XCOM 2 WofC [SPOILERS]

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Jonathan
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XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Campaign 4
Ironman Legend
3/30

Officers:
Sgt. Joseph 'quantus' B (specialist) - has gone Berserk twice with 1 HP, surrounded by Lost, and just fucking manned up. Has above average Int, but I don't know why he's a berserker! Gravely wounded 27d.
Cpl. Erik 'Androk' Nelson (grenadier) - bonded with Joe! Also hurt unlocking Reaper base.
Cpl. Neal 'skanks' Martin (sharpshooter) - I didn't take Long Watch, because he's paired with my Reaper. Not sure if smart.
Cpl. Catriona 'Desida' Setliffe (ranger) - melee. Coming back from my first Covert Action soon with increased Dodge.
Cpl. Elena 'Outrider' Dragunova - good name. I picked up Blood Trail first.

Rookies:
Alan's a grenadier, Peijen's a ranger, and Jason is a specialist.

Dead:
3/1 Christine Lin - 1 kill.

Active Chosen:
Assassin

I've taken a few stabs at vanilla Ironman Legendary. Every time I wipe a team on the first retaliation and restart. On, this, my 4th WotC Ironman Legend, I failed the first retaliation (by one motherfucking missed snipe) but my soldiers came through in good health, so I'm still playing!

I have no idea where to put the Resistance Ring. I'm 2 days from:
GTS1/empty0/wreckage

because I remain confident that the PR above the WS is still a great idea.

Depending on the time to contact other regions, I might go straight to the Resistance Ring on the top row and delay my radio. Thanks to Joe, I should have some breathing room once I get the 5th man.

Jonathan
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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Campaign 4 - resigned
Ironman Legend
5/28

Officers:
Sgt. Erik 'Androk' Nelson - grenadier
Cpl. Alan 'Kazema' Hsu - grenadier
Cpl. Raquel 'Witch' Rodriguez - templar

Rookies:
3 rookies & 2 sharpshooters

Dead:
skirmisher, reaper, Joe, Neal, Catriona, Christine, Chuck, Erin

Kidnapped:
Sgt. Jason Pinto - specialist

I still don't have my resistance comms up. Was 11 days away. Partially it was because I refused to build it in the middle. Partially it's because I got greedy and cleared out the extra long wreckage first. I built:
GTS1/PR3/RR2
RC4/

I'm pretty sure the actual play is:
GTS1/PR4/RR2
RC3/WS5/PG6
I never built a training center. A training center would be really good. I don't know where in the ant farm to put it.

I lost Neal to the Lost in the plot mission by being just lazy after he headshot basically a whole horde by himself. I lost sergeants on 4/26, 5/18, and then 3 on 5/28. I never got anyone to Lt. I wiped to the Hunter by trying to fight on a plateau. She kept hitting me, running, and then dropping off the side of a cliff so I had no line of sight. Some bonded soldiers would have helped lots, but I didn't manage my bonds and didn't even bring any to the black site.

I spent too long dicking around with intel research and various inspirations. I have $580 supplies, 353 intel, tons of elerium cores, and no proving ground. I desperately needed armor so when I took incidental damage I wasn't waiting 45 days to recover. All my officers were wounded for over a month each, which killed my progress through the ranks and my combat efficacy.

I need to plan to kill mutons by 5/27. That means armor shredding grenadier.

I also have to prioritize the right covert ops. I was just clicking through things for the nifty bonuses, but it takes so long to complete them on Legend that you really hurt your soldier's XP gain. You need covert ops to get the faction contacts and probably to keep the Chosen from being game wipingly powerful . Once you've got a bond with two non-sharpshooters, I think saving the skirmisher is a piece of cake. I put it off way too long.

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Campaign 10
Ironman Legend
5/25

Officers:
Sgt. Erin 'Cypher' Lung - specialist, medic
Sgt. Pratal 'Mox' Mox - skirmisher
Sgt. Paolo 'Volt' Bruno - templar

Soldiers:
4 grenadiers, 3 rangers, 1 reaper, 2 sharpshooters, 1 rookie

Dead:
3/22 Cpl. Elena Dragunova - reaper
4/16 Sgt. Neal 'skanks' Martin
4/16 Cpl. Joe 'quantus' B
4/22 Peijen Lin
4/22 soldier

Thought I would be real clever and block the Faceless in the first retaliation from hitting the civilians on the second floor. Instead he jumped up next to the plot reaper and knocked out her floor, killing her in one hit. Note: 2nd floor fights against Faceless are like melee fights against Mutons. Do not want.

