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	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T07:10:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Terror_Mission&amp;diff=9107</id>
		<title>Terror Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Terror_Mission&amp;diff=9107"/>
		<updated>2006-10-30T19:06:03Z</updated>

		<summary type="html">&lt;p&gt;Darksun: /* Tips &amp;amp; Tricks */ added tip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large numbers of aliens have landed in a major city! The population panics! There are special large &amp;quot;[[Terror Units (UFO Defense)|Terror Unit]]s&amp;quot; we haven&#039;t seen before!&lt;br /&gt;
&lt;br /&gt;
Funnily enough, these seem to be more of a trap for your squad than a political move by the aliens... Oh well, into the breach once more...&lt;br /&gt;
&lt;br /&gt;
==Briefing==&lt;br /&gt;
Mission will be successful when all enemy units have been eliminated or neutralised. You must attempt to save the lives of any [[civilian]]s in the area by neutralising the alien menace.&lt;br /&gt;
&lt;br /&gt;
==A Debriefing==&lt;br /&gt;
An excerpt from a soldier&#039;s journal who shall remain nameless: &lt;br /&gt;
&lt;br /&gt;
&#039;-- it&#039;s very strange. The aliens don&#039;t appear to want to kill the poor citizens they&#039;re terrorising. At least not at first. They won&#039;t hesitate in the least and will immediately open fire on the civilians the very moment our dropship lands in the area and lowers its access ramp . If we ignore the terror alert for a few hours, they&#039;ll kill the townsfolk anyway. &lt;br /&gt;
&lt;br /&gt;
They appear to know when one of our ships is en route to the site, and will patiently wait for us to arrive. I wonder if we have any moles in the organisation, or if the aliens just have awfully powerful scanners? They just know. I guess that&#039;s all there is to say about it. &lt;br /&gt;
&lt;br /&gt;
Sgt. Mikhail Okabe says it all boils down to psychological warfare. They want to break our morale by making us watch helplessly as they slaughter the people we&#039;re sworn to protect. If we arrived and all the civilians were dead, we&#039;d probably not think twice about it, or at least not as much if we were to watch them being murdered before our very eyes, or having to listen to their tormented screams. &lt;br /&gt;
&lt;br /&gt;
The aliens also seem to do something to the civilians before we arrive. At every terror site I&#039;ve been to, the locals always appeared to be in a rather addle minded state, and walked about as if they&#039;re in a dream. They&#039;ll merrily walk through a hail of flying lead just to let the aliens get a better shot at them, and yet they won&#039;t seek shelter in nearby buildings or the relative safety of our dropship. &lt;br /&gt;
&lt;br /&gt;
The third time they attacked Novosibirsk, I remember trying to protect an old woman from one of those furry bipedal aliens that was chasing after her. Instead of getting behind me for protection, she stared at me with a vacant smile, turned around and walked towards the alien and... That happened only a week ago, but every time I try to rest, my sleep is plagued with the same nightmare. If this keeps up, the base commander&#039;s going to need to find a new firearms instructor, and I&#039;m going to be sporting a new jacket with very long sleeves. &lt;br /&gt;
&lt;br /&gt;
But I think that&#039;s not the worst of it. If we knock out any civilians during the battle with our shock sticks, they just change. I don&#039;t really know how to describe it, except that they become someone.. no something else. . I&#039;ve a feeling these people, who are in a very weakened mental state, are holding onto their minds for their dear lives. Any interference on our part just causes them to lose concentration and are thus defenceless against whatever it is that enters their heads and practically kicks them out so that it can then make itself at home. &lt;br /&gt;
&lt;br /&gt;
These posessed civilians are harmless when awake, but we are still required to deal with them somehow. No matter how we decide to do that, our Damage Control specialists jump in and &#039;vanish&#039; any of the affected persons. It&#039;s a very hush-hush matter. Even the inspection team from the UN who come around to assess the damage aren&#039;t made aware of the posessed civilians, so we are not credited or discredited for this little mistake of ours. &lt;br /&gt;
&lt;br /&gt;
After the aliens have been dealt with, the rest of the civilians seem to recover after a few hours, and have no recollection of what had just happened to them. This is rather convenient and saves having to lug all the brainwashing equipment out there. But one does have to wonder how Damage Control is going to explain the big crater where the old gas station should be, or what&#039;s up with that inside-out vege-mart. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
-- [[User:NKF]] pasted by [[User:JellyfishGreen|JellyfishGreen]] 13:18, 25 Apr 2005 (BST)&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
 &#039;&#039;&#039;Rank       Beg./Exp.  Vet./Gen.    Super.&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;----       ---------  ---------    ------&#039;&#039;&#039;&lt;br /&gt;
 Soldiers      4-5        5-6        6-7&lt;br /&gt;
 Navigators     1          1          2&lt;br /&gt;
 Engineers      1          1          2&lt;br /&gt;
 Medics        1-2        1-2        1-2&lt;br /&gt;
 Leaders        1          1          1&lt;br /&gt;
 Terrorists    2-6        4-8        6-10&lt;br /&gt;
 &lt;br /&gt;
 Totals       10-16      13-19      18-24&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
* The Terror UFO isn&#039;t anywhere to be found during a terror mission.&lt;br /&gt;
* [[Urban Terrain]] (city/suburb).&lt;br /&gt;
* In a terror site - worry about your soldiers first. Civilians later. Very important. This is a game, so you can choose to be a bit heartless. [NKF]&lt;br /&gt;
* The gas pumps are explosive!&lt;br /&gt;
* All buildings in the cityscape are very weak. Light gunfire can destroy fences and walls. &lt;br /&gt;
*To save a few more civilians than usual, try limiting HE rounds. &lt;br /&gt;
* TIME is NOT on your side. If you want a half-decent score, expand quickly and secure. The quicker you kill aliens or get them to panic, the more civilians you&#039;ll save overall.&lt;br /&gt;
*The aliens will have grenades and heavy plasma, but they never bring blaster bombs along on terror missions.  I suppose they don&#039;t want to end it that quickly.&lt;br /&gt;
* Bring lots of heavy rockets and high-explosive. First people off the transport should create a &amp;quot;free fire&amp;quot; zone around the craft with them. You aren&#039;t penalized for property damage, so level the place.&lt;br /&gt;
&lt;br /&gt;
==UFOs with Terror Missions==&lt;br /&gt;
The city-raiding terror mission mentioned above occurs only when a [[Terror Ship]] is sent on an Alien Terror mission and lands on a city. &lt;br /&gt;
&lt;br /&gt;
But before this happens the aliens will send a [[Small Scout|Small]]/[[Medium Scout|Medium]]/[[Large Scout|Large Scout]] which will show on a [[Hyper-Wave Decoder|Hyper-Wave Decoder]] as on a Terror Mission. &lt;br /&gt;
The ship will land randomly, in some non-urban area, and behave much like you would expect to see on a an [[Alien Missions#Alien_Research|Alien Research]] or [[Alien Missions#Alien_Abduction|Alien Abduction]] mission.  Unlike a city raid, these scout terror missions will not include [[Terror Units (UFO Defense)|Terror Units]].&lt;br /&gt;
&lt;br /&gt;
If this scout is shot down by X-COM craft and/or assaulted on the ground, chances are that the following Terror Ship will not be able to target any city when it arrives at its target region. It will then wander around for some hours on the area before finally departing back to its hidden base. To know if a Terror Ship will attack a city watch for its flight pattern: if it immediately heads towards a city after arriving at a region then it will perform a Terror Mission. &lt;br /&gt;
&lt;br /&gt;
While the city-raiding missions cannot be ignored because of the drop in X-Com&#039;s funding and esteem that it would cause, they can be largely avoided by shooting down the scouts. Another alternative, perhaps more risky is to try to shoot the Terror Ship before it lands. However, both might risk some sort of [[Alien Missions#Alien Retaliation|Alien Retaliation]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Terror Units (UFO Defense)]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Alien Missions]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Urban Terrain]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Category: UFO (UFO Defense)]]&lt;br /&gt;
[[Category:Missions]]&lt;br /&gt;
[[Category: Tactics]]&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=5588</id>
		<title>Initial Deployment</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=5588"/>
		<updated>2006-02-16T19:20:14Z</updated>

		<summary type="html">&lt;p&gt;Darksun: Change &amp;quot;soldier&amp;quot; to &amp;quot;agent&amp;quot; and tightened up wording a bit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Intent of Page==&lt;br /&gt;
Stub. May be a redundant section - can be deleted later on if unnecessary. &lt;br /&gt;
&lt;br /&gt;
This section is to include discussion of general battlescape strategies commonly used by players - and common goofs like the lemmings effect. &lt;br /&gt;
&lt;br /&gt;
For example, the spotter-sniper stategy, the grenade/object relay, exponential mind control, leap frogging for deployment of flares or for general troop movement, suggestions on how to deploy from the Skyranger/Avenger and the Lightning, etc. &lt;br /&gt;
&lt;br /&gt;
No explanations on sacrificial rookie strategies please. Sacrificial tanks are fine. &lt;br /&gt;
&lt;br /&gt;
Other items to include could be discussion on behaviour of aliens in the battlescape to watch out for. &lt;br /&gt;
&lt;br /&gt;
Oh, and pictograms. Plenty of pictures to show an example of the stategy in question. Most important.&lt;br /&gt;
&lt;br /&gt;
==Deploying from Transport==&lt;br /&gt;
Rookies are often anxious to see (and take a shot at) aliens. This can result in them piling out of the Skyranger as soon as it touches down and charging right into an ambush. A more methodical exit from the Skyranger will maximize alien causalities while increasing the life expentancy of agents.&lt;br /&gt;
&lt;br /&gt;
===Tankless delpoyment===&lt;br /&gt;
[[image:Darksun_geoscape_002.png|right]]&lt;br /&gt;
XCOM has shot down one of the first UFO&#039;s (crash-1 was in the ocean). Time to send a Skyranger full of rookies into action and see what these aliens are made of.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun tactical 000.png|right]]&lt;br /&gt;
The soldier standing on the equipment pile tosses out a smoke grenade. End of turn 1.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_001.png|right]]&lt;br /&gt;
The smoke grenade is right at the foot of the ramp to mask our troops deployment. Keep on eye on troops stun damage or they might pass out from smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_002.png|right]]&lt;br /&gt;
The smoke grenade goes off. Agent one jumps off the ramp and hunkers down behind the landing gear. Agent two does the same in the other direction. Agent 3, knowing the coast is more or less clear sprints out to get a good firing position with her AC-HE.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_004.png|right]]&lt;br /&gt;
Each turn the scout agents only advance a few wary steps. If they spot an alien someone else will shoot at it. If it doesn&#039;t die the scout will retreat. This pictures shows the agents entire move for this turn.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_006.png|right]]&lt;br /&gt;
Three turns into the battlescape and only a few agents are outside the Skyranger. Half the deployed troops are taking cover behind the sky ranger landing gear.&lt;br /&gt;
&lt;br /&gt;
Once they have spread out a bit, more agents will debark. Keeping spread out is vital. Alien grenades can be brutal without armor.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_008a.png|right]]&lt;br /&gt;
(This game is with some custom maps from XCOMUTIL. It adds pyramids to the desert to give the aliens some cover)&lt;br /&gt;
About 5 turns into the battle and the first group of agents has spread out into the field. An alien has popped out of the door at (1). The scouts (2) are moving cautiously and are carrying fast weapons ([[Pistol]]s in this case). Troopers with heavier weapons are backing up the scouts (3). Their possible lines of fire are marked with the colored lines.&lt;br /&gt;
&lt;br /&gt;
When a scout makes contact with an enemy, the scout retreats out of the line of fire and the back line troopers with HE weapons take some shots. In this case there were two troopers with a line of fire on the alien and one of them killed it.&lt;br /&gt;
&lt;br /&gt;
Once contact was made with the enemy the scouts all froze for a turn, kneeling. Sure enough the first [[Sectoid]] had a buddy who came out the door on the next turn. The scouts got it with reaction fire. This battle ended then since the other Sectoids didn&#039;t survive the crash.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t try to deploy all your agents! Leave some reserves on the transport. The diagram actually shows a pretty agressive deployment. The number of agents deployed should be able to handle most situations. Only bring agents off the sky ranger as replacements or to fill in gaps if the deployed forces get stretched too thin.&lt;br /&gt;
&lt;br /&gt;
===Deploying with tanks===&lt;br /&gt;
[[image:Darksun_tactical_a00.png|right]]&lt;br /&gt;
Deploying with tanks is fairly similar to deploying without them. You can often skip the smoke grenade. Since tanks can&#039;t advance in skills, they are cheap to replace in relative terms. Most aliens (save [[Muton]]s and [[Ethereal]]s) will prefer to attack tanks over agents. So you can use them to draw fire away from agents. There are two goals when deploying tanks in the first turns. First, locate and prioritize targets close to the transport. Second, set up a screen around the transport exit to protect agents. In most cases you won&#039;t want to use the tank to attack enemies directly in order to allow agents a chance to advance. However, don&#039;t hesitate to kill aliens with the tank if there isn&#039;t a safe way to get an agent into position. Keep the tanks TU&#039;s in mind. It&#039;s best to keep about 50 in reserve to lessen enemy reaction fire. If the landing zone is very hot, withdraw the tank back to the transport and toss smokers.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a01.png|right]]&lt;br /&gt;
The first tanks comes just onto the ramp. Then it looks left and right before going on. This will show any aliens that are right around the transport door. It also conserves TU&#039;s to prevent as much reaction fire as possible. If your tanks get blasted before you can locate the aggressors, pop smoke and see the section on tankless deployments.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a02.png|right]]&lt;br /&gt;
A [[Sectoid]] is spotted. The tank stops moving.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a03.png|right]]&lt;br /&gt;
Tank number two exits the transport and checks the other direction to make sure no sneaky aliens are waiting to shoot agents in the back. It then moves out past the end of the ramp to screen agents should aliens come in range. Tank number one also withdraws out of range of the [[Sectoid]] it spotted. &lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a04.png|right]]&lt;br /&gt;
The next turn tank number one re-aquires contact with the enemy. Since the alien can see any units disembarking from the Avenger and thus reaction fire on them, the movement of the HWP will make the alien spend its remaining TUs firing at him, preventing it from reacting to the agents. &lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a05.png|right]]&lt;br /&gt;
Agents are deployed out of range of the spotted enemies if possible. In this case the HWP made the alien spend its remaining TUs so the agent will be safe from harm even though he debarked within the site of the alien. Tanks are better to lose than an experienced agent. Tank number one then clears the shooting lane. &lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a06.png|right]]&lt;br /&gt;
The Sectoid is killed by the agent who just disembarked.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a07.png|right]]&lt;br /&gt;
The area around the transport is secure. Two more agents sprint out of the transport and don&#039;t bother to save any TU&#039;s. They take cover behind the tanks and the craft landing gear. The rest of the deployment goes just like one without tanks. Use the tanks to scout and move one to three agents out of the transport a turn until you are ready to move out.&lt;br /&gt;
&lt;br /&gt;
==Spotter/Sniper strategy==&lt;br /&gt;
&lt;br /&gt;
==Leap Frog movement==&lt;br /&gt;
&lt;br /&gt;
==Grenade Relay==&lt;br /&gt;
&lt;br /&gt;
The grenade relay is also known as the hot potato. The grenade relay best thought of in the same manner as a baton relay race where runners pass a baton to another until the last  runner crosses the finish line with it.&lt;br /&gt;
&lt;br /&gt;
In the grenade relay, a live grenade is passed between soldiers from one point on the map to another until it reaches its target destination. &lt;br /&gt;
&lt;br /&gt;
The advantage of this strategy is that a front line soldier will not have to prime and throw the grenade. &lt;br /&gt;
&lt;br /&gt;
The priming and throwing action alone costs 75% of your total TUs in addition to the inventory movement costs. This will often mean the death of a front line soldier where keeping a high [[Reactions]] level by way of high [[TU|Time Units]] is paramount for avoiding reaction shots. &lt;br /&gt;
&lt;br /&gt;
By being passed a pre-primed grenade, the scout will only need to pay the 25% total TUs for the throw and the TUs for picking up the grenade. Since this reduces the overall TU usage, the scout has the freedom of taking a few steps back out of the alien&#039;s visible range before throwing, or throwing the grenade and then running for cover. &lt;br /&gt;
&lt;br /&gt;
While this strategy uses a lot more time units overall, the TUs are spent across a number of soldiers, keeping the reaction levels of all but the soldier that primed the grenade at a relatively high level. Soldiers at the rear are also less prone to being attacked by reaction shots. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} align = &amp;quot;center&amp;quot; width = &amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A Short Example&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot; valign = &amp;quot;top&amp;quot;| [[image:grelshot1.jpg]] || The soldier at location A starts the turn by spoting an alien at location B . The soldiers at location C cannot see the alien. &lt;br /&gt;
&lt;br /&gt;
The soldier at A has a laser pistol and isn&#039;t a particularly good shot with it, so there&#039;s no hope of acquiring a reasonable hit from this distance. &lt;br /&gt;
&lt;br /&gt;
A soldier at location C primes and throws a grenade to the soldier at A, who promptly picks it up, throws it to B and then backs up to get out of range.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that this strategy is not necessarily limited for the use of grenades. It can also be used to rapidly transfer weapons, ammunition, medikits, or other objects such as flares from one end of the map or to the other.&lt;br /&gt;
&lt;br /&gt;
==Night Missions==&lt;br /&gt;
&lt;br /&gt;
===flares===&lt;br /&gt;
&lt;br /&gt;
===IC ammo===&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=5581</id>
		<title>Initial Deployment</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=5581"/>
		<updated>2006-02-15T19:31:03Z</updated>

