Strategy
Guide
I
have a few tips that I've used that have helped me beat the game.
Some of them might sound kind of wierd or totally different from
strategies that they have in other XCOM faqs, but they've worked
wonders for me. Most of what you'll need is probably in the first
three and very last sections. But I was bored and figured I'd
just write down some of my strategies for anyone who happens to
want them.
Also,
my little strategy guide obviously doesn't cover everything in
the game, so if you're looking for some REALLY extensive strategy
and statistics, check out these:
X-COM: UFO Defense | Kuo-Sheng (Kasey) Chang's UFO Strategy Guide Interview with KC Chang |
X-COM: TFTD | Kuo-Sheng (Kasey) Chang's TFTD Strategy Guide |
X-COM: Apocolypse | Roger Wong's Apocolypse Strategy Guide |
My stuff:
- As
soon as you place you first base and add a few buildings such as
the alien containment and such, sell off all of your rifles,
grenades, pistols, and heavy cannons. Only keep your auto cannons
and a few rocket launchers. Then go and purchase 4 more soldiers
and about 20 auto cannons with forty or so armor piercing ammos
(ACAP). Research medikits and buy a few more scientists. Then,
after everything is delivered, equip your skyranger with the 13
autocannons with one extra ammo for each (totaling 26) and a
rocket launcher with an assortment of 4 rockets. This'll leave
you soldiers light on their feet (meaning no grenades and without the heaviest
gun you could take) and give them the most versatile
weapon you can get so far in the game. Then lock and load baby.
- Soon as you touch down, be sure that your last soldier is
equiped with the rocket launcher and four rockets. Then start
dropping your soldiers out the left, right, and front of the
ramp, forming 3 squads. Leave the rocket man about 5 spaces
behind any of the other soldiers. As soon as they are off, scan
the surroundings and then disperse your soldiers in a rough line
(not next to each other) and make them kneel about 3 spaces from
the ramp of the skyrander, making sure that you have a soldier
covering every direction. End your turn. Then send each squad out
in different directions, with one of them heading straight for
the UFO to guard the door. I never use the Time-Saving buttons
because it causes the mission to take a lot more turns than is
necessary, and it can cause detrimental difficulties when
sweeping through a city because the aliens will be able to kill
more civilians. But don't forget to kneel, especially at the
beginning of the game.
- Everytime I move a soldier, unless they are in immediate
danger, I move them to the extent of their time units. As long as you keep them under cover,
your soldiers will be able to increase their recon areas and the
missions will end sooner. Of course, there are the negative consequences,
but you'll see ways around that near the end of this letter.
- As soon as you can, research Heavy Plasma rifles and their
clips. In all the games I've played, jumping straight from Auto
Cannons to Heavy Plasma has an awesome effect. Sometimes I think
it takes the aliens by surprise when I show up with them on the
next mission. Many people would advise against this due to the
supposedly enormous quantity of clips you would need to power
these weapons and the elerium it would cost you to
manufacture the clips. I personally have never run into a shortage of clips as
long as I'm taking down UFOs and collecting more elerium.
- Never sell elerium. I don't care if you have to build a base full of general
stores just to store it. It is a no-no, paganistic, sacreligious idea
to part with your elerium for mere cash.
- Your first base is more effective when placed in northwestern
Italy, in the Alps. In this way, your base is near more funding
coutries and can protect them.
- Build a new base ASAP, like when you have have about 4 million bucks to spare.
My addon bases are very simple when I first start them. I put the lift somewhere
in the middle, build a hangar, living quarters, general stores, and large radar.
That just about takes care of everything you'll need a new base to do until it's
all done and you have more money.
- Okay, this is my biggy. I suppose many people would say it's
cheating, but it's what I do, and it works. I use about 6 save
spots for each game that I play. The first three are in the
Geoscape, and the second three are for the battlescape. Each time
I do something significant or when I complete a successful
mission, I alternate the three save spots reserved for the
Geoscape. The second three are used when I first touch down, when
I do something important, right before I end a turn, or right
after I've survived another turn. I rotate these, tacking on a squentially
-increasing number for the battlescape saves. In other words, the first time
I save it, when I touch down, I backspace what ever was in that
spot and stick a '1' in that save spot. Then the next time I save
it, I go to the next spot and put a 2, then a 3 in the next. This
way, since all battlescape scenes are saved with the same date, I
don't get them confused. When I need to save it the fourth time,
I go back up to the first battlescape slot, backspace the 1, and
insert a 4. Now, when ever I do something really stupid, I can abort the mission and reload it at the last save
spot. If reloading the game at the previous spot still results in
the same problem, I go back to the next previous saved game and
load it and remedy the problem that way.
That's all I have at the moment. If you have any specific
questions, send them through feedback in the frame to the left.