XCOM 2 WofC [SPOILERS]

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Jonathan
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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

The more I think about it, the more I think anything that isn't:

_/RR/_
_/WS/_

Is broken, so I'll be doing that from now on. I used to prefer GTS first, regardless of whether I had a corner or not.

I'm giving Training Center a whirl instead of Infirmary to see how I like it.

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Re: XCOM 2 WofC [SPOILERS]

Post by Peijen »

Jonathan wrote:The more I think about it, the more I think anything that isn't:

_/RR/_
_/WS/_

Is broken, so I'll be doing that from now on. I used to prefer GTS first, regardless of whether I had a corner or not.

I'm giving Training Center a whirl instead of Infirmary to see how I like it.
Workshop is really expansive, I end up not using them the second time, easier to just grab all the engineer missions/covert opts.
I tried sparks and they are way too expansive, especially since they don't get cover bonus and gets hurt a lot, both died on on different chosen missions.
Talon round on crit sniper is awesome, but you need to get lucky with experimental ammo.
Katana ranger is kind of broken.

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Campaign 25
Legend Ironman Lengthy Scheme
3/30

I'm about to do the second guerrilla op with a sergeant after a flawless first retaliation, but I don' t have the GTS up. I'm 4 days away. I did exactly what I said I'd do:

_/RR1/GTS2

because I pulled a free middle, and that has a cost. Now, I could have saved days with keeping my engineer excavating, so I'll do that next time.

SGT Davlok - assault
CPL Big Nasty - gunner
CPL Quantus - sniper
CPL Desida - medic
CPL Outrider - reaper

and 11 rookies.

Dead: Erin (Gatecrasher)
Alien Biotech > Modular Weapons > Resistance Communications > Officer Autopsy

The Training Center is not a good start.

Rangers OP.

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

>Workshop is really expansive, I end up not using them the second time, easier to just grab all the engineer missions/covert opts.

Hmmmmmmmmm. Base game I definitely think WS is justified. I have noticed engineers are freer in WotC. I haven't built a Resistance Communications in WotC yet...

>I tried sparks and they are way too expansive, especially since they don't get cover bonus and gets hurt a lot, both died on on different chosen missions.

I don't have this DLC.

>Talon round on crit sniper is awesome, but you need to get lucky with experimental ammo.

When I beat base game Commander Ironman, I was elerium core limited and couldn't get experimental ammo.

>Katana ranger is kind of broken.

Rangers OP, news at 11.

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Jonathan wrote:Campaign 25
Legend Ironman Lengthy Scheme
I want to play big boy pants tactical without aim assist or AI forgiveness. I also want to play with a shallower ramp of tactical difficulty, so I'm dedicated to Legend. It starts hard, but gets harder more gradually than lower difficulty. I can't bring myself to play anything other than Ironman.

Legend Ironman is too hardcore for me.

I'm going to start playing Lengthy Scheme so I can skip/fail a mission on Legend Ironman and still recover.

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Campaign 25
Legend Ironman Lengthy Scheme
4/13

I beat that guerrilla op, but I lost a rookie and Big Nasty, gunner. RIP. GTS would have prevented one of those deaths. I did finally flawlessed a supply raid. It helps I pulled one without Chosen or the airlift. I also got alloys and crystals from the Black Market. I'm 42d from Magnetic Weapons and 42d from Plated Armor. I have a mission pending for a new scientist. It's a squad rescue type with Chosen and Lost. I've definitely lost games on this kind of mission before, but if I can do it I'll be in really good shape.

PG3/RR1/GTS2

SGT Davlok - assault
SGT Quantus - sniper
CPL Desida - medic
CPL Kazema - gunner
CPL Outrider - reaper

specialist, ranger, sharpshooter.

and 7 rookies.

Dead: Erin (Gatecrasher), Big Nasty (resistance mission after 1 retailiation), rando (same)
Alien Biotech > Modular Weapons > Resistance Communications > Officer Autopsy > Hybrid Materials > Sectoid Autopsy > Resistance Radio

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Campaign 25
Legend Ironman Lengthy Scheme
6/23

Lost Outrider during the Avenger defense on 6/5. It popped (in India, while I was in fucking Siberia) several days before I finished magnetic weapons.

PG3/RR1/GTS2
PR4/WS5/RC6

The lack of infirmary means I need enough soldiers to cover the latency of healing up. I do have the templar and skirmisher headquarters unlocked, so after a real bad fight I can heal at templar HQ.