		<summary type="html">&lt;p&gt;Darksun: Touched up text to take Hobbes comments into consideration.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Intent of Page==&lt;br /&gt;
Stub. May be a redundant section - can be deleted later on if unnecessary. &lt;br /&gt;
&lt;br /&gt;
This section is to include discussion of general battlescape strategies commonly used by players - and common goofs like the lemmings effect. &lt;br /&gt;
&lt;br /&gt;
For example, the spotter-sniper stategy, the grenade/object relay, exponential mind control, leap frogging for deployment of flares or for general troop movement, suggestions on how to deploy from the Skyranger/Avenger and the Lightning, etc. &lt;br /&gt;
&lt;br /&gt;
No explanations on sacrificial rookie strategies please. Sacrificial tanks are fine. &lt;br /&gt;
&lt;br /&gt;
Other items to include could be discussion on behaviour of aliens in the battlescape to watch out for. &lt;br /&gt;
&lt;br /&gt;
Oh, and pictograms. Plenty of pictures to show an example of the stategy in question. Most important.&lt;br /&gt;
&lt;br /&gt;
==Deploying from Transport==&lt;br /&gt;
Rookies are often anxious to see (and take a shot at) aliens. This can result in them piling out of the Skyranger as soon as it touches down and charging right into an ambush. A more methodical exit from the Skyranger will maximize alien causalities while increasing the life expentancy of agents.&lt;br /&gt;
&lt;br /&gt;
===Tankless delpoyment===&lt;br /&gt;
[[image:Darksun_geoscape_002.png|right]]&lt;br /&gt;
XCOM has shot down one of the first UFO&#039;s (crash-1 was in the ocean). Time to send a Skyranger full of rookies into action and see what these aliens are made of.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun tactical 000.png|right]]&lt;br /&gt;
The soldier standing on the equipment pile tosses out a smoke grenade. End of turn 1.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_001.png|right]]&lt;br /&gt;
The smoke grenade is right at the foot of the ramp to mask our troops deployment. Keep on eye on troops stun damage or they might pass out from smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_002.png|right]]&lt;br /&gt;
The smoke grenade goes off. Agent one jumps off the ramp and hunkers down behind the landing gear. Agent two does the same in the other direction. Agent 3, knowing the coast is more or less clear sprints out to get a good firing position with her AC-HE.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_004.png|right]]&lt;br /&gt;
Each turn the scout agents only advance a few wary steps. If they spot an alien someone else will shoot at it. If it doesn&#039;t die the scout will retreat. This pictures shows the agents entire move for this turn.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_006.png|right]]&lt;br /&gt;
Three turns into the battlescape and only a few agents are outside the Skyranger. Half the deployed troops are taking cover behind the sky ranger landing gear.&lt;br /&gt;
&lt;br /&gt;
Once they have spread out a bit, more agents will debark. Keeping spread out is vital. Alien grenades can be brutal without armor.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_008a.png|right]]&lt;br /&gt;
(This game is with some custom maps from XCOMUTIL. It adds pyramids to the desert to give the aliens some cover)&lt;br /&gt;
About 5 turns into the battle and the first group of agents has spread out into the field. An alien has popped out of the door at (1). The scouts (2) are moving cautiously and are carrying fast weapons ([[Pistol]]s in this case). Troopers with heavier weapons are backing up the scouts (3). Their possible lines of fire are marked with the colored lines.&lt;br /&gt;
&lt;br /&gt;
When a scout makes contact with an enemy, the scout retreats out of the line of fire and the back line troopers with HE weapons take some shots. In this case there were two troopers with a line of fire on the alien and one of them killed it.&lt;br /&gt;
&lt;br /&gt;
Once contact was made with the enemy the scouts all froze for a turn, kneeling. Sure enough the first [[Sectoid]] had a buddy who came out the door on the next turn. The scouts got it with reaction fire. This battle ended then since the other sectiods didn&#039;t survive the crash.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t try to deploy all your agents! Leave some reserves on the transport. The diagram actually shows a pretty agressive deployment. The number of agents deployed should be able to handle most situations. Only bring agents off the sky ranger as replacements or to fill in gaps if the deployed forces get stretched too thin.&lt;br /&gt;
&lt;br /&gt;
===Deploying with tanks===&lt;br /&gt;
[[image:Darksun_tactical_a00.png|right]]&lt;br /&gt;
Deploying with tanks is fairly similar to deploying without them. You can often skip the smoke grenade. Since tanks can&#039;t advance in skills, they are cheap to replace in relative terms. Most aliens (save [[Muton]]s and [[Ethereal]]s) will prefer to attack tanks over soldiers. So you can use them to draw fire away from agents. There are two goals when deploying tanks in the first turns. First, locate and prioritize targets close to the transport. Second, set up a screen around the transport exit to protect soldiers. In most cases you won&#039;t want to use the tank to attack enemies directly in order to allow soldiers a chance to advance. However, don&#039;t hesitate to kill aliens with the tank if there isn&#039;t a safe way to get an agent into position. Keep the tanks TU&#039;s in mind. It&#039;s best to keep about 50 in reserve to lessen enemy reaction fire. If the landing zone is very hot, withdraw the tank back to the transport and toss smokers.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a01.png|right]]&lt;br /&gt;
The first tanks comes just onto the ramp. Then it looks left and right before going on. This will show any aliens that are right around the transport door. It also conserves TU&#039;s to prevent as much reaction fire as possible. If your tanks get blasted before you can locate the aggressors, pop smoke and see the section on tankless deployments.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a02.png|right]]&lt;br /&gt;
A [[Sectoid]] is spotted. The tank stops moving.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a03.png|right]]&lt;br /&gt;
Tank number two exits the transport and checks the other direction to make sure no sneaky aliens are waiting to shoot agents in the back. It then moves out past the end of the ramp to screen agents should aliens come in range. Tank number one also withdraws out of range of the [[Sectoid]] it spotted. (In this game the spotted enemy was mind controlled to throw a grenade to clear some brush).&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a04.png|right]]&lt;br /&gt;
The next turn tank number one re-aquires contact with the enemy. [&#039;&#039;This picture is cheated a little bit. Had the Sectiod been facing the transport with a weapon, it would have been able to do a lot of reaction fire. Lucky for the tank and the trooper who shot it, someone had convinced him to turn around and drop his weapon previously.&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a05.png|right]]&lt;br /&gt;
Agents are deployed out of range of the spotted enemies. If this isn&#039;t possible they will take a snap shot and take cover. Tank number one then clears the shooting lane. [&#039;&#039;Had this sectiod had a weapon and some time units it would have been able to do some reaction fire at the tank. I got sloppy because I knew he was defenseless.&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a06.png|right]]&lt;br /&gt;
The sectiod is killed by an agent it can&#039;t even see.  [&#039;&#039;Aliens can see as far as agents. Looking back at the picture the Sectiod should have been in site of the agent. However in the game the agent couldn&#039;t see the Sectiod, even though he was looking in that direction.&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a07.png|right]]&lt;br /&gt;
The area around the transport is secure. Two more agents sprint out of the transport and don&#039;t bother to save any TU&#039;s. They take cover behind the tanks and the craft landing gear. The rest of the delpoyment goes just like one without tanks. Use the tanks to scout and move one to three agents out of the transport a turn until you are ready to move out.&lt;br /&gt;
&lt;br /&gt;
==Spotter/Sniper strategy==&lt;br /&gt;
&lt;br /&gt;
==Leap Frog movement==&lt;br /&gt;
&lt;br /&gt;
==Grenade Relay==&lt;br /&gt;
&lt;br /&gt;
The grenade relay is also known as the hot potato. The grenade relay best thought of in the same manner as a baton relay race where runners pass a baton to another until the last  runner crosses the finish line with it.&lt;br /&gt;
&lt;br /&gt;
In the grenade relay, a live grenade is passed between soldiers from one point on the map to another until it reaches its target destination. &lt;br /&gt;
&lt;br /&gt;
The advantage of this strategy is that a front line soldier will not have to prime and throw the grenade. &lt;br /&gt;
&lt;br /&gt;
The priming and throwing action alone costs 75% of your total TUs in addition to the inventory movement costs. This will often mean the death of a front line soldier where keeping a high [[Reactions]] level by way of high [[TU|Time Units]] is paramount for avoiding reaction shots. &lt;br /&gt;
&lt;br /&gt;
By being passed a pre-primed grenade, the scout will only need to pay the 25% total TUs for the throw and the TUs for picking up the grenade. Since this reduces the overall TU usage, the scout has the freedom of taking a few steps back out of the alien&#039;s visible range before throwing, or throwing the grenade and then running for cover. &lt;br /&gt;
&lt;br /&gt;
While this strategy uses a lot more time units overall, the TUs are spent across a number of soldiers, keeping the reaction levels of all but the soldier that primed the grenade at a relatively high level. Soldiers at the rear are also less prone to being attacked by reaction shots. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} align = &amp;quot;center&amp;quot; width = &amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A Short Example&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot; valign = &amp;quot;top&amp;quot;| [[image:grelshot1.jpg]] || The soldier at location A starts the turn by spoting an alien at location B . The soldiers at location C cannot see the alien. &lt;br /&gt;
&lt;br /&gt;
The soldier at A has a laser pistol and isn&#039;t a particularly good shot with it, so there&#039;s no hope of acquiring a reasonable hit from this distance. &lt;br /&gt;
&lt;br /&gt;
A soldier at location C primes and throws a grenade to the soldier at A, who promptly picks it up, throws it to B and then backs up to get out of range.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that this strategy is not necessarily limited for the use of grenades. It can also be used to rapidly transfer weapons, ammunition, medikits, or other objects such as flares from one end of the map or to the other.&lt;br /&gt;
&lt;br /&gt;
==Night Missions==&lt;br /&gt;
&lt;br /&gt;
===flares===&lt;br /&gt;
&lt;br /&gt;
===IC ammo===&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=5577</id>
		<title>Initial Deployment</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=5577"/>
		<updated>2006-02-15T01:11:29Z</updated>

		<summary type="html">&lt;p&gt;Darksun: Changed &amp;quot;skyranger&amp;quot; to &amp;quot;transport&amp;quot; in heading.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Intent of Page==&lt;br /&gt;
Stub. May be a redundant section - can be deleted later on if unnecessary. &lt;br /&gt;
&lt;br /&gt;
This section is to include discussion of general battlescape strategies commonly used by players - and common goofs like the lemmings effect. &lt;br /&gt;
&lt;br /&gt;
For example, the spotter-sniper stategy, the grenade/object relay, exponential mind control, leap frogging for deployment of flares or for general troop movement, suggestions on how to deploy from the Skyranger/Avenger and the Lightning, etc. &lt;br /&gt;
&lt;br /&gt;
No explanations on sacrificial rookie strategies please. Sacrificial tanks are fine. &lt;br /&gt;
&lt;br /&gt;
Other items to include could be discussion on behaviour of aliens in the battlescape to watch out for. &lt;br /&gt;
&lt;br /&gt;
Oh, and pictograms. Plenty of pictures to show an example of the stategy in question. Most important.&lt;br /&gt;
&lt;br /&gt;
==Deploying from Transport==&lt;br /&gt;
Rookies are often anxious to see (and take a shot at) aliens. This can result in them piling out of the Skyranger as soon as it touches down and charging right into an ambush. A more methodical exit from the Skyranger will maximize alien causalities while increasing the life expentancy of agents.&lt;br /&gt;
&lt;br /&gt;
===Tankless delpoyment===&lt;br /&gt;
[[image:Darksun_geoscape_002.png|right]]&lt;br /&gt;
XCOM has shot down one of the first UFO&#039;s (crash-1 was in the ocean). Time to send a Skyranger full of rookies into action and see what these aliens are made of.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun tactical 000.png|right]]&lt;br /&gt;
The soldier standing on the equipment pile tosses out a smoke grenade. End of turn 1.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_001.png|right]]&lt;br /&gt;
The smoke grenade is right at the foot of the ramp to mask our troops deployment. Keep on eye on troops stun damage or they might pass out from smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_002.png|right]]&lt;br /&gt;
The smoke grenade goes off. Agent one jumps off the ramp and hunkers down behind the landing gear. Agent two does the same in the other direction. Agent 3, knowing the coast is more or less clear sprints out to get a good firing position with her AC-HE.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_004.png|right]]&lt;br /&gt;
Each turn the scout agents only advance a few wary steps. If they spot an alien someone else will shoot at it. If it doesn&#039;t die the scout will retreat. This pictures shows the agents entire move for this turn.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_006.png|right]]&lt;br /&gt;
Three turns into the battlescape and only a few agents are outside the Skyranger. Half the deployed troops are taking cover behind the sky ranger landing gear.&lt;br /&gt;
&lt;br /&gt;
Once they have spread out a bit, more agents will debark. Keeping spread out is vital. Alien grenades can be brutal without armor.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_008a.png|right]]&lt;br /&gt;
(This game is with some custom maps from XCOMUTIL. It adds pyramids to the desert to give the aliens some cover)&lt;br /&gt;
About 5 turns into the battle and the first group of agents has spread out into the field. An alien has popped out of the door at (1). The scouts (2) are moving cautiously and are carrying fast weapons ([[Pistol]]s in this case). Troopers with heavier weapons are backing up the scouts (3). Their possible lines of fire are marked with the colored lines.&lt;br /&gt;
&lt;br /&gt;
When a scout makes contact with an enemy, the scout retreats out of the line of fire and the back line troopers with HE weapons take some shots. In this case there were two troopers with a line of fire on the alien and one of them killed it.&lt;br /&gt;
&lt;br /&gt;
Once contact was made with the enemy the scouts all froze for a turn, kneeling. Sure enough the first [[Sectoid]] had a buddy who came out the door on the next turn. The scouts got it with reaction fire. This battle ended then since the other sectiods didn&#039;t survive the crash.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t try to deploy all your agents! Leave some reserves on the transport. The diagram actually shows a pretty agressive deployment. The number of agents deployed should be able to handle most situations. Only bring agents off the sky ranger as replacements or to fill in gaps if the deployed forces get stretched too thin.&lt;br /&gt;
&lt;br /&gt;
===Deploying with tanks===&lt;br /&gt;
[[image:Darksun_tactical_a00.png|right]]&lt;br /&gt;
Deploying with tanks is fairly similar to deploying without them. You can often skip the smoke grenade. Since tanks can&#039;t advance in skills, they are cheap to replace in relative terms. Most aliens (save [[Muton]]s and [[Ethereal]]s) will prefer to attack tanks over soldiers. So you can use them to draw fire away from agents. There are two goals when deploying tanks in the first turns. First, locate and prioritize targets close to the transport. Second, set up a screen around the transport exit to protect soldiers. In most cases you won&#039;t want to use the tank to attack enemies directly in order to allow soldiers a chance to advance. However, don&#039;t hesitate to kill aliens with the tank if there isn&#039;t a safe way to get an agent into position. Keep the tanks TU&#039;s in mind. It&#039;s best to keep about 50 in reserve to lessen enemy reaction fire. If the landing zone is very hot, withdraw the tank back to the transport and toss smokers.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a01.png|right]]&lt;br /&gt;
The first tanks comes just onto the ramp. Then it looks left and right before going on. This will show any aliens that are right around the transport door. It also conserves TU&#039;s to prevent as much reaction fire as possible. If your tanks get blasted before you can locate the aggressors, pop smoke and see the section on tankless deployments.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a02.png|right]]&lt;br /&gt;
A [[Sectoid]] is spotted. The tank stops moving.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a03.png|right]]&lt;br /&gt;
Tank number two exits the transport and checks the other direction to make sure no sneaky aliens are waiting to shoot agents in the back. It then moves out past the end of the ramp to screen agents should aliens come in range. Tank number one also withdraws out of range of the [[Sectoid]] it spotted. (In this game the spotted enemy was mind controlled to throw a grenade to clear some brush).&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a04.png|right]]&lt;br /&gt;
The next turn tank number one re-aquires contact with the enemy.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a05.png|right]]&lt;br /&gt;
Agents are deployed out of range of the spotted enemies. If this isn&#039;t possible they will take a snap shot and take cover. Tank number one then clears the shooting lane.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a06.png|right]]&lt;br /&gt;
The sectiod is killed by an agent it can&#039;t even see.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a07.png|right]]&lt;br /&gt;
The area around the transport is secure. Two more agents sprint out of the transport and don&#039;t bother to save any TU&#039;s. They take cover behind the tanks and the craft landing gear. The rest of the delpoyment goes just like one without tanks. Use the tanks to scout and move one to three agents out of the transport a turn until you are ready to move out.&lt;br /&gt;
&lt;br /&gt;
==Spotter/Sniper strategy==&lt;br /&gt;
&lt;br /&gt;
==Leap Frog movement==&lt;br /&gt;
&lt;br /&gt;
==Grenade Relay==&lt;br /&gt;
&lt;br /&gt;
The grenade relay is also known as the hot potato. The grenade relay best thought of in the same manner as a baton relay race where runners pass a baton to another until the last  runner crosses the finish line with it.&lt;br /&gt;
&lt;br /&gt;
In the grenade relay, a live grenade is passed between soldiers from one point on the map to another until it reaches its target destination. &lt;br /&gt;
&lt;br /&gt;
The advantage of this strategy is that a front line soldier will not have to prime and throw the grenade. &lt;br /&gt;
&lt;br /&gt;
The priming and throwing action alone costs 75% of your total TUs in addition to the inventory movement costs. This will often mean the death of a front line soldier where keeping a high [[Reactions]] level by way of high [[TU|Time Units]] is paramount for avoiding reaction shots. &lt;br /&gt;
&lt;br /&gt;
By being passed a pre-primed grenade, the scout will only need to pay the 25% total TUs for the throw and the TUs for picking up the grenade. Since this reduces the overall TU usage, the scout has the freedom of taking a few steps back out of the alien&#039;s visible range before throwing, or throwing the grenade and then running for cover. &lt;br /&gt;
&lt;br /&gt;
While this strategy uses a lot more time units overall, the TUs are spent across a number of soldiers, keeping the reaction levels of all but the soldier that primed the grenade at a relatively high level. Soldiers at the rear are also less prone to being attacked by reaction shots. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} align = &amp;quot;center&amp;quot; width = &amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A Short Example&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot; valign = &amp;quot;top&amp;quot;| [[image:grelshot1.jpg]] || The soldier at location A starts the turn by spoting an alien at location B . The soldiers at location C cannot see the alien. &lt;br /&gt;
&lt;br /&gt;
The soldier at A has a laser pistol and isn&#039;t a particularly good shot with it, so there&#039;s no hope of acquiring a reasonable hit from this distance. &lt;br /&gt;
&lt;br /&gt;
A soldier at location C primes and throws a grenade to the soldier at A, who promptly picks it up, throws it to B and then backs up to get out of range.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that this strategy is not necessarily limited for the use of grenades. It can also be used to rapidly transfer weapons, ammunition, medikits, or other objects such as flares from one end of the map or to the other.&lt;br /&gt;
&lt;br /&gt;
==Night Missions==&lt;br /&gt;
&lt;br /&gt;
===flares===&lt;br /&gt;
&lt;br /&gt;
===IC ammo===&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=5576</id>
		<title>Initial Deployment</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=5576"/>
		<updated>2006-02-15T01:08:14Z</updated>