I pulled too much in the second retaliation and lost skanks and quantus. Need to slow roll these from now on.

I built:
PR4/RR1/I2
-/PG3/-

and that seems to be holding together. The infirmary is a lifesaver. I just got my second contact and second engineer, but I need lots of time to actually clear out the room for a GTS.

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Campaign 10 -edit: resigned
Ironman Legend
8/2

Officers:
Lt. Cypher, battle medic
Lt. Volt, templar
Lt. Brick, assault
Lt. Smash, heavy gunner
Sgt. Vyrosama, assault
Sgt. Wolfman, assault
Sgt. Rift, specialist
Sgt. Mox, skirmisher

Soldiers:
2 corporals and some squaddies

Two steps forward, one step back. I have four lieutenants, which definitely helps with my lethality. I need to raid a supply train or something because I haven't got enough alloys or elerium to make it.

I can kill mutons, but it's like a sectopod: I need multiple rounds. I haven't actually managed to secure any for autopsy.

I am working toward
PR4/RR1/I2
WS6/PG3/GTS5
But I only have two engineers, one of whom is on power duty, so clearing out the space for the WS is going to take two months. I'll likely die to Andromedons before then. I can buy an engineer on the black market with Intel, which I have about 5 of. I have an encrypted Data to research for Intel, which probably won't yield enough for the engineer.

I do have the skull jack and the base strike available to me, so I can try to delay the Avatar.

What I must do is acquire Elerium Crystals so I can research Elerium. Nothing matters except plasma weapons.

Edit: No Elerium Crystals on offer. I took the next resistance mission, but I didn't have enough damage output even without Andromedons. I couldn't put enough dps out to finish the mission in the number of turns remaining. Can't fail both Retaliations and the first supply.

Research, therefore, should be:
Hybrid Materials > Modular Weapons > Resistance Communications > Alien Biotech > Magnetic Weapons > Plated Armor > Faceless Autopsy > Viper Autopsy > Advent MEC Breakdown > Plasma Grenade >Skulljack > Elerium > Resistance Radio

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

I might be undervaluing reapers for these timed missions.

Peijen
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Re: XCOM 2 WofC [SPOILERS]

Post by Peijen »

Why do I always died like a bitch? I demand that you take better care of me!

Jonathan
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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

I have something like an unconscious bias going on where I treat soldiers with the same names as ones I've beaten the game with as if they still had that power level. So I'm more likely to use you aggressively because Peijen is OP.

Except not really.

Campaign 11
Ironman Legend
4/4

Officers
Sgt Skanks

Soldiers
2 sharpshooter Cpl
2 ranger Cpl
1 reaper Cpl
1 grenadier Cpl

I beat the first retaliation but failed the first dark event. It was Lost infested and I used explosives two rounds in a row like an idiot. Don't do that. I have my Sergeant before my GTS, which is a misplay. I got inspiration on magnetic weapons so I jumped the queue ahead of resistance comms and alien biotech. There's definitely room to wiggle on some of the early research if inspiration strikes.

This probably was salvageable, but I went and got the reaper killed on the first supply mission. There's no way I'm going forward without supplies in the early game. Too bad, because I had tons of elerium cores looted. It was going to be a good run. Sigh.

I did:
GTS2/RR1/I3

Which feels correct, but I needed to finish the GTS with the engineer instead of put him on the Infirmary. I wouldn't have had so many hurt soldiers if it weren't for the fact that I didn't get SS1 as soon as I hit Sgt.

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Campaign 18
Ironman Legend
4/8

Officers - all female!
Lt Kerrigan ranger, assault
Sgt Deep Six, grenadier
Sgt Big Time, sniper

Sgt Outrider, reaper

Soldiers
Sq Quantus, grenadier
Sq Spacegin, ranger
Sq Androk, specialist
6 rookies

Dead
Big Nasty (Cpl)
Kazema - black site
Desida - Lost & Abandoned
Vyrosama
Davlok - Gatecrasher

Yes, I resigned 6 games in a row before I started this one. Some Earths just don't want to be saved.