CPT Davlok - assault
LT Quantus - sniper
LT Desida - medic
LT Pinto - assault
LT Axeman - assault
SGT Kazema - gunner
SGT Kerrigan - demolitions
SGT Skanks - hacker
SGT Androk - hacker
SGT The Truth - sniper
SGT Scorch - templar
SGT Wildchild - gunner
CPL Space Gin - assault
CPL Mox - skirmisher

1 ranger, 2 specialist, 3 grenadier, 3 sharpshooter

Dead: Erin (Gatecrasher), Big Nasty (resistance mission after 1 retailiation), rando (same), Outrider (Avenger defense)
Alien Biotech > Modular Weapons > Resistance Communications > Officer Autopsy > Hybrid Materials > Sectoid Autopsy > Powered Armor > Improved Pistols > Magnetic Weapons > Improved Cannons > Resistance Radio > Muton Autopsy > Viper Autopsy

I have 3/4 resistance contacts, 5 eng, 5 sci, 9 alloys, 23 elerium, 3 cores. Just finishing up a radio tower so I can make contact in NA for 80 instead of 160. I have 11d on RC.

I bought enhanced Bullpup, enhanced Ripjack, enhanced shotgun, arc blade, a spider suit, and ammo which turned it to be armor piercing.

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

I killed 75 Lost in a Horde sitrep where the goal was to kill everything. The Hordes just kept spawning! I was worried they wouldn't ever run out and I need to go sweep the rest of the map, but I beat the level by holding one area.

I won the third retaliation by the skin of my teeth versus a Berserker and the Assassin. I didn't kill the Chosen, so now she's almost ready to fill her bar with the extra knowledge extracted. The Berserker went into a Blind Rage and stunned his MEC friend or else I would have been toast for sure.

Now I have Between The Eyes which gives me auto headshot on all Lost shots. It's going to be hard to give that up, so I'm hoping I don't have to.

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Jonathan wrote:I desperately needed armor so when I took incidental damage I wasn't waiting 45 days to recover.
So I was wrong. Armor doesn't work like that. I still have guys out for a month even with armor. Everything in Legend just takes longer.

I attribute Campaign 25 to two fresh insights:
Smoke grenades and flash bangs do dick-all. I also skipped the medkit until I had Medical Protocol.
Squaddies are your most valuable resource, early game. Every thing you do has to be focused on acquiring new meat and toughening it up. Missions, recruitment, black market, covert ops: everything.

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

The Chosen invasion hits you with zero warning once that bar is full. Literally two days after I finished a Retaliation I got this defense. Luckily I didn't have too many tired/wounded officers so it wasn't too bad. Just took a long time. I went up the left and stopped the cannon before pulling the right. No deaths, but almost everyone on my side got hurt.

This particular Chosen was the Assassin with a weakness to heights and reapers, so nothing to be done there. Luckily I have a phantom scout to keep an eye out for her. I have no MAJ so I can't do the stronghold assault yet.

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Campaign 25
Legend Ironman Lengthy Scheme
8/21

Nobody died since Outrider on 6/5.

PG3/RR1/GTS2
PR4/WS5/RC6
PSI8/TC7/_

Not sure what that last slot is going to be. Infirmary, probably?

CPT Davlok - assault
CPT Quantus - sniper
CPT Desida - medic
CPT Androk - hacker
LT Pinto - assault
LT Axeman - assault
LT Kazema - gunner
LT Kerrigan - demolitions
LT Scorch - templar
LT Mox - skirmisher
SGT Skanks - hacker
SGT The Truth - sniper
SGT Wildchild - gunner
SGT Space Gin - assault
SGT Viking - scout
SGT Big Time - gunslinger
SGT Big Country - gunner

2 specialist, 2 grenadier, 2 sharpshooter

Dead: Erin (Gatecrasher), Big Nasty (resistance mission after 1 retailiation), rando (same), Outrider (Avenger defense)

Did a resistance op with C squad and took a lot of damage. Did UFO touchdown with whoever was leftover and won flawless. Never discount the mimic.

Alien Biotech > Modular Weapons > Resistance Communications > Officer Autopsy > Hybrid Materials > Sectoid Autopsy > Powered Armor > Improved Pistols > Magnetic Weapons > Improved Cannons > Resistance Radio > Muton Autopsy > Elerium > Viper Autopsy

I have 6/6 resistance contacts, 6 eng, 6 sci, 146 alloys, 21 elerium, 3 cores.

I bought enhanced Bullpup, enhanced Ripjack, enhanced shotgun, arc blade, a spider suit, A.P. ammo, acid grenade, EXO suit, plasma grenade, skullmining, Gremlin MK II, mag pistol, enhanced grenade launcher, and working on improved explosives for acid bomb.

Warlock attack is close to popping. I'm trying to expand to Brazil and get the stronghold at least available in case I promote a MAJ.

