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Xcenocide

XCOM: UO Platoon

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So I did not post anything for a whole week on account of travelling. I'll see if I can do two posts today to make up for that.

 

 

May 10th, 2015

OPERATION RED APOLLO

 

 

 

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Squad dispatched to Chongqing China to attempt to disrupt an alien battleship with experimental technology. Also, further junk was removed from the Skyranger to clear a seat for a sixth operative. The boxes taking up the space was discovered to contain pornographic magazines. The contraband has been confiscated and the pilot's payment has been docked for the next two weeks as punishment. Squad has also requested that all seating is sanitized after the operation.

 

 

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As per Doctor Shen's instructions, the squad moved to arm a commercial transport train with transpoders created with the alien technology provided by Zhang with the hopes they can be used to divert the course of an alien battleship closing in on the city. Lieutenant Ekyel, being the fastest runner within the squad, volunteered to move through the train to place the transponder under Best2nd's, Pax'Jarome's and Whisper's escort while Hellhound and Morluck provided covering fire from long range. Somehow, the aliens had gotten intel on what the squad's intentions were and sent a contingent of Thin Men to intercept them. With the Thin Men quickly dispatched, however, several Mutons were air dropped into the premises, and with the assistance of remaining Thin Men they managed to cause heavy injuries on Best2nd, Whisper and Ekyel, but ultimately the train was successfully armed and commandeered with everyone making out from the operation alive (but with some severe plasma burns and in Whisper's case also effects from poisoning).

 

 

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The transponders proved to work fine, and successfully diverted the battleship's course before it could do any damage to the city. Plans are already being made for boarding the battleship now that it's weapons are non-operational.

 

OPERATION END

 

Dr Shen reports that the battleship should be under the effect of the transponders for a good few weeks, and they have even disabled the craft's ability to send troops onto the ground, so we will have plenty of time to prepare for overtaking it. The assault will be launched the moment the intel team finds a way to get inside the ship with the Skyranger.

 

May 17th, 2015

OPERATION [data corrupted]

 

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An UFO larger than anything our interceptors had engaged before - but not as large as the recently disabled battleship - was spotted over the UK airspace, and Interceptors were sent to take the craft down, albeit with heavy damages sustained. Squad sent to crash site to eliminate survivors and secure salvage operations.

 

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Squad moved in on the craft, now hypothezised as being of the type used by aliens for their abduction operations around the globe. Almost immediately, they made contact with a trio of chrysalids, and although the squad's combined reactions to their advance quickly took out one of them, Lieutenant Best2nd quickly decided that he "had enough of this zombie bug bullshit" and introduced the chrysalids to high explosives.

 

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After the elimination of the Chrysalids, Seekers moved in on the squad and although one of the two was quickly destroyed, the second managed to move in on Pax'Jarome and begin choking him with it's tentacles. Squaddie ZEZZ moved in to assist, but somehow managed to miss with his shotgun at close range. Thankfully, Corporal Rustyclutch was close enough to finish the job and save Captain Pax'Jarome.

 

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"The sights are off!"

 

No footage was retained from inside the craft, but the report composed by the squad indicated a heavy presence of Floaters within, that the ship was equipped with equipment that they determined to be stasis pods and surgery equipment and that they found not one but two Outsiders in the bridge. The squad cleared the craft of all X-rays and returned to Skyranger without any injuries.

 

OPERATION END

 

CURRENT ROSTER

 

 

Captain Gusy

Heavy

Base HP: 7   Will: 68   Aim: 62

Missions: 9   Kills: 17

 

Captain Best2nd

Heavy

Base HP: 7   Will: 62    Aim: 75

Missions: 8   Kills: 18

 

Captain Pax'Jarome

Assault

Base HP: 5    Will: 83   Aim: 69

Missions: 5    Kills: 11

 

Captain Ekyel

Support

Base HP: 5   Will: 85   Aim: 89

Missions: 4   Kills: 7

 