		<summary type="html">&lt;p&gt;Darksun: Added advice about not deploying too many agents.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Intent of Page==&lt;br /&gt;
Stub. May be a redundant section - can be deleted later on if unnecessary. &lt;br /&gt;
&lt;br /&gt;
This section is to include discussion of general battlescape strategies commonly used by players - and common goofs like the lemmings effect. &lt;br /&gt;
&lt;br /&gt;
For example, the spotter-sniper stategy, the grenade/object relay, exponential mind control, leap frogging for deployment of flares or for general troop movement, suggestions on how to deploy from the Skyranger/Avenger and the Lightning, etc. &lt;br /&gt;
&lt;br /&gt;
No explanations on sacrificial rookie strategies please. Sacrificial tanks are fine. &lt;br /&gt;
&lt;br /&gt;
Other items to include could be discussion on behaviour of aliens in the battlescape to watch out for. &lt;br /&gt;
&lt;br /&gt;
Oh, and pictograms. Plenty of pictures to show an example of the stategy in question. Most important.&lt;br /&gt;
&lt;br /&gt;
==Deploying from Skyranger==&lt;br /&gt;
Rookies are often anxious to see (and take a shot at) aliens. This can result in them piling out of the Skyranger as soon as it touches down and charging right into an ambush. A more methodical exit from the Skyranger will maximize alien causalities while increasing the life expentancy of agents.&lt;br /&gt;
&lt;br /&gt;
===Tankless delpoyment===&lt;br /&gt;
[[image:Darksun_geoscape_002.png|right]]&lt;br /&gt;
XCOM has shot down one of the first UFO&#039;s (crash-1 was in the ocean). Time to send a Skyranger full of rookies into action and see what these aliens are made of.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun tactical 000.png|right]]&lt;br /&gt;
The soldier standing on the equipment pile tosses out a smoke grenade. End of turn 1.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_001.png|right]]&lt;br /&gt;
The smoke grenade is right at the foot of the ramp to mask our troops deployment. Keep on eye on troops stun damage or they might pass out from smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_002.png|right]]&lt;br /&gt;
The smoke grenade goes off. Agent one jumps off the ramp and hunkers down behind the landing gear. Agent two does the same in the other direction. Agent 3, knowing the coast is more or less clear sprints out to get a good firing position with her AC-HE.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_004.png|right]]&lt;br /&gt;
Each turn the scout agents only advance a few wary steps. If they spot an alien someone else will shoot at it. If it doesn&#039;t die the scout will retreat. This pictures shows the agents entire move for this turn.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_006.png|right]]&lt;br /&gt;
Three turns into the battlescape and only a few agents are outside the Skyranger. Half the deployed troops are taking cover behind the sky ranger landing gear.&lt;br /&gt;
&lt;br /&gt;
Once they have spread out a bit, more agents will debark. Keeping spread out is vital. Alien grenades can be brutal without armor.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_008a.png|right]]&lt;br /&gt;
(This game is with some custom maps from XCOMUTIL. It adds pyramids to the desert to give the aliens some cover)&lt;br /&gt;
About 5 turns into the battle and the first group of agents has spread out into the field. An alien has popped out of the door at (1). The scouts (2) are moving cautiously and are carrying fast weapons ([[Pistol]]s in this case). Troopers with heavier weapons are backing up the scouts (3). Their possible lines of fire are marked with the colored lines.&lt;br /&gt;
&lt;br /&gt;
When a scout makes contact with an enemy, the scout retreats out of the line of fire and the back line troopers with HE weapons take some shots. In this case there were two troopers with a line of fire on the alien and one of them killed it.&lt;br /&gt;
&lt;br /&gt;
Once contact was made with the enemy the scouts all froze for a turn, kneeling. Sure enough the first [[Sectoid]] had a buddy who came out the door on the next turn. The scouts got it with reaction fire. This battle ended then since the other sectiods didn&#039;t survive the crash.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t try to deploy all your agents! Leave some reserves on the transport. The diagram actually shows a pretty agressive deployment. The number of agents deployed should be able to handle most situations. Only bring agents off the sky ranger as replacements or to fill in gaps if the deployed forces get stretched too thin.&lt;br /&gt;
&lt;br /&gt;
===Deploying with tanks===&lt;br /&gt;
[[image:Darksun_tactical_a00.png|right]]&lt;br /&gt;
Deploying with tanks is fairly similar to deploying without them. You can often skip the smoke grenade. Since tanks can&#039;t advance in skills, they are cheap to replace in relative terms. Most aliens (save [[Muton]]s and [[Ethereal]]s) will prefer to attack tanks over soldiers. So you can use them to draw fire away from agents. There are two goals when deploying tanks in the first turns. First, locate and prioritize targets close to the transport. Second, set up a screen around the transport exit to protect soldiers. In most cases you won&#039;t want to use the tank to attack enemies directly in order to allow soldiers a chance to advance. However, don&#039;t hesitate to kill aliens with the tank if there isn&#039;t a safe way to get an agent into position. Keep the tanks TU&#039;s in mind. It&#039;s best to keep about 50 in reserve to lessen enemy reaction fire. If the landing zone is very hot, withdraw the tank back to the transport and toss smokers.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a01.png|right]]&lt;br /&gt;
The first tanks comes just onto the ramp. Then it looks left and right before going on. This will show any aliens that are right around the transport door. It also conserves TU&#039;s to prevent as much reaction fire as possible. If your tanks get blasted before you can locate the aggressors, pop smoke and see the section on tankless deployments.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a02.png|right]]&lt;br /&gt;
A [[Sectoid]] is spotted. The tank stops moving.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a03.png|right]]&lt;br /&gt;
Tank number two exits the transport and checks the other direction to make sure no sneaky aliens are waiting to shoot agents in the back. It then moves out past the end of the ramp to screen agents should aliens come in range. Tank number one also withdraws out of range of the [[Sectoid]] it spotted. (In this game the spotted enemy was mind controlled to throw a grenade to clear some brush).&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a04.png|right]]&lt;br /&gt;
The next turn tank number one re-aquires contact with the enemy.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a05.png|right]]&lt;br /&gt;
Agents are deployed out of range of the spotted enemies. If this isn&#039;t possible they will take a snap shot and take cover. Tank number one then clears the shooting lane.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a06.png|right]]&lt;br /&gt;
The sectiod is killed by an agent it can&#039;t even see.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a07.png|right]]&lt;br /&gt;
The area around the transport is secure. Two more agents sprint out of the transport and don&#039;t bother to save any TU&#039;s. They take cover behind the tanks and the craft landing gear. The rest of the delpoyment goes just like one without tanks. Use the tanks to scout and move one to three agents out of the transport a turn until you are ready to move out.&lt;br /&gt;
&lt;br /&gt;
==Spotter/Sniper strategy==&lt;br /&gt;
&lt;br /&gt;
==Leap Frog movement==&lt;br /&gt;
&lt;br /&gt;
==Grenade Relay==&lt;br /&gt;
&lt;br /&gt;
The grenade relay is also known as the hot potato. The grenade relay best thought of in the same manner as a baton relay race where runners pass a baton to another until the last  runner crosses the finish line with it.&lt;br /&gt;
&lt;br /&gt;
In the grenade relay, a live grenade is passed between soldiers from one point on the map to another until it reaches its target destination. &lt;br /&gt;
&lt;br /&gt;
The advantage of this strategy is that a front line soldier will not have to prime and throw the grenade. &lt;br /&gt;
&lt;br /&gt;
The priming and throwing action alone costs 75% of your total TUs in addition to the inventory movement costs. This will often mean the death of a front line soldier where keeping a high [[Reactions]] level by way of high [[TU|Time Units]] is paramount for avoiding reaction shots. &lt;br /&gt;
&lt;br /&gt;
By being passed a pre-primed grenade, the scout will only need to pay the 25% total TUs for the throw and the TUs for picking up the grenade. Since this reduces the overall TU usage, the scout has the freedom of taking a few steps back out of the alien&#039;s visible range before throwing, or throwing the grenade and then running for cover. &lt;br /&gt;
&lt;br /&gt;
While this strategy uses a lot more time units overall, the TUs are spent across a number of soldiers, keeping the reaction levels of all but the soldier that primed the grenade at a relatively high level. Soldiers at the rear are also less prone to being attacked by reaction shots. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} align = &amp;quot;center&amp;quot; width = &amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A Short Example&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot; valign = &amp;quot;top&amp;quot;| [[image:grelshot1.jpg]] || The soldier at location A starts the turn by spoting an alien at location B . The soldiers at location C cannot see the alien. &lt;br /&gt;
&lt;br /&gt;
The soldier at A has a laser pistol and isn&#039;t a particularly good shot with it, so there&#039;s no hope of acquiring a reasonable hit from this distance. &lt;br /&gt;
&lt;br /&gt;
A soldier at location C primes and throws a grenade to the soldier at A, who promptly picks it up, throws it to B and then backs up to get out of range.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that this strategy is not necessarily limited for the use of grenades. It can also be used to rapidly transfer weapons, ammunition, medikits, or other objects such as flares from one end of the map or to the other.&lt;br /&gt;
&lt;br /&gt;
==Night Missions==&lt;br /&gt;
&lt;br /&gt;
===flares===&lt;br /&gt;
&lt;br /&gt;
===IC ammo===&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=5575</id>
		<title>Initial Deployment</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=5575"/>
		<updated>2006-02-15T01:04:48Z</updated>

		<summary type="html">&lt;p&gt;Darksun: Added pictures of deploying into the jungle with tanks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Intent of Page==&lt;br /&gt;
Stub. May be a redundant section - can be deleted later on if unnecessary. &lt;br /&gt;
&lt;br /&gt;
This section is to include discussion of general battlescape strategies commonly used by players - and common goofs like the lemmings effect. &lt;br /&gt;
&lt;br /&gt;
For example, the spotter-sniper stategy, the grenade/object relay, exponential mind control, leap frogging for deployment of flares or for general troop movement, suggestions on how to deploy from the Skyranger/Avenger and the Lightning, etc. &lt;br /&gt;
&lt;br /&gt;
No explanations on sacrificial rookie strategies please. Sacrificial tanks are fine. &lt;br /&gt;
&lt;br /&gt;
Other items to include could be discussion on behaviour of aliens in the battlescape to watch out for. &lt;br /&gt;
&lt;br /&gt;
Oh, and pictograms. Plenty of pictures to show an example of the stategy in question. Most important.&lt;br /&gt;
&lt;br /&gt;
==Deploying from Skyranger==&lt;br /&gt;
Rookies are often anxious to see (and take a shot at) aliens. This can result in them piling out of the Skyranger as soon as it touches down and charging right into an ambush. A more methodical exit from the Skyranger will maximize alien causalities while increasing the life expentancy of agents.&lt;br /&gt;
&lt;br /&gt;
===Tankless delpoyment===&lt;br /&gt;
[[image:Darksun_geoscape_002.png|right]]&lt;br /&gt;
XCOM has shot down one of the first UFO&#039;s (crash-1 was in the ocean). Time to send a Skyranger full of rookies into action and see what these aliens are made of.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun tactical 000.png|right]]&lt;br /&gt;
The soldier standing on the equipment pile tosses out a smoke grenade. End of turn 1.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_001.png|right]]&lt;br /&gt;
The smoke grenade is right at the foot of the ramp to mask our troops deployment. Keep on eye on troops stun damage or they might pass out from smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_002.png|right]]&lt;br /&gt;
The smoke grenade goes off. Agent one jumps off the ramp and hunkers down behind the landing gear. Agent two does the same in the other direction. Agent 3, knowing the coast is more or less clear sprints out to get a good firing position with her AC-HE.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_004.png|right]]&lt;br /&gt;
Each turn the scout agents only advance a few wary steps. If they spot an alien someone else will shoot at it. If it doesn&#039;t die the scout will retreat. This pictures shows the agents entire move for this turn.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_006.png|right]]&lt;br /&gt;
Three turns into the battlescape and only a few agents are outside the Skyranger. Half the deployed troops are taking cover behind the sky ranger landing gear.&lt;br /&gt;
&lt;br /&gt;
Once they have spread out a bit, more agents will debark. Keeping spread out is vital. Alien grenades can be brutal without armor.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_008a.png|right]]&lt;br /&gt;
(This game is with some custom maps from XCOMUTIL. It adds pyramids to the desert to give the aliens some cover)&lt;br /&gt;
About 5 turns into the battle and the first group of agents has spread out into the field. An alien has popped out of the door at (1). The scouts (2) are moving cautiously and are carrying fast weapons ([[Pistol]]s in this case). Troopers with heavier weapons are backing up the scouts (3). Their possible lines of fire are marked with the colored lines.&lt;br /&gt;
&lt;br /&gt;
When a scout makes contact with an enemy, the scout retreats out of the line of fire and the back line troopers with HE weapons take some shots. In this case there were two troopers with a line of fire on the alien and one of them killed it.&lt;br /&gt;
&lt;br /&gt;
Once contact was made with the enemy the scouts all froze for a turn, kneeling. Sure enough the first [[Sectoid]] had a buddy who came out the door on the next turn. The scouts got it with reaction fire. This battle ended then since the other sectiods didn&#039;t survive the crash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Deploying with tanks===&lt;br /&gt;
[[image:Darksun_tactical_a00.png|right]]&lt;br /&gt;
Deploying with tanks is fairly similar to deploying without them. You can often skip the smoke grenade. Since tanks can&#039;t advance in skills, they are cheap to replace in relative terms. Most aliens (save [[Muton]]s and [[Ethereal]]s) will prefer to attack tanks over soldiers. So you can use them to draw fire away from agents. There are two goals when deploying tanks in the first turns. First, locate and prioritize targets close to the transport. Second, set up a screen around the transport exit to protect soldiers. In most cases you won&#039;t want to use the tank to attack enemies directly in order to allow soldiers a chance to advance. However, don&#039;t hesitate to kill aliens with the tank if there isn&#039;t a safe way to get an agent into position. Keep the tanks TU&#039;s in mind. It&#039;s best to keep about 50 in reserve to lessen enemy reaction fire. If the landing zone is very hot, withdraw the tank back to the transport and toss smokers.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a01.png|right]]&lt;br /&gt;
The first tanks comes just onto the ramp. Then it looks left and right before going on. This will show any aliens that are right around the transport door. It also conserves TU&#039;s to prevent as much reaction fire as possible. If your tanks get blasted before you can locate the aggressors, pop smoke and see the section on tankless deployments.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a02.png|right]]&lt;br /&gt;
A [[Sectoid]] is spotted. The tank stops moving.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a03.png|right]]&lt;br /&gt;
Tank number two exits the transport and checks the other direction to make sure no sneaky aliens are waiting to shoot agents in the back. It then moves out past the end of the ramp to screen agents should aliens come in range. Tank number one also withdraws out of range of the [[Sectoid]] it spotted. (In this game the spotted enemy was mind controlled to throw a grenade to clear some brush).&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a04.png|right]]&lt;br /&gt;
The next turn tank number one re-aquires contact with the enemy.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a05.png|right]]&lt;br /&gt;
Agents are deployed out of range of the spotted enemies. If this isn&#039;t possible they will take a snap shot and take cover. Tank number one then clears the shooting lane.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a06.png|right]]&lt;br /&gt;
The sectiod is killed by an agent it can&#039;t even see.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_a07.png|right]]&lt;br /&gt;
The area around the transport is secure. Two more agents sprint out of the transport and don&#039;t bother to save any TU&#039;s. They take cover behind the tanks and the craft landing gear. The rest of the delpoyment goes just like one without tanks. Use the tanks to scout and move one to three agents out of the transport a turn until you are ready to move out.&lt;br /&gt;
&lt;br /&gt;
==Spotter/Sniper strategy==&lt;br /&gt;
&lt;br /&gt;
==Leap Frog movement==&lt;br /&gt;
&lt;br /&gt;
==Grenade Relay==&lt;br /&gt;
&lt;br /&gt;
The grenade relay is also known as the hot potato. The grenade relay best thought of in the same manner as a baton relay race where runners pass a baton to another until the last  runner crosses the finish line with it.&lt;br /&gt;
&lt;br /&gt;
In the grenade relay, a live grenade is passed between soldiers from one point on the map to another until it reaches its target destination. &lt;br /&gt;
&lt;br /&gt;
The advantage of this strategy is that a front line soldier will not have to prime and throw the grenade. &lt;br /&gt;
&lt;br /&gt;
The priming and throwing action alone costs 75% of your total TUs in addition to the inventory movement costs. This will often mean the death of a front line soldier where keeping a high [[Reactions]] level by way of high [[TU|Time Units]] is paramount for avoiding reaction shots. &lt;br /&gt;
&lt;br /&gt;
By being passed a pre-primed grenade, the scout will only need to pay the 25% total TUs for the throw and the TUs for picking up the grenade. Since this reduces the overall TU usage, the scout has the freedom of taking a few steps back out of the alien&#039;s visible range before throwing, or throwing the grenade and then running for cover. &lt;br /&gt;
&lt;br /&gt;
While this strategy uses a lot more time units overall, the TUs are spent across a number of soldiers, keeping the reaction levels of all but the soldier that primed the grenade at a relatively high level. Soldiers at the rear are also less prone to being attacked by reaction shots. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{stdTable}} align = &amp;quot;center&amp;quot; width = &amp;quot;80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A Short Example&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| align = &amp;quot;center&amp;quot; valign = &amp;quot;top&amp;quot;| [[image:grelshot1.jpg]] || The soldier at location A starts the turn by spoting an alien at location B . The soldiers at location C cannot see the alien. &lt;br /&gt;
&lt;br /&gt;
The soldier at A has a laser pistol and isn&#039;t a particularly good shot with it, so there&#039;s no hope of acquiring a reasonable hit from this distance. &lt;br /&gt;
&lt;br /&gt;
A soldier at location C primes and throws a grenade to the soldier at A, who promptly picks it up, throws it to B and then backs up to get out of range.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that this strategy is not necessarily limited for the use of grenades. It can also be used to rapidly transfer weapons, ammunition, medikits, or other objects such as flares from one end of the map or to the other.&lt;br /&gt;
&lt;br /&gt;
==Night Missions==&lt;br /&gt;
&lt;br /&gt;
===flares===&lt;br /&gt;
&lt;br /&gt;
===IC ammo===&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a07.png&amp;diff=5574</id>
		<title>File:Darksun tactical a07.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a07.png&amp;diff=5574"/>
		<updated>2006-02-15T00:45:16Z</updated>

		<summary type="html">&lt;p&gt;Darksun: The area around the transport is secure. Two more agents move off the transport.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The area around the transport is secure. Two more agents move off the transport.&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a06.png&amp;diff=5573</id>
		<title>File:Darksun tactical a06.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a06.png&amp;diff=5573"/>
		<updated>2006-02-15T00:44:11Z</updated>

		<summary type="html">&lt;p&gt;Darksun: The Sectoid bites the dust.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Sectoid]] bites the dust.&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a05.png&amp;diff=5572</id>
		<title>File:Darksun tactical a05.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a05.png&amp;diff=5572"/>
		<updated>2006-02-15T00:43:24Z</updated>

		<summary type="html">&lt;p&gt;Darksun: Soldier comes off transport and tank clears the line of fire.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soldier comes off transport and tank clears the line of fire.&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a04.png&amp;diff=5571</id>
		<title>File:Darksun tactical a04.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a04.png&amp;diff=5571"/>
		<updated>2006-02-15T00:42:38Z</updated>

		<summary type="html">&lt;p&gt;Darksun: Tank one relocates the Sectoid on turn 2.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tank one relocates the [[Sectoid]] on turn 2.&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a03.png&amp;diff=5570</id>
		<title>File:Darksun tactical a03.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a03.png&amp;diff=5570"/>
		<updated>2006-02-15T00:41:35Z</updated>

