Sunday, September 11, 2016

X-Com War Diaries, Part XI - December 2016

Previous: X-Com War Diaries, Part X - November 2016

This will be the last post in this series until 2017. After this I'm going back to writing fan fiction, and endeavour to catch up the Long War story to around December 2016 before resuming play. As I've stated before, the purpose of this parallel series was to give me an idea of X-Com's progression during the calendar year in order to better weave in real events and my own headcanon. With my playthrough now up to January 2017 there's now plenty of material to work with. I'm also suffering from X-Com fatigue, if truth be told. Not the writing fiction part - that's always fun - but at this point I reckon I've played almost 1000 missions. The most fun for me now is to play one or two missions a week to advance the campaign, and leave it at that. At this speed I'll have lots of time to catch my headcanon up to my in-game campaign state.


December 2016.

So, December 2016. 18 contacts, of which 12 were shot down or destroyed by X-Com fighters. 15 missions in total, all completed - three abductions, three EXALT missions, one terror mission, seven recovery missions, and one Council mission - disarm an alien bomb. Two scouts shot down by X-Com forces were left to the auspices of local authorities. I refuse to send out squads composed mostly of rookies and will just pass on salvage if there are insufficient experienced troops to lead the way. 


Constructing an Elerium Generator to power the Hyperwave Relay.

The best news in December was that X-Com only lost three soldiers, arresting the casualty freefall we've been in since September. We also had another soldier reach maximum level. Master Sergeant "Graev" Maestas joins the ranks of the elite. Snipers make up the preponderance of that list as they are tucked away safely behind the front lines and are rarely exposed to enemy fire. If the aliens can shoot your snipers they will - I found this out the hard way when "Syl" Roche bought the farm. "Akuma" Ishikawa is my most impressive max level soldier because his job is to scout ahead and draw fire. His survival is belied by the fact that there are many, many other scouts on the memorial wall who were not as fortunate. It's taken 10 months to create my short list of elites (I don't have a full squad of max level soldiers yet), and they can die so fast, especially in Ironman mode. I've become so calloused at losing good soldiers, especially after the loss of some favourites earlier in the campaign. It's never fun, but the temptation to quit and restart is gone. Final victory is all that matters. Once I finish this Long War campaign I'm never going to play the Long War again. X-Com 2 though? I haven't played through the latest DLC - Shen's Last Gift - so never fear. I'll still be playing some variant of X-Com well into the future, just not the Long War. My dream game is a hybrid Jagged Alliance / X-Com hybrid, where the dysfunctional cast of mercs is tasked with saving the world. That would be awesome.

The three EXALT missions we conducted this month allowed us to finally pinpoint the location of the EXALT base. It was in Japan, leading to unique situation in which Japan harboured both an alien base and the EXALT base at the same time. That would be our objective for next month then - to assault both strongholds, and bring Japan back into the Council fold. But that account will have to wait until my fan fiction is back on track.


At the close of 2016 X-Com is striking back, and have won back two countries after losing five to the invaders.

So by the close of 2016 X-Com are armed with gauss weapons and Aegis armour, with plasma weapons and Titan armour in the pipeline. We have four to five MEC troopers who share two basic exo-suits, and we've started giving small genetic enhancements to select scouts and assault troops to increase their survivability. We possess two alloy SHIVs and two or three expendable older models which can be taken at a pinch. Our fighter based airforce is fully upgraded, and can be depended on to blow small to medium contacts out of the sky. We have captured and interrogated every member of the alien invasion force, with the sole exception of the Ethereals. Our cadre of psykers is growing. EXALT is exposed and vulnerable to a final assault. Three nations are still occupied by the invaders, but the return of Canada and Russia to the fold have encouraged and emboldened the task force.

On the downside - our fighters are still no match for large or very large contacts. Sectopods have been encountered a few times, and while these war machines are serious threats, they pale in comparison to the Ethereals themselves. Fights with the alien overlords are dangerous because of their ability to mind control. Sectoid commanders share this ability, but aren't as dangerous because they die pretty easily. An MCed trooper can be rescued by concentrating all fire on the controlling sectoid, but Ethereals are far more robust and have the ability to reflect damage. They're usually accompanied by a cadre of Muton Elite guard as well, while the sectoid commanders just have sectoids and the occasional mechtoid for backup. We still haven't had the base assault yet, which is somewhat unnerving because we'll be fighting a fully upgraded alien force when they do hit us. Most of the enemy have 20 hit points or more nowadays, and we really need our plasma weapons to keep up with the health escalation. Finally, there's always the fact that the task force is just one step away from disaster at all times. One bad mission could wipe out my elite cadre at a moment's notice. So there's plenty of fight still left in this campaign. For now though, it's time to return to the fan fiction.

Next: TBC in 2017

Tuesday, September 6, 2016

X-Com War Diaries, Part X - November 2016


In November X-Com tracked 23 contacts. The problem with world wide coverage is that you can see everything, and have to respond accordingly. At the beginning of the campaign X-Com only had one satellite, and thus could conduct their operations in blissful ignorance of what was happening to the rest of the world. This peace was only interrupted by UFO activity over the nation where you began, and by abductions and terror attacks popping up on occasion. With global satellite coverage you can see the UFOs going about their business. You can see abductors heading to land, and terror ships moving towards their targets. Raiders and destroyers occasionally bomb nations, and supply barges usually show the potential location of a new enemy base. The one thing I have yet to see in this campaign is a very large target moving in towards the X-Com base. That would be the prelude to a base invasion.