Lieutenant Morluck

Sniper

Base HP: 7   Will: 89   Aim: 99

Missions: 7  Kills: 10

 

Lieutenant Lancer

Support

Base HP: 5   Will: 69    Aim: 84

Missions: 6   Kills: 10

 

Lieutenant Whisper

Assault

Base HP: 6   WIll: 54   Aim: 85

Missions: 5   Kills: 10

 

Lieutenant HellHound

Sniper

Base HP: 5   Will: 73   Aim: 101

Missions: 6   Kills: 7

 

Sergeant Rustyclutch

Assault

Base HP: 7   Will: 47   Aim: 83

Missions: 4   Kills: 11

 

Squaddie Shep

Support

Base HP: 5   WIll: 64   Aim: 71

Missions: 3   Kills: 3

 

Squaddie Gibfender

Sniper

Base HP: 5   Will: 49   Aim: 64

Missions: 2   Kills: 3

 

Squaddie ZEZZ

Assault

Base HP: 4   Will: 56    Aim: 58

Missions: 3   Kills: 5

 

Squaddie Lexi

Sniper

Base HP: 5   Will: 60    Aim:  59

Missions: 3   Kills: 7

 

Squaddie Flying Spaghetti Monster (FSM)

Support

Base HP: 4   Will: 30    Aim: 70

Missions: 2   Kills: 3

 

 

 

THE FALLEN

Corporal Kalohepirate

Assault

Missions: 5   Kills: 8

Last Operation: Operation Silent Dawn

Time of Death: 5/5/2015

Cause of Death: Rooftop-Muton's plasma rain of death

 

Squaddie AC337

Heavy

Missions: 3   Kills: 2

Last Operation: Operation Silent Dawn

Time of Death: 5/5/2015

Cause of Death: Getting cover destroyed before being covered by plasma burns, courtesy of a horde of Floaters.

 

Private Ratlover

Rookie

Missions: 1   Kills: 2

Last Operation: Operation Driving Empire

Time of Death: 3/2/2015

Cause of Death: Plasma to the face from a sectoid angered by a grenade

 

Private Znoop

Rookie

Missions: 1   Kills: 0

Last Operation: Operation Twisted Scepter

Time of Death: 3/15/2015

Cause of Death: Lightning-fast suppression fire from Sectoids protecting their crashed ship

 

 

 

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May 17th, 2015

OPERATION BLOODY KNIFE

 

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Time to claim whatever is in this battleship as ours. Squad sent to board the disabled vessel.

 

 

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Squad breached the vessel with the objectives of clearing out the crew and disabling the power systems in order to allow for salvage operations without risking collateral damage to civilian population below. Despite the heavy opposition (totaling at 20 X-Rays), the only difficulty the squad ended up facing was with the Thin Men initially faced after entering the vessel-- even the cyberdisc, chrysalids and the single muton within were easily dispatched thanks to the squad's collective equipment and experience in dealing with the alien opposition.

 

 

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With the vessel cleared and fully disabled, salvage teams were sent on site to strip all useful technology and resources from within, including massive amounts of Alloys, Elerium, computer equipment, power sources and two of what seem to be elaborate fusion reactors. The science team will have a field day with this one.

 

OPERATION END

 

May 23rd, 2015

OPERATION DEVIL'S MOON

 

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We kind of failed to explain this earlier, but a new faction of opposition reared it's head to XCOM operations. A human, pro-alien faction working insurgent operations against XCOM, trying to disrupt our data flow and money reserves and such. Squaddie FlyingSpaghettiMonster was entrusted with infiltrating an EXALT cell located in Argentina, and a report just came in that he has gathered all the pertinent intel he can, and now requires extraction. Squad sent to extract the operative and secure the data transfer.