		<summary type="html">&lt;p&gt;Darksun: Tank #2 checks under the transport.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tank #2 checks under the transport.&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a02.png&amp;diff=5569</id>
		<title>File:Darksun tactical a02.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a02.png&amp;diff=5569"/>
		<updated>2006-02-15T00:38:49Z</updated>

		<summary type="html">&lt;p&gt;Darksun: Tank spots Sectoid.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tank spots [[Sectoid]].&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a01.png&amp;diff=5568</id>
		<title>File:Darksun tactical a01.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a01.png&amp;diff=5568"/>
		<updated>2006-02-15T00:38:10Z</updated>

		<summary type="html">&lt;p&gt;Darksun: Tanks comes onto ramp and looks both ways.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tanks comes onto ramp and looks both ways.&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a00.png&amp;diff=5567</id>
		<title>File:Darksun tactical a00.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_a00.png&amp;diff=5567"/>
		<updated>2006-02-15T00:37:02Z</updated>

		<summary type="html">&lt;p&gt;Darksun: An avenger with tanks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An avenger with tanks.&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=5564</id>
		<title>Initial Deployment</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Initial_Deployment&amp;diff=5564"/>
		<updated>2006-02-13T22:00:54Z</updated>

		<summary type="html">&lt;p&gt;Darksun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Intent of Page==&lt;br /&gt;
Stub. May be a redundant section - can be deleted later on if unnecessary. &lt;br /&gt;
&lt;br /&gt;
This section is to include discussion of general battlescape strategies commonly used by players - and common goofs like the lemmings effect. &lt;br /&gt;
&lt;br /&gt;
For example, the spotter-sniper stategy, the grenade/object relay, exponential mind control, leap frogging for deployment of flares or for general troop movement, suggestions on how to deploy from the Skyranger/Avenger and the Lightning, etc. &lt;br /&gt;
&lt;br /&gt;
No explanations on sacrificial rookie strategies please. Sacrificial tanks are fine. &lt;br /&gt;
&lt;br /&gt;
Other items to include could be discussion on behaviour of aliens in the battlescape to watch out for. &lt;br /&gt;
&lt;br /&gt;
Oh, and pictograms. Plenty of pictures to show an example of the stategy in question. Most important.&lt;br /&gt;
&lt;br /&gt;
==Deploying from Skyranger==&lt;br /&gt;
Rookies are often anxious to see (and take a shot at) aliens. This can result in them piling out of the Skyranger as soon as it touches down and charging right into an ambush. A more methodical exit from the Skyranger will maximize alien causalities while increasing the life expentancy of agents.&lt;br /&gt;
&lt;br /&gt;
===Tankless delpoyment===&lt;br /&gt;
[[image:Darksun_geoscape_002.png|right]]&lt;br /&gt;
XCOM has shot down one of the first UFO&#039;s (crash-1 was in the ocean). Time to send a Skyranger full of rookies into action and see what these aliens are made of.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun tactical 000.png|right]]&lt;br /&gt;
The soldier standing on the equipment pile tosses out a smoke grenade. End of turn 1.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_001.png|right]]&lt;br /&gt;
The smoke grenade is right at the foot of the ramp to mask our troops deployment. Keep on eye on troops stun damage or they might pass out from smoke inhalation.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_002.png|right]]&lt;br /&gt;
The smoke grenade goes off. Agent one jumps off the ramp and hunkers down behind the landing gear. Agent two does the same in the other direction. Agent 3, knowing the coast is more or less clear sprints out to get a good firing position with her AC-HE.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_004.png|right]]&lt;br /&gt;
Each turn the scout agents only advance a few wary steps. If they spot an alien someone else will shoot at it. If it doesn&#039;t die the scout will retreat. This pictures shows the agents entire move for this turn.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_006.png|right]]&lt;br /&gt;
Three turns into the battlescape and only a few agents are outside the Skyranger. Half the deployed troops are taking cover behind the sky ranger landing gear.&lt;br /&gt;
&lt;br /&gt;
Once they have spread out a bit, more agents will debark. Keeping spread out is vital. Alien grenades can be brutal without armor.&lt;br /&gt;
&lt;br /&gt;
[[image:Darksun_tactical_008a.png|right]]&lt;br /&gt;
(This game is with some custom maps from XCOMUTIL. It adds pyramids to the desert to give the aliens some cover)&lt;br /&gt;
About 5 turns into the battle and the first group of agents has spread out into the field. An alien has popped out of the door at (1). The scouts (2) are moving cautiously and are carrying fast weapons ([[Pistol]]s in this case). Troopers with heavier weapons are backing up the scouts (3). Their possible lines of fire are marked with the colored lines.&lt;br /&gt;
&lt;br /&gt;
When a scout makes contact with an enemy, the scout retreats out of the line of fire and the back line troopers with HE weapons take some shots. In this case there were two troopers with a line of fire on the alien and one of them killed it.&lt;br /&gt;
&lt;br /&gt;
Once contact was made with the enemy the scouts all froze for a turn, kneeling. Sure enough the first [[Sectoid]] had a buddy who came out the door on the next turn. The scouts got it with reaction fire. This battle ended then since the other sectiods didn&#039;t survive the crash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Deploying with tank===&lt;br /&gt;
&lt;br /&gt;
==Spotter/Sniper strategy==&lt;br /&gt;
&lt;br /&gt;
==Leap Frog movement==&lt;br /&gt;
&lt;br /&gt;
==Grenade Relay==&lt;br /&gt;
&lt;br /&gt;
==Night Missions==&lt;br /&gt;
&lt;br /&gt;
===flares===&lt;br /&gt;
&lt;br /&gt;
===IC ammo===&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_008a.png&amp;diff=5563</id>
		<title>File:Darksun tactical 008a.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_008a.png&amp;diff=5563"/>
		<updated>2006-02-13T21:06:20Z</updated>

		<summary type="html">&lt;p&gt;Darksun: 1. Alien Taken out by scout with average reactions. Pistol + 90% of tu&amp;#039;s = fast reaction shots.
2. Scouts with pistols advance 2-3 squares a turn.
3. Agents with AC-HE, Missile Launchers or Rifles back up scouts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1. Alien Taken out by scout with average reactions. Pistol + 90% of tu&#039;s = fast reaction shots.&lt;br /&gt;
2. Scouts with pistols advance 2-3 squares a turn.&lt;br /&gt;
3. Agents with AC-HE, Missile Launchers or Rifles back up scouts.&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_006.png&amp;diff=5562</id>
		<title>File:Darksun tactical 006.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_006.png&amp;diff=5562"/>
		<updated>2006-02-13T20:52:09Z</updated>

		<summary type="html">&lt;p&gt;Darksun: Deployment at the end of the third turn.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Deployment at the end of the third turn.&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_004.png&amp;diff=5561</id>
		<title>File:Darksun tactical 004.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_004.png&amp;diff=5561"/>
		<updated>2006-02-13T20:50:42Z</updated>

		<summary type="html">&lt;p&gt;Darksun: Agent advances slowly reserving 80%-90% of her TU&amp;#039;s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Agent advances slowly reserving 80%-90% of her TU&#039;s&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_002.png&amp;diff=5560</id>
		<title>File:Darksun tactical 002.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_002.png&amp;diff=5560"/>
		<updated>2006-02-13T20:45:36Z</updated>

		<summary type="html">&lt;p&gt;Darksun: First turn deployment into smoke cover.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First turn deployment into smoke cover.&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_001.png&amp;diff=5559</id>
		<title>File:Darksun tactical 001.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_001.png&amp;diff=5559"/>
		<updated>2006-02-13T19:35:20Z</updated>

		<summary type="html">&lt;p&gt;Darksun: Smoke grenade lands at the foot of the ramp.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Smoke grenade lands at the foot of the ramp.&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_000.png&amp;diff=5558</id>
		<title>File:Darksun tactical 000.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Darksun_tactical_000.png&amp;diff=5558"/>
		<updated>2006-02-13T19:34:33Z</updated>

		<summary type="html">&lt;p&gt;Darksun: First guy grabs and tosses a smoker.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First guy grabs and tosses a smoker.&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=File:Darksun_geoscape_002.png&amp;diff=5557</id>
		<title>File:Darksun geoscape 002.png</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=File:Darksun_geoscape_002.png&amp;diff=5557"/>
		<updated>2006-02-13T19:32:55Z</updated>

		<summary type="html">&lt;p&gt;Darksun: Time to visit crash site 2.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Time to visit crash site 2.&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Defence&amp;diff=5531</id>
		<title>Base Defence</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Defence&amp;diff=5531"/>
		<updated>2006-02-03T01:48:58Z</updated>

		<summary type="html">&lt;p&gt;Darksun: Don&amp;#039;t use all 80 items on Heavy Plasmas...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Briefing==&lt;br /&gt;
An Alien vessel has landed nearby. Our base is in severe danger. As per standard procedure all non-combat personnel and XCom craft have been evacuated. Alien units will enter the base via hangar doors or the access lift. Defend the base and its vital installations at all costs - this is a fight to the death.&lt;br /&gt;
&lt;br /&gt;
== Battleships ==&lt;br /&gt;
&lt;br /&gt;
An inbound [[Battleship]] on a &amp;quot;[[Alien Missions#Alien Retaliation|Retaliation]]&amp;quot; mission means there is a high chance that a Base Defense mission is in the offing for you.&lt;br /&gt;
&lt;br /&gt;
You can bring down these battleships with sufficient [[Base Defense Measures (UFO Defense)|Base Defense Measures]], but the game is programmed to just send another on the exact same mission. It&#039;s been proven that about 6 or 7 Fusion Ball Defenses with Grav Shield (total defensive strength 6000) can hold off incoming battleships (hull strength 3000) indefinitely, but since you get no bonus for blowing a battleship out of the sky, not even to monthly score, it&#039;s better to let them land eventually and just run the mission. Once you&#039;ve run the mission, win or lose, the attacks stop coming. The aliens seem to forget where the base is...&lt;br /&gt;
&lt;br /&gt;
Only battleships actually assault your base. Don&#039;t worry too much about other alien craft on &amp;quot;Retaliation&amp;quot; missions, they&#039;re just scouts.  Shooting these down far away from your base may confuse the aliens as to where your base actually is.&lt;br /&gt;
&lt;br /&gt;
== Battle Tips ==&lt;br /&gt;
&lt;br /&gt;
A good [[Base Layout Strategy]] is of paramount importance here.  Make sure your base is designed to make it easy to defend.&lt;br /&gt;
&lt;br /&gt;
You really want everybody at home for a base defense mission. If you&#039;re caught with your Skyranger off at some UFO crash site, you&#039;ll have to defend the base with a rookie, two guys on crutches that were in med-bay, and the antique [[Tank/Cannon]] you hadn&#039;t got around to selling yet. Mind you, the odds are still in your favor. You know the layout, it&#039;s fully lit, and you (should have) designed in choke points.&lt;br /&gt;
&lt;br /&gt;
Battleships will unload both regular aliens and their associated [[Terror Units (UFO Defense)|Terror Unit]]s. You won&#039;t ever see the battleship, but you will get to see all those nifty modules you&#039;ve been constructing in the Base Planner view, close-up! Base modules have two levels. Soldiers will normally spawn/start in Living Quarters and Storage modules. Aliens spawn/start in Hangars and the Access Lift.&lt;br /&gt;
&lt;br /&gt;
A soldier with a [[Motion Scanner]] in an upstairs closet near the access lift combined with a [[Tank/Rocket_Launcher|rocket tank]] at standoff range will keep the aliens at bay until the rockets run out. &#039;&#039;-see also [Stewart&#039;s] strategy on xcomufo.com forums.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Blaster Bomb]]s can clear your base in just a few turns, if you launch a few into the hangars and access lift. &#039;&#039;The problem is getting the program to supply your soldiers with blaster bombs before hitting the 80-item limit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hovertank/Launchers are almost as good at clearing out your base, except for the fact that their missiles are more prone to inaccuracy and often veer off and blow up against the wrong walls. &#039;&#039;Since the game has a &amp;quot;free ammo for HWP in base defence&amp;quot; bug, I don&#039;t see HOW you can lose as long as you keep 3-4 of these things in every base.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Doing too much damage to a room can also collapse it, and you will lose that room permanently. Any rooms that can only be accessed by going through the collapsed room will also be lost. Spawn-point rooms such as Living Quarters, Stores, Access Lift, and Hangars can&#039;t be collapsed.&lt;br /&gt;
&lt;br /&gt;
You can recover lots of valuable [[Elerium-115]] and alien weapons from a successful base defense. Losing or abandoning the battle means losing the base. Although sometimes you can still come out with a positive score for your trouble.&lt;br /&gt;
&lt;br /&gt;
It might be best to disarm all your psi-weak soldiers at this base if there are ethereals or sectoids attacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[ [[User:NKF|NKF]]: Elerium collection from a base defence mission can only happen if elerium pods are generated in the battlescape. See, if you have 10 units in storage, the game will generate 10 pods in the base, given sufficient space in the object table. But because the way the game automatically converts 1 pod into 50 units at the end of the mission, you&#039;re basically getting 5000% more elerium from your own pods (those that don&#039;t get destroyed, anyway). None of them come from the aliens! Until this is verified for 1.4 and 1.4ce, it is safe to say that this will only happen in earlier versions of the game.] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[ [[User:Zombie|Zombie]]: I tried this out today on my 1.4ce, and just like I thought, no Elerium spawned.] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[A somewhat unorthodox strategy, forced by necessity, paid off for Zombie: &amp;quot;I armed my best soldiers with the stun rods, hid them in the General Stores next to the Access Lift, and went to work. Every round a Snakeman would appear from the Access Lift, and every round one of my soldiers would stun the alien while another veteran grabbed the body and hauled the poor alien upstairs for observation. I was laughing so hard I almost peed my pants!&amp;quot; - as copied from strategycore. Mental picture of a Snakeman with a pillowcase over his head, zipcuffed arms behind his back, old army sock stuffed in the mouth, being heaved into a darkened storeroom on top of his buddies. &amp;quot;We get $20K for each, alive or dead, right?&amp;quot; --[[User:JellyfishGreen|JellyfishGreen]] 08:34, 14 Oct 2005 (PDT) ]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== To Surrender or Not To Surrender ==&lt;br /&gt;
&lt;br /&gt;
There are only two costs incurred when you lose a base:&lt;br /&gt;
# You lose the base and everything in it;&lt;br /&gt;
# You lose points for the soldiers and tanks that died defending the base. &lt;br /&gt;
&lt;br /&gt;
The loss of the base is presumably erased from the annals of history. It&#039;s all kept very hush-hush from the public. The non-combat staff and all ships that were at the base are disbanded and are not lost in the battle. X-Com ships vanish without a trace, probably stolen by wretched engineers. The deaths of the soldiers on the other hand are a lot harder to explain, and friends and families are bound to make inquiries. &lt;br /&gt;
&lt;br /&gt;
Therefore, if you find yourself in a situation where you are defending a base against an enemy that you have no hope of winning against, should you surrender without a fight, or fight it out? You will need to base this on who you are fighting with and what you have to fight them with. &lt;br /&gt;
&lt;br /&gt;
For example, a fresh batch of recruits in jumpsuits armed with regulation standard pistols and rifles against an elite squad of [[Ethereal]]s and [[Sectopod]]s. This can be classed as a hopeless battle should you not be able to utilise the weapons used by the attackers. In a situation like this, you should cut your losses and surrender without a fight. This will incur a 0 point penalty along with the loss of the base. &lt;br /&gt;
&lt;br /&gt;
On the other hand, should it be against [[Floater]]s, you could push on and try your luck. &lt;br /&gt;
&lt;br /&gt;
Alternately, you could also try to kill as many raiders as you can before surrendering. As long as you did not lose any soldiers in the process, you will get a positive score for losing the base. If this is an option, go for it. If not, don&#039;t.&lt;br /&gt;
&lt;br /&gt;
It is understandable that some commanders may be too proud to go down without a fight. There is nothing wrong with that, but do try to consider the consequences of any actions before taking them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; All of the above relates to raids on bases when you have more than one base. If you are put into a situation where you cannot save your very last base, then you should consider restarting the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you have have advance warning about a base raid that you&#039;re going to surrender-- i.e., a hyperwave caster, or you can see that battleship making a beeline for your base on a normal radar-- take the time to transer as much as you can out of that base to other bases before the raid hits.  If you&#039;ve got free hangars in other bases, transfer the craft, save any elerium there, and transfer out all the personnel you can.  An obvious thing, but can be quickly forgotten in the shadow of a battleship. --[[User:Papa Legba|Papa Legba]] 17:36, 22 Nov 2005 (PST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
 &#039;&#039;&#039;Rank       Beg./Exp.  Vet./Gen.    Super.&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;----       ---------  ---------    ------&#039;&#039;&#039;&lt;br /&gt;
 Soldiers      4-8        6-10       8-12&lt;br /&gt;
 Navigators     1          1          2&lt;br /&gt;
 Engineers      1          1          2&lt;br /&gt;
 Medics         1          1          2&lt;br /&gt;
 Leaders        1          2          3&lt;br /&gt;
 Commanders     1          1          1&lt;br /&gt;
 Terrorists    0-2        2-4        4-6&lt;br /&gt;
 &lt;br /&gt;
 Totals        9-15      14-20      22-28&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Base defenses can be DEADLY.&lt;br /&gt;
&lt;br /&gt;
But not for the reason you think.&lt;br /&gt;
&lt;br /&gt;
*When you have more than 80 items present at a base, the game will only make available the first 80 items on the stores list (See &#039;80-item Limit&#039; in [[Known Bugs]].) . This will result in conventional weapons/stun rods/electroflares/etc. being available instead of lasers/plasmas. To prevent this there are 3 possible solutions before that Battleship strikes the base: &lt;br /&gt;
1) Transfer the unwanted items to another base.&amp;lt;br&amp;gt;&lt;br /&gt;
2) Load your transports (if there&#039;s any) with the unwanted items and launch them before the UFO lands. This saves the work of having to transfer those items back but if the base gets destroyed the transport will disappear and the waypoint to which it was headed will remain visible for the rest of the game. &amp;lt;br&amp;gt;&lt;br /&gt;
3) Sell unnecessary stuff. &#039;&#039;&amp;quot;Imminent Alien Invasion Yard Sale! Everything Must Go!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Equipment assigned to your craft is not available for base defense missions, even if that craft is currently in it&#039;s hangar.&lt;br /&gt;
&lt;br /&gt;
* If you had 40 heavy plasma&#039;s in your base and forgot to get rid of those 40 smoke grades, all your troopers would be lacking the clips for the heavy plasma. Good luck defending a base with nothing but 40 smoke grenades. &#039;&#039;[Darksun: Lucky for my stupid self, I had a couple of laser tanks to convince the aliens to lend me some ammo.]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Another ANNOYING bug I find is the dissapearing bodies and booty from aliens. This is related to the 80 item bug problem.&lt;br /&gt;
&lt;br /&gt;
*Also much feared is the dreaded &amp;quot;walled off section&amp;quot; or [[Known_Bugs#Base_Disjoint_Bug|Base Disjoint Bug]]. Sections of your base along the extreme south and east edges will often be separated from each other by dirt walls. Heavy plasma and blaster launchers needed in this scenario to excavate the dirt. Possible that heavy explosives might work too, I&#039;m not sure. Soldiers spawning in Stores or Living Quarters here may be trapped for the duration.&lt;br /&gt;
&lt;br /&gt;
*A much nicer bug is that [[HWP]]&#039;s automatically get a free load of ammo (which is added to your stores if unused). Note you still need at least one soldier as aliens landing at an unguarded base - or a base defended only by HWP&#039;s - take it without a fight.&lt;br /&gt;
&lt;br /&gt;
*If you have a LOT of soldiers, enough to fill all your spawn points, soldiers will start taking alien spawn points. Which means less aliens. &#039;&#039;- much kudos to [Zombie]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Macho-ists: at superhuman, you get the same qty of aliens as in the battleship, eg +25 aliens, +8 terror units. to get the full compliment to attack you base, you need AT MINIMUM 2 hangers. (unless you want aliens to spawn in general stores downstairs corridor). Four hangers guarantee maximum alien load if you use 15 soldiers and conservative loadouts. &#039;&#039;I usually defend with 10 guys, 2 tanks VS four hangers. LasR &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[X-Com Base Terrain]] |&lt;br /&gt;
[[Base Layout Strategy]]&lt;br /&gt;
[[Category:Missions]]&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Psionics&amp;diff=5530</id>
		<title>Talk:Psionics</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Psionics&amp;diff=5530"/>
		<updated>2006-02-03T00:13:01Z</updated>