X-Com continue to complete their missions, but lost 13 soldiers this month.

X-Com shot down or destroyed 15 of the 23 contacts, a glowing testament to the new found efficacy of our air force. We were still fielding terrestrial fighter jets, but these jets had been tremendously augmented by alien tech. Our jets were armoured and heavily armed - in addition to laser cannons or phoenix cannons, the jets carried wingtip missiles and UFO countermeasures. Our air force had every possible upgrade short of creating the Firestorm, and it showed in this month's tally.


Russia was liberated from the aliens this month, leaving only the nations of Asia under the yoke of the enemy.

On the ground X-Com conducted 16 missions, out of which one was aborted. X-Com conducted five abduction missions, two terror missions, one EXALT mission, one base assault in Russia, five UFO assaults, one UFO recovery and the final mission in the Portent DLC arc. In keeping with my resolution to be more conservative with my soldier's lives I aborted a UFO assault when too many pods were aggroed. I also opted not to undertake crash recoveries of four downed UFOs. Up to this point I had taken every mission on offer, but now our new protocol was to only take a recovery or assault mission if doing so still left a functional squad in reserve for unexpected events.


Five berserkers, plus a cadre of mind controlling sectoids behind. No thanks - time to bug out.

Casualty wise blood continued to flow unabated, however. 13 dead this month. 9 in September, 11 in October, now 13 in November. The numbers were getting worse, but I bolstered task force numbers by hiring a large number of rookies. We'd also been getting Corporal level soldiers (level 3) as rewards for completing Council requests for samples and the like, so the experience loss wasn't all one way. Nonetheless, this was the third month in a row of large losses, and my roster was becoming dangerously brittle, filled at the top by a small number of experienced veterans with the remainder being rookies. 

Successfully completing the Furies mission (rescuing Annette Durand's companions) gave us three more psykers, but the month still ended with a net loss in overall experience. The Furies mission marked the end of all the remaining DLC content, meaning that we would no longer need to keep a squad in reserve in case these lucrative missions popped up. The Furies mission is also the hardest mission of the game in my opinion, because of the time limit and the number of enemies present. Luckily since I've played this mission about a gazillion times already I knew that using a camouflaged scout and running her down the left flank to deactivate the kill switch while the rest of the squad kept the aliens busy at the entrance was the best way to complete it. That's the strength of X-Com 2 over X-Com - partially randomized maps means you don't get map fatigue.


X-Com facilities are all but complete - the only thing we need is the hyperwave relay. And a Gollop chamber.

November also marked the auspicious debut of the chryssalid hive queen. I've seen this monstrosity in other playthroughs, but it still doesn't quell the queasy feeling I get in the pit of my stomach when I see this creature. I'm going to let the pictures tell the tale:


"Wait - what the hell is that?"

"It just jumped onto that building!"

"Retreat! Everyone fall back now!"


"Everything you've got! NOW!"

This thing is ridiculous. The worst part about it is that it fits through open doorways and windows like a normal soldier. I found this out the hard way in another campaign - I ran one of my soldiers into a house trying to avoid it, thinking that there's no way that thing is going to be able to squeeze in through the door. In an amazing feat of contortionism the monster leapt through the window and killed and impregnated my luckless soldier. On top of this miraculous ability it has the speed and agility of a regular chryssalid, meaning that it can MOVE, and it can jump onto buildings in a single bound. The best defense against this hulking creature is to run, shoot, and pray. Oddly enough flashbangs still suffice to slow them down, so having soldiers equipped with these weapons can make the difference between having enough time to take one down, or having an embryo forced down your gullet.

The problem is that they usually don't come alone. They're usually accompanied by a cohort of smaller but no less deadly broodlings, and if you are fighting another pod or aggro another one while fighting them it is game over man, game over. Time to bug out (excuse the pun hehe). Luckily for us the queen aggroed early with no other pods in sight, and so our response was to slow the pack down with a flashbang and pull back to the edges of the map all the while blasting apart its little escorts. Once all the smaller chryssalids are down we then focus the queen, and hope we kill it before it rips apart our squad. Despite our best efforts it was still able to catch up to and impregnate Werner before finally collapsing at the feet of a terrified Annette Durand. If you look at the final picture above you can see the zombified remains of Werner standing next to the right leg of the queen, while Durand is standing underneath the left leg. If we hadn't killed that creature on that turn Durand would now also be a chryssalid zombie. Luckily "Coreus" Shearer was on hand to cause ridiculous amounts of damage with his alloy shotgun.


X-Com was very busy in November.

The game is definitely getting harder. Unlike vanilla X-Com the game doesn't get easier as your tech improves - the aliens keep pace with you through upgraded minions, and if you let them have too many bases they will overtake you in upgrades and then just overwhelm you with better troops. The strategic situation impacts the tactical. I'm gambling tech-wise and will skip T4 pulse weapons to acquire T5 plasma ASAP, but it means there will be a couple of months where I'll have to rely on T3 gauss weapons against tough opposition. This month we were able to equip our troops with Aegis armour, which is the last stop before Titan armour - hopefully this will be enough to see the troops through the rough patch. This is also another reason why we've been capturing so many aliens whenever possible - we need their weapons to construct our own plasma variants.