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Since I don't have magnetic rifles, I can only use one specialist per squad or my dps suffers. That means Skanks goes out on covert ops and never fights.

I did finish Elerium, so I'm not poorly off. I don't know when Andromedon spawn in Legend, but it has to be pretty soon. I still have not skulljacked an officer, but I should.

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Campaign 25
Legend Ironman Lengthy Scheme
9/20

Operation Demon Dragon 8/21: CPT Desida, LT Axeman, SGT Big Country KIA.

PG3/RR1/GTS2
PR4/WS5/RC6
PSI8/TC7/_

I need more power. I'm taking out the power coil below my empty slot to have a chance to build something. I could put a PR in my empty slot but for now I'm leaving it empty.

MAJ Davlok - assault
MAJ Androk - hacker/medic
CPT Quantus - sniper
CPT Kerrigan - demolitions
CPT Scorch - templar
CPT Pinto - assault
LT Space Gin - assault/scout
LT Kazema - gunner
LT Mox - skirmisher
LT The Truth - sniper
LT Big Time - gunslinger
SGT Skanks - hacker
SGT Wildchild - gunner
SGT Viking - scout

2 specialist, 2 grenadier, 2 sharpshooter, 1 psi operative in training

Dead: Erin (Gatecrasher), Big Nasty (resistance mission after 1 retailiation), rando (same), Outrider (Avenger defense), Desida, Axeman, Big Country (Demon Dragon)

I put up a mimic and went for a kill using a compromised position with Axeman. The aliens two-shot the mimic and had plenty fire left over to kill Axeman. That was unfortunate, but honest. Normally that play works.
I killed everything and got the objective after that. Reinforcements dropped. I lost the other two because I had Quantus pick up the objective and run it into the end zone, where he promptly pulled a pod that attacked the same round as the reinforcements. That was stupid. I nearly lost Mox due to Shadowbound. I had some hurt soldiers I sent up and I saved Mox with Davlok alone.

Alien Biotech > Modular Weapons > Resistance Communications > Officer Autopsy > Hybrid Materials > Sectoid Autopsy > Powered Armor > Improved Pistols > Magnetic Weapons > Improved Cannons > Resistance Radio > Muton Autopsy > Elerium > Viper Autopsy

I have 8/9 resistance contacts, 7 eng, 7 sci, 146 alloys, 21 elerium, 2 cores.

I bought enhanced Bullpup, enhanced Ripjack, enhanced shotgun, arc blade, a spider suit, A.P. ammo, acid grenade, EXO suit, plasma grenade, skullmining, Gremlin MK II, mag pistol, enhanced grenade launcher, improved explosives, hazmat suit, and a another ammo on the way.

I am about to assault the warlock stronghold. Andromedon just started showing up. I skulljacked an officer.

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

[quote="Jonathan"]Campaign 25
Legend Ironman Lengthy Scheme
10/9

Casualties
Operation Hidden Prophet 9/24: MAJ Davlok, LT Big Time
Operation Gilded Whale 10/3: SGT Viking

PG3/RR1/GTS2
PR4/WS5/RC6
PSI8/TC7/_
_/_/SC9

I need more power. I'm taking out the power coil below my empty slot to have a chance to build something. I could put a PR in my empty slot but for now I'm leaving it empty.

MAJ Androk - hacker/medic
CPT Quantus - sniper
CPT Kerrigan - demolitions
CPT Scorch - templar
CPT Pinto - assault
LT Space Gin - assault/scout
LT Kazema - gunner
LT Mox - skirmisher
LT The Truth - sniper
LT Wildchild - gunner
SGT Skanks - hacker

2 specialist, 1 grenadier, 2 sharpshooter, 1 psi operative in training

Dead: Erin (Gatecrasher), Big Nasty (resistance mission after 1 retailiation), rando (same), Outrider (Avenger defense), Desida, Axeman, Big Country (Demon Dragon), Davlok, Big Time, Viking

I got sloppy when I popped the codex.

I have 9/9 resistance contacts, 7 eng, 7 sci, 176 alloys, 39 elerium, 3 cores.

I bought enhanced Bullpup, enhanced Ripjack, enhanced shotgun, arc blade, a spider suit, A.P. ammo, acid grenade, EXO suit, plasma grenade, skullmining, Gremlin MK II, mag pistol, enhanced grenade launcher, improved explosives, hazmat suit, and a dragonfire ammo.

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Campaign 25
Legend Ironman Lengthy Scheme
10/17

Not sure if this is salvageable.

Casualties
A whole squad 10/17: MAJ, CPT, LT, LT, CPL, CPL.