		<summary type="html">&lt;p&gt;Darksun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just had a thought on the formula!&lt;br /&gt;
&lt;br /&gt;
What if the &amp;quot;Psionic Combat Strength&amp;quot; formula was a&#039;&#039;&#039; &#039; + &#039; &#039;&#039;&#039;rather than a&#039;&#039;&#039; &#039; * &#039; &#039;&#039;&#039;?&lt;br /&gt;
&lt;br /&gt;
It would mean the example Soldier would have a PCS of 111, rather than 1520, and the defending Muton would have:&lt;br /&gt;
&lt;br /&gt;
 Panic Chance = 76%&lt;br /&gt;
    MC Chance = 56%&lt;br /&gt;
&lt;br /&gt;
These numbers seem more reasonable, don&#039;t you think?&lt;br /&gt;
&lt;br /&gt;
--[[User:Danial|Danial]] 15:32, 19 Nov 2005 (PST)&lt;br /&gt;
----&lt;br /&gt;
Right, it sounds &#039;&#039;&#039;much&#039;&#039;&#039; more reasonable now. My actual results were 1192 successes out of 2420 tries = 49.26% success rate. The MCer was right next to MC victim, and we know distance introduces &#039;&#039;some&#039;&#039; kind of decrease to base chance. That&#039;s the good news. The bad news is that I also tested psi str 95, skill 44 (and some higher skill levels) and never failed to MC &#039;&#039;once&#039;&#039; with these better MCers. Using your revision, a psi str 95, skill 44 guy should have had a success rate of 84% vs. a beginner Muton soldier (psi str 25, skill 0), not 100%. My higher-skill guys were also right next to their MC victims. So, to me the first example makes sense relative to your idea (fits base chance, plus a little distance adds a little more), but the second example counters it.&lt;br /&gt;
&lt;br /&gt;
Still, it sounds WAY better than 1500% :)&lt;br /&gt;
&lt;br /&gt;
I sure wish psi testing wasn&#039;t so labor intensive. I got those 2400 counts doing all that experience testing... not interested in doing it again, just for psi equations. At least not at the moment. :P ---[[User:MikeTheRed|MikeTheRed]] 21:12, 23 Nov 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Question: why is the Sectopod&#039;s psionic resistance listed as N/A?  I&#039;ve mind-controlled sectopods (or at least one square of a sectopod) on many occasions.  I usually have it shoot itself, since it can target one of its other, non-MC&#039;ed squares.  From my anecdotal experience, their psi resistance seems somewhat high.  --[[User:Papa Legba|Papa Legba]] 14:19, 2 February 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
Answer: If you look on the alien summaries in the wiki they all have a PSI resistance listed, except the Sectopod. Since it&#039;s not listed anyplace I put N/A. Feel free to put it where it belongs in the list if you have enough experience to feel comfortable ranking it.&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Overviews_of_Aliens&amp;diff=5524</id>
		<title>Overviews of Aliens</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Overviews_of_Aliens&amp;diff=5524"/>
		<updated>2006-02-01T00:56:04Z</updated>

		<summary type="html">&lt;p&gt;Darksun: /* High Threat: Chryssalid - Terror Unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All aliens are not, of course, equal.  While a novice may be overwhelmed at any manifestation of Alien presence, he will soon learn to cope, and discern the abilities of his enemy. For those who aren&#039;t yet well-versed in such things, here&#039;s a rundown on how mean each of these creatures can be in a fight.  For more details, look at aliens&#039; specific pages or [[Alien Stats (UFO Defense)]].&lt;br /&gt;
&lt;br /&gt;
==Low Threat==&lt;br /&gt;
===Low Threat: Sectoid===&lt;br /&gt;
[[Image:sectoid.png|right|Sectoid]]&lt;br /&gt;
The Sectoids are possibly the first alien you&#039;ll see.  They resemble the &amp;quot;Greys&amp;quot; spoken of by New Age types and the &amp;lt;i&amp;gt;X-Files&amp;lt;/i&amp;gt; television show: short humanoids with pale skin, elfin features and large, almond-shaped eyes.&lt;br /&gt;
&lt;br /&gt;
Sectoids are very weak in combat, with generally poor accuracy and reaction time. They have mediocre mobility, no armor worth mentioning, and will easily fall under standard rifle fire, grenades, or even a glancing shot from heavier weapons.  Without their more devious Sectoid Leaders, they can be overcome with minimal risk.&lt;br /&gt;
&lt;br /&gt;
However, on any mission that doesn&#039;t involve a small-sized UFO ([[Small Scout]], [[Medium Scout]],  or [[Large Scout]]), the Sectoids will have a Sectoid Leader in their ranks.  This Leader is capable of [[Psionics|Psionic]] attacks that can panic your troops or even bring them under alien control, to be used against you.  In the early game when Sectoid sightings are common, this can be devastating-- X-Com has not yet researched [[Psionics]], and so is wide open to psionic warfare.&lt;br /&gt;
&lt;br /&gt;
Furthermore, on any [[Missions (UFO Defense)|Mission]] involving terror units, the Sectoids will be accompanied by the formidable Cyberdisc, which adds another degree of complexity to the situation.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See also: [[Sectoid]] | [[Overviews of Aliens#Medium Threat: Cyberdisc - Terror Unit|Medium Threat: Cyberdisc - Terror Unit]]&lt;br /&gt;
&lt;br /&gt;
===Low Threat: Floater===&lt;br /&gt;
[[Image:floater.png|right|Floater]]&lt;br /&gt;
The Floaters are the other variety of aliens you&#039;ll see early in the game, possibly before Sectoids.  They are purple humanoid shapes clad in capes, floating perpetually above the ground.  They are more formidable in combat than the Sectoid.  They have better firing accuracy and reactions, along with a modicum of armor.  They have somewhat better mobility than the Sectoid, and they are capable of floating in mid-air.  They use this ability only rarely (almost never on lower difficulty settings), but it does mean that, at game start, you will see them more frequently on rooftops and other elevated positions.  They rarely make good use of cover while floating above ground level.  Floaters may be more likely than Sectoids to throw grenades, but hard data here is lacking.&lt;br /&gt;
&lt;br /&gt;
While Floaters, by themselves, are more fearsome than Sectoids, they lack the Sectoids&#039; two advantages: Floaters have no [[Psionics|Psionic]] capability, and their terror unit, the Reaper, is mediocre at best.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See also: [[Floater]] | [[Overviews of Aliens#Low Threat: Reaper - Terror Unit|Low Threat: Reaper - Terror Unit]]&lt;br /&gt;
&lt;br /&gt;
===Low Threat: Reaper - Terror Unit===&lt;br /&gt;
[[Image:reaper.gif|right|Reaper]]&lt;br /&gt;
The Reaper is the dedicated [[Terror Units (UFO Defense)|Terror Unit]] of the Floater, and will only be seen accompanying them.  It is a large, furry mammalian biped of size comparable to an X-Com [[Heavy Weapons Platforms (UFO Defense)|HWP]].  It is armed only with its bite, which obviously can be used only when the alien is directly adjacent to its foe.  It is arguably the least threatening alien in the game. Since they are so large, reapers  are generally easy to spot and easy to hit. While they can absorb a considerable amount of damage, they are resistant only to armor-piercing fire and make a large target.  They are particularly vulnerable to incendiary fire, but almost any heavy weapon fire will dispatch them without much trouble.  Their only real assets are their high mobility and ability to absorb damage.  &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See also: [[Reaper]], [[Overviews of Aliens#Low Threat: Floater|Low Threat: Floater]]&lt;br /&gt;
&lt;br /&gt;
===Low Threat: Silacoid - Terror Unit===&lt;br /&gt;
[[Image:silacoid.gif|right|Silacoid]]&lt;br /&gt;
The Silacoid is one of the two varieties of [[Terror Units (UFO Defense)|Terror Unit]] deployed with Mutons, and will only be seen accompanying them.  It resembles a large pink rock that slowly rumbles along the ground, often leaving a trail of burnt terrain in its path.  Their only combat ability is to make a moderately damaging melee attack, presumably involving the burning heat of its body.  Its mobility is lacklustre, and the burnt trail it leaves makes it easy to track.  They are somewhat well armored and can absorb a moderate amount of fire.  Considering that they are usually only encountered in the mid- to late-game, the sight of this underwhelming combat unit comes as a pleasant surprise to Commanders accustomed to more fearsome prey.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See also: [[Silacoid]], [[Overviews of Aliens#High Threat:Muton|High Threat: Muton]]&lt;br /&gt;
&lt;br /&gt;
==Medium Threat==&lt;br /&gt;
&lt;br /&gt;
===Medium Threat: Celatid - Terror Unit===&lt;br /&gt;
[[Image:celatid.gif|right|Celatid]]&lt;br /&gt;
The Celatid is one of the two [[Terror Units (UFO Defense)|Terror Unit]] types deployed with Mutons, and will only be seen accompanying them.  It resembles a large, pink kidney bean that hovers along slowly at ground level.  It attacks by spitting venom at its target, and can do so with great accuracy.  This venom is extremely dangerous to unarmored units, while somewhat less threatening to armored troops and [[Heavy Weapons Platforms (UFO Defense)|HWP]]s.  It can only project its venom over a short range (perhaps 7 squares), and has relatively low mobility.  It has negligible armor and can be destroyed with standard weapon fire, or glancing fire from heavier weapons.&lt;br /&gt;
&lt;br /&gt;
The science division says that a celatid is capable of tracking units outside of its line of sight, but there is no field evidence to confirm this.  In any case, it is at home in close quarters, particularly indoors where it can pop out from around corners, and its small size can make it a somewhat difficult target to hit.  However, its low mobility, short attack range and vulnerability to fire means that, with proper care taken, it is only a moderate threat on the battlefield.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See also: [[Celatid]], [[Overviews of Aliens#High Threat:Muton|High Threat: Muton]]&lt;br /&gt;
&lt;br /&gt;
===Medium Threat: Cyberdisc - Terror Unit===&lt;br /&gt;
[[Image:cyberdisc.gif|right|Cyberdisc]]&lt;br /&gt;
The Cyberdisc is the dedicated [[Terror Units (UFO Defense)|Terror Unit]] of the Sectoid, and will only be seen accompanying them.  It is a mechanical floating disc, comparable in size to our [[Heavy Weapons Platforms (UFO Defense)|HWP]], though it has a lower profile. It has moderate mobility, and can float at any level above the ground.  It attacks with a devastating plasma shot, capable of firing up to three snap shots in a round with good accuracy and reactions superior to our HWPs.  &lt;br /&gt;
&lt;br /&gt;
It is resistant to armor-piercing weapons, and holds up well against psionic manipulation.  Its slim profile can make it a difficult target for an object of its size.  Worse, when it is destroyed, it usually explodes with a ferocity comparable to [[Alien Grenade]] or worse.  New commanders often have difficulty destroying it with Terran weapons; it is advised to direct as much firepower as is available against one.  Alien weapon technology is far more suitable for destroying it.&lt;br /&gt;
&lt;br /&gt;
Commanders should remember that any mission involving Cyberdiscs will also involve Sectoids with [[Psionics|Psionic]] capability.  However, not all missions with psionic Sectoids will involve Cyberdiscs.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See Also [[Cyberdisc]] | [[Overviews of Aliens#Low Threat: Sectoid|Low Threat: Sectoid]]&lt;br /&gt;
&lt;br /&gt;
===Medium Threat: Snakeman===&lt;br /&gt;
[[Image:snakeman.png|right|Snakeman]]&lt;br /&gt;
Snakemen usually won&#039;t show up for at least two or three months into the game.  As their name suggests, they are reptilian, resembling snakes with arms, slithering along on their lower bodies.  They have noticeably better armor than floaters or sectoids, and are capable of absorbing significantly more fire than either. Their combat stats are at least comparable to Floaters, possibly slightly better. They seem a little more willing to use grenades than Sectoids or Floaters, too. Their key flaw, however, is low mobility. They are not able to move very quickly, slower even than Sectoids.&lt;br /&gt;
&lt;br /&gt;
However, larger Snakeman missions involving Terror Units can be truly fearsome, with the inclusion of their devastating Chryssalid support units.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See Also [[Snakeman]] | [[Overviews of Aliens#High Threat: Chryssalid - Terror Unit|High Threat: Chryssalid - Terror Unit]]&lt;br /&gt;
&lt;br /&gt;
==High Threat==&lt;br /&gt;
===High Threat: Chryssalid - Terror Unit===&lt;br /&gt;
[[Image:chryssalid.gif|right|Chryssalid]]&lt;br /&gt;
The Chryssalid is the dedicated [[Terror Units (UFO Defense)|Terror Unit]] of the Snakeman, and will only be seen accompanying them.  One of the most feared enemies of X-Com, these creatures have shiny black exoskeletons, an insectile look, and a toothy grin. They resemble the art of H.R. Giger.  They have incredible mobility, lightning-fast reflexes, and can absorb large amounts of fire. These abilities allow them to slug it out long enough to deliver their chief threat: their infectious bite, which can penetrate even the thickest armor and can destroy HWPs.&lt;br /&gt;
&lt;br /&gt;
The ability of a single specimen to turn an entire troop of X-Com operatives into a new population of Chryssalids is the stuff of a Commander&#039;s nightmares.  Killing chryssalids should be your top priority whenever they are present. Concentrate fire upon them. Don&#039;t be afraid to sacrifice any civilians or X-Com troops nearby-- if the chryssalid doesn&#039;t die, they&#039;ll probably be infected anyway.  Ensure that all Chryssalids that drop are dead, not merely unconscious.&lt;br /&gt;
&lt;br /&gt;
====Zombie====&lt;br /&gt;
Any X-Com trooper or civilian bitten by a cryssalid will turn into a zombie-- a harmless, drooling humanoid that runs around and tries to launch weak physical attacks against your troops. The creature itself is harmless and easily killed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Darksun: Mostly harmless. The melee attack can kill a soldier in a t-shirt in one turn. Don&#039;t let them stand next to you for long. If you can&#039;t burn it and aren&#039;t ready to concentrate firepower on the emerging chryssalid, you should keep your distance. Your soldiers will happily zap them with reaction fire. This can be a worse disaster than just letting the zombie beat a single trooper to death.]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unless zombies are burned to death with an incendiary attack, a chryssalid will hatch out of its corpse when is it killed.  The new chryssalid is at full strength and has all the abilities of a normal chryssalid -- including the ability to turn more people into zombies and 100% of it&#039;s TU&#039;s.  Yes, this means that a single Chryssalid can turn every human on the board into a Chryssalid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See Also [[Chryssalid]] | [[Zombie]] | [[Overviews of Aliens#Medium Threat: Snakeman|Medium Threat: Snakeman]]&lt;br /&gt;
&lt;br /&gt;
===High Threat: Ethereal===&lt;br /&gt;
[[Image:ethereal.png|right|Ethereal]]&lt;br /&gt;
Ethereals are the ruling caste of the Alien hordes.  They will not be seen until the late in the game, but when they do, expect them to be armed with the most powerful weapons in the [[Weapons (UFO Defense)#Alien Weapons|alien arsenal]].  Their bodies are thin and emaciated, with pale, pinkish skin.  However, they only appear in combat wearing billowing orange robes which make their narrow frames look more imposing.  &lt;br /&gt;
&lt;br /&gt;
They can endure large amounts of damage and have very good combat skills.  They also have good mobility and are able to fly, which they do with little hesitation.  &#039;&#039;Every&#039;&#039; Ethereal has [[Psionics|psionic]] ability; expect psionic warfare to commence almost immediately in any combat against them.  Always engage Ethereals with the greatest caution, and all knowledge of psionic combat you have at your disposal.&lt;br /&gt;
&lt;br /&gt;
As if their combat skills, high mobility, resistance to fire and psionic ability were not enough, they also have one of the strongest terror units in the game-- the Sectopod.  &lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See Also [[Ethereal]] | [[Overviews of Aliens#High Threat: Sectopod - Terror Unit|High Threat: Sectopod - Terror Unit]]&lt;br /&gt;
&lt;br /&gt;
===High Threat: Muton===&lt;br /&gt;
[[Image:muton.png|right|Muton]]&lt;br /&gt;
Mutons are the shock troops of the Alien invasion, possibly the most skilled combatants you&#039;ll go up against.  They usually won&#039;t show up until mid- to late-game, but when they do you can expect them all to be packing the most powerful weapons in the [[Weapons (UFO Defense)#Alien Weapons|alien arsenal]].   They have purple skin, but everything but their faces are covered with thick, green, skin-tight armor.  &lt;br /&gt;
&lt;br /&gt;
They are heavily armored and capable of absorbing heavy fire, and are especially resistant to armor-piercing rounds. They have very good reactions and mobility, and average accuracy.  They will lay down heavy fire and use grenades quite freely.  &lt;br /&gt;
&lt;br /&gt;
They are not without their weaknesses, however.  They are known for a short attention span, and will forget the presence of enemies beyond their sight more quickly than other aliens would.  They are vulnerable to psionic attacks, and have no psionic talents of their own.&lt;br /&gt;
&lt;br /&gt;
They are the only species in the Alien invasion with two varieties of terror unit, the Celatid and the Silacoid.  However, niether of these creatures can come close to matching the Muton&#039;s combat prowess.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See Also [[Muton]] | [[Overviews of Aliens#Low Threat: Silacoid - Terror Unit|Low Threat: Silacoid - Terror Unit]] | [[Overviews of Aliens#Medium Threat: Celatid - Terror Unit|Medium Threat: Celatid - Terror Unit]]&lt;br /&gt;
&lt;br /&gt;
===High Threat: Sectopod - Terror Unit===&lt;br /&gt;
[[Image:sectopod.png|right|Sectopod]]&lt;br /&gt;
The Sectopod is the dedicated [[Terror Units (UFO Defense)|Terror Unit]] of the Ethereal, and will only be seen accompanying them.  They are large, bipedal robots comparable in size to one of our [[Heavy Weapons Platforms (UFO Defense)|HWP]]s.  They are the most heavily armored units of the Alien horde, resistant to almost all forms of damage including even alien weaponry, requiring heavy fire to destroy one.  Its only known weakness is to Terran laser weapons, and even against those it can sustain a good degree of damage.&lt;br /&gt;
&lt;br /&gt;
They attack with dual head-mounted plasma weapons that are capable of automatic fire.  They can fire with a high degree of accuracy and reactions far superior to our HWPs.  They also have good mobility.&lt;br /&gt;
&lt;br /&gt;
Some commanders keep special weaponry on hand exclusively to deal with them, including the [[Tank/Laser Cannon]] and even the otherwise shunned [[Heavy Laser]].  Blasters will do the job, but direct hits are usually required-- and occasionally may not be enough.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
 See Also [[Sectopod]] | [[Overviews of Aliens#High Threat: Ethereal|High Threat: Ethereal]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The leaders of the alien horde are heavily dependent on psionic combat, and have even designed their mechanical units to respond to psionic stimuli.&lt;br /&gt;
*Only Sectoid Leaders, Sectoid Commanders and Ethereals (of any type) are capable of psionic warfare.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Alien Life Forms (UFO Defense)]] |&lt;br /&gt;
[[Terror Units (UFO Defense)]] |&lt;br /&gt;
[[Alien Stats (UFO Defense)]] |&lt;br /&gt;
[[Overviews of Aliens (TFTD)]]&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psionics&amp;diff=5523</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psionics&amp;diff=5523"/>
		<updated>2006-02-01T00:22:54Z</updated>