 

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FlyingSpaghettiMonster set up a transmitter for sending his intel directly to HQ-- and after discovering that his cover was blown and EXALT operatives were after him, he set up an encoder for the data transfer too to make it more difficult for EXALT to discover the transmitter's location (despite the fact that it is literally RIGHT THERE from the encoder). After the team's arrival, he went on to explain to them that EXALT had set up various comm arrays to help their own communication within the area-- and they were also wired to their own weaponry's id detection technology, and with the encryption keys he got from them, he could use the comm arrays to disrupt the functionality of their weaponry for a brief time if he only got close enough to an array. After Squaddie Gibfender questioned why the hell their weapon tech would be accessible from the comm arrays, he simply suggested that "EXALT is, honestly, kind of retarded".

 

EXALT quickly arrived on the scene and moved on to attempt to disrupt the encoder, with the squad moving to respond while FSM, meanwhile, moved on towards one of their comm arrays. However, EXALT brought much more numbers than the squad expected. immediately, the squad ended on the receiving end of explosives thrown at them, destroying cover from three operatives and sending Rustyclutch into a sudden panic attack that drove him to retreat back into the house hiding the transmitter. With the cover of the wall destroyed, EXALT quickly focused their fire on Gibfender, and thanks to his armor being damaged by the explosion, their weaponry managed to penetrate the remaining layers easily enough for him to suffer fatal wounds on the spot. Thankfully, Squaddie ZEZZ was able to move to cover before he was hit too, at least.

 

 

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As if that wasn't enough, the sight of Gibfender dying sent FSM into a panic attack before he could do anything with the comm array as well-- but rather than retreating like Rustyclutch, he instead opened fire blindly into the general direction of the enemy, nearly hitting ZEZZ in the process.

 

 

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With the suffered casualty, Gusy quickly decided to respond to the remaining EXALT by simply firing his rocket launcher at them. UNfortunately, even MORE EXALT operatives arrived on the premises right after, and in a desperate bid to protect the encoder, ZEZZ charged in, shotgun blazing. Unfortunately, despite his bravery, this only lead to EXALT quickly overwhelming him with sheer numbers, focusing both gunfire and grenades onto his position until he was finally killed by a burst of gunfire from a higher vantage point.

 

 

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After FSM finally managed to hack EXALT's weaponry through the comm array, the squad took advantage of EXALT's vulnerable state and moved in once more to attempt to clear them from the encoder-- but the EXALT kept on throwing more numbers at them, and with decreasing ammo counts in their magazines, they were eventually forced to abandon the encoder and fall back to focusing on protecting only the transmitter.

 

 

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And still, EXALT threw EVEN MORE numbers at the squad, and only Rustyclutch had managed to get inside to secure the transmitter with the rest of the squad attempting to regroup and rearm outside. With the squad facing the overwhelming numbers, FlyingSpaghettiMonster made a wild dash to the comm arrays on the other side of the construction yard with the hopes of providing a chance for the suqad to turn the tide, while the squad attempted to hold back the EXALT for as long as they could.

 

THe moment FSM reached the comm arrays, the squad took full advantage of it once again, charging aggressively at the EXALT operatives with what explosives they had remaining, managing to take out enough of them in the few moments that FSM had bought them that they were able to easily take down the remaining opposition afterwards, too.

 

 

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With the data transfer finally complete, the squad quickly gathered the bodies of Gibfender and ZEZZ and returned to the Skyranger along with FSM.

 

OPERATION END

 

...OUr first encounter with EXALT definetly could have gone a LOT better. The amount of enemies they threw out was just absurd, and the comm arrays were way too sparsely spaced out to make exploiting them easy in the beginning. Two more names are going up on the memorial wall becuase of it. RIP Gibfender and ZEZZ.

