03-03-2018, 09:43 PM
Close... so very close!
After setting my evac point, I immediately pulled my heavy gunner out of the fight. He was right next to the Lancer, but didn't have the movement points to move and shoot. I opted for him to fight another day, since he was a skilled Sergeant and the loss of "Big Money" Delgado would be felt for a while. Next, I moved my sniper ("Lights Out" is his nickname) to the evac point.. his rifle was out of ammo, but his sidearm still functioned... I took a shot at the lancer and TOOK THAT ALIEN DOWN! Boo-yah! The sniper retreats. My last immediately retreat-able soldier is actually my more senior medic - the Specialist class - and the only other one with an offensive shot left... but her hit percentages were crap from where she was standing, so my "a-ha!" moment was to use the Aid ability of the class to boost the defence and dodge stats of the panicked Squaddie, and then off she goes too.
So it's just down to a boosted Squaddie Mary Edwards from the US of A, with nothing between her and sweet, sweet freedom but a passed out rifleman. I run over to Marshall (the downed trooper) and pick him up. I wasn't sure of the game mechanics exactly, because I don't do this often, but I was sure having Edwards pick up Marshall would end Edwards' turn. Not so! She could still move a little further! Not quite all the way "home", but further away from the danger!
Then my turn ended.
An alien baddie moved to a flanking position and fired off a shot. It connected, but not enough to kill (she was down to 2 health). The robotic MEC moved next... for some season, it just moved to a high-ground position and didn't fire... dumb luck? I'll take what I can get! A Viper (Snakeman alien) moves in from Fog Of War and takes a shot at me an advanced tech rifle... BUT MISSES! HA! But then... then the second cattle-prod having Lancer moves in. I didn't even know he was there.
His shot connects (didn't even have the guts to go melee). Edwards goes down. Marshall is listed as "captured". His bad day probably only just began.
What did I learn?
1) If you're evacuating, picking up a downed person won't end your turn, which might've changed where I selected my evac point.
2) Maybe taking a low-percentage shot before getting out was the right call, rather than the defence boost? Undecided on that.
3) I used my biggest asset - my senior sniper - poorly. He didn't take the high ground first (missed *SO* many shots) and I didn't upgrade his weapon with the extended magazine... he ran out of bullets.
4) The squad got far to spread out so I couldn't evac everyone the same turn
5) When I started this mission a couple nights ago, I was tired and thought about going to bed. That was probably the thing to do, rather than play the while tired and make bad tactical calls. Sleep, you're the *real* MVP!
On the plus side, "Big Money", my Grenadier, earned a promotion from killing a few baddies on that colossal disaster... He's an Lt now, but Gravely Wounded so will be out of action for just under two weeks. Now I have a decision to make... he can either have "Heavy Ordnance" (and extra grenade) or "Holo Targeting" (EVERYONE gets an aiming boost against the enemy he takes a shoots at). This is actually a tough decision, one that I don't feel up to making right now... my old playing style favoured grenades (you can get very specialised load-outs as you progress), but the squad-boosting holo-targeting might be preferred in the New Era of Gaming, so I'll need to think a bit. I've got 12 days before Delgado is back in the fight, so I'll decide then.
I failed this one. The consequences are I didn't get the Supplies from beating the mission (so I'm broke) and all Intelligence costs (another in-game resource) are doubled for a month. I also lost whatever gear Edwards and Marshall had on them when they got left behind. Fantastic.
You know, though, even though the mission was a disaster, I had a lot of fun doing this and don't really feel that terrible.
Well, a little terrible.
So close.
After setting my evac point, I immediately pulled my heavy gunner out of the fight. He was right next to the Lancer, but didn't have the movement points to move and shoot. I opted for him to fight another day, since he was a skilled Sergeant and the loss of "Big Money" Delgado would be felt for a while. Next, I moved my sniper ("Lights Out" is his nickname) to the evac point.. his rifle was out of ammo, but his sidearm still functioned... I took a shot at the lancer and TOOK THAT ALIEN DOWN! Boo-yah! The sniper retreats. My last immediately retreat-able soldier is actually my more senior medic - the Specialist class - and the only other one with an offensive shot left... but her hit percentages were crap from where she was standing, so my "a-ha!" moment was to use the Aid ability of the class to boost the defence and dodge stats of the panicked Squaddie, and then off she goes too.
So it's just down to a boosted Squaddie Mary Edwards from the US of A, with nothing between her and sweet, sweet freedom but a passed out rifleman. I run over to Marshall (the downed trooper) and pick him up. I wasn't sure of the game mechanics exactly, because I don't do this often, but I was sure having Edwards pick up Marshall would end Edwards' turn. Not so! She could still move a little further! Not quite all the way "home", but further away from the danger!
Then my turn ended.
An alien baddie moved to a flanking position and fired off a shot. It connected, but not enough to kill (she was down to 2 health). The robotic MEC moved next... for some season, it just moved to a high-ground position and didn't fire... dumb luck? I'll take what I can get! A Viper (Snakeman alien) moves in from Fog Of War and takes a shot at me an advanced tech rifle... BUT MISSES! HA! But then... then the second cattle-prod having Lancer moves in. I didn't even know he was there.
His shot connects (didn't even have the guts to go melee). Edwards goes down. Marshall is listed as "captured". His bad day probably only just began.
What did I learn?
1) If you're evacuating, picking up a downed person won't end your turn, which might've changed where I selected my evac point.
2) Maybe taking a low-percentage shot before getting out was the right call, rather than the defence boost? Undecided on that.
3) I used my biggest asset - my senior sniper - poorly. He didn't take the high ground first (missed *SO* many shots) and I didn't upgrade his weapon with the extended magazine... he ran out of bullets.
4) The squad got far to spread out so I couldn't evac everyone the same turn
5) When I started this mission a couple nights ago, I was tired and thought about going to bed. That was probably the thing to do, rather than play the while tired and make bad tactical calls. Sleep, you're the *real* MVP!
On the plus side, "Big Money", my Grenadier, earned a promotion from killing a few baddies on that colossal disaster... He's an Lt now, but Gravely Wounded so will be out of action for just under two weeks. Now I have a decision to make... he can either have "Heavy Ordnance" (and extra grenade) or "Holo Targeting" (EVERYONE gets an aiming boost against the enemy he takes a shoots at). This is actually a tough decision, one that I don't feel up to making right now... my old playing style favoured grenades (you can get very specialised load-outs as you progress), but the squad-boosting holo-targeting might be preferred in the New Era of Gaming, so I'll need to think a bit. I've got 12 days before Delgado is back in the fight, so I'll decide then.
I failed this one. The consequences are I didn't get the Supplies from beating the mission (so I'm broke) and all Intelligence costs (another in-game resource) are doubled for a month. I also lost whatever gear Edwards and Marshall had on them when they got left behind. Fantastic.
You know, though, even though the mission was a disaster, I had a lot of fun doing this and don't really feel that terrible.
Well, a little terrible.
So close.
They say Hitler loved dogs; that doesn't mean I want to travel back in time and discuss the merits of the Border Collie with the guy. He's still an a-hole.