		<summary type="html">&lt;p&gt;Darksun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Psionic Combat ==&lt;br /&gt;
[[Sectoid]] Leaders, [[Sectoid]] Commanders, and all [[Ethereal]]s, have Psionic abilities to create Panic (reduce [[Morale]]) or attempt [[Mind Control]]. Be very wary. Murphy&#039;s Law says the first soldier to succumb to Mind Control will be in the perfect position to shoot your squad in the back with a [[Rocket Launcher]].&lt;br /&gt;
&lt;br /&gt;
If an alien spots any member of your squad, even the tank, during the alien turn, the squad is at risk of attack.  The weak soldiers will be targeted most often, and will likely be nicknamed &amp;quot;psi-puppets&amp;quot; by their teammates, if anyone survives. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Jasonred]] : If anyone who is psi-attacked survives, just fire them. It&#039;s for the best, trust me.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You won&#039;t know exactly what your soldiers&#039; psionic resistance or skills are until you build a [[Psionic Laboratory|Psi Lab]] and run them through a screening process (in batches of 10). Talented soldiers (80% plus) should be trained further; they need a month of training to show improvement and probably shouldn&#039;t be in the front line missions during this time, as the training is so valuable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Jasonred]] : Sending them on actual missions doesn&#039;t detract from their actual psi training. Just don&#039;t get them killed. I&#039;m not sure whether soldiers who are still injured at the end of the month get training though.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To get Psi experience QUICK, you can equip one guy with a [[Psi-Amp]], leave him in the [[Skyranger]], and have him attempt to panic units every chance he gets.&lt;br /&gt;
&lt;br /&gt;
=== Zombie&#039;s Psionic Formulas ===&lt;br /&gt;
 &#039;&#039;&#039;Psionic Combat Strength = PCS = (Psi Strength) * (Psi Skill) &lt;br /&gt;
 &#039;&#039;&#039;Panic Defense           = PAD = [ (Psi Strength) + (Psi Skill/5) ] + 10&lt;br /&gt;
 &#039;&#039;&#039;Mind Control Defense    = MCD = [ (Psi Strength) + (Psi Skill/5) ] + 30&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Panic Base Chance = Attacker PCS - Target PAD&lt;br /&gt;
    &#039;&#039;&#039;MC Base Chance = Attacker PCS - Target MCD&lt;br /&gt;
&lt;br /&gt;
The formulas were provided by [[User:Zombie|Zombie]] and [[User:Danial|Danial]] from OSG. However, so far, no one has tested them in depth, and they don&#039;t seem to make sense on the surface. Example: A Psi Str 95, Skill 16 soldier vs. a Muton soldier (Psi Str 25, Skill 0) should have a success rate of approx. 1500%(?!) based on the equations, but the actual success rate is ~50%.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also known that distance &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; matter, but not how much. The stated example was done with target right next to soldier... Perhaps distance introduces a significant reduction or divisor. Anyone who wants to test, be our guest!&lt;br /&gt;
&lt;br /&gt;
Regardless, it&#039;s clear that [[Psi Strength]] plays the greatest factor in defense. Also, Panic Attacks are more likely to succeed. But Mind Control is much more... useful.&lt;br /&gt;
&lt;br /&gt;
== Field Manual Addendum: February 2000: Psionics ==&lt;br /&gt;
&lt;br /&gt;
=== A brief working theory: ===&lt;br /&gt;
&lt;br /&gt;
The psionic research group has theorized a &amp;quot;conchfield&amp;quot;, or field of consciousness, is put forth by all sentient beings. The scientists speculate that this field exists as an energy on a plane coexistant with our own space but undetectable by Earth technology. They refer to this as &amp;quot;conchspace&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Normally the patterns of a conchfield are individual and isolated. They rise and fall with the electrical brain waves we can measure. No two conchfields can physically superimpose because they are tied to separate minds and bodies in our own space which cannot superimpose. However, there is also some energy which can travel freely in this conchspace and interact with conchfields. Whether by some geometry of conchspace or of our own space, if this energy is continually exchanged between two conchfields, the conchfields start to synchronize patterns.&lt;br /&gt;
&lt;br /&gt;
It is speculated that occasionally this &amp;quot;standing wave&amp;quot; effect occurs naturally, and this has given rise to limited and fleeting psychic phenomena dismissed as superstition.&lt;br /&gt;
&lt;br /&gt;
However the alien technology gives the additional power and control to turn this phenomena into a useful tactical advantage.&lt;br /&gt;
&lt;br /&gt;
=== [[Mind Probe]]: ===&lt;br /&gt;
&lt;br /&gt;
These allow an impression of a subject conchfield to be briefly superimposed on the operator. The transmission is mostly one-way and usually the subject has a brief sensation of an altered state or a wider consciousness but is not otherwise affected. The information gathered is stored in the mind probe until accessed. This can convey information as general as a feeling of high morale to as specific as the subject&#039;s last assessment of their armour. The operator must know the physical location of the subject to within a meter. The probe takes several seconds (50% TU) to perform its scan so patience is required. No psychic strength or training is required to use this unique device.&lt;br /&gt;
&lt;br /&gt;
Squads report successfully approaching and capturing an alien with no resistance after first determining its fatigued state with a mind probe.&lt;br /&gt;
&lt;br /&gt;
=== Psionic Amplifiers: ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;[[Psi-Amp]]&amp;quot; or psionic amplifier can set up a feedback loop between two conchfields so that the operator can attempt to tranfer thought between their own mind and the target. The physical location of the target must be known to within a meter. The operator must be trained and powerful enough to overcome psychic resistance of the target.&lt;br /&gt;
&lt;br /&gt;
The amplifier is geared for two forms of psionic attack, the first a projected feeling of fear, apprehension, or panic and the second a near-total control of the subject&#039;s mind and body. (See [[Mind Control]].) The subject usually perceives this as a change in their instincts or low-level desires that leads them to change their higher-level behavior, similar to hypnosis. The subject may be behaving completely counter to the norm, such as preparing to fire on their own forces, but as their own sense of self is being suppressed, they may not even be aware they are behaving strangely. The subject&#039;s companions, on the other hand, can recognize the change almost immediately. Symptoms include vacant stares, inappropriate emotions or lack of emotion, and unresponsiveness.&lt;br /&gt;
&lt;br /&gt;
The subject&#039;s perceptions are also fed back to the user, allowing them in effect to look out through the subject&#039;s eyes. This on its own gives the user a tactical advantage if they can gain knowledge of how their opponent has deployed their forces, and also allows them to locate and choose additional subjects.&lt;br /&gt;
&lt;br /&gt;
The aliens have implants that perform the role of the Psi-Amp so this item must be manufactured rather than recovered from the battlefield.&lt;br /&gt;
&lt;br /&gt;
=== Training: ===&lt;br /&gt;
&lt;br /&gt;
The psionic training facility uses &amp;quot;ganzfield&amp;quot; sensory blockers, a sensitive psionic receiver, and a fixed version of the psiamp. The electronics recognize the projection of a trainee and provide auditory feedback through the headset. The trainee attempts to project their impressions of this tone along with their other thoughts. The stronger the feedback loop, the stronger the audio tone. Half of this feedback loop is thus psionic and the return half electronic.&lt;br /&gt;
&lt;br /&gt;
Training consists of both projecting and resisting - projecting is attempting to establish a feedback loop with a remote field, and resisting is attempting to break a feedback loop initiated by a remote field. In combat this corresponds to attack and defence. Psionic skill in attacking is also developed by moving the target, which forces the trainee to be effective in rapidly translating between normal space and consciousness space and performing the projection accurately. Defence depends mainly on psionic strength, a passive ability.&lt;br /&gt;
&lt;br /&gt;
Each station is screened from the others. The headset also muffles external noise. Special goggles flood the eyes with a soft red light. It is in this sensory deprived trance state that projection comes most easily. As the trainee becomes more skilled at initiating and establishing an interface with the psiamp, the sensory deprivation equipment can be reduced and eventually removed. Soldiers are then able to go into this trance state without aid in the field.&lt;br /&gt;
&lt;br /&gt;
This training serves to both screen soldiers for latent psionic ability and to exercise that ability. For several weeks, even the best soldiers may not be able to grasp what is asked of them, so a full month is required for proper evaluation.&lt;br /&gt;
Psionically gifted soldiers are of course extremely valuable assets. Due to the high casualty rate of XCOM, commanders have recommended that the soldiers undergoing training should be given less hazardous duties or taken off active duty for that month, until at least a preliminary screening report is available.&lt;br /&gt;
&lt;br /&gt;
== Deployment: ==&lt;br /&gt;
&lt;br /&gt;
Psionically strong but unskilled soldiers can be used in any scouting or fire support role. As per standard doctrine, they should relay all information about the position of the enemy as efficiently as possible; this allows both support fire and psionic attacks to be brought to bear.&lt;br /&gt;
&lt;br /&gt;
Psionically skilled and strong soldiers should be kept out of direct combat to allow them to concentrate on using the psionic amplifier. They do not need to leave the landing craft to carry out their duties, so leave them here unless the craft is under attack.&lt;br /&gt;
&lt;br /&gt;
It may be useful to assign them an aide who can evaluate targets with the Mind Probe and help determine the best use of a psionic attack. It&#039;s strategically better to have a strong operator with a good chance of [[Mind Control]] rather than bothering with panic attacks by weaker operators - unless you have the psi-amps to spare.&lt;br /&gt;
&lt;br /&gt;
Preferred targets would be higher-ranking units, psychically capable units, or heavy weapons units. It is possible to control any alien, including the psionically controlled robotic units. Some skilled psionic operators have had success with simply attempting control of every alien encountered and disarming them, then using the controlled alien as a scout to determine the next target unit, then taking the next target unit and leaving the previous unit for a mop-up squad.[1]&lt;br /&gt;
&lt;br /&gt;
Easiest actions with a controlled unit are movement and firing or dropping the held weapon. It is possible but tricky to do more. (see Alien Inventory Bug under [[Exploits]].)&lt;br /&gt;
&lt;br /&gt;
[1] A bunch of unarmed aliens released in front of a firing squad is ideal for [[Reaction Training]]. For best results, give the firing squad the weakest gun possible - the pistol (26 AP damage). Or laser pistol (46 laser damage), if you don&#039;t want to mess with ammo (and the 80-item limitation).&lt;br /&gt;
&lt;br /&gt;
== Countering psionic attacks and tactics: ==&lt;br /&gt;
=== Re-assign. ===&lt;br /&gt;
The former doctrine on psionically attacked soldiers also applies to soldiers who have been psionically screened. Namely, soldiers weak in psi-strength or who have become victims of psionic attack should be sacked or re-assigned at the earliest opportunity for the safety of the rest of the squad. If retained on active duty they should never be knowingly sent on missions against psionic capable aliens. &lt;br /&gt;
Veteran soldiers who are psionically weak but otherwise worth keeping can be assigned to a secondary craft or interception base, strictly for use on missions against [[Muton]]s and other non-psionic aliens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[User:JellyfishGreen|JellyfishGreen]]: I tried jotting down the names of the puppets as a reminder to fire them later, or use as decoys.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Disarm. ===&lt;br /&gt;
Some commanders forgo any chance of reaction fire, and have all soldiers drop their weapons at the end of the turn and pick them up on the next turn. Should any soldiers be mind-controlled in the intervening alien turn, at least they&#039;ll be unarmed.&lt;br /&gt;
&lt;br /&gt;
=== Decoys. ===&lt;br /&gt;
Zombie&#039;s experimental results tell us the soldier with the lowest psi-strength  is &#039;&#039;&#039;always&#039;&#039;&#039; chosen as the victim in a psionic attack, even if he&#039;s out of line-of-sight of either enemy or ally. The game AI is skipping any LOS requirement. - Psi-puppet soldiers should NOT be used as alien hunters. Disarm them as soon as possible, preferentially &#039;&#039;&#039;before the mission&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If such soldiers are deployed against psionic capable aliens, they may still have use in limited roles. Do not give them any weapons or grenades. Well, maybe smoke grenades.&lt;br /&gt;
&lt;br /&gt;
# Unarmed medic or equipment operator. If controlled, they cannot injure other soldiers, but they may be shot on sight by other soldiers. If panicked, they&#039;ll drop the equipment.&lt;br /&gt;
# Non-lethal weaponry. [[Stun Rod]]s or stun guns again prevent injury of other soldiers but the risk of control and loss of tactical advantage remains.&lt;br /&gt;
# &#039;&#039;&#039;Decoy&#039;&#039;&#039;. The unarmed soldier lets themself get mind-controlled rather than shot. If they are under mind control, the soldier will often be spared by the alien. Every mind-control attack on the &amp;quot;decoy&amp;quot; is one less attack on the rest of the squad and one more psionic alien kept busy. Note your other soldiers may shoot a controlled decoy on sight, and the aliens will shoot a panicked decoy on sight. An extremely risky tactic for the soldier but survival can be extended by blockading the decoy into a closet with other soldiers or tanks and turning your back to them.&lt;br /&gt;
# Launcher Operators. Simply a soldier with a launcher and no ammo. The soldier either stands on a pile of ammunition, or is handed the ammunition on demand in combat. Once the weapon is loaded, the round is immediately spent before the end of the turn. This way, if controlled, the soldier will have an empty weapon and thus be harmless. This allows the weak willed soldier to contribute somewhat to the fight whenever you regain control of them. &lt;br /&gt;
&lt;br /&gt;
If there are two or more psionic aliens, you may need more decoys to keep them all busy.&lt;br /&gt;
&lt;br /&gt;
=== Kill the puppetmaster. ===&lt;br /&gt;
Find and kill the alien doing the mind control.  This will free those who were under its control.    The mind controller is frequently the highest-ranking alien you&#039;re facing, which means you&#039;ll likely need to penetrate the command center of the structure you&#039;re facing.  Aliens do not carry weapons while utilizing psionic warfare; look for unpanicked aliens with empty hands on the battlefield. This holds true for Sectiods, whose leaders and commanders can perform psi. Ethereals are the only other race - but all of them can perform psi.&lt;br /&gt;
&lt;br /&gt;
Remember that killing the aliens&#039; ranking officers imposes a major morale penalty to the invaders, another bonus that shouldn&#039;t be underestimated.  Many commanders have seen a seemingly invincible, mind-controlling attack force reduced to panic in the instant their commander is shot down.  Even against Ethereals, all of which have psionic capability, this tactic is useful, since it will often buy you a round or two before other units start using Psionics and can panic even them.&lt;br /&gt;
&lt;br /&gt;
=== Must.  Fight.  Harder. ===&lt;br /&gt;
If you can force a very successful round of attacks, the morale penalty this imposes on the aliens may bring on panic, or at least enough disarray to bring a temporary stop to their psionic attacks.  Such a round also raises the morale of your own troops, which gives them a greater degree of psionic resistance.&lt;br /&gt;
&lt;br /&gt;
=== Roll with it. ===&lt;br /&gt;
Kamikaze tactics have also been used but cannot be recommended here.&lt;br /&gt;
&lt;br /&gt;
HWP&#039;s can continue to be used in all roles against psionic capable forces as they are immune.&lt;br /&gt;
&lt;br /&gt;
Heavy Support Weaponry ([[Blaster Launcher]]s, [[Rocket Launcher]]s) should only be assigned to soldiers with high psionic strength to prevent its counteruse.&lt;br /&gt;
&lt;br /&gt;
If all forces are equipped with [[Power Suit]], which is proof against light ballistic weaponry, standard rifles and pistols can be freely issued with little risk of lethality even if counterused. Note [[Ethereal]]s are less affected by these weapons than [[Sectoid]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- JFG, with credits to the adventurous NKF-sensei whose field reports I freely draw from. --[[User:JellyfishGreen|JellyfishGreen]] 14:50, 19 Apr 2005 (BST)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Jasonred: In fact, you can safely issue them [[Laser Pistol]]s if you&#039;re all armed with Flying Suits, possibly Powered Armor is enough. And as duly noted, Laser Weapons are Not Too Shabby.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-[[User:MikeTheRed|MikeTheRed]]: In my experience, laser pistols &amp;lt;b&amp;gt;can&amp;lt;/b&amp;gt; hurt you in flying suits. Specifically, if you&#039;re shot in the back. So they are great for &amp;quot;firing squads&amp;quot; (all your guys facing MC&#039;d aliens), but not when aliens might MC you. (And don&#039;t turn your back when doing a firing squad!)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-[[User:NKF|NKF]]: &amp;quot; Just to add to this, a laser pistol, with 46 laser, does between 0 - 92 damage (See: [[Damage]]). Therefore, only your front plates will be truly invulnerable to laser pistol damage. On the other hand, you have a chance of being damaged from pretty much &#039;&#039;every other direction&#039;&#039;, and you cannot always guarantee that you&#039;ll be facing your attacker at all times.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The only real consolation is that laser pistols won&#039;t kill you outright for each hit, but lots of little hits can indeed build up to a lot of damage. I&#039;d much rather recommend an autocannon/HE or the standard pistols/rifles for this exercise. Direct hits from the ACHE can probably cause a tiny amount of damage, but the ammo will not be unlimited like the laser pistol, and the autocannon is also the slowest burst weapon in the game, despite its name, which gives you time to get away and seek cover. Another bonus is that it works a lot better on superhuman ethereals than the pistol/rifle! &amp;quot; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Summary of Alien Psionic resistance==&lt;br /&gt;
&lt;br /&gt;
Resistance to panic and mind control:&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Muton:&#039;&#039;&#039;      Very Low&lt;br /&gt;
 &#039;&#039;&#039;Floater:&#039;&#039;&#039;    Low&lt;br /&gt;
 &#039;&#039;&#039;Reaper:&#039;&#039;&#039;     Low&lt;br /&gt;
 &#039;&#039;&#039;Sectiod:&#039;&#039;&#039;    Average* &lt;br /&gt;
 &#039;&#039;&#039;Chryssalid:&#039;&#039;&#039; Average&lt;br /&gt;
 &#039;&#039;&#039;Celatid:&#039;&#039;&#039;    Above Average&lt;br /&gt;
 &#039;&#039;&#039;SnakeMan:&#039;&#039;&#039;   High&lt;br /&gt;
 &#039;&#039;&#039;Silacoid:&#039;&#039;&#039;   High&lt;br /&gt;
 &#039;&#039;&#039;Ethereal:&#039;&#039;&#039;   Very High&lt;br /&gt;
 &#039;&#039;&#039;Cyberdisc:&#039;&#039;&#039;  Very High&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Sectopod:&#039;&#039;&#039;   N/A&lt;br /&gt;
&lt;br /&gt;
* Wanna bet the psionic ones are harder to mind control?&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Psionic Laboratory|Psi-Lab]]&lt;br /&gt;
&lt;br /&gt;
[[Psi-Amp]]&lt;br /&gt;
&lt;br /&gt;
[[Mind Shield]]&lt;br /&gt;
&lt;br /&gt;
[[Mind Probe]]&lt;br /&gt;
&lt;br /&gt;
[[Experience]]&lt;br /&gt;
&lt;br /&gt;
[[Training]]&lt;br /&gt;
&lt;br /&gt;
[[Molecular Control]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Soldiers]]&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=5522</id>
		<title>Known Bugs</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Known_Bugs&amp;diff=5522"/>
		<updated>2006-01-31T21:29:05Z</updated>