Campaign 18 is definitely going the best, period. I beat the first retaliation flawlessly without a sergeant but I did have my GTS. Then I got my sergeant in time for the next resistance mission. Sarge before the first retaliation is possible but not necessary. I sent Kerrigan out on the Hunt the Chosen covert op immediately, which happened to have a promotion attached to it. Lucky! I haven't failed any missions thus far even though the body count has been pretty high. Losing Big Nasty was the only real loss.

My antfarm looks like this. I could in theory try the PR on the first tier like my Commander difficulty games, but it doesn't allow any room for error. I think Infirmary is allows for recovery after mistakes.
GTS1/RR2/I3
-/PR4/-

I went ahead and rushed comms to get the blacksite and did the blacksite with my Lt, combat medic, the reaper, a ranger, and grenadier. I pulled one MEC and a heavy turret. I also had to defeat the Chosen. The XP from the blacksite I think will be very useful in hitting Captain.

Research went like this:
Hybrid Materials > Alien Biotech > Resistance Communications > Modular Weapons > Faceless Autopsy > Magnetic Weapons > Plated Armor > Viper Autopsy > Advent MEC Breakdown > Plasma Grenade >Skulljack > Elerium > Resistance Radio

Prioritizing Faceless Autopsy was a misplay, but it's recoverable. It should definitely be after plated armor.

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Re: XCOM 2 WofC [SPOILERS]

Post by Peijen »

You seem to have take on the blacksite pretty soon? The stream I was watching let the red bar go all the way to -1 and still hasn't done the blacksite yet. Spacegin needs to go all blades and no stealth

Jonathan
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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

I threw Campaign 18 away on a pretty routine resistance mission. I failed horribly at the next couple of campaigns very early.

I have two reasons to pick up the black site early. The first is the WotC RR covert ops are rank-gated, so your ability to expand is basically limited by XP. The black site has a ton of XP. The second reason is Legend difficulty requires 80 Intel to make contact. I just don't see how to ramp up my income/capabilities without using the RR. My normal path of aggressive expansion is limited.

Edit: also, what's getting me isn't the avatar countdown. I want Squad Size II!

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Not enough trooper corpses in Gatekeeper for a nano vest. There's no reason not to rush resistance comms.

Alien Biotech > Resistance Communications > Hybrid Materials > Modular Weapons > Faceless Autopsy > Magnetic Weapons > Plated Armor > Viper Autopsy > Advent MEC Breakdown > Plasma Grenade >Skulljack > Elerium > Resistance Radio

Jonathan
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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Campaign 22
Ironman Legend
3/23

Officers
Sgt Skanks

Corporals
2 specialist
1 sharpshooter
2 ranger
1 reaper

Squaddies
2 grenadier
1 sharpshooter
1 specialist

13 Rookies

I beat the first retaliation flawlessly. I'm 7 days from GTS+RR. I decided to take advantage of an accelerated officer autopsy, so I have researched:

Hybrid Materials > Alien Biotech > Officer Autopsy > Resistance Communications

Autopsy gives you a chance of research breakthroughs, so maybe I've been underestimating their value.

Peijen
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Re: XCOM 2 WofC [SPOILERS]

Post by Peijen »

I got this on winter sales. Have been playing Commander bronzeman (because I am not awesome like you). Restarted a few time after getting a few major soldiers killed.

Do you play with advanced options? I like the beta strike, the combat is less rushing to kill everything and defense actually matter. After the first failed play through I have been disabling the resistance tutorial mission and just use skirmisher start helps a lot with initial base building. I like going with resistance ring first so I can start covert ops right away.

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Re: XCOM 2 WofC [SPOILERS]

Post by Peijen »

oh post your schalg 2b character pool?

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

I haven't experimented with the advanced options, but I have been sorely tempted by non-reaper start. I could see some benefit to templar start as well as skirmisher. Reaper is only good if you rush radio.

Killing is the best defense. I haven't been tempted by beta strike.

Jonathan
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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Peijen wrote:oh post your schalg 2b character pool?
I will when I get home. I look forward to your critique of my in-game reproduction of everyone.

I've been sorely tempted to re-nickname Chuck, because I never think of him as "Vyro". I always refer to him as "The Chucksmith."

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Re: XCOM 2 WofC [SPOILERS]

Post by Dave »

Dirty console player here wondering if you could jump off your teammates head to get farther like in MARIO+Rabbids that supposedly copied gameplay from Xcom2!
It takes 43 muscles to frown and 17 to smile, but it doesn't take any to just sit there with a dumb look on your face.

