flanks us. 



The PLAN was to wound the two of them with mind fray and toss a grenade to finish. 



I failed to estimate the range of my grenade properly.  Fortunately they shot at civilians instead of my troops. 

However, a berserker got the drop on Angel. 



The plan was to retreat angel, and have Disco take out the floater and wound the berserker with a rocket...it misfired, wounding Godfather, Disco, and Nemo. 



Godfather, now with no wall in the way, pulls a headshot. 



This moves the berserker forward, allowing Nemo to rocket it and the floater.

Rookie training.





Nemo gets another rocket.  122 will and no psychic...what a waste. 




Offline testdummy653

Re: Sepulchral: The Unorthodox XCOM AAR.
« Reply #50 on: March 01, 2013, 06:30:02 PM »
You must be near the end! How well does this game rank compare to others you played?  Are you doing better or worse?

Offline Unorthodox

Re: Sepulchral: The Unorthodox XCOM AAR.
« Reply #51 on: March 01, 2013, 08:33:58 PM »
Economically, this is by far the best game I've played. 

I'm having horrible soldier stat luck, though (having to make due with Ice for so long, for instance, pathetic psychics, etc), and casualties are slightly higher than normal as a result. 

We are approaching the end, but I'm in a schedule where I can only play weekends now. 

Offline testdummy653

Re: Sepulchral: The Unorthodox XCOM AAR.
« Reply #52 on: March 01, 2013, 08:51:23 PM »
No Rush! Seeing this AAR makes me want to try this game!

Offline Unorthodox

Re: Sepulchral: The Unorthodox XCOM AAR.
« Reply #53 on: March 05, 2013, 02:07:34 PM »
Abductor mission. 


Quite possibly the most powerful gun in Xcom.  Yeah, same base damage as any plasma weapon, but that 20% inherent critical coupled with an assault's natural critical boosts makes it near 100% critical hit chance.  Equipping some of the rookie assaults, may as well get some training in. 



Surrounded right off the bat.



That new shotgun destroying a Muton in one shot.



Pox doing her mind thing.



Godfather showing off his flying suit.  Note the 100% chance to hit behind full cover. 



Showing off the new ghost armor's cloak with a scout.   



Godfather welcomes these elite mutons before they even know we're around, and I'm setting up everyone else to overwatch and hope to catch those mutons when they poke out in search of us next turn. 



Oh,  Ok...a cyberdisk comes out next turn.  those overwatches, unfortunately destroy the drones instead of the cyberdisk. 



Nemo the robot slayer


The Mutons refuse to exit, and have holed up.  So, I'm forced to advance.  Run into some floaters.



How the ghost scout didn't see them, who knows.  But, we have the purple bubble shield. 



Bubble shield doesn't stop grenades...



Bastards want to toss explosives, fine.



Unable to get anyone else with a decent shot, a very wounded Medina is sent to deal with that final Muton. 



Godfather showing off "in the zone" (essentially unlimited shots if the conditions are met), cleaning up the leftovers. 


Offline Unorthodox

Re: Sepulchral: The Unorthodox XCOM AAR.
« Reply #54 on: March 05, 2013, 02:29:57 PM »
Assaulting the final room, tossing in the battle scanner shows me nothing...but that just tells me they are all right inside the door. 



Knowing we face an ethereal, Pox does her little pep talk.  (Psi inspiration provides a willpower boost to everyone around.)  Since ethereal damage is based on the difference between their willpower and yours, couldn't hurt. 



Brick grenades the room.



Couldn't pass the opportunity for Godfather to use is mind.  He's rarely close enough. 



Unfortunately, everyone else misses the damn ethereal...and he one-shots a rookie



Nemo says "dodge this". 



With one strip of life left, it's natural to bring him back.



Damn. 





Just about tapped on power, we've slowly dug to the thermal vents (finally). 



Oh, a nice little scout ship....why is this game tossing me the small stuff?



I HATE the design of small ships, and now I have extra ammo, Disco just makes our own damn door, old school style. 



The ensuing chaos is epic.  EVERYTHING was behind that wall. 











Unfortunately, Medina panicked and used his grenade as a suicide bomb.  So much for those rookie assaults I was wanting to train...



So, hiring a bunch more, leaves us with these guys.

Great soldier style candidate.


Great psy potential. 


Geothermal powa!



Re-arranging the base, going for full sat coverage. 




Offline Unorthodox

Re: Sepulchral: The Unorthodox XCOM AAR.
« Reply #55 on: March 05, 2013, 02:44:38 PM »
Of course.  Why should my luck change now?



Oh lord...NOT the military base again. 



Abusing the holy hell out of "In the zone" 101. 

Get your sniper up HIGH (flying suit helps) 
Reveal enemies with ghost armor scout.
Kill the first uncovered enemy you can (thus not costing a turn) with your In the Zone sniper.


Reveal more enemies while cloaked. 

Kill everything you can one shot (thus still not costing a turn)




Have your other soldiers weaken the remaining enemies too strong to one shot with your sniper.



Clean up the remains. 



Since you still haven't used your turn, reload for next turn. 

Some crysalids come scurring out to these trucks here.  Brick laughed all the way home after this carnage.  There may have been a few civilian casualties, but it was worth it. 




Godfather sniping a sectopod from the other side of the map.




Offline Unorthodox

Re: Sepulchral: The Unorthodox XCOM AAR.
« Reply #56 on: March 19, 2013, 02:52:51 PM »


Thinking, hey, a new sniper would be nice...



Whoa, floaters on landing.





Big pack of muton elites



Nemo gets things started.



Angel mindfray attack.



A slew of misses later, we have problems. 

But our sniper on overwatch is at least on target.





Oh YEAH!  Xeno will fit in nicely. 



Council mission....

72$, scientists I don't need...council mission = thin men = low xp to train folks...yeah...forget it. 



At least my psi luck is holding...





Offline Unorthodox

Re: Sepulchral: The Unorthodox XCOM AAR.
« Reply #57 on: March 19, 2013, 03:25:42 PM »
I really debated just letting this one go.  "Medium" ship, bad risk/reward ratio for me at this point of the game. 

Smaller ships mean more forest, means less predictible combat and less elerium/items.



As I feared, surrounded and swiftly wounded.



Time to open the whoop-ass. 









After healing up, run into elites and floaters. 



Well, guess I won't be getting that elerium generator after all...or the elerium in it.





Godfather using mindfray for close combat.



Pox finishing off the last of this group.



The control room. 



Leroy takes out the ethereal body guard.



Damn Angel...demonstrating that ethereal's reflect your shot back at you if you miss...



Which means Nemo gets to feel the brunt of an ethereal attack.  Fortunately her high will allows her to tank it.



Brick fishing for a promotion.





My continued psi luck. 


Shield, legacy of those bottom of the barrel days our only new candidate.    Below average will and aim....nice. 



Ug.  Small scout, are you serious?  Just shoot it down and let it rot. 



Terror mission India. 



Risk/reward is bad for this stage of the game, and it will become easier if...




Oh you trolling [progeny of unmarried parents] of an RNG.  Small scout landed so can't just shoot down and leave alone. 



Screw it.  I'm all green across the board, a little panic can't hurt. 

The stream of crap missions continue, and you can't ignore a bomb. 




Offline Unorthodox

Re: Sepulchral: The Unorthodox XCOM AAR.
« Reply #58 on: March 19, 2013, 03:32:03 PM »
Ghost armor makes these council missions a joke. 

Run cloaked heavies forward and nuke the thin men before they even know you're there.





A single mindfray is death to a thin man as well.



Yawn.



FINALLY. 


 

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