		<summary type="html">&lt;p&gt;Darksun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Collectors Edition Blaster Bomb Bug ==&lt;br /&gt;
&lt;br /&gt;
In the Collectors Edition of UFO, the [[Blaster Launcher]] has a bug that prevents it from going up or down on the same tile. Or in other words, you cannot change the elevation of the missile vertically on the same tile. &lt;br /&gt;
&lt;br /&gt;
Instead of flying down (or up) to the next waypoint, it will instead fly directly to the south at the pivot waypoint. Relative to the screen, this would be the lower left side of the screen. &lt;br /&gt;
&lt;br /&gt;
This does not happen if you plot the waypoints at an angle. Or, if the blaster bomb flies right off the map, it will reappear at the proper waypoint as long as  there are additional waypoints placed after the vertical move. &lt;br /&gt;
&lt;br /&gt;
This bug also applies to the [[Disrupter Pulse Launcher]] in TFTD. &lt;br /&gt;
&lt;br /&gt;
== 80-item Limit ==&lt;br /&gt;
When loading up your Avenger for a massive UFO assault or arming soldiers for a [[Base Defense]] from your overflowing stores, you will likely hit this limit. &lt;br /&gt;
&lt;br /&gt;
You only get a max of 80 items, and you don&#039;t get to choose which ones, so you may end up with 80 clips and no rifles for the base defense. &lt;br /&gt;
&lt;br /&gt;
The solution is timely housekeeping. Sell off your spare personal equipment. See our handy [[Spring Cleaning Tips]], and also [[Managing the Item Limit]] for ideas.&lt;br /&gt;
&lt;br /&gt;
== The trouble with Mines (general) == &lt;br /&gt;
The armed states for [[Proximity Grenade]]s in both UFO and TFTD are NOT stored in savegames. More information to come.&lt;br /&gt;
&lt;br /&gt;
== TFTD Research Tree Bug Avoidance Guide == &lt;br /&gt;
TFTD&#039;s research problems are more of a design flaw than a true bug. More of a pain, really. If you research the wrong thing at the wrong time you won&#039;t get the endgame research topics.&lt;br /&gt;
&lt;br /&gt;
A variation of NKF&#039;s [[TRTBAG | TFTD Research Tree Bug Avoidance Guide]] will be forthcoming - free time permitting.&lt;br /&gt;
&lt;br /&gt;
For now:&lt;br /&gt;
&lt;br /&gt;
*NEVER research the Tasoth Commander. There&#039;s no reason to, as far as I can tell.&lt;br /&gt;
*ONLY research Deep One Terrorist AFTER you have completed Plastic Aqua Armor and Ion Beam Accelerators.&lt;br /&gt;
*DO NOT research M.C. Lab unless you have AT LEAST one MC Reader in storage.&lt;br /&gt;
*You MUST have at least one &amp;quot;Sub Construction&amp;quot; in storage before completing research on Zrbite and/or Transmission Resolver.&lt;br /&gt;
&lt;br /&gt;
Other than the MC reader one, any of the above would make it impossible to finish the game.&lt;br /&gt;
&lt;br /&gt;
-compiled from NKF&#039;s guide.&lt;br /&gt;
&lt;br /&gt;
== Difficulty Bug ==&lt;br /&gt;
&lt;br /&gt;
The DOS version had a problem where no matter what difficulty level you chose, you were actually playing at &amp;quot;Beginner&amp;quot; level. Because of one or two incorrectly set bytes in all dos versions of the game( 1.0 through to 1.4), no matter what difficulty was selected, the difficulty bug would reset to beginner at the end of the first mission. [[XcomUtil]] corrects this problem. This bug was officially fixed in the Collectors Edition Windows port (also commonly known as UFO Gold).&lt;br /&gt;
&lt;br /&gt;
== Mountain Map ==&lt;br /&gt;
Due to a bug in the way this tileset was created, when you shoot the ground, it doesn&#039;t burn up - it turns into a tree stump.&lt;br /&gt;
&lt;br /&gt;
Because the stump is on object, as opposed to actual ground, any objects that were in the tile already (for example, UFO hulls or the landing gear of your craft) get replaced by these stumps, making it seem as if they were destroyed.&lt;br /&gt;
&lt;br /&gt;
Tree stumps don&#039;t take much damage, so they often get burnt up immediately if an explosive goes off, leaving nothing but burnt ground behind. It is easier to view the effects of this bug by shooting the ground instead.&lt;br /&gt;
&lt;br /&gt;
For more details, see [[Explosions#Mile-High_Madness|Mountain Madness]].&lt;br /&gt;
&lt;br /&gt;
== Base Disjoint Bug ==&lt;br /&gt;
Base facilities built along the right or bottom edges of the base building area may end up being cut off from each other by dirt walls, a bug in the routine meant to keep soldiers from accidentally exiting the map edges during [[Base Defense]] missions. The dirt walls can be knocked down by Blaster Bombs during combat but are otherwise unbreakable.&lt;br /&gt;
&lt;br /&gt;
NKF illustrates this in a [http://www.geocities.com/nkfarma/reference/bdb.html pretty picture] for you.  XCOMUTIL corrects this problem.&lt;br /&gt;
&lt;br /&gt;
== Big Text Bug ==&lt;br /&gt;
There are a few bugs in XCOM, especially early versions, that can build up and make the game unstable enough that it crashes and prints out a screenful of green 40-column text, essentially debug or memory dump information useless to you. &lt;br /&gt;
&lt;br /&gt;
One fairly consistent cause is saving the geoscape game during a UFO standoff, with the interceptor window minimized to an icon. The next mission after that point will likely dump you to the green text screen, and perhaps an earlier battlescape mission instead of the proper one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-- I was able to recover from this state by quickly sending in another interceptor (Firestorm) to take over, which allowed my first interceptor (Avenger) to break off and go home without crashing the game again. After the shootdown I overwrote the buggy savegame. --[[User:JellyfishGreen|JellyfishGreen]] 03:11, 22 Aug 2005 (PDT)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the dos version, the text that you see is simply a memory dump in mode-13h (the 320x200x256 colour screen resoulution the game uses) and the text colour is based off the changes to the pallete that the game made. The game sometimes continues with the next part of the game. The game is made of two different programs, one for each segment of the game, so when one part of it crashes, the other one will not have registered that anything has gone wrong and will attempt to soldier on.&#039;&#039;&lt;br /&gt;
&#039;&#039;In the Windows version of the game, the game simply crashes back to the desktop, unless you&#039;re using the Xcomutil split executable variant. - [[User:NKF|NKF]] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Interceptions: Using Cautious Attack ==&lt;br /&gt;
When intercepting UFO&#039;s, the longest ranged weapon will fire as soon as you are within range of that particular UFO using any attack of your choosing, which is normal. &lt;br /&gt;
&lt;br /&gt;
If you use only &amp;quot;Cautious Attack&amp;quot;, the craft will only get within range of its longest ranged weapon. Now, if you only have one type of weapon mounted  (eg: two Fusion Ball Launchers) or you&#039;re down to your last weapon, when the last remaining shot is fired, the intercepting craft will drop back to &amp;quot;Standoff&amp;quot; range as soon as the last shot leaves the weapon tube. &lt;br /&gt;
&lt;br /&gt;
What then happens is that the last fired projectile is still travelling towards the UFO which was just in range, but as you automatically enter stand-off range when you are no longer armed, your ship will have removed itself from your weapon&#039;s effective firing range. When the missile reaches the end of its effective firing range it is wasted. &lt;br /&gt;
&lt;br /&gt;
This means, the last shot of ammo from &#039;&#039;&#039;any weapon&#039;&#039;&#039; using a Cautious Attack will NEVER reach the UFO. &lt;br /&gt;
&lt;br /&gt;
To get around this waste of ammo, briefly enter &amp;quot;Agressive&amp;quot; mode and then return to &amp;quot;Cautious&amp;quot; after the projectile has hit its target. &lt;br /&gt;
&lt;br /&gt;
==Sticky Craft Transfer Fee glitch==&lt;br /&gt;
As pointed out by Zombie and Danial, transferring any craft causes &#039;&#039;&#039;&#039;&#039;all subsequent transfers to have that cost added to it&#039;&#039;&#039;&#039;&#039;, for as long as the craft is in transit. Additional craft in transit will add additional fees. (This has also been caused the Exponential Transfer Fee bug, although it&#039;s actually additive, not exponential.)&lt;br /&gt;
&lt;br /&gt;
Example (all numbers are only approximations):&lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of pistol transfer (&amp;amp;harr; = to or from)&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA       80&lt;br /&gt;
 EU  &amp;amp;harr; Asia      100&lt;br /&gt;
 USA &amp;amp;harr; Asia      120&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost of craft transfer&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1600               &#039;&#039;Notice how transfer fees always work as relative percents,&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2000               &#039;&#039;probably on a distance-based formula&lt;br /&gt;
 USA &amp;amp;harr; Asia     2400&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Cost to transfer &#039;&#039;&#039;pistol&#039;&#039;&#039;, after transferring craft from EU to Asia for $2000&amp;lt;/U&amp;gt;&lt;br /&gt;
 EU  &amp;amp;harr;  USA     1680   (80+1600)&lt;br /&gt;
 EU  &amp;amp;harr; Asia     2100  (100+2000)&lt;br /&gt;
 USA &amp;amp;harr; Asia     2520  (120+2400)&lt;br /&gt;
&lt;br /&gt;
The cost of the craft transfer &amp;quot;sticks&amp;quot; to &#039;&#039;&#039;all&#039;&#039;&#039; subsequent transfers, until the craft arrives - although it acts on a proportionate basis, which is probably distance related.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this cost is &#039;&#039;&#039;additive&#039;&#039;&#039;. That is to say, if you transferred a second craft from EU to Asia while the first was still in transit, it would cost $4000 ($2000 plus $2000 - it too suffers from the glitch!), it would then cost e.g. $4100 to transfer a pistol from EU to Asia. Having even more craft in transit would add even more fees.&lt;br /&gt;
&lt;br /&gt;
This only appears to happen with aircraft, although it does happen for them all. So try to space out your transfers, if you can.&lt;br /&gt;
&lt;br /&gt;
A related problem is that, if you are in the Transfer screen, start to transfer a craft, and then cancel because you remembered you wanted to send something else first - if you then try to Transfer something on that same screen, &#039;&#039;it will still get the sticky craft fee added&#039;&#039;. Try it and see. You have to back up out to the main Base screen and hit Transfer again, to get rid of the sticky fee from a cancelled craft transfer.&lt;br /&gt;
&lt;br /&gt;
==Transfer Limit cash eater==&lt;br /&gt;
Only 100 items can be in transit at a time. (Here, a transfer of e.g. 200 Elerium counts as one &amp;quot;item&amp;quot;. Also, all soldiers are counted individually.) If you go over the limit, you will get a warning that there is no more transport capacity. If you STILL try to transport something after getting the warning, the item will stay where it is, but the transportation cost still gets deducted.  Bad if you&#039;re shuffling expensive aircraft.&lt;br /&gt;
&lt;br /&gt;
==Carrying Unconscious Units==&lt;br /&gt;
Refer to : [[Unconscious#Bug|Unconscious]].&lt;br /&gt;
&lt;br /&gt;
==Disappearing Ammo==&lt;br /&gt;
&lt;br /&gt;
For all game versions, partially-used clips disappear at the end of a mission. This dictates that you should try to use clips that are not full. No mystery here.&lt;br /&gt;
&lt;br /&gt;
However, in the CE edition, clips in &#039;&#039;&#039;alien&#039;&#039;&#039; weapons (not XCOM weapons) are lost at the end of a mission, whether they are full or not. Thus, you should unload all virgin clips before ending a mission, if you have the CE edition of the game. (Partially used clips are lost regardless, so there&#039;s no reason to unload them.)&lt;br /&gt;
&lt;br /&gt;
This bug does not appear to affect the DOS or Playstation versions. &#039;&#039;(Make a note here if you&#039;ve observed otherwise! -[[User:MikeTheRed|MTR]])&lt;br /&gt;
&lt;br /&gt;
Note that you still get credit (score) at the end of missions, regardless of the CE loaded-weapon bug and/or whether a clip is full or partial.&lt;br /&gt;
&lt;br /&gt;
== Overcrowded Engineers (And Scientists?) ==&lt;br /&gt;
In the Dos version (probably the others as well) if you hire more than 255 engineers in a single base, the number of engineers in the base will read a negative number once the 256th  engineer arrives. Any Engineers engaged in projects will continue to work on them, but if you cancel the project you will lose engineers until you have lost 255 of them. This bug probably also affects scientists. It may be exploitable to pay a negative salary at the end of the month.&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Manufacturing_Profitability&amp;diff=5517</id>
		<title>Manufacturing Profitability</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Manufacturing_Profitability&amp;diff=5517"/>
		<updated>2006-01-30T20:08:25Z</updated>