Jonathan
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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Campaign 22
Ironman Legend
5/11

Officers
Lt Jason - assault
Sgt Outrider - reaper

Corporals
1 specialist
2 sharpshooter
1 ranger

Squaddies
1 grenadier
1 sharpshooter
1 ranger

4 Rookies

Dead: Vyro, Erin, Neal, Alan, LM, Christine, and a pile of randos

Hybrid Materials > Alien Biotech > Officer Autopsy > Resistance Communications > Resistance Comms Construction > Faceless Autopsy > Viper Autopsy (requires PG)

I failed the second retaliation (saving 6 civilians isn't enough, you must kill everyone also) due to some surprising explosions, so the autopsies didn't help me. I then failed the next mission due to having noobs. I'm working on getting Jason promoted via covert op, which will unlock my next squad size upgrade (and, incidently, Hunter's Instinct). I'm also researching improved conventional weapons, which supposedly is +1 damage to everything. Then I can make a beeline to powered armor.

Beehive looks like:
I3/GTS1/RR2

Next level: PG5/WS6/PR4

I have 3 engineers (good) and 2 scientists (not good). Black market is closed due to the Dark Event.

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Campaign 22
Ironman Legend
6/1

Officers
CPT Jason - assault
SGT Outrider - reaper
SGT Desida - hacker
SGT Rocky - assault

Corporals
2 sharpshooter
1 ranger

Squaddies
1 grenadier
1 sharpshooter
1 specialist
1 templar

5 Rookies

Dead: Vyro, Erin, Neal, Alan, LM, Christine, and a pile of randos
Inventory: 10 alloys, 0 elerium, 4 cores

Hybrid Materials > Alien Biotech > Officer Autopsy > Resistance Communications > Resistance Comms Construction > Faceless Autopsy > Viper Autopsy (requires PG) > Improved Conventional Weapons

Flawless on the third retaliation, and now I have SSII. Thanks, Jason! I also got a VIP on 5/24 with some fancy reaping, though I lost a squaddie to a FoW muton grenade toss.
  1. Improved Conventional Weapons is mandatory. It's really that good. Better pistol damage. Better Gremlin damage. Better Vektor rifle (and presumably Bullpup!) damage. Everything but melee and explosives. It's the difference between murdering Mutons and having to walk away from them.
  2. RR for the promotions to CPT works pretty good. No way could I have gotten someone a battlefield promotion to CPT by 6/1.
  3. I walked away from the first supply raid, so I have no alloys. Hopefully I can buy enough for armor when the black market reopens after the dark event. Should be a few weeks.
  4. Avatar is about to drop. I'm finishing up a scan to get skirmisher and black site.
  5. I was a little leery of Shrapnel on the Claymore, but it's a fantastic upgrade. No doubt in my mind it's saved my bacon.
Beehive looks like:
I3/GTS1/RR2
(PG5)/(WS6)/PR4

3 engineers and 3 scientists, with one more scientist on scan. Black market is closed due to the Dark Event.

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Re: XCOM 2 WofC [SPOILERS]

Post by Jonathan »

Campaign 22 - resigned
Ironman Legend
6/15

Lost the whole 6 man A squad assaulting the black site with the avatar countdown full and the clock ticking. If I had the continent bonus up so my rookies were SGTs, might try to recover, but as it is I just made too many mistakes.

Poison is transmissible by contact.
Hacked turrets become unhacked on your turn, not the enemy turn, giving them a turn to act with no notice.
If you can hear them, they're not turrets.
If there's two turrets too close to be separated, go around the other way.
If the Chosen takes too long to approach, you're being flanked.
Doing the black site either before Mutons spawn (middle of May) or after you get armor is preferred.
You must build two radio towers to get the continent bonus, which is quite powerful so do it already.
I prefer Modular Weapons over Hybrid Materials.

Alien Biotech > Resistance Comms > Modular Weapons > Resistance Radio > Officer Autopsy > Hybrid Materials > Sectoid Autopsy
Viper Autopsy & Muton Autopsy requires a Proving Ground
Viper PG requires 3 corpses
Muton PG requires elerium
Mimic Beacon requires 3 corpses and thus can't be rushed on second retaliation (I've only been pulling 1 Faceless/retaliation, actually)
Purifier Autopsy gives +2 HP vest instead of environmental immunity like I expected
Black Market has alloys, but no elerium, at least early game

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