 

CURRENT ROSTER

 

Major Pax'Jarome

Assault

Base HP: 5    Will: 93   Aim: 74

Missions: 6    Kills: 16

 

Captain Gusy

Heavy

Base HP: 7   Will: 68   Aim: 62

Missions: 10   Kills: 23

 

Captain Best2nd

Heavy

Base HP: 7   Will: 62    Aim: 75

Missions: 9   Kills: 21

 

Captain Ekyel

Support

Base HP: 5   Will: 85   Aim: 89

Missions: 4   Kills: 7

 

Captain Morluck

Sniper

Base HP: 8   Will: 94   Aim: 106

Missions: 8  Kills: 14

 

Captain Lancer

Support

Base HP: 6   Will: 79    Aim: 89

Missions: 7   Kills: 16

 

Captain HellHound

Sniper

Base HP: 5   Will: 60   Aim: 110

Missions: 8   Kills: 10

 

Lieutenant Whisper

Assault

Base HP: 6   WIll: 54   Aim: 85

Missions: 6   Kills: 12

 

 

Lieutenant Rustyclutch

Assault

Base HP: 8   Will: 53   Aim: 84

Missions: 4   Kills: 11

 

Squaddie Shep

Support

Base HP: 5   WIll: 64   Aim: 71

Missions: 4   Kills: 5

 

Squaddie Lexi

Sniper

Base HP: 5   Will: 60    Aim:  59

Missions: 3   Kills: 7

 

Squaddie Flying Spaghetti Monster (FSM)

Support

Base HP: 4   Will: 30    Aim: 70

Missions: 3   Kills: 3

 

 

 

THE FALLEN

 

 

Corporal Kalohepirate

Assault

Missions: 5   Kills: 8

Last Operation: Operation Silent Dawn

Time of Death: 5/5/2015

Cause of Death: Rooftop-Muton's plasma rain of death

 

Squaddie Gibfender

Sniper

Missions: 3   Kills: 3

Last Operation: Operation Devil's Moon

Time of Death: 5/23/2015

Cause of Death: Exploded cover and gunfire from EXALT

 

Squaddie ZEZZ

Assault

Missions: 4   Kills: 5

Last Operation: Operation Devil's Moon

Time of Death: 5/23/2015

Cause of Death: Overwhelmed, shot, exploded and shot again by EXALT.

 

Squaddie AC337

Heavy

Missions: 3   Kills: 2

Last Operation: Operation Silent Dawn

Time of Death: 5/5/2015

Cause of Death: Getting cover destroyed before being covered by plasma burns, courtesy of a horde of Floaters.

 

Private Ratlover

Rookie

Missions: 1   Kills: 2

Last Operation: Operation Driving Empire

Time of Death: 3/2/2015

Cause of Death: Plasma to the face from a sectoid angered by a grenade

 

Private Znoop

Rookie

Missions: 1   Kills: 0

Last Operation: Operation Twisted Scepter

Time of Death: 3/15/2015

Cause of Death: Lightning-fast suppression fire from Sectoids protecting their crashed ship

 

 

 

Edited by Xcenocide

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My aim was surpassed by Hellhound?! And my health is tied to Rusty whose a Lieutenant?! AND Pax is almost tied with me on will?! I guessed with the combined stats I am still a pseudo-super soldier (or future MEC?), yet finally the roster seems a bit more evened out. The 2nd wave options of NCE and HP certainly crate some interest spreads though and barracks upgrades may have me outclassed lategame by future rookies (sign up today!).

Egg-salt finally showed up then? Is our great commandy one going to remember his bi-weekly scans or not? Also what's your favorite class for these extraction missions; support, (like FSM) for the +3 movement; assault, for run n' gun triggering the comm array; or sniper for gunslinger? ... err, sorry heavies looks like you have nothing worthwhile I can think of.

P.S. Screw alien computers. I find bullets (especially sniper's) are a great way to delete system 32 off their disks.

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So I fucked up in two different ways. First of all, I was a dumbass and forgot to launch satellites just before the May Council Report, which has resulted in both United States and South Africa withdrawing their support of XCOM because of unmanaged panic levels. Fuck.