Sunday, September 4, 2016

X-Com War Diaries, Part IX - October 2016


If September was tough, then October was simply brutal. The numbers tell the story. 14 UFOs tracked, of which seven were shot down and three landed and were assaulted. 21 missions attempted, with one failure. Five abduction missions. Three UFO assaults. Seven UFO recoveries. Two EXALT missions. Two terror missions. One base assault. One DLC mission. Incidentally the difference between a UFO assault and a UFO recovery is that the former involves attacking a UFO that has landed and has a full complement of crew, while the latter is securing a downed UFO which has taken losses during the crash. Oddly enough the more successful our air arm is, the more work it is for the ground troops.


October 2016.

The base assault in Canada occurred in the early part of September. We had already completed the Super Skyranger foundry project, which meant we could take an additional two soldiers to make a total of 10. It was a good thing we did, because four of them would die in the assault. Advancing carefully and methodically we cleared room after room and set up ambushes for alien pods, drawing them into carefully prepared kill zones. Despite our caution things still had a tendency to spiral out of control when pods would arrive unbidden. By the time we arrived at the hyperwave beacon chamber the troops were exhausted and spent - medikits, grenades and arc thrower charges had all been exhausted, and it was touch and go as to whether or not they could see it to the end. Two Vulcan mechtoids also refused to be lured into our ambush, and both war machines were bolstered by a sectoid commander hiding out of sight, leading into several turns of both sides hiding and refusing to be drawn out into the open. This impasse was broken by a flanking move by "Eva" Ivanova, one of my maximum level snipers. I had no one left to draw overwatch fire - my scout "Redbeard" von Heuvel had already been killed, nor did I have any smoke grenades remaining left to create cover. Eva had to do the dash by herself, but by some miracle she was not hit, and she was able to get herself in a position above the mechtoids where she could start blasting them with her alloy rifle without eating return fire (due to Squad Sight and a terrified spotter). This broke the deadlock, and allowed our exhausted soldiers to complete the assault.


Genetics lab online.

The second mission in the Operation Progeny DLC is called Deluge, and it triggered in the last days of October. This mission is set atop a crumbling dam, and X-Com operatives have to race across a road chock full of abandoned vehicles in order to get to a truck at the far end. In the end I had to exploit the win condition because there was no way we were getting to the truck in time. On the last two turns I just belted the alloy SHIV forward as far as I could, and even when the intrepid robot was smoking and on the cusp of falling apart from enemy fire it managed to trundle over the goal line on its last legs, and that ended the mission. Never mind that the rest of the squad was surrounded by mechtoids, mutons, floaters and sectoids. It was good that the mission auto-completed once we hit the goal, because my squad would have been massacred otherwise.

The successful assault on the Canadian alien base arrested the free fall of nations leaving the Council.

Exploit or not the mission was counted a success, and securing the truck added Annette Durand to our roster. Our roster of psionics was growing slowly - by the end of October X-Com had 11 psionics on its roster including Durand. All of them were only tier one psykers, but it was a good start - unfortunately "Alysianah" Towagozi would die during a terror mission in Australia, reducing their numbers to 10.


Annette Durand after her rescue by X-Com.

October also saw the genetics lab go online for the first time. I have to say that I am not a big fan of genetic enhancement as a rule - I prefer spending resources on MECs instead and creating big damage sponges rather than doling out MELD for incremental improvements to my soldiers. Nonetheless the lab gave me the option (as well as an adjacency bonus for research) and next month I might enhance my assault soldiers and scouts, who need every bit of kit to increase their already marginal survivability. October saw the introduction of bipods, armoured jets, and improvements to our gauss arsenal through quench gun research (improving armour penetration), among other things.


"Tora" Sato contemplates his new MEC exo-suit.

Speaking of MECs, October also saw their debut in the field. "Tora" Sato and "Belghast" Berger were my first two MEC troopers and they performed splendidly, acting as tanks, scouts and fire platforms. In keeping with the Long War's added complexity there are eight types of MECs spawned from each of the eight soldier classes, each with their own unique ability. "Tora" Sato was a Jaeger, with the ability to keep shooting if he killed a flanked or exposed target (In The Zone). "Belghast" Berger was a Goliath equipped with Absorption Fields (40% less damage taken after the initial 2 points), and his MEC was designed for survivability and durability. Both MECs were used pretty much the same way as the SHIVs - they drew fire, triggered enemy pods, then were pulled back to be repaired by arc thrower wielding engineers. They could also be healed by medics, unlike the SHIVs, which extended their damage soaking capability. In many ways this month was an auspicious month for X-Com, marking the introduction of MECs, the growth of our psionic cadre, and the implementation of the genetic enhancement program.

The month ended on a bad note, however, as my maxed sniper "Syl" Roche was killed on a UFO recovery mission that we eventually had to abort. Syl was one of two troopers who hit max level this month - the other was "Tengu" Hara, another soldier who features prominently in my fan fiction. I underestimated the size of the enemy force at the downed UFO site, and took more rookies that I normally would, thinking foolishly that Syl's Double Tap sniping skills would offset their inexperience.