PG3/RR1/GTS2
PR4/WS5/RC6
PSI8/TC7/_
_/_/SC9

CPT Pinto - assault
CPT Kerrigan - demolitions
CPT Scorch - templar
LT Space Gin - assault/scout
LT Kazema - gunner
LT Mox - skirmisher
SGT Skanks - hacker
ACL Josette - telepath

4 SQ (1 spec, 2 shrp, 1 grd)

Lost a resistance contact. 8/9 contacts, 7 eng, 7 sci, 2 ticks left on the countdown clock.

Assets:
The telepath has fuse, which will really help a lot with muton packs and andromedons.
In 9 days I get a reaper plus a promotion for Skanks, so I'll have 2 more officers.

Liabilities:
Kazema is hurt, so I have exactly one squad with no backups until the new officers come in.

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Campaign 25 - resigned
Legend Ironman Lengthy Scheme
10/25

Wiped my last squad against a Sectopod. I was 3 days from bluescreen rounds. I could have skipped it. I should have skipped it. I had the shadow chamber up, so I knew something unknown was going to be there and I was expecting it. I wiped too many tools to be able to handle it.

TC is definitely skippable. What I need is more contacts and SC faster, then a laboratory because I'm real research limited. I had zero progress on Power Armor. I need the continent bonus to autopsy completion real bad.

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Re: XCOM 2 WofC [SPOILERS]

Post by Alan »

Have you taken a look at Phoenix Point?

I preordered it and tried the backer build, seems like it'll be pretty good. Depends on how the strategy parts of the game are.
Image

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Campaign 32
Legend Ironman Lengthy Scheme Time Turner
8/19

Lost 1 CPT, 3 LT, and a SGT (kept my sole Major) trying to take out the Assassin. I think maybe I can still play this one out, though. I have plasma rifles. I haven't tried to skulljack the officer yet.

I pulled some Chryssalids without a long hallway and putting my guys on overwatch. They all missed. Chryssalids don't seek cover so overwatch is a bad idea.

MAJ The Cleaner - sniper
CPT Bullseye - gunslinger
CPT Brick - assault
LT Outrider - reaper
LT Hellborn - skirmisher
SGT Big Nasty - heavy gunner
SGT Dynamite - heavy gunner
SGT Hat Trick - sniper
2 CPL, 2 SQ

RR/LAB/GTS
PG/RC/PR
- / - /I

I decided to lead with a lab because I'm always so research limited. I took Peijen's advice and didn't build the workstation. I also skipped magnetic weapons. I think this worked out pretty ok, but I shouldn't have provoked any unnecessary combat like I did in the Hunt the Chosen mission. I could have waited 14 more days and had more plasma weapons than just rifles and pistols.

I don't think conventional weapons cuts it unless you get lucky with the improved conventional weapons breakthrough, which I did.

I have very few supplies. Only 6/7 contacts, 7 eng, 6 sci, 3 ticks left on the countdown clock. I am limited on my elerium crystals for upgrading my weapons.

Lost roster is pretty impressive: 18 soldiers lost so far! That's why there's only 1 Schlag 2b officer left (Erin is my major).
8 SGT
4 LT
1 CPT
and some rookies.

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Campaign 32
Legend Ironman Lengthy Scheme Time Turner
9/20

Fun fact: I don't have any living specialists, but I also don't have any medkits! After you research battlefield medicine, new medkits cost 2 Viper corpses even though existing medkits get upgraded for free and cost 0 Viper corpses. When I lost my combat medic I didn't loot the body and now I have no healing.

MAJ The Cleaner - sniper
CPT Bullseye - gunslinger
CPT Brick - assault
CPT Hellborn - skirmisher
CPT Scorch - templar
LT Outrider - reaper
SGT Big Nasty - heavy gunner
SGT Dynamite - heavy gunner
SGT Hat Trick - sniper
SGT Androk - heavy gunner
SGT Razor - scout
1 SQ, 1 RK

RR/LAB/GTS
PG/RC/PR
DM/ - /I

8/12 contacts, 7 eng, 6 sci, countdown clock full. Resources are looking a bit better. I flawlessed a supply raid so I was able to I upgrade beyond just basic plasma rifles. I have plasma lances and the K-90 Bullpup. The Defense Matrix is probably not the optimal play, but I have failed the hunt the Chosen mission so I expect company. Crystals are a problem; I started researching beam cannons but I won't be able to afford to build them. The same is true for powered armor, of course. I guess I could start psionics?

I lost a corporal, my last specialist. I recruited a templar and a rookie, which I am training up to be my combat medic. I have a resistance order which gives me SGT from GTS rookie training, which is pretty much the only reason I've been able to sustain such heavy losses and not be completely fucked.

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