 

Secondly, I somehow lost all of the screenshots from yesterday. Whoops. To recap, though-- we went through two more abduction missions and a covert operation against EXALT (with Pax'Jarome as the covert operative). We also developed Skeleton Suits for the Assault soldiers, which don't give as high a health boost as Carapace Armor does, but it allows them to move much quicker than before and give them additional Defense Points -- which, in conjuction with their already-high defense from class abilities, makes them ridicilously difficult to hit in full cover. We also captured some aliens, and the science team has started repurposing intact alien weaponry for our soldiers' use. On a much sadder note-- the second abduction mission saw us facing against a cyberdisc that turned out to move much further than expected, and managed to flank Squaddie Flyingspaghettimonster, immediately ANNIHILATING him with it's ridicilously powerful cannon and a critical hit. ...Good thing we still have signups in the backlog, I guess.

 

ON TO TODAY'S MISSIONS!

 

 

June 9th, 2015

OPERATION HOT HERO

 

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An UFO has been detected landing in Japan. Squad dispatched on site to prevent any further activity from the aliens.

 

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Our support soldiers were also given the very first plasma weaponry in XCOM's use.

 

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The new plasma weaponry proved to be very effective against the mutons guarding the landed craft, but after breaching into the ship itself, the squad faced... a sectoid piloting a mech. The squad was unfortunate to discover - once again - the hard way that the now-so-called Mechtoid also moves much faster than expected, and apparently relying on it's own heavy armor and the energy shield seemingly provided by another sectoid's psychic link, simply charged through their line and fired twin plasma cannons straight into Captain Ekeyl at point blank. Captain Gusy was heard screaming that there was "guts EVERYWHERE" before retreating. Lieutenant Rustyclutch moved on to kill the sectoid responsible for maintaining the energy shield on the mechtoid, but the latter retaliated by running up to the Lieutenant and blasting him, too-- but fortunately most of the plasma fire hit the cover he was hiding behind, instead, though he still suffered severe burns through his armor, right before Whisper and Shep ganged up on him -- the former firing three shots from his shotgun at close range in quick succession with the latter taking the killing shot that finally put the mechanized sectoid down for good.

 

 

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After killing the mechtoid, and the Outsider in the bridge, the squad moved to see what had become of Ekyel-- and apparently the close-range blast from the Mechtoid's cannons had been so powerful there wasn't anything recognizable left of the captain's body. Only a burned lower body, with everything above the Captain's waist seemingly having exploded into gibs. Ekyel's dog tags were recovered, and the squad moved to extract to make way for the salvage teams.

 

OPERATION END

 

June 20th, 2015

OPERATION FINAL FLAME

 

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After the previous operation, Corporal Shep was sent to infiltrate an EXALT cell in Egypt. With the extraction call made, squad sent on site to assist with data transfer.

 

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Our two newest recruits are a part of this one, too. Clark did take part in an earlier mission, but this one is James' very first one.

 

The operation was completed without any incident. With the abundancy of comm arrays within the area Corporal Shep could hack to disrupt EXALT's weaponry, the squad was able to easily steamroll the EXALT in the area by exploiting their inability to response and liberal usage of explosives. No injuries suffered whatsoever.

 

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With the data transfer secured, squad and Operative Shep returned to Skyranger for extraction back to HQ. New intel sent for analyzis.

 

OPERATION END

 

June 22nd, 2015

OPERATION [data corrupted]

 

Squad sent to respond to alien activity in Montreal, Canada.

 

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X-Rays found at a small train depot outside of the city of Montreal, possibly attempting to disrupt supply routes. Armed with even more - and more powerful for that matter - plasma weaponry, the squad was able to defeat the alien presence within easily even with an absurdly high number of Mutons there. No injuries suffered.

 

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Overkill? Nah.

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OPERATION END

 

Well. WE've lost a lot of soldiers, and three funding countries, but we're well on our way to arming our soldiers with the best weaponry in the game, so things should start looking up form here, right?

 

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God fucking damnit.