The first pod we triggered on that ill-fated 100th mission.

Imagine my surprise when the first pod we triggered was a squadron of seven heavy floaters. Heavy floaters are terrible enemies for rookies, because not only are they durable but they are also very difficult to hit. For rookies with starting marksmanship the odds are very poor, and in return heavy floaters are accurate and armed with plasma grenades which they use to destroy cover. Our first turn we tried to engage them, but were unable to bring down a single heavy. Their return fire was particularly vicious, killing two X-Com operatives by first blowing up their cover, then blasting the exposed soldiers where they stood. After that it was just a mad dash back to the extraction zone, and Syl died trying to cover for her troops.

Our 100th mission was also our first failure, and to make matters worse we lost four X-Com operatives, including max-level soldier Lieutenant Bridget "Syl" Roche.

Operation Twisted Moon was our 100th mission in this campaign, and the first mission I had to abort. I was resolved that our troops would never push an untenable position again, especially in UFO assault and recovery missions where nothing political was at stake. Failing abduction and terror missions had severe geopolitical consequences, but as far as I could tell, aborting UFO assaults and recoveries only meant foregoing the salvage. Our casualty count for October was 11, surpassing the 9 soldiers lost in the previous month, and taking our total number of casualties to 35. This is a real cause for concern, because at this rate of attrition X-Com is going to be too brittle to progress further in the campaign. Rookie deaths are not so important, but losing veterans like "Syl" Roche, "Alysianah" Towagozi and "Redbeard" Heuvel are real setbacks. From here on in I'm not going to be shy about pulling the plug on missions in order to preserve my squads. The amount of missions being thrown at X-Com is also a concern - nominally we have three squads, but in reality we often have to assemble patchwork formations to plug the gap. Something has to be done to staunch the blood, else X-Com is going to die a death of a thousand cuts.

Next: X-Com War Diaries, Part X - November 2016

Thursday, September 1, 2016

X-Com War Diaries, Part VIII - September 2016


Back.

I was AFK from the blog from about mid-July to the end of August, but am planning to return to posting regularly this month. In terms of content I'm planning to keep working on my Long War playthrough report, as well as resuming work on my fan fiction. The playthrough chronicled in these so-called War Diaries serves an important function in giving me an X-Com timeline with which I can intersperse real life events and my fan fiction. My playthrough and my story have diverged significantly, but the timeline generated by playing the game still allows me to get an idea of where X-Com's gear level is at any point of the game calendar. It also gives me an idea of the geopolitical situation - by September 2016 five nations have left the X-Com project already, so when plotting my fan fiction I would like to have an equivalent number of nations withdraw by this point. They won't necessarily be the same nations, but the purpose of the fan fiction would be to flesh out which nations do leave and why. The story is still stuck somewhere between May-June 2016, so there is still time to square up the fiction with the playthrough timeline. When I stopped blogging I also stopped playing X-Com, so my game state is still halted at around December 2016.

In the August 2016 report I praised the resiliency of the Canucks in holding out against tremendous pressure from the aliens. In September the aliens turned the screws even further, and the country had finally had enough and withdrew from the X-Com project.

Canada leaves the Council.

Five nations had now left the Council but the loss of Canada was a telling blow, because we lost the continental bonus which was the 25% discount to the purchase and maintenance of interceptor craft. With our interceptor fleet growing we needed every dollar we could scrape together. Our original plan was to assault the base in Russia, but that was scrapped in favour of an assault on Canada to restore the bonus. It would have to wait, however, until the skeleton key was completed.

X-Com's September 2016 report.

In the meantime September 2016 was a busy month for X-Com. 19 UFOs were tracked - the most number of contacts since X-Com went online - and X-Com were able to shoot down or destroy 9 of them. Two scout class UFOs escaped, which was a big lapse for our air wing, because successful scouting missions are followed by larger UFOs. Destroying a scout usually cuts off that incursion by alien forces, and they probe elsewhere. The bigger UFOs we either let go or allowed them to land. Our air force still can't tangle with large or very large contacts, and it's still better to allow abductor class vessels to land and deal with the abduction mission that follows. Two very large contacts which we let go led to a terror mission and the loss of Canada respectively - presumably the massive ship forms the nucleus of the alien base once it lands.

We now have three fighters stationed in North America, South America and Africa.

On the ground X-Com conducted 15 missions this month - five UFO recoveries, one UFO assault, two (!) terror missions, four abductions missions, two EXALT missions and one Council mission. One of our most desperate missions was the Council mission which required X-Com to disarm a bomb in South Africa. The squad pushed forward aggressively and were able to defuse the bomb, but in doing so had to aggro numerous pods to beat the clock. Four soldiers were lost in the firefight around the bomb, but once again "Akuma" Ishikawa showed his chops by salvaging the mission through accurate fire, picking off aliens one at a time. The aliens killed four X-Com troops and critically wounded another. Our medic dashed forward and stabilized him but was shot and killed doing so. The remaining three soldiers had a choice - withdraw and leave the critically wounded man to die, or try to complete the mission and save him. Akuma chose the latter, and in a tense, long and painstaking effort the three survivors drew the aliens into ambush after ambush and killed them singly until they were all dead.

Psionic lab went online, as did another fission generator.

