So you are playing on Classic Ironman and getting your butt handed to you? Your strategy and skills not as good as you thought? Tired of wasting time and having to start over after a devastating squad wipe? Aliens are just plain non-compliant?
QUIT YOUR WHINING AND JOIN THE CLUB!
Learn from my mistakes. I am currently on my 6th game of classic ironman and have made it to the alien base assault one time. That's right I admitted it, ONE STINKING TIME! This last go round is proving FAR more effective.
Here are some tips to help you survive, take note these things have been learned the hard way.
1. The first thing you should do every time you get to your base for the first time is immediately start building a satellite. A couple reasons, if you don't start a satellite within the first ten days you will not get the bonus from a 2nd country on the first council report. Getting that extra cash is critical.
2. Hold your satellites in reserve. I said it, do not deploy them straight away. Wait until a day or two before the council report. This allows you the chance to try and lower panic in 'hot' countries the good ole' fashioned way and failing that you can 'pop' a satellite to drop panic before the report and keep the country happy. It also keeps the satellite safe from aliens trying to shoot it down for as long as possible.
3. Grenades on your rookies, all the time, every time. Nano fiber vests, med kits, scopes are a waste. The rookie will be killed before the medkit is of use, nano fiber vests are better served on vets and scopes are only useful on Snipers and occasionally Heavies. Not to mention these items are costly to produce.
Secondly the grenade is an insurance policy against a rookies crappy aim in the early game. When you have an alien that MUST die the 'nade will save the day. Not to mention it is an easy first kill for the rookies which turns into a promotion at the end of the mission.
4. As I mentioned vests, medkits and scopes are expensive. I usually manufacture as few as possible. 1 vest for a vet assualt, medkits only for whatever support I am bringing on the mission and scopes for snipers. After that grenades all the way. (the hell with Dr. Vahlen)
5. Starting bonuses, N.A. isnt that great. I usually never have a major air force on call, a couple interceptors per satellite covered continent at most. S.A. is to easy to get with a couple satellites, Europe is good but I don't have the damn money to build labs and workshops anyway. So it comes down to Africa and Asia.
I prefer Asia, it is one of the two hardest countries to cover and offers amazing access to the kick a** OTS bonuses. I shoot for squad size, wet work and rapid recovery. < In that order.
Africa is decent for the bonus cash but it requires a long term game with many countries staying involved to be effective. Personally I have a 60% rate of losing one country in the first month. No matter what the hell I do, that makes Asia's awesome access to OTS(and later kick ass foundry bonuses) better to me.
6. If steam vents are within 100 credits of excavating and access lifts worth of cost forget a power generator and put up a thermo generator A.S.A.P. It is expensive but will save you bundles long term.
7. Sell corpses. Do the research and sell the excess dead bugs. I usually keep 3-5 on hand and sell the rest. Sectoids are the exception, I have 3 satellite aims on hand for intercepting larger ships. I have yet to encounter an alien ship I could not take down with 2 interceptors and AIMs.
8. Gunslinging snipers rock. Until you get skeleton suits gaining high ground is a giant pain in the butt except on UFO missions. Whereas a gunslinging sniper with a laser pistol is a force to be reckoned with. Later on pistol upgrades in the foundry make sniper rifles only good for squad sight shots. Which takes me to tip 9.
9. Squad sight + S.C.O.P.E + headshot = dead aliens. I use one or two snipers with squad sight all the time. It is an easily obtainable skill and allows you to position the snipers on your sight lanes early and pick off bugs from relative safety.
10. ^^^ I say relative safety because sometimes they get jumped by floaters or thin men 'dropping by'. To counter this I keep a Sprinter support in my middle ground with the heavies. They have decent aim and when equipped with a laser rifle can insta-gib sectoids, floaters and thin men. Sprinter allows them extreme mobility on the battle field.
11. Back to snipers, only manufacture enough laser pistols to equip snipers, they are cheap and with gunslinger makes a sniper deadly at close range. Later on, plasma pistols are easily captured and make manufacturing more than a couple laser pistols a waste.
12. A pair of heavies(or a support in a pinch) with suppression makes capturing aliens a cake walk. Rotate turns suppressing the alien. One suppresses and the other reloads until your assault with an arc thrower can close and finish the deal. Grenades and pistol shots are great to weaken up thin men and floaters.
13. Never, ever, ever, ever, ever dash or overwatch anyone until all opening moves are finished. It allows you the tactical flexibility to react if you accidentally fluch out some aliens. How many people thought a turn was over, overwatched the squad and had a troop moves two tiles only to flush out some aliens and everyone on OW blasts at one and misses? That makes for a bad day.
14. Roatate a rookie or squaddie onto every mission except the really nasty/important one in the first two months. Keeps you with a more advanced stable of troops.
15. On the other hand keep on or two of the same troops on every mission. Gets someone to captain rank faster so you can unlock 6 squad size.
16. I highly recomend a 'Oh s***, the mission has gone ploin shaped' heavy. This guy gets rockets, shredder rockets, bullet swarm and grenadier. Things start to go sour, level the map with this guy. As an added cavet if you can nab a single alien grenade and get him to grenadier you can 're-use' that grenade over and over and over. One grenade becomes two and as long as you only throw one per mission it keeps coming back.
17. Nano fiber, scopes, beam weapons/carapace then carapace/beam weapons. Equipment research should be done in this order. Shotguns, LMGs and sniper rifles will carry you quite far with promotions and smart play. Carapace is more important than precision and plasma research. The squad survivability goes waaaaaaay up with carapace.
18. Do not be afraid of difficult and very difficult missions in the first 1-3 months. It just means extra thin men, sectoids and floaters. Out of the whole bunch the goddamn sectoids are the most deadly to me. Their goddamn mind merge is a real b****. Having said that use the mind merge against them. Go for the sectoid who initiated it if at all possible. Getting a two for one kill like that makes a scary group of 4 'toids suddenly very manageable.
After that thin men = alien equivalent of snipers and with critical hits can insta-gib troops even with sergeant rank and nano fiber vests on. If they have a bad shot they will auto hit poison. Poison is not as scary as it seems, worst case scenario if ignored your troop loses 3 h.p. over a few turns and it goes away.
Finally floaters, personally they seem rather stupid and if you can break LOS they will double move to come find you. Tactical retreats and overwatch will make short work of these buggers. Also they like to fly up a few squares which makes it a goddamn snipers delight with squad sight.
19. Terror missions and Chrysallids. *sigh* where do I begin? These guys are the bane of my existence, every game over has started with a mission containing these guys. If you charge in to grab civs and kill the zombies early to prevent more spawing you get over extended and they pick you off one by one. If you go slow and hold back ignoring civs you have a situation like I got. Literally 14 Chrysalids charged out of the fog, I walked away from my computer for a couple hours before I came back and tried to combat that menace. A full 6 man squad with carapace, lasers and Lt. rank and above was crushed.
How do we combat them then? Stay together, don't face check corners and doors unless it is an opening move and you can back away and set up a kill zone. Weaken groups with nades/rockets. If you can break LOS they will move to where they can see you and second move will be to close to melee range, ending their turn and allowing you to kill them. That's all I have on these bastards, open to other suggestions.
20. Always have either a satellite in the works or one on standby. Even if you don't have an uplink for the reserve one. It is faster to build a new uplink than it is to build a new satellite.
This is not open to critisism. I am posting What works for me in the early game(read before alien assault is complete). Trolls will be ignored.
Take the advice or leave it. Good luck commanders.![]()



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