 

CURRENT ROSTER

 

 

Major Pax'Jarome

Assault

Base HP: 5    Will: 93   Aim: 74

Missions: 9    Kills: 18

 

Major Best2nd

Heavy

Base HP: 8   Will: 75    Aim: 76

Missions: 14   Kills: 28

 

Major Whisper

Assault

Base HP: 6   WIll: 71   Aim: 91

Missions: 12   Kills: 23

 

Major Morluck

Sniper

Base HP: 9   Will: 99   Aim: 113

Missions: 12  Kills: 21

 

Captain Gusy

Heavy

Base HP: 7   Will: 68   Aim: 62

Missions: 11   Kills: 25

 

Captain Lancer

Support

Base HP: 6   Will: 79    Aim: 89

Missions: 10   Kills: 20

 

Captain HellHound

Sniper

Base HP: 5   Will: 60   Aim: 110

Missions: 9   Kills: 13

 

 

Captain Rustyclutch

Assault

Base HP: 9   Will: 61   Aim: 85

Missions: 8   Kills: 21

 

Sergeant Shep

Support

Base HP: 7   WIll: 87   Aim: 81

Missions: 6   Kills: 8

 

Sergeant Lexi

Sniper

Base HP: 6   Will: 73    Aim:  71

Missions: 5   Kills: 10

 

Sergeant J.Clark

Heavy

Base HP: 7   Will: 65   Aim: 83

Missions: 4   Kills: 10

 

Squaddie James

Assault

Base HP: 5   Will: 55   Aim: 78

Missions: 1   Kills: 3

 

 

 

THE FALLEN

 

 

Captain Ekyel

Missions: 6   Kills: 7

Last Operation: Operation Hot Hero

Time of Death: 6/9/2015

Cause of Death: Blasted to gibs by Mechtoid at point blank.

 

Corporal Kalohepirate

Assault

Missions: 5   Kills: 8

Last Operation: Operation Silent Dawn

Time of Death: 5/5/2015

Cause of Death: Rooftop-Muton's plasma rain of death

 

Squaddie Flyingspaghettimonster

Support

Missions: 4   Kills: 5

Last Operation: Operation Flying Rain

Time of Death: 6/9/2015

Cause of Death: Flanking Cyberdisc's Deathcannon

 

 

Squaddie Gibfender

Sniper

Missions: 3   Kills: 3

Last Operation: Operation Devil's Moon

Time of Death: 5/23/2015

Cause of Death: Exploded cover and gunfire from EXALT

 

Squaddie ZEZZ

Assault

Missions: 4   Kills: 5

Last Operation: Operation Devil's Moon

Time of Death: 5/23/2015

Cause of Death: Overwhelmed, shot, exploded and shot again by EXALT.

 

Squaddie AC337

Heavy

Missions: 3   Kills: 2

Last Operation: Operation Silent Dawn

Time of Death: 5/5/2015

Cause of Death: Getting cover destroyed before being covered by plasma burns, courtesy of a horde of Floaters.

 

Private Ratlover

Rookie

Missions: 1   Kills: 2

Last Operation: Operation Driving Empire

Time of Death: 3/2/2015

Cause of Death: Plasma to the face from a sectoid angered by a grenade

 

Private Znoop

Rookie

Missions: 1   Kills: 0

Last Operation: Operation Twisted Scepter

Time of Death: 3/15/2015

Cause of Death: Lightning-fast suppression fire from Sectoids protecting their crashed ship

 

 

 

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Im impressed by how few casualties you are taking!

 

I usually take atleast 1 every other mission, if not 1 a mission. Occasionally I take alot more than that :/

 

I just see it as the price of doing business!!

 

Im impressed by your tactical skill though

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Im impressed by how few casualties you are taking!

 

I usually take atleast 1 every other mission, if not 1 a mission. Occasionally I take alot more than that :/

 

I just see it as the price of doing business!!

 

Im impressed by your tactical skill though

 

It's not really so much tactical skill necessarily as just being really, REALLY fucking careful.  ...It also helps that I've played XCOM enough that I know a lot of the little things in it that I can exploit. I have a habit of only using one soldier to the "exploration", so to speak, and move the rest of the squad up to them without revealing any more of the map from the fog of war in order to not accidentally trigger alien pods without being able to bring the whole squad to respond to them. With that in mind, I feel like I've taken more casualties than I should have at this point, honestly. A lot of them are attributable to poor foresight on soldier placement on my part, too, most notably the deaths of FSM and Ekyel both where I left them in the flanking range of an enemy I KNEW does not use cover. A lot of the time, the best option is to retreat -- I didn't, and my soldiers pay for it.