This mission was a stark reminder that you're literally one step from disaster in X-Com. We lost nine more soldiers in September, taking our overall tally to 24 dead. Our casualty count represented the single greatest loss of life in a month to date. In addition to the deaths we also lost the use of three soldiers who were critically wounded and would be confined to the infirmary for 45 days or thereabouts. This was partially offset by the two soldiers - "Akuma" Ishikawa and "Eva" Ivanova - hitting maximum level, but nevertheless it was a bad month for X-Com, despite completing all their missions. "Ophelie" Scholz also died this month, paralleling her fate in my original playthrough which gave rise to the Long War fan fiction. At least in this universe she lived six more months.

The casualty list now numbers 24.

The psionics lab also went online this month, and after a few misses X-Com was able to anoint its first psyker, Rebecca Long of Singapore, shortly followed by Waja Towagozi of Syria. Psionics in the Long War is a little random - psi experience is earned during missions and once a soldier hits a certain amount they can attempt to train a new ability. The chance of learning this ability is roughly 50%, modified by will power and a national bonus from Mexico, and takes about a week or so. The RNG element means that you might have to do a few attempts depending on how lucky you are. It costs nothing but time, but the downside is that the soldier is effectively off your active roster, and so you have to be judicious as to who you train, and how many you train at once, lest you need those soldiers on your missions. The type of abilities available is also dependent on the aliens you have interrogated, which gives you another incentive to capture those aliens in the field.

By the end of September X-Com had manufactured a skeleton key, increased the Skyranger capacity to 10 soldiers (for base assaults only), developed advanced gauss weapons and unlocked the capability to create MECs. Our goal for October would be to assault the Canadian base and liberate the Canucks from the bondage of their alien masters.

Tuesday, July 19, 2016

X-Com War Diaries, Part VII - August 2016


As with July, X-Com's increased coverage of the world meant that we would be seeing much more UFO activity. 15 contacts were tracked. Two abductors were allowed to land unmolested, and X-Com ground units stopped the abduction missions in their tracks once the ships departed. Two UFOs were destroyed by our interceptors, which were now sporting laser cannons and were commensurately more effective against the bandits in the sky. Three UFOs landed and were subsequently assaulted and boarded. The first was a simple raider, but the last two (UFO-41 and UFO-46) were abductor class vessels. Securing an abductor meant a windfall in salvage, as well as the chance to research the vulnerabilities of this particular craft so both missions were stacked with our best soldiers to ensure the capture of the vessel. The remaining contacts either escaped or were left unmolested due to lack of available interceptors.

X-Com's monthly report for August 2016. 

Our new tactic in ground missions is centred on our alloy SHIVs, which are tremendously durable once upgraded with the appropriate foundry projects. SHIVs can effectively serve as tanks that are able to reconnoiter, absorb enemy fire, or suppress dangerous targets. They could also be used as mobile cover by our soldiers. It takes a lot of firepower to destroy an alloy SHIV, and when combined with an engineer with the Repair perk and upgraded arc throwers, damaged SHIVs can be patched up to full health and rolled back into the breach time and time again. It's a life saver for the troops, and this is how we conducted the assaults on the abductors this month. The results spoke for themselves, as both missions went off without a hitch and without any casualties. The only problem was our arc thrower's seeming inability to do its primary job, namely that of subduing aliens. During the assault on UFO-46 "Keen" Archuleta tried three times to stun an alien and failed each time. We wanted outsider shards - alien bases can only assaulted with the skeleton key artifact, and these things can only be made with outsider shards. The aliens controlled four nations - China, Japan, India and Russia - and it was our goal to ultimately liberate these countries. In the Long War countries that leave the Council can rejoin if the alien base within that nation is destroyed. Barring anymore departures from the Council, we would be needing at least four shards, one for each occupied nation. 

Constructing a psionic lab.

In addition to the three assaults X-Com troops completed five abduction missions, two EXALT missions, one terror mission and one Council mission. The Council mission was a favourite - site recon on the island of St. John in Newfoundland. The first couple of times I played this mission I found it absolutely terrifying - the chryssalids were fast and deadly, the pods were large, and some of the chryssalids were upgraded versions with larger health pools, health regeneration, and Lightning Reflexes (drastically reduces the effectiveness of overwatch fire). Subsequent playthroughs were far easier due to having solved the riddle of the map - creating kill zones and luring the pods one by one into them with a fast scout was the key. I expected the mission to be another cake walk, and things started off promisingly as our intrepid scout baited the first pod to our waiting guns. Rather than waste overwatch fire on foes with the Lightning Reflexes perk the squad steadied its weapons and waited for the chryssalids to close in. We blew apart the pod, apart from one straggler, and prepared to rinse and repeat.