		<summary type="html">&lt;p&gt;Darksun: Found a bug with 255+ engineers and listed it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Accounting ==&lt;br /&gt;
&lt;br /&gt;
Accurately reflecting profitability of manufacturing items requires that the following be accounted for:&lt;br /&gt;
*Cost for &amp;quot;parts&amp;quot;, the value shown on the manufacturing screen&lt;br /&gt;
*Cost of [[Elerium-115]] ($5k each) and [[Alien Alloys]] ($6.5k each), if any. Also, cost of [[UFO Power Source]](s) ($500k each) and [[UFO Navigation]] ($80k each) for XCOM craft.&lt;br /&gt;
*Cost of Engineers, at $25k per month. When manufacturing for profit, the number of engineers is usually based on how many Workshops one has, less Workspace requirements.&lt;br /&gt;
*Cost of [[Workshop]]s ($35k/month) and [[Living Quarters]] ($10k/month) sufficient for the number of engineers employed.&lt;br /&gt;
&lt;br /&gt;
These costs are then compared against the Sell price, to determine profitability.&lt;br /&gt;
&lt;br /&gt;
One could approach the overall profitability several ways. Arguably the simplest is based on monthly production by a fixed number of workshops filled with engineers (minus workspace requirements). This approach has been used here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Profitability ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The figures below show monthly profits, based on a two-workshop operation.&lt;br /&gt;
&lt;br /&gt;
There are 35 items that can be manufactured, but only 14 of these make a profit. And only five stand out as real winners. Indeed, the average &amp;quot;profit&amp;quot; for all 35 items is &#039;&#039;&#039;&amp;lt;font color=red&amp;gt;-$2.3M&amp;lt;/font&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The first item you&#039;re likely to find profitable is the [[Medi-Kit]] at $605k. This is the sixth-most profitable item, and it doesn&#039;t need any [[Research (UFO Defense)|research]]. The [[Motion Scanner]] is the fifth best, is quickly researched, and nets $1.2M. Your exact order of research may vary, but if things are going well, you can probably quickly jump to the most profitable item, the [[Laser Cannon]] at $4.2M.&lt;br /&gt;
&lt;br /&gt;
There is an oddity in XCOM in that the item that might be considered the most profitable is the [[Fusion Ball Launcher]] (FBL). The oddity is that the first one you produce does not require an Alien Alloy (and thus, no AA requirement appears on the manufacturing screen). If in doubt, watch your AA stores while manufacturing. Without the AA, the FBL nets $4.3M, which is 1.8% more profitable than the Laser Cannon. However, when the AA is taken into account, it only nets $3.2M - far less than the LC. Due to the micromanagement needed to repeatedly restart manufacturing versus the very small gain, few players build one FBL at a time. Thus, many consider the LC the most profitable item &amp;quot;in real life&amp;quot;, but this oddity with the FBL has caused a fair bit of confusion; some (particularly older docs) say FBLs are the most profitable. Anyway, now you know... and it&#039;s your choice. :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tables ==&lt;br /&gt;
&lt;br /&gt;
For a PDF showing profitability based on 1 to 5 workshops, see [[Image:XCOM_Profit_Tables.pdf|this]].&lt;br /&gt;
&lt;br /&gt;
For the Excel file that the PDF is made from, see [[Image:XCOM_Profits.xls|this]]. With the spreadsheet, you can change number of workshops or engineers, choose whether to include associated costs (exotic ingredients, maintenance), sort it, edit it, etc.&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, Tricks, Etc. ==&lt;br /&gt;
*The maximum number of engineers you can assign to a project, equals the number of engineer hours it requires. In other words, the game &amp;quot;enforces&amp;quot; that &#039;&#039;&#039;you can only build one item per hour, at most&#039;&#039;&#039;. Example: You can only assign 60 engineers at most to work on a plasma pistol clip, which requires 60 engineer hours. The tables above don&#039;t take this into account, but then, small-fry products are usually not made by a large operation, anyway.&lt;br /&gt;
*You cannot have more than one project of the same type going at the same base. (This otherwise might&#039;ve been a way &amp;quot;around&amp;quot; the limit of one per hour at most.) However, you can make that thing at some other base.&lt;br /&gt;
*Excess/wasted Workshop and Living Quarters are only a miniscule part of your costs. Example: A large operation (four workshops) might have 184 engineers instead of the optimal 194 for Laser Cannons (because of an occasional need to drop back and making flying suits, craft, etc. - it&#039;s a balance of constantly wasted space versus occasionally wasted engineers). The &amp;quot;wasted&amp;quot; 10 WS and LQ spaces only cost $9k/month ($45k*10/50), which is only 0.11% of the $8.3M/month that the 184 engineers make when producing LCs.&lt;br /&gt;
*Likewise, profits generally scale linearly according to number of workshops (2 full workshops make twice as much as 1 full workshop, etc.). Many projects only require a handful of workspace requirements, and are almost totally linear. However, some projects have a large workspace requirement, such as the Laser Tank (25). With only one workshop, the Laser Tank only makes 39% of the profit that Laser Cannons would, whereas they make 64% of Laser Cannons with five workshops. The real reason they do so poorly with one workshop is much less due to the wasted overhead of workshop and living quarters; it is mainly because you can only assign 25 engineers with one workshop, versus 44 for Laser Cannons.&lt;br /&gt;
*Those who know XCOM, know that it suffers from integer truncation in a number of places. This could&#039;ve hurt profitability badly if it occurred there; for example, if an item needs 100 engineer hours but you only assign 99, it might&#039;ve taken twice as long, and halved your production and profit potential. Fortunately, this is not the case with manufacturing; it does not truncate production time this way.&lt;br /&gt;
*There is an [[Exploits#Free_Manufacturing|exploit]] that lets the sneaky make items for free - but only one at a time.&lt;br /&gt;
*Another [[Exploits#Free_Wages|exploit]] involves transferring staff at the end of the month to avoid salaries - but engineer wages are only 6% of the cost of making Laser Cannons, and some of these &amp;quot;savings&amp;quot; are lost due to the fact that they can&#039;t build while in transit.&lt;br /&gt;
*Factoid 1: The Heavy Plasma Clip is the most unprofitable item to make, due to the facts that it can be quickly made, but requires 3 Elerium. Be careful what you ask for!&lt;br /&gt;
*Factoid 2: Strange as it may seem, XCOM craft are &#039;&#039;not&#039;&#039; the most unprofitable items in the game, even though they are very expensive to make, and you &#039;&#039;&#039;can&#039;t sell them&#039;&#039;&#039;. (High cost, zero sales.) This is because craft take a long time to make, whereas other items can be made quickly, but incorporate expensive components. Their extreme costs override the fact that they can actually be sold. :P&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* In the UFO: Enemy Unkown (and most likely all the other XCOM and TFTD versions) you can overflow the variable that holds the number of engineers. If you go over 255 engineers in a base the number listed in the base will be negative. If you have them all on some projects, you can keep them. However, if the project ends or you try to move them around, you will lose up to 255 engineers and have to hire them again. Keeping them past the end of the month has not been tested yet. Don&#039;t go over 254 engineers in a base. This doesn&#039;t count transfers until they arrive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*[[Hiring/firing]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!align =&amp;quot;left&amp;quot;|Item&lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Engineer Hours   &lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Item cost (thousands)   &lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Item profit (thousands)   &lt;br /&gt;
!align =&amp;quot;center&amp;quot;|Net monthly profit (thousands)   &lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Fusion Ball Launcher]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|400&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|242&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|281&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|70.2&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Laser Cannon]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|300&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|182&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|211&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|69.6&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Tank/Laser Cannon]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|1200&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|500&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|594&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|56.4&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Medi-Kit]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|420&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|28&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|46.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|31.71&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Laser Rifle]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|400&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|20&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|36.9&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|30.42&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Heavy Laser]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|700&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|32&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|61&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|29.83&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Personal Armor]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|800&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|22&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|54&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|28.8&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Laser Pistol]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|300&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|8&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|20&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|28.8&lt;br /&gt;
|-&lt;br /&gt;
|align =&amp;quot;left&amp;quot;|[[Alien Alloys]]&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|100&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|3&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|6.5&lt;br /&gt;
|align =&amp;quot;center&amp;quot;|25.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Here&#039;s the list from the OSG (sorted by profit) for you to use as needed:&lt;br /&gt;
&lt;br /&gt;
[[Jasonred]] : Added the sale price of Special Materials used, and Net profit after factoring them in! Left out figures which made a net loss... no further calculations necessary on these. Also, E=Elerium, A= Alien Alloys, -1A means it makes this much profit, but you&#039;ve used up 1 Alien Alloy.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Item                    Cost        Sell     Profit  Special Materials   Net Profit&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;----                    ----        ----     ------  --(sell price)---   ----------&#039;&#039;&#039;&lt;br /&gt;
  &lt;br /&gt;
 Hovertank/Launcher    $900,000  $1,043,000  $143,000    $177,000&lt;br /&gt;
 Hovertank/Plasma      $850,000    $980,000  $130,000    $182,500&lt;br /&gt;
 UFO Power Source      $130,000    $250,000  $120,000    $132,500&lt;br /&gt;
 &lt;br /&gt;
 Tank/Laser Cannon     $500,000    $594,000   $94,000                        $94,000&lt;br /&gt;
 Flying Suit            $58,000    $115,000   $57,000    $132,500&lt;br /&gt;
 Blaster Launcher       $90,000    $144,000   $54,000    $  6,500            $47,500-1A&lt;br /&gt;
 Heavy Plasma          $122,000    $171,600   $49,600    $  6,500            $43,100-1A&lt;br /&gt;
 Power Suit             $42,000     $85,000   $43,000    $ 57,500&lt;br /&gt;
 Mind Probe            $262,000    $304,000   $42,000    $  5,000            $37,000-1E&lt;br /&gt;
 &lt;br /&gt;
 Small Launcher         $78,000    $120,000   $42,000    $  6,500            $35,500-1A&lt;br /&gt;
 Plasma Beam           $226,000    $267,300   $41,300    $ 75,000&lt;br /&gt;
 Fusion Ball Launcher  $242,000    $281,100   $39,000                        $39,000&lt;br /&gt;
 Plasma Rifle           $88,000    $126,500   $38,500    $  6,500            $31,500-1A&lt;br /&gt;
 Psi-Amp               $160,000    $194,700   $34,700    $  5,000            $29,700-1A&lt;br /&gt;
 Personal Armor         $22,000     $54,000   $32,000    $ 26,000            $ 6,000-4A&lt;br /&gt;
 Laser Cannon          $182,000    $211,000   $29,000                        $29,000&lt;br /&gt;
 Heavy Laser            $32,000     $61,000   $29,000                        $29,000&lt;br /&gt;
 Plasma Pistol          $56,000     $84,000   $28,000    $  6,500            $21,500-1A&lt;br /&gt;
 Fusion Ball            $28,000     $53,300   $25,300    $ 20,000            $ 5,300-4E&lt;br /&gt;
 Medi-Kit               $28,000     $46,500   $18,500                        $18,500&lt;br /&gt;
 Laser Rifle            $20,000     $36,900   $16,900                        $16,900&lt;br /&gt;
 HWP Fusion Bomb        $15,000     $31,500   $16,500    $ 77,000&lt;br /&gt;
 Laser Pistol            $8,000     $20,000   $12,000                        $12,000&lt;br /&gt;
 Motion Scanner         $34,000     $45,600   $11,600                        $11,600&lt;br /&gt;
 &lt;br /&gt;
 Blaster Bomb            $8,000     $17,028    $9,028    $ 15,000&lt;br /&gt;
 Stun Bomb               $7,000     $15,200    $8,200    $  5,000            $ 3,200-1E&lt;br /&gt;
 Alien Grenade           $6,700     $14,850    $8,150    $ 10,000&lt;br /&gt;
 Heavy Plasma Clip       $6,000      $9,590    $3,590    $  5,000&lt;br /&gt;
 Alien Alloys            $3,000      $6,500    $3,500                        $ 3,500&lt;br /&gt;
 Plasma Rifle Clip       $3,000      $6,290    $3,290    $  5,000&lt;br /&gt;
 Plasma Pistol Clip      $2,000      $4,400    $2,400    $  5,000&lt;br /&gt;
 &lt;br /&gt;
 UFO Navigation        $150,000     $80,000  -$70,000    $ 19,500&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=5498</id>
		<title>Base Management</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=5498"/>
		<updated>2006-01-23T23:29:41Z</updated>

		<summary type="html">&lt;p&gt;Darksun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Managing coverages around the globe=&lt;br /&gt;
There are three types of coverage you need to provide to areas of the globe. [[#Detection|Detection]] (radar/hyperwave) coverage is the first and one you will need to consider most carefully when placing bases. [[#Interception|Interception]] coverage is the second. [[#Recovery/Assault|Recovery and Assault]] team coverage is the last. There are also several types of bases that don&#039;t provide coverage you may want to build.&lt;br /&gt;
&lt;br /&gt;
You probably want your first two to three bases to mix all three kinds of coverage with some [[#Utility Bases|utility]] thrown in.&lt;br /&gt;
&lt;br /&gt;
==Detection==&lt;br /&gt;
Detection bases have at least one radar installation Probably more. Some people also call them listening posts. Generally a listening post is just radar and nothing else. You might start with a small radar since it builds in 12 days and a large takes 25 days. However, you will should prefer the large radar and it&#039;s 450 NM range over the small radars 300. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some screenshots with radar coverage marked out would be nice here.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One large radar in a base gives you a decent chance to detect a ufo that is operating in the area for a while. However, if one just passes by on the way someplace else, you may miss it. More radars mean a better chance to detect the fly-by UFOs. Once you lock on to a ufo, you won&#039;t lose tracking till it reaches the outskirts of your radar range. This range is quite large. A base in the Northern USA can keep a lock on a UFO to the northern coast of South America for example. You can detect most of the UFOs you need to with three well positioned detection bases. Once you get hyperwave decoders you will detect all the UFO&#039;s in range, of course. Don&#039;t forget to sell off your radars once you build one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Interception==&lt;br /&gt;
Interception bases have at least one hanger dedicated to aircraft that shoot down UFOs.&lt;br /&gt;
Interceptors have great range but poor speed. You should be able to intercept a good number of the UFOs you detect from the same base. If you have one or two interceptors in each base with radar, you should get a shot at most of the UFO&#039;s you want to shoot down. The Firestorm limited range may mean that you will be disapointed with the placement of your interception bases once you switch over. You need to try harder to launch interceptions from the destination of the UFO rather than where it&#039;s been detected.&lt;br /&gt;
&lt;br /&gt;
==Recovery/Assault==&lt;br /&gt;
An assault base has at least on hangar with aircraft that carries soldiers.&lt;br /&gt;
Skyrangers and Avengers have terrific range. You can launch and assualt or recovery from anywhere on earth. However, the downed UFO may have taken off by then. Worse, you may be forced to land at night where an assault craft that had been based closer could have picked the time of the battle. If you find a base with weak aliens (floater bases and to a lesser extent sectiods), you may want to set up, or beef up an assault base nearby to raid the supply ships.&lt;br /&gt;
&lt;br /&gt;
==Utility Bases==&lt;br /&gt;
Utility bases are ones that fill a specialized need. Supply depots, listening posts, R&amp;amp;D centers, factories and psi training centers are all common base types. Once you get the first three bases set up, your fourth base will probably be to fulfill one of these special missions.&lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
Keep in mind that as you shoot down UFOs you will piss off the aliens. When they go searching for your strike base, they may stumble apon your factory. There is very little penalty to spreading out your bases. Building bases at the poles is probably not fun for the personel there, but makes a good isolated spot for non-strike bases.&lt;br /&gt;
&lt;br /&gt;
==Facility Placement==&lt;br /&gt;
[[Base Defense]] is a primary consideration when choosing what to place where and when to build what. The higher the difficulty the more important a defendable base is. The secondary consideration is the amount of time modules take to build. All bases need general stores and they are a fast module to build. Consider placing them first when you have to choose between them and something like a large radar that takes more than twice as long to complete. Money &lt;br /&gt;
is the final arbiter of what you should build. Be sure you are aware of your income situation before you go on a building binge. You may be sitting on a pile of money now, but what happens when there are no UFO&#039;s to shoot down for a week or two? Make sure you have a more or less balanced budget. Build workshops first if you are tight on cash.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Base Defense]]&lt;br /&gt;
* [[X-Com Base Terrain]]&lt;br /&gt;
* [[Base Facilities (UFO Defense) | Base Facilities]] &lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defense Measures (UFO Defense)|Base Defense Measures]]&lt;br /&gt;
* [[UFO Detection (UFO Defense)|UFO Detection]]&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Base_Management&amp;diff=5497</id>
		<title>Talk:Base Management</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Base_Management&amp;diff=5497"/>
		<updated>2006-01-23T23:26:14Z</updated>

		<summary type="html">&lt;p&gt;Darksun: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maybe this become a Category instead of just a landing page? --[[User:Papa Legba|Papa Legba]] 09:45, 31 December 2005 (PST)&lt;br /&gt;
&lt;br /&gt;
Hello! Saw a stub here and took a stab at fleshing it out. -Darksun&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=5496</id>
		<title>Base Management</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Base_Management&amp;diff=5496"/>
		<updated>2006-01-23T23:21:25Z</updated>

		<summary type="html">&lt;p&gt;Darksun: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently an orphaned stub. To be the main section detailing anything and everything base related. TFTD and Apocalypse versions to come along in the future. &lt;br /&gt;
&lt;br /&gt;
Main menu headings to collapse and move into here include: &lt;br /&gt;
&lt;br /&gt;
[[Base Facilities (UFO Defense) | Base Facilities]] &lt;br /&gt;
* [[Base Layout Strategy]]&lt;br /&gt;
* [[Base Defense Measures (UFO Defense)|Base Defense Measures]]&lt;br /&gt;
* [[UFO Detection (UFO Defense)|UFO Detection]]&lt;br /&gt;
&lt;br /&gt;
=Managing coverages around the globe=&lt;br /&gt;
There are three types of coverage you need to provide to areas of the globe. [[#Detection|Detection]] (radar/hyperwave) coverage is the first and one you will need to consider most carefully when placing bases. [[#Interception|Interception]] coverage is the second. [[#Recovery/Assault|Recovery and Assault]] team coverage is the last. There are also several types of bases that don&#039;t provide coverage you may want to build.&lt;br /&gt;
&lt;br /&gt;
You probably want your first two to three bases to mix all three kinds of coverage with some [[#Utility Bases|utility]] thrown in.&lt;br /&gt;
&lt;br /&gt;
==Detection==&lt;br /&gt;
Detection bases have at least one radar installation Probably more. Some people also call them listening posts. Generally a listening post is just radar and nothing else. You might start with a small radar since it builds in 12 days and a large takes 25 days. However, you will should prefer the large radar and it&#039;s 450 NM range over the small radars 300. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some screenshots with radar coverage marked out would be nice here.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One large radar in a base gives you a decent chance to detect a ufo that is operating in the area for a while. However, if one just passes by on the way someplace else, you may miss it. More radars mean a better chance to detect the fly-by UFOs. Once you lock on to a ufo, you won&#039;t lose tracking till it reaches the outskirts of your radar range. This range is quite large. A base in the Northern USA can keep a lock on a UFO to the northern coast of South America for example. You can detect most of the UFOs you need to with three well positioned detection bases. Once you get hyperwave decoders you will detect all the UFO&#039;s in range, of course. Don&#039;t forget to sell off your radars once you build one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Interception==&lt;br /&gt;
Interception bases have at least one hanger dedicated to aircraft that shoot down UFOs.&lt;br /&gt;
Interceptors have great range but poor speed. You should be able to intercept a good number of the UFOs you detect from the same base. If you have one or two interceptors in each base with radar, you should get a shot at most of the UFO&#039;s you want to shoot down. The Firestorm limited range may mean that you will be disapointed with the placement of your interception bases once you switch over. You need to try harder to launch interceptions from the destination of the UFO rather than where it&#039;s been detected.&lt;br /&gt;
&lt;br /&gt;
==Recovery/Assault==&lt;br /&gt;
An assault base has at least on hangar with aircraft that carries soldiers.&lt;br /&gt;
Skyrangers and Avengers have terrific range. You can launch and assualt or recovery from anywhere on earth. However, the downed UFO may have taken off by then. Worse, you may be forced to land at night where an assault craft that had been based closer could have picked the time of the battle. If you find a base with weak aliens (floater bases and to a lesser extent sectiods), you may want to set up, or beef up an assault base nearby to raid the supply ships.&lt;br /&gt;
&lt;br /&gt;
==Utility Bases==&lt;br /&gt;
Utility bases are ones that fill a specialized need. Supply depots, listening posts, R&amp;amp;D centers, factories and psi training centers are all common base types. Once you get the first three bases set up, your fourth base will probably be to fulfill one of these special missions.&lt;br /&gt;
&lt;br /&gt;
==Base Placement==&lt;br /&gt;
Keep in mind that as you shoot down UFOs you will piss off the aliens. When they go searching for your strike base, they may stumble apon your factory. There is very little penalty to spreading out your bases. Building bases at the poles is probably not fun for the personel there, but makes a good isolated spot for non-strike bases.&lt;br /&gt;
&lt;br /&gt;
==Facility Placement==&lt;br /&gt;
[[Base Defense]] is a primary consideration when choosing what to place where and when to build what. The higher the difficulty the more important a defendable base is. The secondary consideration is the amount of time modules take to build. All bases need general stores and they are a fast module to build. Consider placing them first when you have to choose between them and something like a large radar that takes more than twice as long to complete. Money &lt;br /&gt;
is the final arbiter of what you should build. Be sure you are aware of your income situation before you go on a building binge. You may be sitting on a pile of money now, but what happens when there are no UFO&#039;s to shoot down for a week or two? Make sure you have a more or less balanced budget. Build workshops first if you are tight on cash.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Base Defense]] | [[X-Com Base Terrain]]&lt;/div&gt;</summary>
		<author><name>Darksun</name></author>
	</entry>
</feed>