Edited by Xcenocide

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It's not really so much tactical skill necessarily as just being really, REALLY fucking careful.  ...It also helps that I've played XCOM enough that I know a lot of the little things in it that I can exploit. I have a habit of only using one soldier to the "exploration", so to speak, and move the rest of the squad up to them without revealing any more of the map from the fog of war in order to not accidentally trigger alien pods without being able to bring the whole squad to respond to them. With that in mind, I feel like I've taken more casualties than I should have at this point, honestly. A lot of them are attributable to poor foresight on soldier placement on my part, too, most notably the deaths of FSM and Ekyel both where I left them in the flanking range of an enemy I KNEW does not use cover. A lot of the time, the best option is to retreat -- I didn't, and my soldiers pay for it.

 

I was quite good at the original, im still on my first EW play through so I keep getting blindsided by new weapons/abilities

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Greetings,

 

So if our character survives until the end of the game do we get a prize?

 

Regards,

 

 

Major Whisper 'Werewolf' Sururrus.

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So if our character survives until the end of the game do we get a prize?

 

You get to be alive. Unless if you're the Volu You also get some drinks from leftover XCOM budget, I guess.

 

 

June 22nd, 2015

OPERATION BRUTAL RING

(who the hell is coming up with these operation names?)

 

Squad sent to terror site in Cairo, Egypt, to extract civilian population.

 

 

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We got all the good equipment to use just in time, it turns out, seeing as the squad faced five chrysalids and three cyberdiscs within the terror site, and still came through without any injuries, even in spite of one of the Chrysalids attempting some kind of explosive area of effect attack at the soldiers surrounding it.

 

 

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Most of the civilians on site were saved, though some casualties were unavoidable. All living civilian population extracted along with the squad.

 

OPERATION END

 

June 23rd, 2015

OPERATION [data corrupted]

 

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UFO landing detected in the United Kingdom. Squad sent to raid the landing site.

 

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Squad encountered moderate resistance at the landing site, including another cyberdisc and a mechtoid. But unlike previously, the particular targets were eliminated before they even had a chance to make an attack of their own (thanks ot in large part to Best2nd's liberal use of explosives), clearing the way for the squad to take out the remaining resistance within the ship. Major Best2nd, however, incurred heavy damage while attempting to keep the ship's Outsider in place long enough for Colonel Pax'Jarome to get close enough to use the Arc Thrower for capturing the alien intact-- even if it did result in recovering some kind of crystal object instead of the full alien entity.

 

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WIth the ship cleared, squad extracted to make way  for the salvage teams along with the recovered crystal artifact. Major Best2nd has been sent to the infirmary for an extended recovery period.

 

OPERATION END

 

 

CURRENT ROSTER

 

 

Colonel Pax'Jarome

Assault

Base HP: 6    Will: 106   Aim: 77

Missions: 11    Kills: 21

 

Major Best2nd

Heavy

Base HP: 8   Will: 75    Aim: 76

Missions: 16   Kills: 29

 

Major Whisper

Assault

Base HP: 6   WIll: 71   Aim: 91

Missions: 13   Kills: 25

 

Major Morluck

Sniper

Base HP: 9   Will: 99   Aim: 113

Missions: 15  Kills: 27

 

Major Gusy

Heavy

Base HP: 7   Will: 78   Aim: 64

Missions: 12   Kills: 26

 

Major Lancer

Support

Base HP: 7   Will: 92    Aim: 91

Missions: 12   Kills: 24

 

Major Rustyclutch

Assault

Base HP: 10   Will: 72   Aim: 88

Missions: 10   Kills: 25

 

Captain HellHound

Sniper

Base HP: 5   Will: 60   Aim: 110

Missions: 9   Kills: 13

 