Events escalated when another pod came rushing in during the alien's turn. And another. Things got hairy, but it looked like we would be able to stay on top of it. Then another pod came charging in, and that's when things went to shit. The only thing that prevented total disaster were my rocketeers Towagozi, "Syncaine" Ben-David and assault trooper Jong. Jong in particular was tearing through the chryssalids with her shotgun - she had the Hit and Run perk (free shot at foes not in cover), and any chryssalid foolish enough to close in with her ate two shotgun blasts to the mandibles. Hit and Run also allowed Jong to blast a chryssalid then run away to safety. Other troopers weren't as fortunate. Syncaine paid the ultimate price - holding his ground to fire his rocket launcher meant he killed three chryssalids that would have otherwise torn through the rest of the squad, but it also left him at the mercy of the reprisal from the last surviving chryssalid. It ripped him in half, injected him with an embryo, then turned to Towagozi, who fired a rocket down its windpipe in the subsequent turn. It was overkill, but I was pissed at losing one of my best guys. The resulting explosion killed the chryssalid and the embryo, and the soldiers were spared the sight of Syncaine lurching to his feet as a zombie. I guess if one of your soldiers ever gets killed by a chryssalid just throw a grenade on the body and be done with it. That is, if you have no ethical objections about blowing up the body of your former comrade.

Geopolitical situation has remained stable this month, with no other nations leaving the Council. X-Com has complete satellite coverage over North and South America, as well as Africa. Africa now also has its own fleet of interceptors.

Syncaine was the sole casualty of August, and while his death was a blow, the paucity of casualties meant that we were winning the overall experience war. If the amount of experience gained across all your soldiers exceeds the experience lost when one of them dies then you're in good shape. The experience gained by the strike force in August made up for the carnage in the July. In fact, things were beginning to turn in X-Com's favour - the geopolitical situation had stabilized despite a scare over Canada. The aliens swarmed all over Canada, and I thought that there would be no way to avoid having the nation withdraw. In addition to a terror attack and an abduction attack, the aliens also bombed Canada and shot down the satellite over the nation which we promptly replaced. Somehow the Canucks held their nerve and didn't leave, but nobody could have blamed them if they did. Successfully completing the site recon mission also played a big role in reducing panic, and allowed us to retain Canada on the Council despite tremendous pressure from the aliens.

Our fighters were also becoming much more effective at dealing with the invaders. Foundry projects like UFO Countermeasures (decreased chance to hit interceptors), Wingtip Sparrowhawks (all planes are armed with Stingray missiles in addition to regular loadout), Penetrator Weapons (increased armour penetration) and Improved Avionics (increased chance to hit UFOs) enhanced our interceptors' survivability and firepower. We now had a squadron of fighters in Africa, and most of our planes were armed with laser cannons. X-Com could still not engage any of the large UFOs head on, but scouts, fighters, and raiders were all fair game. August also saw the deployment of Tier 3 weapons. Some of our boys and gals went into battle with gauss rifles and autorifles for the first time, and hopefully sometime in the next month our snipers and scouts will also be armed with gauss long rifles and alloy strike rifles. Once again alien alloys were the bottleneck, however, and the supplies we salvaged from the captured abductors were soon spent on crafting armour and weapons. We would need more if we wanted to outfit everyone. The biggest development for the strike force was the discovery of xenopsionics. Construction on the psionic lab was begun this month, and in September we would begin training suitable candidates in the art of psionic warfare.

Next: X-Com War Diaries, Part VIII - September 2016

Wednesday, July 13, 2016

X-Com War Diaries, Part VI - July 2016

Previous: X-Com War Diaries, Part V - June 2016

My favorite soldier through the recurring campaigns has always been Shingen "Okami" Takeda. Unimaginatively named after a famous Japanese daimyo during the Sengokujidai, he has always been the name of my Kiryu-Kai Master Sergeant - the maximum level soldier you receive if you pick this Japanese starting perk - and he was my proxy in this virtual world. Come on, who doesn't want to be the bad ass leader of a troop of bad ass soldiers defending the world? No one else? Just me? Alright, fine. So I'm immature.

X-Com monthly report for July 2016.

In this version of the X-Com universe, he wasn't my first Master Sergeant - "Tenshi" Hatakeyama received that distinction due to RNG - but I thought, hey, I can choose my best Japanese rookie, and through careful leveling, recreate the badass that was Takeda. There have been six iterations of Takeda, and I was hoping the seventh would emulate and even surpass the heroics of his brethren.

More generators were constructed this month by X-Com's engineers.

Anyway, he's dead. He died along with "Eldaeriel" Alonso on an abduction mission that went bad. Once again cyberdisks proved how much of a menace they are, atomizing both soldiers with its main cannon. Normally we can lock down these menaces with snipers using Disabling Shot or by suppressing them, but I was caught badly out of position due to a faulty assumption on my part. I assumed a tiny sliver of darkness we bypassed was clear of enemies, but it wasn't, and when the cyberdisk and its cohorts came storming out of the black my squad was strung out and scattered. By the time we were able to recover both soldiers were dead.


With the death of Takeda, the mantle of leadership falls to "Tenshi" Hatakeyama.

There is an upside. If I can keep going without my proxy, then chances are good that I can see this through to the bitter end. I have been very disciplined in preserving the integrity of this playthrough - I haven't reloaded once. I had such high hopes and heroic story arcs for Jeromai and Okami, too. The war goes on, though, and more caskets are sent home to grieving virtual widows and orphans. The complete casualty list for July is as follows:

Cristina "Eldaeriel" Alonso, Spain
Emma Boyer, France
Changwei Feng, China
Chloe "Spinks" Leroy, France
Samar Sadr, Syria
Shingen "Okami" Takeda, Japan
Leah Tyler, UK


The death toll continues to mount.

This takes our casualty count to 14, and the mounting toll is a cause for concern. If I can be so callous, losing rookies is not a problem - losing soldiers ranked corporal or above is. Between Okami, Eldaeriel and Spinks we lost a lot of veteran experience which will take time to replace. In addition to the fallen soldiers we also lost both SHIVs. This wasn't as bad, as both SHIVs were obsolete - we were in the process of creating alloy SHIVs which are a significant upgrade. Nonetheless there is still cause for optimism, thanks to the battleship we were able to capture at the beginning of the month. The soldiers were outfitted with carapace armor for the first time, and six more soldiers earned their call signs. Upgrades to the Officer School meant that Hatakeyama was promoted to Captain and two new lieutenants - Jack "Coreus" Shearer and Hiroshi "Tengu" Hara - were inducted. Coreus continues to defy all odds. In another reality his interred remains have lain under ground for months now. In this one he is an X-Com officer.

Coverage now extends over both the north and south Americas, as well as over Egypt and Nigeria. Only the US has interceptors, however, which meant that all X-Com can do is observe.


Another country withdrew from the Council after being bombed, raided and harassed by the invaders. India was the fourth nation to leave the X-Com project, and the skies were becoming increasingly unfriendly. After the silence of the previous month, with several satellites now up in the air the X-Com board became lit up like a Christmas tree. 13 contacts were tracked this month, and only two were shot down or destroyed. A scout was destroyed over Mexico, and a raider was shot down in the US. Two UFOs - both raiders - landed and were assaulted and secured by X-Com. The remaining nine UFOs were able to conduct whatever nefarious activities they were doing unmolested. We had a bunch of satellites, but not enough planes to cover all the nations. An alien fighter (UFO-33) shot down the satellite over South Africa.

India withdraws from the Council.


On the ground X-Com conducted 12 missions - four abductions, one UFO recovery, two UFO assaults, three EXALT missions, one Council mission and one terror mission. Our mounting losses did not stop us from completing all the missions successfully. The tactical focus this month was the capture of live alien specimens for Dr. Vahlen. Capturing and interrogating aliens have a dual purpose in the Long War. Firstly, each alien species provides research credits which significantly reduce research times in their particular field of expertise. Secondly, captured alien weapons provide plasma cores, which are an essential part of constructing Tier 5 plasma weapons. One core equals one weapon, so there is cause to capture duplicate specimens, if only to acquire their weapons.

X-Com operatives close in on a muton, looking to take it alive. Its weapon has been disabled by a sniper's Disabling Shot. A floater has already been stunned nearby. This particular muton would not go down to the arc thrower, and had to be killed.


Capturing aliens is a dangerous and frustrating exercise because arc throwers - stun guns - have such short ranges and approximately 50% success rates in the Long War. An alien on three bars of health has a 42% chance of being stunned - an alien on two bars has 48%, and an alien on one bar has 54%. Our standard M.O. is to isolate an alien by killing its comrades, corral it with flashbangs, suppression and Disabling Shots, then approach it with engineers kitted with arc throwers. The troops use pistols to whittle down its health, preferably down to one bar, before our intrepid engineer zaps it with an arc thrower. If possible I also like to have the commanding officer nearby to use their Command ability. The Command ability gives your soldiers an extra move, so if at first the stun doesn't succeed the officer can use Command to give the engineer a second chance at stunning the alien. This still doesn't guarantee success, and I can't count the number of times a pistol shot that was supposed to nick or graze an alien down to one or two bars accidentally turned into a crit and ended up killing the mark.

An outsider isolated outside its spacecraft, surrounded by grim faced X-Com operatives and an alloy SHIV.

In the month of June Changwei Feng from China was the first X-Com trooper to successfully stun and capture an muton. "Oni" Okamoto was the first trooper to field test the arc thrower, but her attempts to stun the alien just failed utterly, and the muton had to be killed by "Tenshi" Hatakeyama before it could blast Oni to smithereens. Luckily Feng was able to succeed where Oni failed, but he did not live long to enjoy the accolades for his feat - he died this month to muton fire. Engineers, along with assault troopers and scouts, have short life spans.

X-Com's first live alien capture - a muton.

In July X-Com was able to capture a thin man, a floater, an outsider, a sectoid and another muton for the labs. In the period of June and July X-Com operatives used arc throwers 14 times and scored six successful stuns, so our overall batting average is at around 43%. These specimens were a research bonanza, and unlocked decreased research times plus new foundry projects for R&D.

X-Com War Diaries, Part V - June 2016


With no satellite coverage X-Com was blind for most of the month. My lack of foresight in keeping a satellite in reserve cost me dearly - UFO activity over Japan must have hit an all time high, as the country left the country mid-month. Despite our lack of satellite coverage X-Com was able to detect two UFOs - one over Nigeria, and another one over Japan. Stationing interceptors in a country gives you a small chance of detecting UFOs without satellite coverage, which explains how X-Com detected the Japanese bogey, but don't ask me how we were able to pick up the contact over Nigeria. At any rate there was nothing X-Com could do about the Nigerian contact, which was scanning for God knows what. The Japanese contact (UFO-20) was also scanning, but it seemed like in vain, as the aliens had already shot down the satellite over Japan. Nonetheless we were determined to shoot it down in order to be able to research it (researched UFO craft take more damage and yield more salvage). The bogey was incredibly tough - I had to scramble all four of our planes to bring it down. It also destroyed one of our jets in the process. But bring it down we did, and the alien fighter's secrets were soon laid bare by Vahlen's research. 