Lieutenant J.Clark

Heavy

Base HP: 8   Will: 75   Aim: 83

Missions: 7   Kills: 15

 

Sergeant Shep

Support

Base HP: 7   WIll: 87   Aim: 81

Missions: 7   Kills: 11

 

Sergeant Lexi

Sniper

Base HP: 6   Will: 73    Aim:  71

Missions: 5   Kills: 10

 

Corporal James

Assault

Base HP: 6   Will: 61   Aim: 82

Missions: 3   Kills: 7

 

 

 

THE FALLEN

Captain Ekyel

Missions: 6   Kills: 7

Last Operation: Operation Hot Hero

Time of Death: 6/9/2015

Cause of Death: Blasted to gibs by Mechtoid at point blank.

 

Corporal Kalohepirate

Assault

Missions: 5   Kills: 8

Last Operation: Operation Silent Dawn

Time of Death: 5/5/2015

Cause of Death: Rooftop-Muton's plasma rain of death

 

Squaddie Flyingspaghettimonster

Support

Missions: 4   Kills: 5

Last Operation: Operation Flying Rain

Time of Death: 6/9/2015

Cause of Death: Flanking Cyberdisc's Deathcannon

 

 

Squaddie Gibfender

Sniper

Missions: 3   Kills: 3

Last Operation: Operation Devil's Moon

Time of Death: 5/23/2015

Cause of Death: Exploded cover and gunfire from EXALT

 

Squaddie ZEZZ

Assault

Missions: 4   Kills: 5

Last Operation: Operation Devil's Moon

Time of Death: 5/23/2015

Cause of Death: Overwhelmed, shot, exploded and shot again by EXALT.

 

Squaddie AC337

Heavy

Missions: 3   Kills: 2

Last Operation: Operation Silent Dawn

Time of Death: 5/5/2015

Cause of Death: Getting cover destroyed before being covered by plasma burns, courtesy of a horde of Floaters.

 

Private Ratlover

Rookie

Missions: 1   Kills: 2

Last Operation: Operation Driving Empire

Time of Death: 3/2/2015

Cause of Death: Plasma to the face from a sectoid angered by a grenade

 

Private Znoop

Rookie

Missions: 1   Kills: 0

Last Operation: Operation Twisted Scepter

Time of Death: 3/15/2015

Cause of Death: Lightning-fast suppression fire from Sectoids protecting their crashed ship

 

 

 

 

Edited by Xcenocide

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So. This kind of died out on account of the fact that XCOM, frankly, is very hard to maintain entertaining to non-player audience in the later stages of the game where things turn to just steamrolling the aliens with superior equipment. Even more so in this kind of text/screenshot format.

 

We are, however, two weeks away from the release of XCOM2, and I am debating giving this another shot with that, except through streaming/recording after release. Any thoughts?

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I would watch this, sign me up chief! :smile:

 

I think recording would be better though as streaming isn't always convinient for everyone, especially with a cross atlantic community like ours

Edited by Fox D

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With XCOM 2 character creation isn't done on a campaign to campaign basis making characters more permanent. My favorite aspect of this is we could create customized characters that are selected or randomly choose who have a consistent look for everyone using them. I would suggest if you wanted to stream and record the mission at the same time to upload later, but this is generally more hardware intensive. For XCOM 2 though... who shall be the dark VIPs? No opposition here for continuation of the UO Platoon in XCOM 2 instead though.

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With XCOM 2 character creation isn't done on a campaign to campaign basis making characters more permanent. My favorite aspect of this is we could create customized characters that are selected or randomly choose who have a consistent look for everyone using them.

 

As cool as that is, I don't *think* there is any way to create customized characters without... you know. Actually owning XCOM2 yourself, unless Firaxis suddenly comes up with some free software made specifially for creating and adding soldiers to the pool.

 

I'll probably just put up a seperate thread for the UO Platoon's continuation in XCOM2 a few days before the game's release, either way.

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