By the end of June 2016 Japan had also left the Council, taking the total to three.

My original plan had been to make a simultaneous launch with four satellites at the end of June to blanket the continent of Asia. With Japan and China down that plan was no longer feasible, and so we switched continents, launching three satellites over the US, Canada and Mexico respectively. Establishing coverage over North America gave X-Com a discount on the purchase and maintenance of interceptors. Our fourth satellite was launched over South Africa, with an eye towards eventually securing the African continental bonus in the future.


By the end of June 2016 all our workshops plus supporting adjacencies had been constructed, giving X-Com an unmodified 55% discount (3 workshops at 10%, plus 5 adjacency bonuses at 5% each). Diminishing returns dropped this bonus down to about 35%, however.

From experience I knew that this would be the hardest month of the early game. Pod size and enemy types were still manageable, but the crunch would come from the increasing frequency of missions plus the two back to back DLC missions that would come at the end of the month. In all my Long War playthroughs the final two missions of the Operation Slingshot DLC always occurred at the end of June and early July, separated by a few days, and this time was no exception. Everything I did in that month was geared towards gearing and preparing a squad of troops for those two missions. The first mission was Confounding Light, and it was a timed mission along the length of a train in a deserted train station. Experience once again allowed me to complete this mission without a hitch - I've played it several times already, and so I knew a squad of snipers and scouts supported by SHIVs and a single assault would suffice to clear out the thin men and mutons dropping in from the sky.


Prelude to the toughest mission in the early game, as an alien battleship looms large over Hong Kong.

The last mission of the DLC was a different thing altogether. Knowing the map and drop patterns was a definite advantage in avoiding nasty surprises, but success in this mission would be determined in the big engagements in either the first or second antechambers. Ideally my squad would have liked to creep forward and kill enemy pods methodically and in isolation, but in most of the games I've played the shit always hits the fan as we cross the massive rooms. As soon as my squad gets into a contact it's a race against time to wipe out the pods - invariably more and more pods arrive, and it's not uncommon to be squaring off against 10-12 aliens in these large rooms. What makes it worse is that the cyberdisks debut in this mission, and they're very difficult to kill with the weapons we have at this point. The mission was going swimmingly until we ran into a big pod of mutons which we couldn't kill in one turn. The very next turn a pod containing two cyberdisks arrived, and everything went south fast. The mutons were upgraded versions, and "Jeromai" Kurnakov was killed on his sniping perch by a 26% shot by an overwatching muton with the Covering Fire perk. Jeromai was perched on high, he had cover bonuses from the Damned Good Ground perk, and it was his bloody turn - regardless, when he tried to shoot a muton it shot first because of Covering Fire, and killed him with a low percentage shot.

Fuck. I really, really wanted to keep Jeromai alive because it was his X-Com series that inspired me to start mine. It would have been a nice homage to the man, but sadly it wasn't meant to be - I've already abandoned a previous campaign because I was cheating to keep him and Tenshi alive. This time I gritted my teeth, and kept trucking on.

Things would only get worse. Most of my damage was now coming from Tenshi and Akuma - my sniper and scout respectively - with two gunners in the front trying gamely to lock down the cyberdisks with suppression. Another gunner fell - this time it was Arcturus, who ate a plasma bolt to the face. Another blogger down. I was looking down the barrel of a squad wipe. Tenshi and Akuma were laying down accurate fire, but they had to chew through two cyberdisks, several mutons, as well as drones and a few floaters I hadn't been able to kill. The only thing keeping the two shooters alive were my two grenadiers - Keen and Oni - who kept popping smoke to cover them. Somehow we survived several turns of enemy return fire and managed to whittle the enemy force down to manageable proportions. When the firefight was over three X-Com lay dead, but the field was ours.

The fight wasn't over by any means. We still had to destroy the remaining conduits on the battleship, and I debated whether to press on, or to cut my losses and run. I decided to see it to the end - if we wiped I most likely would have abandoned the campaign for the seventh time. We didn't however - the tattered remains of the squad were able to inch forward, kill the remaining pods of thin men, destroy the conduits, and secure the battleship. The question of whether I have it in me to continue the campaign in the face of a full squad wipe of my favorite soldiers will have to wait another day.


At the conclusion of Operation Gangplank 39 aliens die at the cost of three X-Com soldiers.

The Memorial of the Fallen. Three more names - "Jeromai" Kurnakov, "Arcturus" Ahmadzai and Ghaffar - are added to the list.

In addition to the two DLC missions X-Com completed nine other missions - five abductions, one EXALT mission, one terror mission, one recovery (UFO-20, the fighter which had shot down one of my interceptors) and one Council mission which required us to disarm an alien bomb. Four more X-Com soldiers were promoted to Corporal and earned their call signs. The survivors of Gangplank - "Tenshi" Hatakeyama, "Akuma" Ishikawa, "Syncaine" Ben-David, "Keen" Archuleta, and "Oni" Okamoto - are also building nice back stories for themselves. Time will tell how many of them will survive the war.

Next: X-Com War Diaries, Part VI - July 2016